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== Toady's Dwarf Talk on Artifacts ==
 
 
Toady just did a long dwarf talk which focused a bit on artifacts, there's a paragraph about 1/4 of the way down on the factors governing the limit as to how many artifacts may be made. Apparently embarking on a larger site allows you to make more artifacts.
 
[http://www.bay12games.com/media/df_talk_7_transcript.html] I believe this is for DF 2010. Edit: No it definitely seems like the mechanics for this
 
version. The factors affecting artifact creation need to be updated.
 
 
''After the first one it gets a little more complicated. The contributing factors after that ... It's no longer population, you have to have a dwarf available who hasn't made an artifact already ... and it looks at the items made, just how many items have you made in all of your workshops and any other way that it might happen - I think maybe even mined out stone counts - and then it takes that number and divides it by two hundred, and then it looks at your floor space, and evaluates how many unhidden squares there are, and divides that by some number - I think it's every two thousand unhidden squares, including the wilderness, so you get a starting buffer - and then it caps the items made by that so it's really the minimum of the items made and your floor space, except you need items made; floor space itself doesn't do it for you, but the items made gets compared to the floor space and it takes the smallest one, or it caps it, or whatever. In any case, it then subtracts the number of artifacts you've already made. So say you had, for instance, six hundred items made, divided by two hundred you get three, so that's three artifact credit; you've made enough items so that you can make three items. And let's say that you only had four thousand floor space, so divided by two thousand, that's two, so you actually only have two artifact credits. And say you've already made an artifact, now you have one artifact credit, so it goes ahead and lets you make an artifact. Then the next time it goes through if you haven't changed anything then you'd have no artifact credits left. Now this assumes that the artifact gets created successfully, so it's not like you're using up your chances or anything.''
 
:[[User:Richards|Richards]] 16:26, 15 February 2010 (UTC)
 
 
 
== Detailed strange mood mechanics ==
 
== Detailed strange mood mechanics ==
 
[http://www.bay12games.com/forum/index.php?topic=35257.msg545835#msg545835 see post] [[User:VengefulDonut|VengefulDonut]] 14:02, 9 May 2009 (UTC)
 
[http://www.bay12games.com/forum/index.php?topic=35257.msg545835#msg545835 see post] [[User:VengefulDonut|VengefulDonut]] 14:02, 9 May 2009 (UTC)
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::Works for me 100%. It would require a slight rewording/reworking of the "skills & workshops" subsection, for overall flow, perhaps splitting that info into the obvious and the not-so-obvious, to bridge the info leading into the "demands" subsection. --[[User:Albedo|Albedo]] 20:15, 28 May 2009 (UTC)
 
::Works for me 100%. It would require a slight rewording/reworking of the "skills & workshops" subsection, for overall flow, perhaps splitting that info into the obvious and the not-so-obvious, to bridge the info leading into the "demands" subsection. --[[User:Albedo|Albedo]] 20:15, 28 May 2009 (UTC)
  
:::As long as it mentions that it has spoilers its perfect--[[User:Loganis|Loganis]] 20:41, 6 August 2009 (UTC)
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== misc ==
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Does the new version still have the strange mood? It wouldnt be complete without it!
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:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.
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::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some "verify" in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)
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:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]
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I know, I was a huge fan of that little strange aspect of the old one.
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I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor
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The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)
  
== misc ==
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:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)
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:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)
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::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)
  
 
:Have you marked all statements in the article that risks being falsified with <nowiki>{{verify}}</nowiki>? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)
 
:Have you marked all statements in the article that risks being falsified with <nowiki>{{verify}}</nowiki>? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)
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Hey, I am getting a dwarf who wants "raw...crystal". Help? -- [[User:Bovinepro|Bovinepro]]
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:Probably wants raw crystal glass. I had a dwarf ask for "raw...green", they wanted raw green glass. Looks like Toady might have moved the glass demands out of the "rough...color" category. [[User:Iddq?|Iddq?]]
  
 
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)
 
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)
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I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)
 
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)
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Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)
  
 
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....
 
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....
 
Is it normal ? [[user:Feydreva|Feydreva]]
 
Is it normal ? [[user:Feydreva|Feydreva]]
  
==Glassmaker and Glass Furnace bug==
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One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?<small>—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}</small>
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: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)
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Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the "sketches quarry" message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)
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==Glassmaker==
 
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)
 
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)
  
 
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)
 
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)
 
:: I just had the same problem.  I had a glass maker who wouldn't take over a magma glass furnace.  Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces.  No dice, he didn't want them.  After reading this page I decided to create a normal glass furnace.  He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST)
 
:: I just had the same problem.  I had a glass maker who wouldn't take over a magma glass furnace.  Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces.  No dice, he didn't want them.  After reading this page I decided to create a normal glass furnace.  He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST)
::I had the exact same experience as [[User:Alkyon|Alkyon]], namely I had lots of magma glass furnaces but they wanted a normal one.  Anybody else confirm what [[User:Digger|Digger]] has experienced?--[[User:Kwieland|Kwieland]] 17:44, 27 May 2009 (UTC)
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::I had the exact same experience as [[Alkyon]], namely I had lots of magma glass furnaces but they wanted a normal one.  Anybody else confirm what [[Digger]] has experienced?--[[User:Kwieland|Kwieland]] 17:44, 27 May 2009 (UTC)
 
:::This has been observed countless times with magma forges vs standard forges - no reason to expect it should be any diff w/ glass furnaces.--[[User:Albedo|Albedo]] 23:05, 27 May 2009 (UTC)
 
