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40d:Strange mood

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Revision as of 18:30, 8 May 2008 by Marble Dice (talk | contribs) (→‎Skills: Table slightly less pretty but much smaller filesize, new skills)
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Help! A crazy dwarf is in my metal shop and I need to make giant axe blades to fend off the skeletal carp!

Periodically, individual dwarves in your fortress will be 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 single-mindedly. 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 three months or so, they will go insane and die soon afterward.

However, if a dwarf does manage to create an artifact, he or she will gain one legendary skill (with one exception: "possessed" dwarves will create an artifact but gain no skill from it).

For a mood to start, you should not have more than the maximum of (items created / 200) and (underground squares revealed / (48*48)) artifacts already created.

Strange-mood behavior

When a dwarf is struck by a strange mood, the game will automatically center the map on the moody dwarf, pause, and alert you to his or her particular mood. While in a mood, a dwarf will display a blinking exclamation point (see status icons).

Workshops

After entering a mood, a dwarf will stop whatever he or she is doing, head to a workshop, and "claim" it, kicking out any other dwarf who may be using it. The workshop a dwarf takes over will usually depend upon the dwarf's highest skill: a Bone Carver, for instance, will generally take over a craftsdwarf's workshop; a Jeweler will take over a jeweler's workshop; a Mechanic will take over a mechanic's workshop; and a Metalsmith will take over a forge.

If the right workshop is not available, a moody dwarf will stand idle instead (in their bedroom, outside the fort, in a sculpture garden or meeting hall, etc.) waiting for you to construct the right workshop. You can usually tell which workshop a moody dwarf wants by viewing their skills; their highest relevant skill will dictate which workshop you should build for them. Be warned, however, that a moody dwarf will not help you construct a workshop. If you do not have another dwarf with the skills to construct it, you must enable the relevant skill on another dwarf.

Moody Glassmakers will require a glass furnace instead of a workshop, but Furnace Operators will require a forge. If your miners have found any magma, a dwarf requiring a forge might insist on a magma forge rather than a regular charcoal-powered forge. Glassmakers may specifically require a charcoal-fueled glass furnace, and possibly a magma-fueled one[Verify].

Skills

Highest skill Workshop used
Armorsmith Magma forge or Metalsmith's forge
Bonecarver Craftdwarf's workshop
Carpenter Carpenter's workshop
Engraver Craftdwarf's workshop or Mason's workshop
Furnace operator Magma forge or Metalsmith's forge
Glassmaker Glass furnace or Magma glass furnace
Mason Mason's workshop
Metal crafter Magma forge or Metalsmith's forge
Metalsmith Magma forge or Metalsmith's forge
Miner Craftdwarf's workshop or Mason's workshop
Stone crafter Craftdwarf's workshop
Tanner Tanner's shop
Weaponsmith Magma forge or Metalsmith's forge
Weaver Clothier's shop
Wood crafter Craftdwarf's workshop

A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain experience in that skill. The table to the right describes all applicable skills and their potential workshop requirements. If a dwarf does not possess one of the listed skills, they will take over a craftdwarf's workshop and gain one of the bonecarver, stone crafter, or wood crafter skills. Skills which fall under this catch-all include:

Active soldiers can enter a strange mood if they have any relevant skills from before they were conscripted. A soldier will be removed from his or her squad during the course of a mood and returned to it upon successful completion of an artifact. If a soldier has gained a legendary skill, you may wish to make use of it by removing that dwarf from the military.

If a dwarf manages to successfully complete an artifact, the dwarf's highest skill will usually be elevated to "legendary". More specifically, 20,000 experience will be added to that skill. This will also give the dwarf several attribute boosts ("Possessed" dwarves, however, gain no experience). There have been a few exceptions in older versions, details for the current version have to be worked out yet (38c).

This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want. Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a "dabbling" skill is the highest they have, that is the skill that will be used.

The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.

Dwarves with no skills whatsoever (including children, sometimes) can go into strange moods. Such dwarves generally gain one of the crafting skills (wood crafter, bone carver, etc.).

Materials

In addition to requiring a specific workshop, dwarves will also demand specific raw materials in order to complete their artifact. Each artifact will require between one and ten items to complete.

After claiming a workshop, a moody dwarf will set about collecting these materials. If the supplies are not at hand, the dwarf will sit in the workshop until the items become available, or go insane if they do not become available before long. A moody dwarf will not fetch forbidden items; you will have to claim them first. If a required item has to be produced (bones or blocks e.g.) or mined (rough gems) first for an idle dwarf, he/she will pick the first available; it seems in this case no material is specified yet. If on the other hand he/she is asking for stone and 10 types are available, it is well possible that the 11th type not yet mined will be asked for.

Jewelers will usually require mainly rough gems, but can also demand other materials.

Glassmakers will always require at least one piece of raw glass, usually clear. Since they will usually take over your glass furnace, you will either have to build another glass furnace or make sure you have the right types of raw glass ahead of time. The steps involved in glass production are fairly time-consuming: you must first collect sand, which requires an empty bag and an "Item Hauler" who is not busy hauling finished goods, then haul the sand to the furnace and melt it into glass. Clear glass is even more time consuming (the above steps plus: make potash out of wood, bake it into pearlash in a kiln, haul it to the furnace). Glass will only be required if sand is available. In some cases, a moody glassmaker will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a Moss agate coffer.

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 onyx and makes a bed, for instance, it will be an "onyx bed". In addition to the primary substance, many other materials will often be used to construct an artifact. An artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.

It is advisable that you keep a small supply of rare materials such as rough gems and raw glass, as such things are often needed for the artifact's construction.

