v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing 23a:Strange mood
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "23a"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 128: | Line 128: | ||
|} | |} | ||
− | Demands for Ore or Metal bars are always for a specific material, while demands for rough stone or [[block]]s merely require that the stone be gray, light, or dark. Demands for rough gems may be for a specific type of raw [[glass]] (unlike in later versions, there are no special messages) | + | Demands for Ore or Metal bars are always for a specific material, while demands for rough stone or [[block]]s merely require that the stone be gray, light, or dark. Demands for rough gems may be for a specific type of raw [[glass]] (unlike in later versions, there are no special messages) or any type of gemstone, though demands for random rough gemstones will sometimes glitch and refuse to use '''any''' type of gem, dooming the mood to failure. Demands for cloth can be for either [[plant fiber]] or [[silk]] cloth, and all other items (wood, cut gems, bone, shell, and leather) will accept any type of item. It is generally a good idea to keep as many types of material on hand as possible, including the three different kinds of glass. |
− | The ''primary'' component of the strange mood will | + | The ''primary'' component of the strange mood will always be based on the dwarf's preferences: |
− | * A moody stoneworker will require gray stone, light stone, or dark stone based on his preferences - for example, a dwarf that likes [[Limestone]] will demand any light stone | + | * A moody stoneworker will require gray stone, light stone, or dark stone based on his preferences - for example, a dwarf that likes [[Limestone]] will demand any light stone. |
− | * A moody weaver or clothes maker who likes any type of plant fiber will demand plant cloth, while one that likes any type of silk will demand silk cloth | + | * A moody weaver or clothes maker who likes any type of plant fiber will demand plant cloth, while one that likes any type of silk will demand silk cloth. |
− | * A moody furnace operator, blacksmith, or metal crafter | + | * A moody furnace operator, blacksmith, or metal crafter will demand [[malachite]], [[cassiterite]], [[galena]], [[hematite]], [[native gold]], or [[native platinum]]. If you have not dug far enough into the mountain, then iron/gold/platinum are disallowed. |
− | * A moody weaponsmith or armorsmith will demand either [[malachite]] or [[hematite]] | + | * A moody weaponsmith or armorsmith will demand either [[malachite]] or [[hematite]]. If you have not dug far enough into the mountain, then iron is disallowed. |
* Not surprisingly, a moody adamantine worker (of any type) will demand [[raw adamantine]]. | * Not surprisingly, a moody adamantine worker (of any type) will demand [[raw adamantine]]. | ||
− | * A moody jeweler will require the specific gem they happen to like | + | * A moody jeweler will require the specific gem they happen to like. |
− | * A moody glassmaker will require the specific type of glass they happen to like | + | * A moody glassmaker will require the specific type of glass they happen to like. |
− | * A moody bone carver who likes any type of bone will demand bones, while one that likes any type of shell will demand shells | + | * A moody bone carver who likes any type of bone will demand bones, while one that likes any type of shell will demand shells. |
− | * A dwarf in a macabre mood will | + | * A dwarf in a macabre mood will base their artifact around bones, remains, or a skull. |
− | + | Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding "Yes. I need <item>." instead of screaming "I must have <item>!"). 50% of their decoration item requests will be replaced with [[skull]]s, [[bones]], or vermin [[remains]], stated as "Leave me. I need... things... certain things". | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Moody dwarves who demand stone [[block]]s will '''not''' actually incorporate them into the artifact as decorations - they merely use them as a surface and destroy them upon completion of the mood. | |
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood: | Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood: |