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Difference between revisions of "Strange mood"

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Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.
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[[File:strange_mood_prev.png|thumb|350px|right|A dwarf losing ownership of his mind.<br><small>''Artwork by Zippy''</small>]]
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Periodically, individual [[Dwarf|dwarves]] are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing, and pursue the construction of this artifact to the exclusion of all else – they will not stop to eat, drink, or sleep; pretty much the ''only'' thing that can pause a "moody" dwarf is giving birth, after which they will immediately get back to making the artifact. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die (one way or another) soon afterward.
  
Note: All controllable civilizations are currently able to enter strange moods, though in earlier versions of DF the only civilization this applies to is dwarves.
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Note: Any creature with the {{token|STRANGE_MOODS}} token is able to enter strange moods in [[Legends|history]] and [[fortress mode]], though, by default, this ability is unique to dwarves.
  
 
==Overview==
 
==Overview==
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[[File:mood_announce_v50_x2.png|right]]Once your fortress has at least 20 dwarves, occasionally, one of them will be struck by a "strange mood". These largely random events will be seen as an [[announcement]], and will pause the game.
  
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.
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A dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their [[artifact]] of choice, and, once those have been collected, proceed to do so. Depending on the exact mood (see [[Strange mood#Types of moods|types of moods]], below), both the workshop and the artifact are based on the highest "moodable skill" of that dwarf (see "[[Strange mood#Skills and Workshops|Skills and Workshops]]", below).
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods. The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).
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At the end of this process, if successful, the dwarf will '''usually''' gain enough [[experience]] to become Legendary (or higher), and then return to life as normal, but now with a Legendary skill. The "possessed" mood is an exception to this rule, as it does not grant any experience upon completion.
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A dwarf cannot be struck by more than one mood in their lifetime.
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=== In fortress mode ===
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[[File:workshop_claimed_sample.png|thumb|300px|right|Information from a forcefully claimed workshop.]]
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# The game will announce that the dwarf has entered one of five different types of strange moods. The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).
 
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.
 
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.
 
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.
 
