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Editing 23a:Strange mood

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{{quality|Exceptional|14:40, 10 July 2012 (UTC)}}{{av}}
 
{{quality|Exceptional|14:40, 10 July 2012 (UTC)}}{{av}}
{{minorspoiler}}
 
  
 
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.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  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 [[Strange mood#Failure|insane]] and die soon afterward.  
 
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.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  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 [[Strange mood#Failure|insane]] and die soon afterward.  
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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 bones, skulls, and chunks/remains; if you do not happen to have any, you will have to "make" some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.
 
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls, and chunks/remains; if you do not happen to have any, you will have to "make" some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.
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{{Spoiler}}
  
 
== Demands ==
 
== Demands ==
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| ore... particular ore
 
| ore... particular ore
 
|-
 
|-
| [[Gem]]s (rough)<br />Raw glass
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| [[Gem]]s (rough)
 
| rough gems
 
| rough gems
 
| rough gems
 
| rough gems
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| leather... skin
 
| leather... skin
 
|-
 
|-
| Plant [[cloth]]<br />Silk
+
| [[Cloth]]
 
| cloth
 
| cloth
 
| stacked cloth
 
| stacked cloth
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|}
 
|}
  
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), a specific gemstone, or ''any'' type of gemstone.  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.
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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 typically be based on the dwarf's preferences:
+
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 dwarf without any stone preferences will pick a type at random.
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* 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. With no cloth preferences, the dwarf will pick either type at random.
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* 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 can demand [[malachite]], [[cassiterite]], [[galena]], [[hematite]], [[native gold]], or [[native platinum]], according to material preferences. If you have not dug far enough into the mountain, then iron/gold/platinum are disallowed, even if preferred. In the absence of preferences, a metal type is chosen randomly.
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* 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]], based on preferences. If you have not dug far enough into the mountain, then iron is disallowed. If neither metal is preferred, one of the candidates is chosen at random.
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* 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; if they have no gem preference, they will use ''any'' gems you happen to have.
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* 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; if they have no glass preference, they will pick a type at random.
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* 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; with no preferences, one is picked randomly.
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* 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 randomly select either bones, remains, or a skull.
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* A dwarf in a macabre mood will base their artifact around bones, remains, or a skull.
  
The remaining "decoration" items are selected as follows:
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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 requests will also be for [[skull]]s, [[bones]], or vermin [[remains]], stated as "Leave me. I need... things... certain things".
* Possible item types:
 
** Wood logs of any type.
 
** Metal bars of a specific type - iron, gold, steel, electrum (or silver, if the [[Dungeon master]] hasn't arrived yet), platinum, silver, copper, bronze, brass, or tin. If you haven't dug deep enough, the first 5 types will be ignored. Metalsmiths will never decorate with metal bars.
 
** Cut gems of any type. Gem Cutters and Gem Setters will never decorate with cut gems.
 
** Rock blocks of a specific color - gray, dark, or light. Miners, Engravers, Masons, and Stone Crafters will never request blocks.
 
** Metal ore of a specific type - hematite, native gold, native platinum, galena, malachite, sphalerite, or cassiterite. If you haven't dug deep enough, the first 3 types will be ignored.
 
** Rough gems of any type
 
** Boulders of a random color - gray, dark, or light.
 
** Bones
 
** Shells
 
** Leather
 
** Cloth of a specific type - plant fiber, or silk.
 
** Raw glass of a specific type - green, clear, or crystal. Glassmakers will never decorate with any type of glass.
 
*Decoration items will never be the same type as the primary mood material, and some types of moods will additionally refuse to use specific item as decorations as noted above.
 
*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.
 
*Dwarves in macabre moods will replace 50% of their decoration item requests with [[skull]]s, [[bones]], or vermin [[remains]].
 
*Stone [[block]]s will '''not''' actually be used to make decorations - the dwarf will merely use them as a work surface and ''destroy'' them upon completion of the mood.
 
  
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>!". Requests for 'macabre' items are stated as "Leave me. I need... things... certain things."
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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:
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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, when ever 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 a tiny bit of work 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.
+
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, when ever 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 a tiny bit of work 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. Furthermore, since the actual amount of experience (rather than just the level) is checked, migrants which arrive with experience in moodable skills should be given a bit of additional training to narrow down their choice - if not explicitly trained otherwise, a migrant [[metalsmith]] will become a legendary [[furnace operator]], far less useful than a legendary weaponsmith or armorsmith.
  
:''(* [[Armorsmith]], [[Weaponsmith]]/[[Bowyer]], [[Metal crafter]], or [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style. The 4 [[adamantine]]-related skills are exceptionally valuable due to the limited time available to train them, but the likelihood of actually getting such a mood is so low as to be almost nonexistent.)''
+
:''(* [[Armorsmith]], [[Weaponsmith]]/[[Bowyer]], [[Metal crafter]], or [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style.)''
  
 
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''
 
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''
  
 
== Artifacts created ==
 
== Artifacts created ==
The type of artifact created will depend on the skill selected for the mood and will be selected from the table below. If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with "any" are treated as a single item which will randomly select a subtype which your civilization is capable of making, while "each" is treated as ''multiple'' entries, one for every possible subtype - this explains why bowyers and clothiers regularly produce foreign artifacts, while weaponsmiths do not.
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The type of artifact created will depend on the dwarf's highest skill.  Masons and miners will always create some kind of stone furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Engravers and stone crafters will make a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a [[craftsdwarf's workshop]] and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.
 
 
{| class="wikitable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;"
 
|-
 
! Mood / Skill
 
! Artifact type
 
|-
 
| [[Adamantine extractor]]
 
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet
 
|-
 
| [[Adamantine smelter]]
 
|-
 
| [[Adamantine weaver]]
 
| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), backpack, quiver
 
|-
 
| [[Adamantine worker]]
 
| Each equipment item with [HARD] but not [SOFT] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, helm), any shield, any weapon, any trap component<sup>2</sup>, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap, instrument, toy, mechanism
 
|-
 
| [[Armorsmith]]
 
| Each equipment item with [METAL] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, ''shoe, high boot, sandal<sup>1</sup>''), any shield
 
|-
 
| [[Bone carver]] (bone)
 
| rowspan=3| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, ''any helm'', instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component<sup>2</sup>
 
|-
 
| Macabre Mood (bone)
 
|-
 
| Fell Mood (bone)
 
|-
 
| [[Bone carver]] (shell)
 
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy
 
|-
 
| [[Bowyer]]
 
| Each ranged weapon (crossbow, bow, blowgun)
 
|-
 
| [[Carpenter]]
 
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, cage, barrel, bucket, animal trap
 
|-
 
| [[Clothes maker]]
 
| rowspan=2| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), bag, rope
 
|-
 
| [[Weaver]]
 
|-
 
| [[Engraver]]
 
| rowspan=3| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy
 
|-
 
| [[Stone crafter]]
 
|-
 
| [[Wood crafter]]
 
|-
 
| Fell Mood (leather)
 
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sandal, shoe, chausses, high boot, low boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument
 
|-
 
| [[Leatherworker]]
 
|-
 
| [[Tanner]]
 
|-
 
| [[Furnace operator]]
 
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy
 
|-
 
| [[Metal crafter]]
 
|-
 
| [[Gem cutter]]
 
| rowspan=3| Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy
 
|-
 
| [[Jeweler]]
 
|-
 
| [[Glassmaker]]
 
|-
 
| Macabre Mood (skull)
 
| Totem
 
|-
 
| Macabre Mood (vermin remains)
 
| Amulet, bracelet, earring
 
|-
 
| [[Mason]]
 
| rowspan=2| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, coffin, floodgate
 
|-
 
| [[Miner]]
 
|-
 
| [[Mechanic]]
 
| Mechanism
 
|-
 
| [[Metalsmith]]
 
| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap
 
|-
 
| [[Weaponsmith]]
 
| Any weapon, any trap component<sup>2</sup>
 
|}
 
:<sup>1</sup> ''these are intended to be headgear types, but the code incorrectly specifies an item type of SHOES instead of HELM''
 
:<sup>2</sup> ''chance of selection for this entry is reduced by 90%''
 
  
The first object grabbed by the dwarf will be the "primary" substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a "chalk statue", but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  As seen above, a moody dwarf can sometimes produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].
+
The first object grabbed by the dwarf will be the "primary" substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a "chalk statue", but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].
  
Once created, the dwarf will carry around the [[artifact]] in his inventory for a long time. If the dwarf is killed, the artifact becomes available for general use. Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons and trap components in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably.
+
Once created, the dwarf will carry around the [[artifact]] in his inventory for a long time. If the dwarf is killed, the artifact becomes available for general use. Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably, as in the case of artifact trap components.
  
