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Editing 40d Talk:Strange mood

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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.
 
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  
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[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.
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.''
 
''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.''
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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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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)
 
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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