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.
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# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion, the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.
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# While you have some control over the skill the dwarf uses, and so some (but less) control over the type of artifact created, and (with some effort) the materials used, you have no control over which dwarf is struck by a mood, nor the type of mood that strikes them, nor the specific type of artifact created.
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# The conditions necessary for a strange mood to occur have been fully understood due to a disassembly of the game; see below for the exact mechanics.
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===In world generation===
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Long before your seven dwarves [[embark]] on their adventure, non-player dwarves may also be struck by strange moods during world generation, albeit these are treated more abstractly. These events are a primary source of non-player artifacts that are scattered across the outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be stolen or pillaged just like any other non-player artifact.
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== Skills and workshops ==
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If struck by a Fey, Secretive or Possessed mood, the workshop and artifact will be based on the highest "moodable skill" that a dwarf possesses. Not all skills are moodable. Fell and Macabre moods will either claim a butcher's shop and use Bonecarving, or a tanner's shop and use Tanning (see [[Strange mood#Types of moods|Types of moods]], below).
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{| class="wikitable sortable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;"
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|-
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! Highest skill
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! Workshop required
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|- style="background-color:palegreen"
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| [[Armorsmith]]
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| [[Metalsmith's forge]] (or [[Magma forge]])
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|-  style="background-color:palegreen"
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| [[Bone carver]]
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| [[Craftsdwarf's workshop]]
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|-  style="background-color:palegreen"
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| [[Bowyer]]
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| [[Bowyer's workshop]]
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|-  style="background-color:wheat"
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| [[Carpenter]]
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| [[Carpenter's workshop]]
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|-  style="background-color:palegreen"
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| [[Clothier]]
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| [[Clothier's shop]]
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|- style="background-color:lightgray"
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| [[Engraver]]
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| [[Craftsdwarf's workshop]]
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|- style="background-color:wheat"
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| [[Gem cutter]]
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| [[Jeweler's workshop]]
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|- style="background-color:wheat"
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| [[Gem setter]]
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| [[Jeweler's workshop]]
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|- style="background-color:wheat"
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| [[Glassmaker]]
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| [[Glass furnace]] (or [[Magma glass furnace]])
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|-  style="background-color:palegreen"
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| [[Leatherworker]]
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| [[Leather works]]
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|-  style="background-color:wheat"
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| [[Mason]]
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| [[Stoneworker's workshop]]
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|-  style="background-color:palegreen"
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| [[Mechanic]]
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| [[Mechanic's workshop]]
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|-  style="background-color:wheat"
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| [[Metal crafter]]
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| [[Metalsmith's forge]] (or [[Magma forge]])
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|-  style="background-color:wheat"
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| [[Blacksmith|Metalsmith]]
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| [[Metalsmith's forge]] (or [[Magma forge]])
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|-  style="background-color:wheat"
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| [[Miner]]
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| [[Stoneworker's workshop]]
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|- style="background-color:wheat"
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| [[Stone carver]]
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| [[Stoneworker's workshop]]
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|- style="background-color:lightgray"
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| [[Stone crafter]]
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| [[Craftsdwarf's workshop]]
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|- style="background-color:wheat"
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| [[Stonecutter]]
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| [[Stoneworker's workshop]]
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|-  style="background-color:wheat"
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| [[Tanner]]
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| [[Leather works]]
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|-  style="background-color:palegreen"
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| [[Weaponsmith]]
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| [[Metalsmith's forge]] (or [[Magma forge]])
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|- style="background-color:wheat"
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| [[Weaver]]
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| [[Clothier's shop]]
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|- style="background-color:lightgray"
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| [[Wood crafter]]
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| [[Craftsdwarf's workshop]]
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|- style="background-color:lightgray"
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| &lt;none&gt;
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| [[Craftsdwarf's workshop]]
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|}
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A dwarf will claim a workshop according to their highest applicable [[skill]]. If not [[Strange mood#Possessed|possessed]], completion of the artifact grants roughly 10,000 [[experience]] in that skill. This will transform a previously unskilled dwarf to one of Accomplished-level (on average).  The table to the right describes all applicable skills and their potential workshop requirements – there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].
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When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly.
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This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do one job each in the skill(s) you most want; if a "[[experience|dabbling]]" skill is the highest moodable skill they have, that is the skill that will be used. [[Guildhall]]s related to moodable skills may both help and hinder, as demonstrations will increase skill levels without any jobs being done.
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[[Scholar]]s may discuss mechanics as part of their work and gain a small amount of experience in it.  This is the only skill that scholars discuss that is moodable.
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=== "Best" skills ===
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Some skills produce generally useful and valuable items, and others produce only trinkets or jewelry. While "best" is very subjective, balancing the artifact itself with the Legendary skill the mood (usually!) produces, and both of those against the needs and goals of the current fortress, generally speaking the skills can be broken down into tiers of usefulness.
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Note that in addition to an artifact, the mood will (usually) raise the dwarf to Legendary in the chosen skill; often this is, from a practical standpoint, more valuable than an artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, instead, in case they are struck by a mood.
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* [[Weaponsmith]] is one of the "best" skills. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness –- any mechanism's [[quality]] modifies the chance for a trap to hit its target, and an artifact lever or trap in a room will make its value skyrocket (even if not connected to anything!). Note that, despite popular belief, traps made with artifact mechanisms can still jam ([https://www.reddit.com/r/dwarffortress/comments/wj2ego/i_thought_traps_made_with_artifact_mechanisms/ source]).
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* [[Armorsmith]] is similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. And, while moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they can also give you [[blowgun]]s. Good luck with either one.
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* Artifact [[furniture]] is unbreakable by building destroyers and creates otherwise-impossible fortress defense options. A dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. It can also have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.
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* These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's a (very) small chance it'll be something truly useful as well as valuable. [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...
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* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others they come in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above: for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society. One exception to the general uselessness of clothing artifacts is [[Adamantine]] clothing, especially cloaks; its material allows it to accord the wearer meaningful protection, and unlike normal Adamantine clothing, its status as an artifact renders it immune to wear (which otherwise renders such clothing impractical.)
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* Last on the list are "crafts" – surprisingly valuable trinkets in the form of amulets, totems, rings, figurines – or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)
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:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived "peasant" migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.
  
 
== Types of moods ==
 
== Types of moods ==
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have "Strange Mood" listed as their active task and are "quite content", regardless of any recent [[thought]]s they may have had.
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For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have "Strange Mood" listed as their active task and are "quite content", regardless of any recent [[thought]]s they may have had.
  
 
=== Fey ===
 
=== Fey ===
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: ''Possessed by unknown forces!''
 
: ''Possessed by unknown forces!''
  
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. It is pure luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.
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Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon the successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.
  
A possession is the only mood that does '''''not''''' result in a jump in [[experience]].
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Possession is the only mood that does '''''not''''' result in a jump in [[experience]].
  
A possessed dwarf that "keeps muttering <name of the artifact>..." has already gathered everything it needs.
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A possessed dwarf that "keeps muttering <name of the artifact>..." has already gathered everything they need.
  
 
=== Fell ===
 
=== Fell ===
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: ''Has a horrible fell look!''
 
: ''Has a horrible fell look!''
  
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.
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A dwarf that goes into a fell mood will try to take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. The unfortunate dwarf is killed on the spot – no dragging to the workshop, just sneaking up behind them, killing them, and dragging their corpse to the workshop. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.
  
Amusingly, it seems fell dwarves can murder [[ghost]]s as well.
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Amusingly, it seems fell dwarves can also murder [[ghost]]s. If they do, they will murder a living dwarf as well, since ghosts obviously don't yield a corpse to butcher.{{bug|4681}}
  
 
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.
 
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.
  
If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after his death. If the murder is witnessed, the moody dwarf will be subject to dwarven [[justice]].
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If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after their death. If the murder is witnessed (or if the <s>idiot</s> dwarf in fell mood reports themself), the moody dwarf will be subject to dwarven [[justice]].
  
 
=== Macabre ===
 
=== Macabre ===
Line 57: Line 170:
 
: ''Brooding darkly...''
 
: ''Brooding darkly...''
  
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require bones, skulls{{verify}}, or vermin remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go insane. Like fell moods, only unhappy dwarves can enter macabre moods.
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Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require [[bone]]s, [[skull]]s, or vermin [[remains]]; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go [[insane]]. Like fell moods, only unhappy dwarves can enter macabre moods.
  
 
==Caveats==
 
==Caveats==
* Shells are perhaps the most difficult to obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding shelled butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.
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* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge.
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* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.
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* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge. Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.
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* If one of a claimed workshop's building materials are selected and toggled to forbidden, this will also cause the mood to immediately fail and the dwarf to go insane.
 
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]
 
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. You can reload the artifact creating process, even after the dwarf has gathered most of components by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.
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* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials.  
* Requests for bones are actually requests for any kind of bone stacks, not individual bones. Slaughter a puppy. [http://www.bay12forums.com/smf/index.php?topic=105002.0]
+
* You can restart the artifact creating process, even after the dwarf has gathered most of the components, by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.
 +
* Each request for bones is actually a request for any kind of bone [[stack]], not individual bones. If they request bones more than one time, then they need that many stacks. Any size stack will do and the entire stack will be used. Bones come from [[butcher]]ing, rotted animal corpses do not count, even if they are skeletons. [[Tame]] animal corpses, whether they were pets or strays, can only be butchered as a result of a [[Butcher#Slaughtering|slaughter]] task, tame animals that died by any other means cannot be butchered. Slaughter a puppy. [http://www.bay12forums.com/smf/index.php?topic=105002.0]
  
 
== Demands ==
 
== Demands ==
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 "base items" and up to 7 additional items for decorations. The dwarf may well need several items of one material! If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says "gems... shining" for 6 seconds, 3 gems are demanded. However, the mood's '''primary''' material will always be shown for only 2 seconds even if more than one is required. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with "TSK" ("task") next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.
+
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 "base items" and up to 7 additional items for decorations. The dwarf may well need several items of one material!  
 +
 
 +
If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|i}} {{K|F}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Click on the workshop to receive a series of clues about what the dwarf needs.  '''Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says "gems... shining" for 6 seconds, 3 gems are demanded. However, the mood's primary material will always be shown for only 2 seconds, even if more than one is required.''' Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with "TSK" ("task") next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.
  
