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Difference between revisions of "Talk:Strange mood"

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I just found that Kiln-related mood labor such as Glazer and Potter has never been said on this page, that's quite odd. Is Kiln-related Strange mood never implemented in Dwarf Fortress? I mean It does produce ceramic goods, does earthenware not an intriguing product at all?
 
I just found that Kiln-related mood labor such as Glazer and Potter has never been said on this page, that's quite odd. Is Kiln-related Strange mood never implemented in Dwarf Fortress? I mean It does produce ceramic goods, does earthenware not an intriguing product at all?
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Strange moods are based on the hardcoded production jobs, while pottery is done entirely by raw-based [[reaction]]s. That probably would explain why the strange mood code was left alone when pottery was implemented.
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[[User:DPhKraken|DPhKraken]] ([[User talk:DPhKraken|talk]]) 04:04, 16 April 2024 (UTC)
  
 
== Fell moods - Require Updating ==
 
== Fell moods - Require Updating ==
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Therefore, I'm editing the main page to reflect my results. If anyone disagrees with my methodology, please feel free to correct me. I'm posting this here as evidence for why I'm making this change.
 
Therefore, I'm editing the main page to reflect my results. If anyone disagrees with my methodology, please feel free to correct me. I'm posting this here as evidence for why I'm making this change.
 
[[User:Drake1500|Drake1500]] ([[User talk:Drake1500|talk]]) 01:48, 18 February 2024 (UTC)
 
[[User:Drake1500|Drake1500]] ([[User talk:Drake1500|talk]]) 01:48, 18 February 2024 (UTC)
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: The DFHack "strangemood" command is based on '''reverse-engineered''' logic from the game itself, and it has ''not'' been updated to match the behavior in the current version, so further research might be necessary. At the very least, I'll be taking a closer look at the current version and seeing what needs to be updated in the plugin. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 14:39, 18 February 2024 (UTC)
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:: After taking a closer look, I can confirm that CUT_STONE and CARVE_STONE '''are''' moodable skills, and dwarves having them will be assigned the same "Strange Mood" job as Miners and Masons (which is what decides the type of workshop they claim), thus I have reverted your changes to the article. The flaw in your methodology lies in the fact that the DFHack "strangemood" command actually decides which skill is going to be boosted at the end of the mood, and because the plugin wasn't recognizing those skills as moodable, your test units never gained experience in them. Furthermore, both of those skills are '''new''' to version 50.xx, so it would be quite strange for them to have been removed already. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:12, 18 February 2024 (UTC)
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::: Thanks for looking into this, I hadn't expected Stone Carving to operate like Mining. As stated, I did try to account for that by allowing a "natural" mood after modifying skills, but since it was a possession, I couldn't see which skill was actually used. Thanks again for the correction! [[User:Drake1500|Drake1500]] ([[User talk:Drake1500|talk]]) 22:05, 19 February 2024 (UTC)

Latest revision as of 04:04, 16 April 2024

Stonecutting[edit]

Stonecutting appears to be a moodable skill that will produce a stone craft. This does not appear in the current page.

Actually, I did some testing on Moodable Skills using DFHack, and found that Stonecutting is NOT a moodable skill (anymore). A dwarf with Novice Stonecutter as his only skill will sometimes produce a stone craft, since the game still chooses Stone Crafter as one of the random crafting skills when the dwarf has no moodable skill. It's definitely selecting Stone Crafter, however, since a Fey Mood will give the dwarf Legendary Stone Crafter as a result, NOT Legendary Stonecutter. Drake1500 (talk) 01:18, 18 February 2024 (UTC)

Bone requirement[edit]

At least in my testing, when the dwarf asks for bones, it won't just take random bone (stacks) from rotted parts from battle or random wild animals(for example).

I had to build a butcher's workshop and butcher an animal for the bone stack to count, so I think it's worth clarifying in case other people run into it, or I'm just completely misunderstanding how bone stacks work (in which case, again, I think it's worth explaining on this wiki page how to deal with this.

Metalworker bar requirement[edit]

The wiki currently states a metalworker may demand a bar of a preferred metal IF you've smelted it already. However, it seems like they can also demand them if you have ore available (or, they might just demand whatever their preference is and me having ore on hand was just coincidence). I have exactly one copper toy so it's possible I either previously smelted a bar of copper or imported one, which if there is a restriction on what they can demand might be how the dwarf "knows" I can in theory provide copper. I also have steel, billum, and iron bars available, so it's not a lack of metal bars generally. It seems like the restriction listed here about what bars metalworkers demand is either wrong, or has some weird corner case. 24.56.251.207 08:37, 26 January 2023 (UTC)

Kiln-related Strange mood never exist?[edit]

I just found that Kiln-related mood labor such as Glazer and Potter has never been said on this page, that's quite odd. Is Kiln-related Strange mood never implemented in Dwarf Fortress? I mean It does produce ceramic goods, does earthenware not an intriguing product at all?

Strange moods are based on the hardcoded production jobs, while pottery is done entirely by raw-based reactions. That probably would explain why the strange mood code was left alone when pottery was implemented.

DPhKraken (talk) 04:04, 16 April 2024 (UTC)

Fell moods - Require Updating[edit]

Toady answered a question on future of the fortress that revealed some information on fell moods. http://www.bay12forums.com/smf/index.php?topic=169696.msg8481803#msg8481803

If a fell mood dwarf grabs an intelligent HFS person that uses a material considered "other", then the dwarf will use its material for constructing (shell) SCALED items. No matter what "other" materials the creature is made out of.

The only materials I've found on intelligent HFS creatures in the base game which haven't satisfied a fell mood dwarf thus far have been fluids. However, snow, which is a form of water, as a contaminant, can be a found as the primary material of HFS creatures, and this can be used. The resultant artifact produced from a snow creature will be listed as being made of ice.

Interestingly, ice artifacts produced from snow will not possess a fixed mat temperature unlike with artifacts produced from creature_mat fire materials, and will consequently physically melt / be destroyed if they are worn, or if the environment has a temperature above freezing.

Oddly though, a dwarf will not become a legendary bonecarver or leatherworker when producing an artifact from "other" materials, but will instead become a legendary woodcrafter. This may be due to a bug, or a possible oversight.

Also, fell mood dwarves can absolutely grab intelligent non-citizens for their artifact, based on lots of testing. So this also needs to be updated.

Although, I'm not certain about the range of creatures that can be grabbed during a fell mood. As its been suggested that [INTELLIGENT] isn't necessarily required, only some combination of [CAN_SPEAK] and [CAN_LEARN]. I'm unaware of the specifics though.

Stonecutter / Stone Carver no longer moodable[edit]

I did a bunch of testing through DFHack to check if the moodable skills are still accurate, here was my process and results:

1) select a dwarf that hadn't gotten a mood before 2) Use DFHack assign-skills --reset to clear their skills 3) Use DFHack assign-skills to modify his skills such that no skill he had was the same rank as any other 4) Force a mood with strangemood --unit --force --type fey (so that it's the one dwarf I selected, and it would be a fey mood so I could see the XP gain) 5) Check which skill became Legendary 6) rinse, repeat

I checked every skill in the following Professions: -Miner -Woodworker -Stoneworker -Ranger -Farmer -Fishery Worker -Metalsmith -Jeweler -Craftsdwarf -Engineer

For skills that I suspected weren't Moodable, I intentionally gave them a higher rank than the skill I was expecting to have a Mood for (nothing higher than rank 10, Accomplished). I did this for every skill that wasn't previously Moodable. In order to verify that my results weren't being skewed by the dwarf's previous profession (since the profession name didn't update immediately), I checked with a known Moodable skill on a dwarf with another Profession. End result was that the current list was accurate, EXCEPT that Stonecutter and Stone Carver did NOT get a Mood. In order to verify that the DFHack utility wasn't interfering with the skill selected for the Mood, I reset to my start point and modified EVERY Dwarf's skills so that they were ALL Master Stone Carvers and then let the game run until I got my next Mood. Result: unfortunately, a dwarf got Possessed, so no XP gain, but they did claim a Stoneworker's Workshop and craft an artifact Scepter, so it looks like Stone Crafting was used.

Therefore, I'm editing the main page to reflect my results. If anyone disagrees with my methodology, please feel free to correct me. I'm posting this here as evidence for why I'm making this change. Drake1500 (talk) 01:48, 18 February 2024 (UTC)

The DFHack "strangemood" command is based on reverse-engineered logic from the game itself, and it has not been updated to match the behavior in the current version, so further research might be necessary. At the very least, I'll be taking a closer look at the current version and seeing what needs to be updated in the plugin. --Quietust (talk) 14:39, 18 February 2024 (UTC)
After taking a closer look, I can confirm that CUT_STONE and CARVE_STONE are moodable skills, and dwarves having them will be assigned the same "Strange Mood" job as Miners and Masons (which is what decides the type of workshop they claim), thus I have reverted your changes to the article. The flaw in your methodology lies in the fact that the DFHack "strangemood" command actually decides which skill is going to be boosted at the end of the mood, and because the plugin wasn't recognizing those skills as moodable, your test units never gained experience in them. Furthermore, both of those skills are new to version 50.xx, so it would be quite strange for them to have been removed already. --Quietust (talk) 18:12, 18 February 2024 (UTC)
Thanks for looking into this, I hadn't expected Stone Carving to operate like Mining. As stated, I did try to account for that by allowing a "natural" mood after modifying skills, but since it was a possession, I couldn't see which skill was actually used. Thanks again for the correction! Drake1500 (talk) 22:05, 19 February 2024 (UTC)