:::This has been observed countless times with magma forges vs standard forges - no reason to expect it should be any diff w/ glass furnaces.--[[User:Albedo|Albedo]] 23:05, 27 May 2009 (UTC)
::::In my experience (all with 40d), all of my metalsmiths claim my magma forges (I always deconstruct the non-magma ones), but all of my glassmakers seem to insist on non-magma glass furnaces, forcing me to build one for them and then remember to deconstruct it after the mood completes (so my manager doesn't start allocating fuel-consuming glassmaking tasks to it). --[[User:Quietust|Quietust]] 19:59, 25 September 2009 (UTC)
 
::::I can verify that glassmakers refuse to use magma glass furnaces, but will claim non-magma ones. I had 2 glassmakers, the first one died because he did not find a non-magma glass furnace, the second one refused as well to use the magma one, so i built him a non-magma-furnace which he instantly claimed. --[[User:Arni|Arni]]
 
  
 
==Maximum number of artifacts==
 
==Maximum number of artifacts==
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Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.<small>—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}</small>
 
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.<small>—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}</small>
 
Yes, those moods still exist.
 
  
 
== clarification on "trade" skills ==
 
== clarification on "trade" skills ==
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::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)
 
::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)
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== Procastinator! ==
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I just had a moody dwarf demand bones, wood, rocks, and cloth.
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He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...
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Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)
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:i think so, not that it  matters, he wont start unless he has ALL the ingridents.
  
 
== gems ==
 
== gems ==
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:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)
 
:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)
 
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)
 
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)
:::Noticed that my stonecrafter liked Yellow Diamonds, was requesting cut gems. I had a large pile of cut gems around, but no yellow diamonds. I cut some more of what I had to give him a chance, but still no result. Then, a long time later and about when he should have gone insane, he gave out up on his demands and just grabbed some Prases. It seems that when they reach their limit, they will give take whatever is available in that category. There's now no such thing as an iron-clad demand, ever, for a specific material as long as it fits the category (in my experience). The exception being silk/plant cloth, where sub-categories are used (a dwarf may prefer GCS silk, but if you can't get it he will eventually use regular if you have enough). If someone can confirm this, a note should be added to the page. --[[User:The Architect|The Architect]] 06:42, 21 October 2009 (UTC)
 
  
 
== Just standing around? ==
 
== Just standing around? ==
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::I can confirm this bug. I just had this happen to me too. I had three fully functional glass magma furnaces and he just stood in the middle of my meeting area. I went and built a regular glass furnace and he ran off and claimed it. Weird bug. --[[User:Toloran|Toloran]] 04:10, 8 April 2009 (UTC)
 
::I can confirm this bug. I just had this happen to me too. I had three fully functional glass magma furnaces and he just stood in the middle of my meeting area. I went and built a regular glass furnace and he ran off and claimed it. Weird bug. --[[User:Toloran|Toloran]] 04:10, 8 April 2009 (UTC)
 
:::Its not a bug, its a feature. --[[User:Höhlenschreck|Höhlenschreck]] 13:54, 28 May 2009 (UTC)
 
:::Its not a bug, its a feature. --[[User:Höhlenschreck|Höhlenschreck]] 13:54, 28 May 2009 (UTC)
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== stark raving suicide ==
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My mechanic wanted silk cloth, which I didn't have, and eventually gone insane ("stark raving mad" to be precise).
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Seconds after that I had message that he died in heat (I had artificial magma pool nearby).
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He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.
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Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)
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:Perhaps it ''was'' an accident -- I seem to recall that "stark raving mad" ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)
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::It was an accident, the stark raving mad ones wander around aimlessly, regardless of Z- levels. --[[User:Hoborobo|Hoborobo]] 12:53, 9 November 2008 (EST)
  
 
== Glassmaker with no glass ==
 
== Glassmaker with no glass ==
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I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)
 
I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)
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== Silk Cloth ==
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I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.
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Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)
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:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.<br>Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)
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::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT)
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Probably they may specifically require GCS silk or specifically require CS silk. &mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)
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I figured it out - the silk was outside and I had accidentally left "Dwarves Stay Inside" on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)
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== Engineer taken by secretive mood, and creates... ==
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Evidently engineers who are taken by a secretive mood ("withdraws from society", in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)
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:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)
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::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.
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      A dwarf will claim a workshop according to their highest applicable skill
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::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)
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:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)
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::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)
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:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)
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::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)
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:::::::That would follow if we knew for certain that the proposition "items with visible quality modifiers are eligible to artifacts" is necessarily true.  We don't.  For instance, siege engine components are <i>not</i> verified as artifact eligible.  Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)
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i love the absurd randomness factor with artifacts - you end up with really weird stuff. like grates, and socks. a question pertinent to legendary mechanisms - i got a stupidly valuable one of these as the first legendary item in a new fort and i used it to create a gear assembly in a public dining area in the hopes that it would give dwarves happy thoughts, but after a few years gametime of checking randomly on them nothing particular showed up. any particular use along these lines for legendary mechanisms for something other then simple fortress value? --[[User:FruityBix|FruityBix]] 11:51, 10 September 2008 (EDT)
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: weapon traps! --[[User:Bartavelle|Bartavelle]] 12:03, 10 September 2008 (EDT)
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:: FWIW, that might be a more general answer for artifact items... I had a Weaponsmith dwarf go into a strange mood and create a lead warhammer (Yes, there was plenty of steel and iron around, but this dwarf likes lead, I guess). It can't be equipped as a weapon (lead isn't a valid material type normally for constructing weapons) but I can put it into a weapons trap. Which... is basically the only thing I can do with this 65000* artifact... -[[User:Fuzzy|Fuzzy]] 14:37, 10 September 2008 (EDT)
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::: Actually, artifact equipment can be used, it just requires a "hero" level dwarf or higher. However, for the nonstandard material weapons and armor you may do well to forbid them so that they're not used. The actual effectiveness of odd material artifacts is supposedly lower than that of decent iron or steel equipment, and artifact equipment cannot be unequipped once a dwarf decides to use it. --[[User:Janus|Janus]] 15:36, 10 September 2008 (EDT)
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:Build your artifact mechanism into a really, really, really wonderful well. --[[User:Corona688|Corona688]] 11:37, 13 December 2008 (EST)
  
 
== Tanner fixed ==
 
== Tanner fixed ==
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: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness<rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT)
 
: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness<rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT)
 
:: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT)
 
:: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT)
I'm actually pretty sure that it's NOT completely random.  I made a fortress with a unit limit of 16, and by the time I expanded it, all of my dwarves were Legendary in at least one skill.  Since then, I've never gotten a single non-possession Strange Mood, except on a child.  I think dwarves are MUCH more likely to become possessed when they already have a certain amount of experience.  Going to bring this up on the forums as well...
 
