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Editing v0.31 Talk:Strange mood

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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)
 
It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)
  
From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)
 
  
 
== Never Claiming a Workshop? ==
 
== Never Claiming a Workshop? ==
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I just had this same issue. v0.31. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)
+
I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)
 
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)
 
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)
  
 
I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)
 
I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)
 
Im just having the same issue. My cook has gone into a fey mood, and is hanging around on a table in my grand meeting hall. Most dwarves just go eat on that table and dont care that theres a crazy fat cook dancing on their table. I dont have a kitchen however, since im quite new to df, and havent done much yet. His skills are: competent lye maker (not active), all hauling skills (active) and hes a grand master cook (active).
 
This should really be listed as a bug imho. --[[User:Miauw62|Miauw62]] 13:15, 1 November 2011 (UTC)
 
:"Cook" is not (nor has it ''ever'' been) a moodable skill - he probably wants a Craftsdwarf's workshop. --[[User:Quietust|Quietust]] 15:44, 1 November 2011 (UTC)
 
 
  Thanks for helping out. --[[User:Miauw62|Miauw62]] 08:39, 4 November 2011 (UTC)
 
 
I saw something like this, and as it turned out the leatherworks is what he wanted, but for some reason no one wanted to use the leatherworks (sometimes they get buggy and you have to tear them down).  After I tore it down, he claimed it and got to work.  It may also have been because he was at the required leatherworks level (I said no newbies can use the leatherworks).
 
  
 
== Body Parts? ==
 
== Body Parts? ==
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.
 
Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.
 
- When my dwarf asked for Rock Bars I could fix it by making some iron bars.
 
 
I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..
 
 
I just got a dwarf demanding body parts, rock bars, rock blocks, and rock bars in 31.25. I'm not sure whether it's due to all the rearranging of the bar/block section that's been going on, but NOTHING is satisfying the rock bars request. (He has a stack of dog bones collected already.) Tried coke, ash, potash, pearlash, metal bars of all kinds (including an aluminum metal bar and an imported pig iron bar), and at least one block of every kind of rock, metal, and clay I could gather. Nothing works.
 
  
 
== Saving & reloading not changing mood type ==
 
== Saving & reloading not changing mood type ==
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:I think the word here is "or", I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon
 
:I think the word here is "or", I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon
 
:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)
 
 
:Confirmed: had ample bones and no shell. Processed some turtles into shells, and the fey dwarf made a dash for them and began a construction. Edit the "Strange mood" page to represent this? --[[User:Ritesign|Ritesign]] 02:56, 26 November 2010 (UTC)
 
  
 
== Possible Bug ==
 
== Possible Bug ==
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So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]
 
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]
 
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)
 
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)
 
I just had the same problem with a Magma forge; I used the same anvil to build a Metalsmith's forge below the old site and the dwarf happily claimed the MS F.[[Special:Contributions/76.29.33.118|76.29.33.118]] 18:35, 10 November 2010 (UTC)
 
 
I had the same problem with magma glass furnaces. Only normal glass furnaces will work.--[[Special:Contributions/24.8.192.250|24.8.192.250]] 21:36, 14 December 2010 (UTC)
 
  
 
== Obsidian Farming SCIENCE ==
 
== Obsidian Farming SCIENCE ==
 
Someone needs to figure out definitely whether obsidian farming allows more moods.
 
Someone needs to figure out definitely whether obsidian farming allows more moods.
:Number of moods is no longer limited by revealed squares.  Maybe on a different version of this page?[[Special:Contributions/98.203.173.56|98.203.173.56]] 07:15, 27 July 2011 (UTC)
 
::Have you confirmed that against a disassembly? I've compared 0.31 to 40d, though I can't find the revealed tiles check in 40d to determine whether it's also present in 0.31 (though I do see the "number of items" check, which looks very similar to what was in 23a). --[[User:Quietust|Quietust]] 15:41, 27 July 2011 (UTC)
 
:::Not confirmed by hacking-- that's beyond me.  Rather it's by the fact that I've got 67 artifacts, not counting named items; vast majority of that are before even bothering to map out the caverns, with no hiccup in the rate of moods.  Unmodded, unedited, etc.  (Is there a utility to count revealed squares?)  If there is a limit based on revealed squares, it is vastly changed from previous versions, but there's always the possibility that there's some meaningless restriction like 1 artifact per 10 revealed squares.  Can't say about created items, except that I haven't been going out of my way to make stuff, and it hasn't seemed to be a limiting factor yet (at 67 artifacts!)  Certainly, if my dwarves ever stop making artifacts, and it's not just for running out of moodable dwarves, I'll update this talk section; if you think it's unintended behavior, or doesn't jive with your experience, let me know, and I'll file a bug report and save.[[Special:Contributions/98.203.173.56|98.203.173.56]] 20:00, 27 July 2011 (UTC)
 
::::A bit late, but I've just confirmed that the "number of revealed squares" check '''is''' still in the game, even as of version 0.34.11. The reason you're not running into it is probably because even discovering a small part of the caverns or magma sea is still plenty enough to give you '''lots''' of artifacts. As for obsidian farming, it definitely counts toward moods via the "items created" restriction. --[[User:Quietust|Quietust]] 01:23, 1 July 2012 (UTC)
 
  
 
== 'Nother Possible Bug ==
 
== 'Nother Possible Bug ==
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)
 
I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)
 
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)
 
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)
:I also had a fell mood murder in v0.31. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)
+
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)
  
 
::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)
 
::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)
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:**2 results in a possessed mood.
 
:**2 results in a possessed mood.
 
:Purely random.  Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)
 
:Purely random.  Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)
::i have read and understood the above, but i'm not exactly sure that the '0/1/2' number is generated COMPLETELY at random. i think one of the factors at work is the dwarf's skills once they're selected for a 'strange mood' - if he has a 'moodable' skill, even 'dabbling'(prob.) or 'novice', then the dwarf will go to the corresponding workshop and increase that skill (quite possibly to legendary) with the +20,000 skillpoints on completion of the artifact. however, if the dwarf has no 'moodable' skill (i.e. only military skills, social skills or administrative skills), then they become 'possessed'. i'm basing this on the fact that i have had only ONE non-possessed mood, out of about 12; a clothier (who's now legendary). the rest have all, incredibly disappointingly, been 'possessed' (and yeah, i'm aware of the law of averages/etc). the reason my dwarves dont have any other skills is because they were all specialised from embark or migration, or military/haulers. thus, i only have 18 dwarves actively training a 'moodable' profession, out of 150+. the rest have probably lost their 'moodable' skills over the years from the 'rusting' effect, or simply not been selected. thoughts?--[[User:DJ Devil|DJ Devil]] 16:36, 8 May 2011 (UTC)
 
:::It's all a coincidence.  Purely random.  Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 14:57, 14 May 2011 (UTC)
 
:I just had my first Possessed Dwarf and it was a bonecrafter with no workshop. Didn't take much to work out what I needed to build but could the lack of a workshop related to their profession be a factor in the equation? I know as a fact that death isn't needed for one to happen as it's the 1st mood of a new fort and not even a tame stray has died yet. --[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)
 
::i do not think having a workshop (or not) affects which type of mood is selected. i think it's more like... 'happiness > skills > random number'. in effect; if your dwarf is happy, it will not be a 'fell' or 'macabre' mood. if your dwarf does NOT have a 'moodable' skill, then he'll be 'possessed'. if he DOES have a 'moodable' skill, it's a random number out of 3 for 'fey', 'secretive' or 'possessed'. and i would also like to confirm that 'dabbling' is enough to be counted as good enough for a mood - i had a dabbling mechanic (with no other 'moodable' skills) claim a mechanic's workshop, and surprisingly make a mechanism... and he wasnt 'possessed' like the others, he was 'fey'.--[[User:DJ Devil|DJ Devil]]
 
:::The availability of moodable skills has '''no effect at all''' on the type of mood - a completely unskilled Peasant is perfectly capable of going Fey or Secretive. --[[User:Quietust|Quietust]] 21:38, 9 June 2011 (UTC)
 
::::I don't want to create an argument, just to clear it up. You ''claim'' that a Peasant can go Fey or Secretive, but is there evidence of it? If even a single dwarf were to enter a Fey or Secretive mood, who ''did not have any moodable skills prior'' (even at dabbling), this would disprove DJ Devil's hypothesis. Present a case where this has happened, and he should be satisfied. I would also like to see this evidence, as the only Possessed dwarves I've had were those without moodable skills - and those with had all (if I remember correctly) Fey or Secretive. --[[User:Drake1500|Drake1500]] 00:48, 20 June 2011 (UTC)
 
:::::Humans are really good as spotting patterns.  We're so good at it that sometimes we see patterns where none actually exist.<br/>Mix in something as important to the game and as rare as strange moods, well, it's understandable that a player would want to know how to control them.<br/>But the reality is, moods are purely random.  There are only two inputs into mood type selection, exactly as I said a year ago in this very section.  The <u>only</u> control you have to prevent a possessed mood is to keep your dwarfs unhappy enough that all moods are fell or macabre.<br/>Here's the proof.  This is part of the disassembly of the current version{{version|0.31.25}}'s mood selection code.  I have shown all of the calculations for "good" moods, but skipped the choice between the two "bad" moods.  Also, I have shown only one of the five pieces of code that set the mood type.  They all work the same.
 
{{Spoil small|
 
<pre>
 
; This is the test that determines whether the dwarf will get a fell or
 
; macabre mood, or one of the happier moods.
 
 
; This HORRIBLE piece of code derives a random number in the inclusive
 
; range [0..49] decimal.  It is so awful because it was compiled using
 
; full optimization (on a piece of code that runs once per hour at best.
 
; The whole binary is like this.)
 
 
; I am not going to work through all the math here, but I did run a
 
; test on this snippet.  For all possible inputs, the output is in
 
; [0..49].  I assume it is normally distributed in the statistical sense.
 
 
call    MT_RAND                ; MT_RAND is the well-known Mersenne
 
                                ; Twister random number generator.
 
mov    ecx, eax
 
mov    eax, 3
 
mul    ecx
 
mov    eax, ecx
 
sub    eax, edx
 
shr    eax, 1
 
add    eax, edx
 
shr    eax, 1Eh
 
imul    eax, 80000001h
 
add    ecx, eax
 
mov    eax, 0C7FFFFFDh
 
mul    ecx
 
mov    ecx, a_creature_vector.Start ; This is one of the creature vectors.
 
                                ; It is not the one that Dwarf Therapist uses,
 
                                ; so it's probably not "main_creature_vector".
 
                                ; This vector might contain only dwarfs.
 
mov    eax, [ecx+edi*4]        ; EDI is an index into that vector, so this
 
                                ; selects the dwarf that is going to get a mood.
 
shr    edx, 19h                ; EDX now contains a random number in [0..49].
 
 
; !!!!!!  THIS IS AN IMPORTANT PART !!!!!!
 
cmp    edx, [eax+710h]        ; 710 is the offset of the happiness scalar of
 
                                ; the dwarf.  (Verified with Dwarf Therapist.)
 
 
jge    @@do_unhappy_mood      ; We compared the random number with the dwarf's
 
                                ; happiness.  This chooses between good and bad
 
                                ; moods.
 
 
; If we get here, we're doing a good mood.
 
; Now we generate a second random number, this time in [0..2].
 
; Again, I have verified that for all possible inputs, the output is in [0..2].
 
 
call    MT_RAND
 
 
mov    ecx, eax
 
mov    eax, 3
 
mul    ecx
 
mov    eax, ecx
 
sub    eax, edx
 
shr    eax, 1
 
add    eax, edx
 
shr    eax, 1Eh
 
imul    eax, 80000001h
 
add    ecx, eax
 
mov    eax, 0BFFFFFFFh
 
mul    ecx
 
shr    edx, 1Dh                ; EDX now contains a random number in [0..2].
 
 
; !!!!!!  THIS IS AN IMPORTANT PART !!!!!!
 
; We have generated a random number that is 0, 1, or 2.  Now we figure out
 
; which of those possibilities it actually was, and branch accordingly.
 
sub    edx, ZERO              ; The ZERO is actually the EBX register, which
 
                                ; was zeroed at the beginning of the routine
 
                                ; and remains zero throughout.
 
jz      @@fey_mood
 
 
dec    edx
 
jz      short @@secretive_mood
 
 
dec    edx
 
jnz    @@end_of_mood_setup    ; This jump would skip the case statement if
 
                                ; the tested value was not in [0..2].
 
                                ; Above, we have seen that that can't happen.
 
@@possessed_mood:
 
mov    ecx, a_creature_vector.Start
 
mov    edx, [ecx+edi*4]
 
mov    eax, 2                  ; 2 is possessed mood.
 
mov    [edx+210h], ax          ; 210 is the offset for mood type.
 
mov    ecx, a_creature_vector.Start
 
mov    ecx, [ecx+edi*4]
 
push    ZERO
 
lea    edx, [esp+1F0h+a_message_string]
 
call    prep_string_var
 
 
push    14h
 
mov    eax, offset HasBeenPossessed ; " has been possessed!"
 
lea    ecx, [esp+1F0h+a_message_string]
 
call    fixedlength_ascii_to_string
 
 
mov    edx, 5
 
mov    word ptr [esp+1ECh+var_1BC+2], dx
 
mov    byte ptr [esp+1ECh+var_1B8], 1
 
jmp    @@end_of_mood_setup
 
</pre>
 
|Disassembly of mood choice code}}
 
:::::The takeaway here is that the branches in the code that choose moods (that's the instructions that start with 'j') depend solely on random numbers.  There is <u>nothing</u> to tweak that will change this random outcome.<br/>Training doesn't affect it.  Skill rust doesn't affect it.  Availability of a workshop doesn't affect it.  Whether the dwarf is wearing lucky socks doesn't affect it.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:20, 23 June 2011 (UTC)<br/>Edited to hide disassembly [[User:0x517A5D|0x517A5D]] 18:15, 2 July 2011 (UTC)
 
  
 
== Shells ==  
 
== Shells ==  
  
 
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .
 
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[v0.31:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)
+
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)
  
 
== Materials in hospitals ==
 
== Materials in hospitals ==
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I have had one with 11 dwarfs.
 
I have had one with 11 dwarfs.
 
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)
 
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)
 
::::Could it be that you need to BREAK a pop of 20 for one to be able to trigger? Perhaps even as specific as when the mood is brewing (before your notified) you have to have more then 20 but that stop it in the case of say a goblin slaughter...
 
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)
 
 
:::::No, that is not the case. I've just played two quick forts, and my first mood happened very quickly after the first of the two scripted immigration waves both games. I started with 14 dwarves both games.
 
::::: The first game was 14 + 7 = 21 Dwarves before the mood happened, 2 days after the immigrants arrived.
 
::::: The second game was 14 + 3 = 17 Dwarves before the mood happened, 8 days after the immigrants arrived.
 
 
:::::Could be coincidence, but I'm guessing the new trigger is either between 15 and 17 dwarves, or not related to the number of dwarves. --[[User:Naros|Naros]] 07:23, 10 April 2011 (UTC)
 
  
 
== Other requests ==
 
== Other requests ==
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Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)
 
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)
 
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)
 
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)
::Have been looking into this.  My experience is entirely with weaponsmiths.  If I have adamantine wafers in the fort, they will insist on using adamantine.  They will insist even if all adamantine wafers have been forbidden from before the mood ever started.  If I have no adamantine, they will either use whatever, or insist on a favorite metal.  Presence of raw adamantine or adamantine strands has no effect, only the presence of adamantine wafers.  If you use all adamantine wafers before the mood, the next mood will use whatever.  No idea about built wafers (upright bars, e.g.).  Going to give some time for anyone to provide counterexamples before I update the page.[[Special:Contributions/98.203.173.56|98.203.173.56]] 07:15, 27 July 2011 (UTC)
 
  
 
== Strange problem with moods ==
 
== Strange problem with moods ==
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:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)
 
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)
 
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)
 
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)
:::Old, but for posterity - dwarf profession only changes when the old profession is *outleveled* by the new profession.  So its perfectly possible your Woodcrafter had more xp in Mechanics, just not enough to put him a level of mechanics over his woodcrafter level and thus change his profession to Mechanic. --[[User:Squirrelloid|Squirrelloid]] 05:26, 24 April 2011 (UTC)
 
 
== Magma Forge vs. Normal Forge ==
 
 
I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10
 
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)
 
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of v0.31 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)
 
 
This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]</small>
 
: It's not a bug, it's a feature.  Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow.  Maybe the dwarf prefers working in a cooler environment.  Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)
 
 
:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)
 
 
:::I thoroughly agree with DeMatt here. This wiki is about how the game ''does'' operate, not how it ''should'' operate. There's no point in putting future-development wish-lists here - those belong on the bay12games forums. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:30, 22 November 2010 (UTC)
 
 
::::Not his point, it should be listed as a known bug if it is such. As you said it is the ''alpha'' so we can expect changes, especially the removal of bugs. That way as a wiki we can keep readers informed of likely version changes. :P
 
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)
 
 
== Highest experience skill not chosen ==
 
 
I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.
 
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)
 
 
== multiple items not always displayed longer ==
 
 
Regarding the "2 seconds per item needed" rule, I've found that it doesn't always apply. I've seen certain materials displayed for the same 2 seconds as everything else, but sometimes (not always) multiples of the material are collected. I've seen it happen with (at least) wood, bone, and cloth, and usually (always?) in threes. I think it also tends to be the ''primary'' material (1st thing gathered, and the thing the artifact is eventually listed as being made from), but I'm not as sure about that. It's an important point, and might be the cause of many of the complaints of "he said he needed X, and I had plenty of X around!" (i.e. he actually needed more X-1) [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:54, 22 November 2010 (UTC)
 
 
:Just had this happen again, this time with rough gems as the primary material. "rough gems" displayed the normal two seconds, two rough gems gathered, (not three). The same artifact also required 2 logs (as secondary materials, not primary) and "wood logs" was displayed the expected 4 seconds, which seems to confirm it's the primary material that does it. I'll add it to the page with a verify tag.
 
 
::I just had a child take over a craftshop for a fey mood.  She demanded "body parts" and "rocks", both displayed for two seconds each.  When she finally started working on her artifact it was only after grabbing two different stacks of bones.  The artifact was a deer bone short sword with hanging rings of badger bone and spikes of mudstone.  I'm running v0.31.25.  [[User:Krenshala|Krenshala]]
 
 
== Random mood crafting. ==
 
 
One of my dwarves got a possessed mood during a stage where I'm still setting up my various workshops. The only moodable skill he had was Tanning, so I built a leatherworks and tanner's shop, but he still just hung around the meeting area. I decided to ignore him and set up a craftsdwarf workshop for another reason, and suddenly this dwarf goes and claims it. Is it possible that moods, possibly just possessed moods, can choose skills that the dwarf does not have in the slightest? will update when the item is finished --[[User:Twilightdusk|Twilightdusk]] 02:58, 23 November 2010 (UTC)
 
 
:I'm thinking he's using the craftdwarf's workshop because of its "Make leather crafts" option. --[[User:Peglegpenguin|Peglegpenguin]] 03:36, 25 November 2010 (UTC)
 
 
:I have a possessed bonecrafter and I made the 'incredible' guess of what workshop (a craftdwarf's workshop) i needed to build to get the lazy sod out of bed. I'm confident it's atleast highly probable they will pick a skill they have, probability increasing with exp in that (or those) skills.
 
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)
 
 
== Rock Blocks in Strange Mood ==
 
One of my clothesmaker dwarves decided to get a strange mood, so I afforded him all his needed materials, except for one thing: rock blocks. He most certainly asked for them, and I decided to make metal blocks, just to see if he would take them. I made an electrum block and he took it right away and began to work. I suggest stone blocks be changed to stone/metal blocks in the demands section.
 
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)
 
 
== Farmer + Strange Mood = Legendary Weaponsmith ==
 
Not complaining, but I just had a High Master Grower / Adequate Herbalist "withdraw from society...", I examined her skills to see what was coming, and not seeing any moodable skills, fully expected her to claim a craftdwarf's workshop, but was pleasantly surprised to find she had claimed a metalsmith's forge and created a golden crossbow, elevating her to legendary weaponsmith! There was nothing in her personality to explain this odd occurrence (she does however, like chestnuts for their chestnuts). This is of course contrary to what the [[Strange Mood]] page states. Perhaps the rules have changed. --[[User:Uninvited Guest|Uninvited Guest]] 21:07, 1 December 2010 (UTC)
 
:Perhaps she arrived with some Weaponsmith skill that completely rusted away while you had her do farming instead? --[[User:Quietust|Quietust]] 00:46, 2 December 2010 (UTC)
 
::I thought about that as well, but I didn't realize that skills actually disappeared. The [[Skills]] page does not state that but looking closer in the talk page, it appears to be true. All things considered, your theory is quite likely. Thanks. --[[User:Uninvited Guest|Uninvited Guest]] 01:28, 2 December 2010 (UTC)
 
 
== Starvation/Dehydration ==
 
Can a dwarf die from either while in a mood?
 
 
:No, AFAIK it's like when they Trance in combat. All need for food / water / sleep vanishes for the duration. Could be wrong. May require !!science!!.
 
