v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Mental breakdown

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
{{av}}{{stub}}
 
{{av}}{{stub}}
[[File:mental_breakdown_preview_anim.gif|right]]'''Mental breakdowns''' are temporary conditions that cause a stressed dwarf to stop current work and go mad. Unlike [[insanity]], these conditions are only temporary and may end on their own after some time, while insanity is not reversible. Unlike [[strange mood]]s, breakdowns do not produce any artifacts. However, breakdowns are serious warnings; if you don't deal with the source of stress, affected dwarves will repeatedly experience breakdown until they eventually go [[insane]]. To make breakdowns less likely, see the article on [[keeping your dwarves unstressed]].
+
 
 +
'''Mental breakdowns''' are temporary conditions that cause a stressed dwarf to stop current work and go mad; in contrast with [[insanity]], these conditions are only temporal and may end on their own after some time, while insanity is not reversible. However, breakdowns are serious warnings; if you don't deal with source of stress, affected dwarfs will eventually go [[insane]]. To make breakdowns less likely, see the article on [[keeping your dwarves unstressed]].
  
 
==Types==
 
==Types==
  
Right now, there are three kinds of breakdown:
+
Right now there are three kinds of breakdown:
 
* Tantrum
 
* Tantrum
 
* Oblivious
 
* Oblivious
 
* Depression
 
* Depression
  
and the [[personality trait|personality]] of the dwarf influences the type of breakdown.
+
The [[personality trait|personality]] of the dwarf influences the type of breakdown.
  
===[[File:status_tantrum_icon.png]] Tantrum===
+
===Tantrum===
  
 
:{{gametext|<dwarf> is throwing a tantrum!|4:1}}
 
:{{gametext|<dwarf> is throwing a tantrum!|4:1}}
 
::''Throwing a tantrum!''
 
::''Throwing a tantrum!''
  
A '''tantrum''' is a breakdown experienced mainly by dwarves with high [[personality trait|propensity to anger]]. Tantruming dwarves will cancel any job they may be doing at the moment and will start misbehaving, which includes throwing items around, starting [[Level_of_conflict|fist fights]] (with the possibility of severely [[Wound|injuring]] other dwarves), toppling and destroying buildings or hurting [[pet]]s. This is of course [[Justice|illegal]], and they will be imprisoned or flogged for their behaviour. But while law-abiding citizens will view their punishment as just, if the punishment is [[Hammerer|harsher than usual]], their death may cause increased [[stress]] among your fortress's inhabitants. Also note that dwarves get stressed when getting hurt or when a [[Item quality|masterwork]] they produced is destroyed, so a single tantrum can easily evolve into a tantrum spiral with all the fortress repeatedly going tantrum and eventually insane.
+
A '''tantrum''' is a breakdown experienced mainly by dwarves with high [[personality trait|propensity to anger]]. Tantruming dwarves will cancel any job they may be doing at the moment and will start misbehaving, which includes throwing items around, starting [[Level_of_conflict|fist fights]] (with the possibility of severely [[Wound|injuring]] other dwarves), toppling and destroying buildings or hurting [[pet]]s. This is of course [[Justice|illegal]], and they will be imprisoned or flogged for their behaviour. But while law-abiding citizens will view their punishment as just, if the punishment is [[Hammerer|harsher than usual]], their death (or the results of their misbehaviour) may cause increased [[stress]] among your fortress's inhabitants.
  
 
For a [[Level_of_conflict|fistfight]] to start, a creature needs a body part with the [GRASP]-property and an [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]-attack. So a modded dog, for example, will need to have GRASP added to one of its bodyparts, otherwise it won't start fighting.
 
For a [[Level_of_conflict|fistfight]] to start, a creature needs a body part with the [GRASP]-property and an [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]-attack. So a modded dog, for example, will need to have GRASP added to one of its bodyparts, otherwise it won't start fighting.
Line 24: Line 25:
 
The mechanics for tantrums in the current version are not well known yet {{verify}}. A dwarf throwing a tantrum will keep misbehaving for several days, during which time they will be a walking disaster zone. With the very slowly building and receding stress of DF2014, a dwarf will remain in a tantrum-capable state for months if not years. Since they will usually snap about once per month, a single tantrummer can cause immense damage/carnage.
 
