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Editing 40d:Strange mood

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* Macabre - "<dwarf> works, darkly brooding..."
 
* Macabre - "<dwarf> works, darkly brooding..."
 
* Fell - "<dwarf> works with menacing fury!"
 
* Fell - "<dwarf> works with menacing fury!"
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====Known quirk====
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On maps with magma, dwarves* who intend to create an artifact at a [[forge]] or [[glass furnace]] may only be willing to use a standard (non-magma) version, or only a magma version, and will find the other completely unacceptable.  If they are just standing around, then they won't use the type you have, and you will have to build the other type for them (though no [[fuel]] will be required if using a standard, non-magma version).
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:''(* This would include most all [[armorsmith]]s, [[blacksmith]]s, [[metalsmith]]s, [[weaponsmith]]s, and [[glassmaker]]s, and any whose mood is dictated by the relevant skills.)''
  
 
== The mechanics of moods ==
 
== The mechanics of moods ==
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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.  
 
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.  
  
If any [[magma forge]]s exist in your fortress, even if they haven't actually been ''constructed'' yet, all moody metalworkers will insist on using one instead of a coal-powered [[metalsmith's forge]]. Whether or not they want a magma forge is determined the instant the strange mood begins, so you should wait until the magma supply is completely full before even '''designating''' it for construction, since a magma forge losing power for even a moment will cause its strange mood to instantly fail. Note that this does ''not'' apply to Glassmaker moods, which will always demand a coal-powered [[glass furnace]] regardless of how many [[magma glass furnace]]s you might have.
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Once you have discovered [[magma]] in your fortress (even if from [[hidden fun stuff]]), moody metalworkers may insist on using a [[magma forge]] instead of a coal-powered [[metalsmith's forge]]. Since a magma forge losing power for even a moment will cause its strange mood to instantly fail, you should wait as long as possible (up to about a month and a half) to ensure that your lava supply is sufficiently full. Just don't wait ''too'' long, otherwise your moody dwarf might go insane just before the building construction is finished.
  
 
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:
 
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:
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== 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 turn out 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
 
|-
 
| [[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, hatch cover, grate, 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, casket, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap
 
|-
 
| [[Clothier]]
 
| 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]]
 
|-
 
| [[Gem cutter]]
 
| rowspan=3| Large gem<sup>3</sup>, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy
 
|-
 
| [[Gem setter]]
 
|-
 
| [[Glassmaker]]
 
|-
 
| Macabre Mood (skull)
 
| Totem
 
|-
 
| Macabre Mood (vermin remains)
 
| Amulet, bracelet, earring
 
|-
 
| [[Mason]]
 
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate
 
|-
 
| [[Miner]]
 
|-
 
| [[Mechanic]]
 
| Mechanisms
 
|-
 
| [[Metal crafter]]
 
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy
 
|-
 
| [[Metalsmith]]
 
| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section
 
|-
 
| [[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%''
 
:<sup>3</sup> ''this item may only be selected at the beginning of the mood (50% chance)''
 
  
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]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).
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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, most [[artifact]]s will be available for use just like a normal item of its type.  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.
 
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  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.
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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.
 
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. The only events which ''can'' cancel a strange mood are the destruction of the workshop (including loss of power for a [[magma forge]]) or a severe injury which leaves the dwarf unable to use its hands.
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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.
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Severe distractions such as hostile creatures, however, can interrupt a strange mood, resulting in immediate insanity; similar results will happen if the workshop suddenly becomes unavailable, whether from being destroyed (by a cave-in or a dwarf throwing a tantrum) or from losing power (in the case of magma workshops). Note that the insanity can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.
  
 
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