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - see below for more information.
+
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop, they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work see below for more information.
  
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.
+
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.
  
 
The various demands are translated here:
 
The various demands are translated here:
Line 79: Line 197:
 
! Material
 
! Material
 
! Fey
 
! Fey
 +
! Macabre
 
! Secretive
 
! Secretive
 
! Possessed
 
! Possessed
Line 84: Line 203:
 
|
 
|
 
| <dwarf> screams "I must have <demand>!"
 
| <dwarf> screams "I must have <demand>!"
 +
| <dwarf> broods "Yes. I need <demand>."
 
| <dwarf> sketches pictures of <demand>.
 
| <dwarf> sketches pictures of <demand>.
 
| <dwarf> mutters "<artifact> needs <demand>..."
 
| <dwarf> mutters "<artifact> needs <demand>..."
 
|-
 
|-
 
| [[Stone]]
 
| [[Stone]]
| rock
+
| colspan=2 | rock
 
| a quarry
 
| a quarry
 
| stone... rock
 
| stone... rock
 
|-
 
|-
 
| Stone/metal [[block]]s
 
| Stone/metal [[block]]s
| rock blocks
+
| colspan=2 | rock blocks
 
| square blocks
 
| square blocks
 
| blocks... bricks
 
| blocks... bricks
 
|-
 
|-
 
| [[Wood]]
 
| [[Wood]]
| wood logs
+
| colspan=2 | wood logs
 
| a forest
 
| a forest
 
| tree... life
 
| tree... life
 
|-
 
|-
 
| Metal [[bar]]
 
| Metal [[bar]]
| metal bars
+
| colspan=2 | metal bars
 
| shining bars of metal
 
| shining bars of metal
 
| bars... metal
 
| bars... metal
 
|-
 
|-
 
| [[Gem]]s (cut)
 
| [[Gem]]s (cut)
| cut gems
+
| colspan=3 | cut gems
| cut gems
 
 
| gems... shining
 
| gems... shining
 
|-
 
|-
 
| [[Gem]]s (raw)
 
| [[Gem]]s (raw)
| rough gems
+
| colspan=3 | rough gems
| rough gems
 
 
| rough... color
 
| rough... color
 
|-
 
|-
 
| Green [[glass]]
 
| Green [[glass]]
| raw green glass
+
| colspan=2 | raw green glass
 
| glass
 
| glass
 
| raw... green
 
| raw... green
 
|-
 
|-
 
| Clear glass
 
| Clear glass
| raw clear glass{{verify}}
+
| colspan=2 | raw clear glass{{verify}}
 
| glass and burning wood
 
| glass and burning wood
 
| raw... clear
 
| raw... clear
 
|-
 
|-
 
| Crystal glass
 
| Crystal glass
| raw crystal glass{{verify}}
+
| colspan=2 | raw crystal glass{{verify}}
 
| rough gems and glass
 
| rough gems and glass
 
| raw... crystal
 
| raw... crystal
 
|-
 
|-
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack] {{verify}}
+
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack]
| bones
+
| colspan=2 | bones
 
| skeletons
 
| skeletons
 
| bones... yes
 
| bones... yes
 
|-
 
|-
| [[Shell]]{{verify}}
+
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}
| shells
+
| colspan=3 | shells
| shells
 
 
| a shell...
 
| a shell...
 
