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Editing v0.34:Strange mood

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* 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 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 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]
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* 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 ==
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**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.
 
**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.
 
**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.
 
**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.
**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.
+
**Glassmakers will demand their preferred type of glass, whether you've produced it or not; 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.
 
**Dwarves in macabre moods will select either 1 vermin remains, 1 stack of bones, or 1-3 skulls.
 
**Dwarves in macabre moods will select either 1 vermin remains, 1 stack of bones, or 1-3 skulls.
 
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.
 
**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.
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*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 green/clear/crystal glass (based on what you've produced).
*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.
 
**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.
 
**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.
 
**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.
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**Dwarves in macabre moods have a 50% chance to request additional remains, bones, or ''nothing'' (in previous versions, they would request additional skulls) instead of one of the above items.
*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.
+
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else, producing 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:
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|}
 
|}
  
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.
 
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly.
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|-  
 
|-  
 
| [[Armorsmith]]
 
| [[Armorsmith]]
| Each equipment item with [METAL] (mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask), any shield
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| 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]]
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|-  
 
|-  
 
| [[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]]
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|-
 
|-
 
| 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]]
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:<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 ==
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'''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.
  
  
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'''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 can increase the number of revealed tiles, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders.
  
 
{{Category|Dwarves}}
 
{{Category|Dwarves}}

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