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Editing Talk:Strange mood

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I just found that Kiln-related mood labor such as Glazer and Potter has never been said on this page, that's quite odd. Is Kiln-related Strange mood never implemented in Dwarf Fortress? I mean It does produce ceramic goods, does earthenware not an intriguing product at all?
 
I just found that Kiln-related mood labor such as Glazer and Potter has never been said on this page, that's quite odd. Is Kiln-related Strange mood never implemented in Dwarf Fortress? I mean It does produce ceramic goods, does earthenware not an intriguing product at all?
 
Strange moods are based on the hardcoded production jobs, while pottery is done entirely by raw-based [[reaction]]s. That probably would explain why the strange mood code was left alone when pottery was implemented.
 
 
[[User:DPhKraken|DPhKraken]] ([[User talk:DPhKraken|talk]]) 04:04, 16 April 2024 (UTC)
 
  
 
== Fell moods - Require Updating ==
 
== Fell moods - Require Updating ==
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Therefore, I'm editing the main page to reflect my results. If anyone disagrees with my methodology, please feel free to correct me. I'm posting this here as evidence for why I'm making this change.
 
Therefore, I'm editing the main page to reflect my results. If anyone disagrees with my methodology, please feel free to correct me. I'm posting this here as evidence for why I'm making this change.
 
[[User:Drake1500|Drake1500]] ([[User talk:Drake1500|talk]]) 01:48, 18 February 2024 (UTC)
 
[[User:Drake1500|Drake1500]] ([[User talk:Drake1500|talk]]) 01:48, 18 February 2024 (UTC)
: The DFHack "strangemood" command is based on '''reverse-engineered''' logic from the game itself, and it has ''not'' been updated to match the behavior in the current version, so further research might be necessary. At the very least, I'll be taking a closer look at the current version and seeing what needs to be updated in the plugin. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 14:39, 18 February 2024 (UTC)
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* The DFHack "strangemood" command is based on '''reverse-engineered''' logic from the game itself, and it has ''not'' been updated to match the behavior in the current version, so further research might be necessary. At the very least, I'll be taking a closer look at the current version and seeing what needs to be updated in the plugin. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 14:39, 18 February 2024 (UTC)
:: After taking a closer look, I can confirm that CUT_STONE and CARVE_STONE '''are''' moodable skills, and dwarves having them will be assigned the same "Strange Mood" job as Miners and Masons (which is what decides the type of workshop they claim), thus I have reverted your changes to the article. The flaw in your methodology lies in the fact that the DFHack "strangemood" command actually decides which skill is going to be boosted at the end of the mood, and because the plugin wasn't recognizing those skills as moodable, your test units never gained experience in them. Furthermore, both of those skills are '''new''' to version 50.xx, so it would be quite strange for them to have been removed already. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:12, 18 February 2024 (UTC)
 
::: Thanks for looking into this, I hadn't expected Stone Carving to operate like Mining. As stated, I did try to account for that by allowing a "natural" mood after modifying skills, but since it was a possession, I couldn't see which skill was actually used. Thanks again for the correction! [[User:Drake1500|Drake1500]] ([[User talk:Drake1500|talk]]) 22:05, 19 February 2024 (UTC)
 

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