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{{minorspoiler}}
 
{{minorspoiler}}
 
[[File:strange_mood_prev.png|thumb|350px|right|A dwarf losing ownership of his mind.<br><small>''Artwork by Zippy''</small>]]
 
[[File:strange_mood_prev.png|thumb|350px|right|A dwarf losing ownership of his mind.<br><small>''Artwork by Zippy''</small>]]
Periodically, individual [[Dwarf|dwarves]] are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing, and pursue the construction of this artifact to the exclusion of all else they will not stop to eat, drink, or sleep; pretty much the ''only'' thing that can pause a "moody" dwarf is giving birth, after which they will immediately get back to making the artifact. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die (one way or another) soon afterward.
+
Periodically, individual [[Dwarf|dwarves]] are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing, and pursue the construction of this artifact to the exclusion of all else - they will not stop to eat, drink, or sleep - pretty much the ''only'' thing that can pause a 'mooded' dwarf is giving birth, after which they will immediately get back to making the artifact. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.
  
Note: Any creature with the {{token|STRANGE_MOODS}} token is able to enter strange moods in [[Legends|history]] and [[fortress mode]], though, by default, this ability is unique to dwarves.
+
Note: All controllable civilizations with the {{token|STRANGE_MOODS}} token are able to enter strange moods, though, by default, the only civilization this applies to is dwarves.
  
 
==Overview==
 
==Overview==
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|-  style="background-color:wheat"
 
|-  style="background-color:wheat"
 
| [[Miner]]
 
| [[Miner]]
| [[Stoneworker's workshop]]
 
|- style="background-color:wheat"
 
| [[Stone carver]]
 
 
| [[Stoneworker's workshop]]
 
| [[Stoneworker's workshop]]
 
|- style="background-color:lightgray"
 
|- style="background-color:lightgray"
 
| [[Stone crafter]]
 
| [[Stone crafter]]
 
| [[Craftsdwarf's workshop]]
 
| [[Craftsdwarf's workshop]]
|- style="background-color:wheat"
 
| [[Stonecutter]]
 
| [[Stoneworker's workshop]]
 
 
|-  style="background-color:wheat"
 
|-  style="background-color:wheat"
 
| [[Tanner]]
 
| [[Tanner]]
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|}
 
|}
  
A dwarf will claim a workshop according to their highest applicable [[skill]]. If not [[Strange mood#Possessed|possessed]], completion of the artifact grants roughly 10,000 [[experience]] in that skill. This will transform a previously unskilled dwarf to one of Accomplished-level (on average).  The table to the right describes all applicable skills and their potential workshop requirements – there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].
+
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, "legendary+1" or higher, depending on the dwarf's initial skill level).  The table to the right describes all applicable skills and their potential workshop requirements – there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].
  
 
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly.  
 
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly.  
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Note that in addition to an artifact, the mood will (usually) raise the dwarf to Legendary in the chosen skill; often this is, from a practical standpoint, more valuable than an artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, instead, in case they are struck by a mood.
 
Note that in addition to an artifact, the mood will (usually) raise the dwarf to Legendary in the chosen skill; often this is, from a practical standpoint, more valuable than an artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, instead, in case they are struck by a mood.
  
* [[Weaponsmith]] is one of the "best" skills. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness –- any mechanism's [[quality]] modifies the chance for a trap to hit its target, and an artifact lever or trap in a room will make its value skyrocket (even if not connected to anything!). Note that, despite popular belief, traps made with artifact mechanisms can still jam ([https://www.reddit.com/r/dwarffortress/comments/wj2ego/i_thought_traps_made_with_artifact_mechanisms/ source]).
+
* [[Weaponsmith]] is one of the "best" skills. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness –- any mechanism's [[quality]] modifies the chance for a trap to hit its target, an artifact [[Trap#Weapon trap|weapon trap]] never jams{{verify}}, and an artifact lever in a room will make its value skyrocket (even if not connected to anything!).
 
* [[Armorsmith]] is similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. And, while moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they can also give you [[blowgun]]s. Good luck with either one.
 
* [[Armorsmith]] is similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. And, while moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they can also give you [[blowgun]]s. Good luck with either one.
 
* Artifact [[furniture]] is unbreakable by building destroyers and creates otherwise-impossible fortress defense options. A dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. It can also have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.
 
* Artifact [[furniture]] is unbreakable by building destroyers and creates otherwise-impossible fortress defense options. A dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. It can also have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.
 
* These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's a (very) small chance it'll be something truly useful as well as valuable. [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...
 
* These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's a (very) small chance it'll be something truly useful as well as valuable. [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...
* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others they come in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above: for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society. One exception to the general uselessness of clothing artifacts is [[Adamantine]] clothing, especially cloaks; its material allows it to accord the wearer meaningful protection, and unlike normal Adamantine clothing, its status as an artifact renders it immune to wear (which otherwise renders such clothing impractical.)
+
* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others they come in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above: for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society.
 
* Last on the list are "crafts" – surprisingly valuable trinkets in the form of amulets, totems, rings, figurines – or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)
 
* Last on the list are "crafts" – surprisingly valuable trinkets in the form of amulets, totems, rings, figurines – or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)
 
:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived "peasant" migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.
 
:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived "peasant" migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.
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! Material
 
! Material
 
! Fey
 
! Fey
! Macabre
 
 
! Secretive
 
! Secretive
 
! Possessed
 
! Possessed
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|
 
|
 
| <dwarf> screams "I must have <demand>!"
 
| <dwarf> screams "I must have <demand>!"
| <dwarf> broods "Yes. I need <demand>."
 
 
| <dwarf> sketches pictures of <demand>.
 
| <dwarf> sketches pictures of <demand>.
 
| <dwarf> mutters "<artifact> needs <demand>..."
 
| <dwarf> mutters "<artifact> needs <demand>..."
 
|-
 
|-
 
| [[Stone]]
 
| [[Stone]]
| colspan=2 | rock
+
| rock
 
| a quarry
 
| a quarry
 
| stone... rock
 
| stone... rock
 
|-
 
|-
 
| Stone/metal [[block]]s
 
| Stone/metal [[block]]s
| colspan=2 | rock blocks
+
| rock blocks
 
| square blocks
 
| square blocks
 
| blocks... bricks
 
| blocks... bricks
 
|-
 
|-
 
| [[Wood]]
 
| [[Wood]]
| colspan=2 | wood logs
+
| wood logs
 
| a forest
 
| a forest
 
| tree... life
 
| tree... life
 
|-
 
|-
 
| Metal [[bar]]
 
| Metal [[bar]]
| colspan=2 | metal bars
+
| metal bars
 
| shining bars of metal
 
| shining bars of metal
 
| bars... metal
 
| bars... metal
 
|-
 
|-
 
| [[Gem]]s (cut)
 
| [[Gem]]s (cut)
| colspan=3 | cut gems
+
| cut gems
 +
| cut gems
 
| gems... shining
 
| gems... shining
 
|-
 
|-
 
| [[Gem]]s (raw)
 
| [[Gem]]s (raw)
| colspan=3 | rough gems
+
| rough gems
 +
| rough gems
 
| rough... color
 
| rough... color
 
|-
 
|-
 
| Green [[glass]]
 
| Green [[glass]]
| colspan=2 | raw green glass
+
| raw green glass
 
| glass
 
| glass
 
| raw... green
 
| raw... green
 
|-
 
|-
 
| Clear glass
 
| Clear glass
| colspan=2 | raw clear glass{{verify}}
+
| raw clear glass{{verify}}
 
| glass and burning wood
 
| glass and burning wood
 
| raw... clear
 
| raw... clear
 
|-
 
|-
 
| Crystal glass
 
| Crystal glass
| colspan=2 | raw crystal glass{{verify}}
+
| raw crystal glass{{verify}}
 
| rough gems and glass
 
| rough gems and glass
 
| raw... crystal
 
| raw... crystal
 
|-
 
|-
 
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack]
 