|-
 
|-
 
| [[Leather]]
 
| [[Leather]]
| tanned hides
+
| colspan=2 | tanned hides
 
| stacked leather
 
| stacked leather
 
| leather... skin
 
| leather... skin
 
|-
 
|-
 
| [[Cloth]] (plant fiber)
 
| [[Cloth]] (plant fiber)
| plant cloth
+
| colspan=2 | plant cloth
 
| stacked cloth
 
| stacked cloth
 
| cloth... thread
 
| cloth... thread
 
|-
 
|-
 
| [[Cloth]] (silk)
 
| [[Cloth]] (silk)
| silk cloth
+
| colspan=2 | silk cloth
 
| stacked cloth
 
| stacked cloth
 
| cloth... thread
 
| cloth... thread
 
|-
 
|-
 
| [[Cloth]] (yarn)
 
| [[Cloth]] (yarn)
| yarn cloth
+
| colspan=2 | yarn cloth
 
| stacked cloth
 
| stacked cloth
 
| cloth... thread
 
| cloth... thread
 
|-
 
|-
 
| [[Skull]]{{verify}}
 
| [[Skull]]{{verify}}
| body parts
+
| colspan=2 | body parts
 
| death
 
| death
 
| a corpse
 
| a corpse
 
|}
 
|}
  
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>!"). They may also say "Leave me. I need... things... certain things", in which case they want special items such as [[skull]]s or vermin [[remains]].
+
Dwarves in macabre moods may also say "Leave me. I need... things... certain things", in which case they want special items, such as [[skull]]s or vermin [[remains]].
  
 
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.
 
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.
  
*The first item demanded by the dwarf is based on the mood skill being used - stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.
+
*The first item demanded by the dwarf is based on the moodable skill being used stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.
**Metalworkers will demand their favorite type of metal '''if''' you have smelted any bars of it - fey moods will state this outright, while for secretive moods and possessions you will need to check the dwarf's [[preferences]] to see which metal they like. If you have any [[adamantine]] wafers available, then they will demand that instead.
+
**Metalworkers will demand adamantine wafers if any are available (unforbidden). If not, they will demand a preferred metal ''if'' you have ''ever'' smelted any bars of it fey moods will state this outright, while for secretive moods and possessions, you will need to check the dwarf's [[preferences]] to see which metal they like. Metal bars acquired via [[trade]] or by melting down items (such as Goblinite) do ''not'' count as smelted. Otherwise, they will select any available metal(s).
**Weavers and clothiers who have a preference for any type of silk, plant fiber cloth, or yarn will demand that generic type (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk), and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list. If you have any [[adamantine]] cloth available, then they will demand that instead.
+
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.
**Glassmakers will demand their preferred type of glass, whether you've produced it or not; if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does '''not''' count as producing it.
+
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does ''not'' count as producing it.
 
**Dwarves in macabre moods will select either 1 vermin remains, 1 stack of bones, or 1-3 skulls.
 
**Dwarves in macabre moods will select either 1 vermin remains, 1 stack of bones, or 1-3 skulls.
 
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.
 
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.
*The remaining "decoration" items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or green/clear/crystal glass (based on what you've produced).
+
**All preference-based material requests are decided the instant the mood begins – by the time the workshop is claimed, it is too late to change the dwarf's mind.
 +
*The remaining "decoration" items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or raw glass (green/clear/crystal, based on what you've produced).
 
**Decoration items will never be the same type as the primary mood material.
 
**Decoration items will never be the same type as the primary mood material.
**Certain mood professions will also explicitly avoid using certain items for decorations - most of these match up with the primary mood material, but miners, engravers, masons, and stone crafters will additionally avoid requesting rock blocks.
+
**Certain mood professions will also explicitly avoid using certain items for decorations most of these match up with the primary mood material, but miners, engravers, masons, and stonecrafters will additionally avoid requesting rock blocks.
 
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.
 
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.
**Dwarves in macabre moods have a 50% chance to request additional remains, bones, or ''nothing'' (in previous versions, they would request additional skulls) instead of one of the above items.
+
**Dwarves in macabre moods have a 50% chance to replace each decoration item with either remains or bones.
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else, producing a perfect gem with a single decoration.
+
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else – when they do this, they produce a "perfect gem" with a single decoration.
  
 
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:
* Fey - "<dwarf> works furiously!"
+
* Fey "<dwarf> works furiously!"
* Secretive - "<dwarf> works secretly..."
+
* Secretive "<dwarf> works secretly..."
* Possessed - "<dwarf> keeps muttering <artifact>..."
+
* Possessed "<dwarf> keeps muttering <artifact>..."
* Macabre - "<dwarf> works, darkly brooding..."
+
* Macabre "<dwarf> works, darkly brooding..."
* Fell - "<dwarf> works with menacing fury!"
+
* Fell "<dwarf> works with menacing fury!"
  
 
== The mechanics of moods ==
 
== The mechanics of moods ==
  
 
=== Frequency===
 
=== Frequency===
When a fortress is started, an internal counter is set to 1000. Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.
+
When a fortress is started, an internal counter is set to 1000. Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike might be sooner, might be (almost) never. The counter resets to 1000 once a mood begins and continues counting down as the mood progresses, resetting again if it reaches zero before the mood finishes.
  
 
=== Conditions ===
 
=== Conditions ===
Line 207: Line 325:
 
==== Maximum number of artifacts ====
 
==== Maximum number of artifacts ====
 
The maximum number of artifacts in any one fortress is limited by the lower of:
 
The maximum number of artifacts in any one fortress is limited by the lower of:
* The number of items created divided by 100.<sup>1</sup> Mined-out rock '''does''' count as an "item created", though it is not clear whether bolts or units of drink are counted individually.
+
* The number of items created divided by 100.<sup>1</sup> Mined-out rock ''does'' count as an "item created", though it is not clear whether bolts or units of drink are counted individually.
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square). Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|"reveal" utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.
+
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square). Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|"reveal" utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.
:<sup>1</sup> - actually the sum of all items by type '''and''' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.
+
:<sup>1</sup> actually the sum of all items by type ''and'' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.
  
 
==== Eligibility ====
 
==== Eligibility ====
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that "[[Skill#Custom profession labels|custom professions]]" have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts '''may''' enter strange moods and will simply become even ''more'' legendary.
+
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that "[[Skill#Professions|custom professions]]" have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts ''may'' enter strange moods and will simply become even ''more'' legendary.
  
Dwarves with a [[Soldier#Soldier professions|military profession]] other than "Recruit" '''cannot''' enter moods. Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time, so soldiers '''can''' enter moods if they are ''off duty'' and thus in Civilian mode. Children may enter moods, but babies will not.
+
On-duty dwarves with a [[Soldier#Soldier professions|military profession]] other than "Recruit" ''cannot'' enter moods. Incidental military skills make no difference eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time (with the exception of unit leaders, whose on-duty and off-duty titles are the same). Soldiers are still capable of entering moods if they are ''off duty'' and thus in Civilian mode, but you don't have to worry about your axedwarves getting a burst of inspiration mid-combat and then wandering off to make a highest-quality craftsdwarfship gabbro scepter decorated with cow bone menacing spikes, cow bone rings and a cow bone image of hamster men while the trolls sack your settlement.
  
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...
+
Children may enter moods, but babies will not.
  
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Building designer|Architect]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''
+
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood.
 +
 
 +
:''('''Note''' Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Soldier#Recruits|Recruit]] and [[Child]] ''are'' moodable professions.)''
  
 
There are several additional factors which will prevent a dwarf from entering a mood:
 
There are several additional factors which will prevent a dwarf from entering a mood:
 
* Being unable to pick up items ("cannot grasp")
 
* Being unable to pick up items ("cannot grasp")
* Being dragged by another unit (off to [[jail]])
+
* Being dragged by/dragging another unit (off to [[jail]]/leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]] or [[farmer's workshop]].)
* Dragging another unit (leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]])
 
  
 
=== Chance ===
 
=== Chance ===
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery, where the chance of being selected is based on the dwarf's [[profession]]. Most professions receive 6 tickets, but some receive additional tickets to improve their odds.
+
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery, where the chance of being selected is based on the dwarf's [[profession]]. Most professions receive 6 "tickets", but some receive additional tickets to improve their odds.
  
