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Editing v0.34 Talk:Strange mood
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;Leatherworker or Fell Mood | ;Leatherworker or Fell Mood | ||
:Each leather-allowed body armor, each leather-allowed pants, each leather-allowed gloves, each leather-allowed shoes, each leather-allowed helm, any shield, bag, backpack, quiver, instrument | :Each leather-allowed body armor, each leather-allowed pants, each leather-allowed gloves, each leather-allowed shoes, each leather-allowed helm, any shield, bag, backpack, quiver, instrument | ||
− | ;Bone carver | + | ;Bone carver |
:Each bone-allowed body armor, each bone-allowed pants, each bone-allowed gloves, each bone-allowed shoes, each bone-allowed helm, any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component (10%) | :Each bone-allowed body armor, each bone-allowed pants, each bone-allowed gloves, each bone-allowed shoes, each bone-allowed helm, any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component (10%) | ||
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;Macabre mood claiming vermin remains as primary item | ;Macabre mood claiming vermin remains as primary item | ||
:Amulet, bracelet, earring | :Amulet, bracelet, earring | ||
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I've just located this function in version 0.23.130.23a, and it's almost exactly the same - it even had the '''same bug''' with metal/bone helmets (which was fixed in version 0.34.06). I also noticed that, in 23a, it would compare the candidates to the dwarf's Item preferences, and if any matched, it would randomly select one of the matching items - this would seemingly be the only case in which a moody weaponsmith (or bone carver) could produce a "foreign" weapon (assuming that dwarves can have preferences for foreign weapons, anyways). --[[User:Quietust|Quietust]] 21:21, 22 June 2012 (UTC) | I've just located this function in version 0.23.130.23a, and it's almost exactly the same - it even had the '''same bug''' with metal/bone helmets (which was fixed in version 0.34.06). I also noticed that, in 23a, it would compare the candidates to the dwarf's Item preferences, and if any matched, it would randomly select one of the matching items - this would seemingly be the only case in which a moody weaponsmith (or bone carver) could produce a "foreign" weapon (assuming that dwarves can have preferences for foreign weapons, anyways). --[[User:Quietust|Quietust]] 21:21, 22 June 2012 (UTC) | ||
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==Fell Moods== | ==Fell Moods== | ||
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:So fix it. That sentence is ''at least'' 4½ years old. It was added to the .40d article on November 1, 2007, and that edit is labelled as being a 'copy from the archive wiki'. I'm not surprised that it's wrong.<br/>—[[User:0x517A5D|0x517A5D]] 13:27, 14 May 2012 (UTC) | :So fix it. That sentence is ''at least'' 4½ years old. It was added to the .40d article on November 1, 2007, and that edit is labelled as being a 'copy from the archive wiki'. I'm not surprised that it's wrong.<br/>—[[User:0x517A5D|0x517A5D]] 13:27, 14 May 2012 (UTC) | ||
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== Adamantine cloth == | == Adamantine cloth == | ||
Clothiers sometimes use not only plant/silk/yarn cloth, but woven adamantine too. [http://www.bay12forums.com/smf/index.php?topic=87753.0 An example.] 17:53, 8 May 2012 (UTC) | Clothiers sometimes use not only plant/silk/yarn cloth, but woven adamantine too. [http://www.bay12forums.com/smf/index.php?topic=87753.0 An example.] 17:53, 8 May 2012 (UTC) | ||
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== Possessed Item Request == | == Possessed Item Request == | ||
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--[[User:Sepheris|Sepheris]] 16:45, 23 June 2012 (UTC) | --[[User:Sepheris|Sepheris]] 16:45, 23 June 2012 (UTC) | ||
:He probably wants more bones. A single stack, no matter how large, only counts as '''one''' item for moods. --[[User:Quietust|Quietust]] 17:16, 23 June 2012 (UTC) | :He probably wants more bones. A single stack, no matter how large, only counts as '''one''' item for moods. --[[User:Quietust|Quietust]] 17:16, 23 June 2012 (UTC) | ||
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==Artifact not set before beginning of construction?== | ==Artifact not set before beginning of construction?== | ||
The section 'Caveats' states that "''The item to be built is not set at the beginning of the mood. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact''". In my experience, the result is always the same, no matter how many reloads and changes in base materials. If he's going to make you a stone jug, it's jug you'll get, whether from sandstone or native gold. The passage is therefore misleading and should be deleted from the article, in my opinion. [[User:Shorr|Shorr]] 21:08, 28 August 2012 (UTC) | The section 'Caveats' states that "''The item to be built is not set at the beginning of the mood. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact''". In my experience, the result is always the same, no matter how many reloads and changes in base materials. If he's going to make you a stone jug, it's jug you'll get, whether from sandstone or native gold. The passage is therefore misleading and should be deleted from the article, in my opinion. [[User:Shorr|Shorr]] 21:08, 28 August 2012 (UTC) | ||
− | :First of all, a moody dwarf can '''never''' make a stone jug - the above tables | + | :First of all, I'm pretty sure a moody dwarf can '''never''' make a stone jug - the above tables were accurate as of version 0.34.05, and aside from the fix in version 0.34.06 it's unlikely that they've changed. Second, are you '''absolutely''' certain that your moody dwarf does not have a '''preference''' for one of the items his mood permits him to create? Because if he does (and he only has one matching preference), then he is 100% guaranteed to produce that type of item. --[[User:Quietust|Quietust]] 00:12, 29 August 2012 (UTC) |
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