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Editing 40d Talk:Strange mood

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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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: 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 [[User:Digger|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)
 
::::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)
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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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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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== 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)
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::A bit late, but building an artifact mechanism into a [[lever]] should allow your dwarves to admire it (in a sculpture garden, they'll admire "a completely sublime tastefully arranged Trap lately". --[[User:Quietust|Quietust]] 20:05, 25 September 2009 (UTC)
  
 
== 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 ==
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::::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)
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== Possessed Child ==
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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.
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Can any help?  Is there a difference for artifact creation between regular cave spider silk and giant cave spider silk?  ---[[User:Frewfrux|Frewfrux]]
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: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)
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::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]]
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::: 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)
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::::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)
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== Rough Gems ==
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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)
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:Dig down to an igneous intrusive level - they have more gems. --[[User:Squirrelloid|Squirrelloid]] 14:19, 13 December 2008 (EST)
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::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)
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: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==
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--[[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? ==
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:::::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)
 
:::::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? ==
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== Obok not playing by the rules? ==
 
"If two skills are at the same experience, the first listed for that dwarf will be the one affected by the mood."
 
"If two skills are at the same experience, the first listed for that dwarf will be the one affected by the mood."
  
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: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 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)
 
::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 ==
 
== Materials used ==
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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)
 
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? ==
 
== Doesn't want magma forge? ==
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  When multiple workshops are listed, the dwarf may require one or the other, <br />so ensure that ''both'' are available,...
 
  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)
 
::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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