 
{| class="wikitable" cellspacing="0" border="2" cellpadding="5"
 
{| class="wikitable" cellspacing="0" border="2" cellpadding="5"
Line 232: Line 351:
 
! Weighting
 
! Weighting
 
! Professions
 
! Professions
 
 
|-
 
|-
 
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter
 
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter
 
|-
 
|-
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker
+
| 11 ||Bowyer, Carpenter, Stoneworker, Stone Carver, Woodworker
 
|-
 
|-
| 6 ||Engraver, Mechanic, Miner, Tanner, & all other [[profession]]s (including Peasant).
+
| 6 ||Engraver, Mechanic, Miner, Tanner, and all other [[profession]]s (including Peasant).
 +
|}
  
|}
+
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance <small>(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)</small> of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''
  
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance <small>(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)</small> of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''
+
Note that not every profession has a moodable skill. A Soaper, Furnace Operator, or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, bar of metal, or wafer of adamantine.
  
Note that not every profession is from a moodable skill.  A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.
+
=== Timing ===
 +
A dwarf will go [[Insanity|insane]] after exactly 50000 ticks (which, at 1200 ticks per day, works out to 41.66 days, or almost a month and a half) waiting for an item they demand. However:
 +
*The insanity countdown is reset after every item they bring to the workshop.
 +
*It doesn't run while they are out getting something, working on their construction or on their way to claim a workshop. Only during time spent idling without either the required workshop or a required item do they spiral towards madness.
 +
*Dwarves under strange moods do not feel hunger, thirst or drowsiness.
  
=== Skills and workshops ===
+
=== Fuel ===
  
{| class="wikitable sortable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;"
+
{{D for dwarf}}
|-
 
! Highest skill
 
! Workshop required
 
|-
 
| [[Armorsmith]]
 
| [[Metalsmith's forge]] (or [[Magma forge]])
 
|-
 
| [[Bone carver]]
 
| [[Craftsdwarf's workshop]]
 
|-
 
| [[Bowyer]]
 
| [[Bowyer's workshop]]
 
|-
 
| [[Carpenter]]
 
| [[Carpenter's workshop]]
 
|-
 
| [[Clothier]]
 
| [[Clothier's shop]]
 
|-
 
| [[Engraver]]
 
| [[Craftsdwarf's workshop]]
 
|-
 
| [[Gem cutter]]
 
| [[Jeweler's workshop]]
 
|-
 
| [[Gem setter]]
 
| [[Jeweler's workshop]]
 
|-
 
| [[Glassmaker]]
 
| [[Glass furnace]] (or [[Magma glass furnace]])
 
|-
 
| [[Leatherworker]]
 
| [[Leather works]]
 
|-
 
| [[Mason]]
 
| [[Mason's workshop]]
 
|-
 
| [[Mechanic]]
 
| [[Mechanic's workshop]]
 
|-
 
| [[Metal crafter]]
 
| [[Metalsmith's forge]] (or [[Magma forge]])
 
|-
 
| [[Metalsmith]]
 
| [[Metalsmith's forge]] (or [[Magma forge]])
 
|-
 
| [[Miner]]
 
| [[Mason's workshop]]
 
|-
 
| [[Stone crafter]]
 
| [[Craftsdwarf's workshop]]
 
|-
 
| [[Tanner]]
 
| [[Leather works]]
 
|-
 
| [[Weaponsmith]]
 
| [[Metalsmith's forge]] (or [[Magma forge]])
 
|-
 
| [[Weaver]]
 
| [[Clothier's shop]]
 
|-
 
| [[Wood crafter]]
 
| [[Craftsdwarf's workshop]]
 
|-
 
| &lt;none&gt;
 
| [[Craftsdwarf's workshop]]
 
|}
 
  
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]] dw