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Editing 23a:Strange mood

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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:
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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 decoration item requests will be replaced with [[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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