--[[Special:Contributions/76.85.202.152|76.85.202.152]] 16:52, 12 January 2010 (UTC)
 
  
 
== Furnace Operator ==
 
== Furnace Operator ==
Line 214: Line 274:
 
::::I believe my metalsmith is waiting for my magma forge to come on line, I have a standard forge built, but that isn't doing anything for him. Does anyone know what effect fluctuating power will have on the strange mood? Edit: If a claimed workshop looses power for even a millisecond, the mood fails. [[User:HeWhoIsPale|HeWhoIsPale]] 12:02, 18 November 2008 (EST)
 
::::I believe my metalsmith is waiting for my magma forge to come on line, I have a standard forge built, but that isn't doing anything for him. Does anyone know what effect fluctuating power will have on the strange mood? Edit: If a claimed workshop looses power for even a millisecond, the mood fails. [[User:HeWhoIsPale|HeWhoIsPale]] 12:02, 18 November 2008 (EST)
 
::::I can confirm that an Armorsmith will use a magma furnace, and if the furnace loses magma after it is claimed (Even if the dwarf is out collecting materials), the mood will fail. [[User:Decius|Decius]] 07:22, 15 April 2009 (UTC)
 
::::I can confirm that an Armorsmith will use a magma furnace, and if the furnace loses magma after it is claimed (Even if the dwarf is out collecting materials), the mood will fail. [[User:Decius|Decius]] 07:22, 15 April 2009 (UTC)
 +
 +
== Possessed Child ==
 +
 +
I have a child that has become possessed and taken over one of my craft workshops (of course).  He is muttering the following: rough color, leather skin, bone yes, stone rock, cloth thread, blocks bricks, and a shell.  He has already acquired the following: turtle bones, donkey bones [4], microcline blocks, turtle shell, rough pink garnets, dog leather, carp leather, and hematite.  I have plenty of all the things that he's already gathered, so I'm assuming that he doesn't need anymore of those items.  That leaves the thread.  I have turned off my auto-loom a while ago so that I would keep the thread around for artifacts.  I currently have plenty of plant thread (4 pig tail and 14 rope reed) and enough spider silk (5).  What I don't have is giant spider silk.  I have confirmed that the child has access to all these items, including the thread which I have piles next to his workshop.  Still he doesn't start construction.
 +
 +
Can any help?  Is there a difference for artifact creation between regular cave spider silk and giant cave spider silk?  ---[[User:Frewfrux|Frewfrux]]
 +
 +
:Do you have both silk and plant cloth available?  (Not just thread.)  And do you see any specific cloth preferences in his thoughts and preferences screen?--[[User:Maximus|Maximus]] 01:32, 6 November 2008 (EST)
 +
 +
::Argh.  I bet that's it.  No silk cloth, just thread.  I have had guys go crazy for lack of thread before, so I never make silk cloth, just kept the thread.  Oh well, the child is now melancholy.  I can re-load and see what would happen if I make the thread into cloth.  Maybe I'll test that out.  ---[[User:Frewfrux|Frewfrux]]
 +
 +
::: Wouldn't you be able to solve this problem by only weaving dyed thread? Then you'll always have some thread waiting to be dyed. --[[User:RomeoFalling|RomeoFalling]] 03:04, 6 November 2008 (EST)
 +
 +
::::You could also leave high quality, expensive materials lying around Forbidden, and only Claim them when someone's trying to make an artifact. --[[User:Navian|Navian]] 15:07, 11 November 2008 (EST)
  
 
== Getting More Strange Moods ==
 
== Getting More Strange Moods ==
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:I think macabre moods have a bug or something. I had a fisherdwarf go macabre, and he was definitely very unhappy since my fortress had fallen into a terrible state of unhappiness (ask me some other time). He went to a butcher's workshop and made a Large Roach Chitin Ring. I can't remember what skill he got but it was definitely not leatherworking or butchery.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:31, 3 May 2009 (UTC)
 
:I think macabre moods have a bug or something. I had a fisherdwarf go macabre, and he was definitely very unhappy since my fortress had fallen into a terrible state of unhappiness (ask me some other time). He went to a butcher's workshop and made a Large Roach Chitin Ring. I can't remember what skill he got but it was definitely not leatherworking or butchery.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:31, 3 May 2009 (UTC)
 +
 +
== Rough Gems ==
 +
 +
EVERY Fey Mood that has happened for the last 3 years has required Rough Gems!  Argh!  Mining out an entire Z-level has found ONE GEM, which I was idiotic enough to cut the instant I found it.  I do not have Rough Gems.  You cannot buy Rough Gems.  My fortress will die slowly and painfully without Rough Gems.  Cut green glass is good enough when a fey dwarf demands cut gems, why isn't raw green glass good enough when they want rough gems?  Can it be made good enough with a mod?  --[[User:Corona688|Corona688]] 11:19, 13 December 2008 (EST)
 +
 +
:Dig down to an igneous intrusive level - they have more gems. --[[User:Squirrelloid|Squirrelloid]] 14:19, 13 December 2008 (EST)
 +
 +
::To mod out gem-demanding fey dwarves, you could remove all gems and then generate a new world. Alternatively, if you don't mind the lack of moods, turn them off in init.txt. Personally, I highly dislike moods, since they just make it that much easier to have abundant so-called "legendary" dwarves, although the random killer effect is quite nice. --[[User:Savok|Savok]] 20:15, 13 December 2008 (EST)
 +
 +
:Regarding "why isn't raw green glass good enough when they want rough gems" -- it is good enough.  I've had fey dwarves grab raw green glass a half-dozen times.  I think it's more likely that all the raw green glass in your fortress was TASKED, and therefore unavailable to the fey dwarf. --[[User:ThunderClaw|ThunderClaw]] 12:16, 12 January 2009 (EST)
  
 
==Trapper?==
 
==Trapper?==
 
Has anyone seen a dwarf get trapper experience from a mood?  I've made a couple of artifact animal traps at this point, and all of them were by dwarves without the trapper skill who received xp in skills related to the material.  (ie, my turtle-shell animal trap was made by someone who became a legendary bonecarver therefrom).  I know I made a similar comment on the Trapper talk page.  From the other end, I'm sure I've had immigrant trappers get moods before and have never seen a legendary trapper, although I don't recall specifically enough to be certain they had moods.  But I've seen zero evidence that Trapper is actually a moodable skill.  --[[User:Squirrelloid|Squirrelloid]] 16:00, 15 December 2008 (EST)
 
Has anyone seen a dwarf get trapper experience from a mood?  I've made a couple of artifact animal traps at this point, and all of them were by dwarves without the trapper skill who received xp in skills related to the material.  (ie, my turtle-shell animal trap was made by someone who became a legendary bonecarver therefrom).  I know I made a similar comment on the Trapper talk page.  From the other end, I'm sure I've had immigrant trappers get moods before and have never seen a legendary trapper, although I don't recall specifically enough to be certain they had moods.  But I've seen zero evidence that Trapper is actually a moodable skill.  --[[User:Squirrelloid|Squirrelloid]] 16:00, 15 December 2008 (EST)
 
I have a trapper in a fey mood right now. I'm searching around trying to figure out what he wants. He went to the craftdwarf's workshop and used 2 logs to create Borushzursul, a feather wood ring. It says he is a "Talented Animal Trainer" I am not sure what he was before. -anon Aug 12 2010
 
  
 
==Craftdwarf's Workshop==
 
==Craftdwarf's Workshop==
Line 309: Line 391:
 
--[[User:Shurikane|Shurikane]] 12:04, 27 December 2008 (EST)
 
--[[User:Shurikane|Shurikane]] 12:04, 27 December 2008 (EST)
 
:I don't have a specific time limit, nor have I checked for variability, but 60 days/2 months is very close to the limit in my experience. --[[User:ThunderClaw|ThunderClaw]] 12:18, 12 January 2009 (EST)
 
:I don't have a specific time limit, nor have I checked for variability, but 60 days/2 months is very close to the limit in my experience. --[[User:ThunderClaw|ThunderClaw]] 12:18, 12 January 2009 (EST)
:: And when I started to produce the demanded materials (silk cloth en masse) not until the mood? Will my moody go insane if he only gets them in homeopathic dosages? --[[User:Gnarker|Gnarker]]
 
:::Nah, so long as he gets them before he cracks, it's all good - and 2 months sounds about right. Also note that so long as he is in the process of gathering, that clock is on hold - that's been demonstrated elsewhere.  However, the "mood clock" doesn't reset until the current mood's done, so the sooner that's started and completed, the sooner you'll get another mood. There are only a half-score uncommon materials that a moody dwarf wants, so it's not hard to keep a few of each around for emergencies. Order them from the 1st Fall liaison, and you'll have them by 2nd Fall (if not before by luck).--[[User:Albedo|Albedo]] 19:50, 4 November 2009 (UTC)
 
  
 
== Injured with Mood? ==
 
== Injured with Mood? ==
Line 367: Line 447:
 
Does this mean that they can't be moody ''while'' being soldier and, as that, say, marksdwarf, but they can be moody as civilians while having skill in marksdwarf ''or'' does it not matter if soldier or civilian as long as marksdwarf is not their highest skill? --[[User:Höhlenschreck|Höhlenschreck]] 19:28, 30 May 2009 (UTC)
 
Does this mean that they can't be moody ''while'' being soldier and, as that, say, marksdwarf, but they can be moody as civilians while having skill in marksdwarf ''or'' does it not matter if soldier or civilian as long as marksdwarf is not their highest skill? --[[User:Höhlenschreck|Höhlenschreck]] 19:28, 30 May 2009 (UTC)
 
:I would need to look at the disassembly again to be absolutely sure, but what I remember is that if a military skill is their highest (non-social) skill, they won't enter into moods.&nbsp;&nbsp;&nbsp;&mdash;[[User:0x517A5D|0x517A5D]] 00:47, 31 May 2009 (UTC)
 
:I would need to look at the disassembly again to be absolutely sure, but what I remember is that if a military skill is their highest (non-social) skill, they won't enter into moods.&nbsp;&nbsp;&nbsp;&mdash;[[User:0x517A5D|0x517A5D]] 00:47, 31 May 2009 (UTC)
::Hol - it's all about [[profession]]s.  0x5 - that's what your analysis of this said when you posted it on the forums.  Military professions simply don't take moods. I'll edit and emphasize/clarify that.
+
::Hol - it's all about [[profession]]s.  0x5 - that's what your analysis of this said when you posted it on the forums.  Military professions simply don't take moods. I'll edit and emphasize/clarify that.--[[User:Albedo|Albedo]] 01:01, 31 May 2009 (UTC)
::EDIT - Gah. Now that I'm half-way into it, I know how moods work, but I'm starting to doubt how the game reads "professions" - does activating change a dwarf's profession in the eyes of Moods? If a legendary Brewer has 2 ranks of hammerdwarf and are activated, are they a "brewer" or a "macedwarf"? --[[User:Albedo|Albedo]] 01:01, 31 May 2009 (UTC)
 