The mechanics for tantrums in the current version are not well known yet {{verify}}. A dwarf throwing a tantrum will keep misbehaving for several days, during which time they will be a walking disaster zone. With the very slowly building and receding stress of DF2014, a dwarf will remain in a tantrum-capable state for months if not years. Since they will usually snap about once per month, a single tantrummer can cause immense damage/carnage.
  
Tantrumers will not have any [[need]]s while they are tantruming. Those will return when they are done.
+
Tantrumers will not have any [[need]]s while they are tantruming. The needs will return when they are done.
  
===[[File:status_oblivious_icon.png]] Oblivious===
+
===Oblivious===
  
 
:{{gametext|<dwarf> is stumbling around obliviously!|3:0}}
 
:{{gametext|<dwarf> is stumbling around obliviously!|3:0}}
Line 35: Line 36:
 
If unchecked, this can repeat until the dwarf eventually [[insane|goes stark raving mad]].
 
If unchecked, this can repeat until the dwarf eventually [[insane|goes stark raving mad]].
  
===[[File:status_depression_icon.png]] Depression===
+
===Depression===
 
{{Translation| term = Depression|dwarven = ozon | elvish = eyuca | goblin = ostest | human = bowu}}
 
{{Translation| term = Depression|dwarven = ozon | elvish = eyuca | goblin = ostest | human = bowu}}
 
:{{gametext|<dwarf> has slipped into depression...|6:0}}
 
:{{gametext|<dwarf> has slipped into depression...|6:0}}
Line 49: Line 50:
  
 
Dwarves who develop stress should be watched carefully, to see if their personality makes them prone to tantrums. Due to the damage tantrums are likely to cause, keeping those dwarves away from further stress (or exposing them to increased danger to solve the problem in a different way) is highly recommended.
 
Dwarves who develop stress should be watched carefully, to see if their personality makes them prone to tantrums. Due to the damage tantrums are likely to cause, keeping those dwarves away from further stress (or exposing them to increased danger to solve the problem in a different way) is highly recommended.
 
If a dwarf who is prone to mental breakdowns is not considered vital to the fortress, there is always the option to [[Emigration|exile]] them as well. Just be aware that their immediate family members will follow them, if they are currently present in the fortress.
 
  
 
== Prevention ==
 
== Prevention ==
Line 56: Line 55:
 
[[Keeping your dwarves unstressed]] is an important task. There are many things that can cause stress to dwarves, and some dwarves just are more susceptible than others.  
 
[[Keeping your dwarves unstressed]] is an important task. There are many things that can cause stress to dwarves, and some dwarves just are more susceptible than others.  
  
Dwarves want a personal [[bedroom]] to sleep in and a proper seat and table to eat at. Not providing them with these necessities causes regular stress increments.
+
Dwarves want a personal [[bedroom]] to sleep in and want a proper seat and table to eat at. Not providing them with these necessities causes regular stress increments.
  
 
Being regularly exposed to the outside tends to be harmful to dwarves, since they will either get unhappy over being out in the [[rain]] or, after a few years of mostly-underground fort life, become [[Cave adaptation|violently sick]] when exposed to sunlight. Catching sight of remains of sentient creatures, like the [[corpse]]s left behind by [[goblin]] [[siege]]s, will likewise cause strong stress to all but the most hardened dwarves.  
 
Being regularly exposed to the outside tends to be harmful to dwarves, since they will either get unhappy over being out in the [[rain]] or, after a few years of mostly-underground fort life, become [[Cave adaptation|violently sick]] when exposed to sunlight. Catching sight of remains of sentient creatures, like the [[corpse]]s left behind by [[goblin]] [[siege]]s, will likewise cause strong stress to all but the most hardened dwarves.  

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

This page is a member of 3 hidden categories: