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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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: 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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==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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:::::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? ==
+
== 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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So, what just happened?  [[Special:Contributions/24.179.141.137|24.179.141.137]] 18:16, 14 December 2009 (UTC)
 
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)
 
: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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