 
 
== Personality ==
 
 
 
I'm 90% certain personality traits like "feels strong urges" "has a fertile imagination" and one other trait greatly influence the development of moods.<small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]</small>
 
:I believe that you feel this way.  Care to expand on why, and exactly what influence you believe they have? (and what that "one other trait" is?)--[[User:Albedo|Albedo]] 20:21, 17 June 2009 (UTC)
 
 
 
==Miner is moodable?==
 
 
 
Just had a legendary miner with no masonry, not even dabbling, claim a masonry shop and made a marble coffer artifact.  He was in a secretive mood. It was even weirder in that he gained no experience even though he was not possessed. [[User:Greep|Greep]] 02:26, 23 June 2009 (UTC)
 
 
 
:He probably did gain experience - just in mining.  Since he was already advanced skill wise, he wouldn't even get any attributes from the bump in experience.--[[User:Kwieland|Kwieland]] 02:29, 23 June 2009 (UTC)
 
 
 
::This is all covered in the article - read Skills and workshops and check the list for miner --[[User:Confused|Confused]] 02:33, 23 June 2009 (UTC)
 
 
 
::: whoops missed it >.> Wait, why isn't miner on the moodable list then?  Do people not know if it is weighted at 6? [[User:Greep|Greep]] 03:22, 23 June 2009 (UTC)
 
:::: Ummm... it's there on the moodable list, right between metalsmith and stone crafter. As for weighting... hmmm, you're right, and no mention of it in the original forum thread (http://www.bay12games.com/forum/index.php?topic=35257.msg545835#msg545835). Have to ask [[User:0x517A5D]], the original researcher. --[[User:Albedo|Albedo]] 08:18, 23 June 2009 (UTC)
 
:::::Read it again. [[User:VengefulDonut|VengefulDonut]] 16:21, 23 June 2009 (UTC)
 
::::::Honestly, I liked it better the other way - it was a positive confirmation of any and every relevant profession, and emphasized both profession vs. skill, and also moodable professions vs. non-moodable, both of which some players are vague on.  As you've correctly pointed out before, why delete any useful info once it's up? (Do you know for a fact that Miner is one of the non-weighted professions?)--[[User:Albedo|Albedo]] 18:44, 23 June 2009 (UTC)
 
:::::Deleting info? The current version delivers all of the information of the previous version except in a more compact way. I don't believe in inflating the size of an article when it neither delivers more information nor makes it easier to access. Doing so only introduces errors when editing it and interpreting it. The situation of doubt over the miner was caused by an error of omission when the section was [http://dwarf.lendemaindeveille.com/index.php?title=Strange_mood&diff=next&oldid=41277917 changed] from something similar to the current version to create the three section table. [[User:VengefulDonut|VengefulDonut]] 19:16, 23 June 2009 (UTC)
 
::::If possible, birthright likes detailed lists for their explicitness, and feels they ''are'' easier accessible sometimes. --[[User:Birthright|Birthright]] 23:48, 23 June 2009 (UTC)
 
 
 
== nonsense - expl. m. focuses on '''not''' mining a lot of stone ==
 
 
 
Why is any one particular mining method better for increasing your artifact limit? All we care about is pure mass mined, right? [[User:VengefulDonut|VengefulDonut]] 01:14, 24 June 2009 (UTC)
 
 
 
: It's the quantity of revealed tiles that counts. [[User:Bartavelle|Bartavelle]] 07:59, 24 June 2009 (UTC)
 
::Yes, '''revealed'''. I both forgot and misread that and bow my head in shame --[[User:Birthright|Birthright]] 13:12, 24 June 2009 (UTC)
 
 
 
== Happiness ==
 
I've added a little remark in mood types about the happiness state of moody dwarves at the moment of the announcement. I had 7 different fortresses with at least 5 artifacts in each. All the time my possessed dwarves were "quite content", while fey and secretive were "happy" or even "ecstatic". Royal dining rooms ahoy!<small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Insecticide|Insecticide]]</small>
 
:I agree this seems to be the case.  All my "quite content" dwares turn possessed. This is very likely also because we know you need to be unhappy for a fell mood. [[User:Greep|Greep]] 08:45, 2 July 2009 (UTC)
 
:Okay upon further research, you ''can'' get a fey mood when quite content.  However, ''all'' of my possessed dwarves were quite content.  More research would be nice :) [[User:Greep|Greep]] 08:14, 6 July 2009 (UTC)
 
::Toady is a mean little bitch. I pride myself in a 100% ecstatic fortress and yet i have the occasional posessed mood and yes, they are all quite content. This nagged me badly and so i did a bit save game juggling: All posessed dwarfs, 5 so far, were ecstatic ''before'' being posessed and ''content'' after. In 2 cases i could even reload a save just 2 days back and all 5 had the same thoughts displayed. --[[User:Birthright|Birthright]] 22:49, 12 July 2009 (UTC)
 
:::Hmmm, yes I just noticed that tantrums work the same way.  I had a dwarf get his only masterpiece defaced so he's at -1000.  He throws a tanturm and magically goes from miserable to very unhappy.  Then after the tantrum goes back to miserable.  It's happened 4 times in a row with him [[User:Greep|Greep]] 02:53, 13 July 2009 (UTC)
 
::::It seems the same applies to secretive moods, will collect more data. It might be implemented this way to ensure a proper chance of the artifact to fail - along the lines of fey: hey lets build a great thingy versus secret and posessed: I NEED to do this --[[User:Birthright|Birthright]] 10:27, 13 July 2009 (UTC)
 
:::::If you view '''any''' dwarf who is currently in a Strange Mood, that dwarf will seemingly always be "quite content" - Dwarf Companion seems to indicate that entering a mood resets a dwarf's happiness value to exactly 100. This seems to be the case for fey moods, possessions, and secretive moods - I've not yet had the misfortune of getting a fell mood or macabre mood (since my dwarves are always ecstatic), so it's possible those are different. --[[User:Quietust|Quietust]] 20:22, 25 September 2009 (UTC)
 
 
 
== Which skill chosen when skill levels are the same? ==
 
"If two skills are at the same experience, the first listed for that dwarf will be the one affected by the mood."
 
 
 
Novice Mason, Novice Engraver - First listed was Mason, but he became legendary engraver. Does this mean he had more XP as engraver but was still novice or is the statement just wrong? --[[User:Koltom|Koltom]] 02:31, 26 June 2009 (UTC)
 
:It depends on the exact amount of [[Experience|experience points]] they have in each skill.  There's not really an in-game way to see this, but [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] will show it.&nbsp;&nbsp;&nbsp;&nbsp;&mdash;[[User:0x517A5D|0x517A5D]] 20:13, 26 June 2009 (UTC)
 
::It does not depend on the exact experience points, just on the level/title. In my current game, I had an immigrant craftsdwarf get a mood. He was novice in bone carving, glass making, and leatherworking. I'd been training him up in glass making, and he was just a few xp away from hitting no label when he got his mood. (Exact xp levels were confirmed with Dwarf Therapist.) He claimed a crafts workshop, and became a legendary bone carver. (I'm just trying to update the main article with this information, but the damned thing won't let me log in. ¬_¬) --[[User:Morlark|Morlark]] 07:58, 09 October 2009 (UTC)
 
::I can confirm Morlak's -- I have a dwarf with the profession "Craftsdwarf" who just became possessed. While he is at the Normal (unnamed) level in both stone crafting and glassmaking, according to Dwarf Therapist he has 450 more xp in Stone Crafter. He learned stone crafting first, so that shows up first on his list in the game. Still, he grabbed a Glass Furnace (and not either of the two magma glass furnaces, I might add). Preferences might play a role here, as he does prefer clear glass and may have grabbed raw green glass because no raw clear glass was available, though he did not grab his preferred leather or metal, both of which were also available. The only other factor I can think of is that he had glassmaking enabled but not stone crafting when he started the mood. Save file taken when he was grabbing materials is available. [[Special:Contributions/66.16.55.157|66.16.55.157]] 01:42, 21 January 2010 (UTC)
 
 
 
== Materials used ==
 
 
 
Before I struck adamantine, all metalworking moods (weapons, armor, furniture, crafts) would pick a randomly available metal and use it. However, ever since I struck adamantine, they '''always''' go straight for the wafers, even when it isn't in their preferences. Stone-related moods, however, don't seem to prefer raw adamantine over other nearby rocks. --[[User:Quietust|Quietust]] 18:24, 8 August 2009 (UTC)
 
 
 
== Material Preferences ==
 
 
 
Stories from the old 2D version have included many accounts of dwarves in strange moods requesting very specific materials, though with all of the moods I've gone through in 40d, I have '''never''' seen any dwarf require any specific material other than Adamantine (and only for metalsmithing or clothesmaking moods, and only once I've actually discovered it). Are specific material preferences even present in the current version, or were they removed from the game entirely (along with many other things)? --[[User:Quietust|Quietust]] 17:01, 27 August 2009 (UTC)
 
 
 
:I've also never got such requests. And I've used Dwarf companion to crank out over 20 artifacts in a single fortress at least 3 times. All in all, I've probably seen over 100 different artifacts made and never had a single request for a specific material (I don't play a lot of fortresses with Adamantine, so that's why I've not seen those, and the few I have died due to too much [[fun]].) [[User:Shardok|Shardok]] 18:45, 27 August 2009 (UTC)
 
::Not that rare actually - just had a mood that asked for silver bars. Often moodies ask specifically for one of silk ''or'' plant cloth, sometimes also specifically only one of rope reed ''or'' pig tail. Those demands are obviously tied to preferences, maybe moreso for the base material. Clear glass will also not be accepted as replacement for green glass, but maybe thats completely out of bounds, I never had an artifact with clear glass. I, too, can however not recall requests for a specific log, gem (cut or not), bone or leather, e.g. --[[User:Koltom|Koltom]] 23:44, 27 August 2009 (UTC)
 
:::Dwarves insisting on plant fiber cloth versus silk cloth is perfectly normal, though I don't think I've ever seen them specifically require pig tail cloth over rope reed cloth. --[[User:Quietust|Quietust]] 20:58, 28 August 2009 (UTC)
 
::::I think that's a "plant cloth"/"animal cloth" distinction, sim to foods, mebbe? Reworded section about that to apply to "general items", not specific subtypes - the warning is still valid, as newbs still find themselves without silk or shells all the time.  (Too bad, I miss that whole scramble.) --[[User:Albedo|Albedo]] 22:43, 28 August 2009 (UTC)
 
:::::I suppose I should note that, in my (new) current fortress, I have had 2 moods which required a specific metal, netting me a trifle pewter table and a pig iron crossbow - when I tried forbidding every metal other than platinum/aluminum (for the blacksmith) or steel (for the weaponsmith), they just sat around until I gave them what they wanted. --[[User:Quietust|Quietust]] 15:27, 10 September 2009 (UTC)
 
 
 
== Failed fell mood ==
 
 
 
Recently, I had a child go into a fell mood.  Many of my dwarves had recently died to a tantrum spiral, but there were still about 70 left.  The fell child claimed a butcher's shop and sat there for a while, not saying or doing anything.  Eventually a baby passed by the butcher's shop and the fell child promptly killed it in one hit (those dwarves need psychological help).  However, the child did not do anything with the corpse, instead returning to the butcher's shop and sitting there.  Eventually, some other dwarves came along and buried the baby.  Although many other dwarves passed by the butcher's shop, the child never did anything else, and eventually went insane.  This was my first fell mood, so I have only this page to tell me what's supposed to happen.  Is this a bug?  Has anyone else ever had a child go into a fell mood, or a baby killed by one? --[[User:LaVacaMorada|LaVacaMorada]] 03:40, 8 October 2009 (UTC)
 
 
 
:Did you have friendly corpses set to be forbidden on dropping from the (O)rders (F)orbid menu?  Because then he'd fail to pick up the corpse when it dropped, and that might break the mood. --[[User:Squirrelloid|Squirrelloid]] 02:36, 23 October 2009 (UTC)
 
 
 
== Doesn't want magma forge? ==
 
 
 
I didn't have any forges (just smelters) when a newly arrived weaponsmith had a secretive mood. I built two magma forges, but he didn't use them. I then built a metalsmith's forge, and he used it immediately. !? -[[User:Goffrie|Goffrie]] 21:45, 11 October 2009 (UTC)
 
:It's possible they'll only claim a magma forge if you have one. --[[User:Quietust|Quietust]] 22:39, 11 October 2009 (UTC)
 
::This is addressed in the article...
 
When multiple workshops are listed, the dwarf may require one or the other, <br />so ensure that ''both'' are available,...
 
::Yours didn't want the magma version, he would ''only'' accept the standard type. Quite common.--[[User:Albedo|Albedo]] 18:26, 13 October 2009 (UTC)
 
:::The latest text makes it sound like a fortress with no magma could have a moody dwarf that wanted to use only a magma workshop, despite that being impossible. I've never had the privilege of working with magma, but I have seen dozens of moods, and as far as I know I haven't seen this happen; my mooders always seem to claim my mundane workshops. Has anyone else seen it happen? --[[User:HebaruSan|HebaruSan]] 23:06, 21 October 2009 (UTC)
 
::::I've built non-magma on a magma map and had them turn their nose up at normal forges, and claim magma when normal are available. --[[User:Albedo|Albedo]] 02:14, 22 October 2009 (UTC)
 
:::::The latest revision resolves my concern. Thanks! --[[User:HebaruSan|HebaruSan]] 04:39, 22 October 2009 (UTC)
 
 
 
== Possessed dwarves naming artifacts after themselves ==
 
 
 
Just had this happen to me for the second time. I'm not even talking talking about the artifact sharing a dorf's last name out of pure randomness, but artifacts with the exact same names of their creators, down to untranslated first names. Has this happened to anyone else? --[[User:Jackdaw|Jackdaw]] 19:09, 28 October 2009 (UTC)
 
:I've had it happen several times, though usually only once or twice in a single fortress (out of over 50 artifacts). --[[User:Quietust|Quietust]] 23:20, 28 October 2009 (UTC)
 
::I've seen this happen when the dwarf in question had a <i>custom</i> name.
 
 
 
== Soldiers ==
 
 
 
I've had *recruits* get moods. Just recently in fact. However, it doesn't seem to happen if they have more than dabbling in any of the military skills and are activated as a soldier. [[User:Shardok|Shardok]] 05:11, 11 December 2009 (UTC)
 
 
 
 
 
"Further, dwarfs with a military profession other than "Recruit" can not enter moods. Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual profession, as listed at the time. Military professions include:
 
Axedwarf, Axe Lord, Champion, Crossbowdwarf, Elite Crossbowdwarf, Hammerdwarf, Hammer Lord, Macedwarf, Mace Lord, Marksdwarf, Elite Marksdwarf, Speardwarf, Spearmaster, Swordsdwarf, Swordmaster, Wrestler, and Elite Wrestler. "
 
 
 
That's in the article in the spoilers section under eligibility. [[User:Shardok|Shardok]] 05:16, 11 December 2009 (UTC)
 
 
 
== Do the impossible? ==
 
 
 
I just had an Armorsmith get possessed. He claimed a magma furnace and he ended up making a shoe out of Nickel. I'm fairly certain the only clothing that can be forged is made of adamantine. Has anyone else had a dwarf make an impossible item through a mood? Perhaps it has to do with how the dwarves don't usually request specific materials.
 
 
 
Othosakgos Ngobol Emal, "Wiltclinched the Glumness of Sensing", a Nickel shoe. 103,200 monies
 
"This is a Nickel shoe. All craftsdwarfship is of the highest quality. It is studded with Nickel. This object is adorned with hanging rings of Platinum and menaces with spikes of Platinum. On the item is an image of a shining sun in Pine."
 
--[[Special:Contributions/71.145.167.100|71.145.167.100]] 04:02, 12 December 2009 (UTC)
 
:It's not that uncommon.  Off the top of my head, I've had a turtle shell mini-forge, a green glass bucket, a tsavorite chain, a fire imp bone shield, and a deer bone table.  It seems to be based on the preferences of the dwarf in the strange mood.  --[[User:LaVacaMorada|LaVacaMorada]] 08:46, 12 December 2009 (UTC)
 
:Dwarves in a strange mood can make any makeable item from any material. Even if they didn't actually use any of that material in its construction. They can also see the invisible, and fight the power, using their giant adamantium corkscrew. [[Special:Contributions/68.93.32.193|68.93.32.193]] 19:11, 12 December 2009 (UTC)
 
 
 
 
 
== Lack of silver, appearance of toad bone ==
 
 
 
I just had my first batch of migrants arrive, and with them came a Weaponsmith. Within two minutes he was taken by a fey mood and took over my forge.  He went and, with some persuasion through forbidding, grabbed three bars of silver and some wood for his construction.  Upon completion, I got "Drinkice the Present of Flashing", a toad bone spear: 
 
"This is a toad bone spear. All craftdwarfship is of the highest quality.  On the item is an image of dwarves in Willow.  The dwarves are laboring.  The artwork relates to the foundation of Mistmanor by The Blameless Pages of The Oracular Arena in the early spring of 201."  Worth just 2,400 dollars. 
 
 
 
First off, since toads don't leave bones, if this was a Giant Toad bone that was somehow used, shouldn't it say so? Secondly, according to the save I made before he got started, I don't have any toad bones in my Fortress, giant or no.  Lastly, while he was making this, I was smelting some more bars to replace the ones he took. However, given the amount that I have upon completion of the artifact, I have a sneaking suspicion that his silver was stolen from him during construction by my haulers.  Is this possible?
 
 
 
So, what just happened?  [[Special:Contributions/24.179.141.137|24.179.141.137]] 18:16, 14 December 2009 (UTC)
 
:You probably marked the silver bars as forbidden '''after''' he started his mysterious construction - when the main material for the artifact is removed in this manner, the artifact turns into [http://www.bay12games.com/forum/index.php?topic=23302.0 toad bone].  --[[User:Quietust|Quietust]] 22:53, 14 December 2009 (UTC)
 
::Yes, that makes sense. He had originally grabbed some Tin bars, which I then forbade. I ran through it again from my save before he claimed the shop and forbid all but the silver beforehand, and I got a silver mace worth 49,200 dollars. Same name, different description. I think it was worth the effort. [[Special:Contributions/24.179.141.137|24.179.141.137]] 03:55, 15 December 2009 (UTC)
 
 
 
== Fortress/Royal Guards? ==
 
 
 
If I draft a dwarf to the Fortress or Royal Guard, will it still be eligible for a strange mood if it has no military experience? If so, could you game the system so only dwarves with more desirable professions would enter moods? (Four Legendary bone carvers is enough) [[Special:Contributions/70.138.29.184|70.138.29.184]] 02:49, 16 December 2009 (UTC)
 
 
 
== Editing to change the likelihood of certain mood types? ==
 
 
 
Just wondering if there's something I can edit, to, say, remove the possibility of dwarves getting posessed in favor of fey or secretive moods. No less than six of ten attempted strange moods in my current fortress have been posession and it's starting to annoy me. --[[User:Loyal|Loyal]] 16:01, 2 January 2010 (EST)
 
:No, nothing that can be edited.  But I have written a utility to do that.  I've not released it, I just wrote it for my personal use.  I suppose, though, that I could clean it up and release it.  Is there much of a desire for such a blatant cheat?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 18:20, 3 January 2010 (UTC)
 
::Dwarf Companion is already capable of changing mood types, though it's really only meaningful for fey/secretive/possessed as it doesn't change the actual mood [[labor|task]]. --[[User:Quietust|Quietust]] 18:37, 3 January 2010 (UTC)
 
:::All I'm concerned about is getting the dwarves their experience. --[[User:Loyal|Loyal]] 17:43, 4 January 2010 (EST)
 
 
 
== Artifact with no materials ==
 
 
 
Lately, one of my mechanics went secretive and decided to take a mechanic's shop. He only took one stone though, so I thought I'd be mean and forbid it while he was using it. He's still sitting there working furiously, even after I made sure a peasant came and dumped it. Any idea what might happen? I'm waiting for him to go insane, but I'm also half-expecting a mechanism made of ''nothingness.'' "This is a mechanism. All craftsdwarfship is of the highest quality. It menaces with spikes of and is encircled with bands of. On the item is a picture of a dwarf in. The dwarf is defying the laws of physics." [[User:KoboldInDisguise|KoboldInDisguise]] 02:57, 14 February 2010 (UTC)
 
 
 
Never mind, he just went stark raving mad. Good thing nobody liked him! [[Special:Contributions/58.175.42.234|58.175.42.234]] 03:11, 14 February 2010 (UTC)
 
 
 
== Interrupted mood failed?==
 
 
 
A bowyer dwarf was recently taken by a secretive mood. I build a bowyers workshop for him outside, in case he went berzerk, and he ran off and gathered his materials, which were listed as drawings of "forest" and "stacked cloth". He gathered the wood himnself, but I had to purpose-build a farmers workshop to make some pigs-tail cloth for him. In the meantime, I was ambushed, and had to call my dwarves inside, except for the soldiers. When I returned to the bowyer, the q-menu didn't mention his demands, but he hadn't yet began construction. Finally, he snapped and had to be put down. I was too busy managing my military to notice if the bowyer left his workshop when I called the dwarves in, but could this have interrupted his mood and caused it to fail? -I'll register soon, I swear
 
:Check your announcements log - you'll probably see something like "Urist, Bowyer cancels Strange Mood: Interrupted by Goblin" followed immediately by "Urist, Bowyer has gone berserk!" - hostile creatures are one of the only things that are able to interrupt a strange mood. --[[User:Quietust|Quietust]] 12:43, 10 May 2010 (UTC)
 
::I don't remember anything in the log like that, but I think I may have found the problem. I had forgotten that the farmer's workshop processes plants into thread, which is made into cloth by a loom, and I didn't build one of those (It is my first fortress, after all!). Still, I'm curious as to why he didn't list his demands anymore. -Registration coming soon, to a wiki near you!
 

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