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack]
| colspan=2 | bones
+
| bones
 
| skeletons
 
| skeletons
 
| bones... yes
 
| bones... yes
 
|-
 
|-
 
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}
 
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}
| colspan=3 | shells
+
| shells
 +
| shells
 
| a shell...
 
| a shell...
 
|-
 
|-
 
| [[Leather]]
 
| [[Leather]]
| colspan=2 | tanned hides
+
| tanned hides
 
| stacked leather
 
| stacked leather
 
| leather... skin
 
| leather... skin
 
|-
 
|-
 
| [[Cloth]] (plant fiber)
 
| [[Cloth]] (plant fiber)
| colspan=2 | plant cloth
+
| plant cloth
 
| stacked cloth
 
| stacked cloth
 
| cloth... thread
 
| cloth... thread
 
|-
 
|-
 
| [[Cloth]] (silk)
 
| [[Cloth]] (silk)
| colspan=2 | silk cloth
+
| silk cloth
 
| stacked cloth
 
| stacked cloth
 
| cloth... thread
 
| cloth... thread
 
|-
 
|-
 
| [[Cloth]] (yarn)
 
| [[Cloth]] (yarn)
| colspan=2 | yarn cloth
+
| yarn cloth
 
| stacked cloth
 
| stacked cloth
 
| cloth... thread
 
| cloth... thread
 
|-
 
|-
 
| [[Skull]]{{verify}}
 
| [[Skull]]{{verify}}
| colspan=2 | body parts
+
| body parts
 
| death
 
| death
 
| a corpse
 
| a corpse
 
|}
 
|}
  
Dwarves in macabre moods may also say "Leave me. I need... things... certain things", in which case they want special items, such as [[skull]]s or vermin [[remains]].
+
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding "Yes. I need <item>." instead of screaming "I must have <item>!"). They may also say "Leave me. I need... things... certain things", in which case they want special items, such as [[skull]]s or vermin [[remains]].
  
 
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.
 
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.
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| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter
 
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter
 
|-
 
|-
| 11 ||Bowyer, Carpenter, Stoneworker, Stone Carver, Woodworker
+
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker
 
|-
 
|-
 
| 6 ||Engraver, Mechanic, Miner, Tanner, and all other [[profession]]s (including Peasant).
 
| 6 ||Engraver, Mechanic, Miner, Tanner, and all other [[profession]]s (including Peasant).
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|-  
 
|-  
 
| [[Mason]]
 
| [[Mason]]
| rowspan=4| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate
+
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate
|-
 
| [[Stonecutter]]
 
|-
 
| [[Stone carver]]
 
 
|-  
 
|-  
 
| [[Miner]]
 
| [[Miner]]
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'''Problem''': Moody dwarf waits in claimed workshop
 
'''Problem''': Moody dwarf waits in claimed workshop
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list) and make some available, if possible. Be aware that some lists contain duplicates and you will need to make a seperate stack available for each one. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].
+
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list) and make some available, if possible. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].
  
 
'''Problem''': No dwarf has entered a mood for a long time
 
'''Problem''': No dwarf has entered a mood for a long time
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==Trivia==
 
==Trivia==
 
[https://www.youtube.com/watch?v=K6454rENbtc Strange Moods], by Dabu, is the fourth track in the first Premium [[soundtrack]] volume, occasionally playing during [[Fortress mode]].
 
 
 
{{D for Dwarf}}
 
{{D for Dwarf}}
 
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.
 
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.
  
{{Category|Fortress mode}}
 
 
{{Category|Dwarves}}
 
{{Category|Dwarves}}
 
[[Ru:Strange mood]]
 
[[Ru:Strange mood]]

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