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Difference between revisions of "40d Talk:Strange mood"

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== Impossible Requests? ==
 
== Impossible Requests? ==
Will dwarves try to use items that you just don't have? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for "rocks" when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)
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Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for "rocks" when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for "metal bars" when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)

Revision as of 04:29, 27 February 2008

Does the new version still have the strange mood? It wouldnt be complete without it!

It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.
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. --Mizipzor 06:03, 6 November 2007 (EST)
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. --Morlark

I know, I was a huge fan of that little strange aspect of the old one.

I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor

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. --Soyweiser 17:36, 6 November 2007 (EST)

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? --Soyweiser 14:34, 8 November 2007 (EST)
Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --Soyweiser 14:40, 8 November 2007 (EST)
Scratch all that, one of my woodworkers just used a carpenters shop. --Soyweiser 07:45, 9 November 2007 (EST)
Have you marked all statements in the article that risks being falsified with {{verify}}? --Mizipzor 19:41, 6 November 2007 (EST)

Hey, I am getting a dwarf who wants "raw...crystal". Help? -- Bovinepro

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. 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. --Zhang5 17:07, 12 November 2007 (EST)

It seems that no craft skill is required. I just had a peasant go into a strange mood. His skills were: competent marksdwarf; novice wrestler; novice armor wearer. He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order. This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally. Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :) Doctorlucky 16:34, 19 November 2007 (EST)

This is consistent with older versions. Moody peasants would become crafters, and 10 items was the cap. The minimum was 1 item -- generally when constructing a "perfect gem".--Maximus 16:55, 19 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). --Penguinofhonor 18:47, 28 November 2007 (EST)

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. --Another 10:07, 1 December 2007 (EST)

I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a Legendary Mason .... Is it normal ? Feydreva


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?—Preceding unsigned comment added by Patarak (talkcontribs)

They want either silk or fiber cloth. Make sure you have both! Bartavelle 03:40, 21 January 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? --Afbee 05:07, 21 February 2008 (EST)

My Glassmaker successfully used Magma Glass Furnace in a fey mood. --Digger 07:54, 24 February 2008 (EST)

Maximum number of artifacts

Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b) So that 15 cap thing is clearly wrong. As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine. For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). Doctorlucky 04:54, 27 November 2007 (EST)

Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.—Preceding unsigned comment added by Rabek (talkcontribs)

clarification on "trade" skills

Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki. I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -Radtse

I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--Valdemar 19:36, 27 December 2007 (EST)
I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a "fey-able" skill will be quite helpful.-Radtse 18:28, 29 December 2007 (EST)
Where's cooking fit in? --KittenyKat 20:09, 6 January 2008 (EST)

List of non-trade skills:

Skills that may be used and gained by dwarves with no trade skills:

Skills that use a different skill(See list above), but give correct skill:

mood condition

The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. Bartavelle 15:08, 2 January 2008 (EST)


Random Workshop Seizure

I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. Tacroy 16:51, 9 January 2008 (EST)

nonsense. Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --Frostedfire 07:35, 18 February 2008 (EST)
More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --Alfador 12:16, 18 February 2008 (EST)


forbidden items

Do moody dwarfs use forbidden items? Will they demand forbid items? Diabl0658 02:07, 21 February 2008 (EST)

Impossible Requests?

Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for "rocks" when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for "metal bars" when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. Yvain 23:27, 26 February 2008 (EST)