 
After 1.5 to 3 months, dwarves carrying their artifacts are intended to be overcome by them and do something special:
 
After 1.5 to 3 months, dwarves carrying their artifacts are intended to be overcome by them and do something special:
* {{Gametext|<dwarf> becomes obsessed with <artifact>!|6:1}}
+
* "<dwarf> becomes obsessed with <artifact>!" - the dwarf continues to carry the artifact around forever. If the dwarf ever loses possession of the artifact, he will cancel his job to "Seek Artifact" and get it back. If the artifact is stolen or destroyed, the dwarf will go insane.
: The dwarf continues to carry the artifact around forever. If the dwarf ever loses possession of the artifact, he will cancel his job to "Seek Artifact" and get it back. If the artifact is stolen or destroyed, the dwarf will go insane.
+
* "<dwarf> becomes uneasy and drops <artifact>." - the dwarf immediately drops the artifact on the floor, at which point it may be used like any ordinary item.
* {{Gametext|<dwarf> becomes uneasy and drops <artifact>.|6:1}}
+
* "<dwarf> becomes nervous and cleverly hides <artifact>!" - the artifact is Lost (showing up in dark gray in the stocks screen), just as if it had fallen into the [[chasm]], [[cave river]], or [[magma flow]].
: The dwarf immediately drops the artifact on the floor, at which point it may be used like any ordinary item.
 
* {{Gametext|<dwarf> becomes nervous and cleverly hides <artifact>!|6:1}}
 
: The artifact is Lost (showing up in dark gray in the stocks screen), just as if it had fallen into the [[chasm]], [[cave river]], or [[magma flow]].
 
  
If a skilled soldier decides to pick up and equip an artifact, he will be affected in the same way, but a given dwarf can only ever be obsessed with one artifact at a time, so subsequently claimed artifacts will be either dropped or hidden. For this reason, it may be wise to put artifact weapons into [[trap]]s to get the most use out of them.
+
Due to a bug, this behavior never actually happens - dwarves who create artifacts will carry them forever. A patch for version 0.23.130.23a can be found on the Talk page.
  
 
== Failure ==
 
== Failure ==
 
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.
 
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.
  
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and animals.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.
+
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.
  
 
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime.
 
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime.
  
 
Anything which forcefully cancels the "Strange Mood" job will result in immediate insanity. Unlike most other jobs, moody dwarves are incredibly focused and may only cancel their job if they are wounded so badly that they can no longer use their hands. Destruction of the claimed workshop (whether by a [[cave-in]] or a [[tantrum]]) will also result in insanity.
 
Anything which forcefully cancels the "Strange Mood" job will result in immediate insanity. Unlike most other jobs, moody dwarves are incredibly focused and may only cancel their job if they are wounded so badly that they can no longer use their hands. Destruction of the claimed workshop (whether by a [[cave-in]] or a [[tantrum]]) will also result in insanity.
 
== Bugs ==
 
Dwarves who are carrying artifacts ''never'' drop, hide, or become obsessed with them. The following patch for version 0.23.130.23a fixes this:
 
{{spoil small|<nowiki>0x14079B : 8A -> 8B
 
0x1407A1 : B0 FE C2 04 00 90 90 90 -> B8 FE FF FF FF C2 04 00
 
0x15E23D : C0 FE C2 04 00 90 90 90 -> E0 01 83 C0 FE C2 04 00
 
0x0B5430 : B0 FE C2 04 00 90 90 90 -> B8 FE FF FF FF C2 04 00
 
0x1E8015 : 0F BE C0 -> 90 90 90</nowiki>|Binary Patch Enclosed}}
 
 
Artifact gauntlets are [http://www.bay12forums.com/smf/index.php?topic=20301.msg223064#msg223064 always right-handed], rather than randomly choosing between right-handed or left-handed. The following patch for version 0.23.130.23a fixes this:
 
{{spoil small|<nowiki>0x12DD09 : 01 -> 02</nowiki>|Binary Patch Enclosed}}
 
 
Moody armorsmiths incorrectly produce helmets using the SHOES item type. The following patch for version 0.23.130.23a fixes this:
 
{{spoil small|<nowiki>0x171ED7 : 0F 95 C0 84 C0 -> BD 1D 00 00 00</nowiki>|Binary Patch Enclosed}}
 
  
 
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