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 v0.34:Strange mood

Jump to navigation Jump to search

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

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.34"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

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 11: Line 11:
 
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.
 
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.
 
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).
 
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.
+
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.
 
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.
 
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.
 
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.
 
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.
Line 59: Line 59:
  
 
==Caveats==
 
==Caveats==
* Shells are perhaps the most difficult to obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding shelled butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.
+
* Shells are perhaps the most difficult to obtain material for a strange mood, though they can be acquired more easily in DF2012 than in earlier versions. Previously, [[turtle]]s, [[mussel]]s, [[oyster]]s, [[cave lobster]]s, and certain [[titan]]s were the only source of shells. DF2012 adds several {{catlink|Shell|other creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. DF2012 also adds [[nautilus|another vermin fish]] that can serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them{{verify}}. If you should be fortunate enough to acquire some breeding shelled butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.
 
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge.
 
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge.
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]
+
* The following can happen (v .31.12) "OVERWROTE JOB: Strange Mood BY Starting Fist Fight".
 +
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0;topicseen]
 
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. You can reload the artifact creating process, even after the dwarf has gathered most of components by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.
 
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. You can reload the artifact creating process, even after the dwarf has gathered most of components by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.
* Requests for bones are actually requests for any kind of bone stacks, not individual bones.  [http://www.bay12forums.com/smf/index.php?topic=105002.0]
+
* Requests for bones are actually requests for any kind of bone stacks, not individual bones.  Slaughter a puppy.  [http://www.bay12forums.com/smf/index.php?topic=105002.0]
  
 
== Demands ==
 
== Demands ==
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 "base items" and up to 7 additional items for decorations. The dwarf may well need several items of one material!  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says "gems... shining" for 6 seconds, 3 gems are demanded. However, the mood's '''primary''' material will always be shown for only 2 seconds even if more than one is required. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with "TSK" ("task") next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.
+
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete. The dwarf may well need several items of one material!  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says "gems... shining" for 6 seconds, 3 gems are demanded. However, occasionally a hint shown for only 2 seconds will require more than one item to fulfill it; this behavior seems to occur mainly (only?) with the primary material (the base material of the artifact, and the first item gathered).{{Verify}} Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with "TSK" ("task") next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.
  
 
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - see below for more information.
 
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - see below for more information.
  
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.
+
Burrows allow even better control over moody dwarf's material usage. Simply by creating a burrow around claimed workshop and another part over desired material, moody dwarf can be controlled without forbidding every single stone in fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.
  
 
The various demands are translated here:
 
The various demands are translated here:
Line 171: Line 172:
 
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.
  
*The first item demanded by the dwarf is based on the mood skill being used - stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.
+
*Moody metalworkers will demand their favorite type of metal as their artifact's primary material '''if''' you have smelted any bars of it - for secretive moods and possessions, take a look at the dwarf's material preferences to see which metal the dwarf wants to use. If you have any [[adamantine]] wafers available, then they will demand that instead.
**Metalworkers will demand their favorite type of metal '''if''' you have smelted any bars of it - fey moods will state this outright, while for secretive moods and possessions you will need to check the dwarf's [[preferences]] to see which metal they like. If you have any [[adamantine]] wafers available, then they will demand that instead.
+
*Moody clothiers and weavers who have a preference for any type of plant fiber cloth, silk, or yarn will demand that generic type (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk). If you have any [[adamantine]] cloth available, then they will demand that instead.
**Weavers and clothiers who have a preference for any type of silk, plant fiber cloth, or yarn will demand that generic type (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk), and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list. If you have any [[adamantine]] cloth available, then they will demand that instead.
+
*Moody glassmakers will demand their preferred type of glass, but only if you've actually produced some of it - if not, they will randomly select one type of glass you've produced. Acquiring raw glass from a caravan does '''not''' count as producing it.
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does '''not''' count as producing it.
+
*Moody bone carvers will demand shells if they like a type of shell; if not, they will demand bones.
**Dwarves in macabre moods will select either 1 vermin remains, 1 stack of bones, or 1-3 skulls.
+
*Moody gem cutters and gem setters have a chance of only gathering a single rough gem and nothing else, producing a perfect gem with a single decoration.
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.
 
**All preference-based material requests are decided the instant the mood begins - by the time the workshop is claimed, it is too late to change the dwarf's mind.
 
*The remaining "decoration" items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or raw glass (green/clear/crystal, based on what you've produced).
 
**Decoration items will never be the same type as the primary mood material.
 
**Certain mood professions will also explicitly avoid using certain items for decorations - most of these match up with the primary mood material, but miners, engravers, masons, and stone crafters will additionally avoid requesting rock blocks.
 
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.
 
**Dwarves in macabre moods have a 50% chance to replace each decoration item with either remains or bones.
 
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else - when they do this, they produce a "perfect gem" with a single decoration.
 
  
 
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:
 
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:
Line 208: Line 201:
 
The maximum number of artifacts in any one fortress is limited by the lower of:
 
The maximum number of artifacts in any one fortress is limited by the lower of:
 
* The number of items created divided by 100.<sup>1</sup>  Mined-out rock '''does''' count as an "item created", though it is not clear whether bolts or units of drink are counted individually.
 
* The number of items created divided by 100.<sup>1</sup>  Mined-out rock '''does''' count as an "item created", though it is not clear whether bolts or units of drink are counted individually.
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square).  Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|"reveal" utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.
+
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square).  Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|"reveal" utility]] will eliminate it altogether.
 
:<sup>1</sup> - actually the sum of all items by type '''and''' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.
 
:<sup>1</sup> - actually the sum of all items by type '''and''' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.
  