 
== Dwarf not using available materials? ==
 
 
Do the materials that a dwarf in a mood wants have to be on the same z-level/in a stockpile/nearby? I had one in a fey mood who appeared to be asking for jet (at least, that's what it said when I viewed the workshop he was using with the q key), and I had ridiculous amounts of jet two levels down, but he never moved to get it and eventually just went insane. (I tried to get the other dwarves to move some up to where he was, but they didn't do anything. ><)--[[Special:Contributions/118.208.147.173|118.208.147.173]] 09:39, 21 December 2010 (UTC)
 
:Dwarves don't demand specific types of stones - if he didn't gather the material, you probably didn't have it at all. What '''exactly''' was the dwarf asking for (and what had the dwarf gathered so far)? --[[User:Quietust|Quietust]] 13:48, 21 December 2010 (UTC)
 
::He asked for two things: rock and body parts. He'd already got the body parts. I had plenty of other kinds of stone as well, so maybe I missed a line or something? --[[Special:Contributions/118.208.147.173|118.208.147.173]] 10:34, 22 December 2010 (UTC)
 
 
== "The type of artifact created will depend on the dwarf's highest skill." - what with soaper? ==
 
 
Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)
 
 
== Fun fact ==
 
Clothier dorf can pick a clothier's workshop, go pick up adamantine cloth (not normally workable at a clothier's), attempt to make a rope out of it (because you can do that at a clothier's), and wind up making an adamantine chain. &mdash;[[User:Chaos|Chaos]] 21:20, 27 December 2010 (UTC)
 
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)
 
 
==Yet Another Bone Carving Bug==
 
I had a possessed bone carver claim a Craftdwarf's workshop, immediately run off and grab a bone, start a mysterious construction, sit in the workshop for months, then go insane. I honestly have no idea what to think about that. &mdash;[[User:Exploratory Mushroom|Exploratory Mushroom]] 22:44, 28 December 2010 (UTC)
 
 
:Just speculation, but was the workshop cluttered? Some animals leave huge stacks of bone (e.g Jabberer can be >200), and certain animal skulls (e.g. Jabberer, again) can make a workshop **CLT** all by itself. With the length of time some artifacts take to construct, I can imagine a maximally cluttered workshop might stretch the creation time out for months [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:48, 7 January 2011 (UTC)
 
 
== Clothier won't take materials ==
 
 
I have a possessed clothier who needs cloth and silk.  I have both, but she just sits at the workshop and will go insane unless I figure out why she won't take the materials.  They are both giant cave spider materials right next to each other up the staircase right by the workshop.  I also have rope reed thread somewhere that I bought from an elven caravan, but she won't take that either.  What's going on?
 
:There are two versions of "cloth... thread" that "possessed" Dwarves could be asking for. What they are saying is a little misleading; rather than them wanting actual thread, they are only asking for cloth. It is likely that the affected Dwarf wants ''plant fiber cloth'', '''not''' silk cloth or plant fiber thread. If you have some plant fiber cloth thread, as you said, make it into cloth and it should work. For future reference, this is a talk page about the Strange mood article, not a discussion forum. Please ask questions like this on the [http://www.bay12forums.com/smf/index.php?board=7.0 Official Dwarf Fortress Forums], [http://www.reddit.com/r/dwarffortress/ /r/dwarffortress at reddit.com],or the other Dwarf Fortress community of your choice. --[[User:Gzalzi|Gzalzi]] 14:45, 2 January 2011 (UTC)
 
::Oh, thanks.  I asked this here because every other topic seems to be discussion, but okay... [[User:OrangePikmin|OrangePikmin]] 19:47, 3 January 2011 (UTC)
 
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)
 
 
== Fell Moods with different workshops? ==
 
Just played a round of DF and my little fortress got besieged, several dwarfes died. One dwarf then got a Fell mood and went to CARPENTER Workshop. He claimed it and went off to kill the nearest dwarf. Is it possible that the fell moods only prefer butcher- and tanner workshops, but they will work with other workshops as well? Seemed a little bit odd to me that he used a carpentry workshop...
 
 
==Do Dwarves Steal==
 
I had a dwarf refusing to do anything but demand rock. Which is weird in itself, as rocks are plentiful underground. Then, just as I gave her up for lost, I saw her grab a hunk of galena from the trade depot. It was in ( ), and I certainly didn't trade for it, as I have galena in the fortress. Did she grab it off a merchant? [[Special:Contributions/68.197.174.59|68.197.174.59]] 19:16, 24 March 2011 (UTC)
 
:I think starving dwarves will steal food from traders.  So I'm not too surprised that a moody dwarf would take something that is technically fortress property.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 23:49, 27 March 2011 (UTC)
 
::I've observed Dwarves stealing from caravans for moods on more than one occasion.  It doesn't appear to happen with every mood where they're missing something, so it might have to do with the type of mood or the personality of the moody dwarf. --[[User:SethCreiyd|SethCreiyd]] 17:31, 28 March 2011 (UTC)
 
 
 
==cloth... thread...==
 
i think i can confirm this also means 'cloth(yarn)' for possessed dwarves, based on having both silk and plant fibre cloth AND thread available, in stockpiles nearby, but my possessed dwarf not going for either. there were also a number of other items on his list, but he'd found them all, and had them 'TSK'ed in the workshop. unfortunately, i'd left him to it too long (thinking he had all the items at his disposal, and would get going with it unsupervised) before i'd recognised he wasnt interested in the cloth available, and wanted some of the new yarn. he'd gone insane before i could sheer any animals, and weave it into cloth.--[[User:DJ Devil|DJ Devil]] 16:50, 8 May 2011 (UTC)
 
 
:I had all three available and my possessed dorf went mad and died anyway (while doing the cloth... thread... thing), so that might not be certain. It could be he wanted a specific kind of cloth, like zebra wool or something. -- killfalcon [[Special:Contributions/194.63.116.72|194.63.116.72]] 12:18, 4 August 2011 (UTC)
 
 
==Infinite logs loop?==
 
This might possibly be because my dwarf likes mahogany logs and only has one of them, but it seems that all of the TSK'd items (more than 30 already) are logs and there are still things that my dwarf needs. Like metal bars, thread, etc. I had to set burrows to get my dwarf out of the workshop to get more items as well. 07:57, 17 May 2011 (UTC)
 
:See [[Planepacked]]. --[[User:Quietust|Quietust]] 14:58, 17 May 2011 (UTC)
 
 
==New skills not moodable==
 
I haven't checked the entirety of the FOTF forum thread, but has anything been said about the new craftsdwarf skills like Potter and Waxworker becoming moodable. I like having a full complement of legendary craftsdwarves... because I'm anal retentive like that. [[Special:Contributions/199.67.140.44|199.67.140.44]] 00:46, 10 June 2011 (UTC)
 
:I've checked against a disassembly, and I can't find evidence that any of the new skills are moodable - there's a big table that maps moodable skills to the actual Strange Mood job selected (i.e. which workshop they claim and what kind of item they produce), and that table only goes up to the "Mechanic" skill. --[[User:Quietust|Quietust]] 03:01, 10 June 2011 (UTC)
 
 
== Profession != Highest skill ==
 
Just thought I should point this out. The article states: "The deciding factor for eligibility is a dwarf's actual profession." however, evidence here suggests that it is the ''highest skill'' of the dwarf that matters. In most cases these are the same thing, but not always. AFAIK a peasant needs to reach novice skill before changing profession, so would a peasant with dabbling weaponsmith skill entering a mood choose to make a weapon, or enter an 'unskilled' mood? --[[Special:Contributions/213.121.247.101|213.121.247.101]] 13:01, 27 June 2011 (UTC)
 
:The profession check is for '''whether a dwarf can enter a mood at all''' - Soldiers (excluding Recruits) and Babies can '''never''' enter a strange mood (and neither can some special ones that you can't get anyways, such as Merchant or Drunk), but all others are eligible. Note that the profession is also what determines a dwarf's '''likelihood''' of entering a strange mood - armorers, blacksmiths, etc. are 4 times as likely to get mood as than engravers or miners (see the "Chance" table). Once the dwarf is chosen to enter a mood, '''then''' it checks for their highest moodable skill - a Peasant with Dabbling skill in Weaponsmithing (and no other moodable skills) will claim a metalsmith's forge and produce an artifact weapon. --[[User:Quietust|Quietust]] 13:10, 27 June 2011 (UTC)
 
::So what you're saying is making all my peasants into dabbling weaponsmiths will not increase their chance of being selected for a mood (as their profession is still "Peasant") but will cause them to produce an artifact weapon if they are selected (because their highest skill is "Weaponsmith"). Thanks for clarifying! --[[Special:Contributions/213.121.247.101|213.121.247.101]] 11:00, 4 August 2011 (UTC)
 
:::Exactly. --[[User:Quietust|Quietust]] 13:27, 4 August 2011 (UTC)
 

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