A moody dwarf will ignore settings concerning economic stones.

Demands

While a moody dwarf is in a workshop, you can get an idea of what materials he or she wants by pressing q and moving the cursor over the workshop. (If the dwarf is busy fetching objects instead of "waiting" for unavailable materials, you can still see this display by catching the dwarf in the workshop just as he or she is dropping off an object.)

The message will change every few seconds if the dwarf demands several different items. The dwarf will list all the materials he or she demands even if most of them have already been fetched. If a demand lasts longer than about 2 seconds, that means multiple items of that type will be required. Sometimes a dwarf will also mutter an unfamiliar word, such as "Kerging". This word is the name of the artifact he or she intends to create.

Moody dwarves collect their items in a fixed sequence, so if they have already collected at least one item (it will be lying in the workshop, viewable under the t menu), you can see what item in the sequence they will need next to continue. They may demand but will not pick up forbidden items; you will have to reclaim them first.

Things dwarves demand include:

  • Bones - "bones... yes", "pictures of skeletons"
  • Cloth (not thread) - "cloth... thread", "pictures of stacked cloth"
  • Cut gems - "gems... shining", "gems". These must be ordinary cut gems, not "large" gems.
  • Leather - "leather... skin", "pictures of stacked leather"
  • Metal ore - "ore... particular ore", "picture of an ore mine", "the correct ore"
  • Metal bars - "shining bars... metal", "shining bars of metal"
  • Rough gems - "rough... color". Formerly, when a dwarf requested rough gems, he or she would sometimes be looking for a specific type of raw glass. It is believed that this no longer occurs however, given that dwarves now specifically indicate what type of glass they need.
  • Raw crystal glass - "raw... crystal", "rough gems and glass" (I think this is right. I have raw types of both green and clear glass, but not crystal glass)
  • Raw clear glass - "raw... clear", "glass with burning wood"
  • Raw green glass - "raw... green..."
  • A distinct Shell (turtle or cave lobster or both) - "a shell"
  • Stone - "stone... rock", "pictures of a quarry", "the right stone"
  • Stone blocks - "blocks... bricks", "the proper surface to work on", "square blocks"
  • Wood - "tree... life", "pictures of a forest", "a tree"
  • Dwarven bones/remains - "things... certain things". This demand is only seen during "Macabre" moods.'

Once the dwarf has assembled all the materials he or she needs, the game will announce that the dwarf "has begun a mysterious construction!". The artifact should be completed within a day or two.

Dwarves which have created an artifact will no longer hold on to it for a time but drop it instantly (38c). The following events therefore are not likely to happen anymore:

The dwarf

  • can become obsessed with the item and will keep hold of it until death.[Verify]
  • Become nervous and hide the artifact.[Verify]
  • Become uneasy and drop the artifact wherever he currently stands.[Verify]

If it is a heavy object (such as a floodgate), it will slow them substantially unless they have several levels of strength. This is a bigger problem with a possessed dwarf, as the legendary status resulting from other moods will provide a good attribute boost.

Failure

If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact. This insanity can take several forms:

  • Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point. They may also hurl themselves into the river, chasm, or magma immediately.
  • Become a babbling wreck. A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.
  • Go on a murderous rampage.

The first two outcomes are harmless (except to the moody dwarf, who will die), but 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.

Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause insanity. 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.

Types of strange moods

The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is [v]iewed. All dwarves in a strange mood will have "Strange Mood" listed as their active task.

Fey

  • Taken by a fey mood!
  • Has the aspect of one fey!

This is the basic strange mood. Fey dwarves will clearly state their demands when the workshop they are in is examined.

Secretive

  • Withdraws from society...
  • Peculiarly secretive...

Secretive moods are the same as fey moods, except instead of loudly proclaiming his demands, a secretive dwarf will sketch his or her ideas.

Possessed

  • Has been possessed!
  • Possessed by unknown forces!

Possessed dwarves behave the same as fey dwarves, but will not gain any skill once the artifact is complete. Their thoughts are also cryptic, but even harder to understand than those of dwarves who withdraw from society.

(please add information, if possible, under what circumstances a dwarf may become posessed)

Fell

  • Looses a roaring laughter, fell and terrible!
  • Has a horrible fell look!

A dwarf that goes into a fell mood will take over a butcher's shop or a tanner's shop instead of one of the craft shops. 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. Strangely, none of the other dwarves seem to mind the murder.

Aside from the potential loss of an 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.

Macabre

  • Begins to stalk and brood...
  • Brooding darkly...

Like a fell mood, above, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require dwarf 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.

Fell and Macabre moods will only happen to dwarves which are unhappy at the time of entering a mood.

Multiple Moods

Toady stated on this thread in the forum that two moods at once is a bug. Therefore, it is safe to assume that it is usually impossible to get more than one mood at once. Also, on the buglists: 000317 □ [dwarf mode][moods] two mood dwarves at once

Unresolved questions

  • Can the same dwarf go into a strange mood more than once?
    • They can't.
  • Can an already legendary dwarf go into a strange mood?
    • A Legendary dwarf that hasn't acquired legendary status via creating an artifact can go into a strange mood.
  • How many strange moods can occur in a single fortress?
    • The limit is equal to the number of subterranean squares you've unhidden divided by 2304 (48*48), or the quantity of items made divided per 200. The games selects the lowest of the two values.
  • How often do they happen?
    • An internal counter is set to 1000 at first, and decremented regularly. When it hits zero, instead of being decremented, the probability to trigger a mood is 1/500 (every time). This process is performed between 11 or 12 times a day.