Line 317: Line 310:
 
|}
 
|}
  
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 (excluding [[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]].
+
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.
 
  
 
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a "[[experience|dabbling]]" skill is the highest moodable skill they have, that is the skill that will be used.
 
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a "[[experience|dabbling]]" skill is the highest moodable skill they have, that is the skill that will be used.
Line 337: Line 328:
 
|-  
 
|-  
 
| [[Armorsmith]]
 
| [[Armorsmith]]
| Each equipment item with [METAL] (mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask), any shield
+
| Mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask, any shield
 
|-  
 
|-  
 
| [[Bone carver]] (bone)
 
| [[Bone carver]] (bone)
| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component<sup>†</sup>
+
| Leggings, greaves, gauntlet, helm, any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component<sup>†</sup>
 
|-  
 
|-  
 
| [[Bone carver]] (shell)
 
| [[Bone carver]] (shell)
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy
+
| Leggings, gauntlet, helm, figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy
 
|-  
 
|-  
 
| [[Bowyer]]
 
| [[Bowyer]]
| Each ranged weapon (crossbow, bow, blowgun)
+
| Crossbow, bow, blowgun
 
|-  
 
|-  
 
| [[Carpenter]]
 
| [[Carpenter]]
Line 352: Line 343:
 
|-  
 
|-  
 
| [[Clothier]]
 
| [[Clothier]]
| rowspan=2| Each equipment item with [SOFT] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf), bag, rope
+
| rowspan=2| Dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf, bag, rope
 
|-  
 
|-  
 
| [[Weaver]]
 
| [[Weaver]]
Line 360: Line 351:
 
|-
 
|-
 
| Fell Mood
 
| Fell Mood
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument
+
| rowspan=3| Dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm, any shield, bag, backpack, quiver, instrument
 
|-  
 
|-  
 
| [[Leatherworker]]
 
| [[Leatherworker]]
Line 401: Line 392:
 
:<sup>†</sup> ''chance of selection for this entry is reduced by 90%''
 
:<sup>†</sup> ''chance of selection for this entry is reduced by 90%''
  
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with "any" are treated as collective entries with a single chance and will randomly choose a subtype which your civilization is capable of making. This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not unless they have exotic preferences.
+
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with "any" are treated as collective entries with a single chance and will randomly choose a subtype which your civilization is capable of making. This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not.
  
 
== Success ==
 
== Success ==
 
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s. Artifact crafts are currently useless, and artifact [[cage]]s should ''not'' be used to hold hostile creatures--due to a bug they can escape.
 
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s. Artifact crafts are currently useless, and artifact [[cage]]s should ''not'' be used to hold hostile creatures--due to a bug they can escape.
  
Successfully creating an artifact grants a very strong happy [[thought]] (enough to make the creator totally ecstatic for several months) as well as granting the creator partial '''immunity to insanity''' - even if your fortress enters a [[tantrum]] spiral, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness.
+
Successfully creating an artifact grants a very strong happy [[thought]], enough to make the creator totally ecstatic for several months, as well as granting the creator partial ''immunity to insanity'' - even if your fortress enters a [[tantrum]] spiral, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness.
  
 
== Failure ==
 
== Failure ==
Line 415: Line 406:
  
 
==Bugs==
 
==Bugs==
There are many bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. ([http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php Bug tracker])
+
* There are bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. Bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php]
* Moody dwarves don't respect burrows when grabbing a workshop, but ''do'' when looking for items. {{bug|1416}} If a dwarf's claimed workshop is outside their assigned burrow, the dwarf will continue to grab materials until all materials of the needed type are exhausted within the assigned burrow. (See [[Main:Planepacked|Planepacked]]).
+
* Moody Dwarves don't respect burrows when grabbing a workshop, but DO when looking for items. If his claimed workshop is outside his assigned burrow, the dwarf will continue to grab materials until all materials of the needed type are exhausted within his assigned burrow, this is similar to the [[Main:Planepacked|Planepacked]] glitch.
* If a dwarf dies due to failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be. {{bug|3640}}
+
* If a dwarf dies because of failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be.
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single artifact will be created.
+
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single legendary item will be created.
 +
 
  
 
== Troubleshooting ==
 
== Troubleshooting ==
  
 
'''Problem''': Moody dwarf does not claim a workshop
 
'''Problem''': Moody dwarf does not claim a workshop
:'''Solution''': Check for highest moodable skill and build the corresponding workshop. If no moodable skills, build a craftsdwarf's workshop. Once [[magma forge]]s have been built, some dwarves may demand to work at a magma forge. Dwarves can also demand a magma forge even if none of your magma forges have magma beneath them, this will not instantly "fail" the mood like deconstructing a claimed forge but will lead to the moody dwarf sitting around unable to complete his construction, eventually going mad. Note that [[forbid]]den workshops cannot be claimed.
+
:'''Solution''': Check for highest moodable skill and build the corresponding workshop. If no moodable skills, build a craftsdwarf's workshop. Once [[magma forge]]s have been built, some dwarves may demand to work at a magma forge. Note that [[forbid]]den workshops cannot be claimed.
  
  
Line 435: Line 427:
  
 
'''Problem''': No dwarf has entered a mood for a long time
 
'''Problem''': No dwarf has entered a mood for a long time
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many you've probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though slower than exploring or crafting.
+
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many you've probably hit one of the two caps. Exploring the caverns and [[exploratory mining]] can increase the number of revealed tiles, while [[craft]]ing [[goblet]]s will quickly raise your item count.
  
 
{{Category|Dwarves}}
 
{{Category|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)

Templates used on this page: