https://dwarffortresswiki.org/api.php?action=feedcontributions&user=0x517A5D&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T08:39:39ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=User:0x517A5D&diff=292757User:0x517A5D2023-04-02T20:14:25Z<p>0x517A5D: Remove no-longer-relevant sections</p>
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<div>== Build (very old) ==<br />
I obsessively min-max my starting profile, even though it doesn't matter in the long run.<br />
<br />
My latest build was intended for a resource-heavy wooded terrifying area in version {{version|0.31.03}}.<br />
<br />
* 4&nbsp;ambusher / 2&nbsp;crossbowman / 1&nbsp;negotiator / 1&nbsp;judge&nbsp;of&nbsp;intent / 1&nbsp;appraiser / 1&nbsp;pacifier<br />
:Immediately drafted as sole early protection. Starts with a free crossbow due to ambusher skill. May mine if area seems safe. Cross-trained as weaponsmith.<br />
* 5&nbsp;diagnostician / 4&nbsp;surgeon / 1&nbsp;wound&nbsp;dresser<br />
:Woodcutting, mining. Cross-trained as weaponsmith.<br />
* 5 grower / 5 brewer<br />
:Fortress maintenance, incidental tasks. Mines until underground farm area is prepared. Cross-trained as armorsmith.<br />
* 5 grower / 5 cook<br />
:Fortress maintenance, wealth creation (prepared meals), incidental tasks. Mines until underground farm area is prepared. Cross-trained as armorsmith.<br />
* 5 mechanic / 5 herbalist<br />
:Fortress maintenance, wealth creation (mechanisms), plant gathering to allow above-ground farming, possibly some mining.<br />
* 5 carpenter / 5 glassmaker<br />
:Beds, furniture, floodgates, glass pumps, frees up a few sandbags to be seed bags, mining.<br />
* 5 mason / 5 furnace operator<br />
:Mining, blocks for buildings and pumps, maybe some furniture. Also makes coke and charcoal for glassmaking.<br />
<br />
Note the lack of metalworking skills. I have decided that except possibly furnace operator, the metalworking skills are not important enough to buy at embark. Instead I attempt to direct strange moods by cross-training unskilled workers by doing a single job in the skill I want. Accordingly I keep most of the seven starters from starting with moodable skills, and do not assign them jobs that would yield moods I consider worthless. I'm looking at ''you'', tanning/leatherworking.<br />
<br />
I am now mixing the early wealth creation roles with the fortress maintenance roles. This can be considered exploitative, as meals are worth too much, and mechanisms made out of iron ore are worth too much.<br />
<br />
I am not convinced that there is much need to buy medical skills during embark. Diagnostician appears to be the most important of the medical skills.<br />
<br />
I am growing colder on buying masonry at embark time. It is redundant to carpentry, glassmaking, and the metalworking skills.<br />
<br />
* 4 copper picks<br />
* no axes (use training axe exploit)<br />
* 1 iron anvil (not really needed)<br />
* 25 rock nuts<br />
* 15 pig tail seeds<br />
* 1 each of other seeds/spawn (for bags)<br />
* 11 each of the 4 dwarven alcohols<br />
* 16 plump helmets (for wine & seeds)<br />
* 1 each of all 2P/4P meat/fish (for barrels)<br />
* 1 of each available type of milk (for barrels)<br />
* 20 bituminous coal (-> coke -> glass and metalworking)<br />
* 2 pieces 5P leather (reserved for moods)<br />
* 2 cave spider silk thread (reserved for moods)<br />
* 1 10P small cut gem (reserved for moods)<br />
* 4 kimberlite (for color-coded levers)<br />
* 4 petrified wood (for color-coded levers)<br />
* 4 olivine (for color-coded levers)<br />
* 40 sand (for bags)<br />
* 4 dogs (1 male, 3 female)<br />
* as many logs as possible, around 20.<br />
<br/><br />
The rules this time:<br />
* No moat-the-map or wall-the-map.<br />
* No stonefall traps in places that are 'outside' &mdash; i.e. don't have a ceiling.<br />
* Non-stonefall traps only in constructed or excavated & smoothed areas. Traps in excavated dirt areas must have a stone floor built on that tile.<br />
* Metal mechanisms for all non-stonefall traps, all gears, all machines. Stone mechanisms are only for trade.<br />
* <s>All furniture to be made of wood, metal, or glass.</s><br />
* All structures to be built with blocks or bars.<br />
* Furnaces must be made out of fire-safe material; magma furnaces must be made out of magma-safe material. Non magma-safe pumps are allowed.<br />
* GRASSTRAMPLE cut to 1 for civilized and domestic species, 0 for elves and cats.<br />
* Flours and sugar modded out.<br />
<br />
<br />
Depending on the map, the defender/mayor either becomes a soldier or a miner. (He starts with a free crossbow and bolts because of the ambusher skill.) Either way, turn off hunting. If he's a soldier, someone else trains the dogs and then assigns 2 to him and 2 to the herbalist.<br />
<br />
The carpenter/glassmaker makes 6 tables and chairs, and 4 or so beds. 2 tables and chairs are made into offices for the bookkeeper and manager, 4 more are made into a dining room.<br />
<br />
Depending on the map, the initially-unskilled miners may dig out large areas of soil to level up. Digging soil is much faster than digging rock and gives the same experience. This is best done in two or three stages: dig up-stairs, then remove them, then possibly dig down-stairs. This gives experience twice or three times per tile. Note that tiles with down-stairs cannot grow shrubs/trees.<br />
<br />
I like to get immigrants as soon as possible, and as many as possible. I do this by digging out large swaths of dirt and by making mechanisms out of expensive ore to increase the fortress's created wealth. (The 30x multiplier on mechanisms may be seen as a bug exploit; you may wish to make 25x statues instead.)<br />
<br />
Immediately set reserved barrels to 20 or so. You want those barrels for booze.<br />
<br />
Start cooking all that food. <s>Forbid the booze barrels that are totally full; cook the rest of the booze.</s><sub>Boozecooking is currently bugged{{version|0.31.03}}.</sub> Cook the seeds to recover their bags.<br />
<br />
Later, you must remember to turn off booze cooking and reclaim the full booze barrels.<br />
<br />
Still later, when you buy fish and seeds from the traders, you must remember to turn off cooking on each type.<br />
<br />
Customize food piles to not accept booze, seeds, or dye plants. Booze barrels can stay in the still -- they hardly clutter it at all (unlike, say, prepared meals in the kitchen). It's too early for dyeing, so we don't want to waste the space. And a seedpile is best made near your farm.<br />
<br />
Also set food piles to 0 barrels, except the seedpile should allow 1. This means you need more space devoted to food piles, but you can see at a glance how much food you have. (Note: supposedly you will lose more food to vermin this way.) (Now I think this should be done only for the prepared-food pile.)<br />
<br />
Dig cisterns to hold pond water in case it evaporates. (Not necessary if the map is cold or has running water.) The cisterns must be in a rock layer to prevent evaporation.<br />
<br />
The outdoor refuse pile should be customized to not accept rotten plants because the herbalists will be dropping dye plants as soon as they pick them, and we don't want to waste time hauling them when they wither.<br />
<br />
I make heavy use of the "quantum stockpiles" that the dump designation and garbage zone allows. It allows much more control over item placement and disposition than stockpiles do.<br />
<br />
Think big, there's lots of room. But remember to centralize as well. <br />
<br />
Vertical connectivity is king. An up/down staircase takes no longer to dig than an empty square, and has much more potential. You can't put a building on an up/down, but you can put a stockpile or zone on it. <sub>If you can tolerate the flashing.</sub><br />
<br />
Make magma channels two-wide or more for faster filling, or use a pump to get it done even faster.<br />
<br />
== <b>Siege Checklist</b> ==<br />
<br />
* Turn off the [[Skill|Mechanic]] skill on all dwarves.<br />
::This stops reloading of cage traps and stone traps.<br />
::This is '''not necessary''' if all traps are forbidden, as discussed below.<br />
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.<br />
::This prevents gathering of occupied cages.<br />
::This is '''not necessary''' if all traps are forbidden, as discussed below.<br />
* Turn off [[Standing_orders|wood gathering]] {{K|o}}{{K|w}}.<br />
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.<br />
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.<br />
* Consider turning on [[Standing_orders|only soldiers can go outdoors]] {{K|o}}{{K|i}}.<br />
* Lock someone in the lever room. (You do have a lever room, right?)<br />
::Draft them, station them, relieve them of duty.<br />
::Probably should use two dwarves in case one goes to sleep.<br />
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} <u>before</u> enemies trigger them.<br />
:This prevents clean trap and reset trap jobs and gathering of occupied cages.<br />
<br />
=== Post-Siege Checklist ===<br />
<br />
* Ensure that enemies have left the map. {{K|u}}nit list, between tame animals and deceased units.<br />
* Bring some or all squads off-duty.<br />
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and possibly some [[Legendary|legendary]] units.<br />
* Turn on animal gathering.<br />
* Turn on wood gathering.<br />
* Re-set Forbid orders.<br />
* Allow all dwarves to go outdoors.<br />
* Unlock the lever room.<br />
* Reclaim all dead bodies through stocks menu.<br />
* Reclaim all trap components through stocks menu.<br />
* Wait for bodies to be hauled to refuse piles and graveyards.<br />
* Mass-mark enemy equipment for melting {{K|d}}{{K|b}}{{K|m}}.<br />
::Alternatively mark all equipment for dumping {{K|d}}{{K|b}}{{K|d}}, then re-mark for melting {{K|d}}{{K|b}}{{K|m}}, which removes the dump tag. This results in dumping all non-metal items; the metal ones can then be hauled to weapon/armor piles near the smelters.<br />
* Unmark trap components for dumping and/or melting through stocks menu.<br />
* Reclaim the enemy equipment {{K|d}}{{K|b}}{{K|c}}.<br />
* (Unknown)<br />
* Profit!</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=23a:Diamond&diff=22656223a:Diamond2016-08-25T23:09:05Z<p>0x517A5D: (revert spam) Undo revision 226561 by Advanceddermatologyreview (talk)</p>
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<div>{{quality|Fine|21:44, 23 September 2010 (UTC)}}{{Gem|name=Diamond|color=7:7:1<br />
|properties=<br />
* Precious<br />
* [[Material value]] 40}}<br />
{{av}}<br />
<br />
'''Diamond''' is one of several precious [[gem]]s, found mainly beyond the [[chasm]] as well as rarely within clusters of [[opal]]s.<br />
<br />
{{gamedata}}<br />
{{gems}}</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=Bauxite&diff=222892Bauxite2016-01-17T21:34:48Z<p>0x517A5D: Stop that! Such things go in D for Dwarf humor sections. Undo revision 222886 by 83.183.17.141 (talk)</p>
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<div>{{Quality|Superior|23:42, 17 May 2015 (UTC)}}<br />
{{stonelookup/0}}{{av}}<br />
<br />
'''Bauxite''' is a dark-red sedimentary [[stone]]. [[40d:Bauxite|Once]] highly prized as the only practical source of [[magma-safe]] [[mechanism]]s to create magma-proof devices, its importance has declined with the addition of many new heat-resistant forms of stone as well as the ability to make [[metal]] mechanisms from [[iron]] and [[steel]]. Nevertheless, it is still used by some long-time players for nostalgia and its rare, bloody appearance makes it an interesting aesthetic choice.<br />
<br />
Bauxite may contain both [[sapphire]] and [[ruby]].<br />
<br />
==In real life==<br />
In real life, bauxite is an ore of [[aluminum]], but the technology required to extract it is beyond the level possessed by dwarves.<br />
<br />
Bauxite is a stone comprised primarily of the minerals gibbsite (Aluminum Hydroxide: Al(OH)<sub>3</sub>), boehmite (Aluminum Oxide-Hydroxide: γ-AlO(OH)), and diaspore (Aluminum Oxide-Hydroxide: α-AlO(OH)) (none of which are individually present in Dwarf Fortress). Bauxite forms by the weathering and mineralization of various aluminum-rich soils or clays. Despite the correspondence in game, corundum, the mineral that makes up [[ruby]] and [[sapphire]] (Aluminum Oxide: Al<sub>2</sub>O<sub>3</sub>) does '''not''' form in bauxite.<br />
<br />
Extracting aluminum from bauxite, even in the most primitive way, requires the use of the Hall–Héroult process: the electrolysis of bauxite which has been dissolved into molten [[cryolite]]. The development of this process transformed aluminum from an exceptionally rare metal to a cheap, utilitarian material. Dwarves have not yet discovered electricity, therefore they cannot make use of electrolysis to get aluminum from bauxite. (If it were implemented, lightning might work)<br />
<br />
{{gamedata}}<br />
{{stones}}</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=DF2014_Talk:Physics&diff=211798DF2014 Talk:Physics2014-10-19T17:58:38Z<p>0x517A5D: </p>
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<div>{{newpage|type=cp|79.176.100.157}}<br />
<br />
We must discuss impulse tracks. It seems discontinuity in the track creates energy somehow, but the exact mechanism is not known.<br />
:Minecart track physics have been covered in incredible detail and remarkable clarity by Larix on the forums. This includes analysis of impulse ramps and a simple explanation of what must be happening in the game code for them to behave like they do.<br/>The thread is [[http://www.bay12forums.com/smf/index.php?topic=144328.0 My very own Minecart Education Thread]].<br/>[[User:0x517A5D|0x517A5D]] ([[User talk:0x517A5D|talk]]) 17:58, 19 October 2014 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.34_Talk:Block&diff=196097v0.34 Talk:Block2014-02-02T17:58:37Z<p>0x517A5D: /* Fast Construction with Blocks and Unskilled Labor */</p>
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<div>==4 stone blocks out of 1 stone==<br />
<br />
Did anyone else notice, that as of 34_08 one stone is made into 4 stone blocks? Is this meant to happen or a bug?<br />
[[User:Ashameron|Ashameron]] 18:42, 16 May 2012 (UTC)<br />
<br />
:Definitely intended. You get 1/4 as many stones from mining, and each stone gives 4 blocks. Also each ore stone gives 4 bars now. --[[User:Greycat|Greycat]] 19:18, 16 May 2012 (UTC)<br />
<br />
Can you make furniture out of blocks, or is it still only stone? If it's the former, I might actually start running out of stone for furniture now... --[[User:Nyotor Lizardhammers|Nyotor Lizardhammers]] 21:17, 21 May 2012 (UTC)<br />
<br />
:You can't make crafts or furniture out of blocks, but most fixed-location objects (walls, workshops, bridges, etc.) can be made from blocks. -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 00:27, 22 May 2012 (UTC)<br />
<br />
==Magma Safe Bricks?==<br />
Can anyone say if ceramic blocks (bricks) are magma-safe? Does it depend on type of clay (earthenware/stoneware)? -- [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 21:08, 19 September 2013 (UTC)<br />
:Well, I could not build a magma smelter with fire clay bricks, so the answer is probably "No, they are not". -- [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 23:32, 20 September 2013 (UTC)<br />
<br />
==Fast Construction with Blocks and Unskilled Labor==<br />
<br />
If you make blocks & assign a number of semi-useless dwarves to masonry labor, you can set your mason's workshops to 'minimum: novice' and you can throw up constructions extremely fast. I checked and dabbling/no skill masons do not get any experience for this task and furthermore they do not do it slower than real masons. The simple test is to add a single dabbling dwarf to the mason labor and build a wall with a few blocks. If the timing is right all of the dwarves will start at the same time and finish at the same time. These dwarves are literally unskilled labor. --[[User:Riverc|Riverc]] ([[User talk:Riverc|talk]]) 04:19, 2 February 2014 (UTC)<br />
:Yes, this works. If I'm building a big aboveground project or a long wall, I enable Masonry on my Hauler-class dwarves.<br/>Caveat: certain jobs will cause them to gain a bit of experience in Masonry, which will then guide any strange moods they have. These jobs are basically constructing any building (workshop, trade depot, pump, …) that uses a stone block as a material.<br/>&mdash;[[User:0x517A5D|0x517A5D]] ([[User talk:0x517A5D|talk]]) 17:58, 2 February 2014 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.34:Strange_mood&diff=190556v0.34:Strange mood2013-07-23T17:43:49Z<p>0x517A5D: Covered by Overview point 1. Generally considered not a bug. Undo revision 190328 by 2602:30A:C0D1:C469:590C:7EAD:E644:4527 (talk)</p>
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<div>{{quality|Exceptional|02:25, 4 May 2011 (UTC)}}{{av}}<br />
<br />
{{buggy|bugsection=Bugs}}<br />
{{minorspoiler}}<br />
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else. They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.<br />
<br />
Note: All controllable civilizations are currently able to enter strange moods, though in earlier versions of DF the only civilization this applies to is dwarves.<br />
<br />
==Overview==<br />
<br />
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.<br />
# 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]]).<br />
# 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.<br />
# 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.<br />
# 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.<br />
<br />
== Types of moods ==<br />
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have "Strange Mood" listed as their active task and are "quite content", regardless of any recent [[thought]]s they may have had.<br />
<br />
=== Fey ===<br />
* {{Gametext|<dwarf> is taken by a fey mood!|7:1}}<br />
: ''Has the aspect of one fey!''<br />
<br />
This is the most basic strange mood. Fey dwarves will clearly state their demands when the workshop they are in is examined.<br />
<br />
=== Secretive ===<br />
* {{Gametext|<dwarf> withdraws from society...|7:0}}<br />
: ''Peculiarly secretive...''<br />
<br />
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need. Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it. More than one "picture" is likely; these will cycle through the entire list automatically if any one is not available. (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project. If the dwarf has gathered some of the materials (seen as "tasked" when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)<br />
<br />
=== Possessed ===<br />
* {{Gametext|<dwarf> has been possessed!|5:1}}<br />
: ''Possessed by unknown forces!''<br />
<br />
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact. No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. It is pure luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.<br />
<br />
A possession is the only mood that does '''''not''''' result in a jump in [[experience]].<br />
<br />
A possessed dwarf that "keeps muttering <name of the artifact>..." has already gathered everything it needs.<br />
<br />
=== Fell ===<br />
* {{Gametext|<dwarf> looses a roaring laughter, fell and terrible!|5:0}}<br />
: ''Has a horrible fell look!''<br />
<br />
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf (bonus if it's a noble), drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]]. Only unhappy dwarves may enter a fell mood.<br />
<br />
Amusingly, it seems fell dwarves can murder [[ghost]]s as well.<br />
<br />
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.<br />
<br />
If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after his death. If the murder is witnessed, the moody dwarf will be subject to dwarven [[justice]].<br />
<br />
=== Macabre ===<br />
* {{Gametext|<dwarf> begins to stalk and brood...|0:1}}<br />
: ''Brooding darkly...''<br />
<br />
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require bones, skulls{{verify}}, or vermin remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go insane. Like fell moods, only unhappy dwarves can enter macabre moods.<br />
<br />
==Caveats==<br />
* 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.<br />
* 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.<br />
* The following can happen (v .31.12) "OVERWROTE JOB: Strange Mood BY Starting Fist Fight".<br />
* 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]<br />
* 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.<br />
* 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]<br />
<br />
==Bugs==<br />
* 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]<br />
* 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.<br />
* 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.<br />
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single legendary item will be created.<br />
<br />
== Demands ==<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
The various demands are translated here:<br />
<br />
:{| class="wikitable" style="text-align:left;width:90%;"<br />
|-<br />
! Material<br />
! Fey<br />
! Secretive<br />
! Possessed<br />
|-<br />
|<br />
| <dwarf> screams "I must have <demand>!"<br />
| <dwarf> sketches pictures of <demand>.<br />
| <dwarf> mutters "<artifact> needs <demand>..."<br />
|-<br />
| [[Stone]]<br />
| rock<br />
| a quarry<br />
| stone... rock<br />
|-<br />
| Stone/metal [[block]]s<br />
| rock blocks<br />
| square blocks<br />
| blocks... bricks<br />
|-<br />
| [[Wood]]<br />
| wood logs<br />
| a forest<br />
| tree... life<br />
|-<br />
| Metal [[bar]]<br />
| metal bars<br />
| shining bars of metal<br />
| bars... metal<br />
|-<br />
| [[Gem]]s (cut)<br />
| cut gems<br />
| cut gems<br />
| gems... shining<br />
|-<br />
| [[Gem]]s (raw)<br />
| rough gems<br />
| rough gems<br />
| rough... color<br />
|-<br />
| Green [[glass]]<br />
| raw green glass<br />
| glass<br />
| raw... green<br />
|-<br />
| Clear glass<br />
| raw clear glass{{verify}}<br />
| glass and burning wood<br />
| raw... clear<br />
|-<br />
| Crystal glass<br />
| raw crystal glass{{verify}}<br />
| rough gems and glass<br />
| raw... crystal<br />
|-<br />
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack] {{verify}}<br />
| bones<br />
| skeletons<br />
| bones... yes<br />
|-<br />
| [[Shell]]{{verify}}<br />
| shells<br />
| shells<br />
| a shell...<br />
|-<br />
| [[Leather]]<br />
| tanned hides<br />
| stacked leather<br />
| leather... skin<br />
|-<br />
| [[Cloth]] (plant fiber)<br />
| plant cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|-<br />
| [[Cloth]] (silk)<br />
| silk cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|-<br />
| [[Cloth]] (yarn)<br />
| yarn cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|-<br />
| [[Skull]]{{verify}}<br />
| body parts<br />
| death<br />
| a corpse<br />
|}<br />
<br />
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding "Yes. I need <item>." instead of screaming "I must have <item>!"). They may also say "Leave me. I need... things... certain things", in which case they want special items such as [[skull]]s or vermin [[remains]].<br />
<br />
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.<br />
<br />
*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.<br />
*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.<br />
*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.<br />
*Moody bone carvers will demand shells if they like a type of shell; if not, they will demand bones.<br />
*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.<br />
<br />
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:<br />
* Fey - "<dwarf> works furiously!"<br />
* Secretive - "<dwarf> works secretly..."<br />
* Possessed - "<dwarf> keeps muttering <artifact>..."<br />
* Macabre - "<dwarf> works, darkly brooding..."<br />
* Fell - "<dwarf> works with menacing fury!"<br />
<br />
== The mechanics of moods ==<br />
<br />
=== Frequency===<br />
When a fortress is started, an internal counter is set to 1000. Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.<br />
<br />
=== Conditions ===<br />
In order for a dwarf to be struck with a strange mood, three conditions must be met:<br />
:* There is no currently active strange mood,<br />
:* The maximum number of artifacts is not met,<br />
:* There are at least 20 eligible dwarves ''(see below)'', including dwarves who have already created artifacts.<br />
<br />
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.<br />
<br />
==== Maximum number of artifacts ====<br />
The maximum number of artifacts in any one fortress is limited by the lower of:<br />
* 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.<br />
* 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.<br />
:<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.<br />
<br />
==== Eligibility ====<br />
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that "[[Skill#Custom profession labels|custom professions]]" have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts '''may''' enter strange moods and will simply become even ''more'' legendary.<br />
<br />
Dwarves with a [[Soldier#Soldier professions|military profession]] other than "Recruit" '''cannot''' enter moods. Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time, so soldiers '''can''' enter moods if they are ''off duty'' and thus in Civilian mode. Children may enter moods, but babies will not.<br />
<br />
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...<br />
<br />
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Building designer|Architect]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''<br />
<br />
There are several additional factors which will prevent a dwarf from entering a mood:<br />
* Being unable to pick up items ("cannot grasp")<br />
* Being dragged by another unit (off to [[jail]])<br />
* Dragging another unit (leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]])<br />
<br />
=== Chance ===<br />
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery. The odds are assigned a higher or lower weight based on the dwarf's [[profession]]. The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarves getting 6 tickets to the lottery, and others getting more.)<br />
<br />
{| class="wikitable" cellspacing="0" border="2" cellpadding="5"<br />
|-<br />
! Weighting<br />
! Professions<br />
<br />
|-<br />
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter<br />
|-<br />
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker<br />
|-<br />
| 6 ||Engraver, Mechanic, Miner, Tanner, & all other [[profession]]s (including Peasant).<br />
<br />
|}<br />
<br />
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance <small>(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)</small> of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''<br />
<br />
Note that not every profession is from a moodable skill. A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.<br />
<br />
=== Skills and workshops ===<br />
<br />
{| class="wikitable sortable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;"<br />
|- <br />
! Highest skill<br />
! Workshop required<br />
|- <br />
| [[Armorsmith]]<br />
| [[Metalsmith's forge]] (or [[Magma forge]])<br />
|- <br />
| [[Bone carver]]<br />
| [[Craftsdwarf's workshop]]<br />
|- <br />
| [[Bowyer]]<br />
| [[Bowyer's workshop]]<br />
|- <br />
| [[Carpenter]]<br />
| [[Carpenter's workshop]]<br />
|- <br />
| [[Clothier]]<br />
| [[Clothier's shop]]<br />
|- <br />
| [[Engraver]]<br />
| [[Craftsdwarf's workshop]]<br />
|- <br />
| [[Gem cutter]]<br />
| [[Jeweler's workshop]]<br />
|- <br />
| [[Gem setter]]<br />
| [[Jeweler's workshop]]<br />
|- <br />
| [[Glassmaker]]<br />
| [[Glass furnace]] (or [[Magma glass furnace]])<br />
|- <br />
| [[Leatherworker]]<br />
| [[Leather works]]<br />
|- <br />
| [[Mason]]<br />
| [[Mason's workshop]]<br />
|- <br />
| [[Mechanic]]<br />
| [[Mechanic's workshop]]<br />
|- <br />
| [[Metal crafter]]<br />
| [[Metalsmith's forge]] (or [[Magma forge]])<br />
|- <br />
| [[Metalsmith]]<br />
| [[Metalsmith's forge]] (or [[Magma forge]])<br />
|- <br />
| [[Miner]]<br />
| [[Mason's workshop]]<br />
|- <br />
| [[Stone crafter]]<br />
| [[Craftsdwarf's workshop]]<br />
|- <br />
| [[Tanner]]<br />
| [[Leather works]]<br />
|- <br />
| [[Weaponsmith]]<br />
| [[Metalsmith's forge]] (or [[Magma forge]])<br />
|- <br />
| [[Weaver]]<br />
| [[Clothier's shop]]<br />
|- <br />
| [[Wood crafter]]<br />
| [[Craftsdwarf's workshop]]<br />
|- <br />
| &lt;none&gt;<br />
| [[Craftsdwarf's workshop]]<br />
|}<br />
<br />
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]].<br />
<br />
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.<br />
<br />
[[Weaponsmith]], [[Armorsmith]], [[Bowyer]], [[Leatherworker]], [[Clothier]], and [[Mechanic]] are the only skills that provide a uniquely beneficial item other than an extremely valuable trinket or piece of furniture. Note that artifact furniture is useful for increasing [[room value]].<br />
<br />
== Artifacts created ==<br />
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material. Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).<br />
<br />
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a "chalk statue", but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).<br />
<br />
<br />
{| class="wikitable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;"<br />
|- <br />
! Mood / Skill<br />
! Artifact type<br />
|- <br />
| [[Armorsmith]]<br />
| Mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask, any shield<br />
|- <br />
| [[Bone carver]] (bone)<br />
| 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><br />
|- <br />
| [[Bone carver]] (shell)<br />
| Leggings, gauntlet, helm, figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy<br />
|- <br />
| [[Bowyer]]<br />
| Crossbow, bow, blowgun<br />
|- <br />
| [[Carpenter]]<br />
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch<br />
|- <br />
| [[Clothier]]<br />
| 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<br />
|- <br />
| [[Weaver]]<br />
|- <br />
| [[Engraver]]<br />
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy<br />
|-<br />
| Fell Mood<br />
| 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<br />
|- <br />
| [[Leatherworker]]<br />
|- <br />
| [[Tanner]]<br />
|-<br />
| [[Gem cutter]]<br />
| rowspan=3| Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy<br />
|- <br />
| [[Gem setter]]<br />
|- <br />
| [[Glassmaker]]<br />
|- <br />
| Macabre Mood (vermin remains)<br />
| Amulet, bracelet, earring<br />
|- <br />
| [[Mason]]<br />
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate<br />
|- <br />
| [[Miner]]<br />
|- <br />
| [[Mechanic]]<br />
| Mechanism<br />
|- <br />
| [[Metal crafter]]<br />
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy<br />
|- <br />
| [[Metalsmith]]<br />
| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section<sup>†</sup>, splint, crutch<br />
|- <br />
| [[Stone crafter]]<br />
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy<br />
|- <br />
| [[Weaponsmith]]<br />
| Any weapon, any trap component<sup>†</sup><br />
|- <br />
| [[Wood crafter]]<br />
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy<br />
|}<br />
:<sup>†</sup> ''chance of selection for this entry is reduced by 90%''<br />
<br />
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 only include items your civilization is capable of making. This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not.<br />
<br />
== Success ==<br />
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 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.<br />
<br />
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.<br />
<br />
== Failure ==<br />
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact. As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.<br />
<br />
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random. You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves. In extreme cases, building a wall around an open workshop is the best precaution.<br />
<br />
{{Category|Dwarves}}</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.34_Talk:Thought&diff=189463v0.34 Talk:Thought2013-07-03T21:44:16Z<p>0x517A5D: /* Answered: Many thoughts are now missing */</p>
<hr />
<div>--Saw the thought "admired own fine, tastefully arranged, statue lately". Tastefully arranged is a new one to me.<br />
Anyone know how or why it arises? [[User:Headjack|Headjack]] 04:43, 25 February 2012 (UTC)<br />
:[[Sculpture garden]]. All furniture within is considered "tastefully arranged". I'm assuming it was assigned to that dwarf as well given the "own" modifier. -- [[User:Qazmlpok|Qazmlpok]] 14:43, 25 February 2012 (UTC)<br />
<br />
Animal Trainers can get a [http://i47.tinypic.com/5ezexe.png (good?) thought] from [http://i48.tinypic.com/33eiyjq.png forming a relationship] with the animals. I have no idea how it happens, only one out of multiple trainers has done this. Checking something... added "He has lost an animal training partner to tragedy recently" and dropped mood from ecstatic to happy after slaughtering one.--[[Special:Contributions/98.232.209.203|98.232.209.203]] 09:44, 6 May 2012 (UTC)<br />
<br />
== Many thoughts are now missing ==<br />
<br />
This page's new look is great, but I am surprised to see that several thoughts have been removed unaccountably. (Compare the current revision of this page with an older one, such as [http://dwarffortresswiki.org/index.php?title=DF2012:Thought&oldid=186325]). What is the reason for this?<br />
[[User:Pie Maker|Pie Maker]] ([[User talk:Pie Maker|talk]]) 16:03, 3 July 2013 (UTC)<br />
:The page explicitly says it's a selection of common thoughts, and references a complete [[List of Dwarven Thoughts]]. (Note that the older revision you referenced only listed 90-odd thoughts, not all 225 that the [[Utility:DFHack|DFHack utility]] knows about.)<br/>&mdash;[[User:0x517A5D|0x517A5D]] ([[User talk:0x517A5D|talk]]) 21:44, 3 July 2013 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=User_talk:Quietust&diff=173469User talk:Quietust2012-06-17T18:44:24Z<p>0x517A5D: /* Comments; Quietust Talk */</p>
<hr />
<div>{| cellspacing="0" cellpadding="3" border="0" align="center" style="background-color:#ead"<br />
|-<br />
!Instructions for a Pleasant Talk Experience<br />
|-<br />
|In the interest of keeping discussions in one place:<br />
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|}<br />
<br />
Past discussion are archived here: [[User talk:Quietust/archive|1]]<br />
<br />
==Comments==<br />
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&action=edit&section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).<br />
<br />
=== Would My Username Be Rejected? ===<br />
I was reading the [[Special:RecentChanges|Recent Changes]] page, and was rather dismayed by all of the spammer usernames signing up, then being blocked. I do appreciate your hard work. It must feel like [http://en.wikipedia.org/wiki/Sysiphus Sysiphus' labor] sometimes.<br />
<br />
But then it occurred to me... My name looks like a spammer's! If I signed up today, would I be blocked immediately?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 18:44, 17 June 2012 (UTC)<br />
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===Registration Spam===<br />
Q, methinks the method shown under "Comment Spam defeated at last" on Steve Hanov's Blog stevehanov.ca would save you a lot of work.<br />
*You're talking to the wrong person - tell this to Briess or Emi. --[[User:Quietust|Quietust]] 13:09, 2 June 2012 (UTC)<br />
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===Blocking===<br />
You always beat me to the punch! sadface --23:30, 10 May 2012 (UTC)<br />
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===More spammer blocking===<br />
I see that in the last few batches of spammer blocking, [[User talk:KidsShoes|KidsShoes]] and [[User talk:DypeniWang|DypeniWang]], who I reported on May 8, were not included. Is there a better way to make these reports than on [[Dwarf Fortress Wiki:Spamreport]]? Or should I continue placing a note here if the first report doesn't work? --[[User:Cali|Cali]] 23:12, 10 May 2012 (UTC)<br />
:I've just reported [[User talk:Harry123|Harry123]] and noticed that my previous two reports on [[User talk:Justinakmw7640|Justinakmw7640]] and [[User talk:FixToolbox|FixToolbox]] have fallen through the cracks. --[[User:Cali|Cali]] 01:22, 25 May 2012 (UTC)<br />
<br />
===Blocking Vroomvroom1970===<br />
I've reported [[User talk:Vroomvroom1970|Vroomvroom1970]] twice for spam on [[Dwarf Fortress Wiki:Spamreport]] at or near the same time as two other spamming users. While the other users were blocked ([[User talk:MikePlane1971|MikePlane1971]] and [[User talk:Meetcheese123|Meetcheese123]]), [[User talk:Vroomvroom1970|Vroomvroom1970]] has been overlooked both times, so I thought leaving a message here might work. --[[User:Cali|Cali]] 01:21, 25 April 2012 (UTC)<br />
<br />
===Clean up some deleted pages===<br />
Hey Quietust, you seem to be the most active admin around. Could you look into deleting some of the pages currently marked for deletion? Most of them are obsolete, outdated, or otherwise superfluous. Thanks! [[User:Dree12|Dree12]] 00:23, 19 April 2012 (UTC)<br />
<br />
===Creaturelookup/0 and Creaturedesc templates===<br />
There seems to be an issue with the [[Template:Creaturelookup/0]] and/or [[Template:Creaturedesc]] and how they interact with the [[Giant badger]] and [[v0.31:Giant badger]] articles. I have no idea how they work so I can't really fix them myself, and I thought you might be able to help since I noticed you created them. --[[User:Reilwin|Reilwin]] 01:28, 3 April 2012 (UTC)<br />
:It's the same problem that affected the [[giant eagle]] - the raw file contains some extended ASCII characters encoded in Latin-1, but the wiki is expecting them to be UTF-8 and is choking on them. It'll be fixed once Emily updates the raws on the wiki servers. --[[User:Quietust|Quietust]] 01:37, 3 April 2012 (UTC)<br />
::How should they be handled then? Remove the templates so the users can read what's present or leave it in there until the update? --[[User:Reilwin|Reilwin]] 02:15, 3 April 2012 (UTC)<br />
<br />
===See Bot request===<br />
Please see my request under bot requests, I believe you may have overlooked it. I would appreciate a response.<br />
--[[User:Reilwin|Reilwin]] 22:42, 2 April 2012 (UTC)<br />
<br />
===Gravitates/animal men===<br />
Adjusted size of animal men per what you said, but token on token page doesn't quite say the same thing. Are adult animal men 70k regardless of size of animal?--[[User:Vasiln|Vasiln]] 20:16, 27 March 2012 (UTC)<br />
===DFRawFunctions===<br />
I noticed that [[DF2012:Giant eagle]] was completely blank the other day, and have deduced that the problem lies in the following line used as part of a template on the /raw page:<br />
<br />
<nowiki>{{#df_raw:DF2012:creature_birds_new.txt|CREATURE|GIANT_EAGLE|not found}}</nowiki><br />
<br />
I don't know why, but wherever this line is placed, it makes the entire page blank. Template calls on the giant eagle page have been commented out for now, so there's at least something visible on the page. I'm sure you know better than me what might cause this, the only thing I can see out of the ordinary here is some sponsorship text in the .txt right after the entry for giant eagles. Thanks for all you do around here! --[[Special:Contributions/74.105.187.80|74.105.187.80]] 08:05, 25 March 2012 (UTC)<br />
*Read the [[DF2012 talk:Giant eagle|talk page]] - I already know exactly what the problem is and how to fix it. --[[User:Quietust|Quietust]] 12:35, 25 March 2012 (UTC)<br />
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===Re:DFRawFunctions===<br />
Pulled. I'll think up a way to make the process a little more automated. [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 22:30, 18 March 2012 (UTC)<br />
<br />
===Error submiting updates to DF2012:Creatures===<br />
I have some more changes to make to the Creatures page, but when I try submitting them I get a blank page and no change is made to the page. Is this a problem with the server/page too big, or did I trip some anti-spamer protection with my series of edits? [[User:Organised chaos|Organised chaos]] 14:11, 10 March 2012 (UTC)<br />
<br />
===Re: Stuff===<br />
Gonna go do it right now. [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 21:59, 7 March 2012 (UTC)<br />
===Good job===<br />
Wiki update looks good - thanks for putting in the time to make it happen.--[[User:Kwieland|Kwieland]] 23:29, 26 November 2011 (UTC)<br />
=== A new list ===<br />
Im a newbie at editing wiki's and what im looking for is a list of objects that cant be placed on the edge of the map (like the trade depot) Can you help me make such a page if one dosent already exist? [[Special:Contributions/97.103.243.208|97.103.243.208]] 18:28, 10 November 2011 (UTC)<br />
<br />
=== Frostbite ===<br />
Is it a good idea to report [http://df.magmawiki.com/index.php?title=DF2010:Climate&curid=17187&diff=153614&oldid=153613 this] as a bug? [[User:Kogut|Kogut]] 10:22, 14 October 2011 (UTC)<br />
:Wouldn't hurt, though there might already be a more general report for the other assorted problems with organic materials (e.g. body fat melting at 110°F, muscle/organs not taking heat damage until 282°F even though they'd have been thoroughly overcooked by then). --[[User:Quietust|Quietust]] 13:13, 14 October 2011 (UTC)<br />
<br />
===Creature Logic + diagrams===<br />
Thanks for the edits to creature logic. It's probably not obvious, but I made an effort to use a preferred format, and all I found was [[Template:RT]] linked to from the community portal page, so I tried to imitate the example given on that page. If there is a preferred method, maybe someone (lol "someone," although really I'd be happy to do it if I knew enough/was important enough) can make a page and link the community portal to it rather than [[Template:RT]]? Might save you from some future tedium, unless of course you enjoy those kind of edits.<br />
<br />
Also curious-- I don't know anything about electronics or computing, but I find myself distinguishing between half and full signals (or full and double signals, if you'd prefer-- opens vs open-closes) all the time. Within the electronics metaphor, are there appropriate words to distinguish between these two kinds of signals? That is, if an edge detector detects an "edge" signal, what kind of signal does it transmit?[[User:Vasiln|Vasiln]] 00:14, 13 September 2011 (UTC)<br />
:There isn't really a difference between the signal types, just how you react to them - a level-sensitive trigger does one thing if the signal is on and another thing if the signal is off, while an edge-sensitive trigger does one thing when the signal '''changes''' from off->on and a different thing when the signal changes from on->off. See [http://en.wikipedia.org/wiki/Interrupt#Types_of_Interrupts this article] for more information. --[[User:Quietust|Quietust]] 02:53, 13 September 2011 (UTC)<br />
<br />
===Most annoying bugs===<br />
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --[[User:Kwieland|Kwieland]] 17:21, 1 September 2011 (UTC)<br />
:I've reported over a hundred bugs on the tracker and 82 of them are still open, some more serious than others. If I had to name the most annoying ones I've reported myself, they'd be: "Missing nobles (dungeon master, tax collector, etc.)", "Swimming FBs don't bother getting out of the water", "Soldiers equip golden salve vials as waterskins", "Caravan pack animals stand on top of floor hatches over ramps", "Building destroyers destroy floor grates over open space", "Caravans don't bring wagons", and "Siege trolls lag the game to hell"; for ones others have reported, "Soldiers don't eat/drink while stationed", "Flowing water pushes items into hammerspace", "Magma kills things WAY too slowly", "Dwarves don't wear new clothes", "Dwarves give water to dwarves already drinking from booze barrels" + "Dwarves leave water buckets lying all over the fortress" + "Dwarves use water buckets when making lye", "Metalsmithing jobs only use one bar", and "Gem items don't get stockpiled". I don't mind the "Humans have no guild representatives", "Elves have no diplomats", and "You can't make crystal glass" bugs, since I've fixed all of them myself. --[[User:Quietust|Quietust]] 20:22, 1 September 2011 (UTC)<br />
::I know you've reported a lot, which is great. I've only reported 12, 7 still open. Did you figure out a workaround for the missing nobles? I noticed you were doing a lot of research on that area. How does "Soldiers don't eat/drink while stationed" affect you? The dwarfs leaving their food to rot all over? I don't let my military carry ratios. My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven! I agree that the buckets coupled to the healthcare is a hassle. That and the transporting of barrels to the depot. Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are "Items are hauled to bins before the bins are installed into the correct stockpile." "Dwarves choose far-away stones instead of nearby ones", "Civilians assigned to burrows while hauling something spam "dropoff inaccessible"", not being able to toggle the usability of obsidian, and "Equipment mismatch error message means nothing". That last one makes setting up a military a bit tough. Those would have to be the most annoying to me. Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--[[User:Kwieland|Kwieland]] 23:56, 1 September 2011 (UTC)<br />
:::The "soldiers don't eat/drink while stationed" bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the "dropoff inaccessible spam" one, though I was afflicted with the "item inaccessible" variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the "hauling bins" and "distant stones" ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --[[User:Quietust|Quietust]] 00:07, 2 September 2011 (UTC)<br />
::::That is funny. So many of the "bugs" influence the way I play the game. Because of the bugs, I gave up on burrows being useful. Thus all the bugs with burrows don't bother me. The concept is really powerful, but how to implement it without the bugs hobbling it! I also don't use most fo the military options (like food/water, patrol duties, stations) and instead have train/no train schedules. I find it funny when dwarfs carry around 3 weapons, or the enraged badgers. I agree the distant stones and hauling bins are design flaws, but they are annoying when you notice a bunch of dwarves traverse 80 Z levels to take something to a bin, only to arrive and find the bin has been now moved to 80Z levels down! It would also be nice to be able to save military uniforms as well (like embark profiles). Does the fact that the order of items in the trade item list changes bother you or have you figured out a workaround for that?--[[User:Kwieland|Kwieland]] 16:25, 2 September 2011 (UTC)<br />
<br />
==Bot Requests==<br />
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.<br />
<br />
=== DF:2012 Namespace ===<br />
::Hello, <br />
<br />
::I believe you might have been the one who created the bot which handled the versioning namespace change. I posted on [[User_talk:Emi|Emi's discussion page]] but have yet to receive a response.<br />
::I'd like to suggest the following change to the bot for any future namespace changes, although this might be futile if the bot lacks the relevant privileges.<br />
::For every article moved to a previous version namespace, create a new article in the new namespace with the <nowiki>{{av}}</nowiki> tag so that users can (1) see that it hasn't been updated and (2) have an easy link to the outdated article so they at least have something too look up. It would also make it easier for normal editors to update the new articles since they've already been created.<br />
<br />
::In addition, I'd like to request that the bot create a blank DF2012 namespace article for every v0.31 article which exists which doesn't have a corresponding DF2012 article and add to it the <nowiki>{{av}}</nowiki> template.<br />
<br />
::Thanks,<br />
<br />
::--[[User:Reilwin|Reilwin]] 08:36, 17 March 2012 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.34_Talk:Strange_mood&diff=171614v0.34 Talk:Strange mood2012-05-14T13:27:02Z<p>0x517A5D: /* Fell Moods */</p>
<hr />
<div>Does anyone know if the murder during a fell mood will now be reportet as crime and taken legal actions against it? --[[User:Kami|Kami]] 09:45, 2 March 2012 (UTC)<br />
<br />
==Produced Items==<br />
Through a bit of disassembly diving, I've determined exactly what moody dwarves are capable of producing. All items have a weight of '100' except when indicated otherwise, and entries with "each" occur as individual items with their own weight, while "any" are a single entry with a collective weight:<br />
;Weaponsmith<br />
:Any weapon, any trap component (weight 10, so 1/11 chance)<br />
;Armorsmith<br />
:Each metal-allowed body armor, each metal-allowed pants, each metal-allowed gloves, each metal-allowed shoes, each metal-allowed helm, any shield<br />
;Metalsmith<br />
:Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section (weight 10, so 1/201 chance), splint, crutch<br />
;Metal crafter<br />
:Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy<br />
;Jeweler or Glassmaker<br />
:Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy<br />
;Mason or Miner<br />
:Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate<br />
;Stone crafter, Wood crafter, or Engraver<br />
:Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy<br />
;Mechanic<br />
:Mechanism<br />
;Carpenter<br />
:Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch<br />
;Bowyer<br />
:Each ranged weapon<br />
;Leatherworker or Fell Mood<br />
:Each leather-allowed body armor, each leather-allowed pants, each leather-allowed gloves, each leather-allowed shoes, each leather-allowed helm, any shield, bag, backpack, quiver, instrument<br />
;Bone carver<br />
:Each bone-allowed body armor, each bone-allowed pants, each bone-allowed gloves, each bone-allowed shoes, each bone-allowed 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 (weight 10, so REALLY low chances)<br />
;Macabre mood claiming vermin remains as primary item<br />
:Amulet, bracelet, earring<br />
;Clothier<br />
:Each soft-allowed body armor, each soft-allowed pants, each soft-allowed gloves, each soft-allowed shoes, each soft-allowed helm, bag, rope<br />
--[[User:Quietust|Quietust]] 16:23, 14 March 2012 (UTC)<br />
:Are you certain that weaponsmith moods can lead to exotic weapons? I've seen bowyers make exotic weapons, but I've never seen, not even in somebody's screenshot, an exotic melee weapon. -- [[User:Vasiln|Vasiln]] 00:38, 24 March 2012 (UTC)<br />
::According to the code, it simply adds WEAPON:NONE as a possibility for weaponsmith moods - my guess is that it then goes through the same logic as with normal item creation to select a random subtype within the constraints of the current civilization. Moody bowyers explicitly permit each ranged weapon type, which is why 2/3 of all boywer moods give either a bow or a blowgun (unless, presumably, the dwarf had a preference for a particular type). --[[User:Quietust|Quietust]] 21:53, 30 March 2012 (UTC)<br />
<br />
==Fell Moods==<br />
Page currently says other dwarves don't mind when a fell mood dwarf kills somebody. This is wrong. I am on 34.07, just got a fell mood dwarf, he murdered a farmer in the food stockpile and I received 28 witness reports that he was the murderer. I convicted him and he was beaten. --[[User:Jimi12|Jimi12]]<br />
<br />
I've also seen this. --[[Special:Contributions/99.20.91.212|99.20.91.212]] 04:54, 14 May 2012 (UTC)<br />
<br />
:So fix it. That sentence is ''at least'' 4½ years old. It was added to the .40d article on November 1, 2007, and that edit is labelled as being a 'copy from the archive wiki'. I'm not surprised that it's wrong.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 13:27, 14 May 2012 (UTC)<br />
<br />
== Adamantine cloth ==<br />
<br />
Clothiers sometimes use not only plant/silk/yarn cloth, but woven adamantine too. [http://www.bay12forums.com/smf/index.php?topic=87753.0 An example.] 17:53, 8 May 2012 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&diff=154366Dwarf Fortress Wiki:Administrative intervention against vandalism2011-11-07T21:42:43Z<p>0x517A5D: /* Reports */</p>
<hr />
<div><div style="text-align:left;"><br />
{| class="infobox" id="" style="background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;"<br />
! colspan="2" style="border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;" |'''Instructions'''<br />
|-<br />
|<br />
#Reported edits must constitute vandalism.<br />
#Link both an example of the user's vandalism and the user's talk page.<br />
#Add report to top of list. Use format: <nowiki>#Reporting user [[User_talk:Briess|Briess]] for edits [link], [link] and [link] ~~~~ </nowiki><br />
#Please sign the report. <br />
#If a report has remained here for more than 24 hour, please leave a message on an admin's talk page.<br />
|}<br />
</div><br />
==Reports==<br />
<!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---><br />
Reporting user [[User:DivinaLittlefield|DivinaLittlefield]] for a number of edits. - [[User:Knight Otu|Knight Otu]] 20:46, 7 November 2011 (UTC)<br />
:Concur, 3 more edits by [[User:DivinaLittlefield|DivinaLittlefield]] around 21:00 today. Invisible direct and redirection links to a site hawking weight control.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:42, 7 November 2011 (UTC)<br />
<br />
Reporting users [[User:Shushu|Shushu]], [[User:Liliyuan|Liliyuan]], [[User:Smalltrees|Smalltrees]], and [[User:Bingbingyuan|Bingbingyuan]] for user tallk page spam. - [[User:Knight Otu|Knight Otu]] 09:07, 11 October 2011 (UTC)<br />
<br />
Reporting user Ameriplan - bunch of spammy stuff in User talk:Ameriplan <br />
[[Special:Contributions/194.200.65.239|194.200.65.239]] 11:25, 30 September 2011 (UTC)<br />
<br />
Reporting user [[User talk:Aiai00125|Aiai00125]] for [http://df.magmawiki.com/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&curid=14457&diff=153375&oldid=153097 this edit to the Centralized discussion page]. The user's talk page also contains linkage spam. -- [[User:Khym Chanur|Khym Chanur]] 03:45, 27 September 2011 (UTC)<br />
:Also on [http://df.magmawiki.com/index.php?title=23a:Creature_small_mammals.txt&curid=15135&diff=153376&oldid=102951 23a:Creature_small_mammals.txt]. Both vandalized pages are reverted.<br />
:[[User:Knight Otu|Knight Otu]] 11:22, 27 September 2011 (UTC)<br />
<br />
Reporting user [[User:AWurth93|AWurth93]] for this [http://df.magmawiki.com/index.php?title=Consolidated_Development:_Arcs,_core-items,_bloats,_Reqs_and_Powergoals&curid=17308&diff=153356&oldid=149506]. Yep, there's at least one link in that mess. - [[User:Knight Otu|Knight Otu]] 16:17, 26 September 2011 (UTC)<br />
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Reporting user [[User:JBinkley89|JBinkley89]] for this [http://df.magmawiki.com/index.php/DF2010:Strange_mood] wait. I think this list is actually the same as Sgragg88's. -- [[User:RedHerring|Redherring]] 7:59 23/09/2011 GMT+2 (First time editing, sorry for the mess)<br />
:I would suggest looking into users [[User:AWurth93|AWurth93]] and [[User:EKruse55|EKruse55]]. Their names follow the same pattern as Binkley and Gragg - if they are spam accounts then like those, they are probably to lie dormant for a few days before they start their spam.<br />
:[[User:Knight Otu|Knight Otu]] 12:40, 23 September 2011 (UTC)<br />
<br />
Reporting user [[User:SGragg88|SGragg88]] for this [http://df.magmawiki.com/index.php?title=DF2010:Water_wheel&diff=153193&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:String_dump&diff=153194&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Weapon_token&diff=153195&oldid=prev edit], and this [http://df.magmawiki.com/index.php?title=DF2010:Creature_token&diff=153196&oldid=prev edit]. I'd be remiss to not include this [http://df.magmawiki.com/index.php?title=40d:Lead&diff=153197&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Advanced_world_generation&diff=153198&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=23a:Weapon_token&diff=153199&oldid=prev edit], or this [http://df.magmawiki.com/index.php?title=40d:Armor&diff=153200&oldid=prev edit]. And who could forget such classics as this [http://df.magmawiki.com/index.php?title=40d:Strange_mood&diff=153201&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Armor_user&diff=153202&oldid=prev edit], this [http://df.magmawiki.com/index.php?title=DF2010:Release_information&diff=153203&oldid=prev edit], and everbody's favorite: this [http://df.magmawiki.com/index.php?title=Caravans&diff=153204&oldid=prev edit]? But wait! There's more! This [http://df.magmawiki.com/index.php?title=DF2010:Strange_mood&diff=153205&oldid=152796 edit] free with purchase! --[[User:Jwest23|Jwest23]] 21:00, 21 September 2011 (UTC)<br />
<br />
Reporting user [[Special:Contributions/75.163.224.80|75.163.224.80]] for this [http://df.magmawiki.com/index.php?title=DF2010:Adventure_mode_quick_start&curid=18784&diff=152872&oldid=152303 edit] --[[User:Cali|Cali]] 04:20, 6 September 2011 (UTC)<br />
:At Wikipedia we'd call that a "test edit" - most likely the first ever wiki edit by a young person who didn't quite believe they could change the internet. My bet is that there won't be any further disruption from that IP address, so no administrator action is required. [[User:Bognor|Bognor]] 14:56, 6 September 2011 (UTC)<br />
:: I tend to agree here. --[[User:Briess|Briess]] 07:06, 9 September 2011 (UTC)<br />
<br />
Pre-emptive, but I'm guessing the following are not genuine new-user registrations...<br><br />
(User creation log); 09:14 . . Download Love That Girl! - Season One 1080p movie New user account<br><br />
(User creation log); 08:44 . . Download 60 Minutes Australia - 2011 Full movie New user account<br><br />
[[Special:Contributions/194.200.65.239|194.200.65.239]] 10:29, 10 August 2011 (UTC)<br><br><br />
#Reporting IP Address 124.6.181.189 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&oldid=152086 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 16:03, 4 August 2011 (UTC)<br />
#Reporting IP Address 124.6.181.183 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&diff=prev&oldid=151941 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 19:05, 31 July 2011 (UTC)<br />
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)<br />
<br />
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.<br />
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)<br />
<br />
There was a vandalism at "http://df.magmawiki.com/index.php/DF2010:Ruin". -- Dragongutz<br />
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)<br />
<br />
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&oldid=135938 link]]<br />
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)<br />
::I've seen vandalized main pages like that on the other wikis under attack. I'm not sure, but I think they start doing that only after they've "burrowed" into the site for an extended period of time. I believe the goal is to keep their spam links a part of the wiki for as long as possible. [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)<br />
:::I suspect they were remaining dormant in order to get past the "new user" stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)<br />
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)<br />
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said "You do not have permission to create new pages." (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that "several edits" are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)<br />
::::::I made your user profile page for you. An admin will have to do anything else. Also, I have confirmation now that the webspam team at Google is taking a look at this. They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines. That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this. [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)<br />
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users. Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)<br />
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Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&diff=prev&oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&diff=prev&oldid=151343 example]) have added link-spam marked as minor edits. Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)<br />
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)<br />
<br />
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)<br />
:^Same story for DScheer82. [[User:Bognor|Bognor]] 10:41, 2 November 2011 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=40d:Strange_mood&diff=15436440d:Strange mood2011-11-07T21:35:24Z<p>0x517A5D: Undo revision 154313 by DivinaLittlefield (talk) -invisible link to commercial weight control site, wikispam</p>
<hr />
<div>{{av}}<br />
{{Quality|Masterwork}}<br />
Periodically, individual dwarves are struck with an idea for a {{L|legendary artifact}} and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else. This will be based on a particular {{L|skill}} that creates a finished end product that can have a {{L|quality}}, rather than intermediary material such as bars of metal or raw food. They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go {{L|Strange mood#Failure|insane}} and die soon afterward. <br />
<br />
A dwarf will only be struck by a mood once in their lifetime. Upon completion of their artifact they will usually become {{L|legendary}} in that skill, and will then return to their normal life in the fortress with their newfound skill. A fortress can have at most one dwarf in a strange mood at any one time.<br />
<br />
==Overview==<br />
The entire process can be summarized as follows:<br />
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met. {{L|baby|Babies}} and activated {{L|Soldier}}s with military skills cannot enter moods, nor {{L|Noble#Immigrant_Nobles|immigrant nobles}}, but any other dwarf can, including {{L|child}}ren.<br />
# 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 {{L|status icons}}).<br />
# 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 available to build a needed workshop; another dwarf with the appropriate {{L|labor}} designation must do so for them, if one is necessary.<br />
# 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.<br />
# 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 {{L|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.<br />
<br />
== Types of moods ==<br />
For each of the following types of moods, the first message is how the mood is {{L|Announcement|announced}}; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have "Strange Mood" listed as their active task.<br />
<br />
=== Fey ===<br />
* {{Gametext|<dwarf> is taken by a fey mood!|7:1}}<br />
: ''Has the aspect of one fey!''<br />
<br />
This is the most basic strange mood. Fey dwarves will clearly state their demands when the workshop they are in is examined.<br />
<br />
A fey dwarf's happiness is automatically set to 'quite content'.<br />
<br />
=== Secretive ===<br />
* {{Gametext|<dwarf> withdraws from society...|7:0}}<br />
: ''Peculiarly secretive...''<br />
<br />
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need. Descriptions of all these {{L|Mood#Demands|secretive requirements}} can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it. More than one "picture" is likely; these will cycle through the entire list automatically if any one is not available. (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project. If the dwarf has gathered some of the materials (seen as "tasked" when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)<br />
<br />
A secretive dwarf's happiness is automatically set to 'quite content'.<br />
<br />
=== Possessed ===<br />
* {{Gametext|<dwarf> has been possessed!|5:1}}<br />
: ''Possessed by unknown forces!''<br />
<br />
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact. It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.<br />
<br />
A possession is the only mood that does ''not'' result in a jump in {{L|experience}}.<br />
<br />
A possessed dwarf's happiness is automatically set to 'quite content'.<br />
<br />
=== Fell ===<br />
* {{Gametext|<dwarf> looses a roaring laughter, fell and terrible!|5:0}}<br />
: ''Has a horrible fell look!''<br />
<br />
A dwarf that goes into a fell mood will always take over a {{L|butcher's shop}} or a {{L|tanner's shop}}. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf {{L|leather}} or {{L|bone}}. Once the artifact is completed, the fell dwarf will become a legendary {{L|bone carver}} or {{L|leatherworker}}. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.<br />
<br />
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.<br />
<br />
=== Macabre ===<br />
* {{Gametext|<dwarf> begins to stalk and brood...|0:1}}<br />
: ''Brooding darkly...''<br />
<br />
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require bones, skulls, and chunks/remains; if you do not happen to have any, you will have to "make" some, or let the moody dwarf go insane. Like fell moods, only unhappy dwarves can enter macabre moods.<br />
<br />
<br />
{{Spoiler}}<br />
<br />
== Demands ==<br />
Once a workshop is claimed, the dwarf will begin collecting materials. Each artifact will require between one and ten materials to complete. If the moody dwarf remains idle, then the necessary materials are not available. {{L|Forbidden}} items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding {{L|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. 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.<br />
<br />
You can use this to your advantage to get your dwarf to pick specific types of items, even if the moody dwarf has already started storing materials in their workshop: if a fey weaponsmith starts piling up copper bars, forbid those bars and he'll go pick another bar instead. If you forbid all metals except say steel (the stocks screen makes this fairly convenient), then he'll skip all those other metals and make his artifact weapon out of strong, valuable steel instead of whatever random inferior metal he might have picked otherwise. Don't forbid any of his materials after your dwarf has begun building his artifact - he won't go back to collecting materials once started and will end up going insane.<br />
<br />
Note though that if a dwarf has a demand for a specific item, such as a {{L|bar|bar of metal}}, raw {{L|gem}}, or {{L|shell}}, then that item type will be ''required''. For this reason, it is usually a good idea to keep an example of each item type on hand, particularly cut and raw gems, shells, bones, leather, raw (green) glass, both silk and plant cloth.<br />
<br />
In somewhat rarer cases, a dwarf with a personality preference for a specific material, such as steel or silver {{L|bar}}s, will demand exactly that specific sub-type of material. For this reason, it is a good idea to keep as many types of material on hand as possible, including the three different kinds of glass. Forbidding materials won't let you get around this either: if they want a specific material subtype and you forbid it in favor of something else, they'll just sulk in their workshop until you unforbid the material or they are able to find it some other way - or they go {{L|insane}}. Asking a liaison for likely materials ''in advance'' is a good plan - "next year" is far too long for a moody dwarf to last. Check your dwarves' {{L|preference}}s if you care.<br />
<br />
Once you have struck {{L|Adamantine}}, all moods which use cloth or metal as a primary component will insist on using Adamantine cloth or wafers over all other materials; moody dwarves which happen to want metal for decorations will still choose bars based on distance or preference. Moods involving stone crafting or masonry will not prefer {{L|raw adamantine}} over other stones.<br />
<br />
The various demands are translated here:<br />
<br />
:{| class="wikitable" style="text-align:left;width:90%;"<br />
|-<br />
! Material<br />
! Fey<br />
! Secretive<br />
! Possessed<br />
|-<br />
|<br />
| <dwarf> screams "I must have <demand>!"<br />
| <dwarf> sketches pictures of <demand>.<br />
| <dwarf> mutters "<artifact> needs <demand>..."<br />
|-<br />
| {{L|Stone}}<br />
| rock<br />
| a quarry<br />
| stone... rock<br />
|-<br />
| Stone {{L|block}}<br />
| rock blocks<br />
| square blocks<br />
| blocks... bricks<br />
|-<br />
| {{L|Wood}}<br />
| wood logs<br />
| a forest<br />
| tree... life<br />
|-<br />
| Metal {{L|bar}}<br />
| metal bars<br />
| shining bars of metal<br />
| bars... metal<br />
|-<br />
| {{L|Gem}}s (cut)<br />
| cut gems<br />
| cut gems<br />
| gems... shining<br />
|-<br />
| {{L|Gem}}s (raw)<br />
| rough gems<br />
| rough gems<br />
| rough... color<br />
|-<br />
| {{L|Glass}} (green)<br />
| raw green glass<br />
| glass<br />
| raw... green<br />
|-<br />
| {{L|Glass}} (clear)<br />
| clear glass{{verify}}<br />
| glass and burning wood<br />
| raw... clear<br />
|-<br />
| {{L|Glass}} (crystal)<br />
| crystal glass{{verify}}<br />
| rough gems and glass<br />
| raw... crystal<br />
|-<br />
| {{L|Bone}}<br />
| bones<br />
| skeletons<br />
| bones... yes<br />
|-<br />
| {{L|Shell}}<br />
| shells<br />
| a shell<br />
| a shell...<br />
|-<br />
| {{L|Leather}}<br />
| tanned hides<br />
| stacked leather<br />
| leather... skin<br />
|-<br />
| {{L|Cloth}} (plant)<br />
| plant fiber cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|-<br />
| {{L|Cloth}} (silk)<br />
| silk cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|}<br />
<br />
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding "Yes. I need <item>." instead of screaming "I must have <item>!"). They may also say "Leave me. I need... things... certain things", in which case they want special items such as {{L|skull}}s or vermin {{L|remains}}.<br />
<br />
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:<br />
* Fey - "<dwarf> works furiously!"<br />
* Secretive - "<dwarf> works secretly..."<br />
* Possessed - "<dwarf> keeps muttering <artifact>..."<br />
* Macabre - "<dwarf> works, darkly brooding..."<br />
* Fell - "<dwarf> works with menacing fury!"<br />
<br />
====Known quirk====<br />
On maps with magma, dwarves* who intend to create an artifact at a {{L|forge}} or {{L|glass furnace}} may only be willing to use a standard (non-magma) version, or only a magma version, and will find the other completely unacceptable. If they are just standing around, then they won't use the type you have, and you will have to build the other type for them (though no {{L|fuel}} will be required if using a standard, non-magma version).<br />
:''(* This would include most all {{L|armorsmith}}s, {{L|blacksmith}}s, {{L|metalsmith}}s, {{L|weaponsmith}}s, and {{L|glassmaker}}s, and any whose mood is dictated by the relevant skills.)''<br />
<br />
== The mechanics of moods ==<br />
<br />
=== Frequency===<br />
When a fortress is started, an internal counter is set to 1000. Around 11 or 12 times per day, this counter is decremented by 1, running down to zero in about 3 months. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.<br />
<br />
=== Conditions ===<br />
In order for a dwarf to be struck with a strange mood, three conditions must be met:<br />
:* There is no currently active strange mood,<br />
:* The maximum number of artifacts is not met,<br />
:* There are at least 20 eligible dwarves ''(see below)''.<br />
<br />
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.<br />
<br />
==== Maximum number of artifacts ====<br />
The maximum number of artifacts in any one fortress is limited by the lower of:<br />
* The number of items created divided by 200. It is unknown whether mined-out rock counts as an "item created", or whether bolts and units of drink are counted individually.<br />
* The number of revealed {{L|subterranean}} tiles divided by 2308 (this is an area equivalent to a 48x48 square). Using {{L|Exploratory mining|exploratory methods}} is a great way to increase your artifact limit.<br />
[http://www.bay12games.com/forum/index.php?topic=46803.0 Anecdotal evidence] indicates that obsidian farming will affect at least one of these limits.<br />
<br />
==== Eligibility ====<br />
The deciding factor for eligibility is a dwarf's actual {{L|profession}}. ''(Note that "{{L|Skill#Custom profession labels|custom professions}}" have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. <br />
<br />
Appointed {{L|noble}}s may enter moods as per their default profession, but {{L|Noble#Immigrant Nobles|immigrant nobles}} are '''not''' eligible for moods. That includes:<br />
:Advisor, Baron/ess, Baron/ess Consort, Count/ess, Countess Consort, Duke/Duchess, Duke/Duchess Consort, Dungeon Master, Hammerer, King/Queen, King/Queen Consort, Philosopher, and Tax Collector.<br />
<br />
Further, dwarves with a {{L|Soldier#Soldier professions|military profession}} other than "Recruit" can '''not''' enter moods. Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''{{L|profession}}'', as listed at the time. Military professions include:<br />
:Axedwarf, Axe Lord, Champion, Crossbowdwarf, Elite Crossbowdwarf, Hammerdwarf, Hammer Lord, Macedwarf, Mace Lord, Marksdwarf, Elite Marksdwarf, Speardwarf, Spearmaster, Swordsdwarf, Swordmaster, Wrestler, and Elite Wrestler.<br />
<br />
Babies may '''not''' enter moods.<br />
<br />
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...<br />
<br />
:''('''Note''' - Specifically, and to avoid previous misunderstandings, {{L|Strand extractor}}, {{L|Clerk}}, {{L|Administrator}}, {{L|Trader}}, {{L|Building designer|Architect}}, {{L|Alchemist's laboratory|Alchemist}}, {{L|Soldier#Recruits|Recruit}} and {{L|Child}} '''are''' moodable professions.)''<br />
<br />
=== Chance ===<br />
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery. The odds are assigned a higher or lower weight based on the dwarf's {{L|profession}}. The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarves getting 6 tickets to the lottery, and others getting more.)<br />
<br />
<br />
{| class="wikitable" cellspacing="0" border="2" cellpadding="5"<br />
|-<br />
! Weighting<br />
! Professions<br />
<br />
|-<br />
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter<br />
|-<br />
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker<br />
|-<br />
| 6 ||Engraver, Mechanic, Miner, Tanner, & all other {{L|profession}}s.<br />
<br />
|}<br />
<br />
<br />
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance <small>(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)</small> of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''<br />
<br />
Note that not every profession is from a moodable skill. An Alchemist, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.<br />
<br />
:NOTE: ''If your game was saved shortly before one of you dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''<br />
<br />
=== Skills and workshops ===<br />
<br />
{| class="wikitable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;"<br />
|-<br />
! colspan="2" style="background-color:#eee;border-bottom:1px solid black;text-align:center;" | Artifact Skill Rewards<br />
|- <br />
! Highest skill<br />
! Workshop used<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Armorsmith}}<br />
| {{L|Magma forge}} or {{L|Metalsmith's forge}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Bone carver}}<br />
| {{L|Craftsdwarf's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Bowyer}}<br />
| {{L|Bowyer's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Carpenter}}<br />
| {{L|Carpenter's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Clothier}}<br />
| {{L|Clothier's shop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Engraver}}<br />
| {{L|Craftsdwarf's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Gem cutter}}<br />
| {{L|Jeweler's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Gem setter}}<br />
| {{L|Jeweler's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Glassmaker}}<br />
| {{L|Glass furnace}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Leatherworker}}<br />
| {{L|Leather works}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Mason}}<br />
| {{L|Mason's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Mechanic}}<br />
| {{L|Mechanic's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Metal crafter}}<br />
| {{L|Magma forge}} or {{L|Metalsmith's forge}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Metalsmith}}<br />
| {{L|Magma forge}} or {{L|Metalsmith's forge}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Miner}}<br />
| {{L|Mason's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Stone crafter}}<br />
| {{L|Craftsdwarf's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Tanner}}<br />
| {{L|Leather works}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Weaponsmith}}<br />
| {{L|Magma forge}} or {{L|Metalsmith's forge}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Weaver}}<br />
| {{L|Clothier's shop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Wood crafter}}<br />
| {{L|Craftsdwarf's workshop}}<br />
|}<br />
<br />
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 {{L|experience}} in that skill (excepting {{L|Strange mood#Possessed|possessed}} dwarves). This will give the dwarf a legendary-level {{L|skill}} (specifically, "legendary+1" or higher, depending on the dwarf's initial skill level) and a number of {{L|attribute}} gains. 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 {{L|craftsdwarf's workshop}} and gain one of {{L|bone carver}}, {{L|stone crafter}}, or {{L|wood crafter}} skills, producing an artifact {{L|craft}}.<br />
<br />
If a dwarf has the same experience points in two skills (as opposed to same experience title), the first listed for that dwarf will be the one affected by the mood (the exact experience can only be made visible with 3rd party {{L|utilities}}).<br />
<br />
When multiple workshops are listed, the dwarf may require one or the other, so ensure that ''both'' are available, if possible. If you have one, and the dwarf is not interested, then build the other, right away. (i.e. If you have only {{L|magma forge}}s, you may have to build a standard {{L|forge}} for the moody dwarf). <br />
<br />
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a {{L|Craftsdwarf's workshop}}, producing an appropriate craft as described above:<br />
<br />
{|<br />
|- style="vertical-align:top;"<br />
| style="padding-right:30px;" |<br />
* {{L|Ambusher}}<br />
* {{L|Animal caretaker}}<br />
* {{L|Animal dissector}}<br />
* {{L|Animal trainer}}<br />
* {{L|Appraiser}}<br />
* {{L|Building designer|Architect}}<br />
* {{L|Brewer}}<br />
* {{L|Butcher}}<br />
* {{L|Cheese maker}}<br />
* {{L|Cook}}<br />
* {{L|Dyer}}<br />
* {{L|Fish cleaner}}<br />
* {{L|Fish dissector}}<br />
* {{L|Fisherdwarf}}<br />
* {{L|Furnace operator}}<br />
* {{L|Grower}}<br />
* {{L|Herbalist}}<br />
|<br />
* {{L|Lye maker}}<br />
* {{L|Milker}}<br />
* {{L|Miller}}<br />
* {{L|Potash maker}}<br />
* {{L|Pump operator}}<br />
* {{L|Record keeper}}<br />
* {{L|Siege engineer}}<br />
* {{L|Siege operator}}<br />
* {{L|Soaper}}<br />
* {{L|Strand extractor}}<br />
* {{L|Thresher}}<br />
* {{L|Trapper}}<br />
* {{L|Wood cutter}}<br />
* {{L|Wood burner}}<br />
* All {{L|military}} skills<br />
* All {{L|social skill}}s<br />
|}<br />
<br />
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, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*. Have all your peasants, {{L|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 "{{L|experience|dabbling}}" skill is the highest moodable skill they have, that is the skill that will be used.<br />
<br />
:''(* {{L|Armorsmith}}, {{L|Weaponsmith}}, {{L|Metal crafter}} and {{L|Metalsmith}} are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style.)''<br />
<br />
:''(Note that {{L|Tanner}} is a moodable skill, the only {{L|Farmer}} category skill that is moodable.)''<br />
<br />
== Artifacts created ==<br />
The type of artifact created will depend on the dwarf's highest skill. Masons and miners will always create some kind of stone furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Engravers and stone crafters will turn out a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a {{L|craftsdwarf's workshop}} and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.<br />
<br />
The first object grabbed by the dwarf will be the "primary" substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of {{L|chalk}} and makes a statue, for instance, it will be a "chalk statue", but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an {{L|obsidian}} {{L|bed}}, {{L|ruby}} {{L|floodgate}}, or turtle {{L|shell}} {{L|cage}}.<br />
<br />
Once created, most {{L|artifact}}s will be available for use just like a normal item of its type. Artifact furniture is useful for high value {{L|noble}} rooms. {{L|Weapon}}s and {{L|armor}} will only be used by heroes and champions. Artifact weapons in {{L|Trap#Weapon Trap|weapon traps}} can also boost a room's value considerably, as in the case of artifact trap components.<br />
<br />
== Failure ==<br />
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go {{L|insanity|insane}}, which cancels the mood and the artifact. As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.<br />
<br />
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a {{L|tantrum}} spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random. You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves. In extreme cases, building a wall around an open workshop is the best precaution.<br />
<br />
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime.<br />
<br />
Severe distractions such as hostile creatures, however, can interrupt a strange mood, resulting in immediate insanity; similar results will happen if the workshop suddenly becomes unavailable, whether from being destroyed (by a cave-in or a dwarf throwing a tantrum) or from losing power (in the case of magma workshops). Note that the insanity can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.<br />
<br />
----<br />
<br />
'''See also'''<br />
:*{{L|Insanity}}<br />
:*{{L|Artifact}}<br />
:*{{L|Profession}}<br />
:*{{L|Legendary}}</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=23a:Weapon_token&diff=15436323a:Weapon token2011-11-07T21:34:18Z<p>0x517A5D: Undo revision 154315 by DivinaLittlefield (talk) - invisible direct link to a commercial site - wikispam</p>
<hr />
<div>{{quality|Exceptional|21:15, 30 March 2011 (UTC)}}{{av}}<br />
<br />
For use on standard weapons.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| NAME<br />
| singular:plural<br />
| What this item will be called ingame.<br />
<br />
|-<br />
| ADJECTIVE<br />
| adjective<br />
| Appears before the name of the weapon's material. Eg. "large Obsidian dagger"<br />
<br />
|-<br />
| [DAMAGE:''<damage amount>'':''<damage type>'']<br />
| dmg amount - value<br />
dmg type - (slash, burn, etc.)<br />
| Sets the amount and the type of {{L|Damage}}<br />
<br />
|-<br />
| WEIGHT<br />
| value<br />
| How much an item weighs.<br />
<br />
|-<br />
| STICK_CHANCE<br />
| value<br />
| The chance of a weapon sticking in a target.<br />
<br />
|-<br />
| SKILL<br />
| weapon skill type (axe, sword, etc.)<br />
| The type of weapon skill that experience is gained in when this weapon is wielded in melee fighting. For a list of skill tokens see {{L|Skill token}}s.<br />
<br />
|-<br />
| RANGED:''<skill type>'':''<ammo type>''<br />
| skill type - weapon skill type<br />
ammo type - anything<br />
| This sets what weapon skill will be gained when this weapon is fired and what type of ammo can be fired by this weapon. Ammunition definitions have DAMAGE and CLASS - CLASS determines what ammo type it matches. Also allows this weapon to be constructed at a bowyer's workshop. For a list of skill tokens see {{L|Skill token}}s.<br />
<br />
|-<br />
| CRIT_BOOST:<br />
| value<br />
| Increases the chance of a weapon piercing internal organs.<br />
<br />
|-<br />
| TWO_HANDED<br />
| value<br />
| Creatures wielding this weapon that are above the minimum size but their size is below this number must wield this weapon with two hands. (''Currently only affects fortress mode as an adventurer can wield anything in one hand.'')<br />
<br />
|-<br />
| MINIMUM_SIZE:<br />
| value<br />
| The size a creature must be in order to use this weapon.<br />
<br />
|-<br />
| CAN_STONE<br />
| <br />
| Can be made out of SHARP (unmodded: obsidian) stone.<br />
<br />
|-<br />
| MATERIAL_SIZE:<br />
| value<br />
| How much material is needed to make the item. Is most important with bars. The number of bars needed is the value divided by three.<br />
|}<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&diff=154362v0.31:Strange mood2011-11-07T21:32:45Z<p>0x517A5D: Undo revision 154318 by DivinaLittlefield (talk) - invisible link to a url redirection site - probable wikispam</p>
<hr />
<div>{{quality|Exceptional|02:25, 4 May 2011 (UTC)}}{{av}}<br />
<br />
{{buggy|bugsection=Bugs}}<br />
{{minorspoiler}}<br />
Periodically, individual dwarves are struck with an idea for a {{L|legendary artifact}} and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else. They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.<br />
<br />
==Overview==<br />
<br />
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.<br />
# 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 {{L|status icons}}).<br />
# 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 available to build a needed workshop; another dwarf with the appropriate {{L|labor}} designation must do so for them, if one is necessary.<br />
# 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.<br />
# 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 {{L|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.<br />
<br />
== Types of moods ==<br />
For each of the following types of moods, the first message is how the mood is {{L|Announcement|announced}}; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have "Strange Mood" listed as their active task.<br />
<br />
=== Fey ===<br />
* {{Gametext|<dwarf> is taken by a fey mood!|7:1}}<br />
: ''Has the aspect of one fey!''<br />
<br />
This is the most basic strange mood. Fey dwarves will clearly state their demands when the workshop they are in is examined.<br />
<br />
A fey dwarf's happiness is automatically set to 'quite content'.<br />
<br />
=== Secretive ===<br />
* {{Gametext|<dwarf> withdraws from society...|7:0}}<br />
: ''Peculiarly secretive...''<br />
<br />
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need. Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it. More than one "picture" is likely; these will cycle through the entire list automatically if any one is not available. (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project. If the dwarf has gathered some of the materials (seen as "tasked" when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)<br />
<br />
A secretive dwarf's happiness is automatically set to 'quite content'.<br />
<br />
=== Possessed ===<br />
* {{Gametext|<dwarf> has been possessed!|5:1}}<br />
: ''Possessed by unknown forces!''<br />
<br />
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact. No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. It is pure luck-based. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.<br />
<br />
A possession is the only mood that does ''not'' result in a jump in {{L|experience}}.<br />
<br />
A possessed dwarf's happiness is automatically set to 'quite content'.<br />
<br />
A possessed dwarf that is muttering nonsense has already gathered everything it needs<br />
<br />
=== Fell ===<br />
* {{Gametext|<dwarf> looses a roaring laughter, fell and terrible!|5:0}}<br />
: ''Has a horrible fell look!''<br />
<br />
A dwarf that goes into a fell mood will always take over a {{L|butcher's shop}} or a {{L|tanner's shop}}. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf (bonus if its a noble), drag the corpse into the shop and make some sort of object out of dwarf {{L|leather}} or {{L|bone}}. Once the artifact is completed, the fell dwarf will become a legendary {{L|bone carver}} or {{L|leatherworker}}. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.<br />
<br />
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.<br />
<br />
=== Macabre ===<br />
* {{Gametext|<dwarf> begins to stalk and brood...|0:1}}<br />
: ''Brooding darkly...''<br />
<br />
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require bones{{verify}}, skulls{{verify}} or remains (this includes vermin remains and many otherwise unusable items); if you do not happen to have any, you will have to make some, e.g. by butchering an animal, or let the moody dwarf go insane. Like fell moods, only unhappy dwarves can enter macabre moods.<br />
<br />
==Caveats==<br />
* Shells are a common request in moods and are only produced from preparing raw {{l|turtle}}s, {{L|mussel}}s, {{L|oyster}}s, or {{L|cave lobster}}s at a fishery. That is, you must be able to fish them at your site - there is no way of trading for them, since traded {{L|cave lobster}}s and {{L|turtle}}s are ''processed'' fish (with the shells already removed). Version 0.31.12 and beyond should have much fewer shell requests.<br />
* Should the claimed workshop be a {{L|magma forge}} and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go {{L|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 dwarfes will no longer be satisfied with a regular forge.<br />
* The following can happen (v .31.12) "OVERWROTE JOB: Strange Mood BY Starting Fist Fight".<br />
* 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]<br />
* The item to be built is not set at the beginning of the mood. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact. If you want to receive artifact adamantine breastplate, make sure to have adamantine nearby and forbid/move away any other materials. You can reload the artifact creating process, even after the dwarf has gathered most of components by forbidding the claimed items. If other items of that type are available, dwarf will immediately switch to them.<br />
<br />
==Bugs==<br />
{{version|0.31.03}}<br />
* 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]<br />
* Dwarves may request "rock bars" -- This is satisfied by metal bars.<br />
{{version|0.31.10}}<br />
* 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 [[Planepacked]] glitch.<br />
* 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.<br />
<br />
== Demands ==<br />
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. {{L|Forbidden}} items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding {{L|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.<br />
<br />
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 - moody {{L|metalsmith}}s will occasionally insist on a specific type of metal with which to make their artifact, and forbidding other metals to force them to use a more valuable material will simply cause them to sit in the workshop until you give them what they want. This metal is usually the one listed in their Thoughts and Preferences page as their favorite metal. Weaponsmiths and armorers are likely to insist on adamantine wafers should any exist in your fortress, forbidden or not, regardless of the particular dwarf's preferences{{verify}}.<br />
<br />
As of DF2010, burrows seem to 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.<br />
<br />
The various demands are translated here:<br />
<br />
:{| class="wikitable" style="text-align:left;width:90%;"<br />
|-<br />
! Material<br />
! Fey<br />
! Secretive<br />
! Possessed<br />
|-<br />
|<br />
| <dwarf> screams "I must have <demand>!"<br />
| <dwarf> sketches pictures of <demand>.<br />
| <dwarf> mutters "<artifact> needs <demand>..."<br />
|-<br />
| {{L|Stone}}<br />
| rock<br />
| a quarry<br />
| stone... rock<br />
|-<br />
| Stone/metal {{L|block}}s<br />
| rock blocks<br />
| square blocks<br />
| blocks... bricks<br />
|-<br />
| {{L|Wood}}<br />
| wood logs<br />
| a forest<br />
| tree... life<br />
|-<br />
| Metal {{L|bar}}<br />
| rock bars<br />
| shining bars of metal<br />
| bars... metal<br />
|-<br />
| {{L|Gem}}s (cut)<br />
| cut gems<br />
| cut gems<br />
| gems... shining<br />
|-<br />
| {{L|Gem}}s (raw)<br />
| rough gems<br />
| rough gems<br />
| rough... color<br />
|-<br />
| Green {{L|glass}}<br />
| raw green glass<br />
| glass<br />
| raw... green<br />
|-<br />
| Clear glass<br />
| raw clear glass{{verify}}<br />
| glass and burning wood<br />
| raw... clear<br />
|-<br />
| Crystal glass<br />
| raw crystal glass{{verify}}<br />
| rough gems and glass<br />
| raw... crystal<br />
|-<br />
| {{L|Bone}}{{verify}}<br />
| bones<br />
| skeletons<br />
| bones... yes<br />
|-<br />
| {{L|Shell}}{{verify}}<br />
| shells<br />
| shells<br />
| a shell...<br />
|-<br />
| {{L|Leather}}<br />
| tanned hides<br />
| stacked leather<br />
| leather... skin<br />
|-<br />
| {{L|Cloth}} (plant fiber)<br />
| plant cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|-<br />
| {{L|Cloth}} (silk)<br />
| silk cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|-<br />
| {{L|Cloth}} (yarn)<br />
| yarn cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|-<br />
| {{L|Bone}}, possibly {{L|Skull}}, {{L|Horn}}, {{L|Ivory}} <br />
| body parts<br />
| death<br />
| a corpse<br />
|}<br />
<br />
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding "Yes. I need <item>." instead of screaming "I must have <item>!"). They may also say "Leave me. I need... things... certain things", in which case they want special items such as {{L|skull}}s or vermin {{L|remains}}.<br />
<br />
Fey dwarves will sometimes ask for rock bars. This is just a typographical error, caused by stones and metals having been joined into a single "inorganic" material type in version 0.31 - they are actually asking for metal bars.<br />
<br />
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.<br />
<br />
Moody metalworkers may occasionally require a specific type of metal as their artifact's primary material - for secretive moods and possessions, take a look at the dwarf's material preferences to see which metal the dwarf wants to use.<br />
<br />
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:<br />
* Fey - "<dwarf> works furiously!"<br />
* Secretive - "<dwarf> works secretly..."<br />
* Possessed - "<dwarf> keeps muttering <artifact>..."<br />
* Macabre - "<dwarf> works, darkly brooding..."<br />
* Fell - "<dwarf> works with menacing fury!"<br />
<br />
== The mechanics of moods ==<br />
<br />
==== Eligibility ====<br />
The deciding factor for eligibility is a dwarf's actual {{L|Unit type token|profession}}. ''(Note that "{{L|Skill#Custom profession labels|custom professions}}" have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. <br />
<br />
Dwarves with a {{L|Soldier#Soldier professions|military profession}} other than "Recruit" can '''not''' enter moods. Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''{{L|profession}}'' as listed at the time, so soldiers '''can''' enter moods if they are ''off duty'' and thus in Civilian mode. Babies may '''not''' enter moods.<br />
<br />
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...<br />
<br />
:''('''Note''' - Specifically, and to avoid previous misunderstandings, {{L|Strand extractor}}, {{L|Clerk}}/{{L|Administrator}}/{{L|Trader}}, {{L|Doctor}} (and related), {{L|Building designer|Architect}}, {{L|Soldier#Recruits|Recruit}} and {{L|Child}} '''are''' moodable professions.)''<br />
<br />
=== Chance ===<br />
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery. The odds are assigned a higher or lower weight based on the dwarf's {{L|profession}}. The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarves getting 6 tickets to the lottery, and others getting more.)<br />
<br />
<br />
{| class="wikitable" cellspacing="0" border="2" cellpadding="5"<br />
|-<br />
! Weighting<br />
! Professions<br />
<br />
|-<br />
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter<br />
|-<br />
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker<br />
|-<br />
| 6 ||Engraver, Mechanic, Miner, Tanner, & all other {{L|profession}}s (including Peasant).<br />
<br />
|}<br />
<br />
<br />
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance <small>(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)</small> of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''<br />
<br />
Note that not every profession is from a moodable skill. A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.<br />
<br />
:NOTE: ''If your game was saved shortly before one of you dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''<br />
<br />
=== Skills and workshops ===<br />
<br />
{| class="wikitable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;"<br />
|-<br />
! colspan="2" style="background-color:#eee;border-bottom:1px solid black;text-align:center;" | Artifact Skill Rewards<br />
|- <br />
! Highest skill<br />
! Workshop used<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Armorsmith}}<br />
| {{L|Metalsmith's forge}} (or {{L|Magma forge}})<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Bone carver}}<br />
| {{L|Craftsdwarf's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Bowyer}}<br />
| {{L|Bowyer's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Carpenter}}<br />
| {{L|Carpenter's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Clothier}}<br />
| {{L|Clothier's shop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Engraver}}<br />
| {{L|Craftsdwarf's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Gem cutter}}<br />
| {{L|Jeweler's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Gem setter}}<br />
| {{L|Jeweler's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Glassmaker}}<br />
| {{L|Glass furnace}} (or {{L|Magma glass furnace}})<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Leatherworker}}<br />
| {{L|Leather works}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Mason}}<br />
| {{L|Mason's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Mechanic}}<br />
| {{L|Mechanic's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Metal crafter}}<br />
| {{L|Magma forge}} (or {{L|Metalsmith's forge}})<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Metalsmith}}<br />
| {{L|Magma forge}} (or {{L|Metalsmith's forge}})<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Miner}}<br />
| {{L|Mason's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Stone crafter}}<br />
| {{L|Craftsdwarf's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Tanner}}<br />
| {{L|Leather works}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Weaponsmith}}<br />
| {{L|Magma forge}} (or {{L|Metalsmith's forge}})<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Weaver}}<br />
| {{L|Clothier's shop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Wood crafter}}<br />
| {{L|Craftsdwarf's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| Anyone Else<br />
| {{L|Craftsdwarf's workshop}}<br />
|}<br />
<br />
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 {{L|experience}} in that skill (excepting {{L|Strange mood#Possessed|possessed}} dwarves). This will give the dwarf a legendary-level {{L|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 {{L|craftsdwarf's workshop}} and gain one of {{L|bone carver}}, {{L|stone crafter}}, or {{L|wood crafter}} skills, producing an artifact {{L|craft}}.<br />
<br />
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, {{L|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 "{{L|experience|dabbling}}" skill is the highest moodable skill they have, that is the skill that will be used.<br />
<br />
:''(* {{L|Armorsmith}}, {{L|Weaponsmith}}, {{L|Metal crafter}} and {{L|Metalsmith}} are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style.)''<br />
<br />
== Artifacts created ==<br />
The type of artifact created will depend on the dwarf's highest skill. Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object; carpenters, a wood object, etc. engravers and stone crafters will turn out a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a {{L|craftsdwarf's workshop}} and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.<br />
<br />
The first object grabbed by the dwarf will be the "primary" substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of {{L|chalk}} and makes a statue, for instance, it will be a "chalk statue", but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an {{L|obsidian}} {{L|bed}}, {{L|ruby}} {{L|floodgate}}, or turtle {{L|shell}} {{L|cage}}.<br />
<br />
Once created, most {{L|artifact}}s will be available for use just like a normal item of its type. Artifact furniture is useful for high value {{L|noble}} rooms. Artifact weapons in {{L|weapon trap}}s can also boost a room's value considerably, as in the case of artifact trap components and mechanisms.<br />
<br />
Unless the mood was a Possession, the dwarf will gain 20,000 points of {{L|experience}} in the skill used to produce the artifact, enough to boost them to Legendary.<br />
<br />
== Failure ==<br />
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go {{L|insanity|insane}}, which cancels the mood and the artifact. As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.<br />
<br />
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a {{L|tantrum}} spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random. You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves. In extreme cases, building a wall around an open workshop is the best precaution.</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&diff=153649v0.31:Strange mood2011-10-14T17:08:55Z<p>0x517A5D: undo edit by 24.130.53.146: it's not just 40d, it happens in current too.{verified}</p>
<hr />
<div>{{quality|Exceptional|02:25, 4 May 2011 (UTC)}}{{av}}<br />
<br />
{{buggy|bugsection=Bugs}}<br />
{{minorspoiler}}<br />
Periodically, individual dwarves are struck with an idea for a {{L|legendary artifact}} and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else. They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.<br />
<br />
==Overview==<br />
<br />
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.<br />
# 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 {{L|status icons}}).<br />
# 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 available to build a needed workshop; another dwarf with the appropriate {{L|labor}} designation must do so for them, if one is necessary.<br />
# 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.<br />
# 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 {{L|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.<br />
<br />
== Types of moods ==<br />
For each of the following types of moods, the first message is how the mood is {{L|Announcement|announced}}; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have "Strange Mood" listed as their active task.<br />
<br />
=== Fey ===<br />
* {{Gametext|<dwarf> is taken by a fey mood!|7:1}}<br />
: ''Has the aspect of one fey!''<br />
<br />
This is the most basic strange mood. Fey dwarves will clearly state their demands when the workshop they are in is examined.<br />
<br />
A fey dwarf's happiness is automatically set to 'quite content'.<br />
<br />
=== Secretive ===<br />
* {{Gametext|<dwarf> withdraws from society...|7:0}}<br />
: ''Peculiarly secretive...''<br />
<br />
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need. Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it. More than one "picture" is likely; these will cycle through the entire list automatically if any one is not available. (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project. If the dwarf has gathered some of the materials (seen as "tasked" when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)<br />
<br />
A secretive dwarf's happiness is automatically set to 'quite content'.<br />
<br />
=== Possessed ===<br />
* {{Gametext|<dwarf> has been possessed!|5:1}}<br />
: ''Possessed by unknown forces!''<br />
<br />
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact. No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. It is pure luck-based. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.<br />
<br />
A possession is the only mood that does ''not'' result in a jump in {{L|experience}}.<br />
<br />
A possessed dwarf's happiness is automatically set to 'quite content'.<br />
<br />
A possessed dwarf that is muttering nonsense has already gathered everything it needs<br />
<br />
=== Fell ===<br />
* {{Gametext|<dwarf> looses a roaring laughter, fell and terrible!|5:0}}<br />
: ''Has a horrible fell look!''<br />
<br />
A dwarf that goes into a fell mood will always take over a {{L|butcher's shop}} or a {{L|tanner's shop}}. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf (bonus if its a noble), drag the corpse into the shop and make some sort of object out of dwarf {{L|leather}} or {{L|bone}}. Once the artifact is completed, the fell dwarf will become a legendary {{L|bone carver}} or {{L|leatherworker}}. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.<br />
<br />
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.<br />
<br />
=== Macabre ===<br />
* {{Gametext|<dwarf> begins to stalk and brood...|0:1}}<br />
: ''Brooding darkly...''<br />
<br />
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require bones{{verify}}, skulls{{verify}} or remains (this includes vermin remains and many otherwise unusable items); if you do not happen to have any, you will have to make some, e.g. by butchering an animal, or let the moody dwarf go insane. Like fell moods, only unhappy dwarves can enter macabre moods.<br />
<br />
==Caveats==<br />
* Shells are a common request in moods and are only produced from preparing raw {{l|turtle}}s, {{L|mussel}}s, {{L|oyster}}s, or {{L|cave lobster}}s at a fishery. That is, you must be able to fish them at your site - there is no way of trading for them, since traded {{L|cave lobster}}s and {{L|turtle}}s are ''processed'' fish (with the shells already removed). Version 0.31.12 and beyond should have much fewer shell requests.<br />
* Should the claimed workshop be a {{L|magma forge}} and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go {{L|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 dwarfes will no longer be satisfied with a regular forge.<br />
* The following can happen (v .31.12) "OVERWROTE JOB: Strange Mood BY Starting Fist Fight".<br />
* 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]<br />
* The item to be built is not set at the beginning of the mood. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact. If you want to receive artifact adamantine breastplate, make sure to have adamantine nearby and forbid/move away any other materials. You can reload the artifact creating process, even after the dwarf has gathered most of components by forbidding the claimed items. If other items of that type are available, dwarf will immediately switch to them.<br />
<br />
==Bugs==<br />
{{version|0.31.03}}<br />
* 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]<br />
* Dwarves may request "rock bars" -- This is satisfied by metal bars.<br />
{{version|0.31.10}}<br />
* 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 [[Planepacked]] glitch.<br />
* 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.<br />
<br />
== Demands ==<br />
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. {{L|Forbidden}} items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding {{L|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.<br />
<br />
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 - moody {{L|metalsmith}}s will occasionally insist on a specific type of metal with which to make their artifact, and forbidding other metals to force them to use a more valuable material will simply cause them to sit in the workshop until you give them what they want. This metal is usually the one listed in their Thoughts and Preferences page as their favorite metal. Weaponsmiths and armorers are likely to insist on adamantine wafers should any exist in your fortress, forbidden or not, regardless of the particular dwarf's preferences{{verify}}.<br />
<br />
As of DF2010, burrows seem to 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.<br />
<br />
The various demands are translated here:<br />
<br />
:{| class="wikitable" style="text-align:left;width:90%;"<br />
|-<br />
! Material<br />
! Fey<br />
! Secretive<br />
! Possessed<br />
|-<br />
|<br />
| <dwarf> screams "I must have <demand>!"<br />
| <dwarf> sketches pictures of <demand>.<br />
| <dwarf> mutters "<artifact> needs <demand>..."<br />
|-<br />
| {{L|Stone}}<br />
| rock<br />
| a quarry<br />
| stone... rock<br />
|-<br />
| Stone/metal {{L|block}}s<br />
| rock blocks<br />
| square blocks<br />
| blocks... bricks<br />
|-<br />
| {{L|Wood}}<br />
| wood logs<br />
| a forest<br />
| tree... life<br />
|-<br />
| Metal {{L|bar}}<br />
| rock bars<br />
| shining bars of metal<br />
| bars... metal<br />
|-<br />
| {{L|Gem}}s (cut)<br />
| cut gems<br />
| cut gems<br />
| gems... shining<br />
|-<br />
| {{L|Gem}}s (raw)<br />
| rough gems<br />
| rough gems<br />
| rough... color<br />
|-<br />
| Green {{L|glass}}<br />
| raw green glass<br />
| glass<br />
| raw... green<br />
|-<br />
| Clear glass<br />
| raw clear glass{{verify}}<br />
| glass and burning wood<br />
| raw... clear<br />
|-<br />
| Crystal glass<br />
| raw crystal glass{{verify}}<br />
| rough gems and glass<br />
| raw... crystal<br />
|-<br />
| {{L|Bone}}{{verify}}<br />
| bones<br />
| skeletons<br />
| bones... yes<br />
|-<br />
| {{L|Shell}}{{verify}}<br />
| shells<br />
| shells<br />
| a shell...<br />
|-<br />
| {{L|Leather}}<br />
| tanned hides<br />
| stacked leather<br />
| leather... skin<br />
|-<br />
| {{L|Cloth}} (plant fiber)<br />
| plant cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|-<br />
| {{L|Cloth}} (silk)<br />
| silk cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|-<br />
| {{L|Cloth}} (yarn)<br />
| yarn cloth<br />
| stacked cloth<br />
| cloth... thread<br />
|-<br />
| {{L|Bone}}, possibly {{L|Skull}}, {{L|Horn}}, {{L|Ivory}} <br />
| body parts<br />
| death<br />
| a corpse<br />
|}<br />
<br />
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding "Yes. I need <item>." instead of screaming "I must have <item>!"). They may also say "Leave me. I need... things... certain things", in which case they want special items such as {{L|skull}}s or vermin {{L|remains}}.<br />
<br />
Fey dwarves will sometimes ask for rock bars. This is just a typographical error, caused by stones and metals having been joined into a single "inorganic" material type in version 0.31 - they are actually asking for metal bars.<br />
<br />
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.<br />
<br />
Moody metalworkers may occasionally require a specific type of metal as their artifact's primary material - for secretive moods and possessions, take a look at the dwarf's material preferences to see which metal the dwarf wants to use.<br />
<br />
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:<br />
* Fey - "<dwarf> works furiously!"<br />
* Secretive - "<dwarf> works secretly..."<br />
* Possessed - "<dwarf> keeps muttering <artifact>..."<br />
* Macabre - "<dwarf> works, darkly brooding..."<br />
* Fell - "<dwarf> works with menacing fury!"<br />
<br />
== The mechanics of moods ==<br />
<br />
==== Eligibility ====<br />
The deciding factor for eligibility is a dwarf's actual {{L|Unit type token|profession}}. ''(Note that "{{L|Skill#Custom profession labels|custom professions}}" have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. <br />
<br />
Dwarves with a {{L|Soldier#Soldier professions|military profession}} other than "Recruit" can '''not''' enter moods. Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''{{L|profession}}'' as listed at the time, so soldiers '''can''' enter moods if they are ''off duty'' and thus in Civilian mode. Babies may '''not''' enter moods.<br />
<br />
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...<br />
<br />
:''('''Note''' - Specifically, and to avoid previous misunderstandings, {{L|Strand extractor}}, {{L|Clerk}}/{{L|Administrator}}/{{L|Trader}}, {{L|Doctor}} (and related), {{L|Building designer|Architect}}, {{L|Soldier#Recruits|Recruit}} and {{L|Child}} '''are''' moodable professions.)''<br />
<br />
=== Chance ===<br />
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery. The odds are assigned a higher or lower weight based on the dwarf's {{L|profession}}. The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarves getting 6 tickets to the lottery, and others getting more.)<br />
<br />
<br />
{| class="wikitable" cellspacing="0" border="2" cellpadding="5"<br />
|-<br />
! Weighting<br />
! Professions<br />
<br />
|-<br />
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter<br />
|-<br />
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker<br />
|-<br />
| 6 ||Engraver, Mechanic, Miner, Tanner, & all other {{L|profession}}s (including Peasant).<br />
<br />
|}<br />
<br />
<br />
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance <small>(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)</small> of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''<br />
<br />
Note that not every profession is from a moodable skill. A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.<br />
<br />
:NOTE: ''If your game was saved shortly before one of you dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''<br />
<br />
=== Skills and workshops ===<br />
<br />
{| class="wikitable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;"<br />
|-<br />
! colspan="2" style="background-color:#eee;border-bottom:1px solid black;text-align:center;" | Artifact Skill Rewards<br />
|- <br />
! Highest skill<br />
! Workshop used<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Armorsmith}}<br />
| {{L|Metalsmith's forge}} (or {{L|Magma forge}})<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Bone carver}}<br />
| {{L|Craftsdwarf's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Bowyer}}<br />
| {{L|Bowyer's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Carpenter}}<br />
| {{L|Carpenter's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Clothier}}<br />
| {{L|Clothier's shop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Engraver}}<br />
| {{L|Craftsdwarf's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Gem cutter}}<br />
| {{L|Jeweler's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Gem setter}}<br />
| {{L|Jeweler's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Glassmaker}}<br />
| {{L|Glass furnace}} (or {{L|Magma glass furnace}})<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Leatherworker}}<br />
| {{L|Leather works}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Mason}}<br />
| {{L|Mason's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Mechanic}}<br />
| {{L|Mechanic's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Metal crafter}}<br />
| {{L|Magma forge}} (or {{L|Metalsmith's forge}})<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Metalsmith}}<br />
| {{L|Magma forge}} (or {{L|Metalsmith's forge}})<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Miner}}<br />
| {{L|Mason's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Stone crafter}}<br />
| {{L|Craftsdwarf's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Tanner}}<br />
| {{L|Leather works}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Weaponsmith}}<br />
| {{L|Magma forge}} (or {{L|Metalsmith's forge}})<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Weaver}}<br />
| {{L|Clothier's shop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| {{L|Wood crafter}}<br />
| {{L|Craftsdwarf's workshop}}<br />
|- style="border-top:1px solid #aaa;vertical-align:top;"<br />
| Anyone Else<br />
| {{L|Craftsdwarf's workshop}}<br />
|}<br />
<br />
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 {{L|experience}} in that skill (excepting {{L|Strange mood#Possessed|possessed}} dwarves). This will give the dwarf a legendary-level {{L|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 {{L|craftsdwarf's workshop}} and gain one of {{L|bone carver}}, {{L|stone crafter}}, or {{L|wood crafter}} skills, producing an artifact {{L|craft}}.<br />
<br />
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, {{L|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 "{{L|experience|dabbling}}" skill is the highest moodable skill they have, that is the skill that will be used.<br />
<br />
:''(* {{L|Armorsmith}}, {{L|Weaponsmith}}, {{L|Metal crafter}} and {{L|Metalsmith}} are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style.)''<br />
<br />
== Artifacts created ==<br />
The type of artifact created will depend on the dwarf's highest skill. Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object; carpenters, a wood object, etc. engravers and stone crafters will turn out a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a {{L|craftsdwarf's workshop}} and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.<br />
<br />
The first object grabbed by the dwarf will be the "primary" substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of {{L|chalk}} and makes a statue, for instance, it will be a "chalk statue", but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an {{L|obsidian}} {{L|bed}}, {{L|ruby}} {{L|floodgate}}, or turtle {{L|shell}} {{L|cage}}.<br />
<br />
Once created, most {{L|artifact}}s will be available for use just like a normal item of its type. Artifact furniture is useful for high value {{L|noble}} rooms. Artifact weapons in {{L|weapon trap}}s can also boost a room's value considerably, as in the case of artifact trap components and mechanisms.<br />
<br />
Unless the mood was a Possession, the dwarf will gain 20,000 points of {{L|experience}} in the skill used to produce the artifact, enough to boost them to Legendary.<br />
<br />
== Failure ==<br />
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go {{L|insanity|insane}}, which cancels the mood and the artifact. As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.<br />
<br />
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a {{L|tantrum}} spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random. You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves. In extreme cases, building a wall around an open workshop is the best precaution.</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31:Experience&diff=151547v0.31:Experience2011-07-20T17:23:14Z<p>0x517A5D: 30. 30. It's been 30 since the 2D days.</p>
<hr />
<div>{{quality|Fine|06:10, 27 December 2010 (UTC)}}{{av}}<br />
<br />
'''Experience''' represents how much a certain dwarf (or other intelligent creature) has learned about a certain subject or profession. It affects proficiency in skills. Precise points in experience are never displayed directly, except in Adventurer mode.<br />
<br />
Every experience point earned is associated with a [[skill]]. Every time a dwarf uses this skill, experience is gained. When a skill is unused for a while, the skill will become [[rusty]] and experience will decrease, eventually permanently.<br />
<br />
Most skills give 30 XP per use, {{L|smoothing}}, {{L|engraving}} and {{L|mining}} give 10 XP per use, and military skills are variable, with more XP gained from real combat than from training.<br />
<br />
A more skilled dwarf will do work better and faster than an unskilled one. The better work results in higher quality items. The speed of work is most notable in legendary miners, who will barely touch the walls to make them crumble.<br />
<br />
<br />
{| style="margin: 0 auto; border: 1px solid black; border-spacing: 0"<br />
|-<br />
| width="33%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Lvl !! Title !! XP<br />
|-<br />
| 0 || Dabbling ||align="right"| 1<br />
|-<br />
| 1 || Novice ||align="right"| 500<br />
|-<br />
| 2 || Adequate ||align="right"| 1100<br />
|-<br />
| 3 || Competent ||align="right"| 1800<br />
|-<br />
| 4 || Skilled ||align="right"| 2600<br />
|-<br />
| 5 || Proficient * ||align="right"| 3500<br />
|-<br />
| 6 || Talented ||align="right"| 4500<br />
|}<br />
| width="33%" style="border-right: 1px solid black;" |<br />
{| width="100%"<br />
! Lvl !! Title !! XP<br />
|-<br />
| 7 || Adept ||align="right"| 5600<br />
|-<br />
| 8 || Expert ||align="right"| 6800<br />
|-<br />
| 9 || Professional ||align="right"| 8100<br />
|-<br />
| 10 || Accomplished ||align="right"| 9500<br />
|-<br />
| 11 || Great † ||align="right"| 11000<br />
|-<br />
| 12 || Master ||align="right"| 12600<br />
|-<br />
| 13 || High Master ||align="right"| 14300<br />
|}<br />
| width="33%" |<br />
{| width="100%"<br />
! Lvl !! Title !! XP<br />
|-<br />
| 14 || Grand Master ||align="right"| 16100<br />
|-<br />
| 15 || Legendary ||align="right"| 18000<br />
|-<br />
| 16 || Legendary+1 ‡ ||align="right"| 20000<br />
|-<br />
| 17 || Legendary+2 ‡ ||align="right"| 22100<br />
|-<br />
| 18 || Legendary+3 ‡ ||align="right"| 24300<br />
|-<br />
| 19 || Legendary+4 ‡ ||align="right"| 26600<br />
|-<br />
| 20 || Legendary+5 ‡ ||align="right"| 29000<br />
|}<br />
|}<br />
::::''Notes:''<br />
:::::<nowiki> *</nowiki> This is the highest skill level possible for one of your starting dwarves.<br />
:::::† Once soldiers reach this level in a weapon skill, they will become a {{L|Soldier#Heroes|hero}} and no longer complain about long patrol duty.<br />
:::::‡ These levels are not shown in game, but they do have an effect. An ordinary legendary dwarf produces a significant proportion of superior quality goods while a legendary+5 dwarf is guaranteed at least exceptional quality, barring effects like tiredness and hunger. It seems to be possible to have a skill over Legendary+5, at least in adventure mode. This is clearly seen by looking at the experience required for the next level and comparing how much you level up. The easiest way to see this is to remove your weapon, choose not to dodge or move around, and simply wait while something harmless tries to kill you. Tested in version 31.10, probably unchanged since then.{{verify}}</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&diff=151180v0.31 Talk:Experience2011-07-09T16:40:56Z<p>0x517A5D: /* XP gain chart */</p>
<hr />
<div>==What is Experience?==<br />
(I'm brand new so let me know if I'm doing something wrong here)<br />
It would be nice if this page had info more on what xp is instead of just details on it. Maybe, how xp is earned, how you know you have earned it, where you can view how much xp a dwarf has earned, ect... [[User:Zerocyde|Zerocyde]] 08:37, 21 August 2010<br />
<br />
==Legendary +1...==<br />
Do we have any proof - or even any hint - that these still exist?--[[User:Albedo|Albedo]] 21:49, 7 April 2010 (UTC)<br />
:Only in the sense that they *used to* exist. I left it on the table; if someone else is braver than I, they can remove it until such time as they are proved to exist and matter. [[Special:Contributions/129.2.164.85|129.2.164.85]]<br />
::At least in adventure mode it is possible to have a higher level than 500. I had a wrestler and fighter skill of about [*****/50000], which would be a level of (50000/100(for the experience))-5(for starting experience) which is about level 495. I got this by wrestling a bronze <s>titan</s>colossus after I dropped him into a murky pool. I have still a pic of THAT but not of the experience. I haven't modded the game nor used cheats/hacks. <s>I try to redo that (deleted the save) and make PICS!</s> Not needed you can use the battle arena to do this. Just make a bronze colossus in the water and another creature on the ground above the water. Then attack/wrestle it. You easy get a very high wrestling skill since EVERY attack of wrestling increases wrestling and fighter about 5000-30000 points.<br />
On this topic, I have evidence (if not proof) that Legendary +1 (etc.) exist. I have two miners, both legendary, but one of whom has been mining for a quite a bit longer, and mines appreciably faster (50% faster or so). So, there could be other factors at work here, but the obvious answer is Legendary+1. [[User:Rodya mirov|Rodya mirov]]<br />
:Whatever Dwarf Therapist uses for it seems to think so because it's still listed as legandary +x. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 18:53, 23 April 2010 (UTC)<br />
::Technically, skill beyond Legendary wouldn't have any effect on miners, but it '''would''' have an effect on anybody producing goods - a straight Legendary mason would occasionally produce *superior* goods, while Legendary+5 would be strictly ≡exceptional≡ and ☼masterwork☼ goods. Considering this behavior has been present ever since the 2D version, it's '''highly''' unlikely that it would have been removed now. --[[User:Quietust|Quietust]] 19:24, 23 April 2010 (UTC)<br />
:::It's not been removed - levels 16-20 still show in memory. The effects of levels 16-20 on produced item quality could have changed (but do not appear to based on anecdotal tests of legendary engravers). [[User:Bpuk|Bpuk]] 22:59, 23 April 2010 (UTC)<br />
::::I second this, tho for a different reason - I've had my broker switch to "administrator" type from "miner" (he is legendary at both, and had just bought about 11k of goods). Give him a pick and set him to mine, soon enough he's back to "miner" type. Despite being legendary in both a few years back. - Nimblewright (forgot to sign in)<br />
:::::I most definitely have a Legendary +5 Gem Cutter, if that means anything.<br />
::::::Why do we still have the verifies? It's in the memory, so I guess we can at least say the skills are 'assumed' to have an effect instead? Also, skills go up to skill 255, after that it either overflows to dabbling (skill 0) or there is code to prevent that (which the disassembler does not show, leading me to believe it does infact overflow). The adventure mode statistics are, memory-wise, correct, but the thing that needs to be verified is wheather those higher skills have '''any''' use. Looking at my craftdwarf's workshops, it seems that the 40d Leg+x skill bonuses still apply, but that may be statistical error. --[[User:Dree12|Dree12]] 21:25, 4 September 2010 (UTC)<br />
:::::I have several Legendary+5 Dwarves according to Dwarf Therapist, they have yet to produce a single object of less than exceptional quality. So I consider the existance of these skill level pretty much proven. <br />
<br />
==Experience amounts==<br />
The experience amounts listed in this table are wrong. They are not 1..2..3.. etc. They are the same as the 40d table. [[User:Garanis|Garanis]] 02:38, 10 April 2010 (UTC)<br />
<br />
==Atrophy of skills==<br />
I started a game with a proficient farmer but never planted anything. I can verify that after 5 game years, my proficient farmer "rusted" to be skilled. So, I assume he lost experience like Toady noted would be included in this release. I don't know when exactly it happened, but on those scales it doesn't really bear mentioning. If you had a legendary it would never really come into play. I don't know if it even bears mentioning on the page. Anyone? --[[User:Kwieland|Kwieland]] 21:48, 16 May 2010 (UTC)<br />
<br />
I can confirm this. A proficient Bowyer became skilled after years without work. It was after around five years too. Dwarf Therapist shows that the progress of experience of the Dwarf is 0% towards next level. Because he has never worked as Bowyer, it might be that the experience is set to the pevious level with or without the progress. --[[User:Blur|Blur]] 11:43, 21 July 2010 (UTC)<br />
<br />
== Experience, fey moods and masterwork ==<br />
<br />
Hi, I don't have an account here yet so I guess I'm just anonymous, but I noticed that when a dwarf suddenly does a masterpiece their experience level jumps realllly high. I had a Competent Trapper do some Engraving, but then she turned out a series of masterpieces and she became Legendary. She still consistently makes masterpiece engravings; she can even fill an entire announcement page of masterpieces in minutes. <br />
<br />
Another dwarf of mine, a Competent Gem Setter, was hit by a fey mood and constructed an artifact amulet. He became Legendary after that. Couldn't sell the artifact. Wish I could, though; it's worth 72000 DB. --Unnoskol--<br />
:Masterpieces don't boost experience - it's just that Engraving trains up more quickly at higher skill levels, and high skill levels result in more frequent Masterwork products. As for strange moods, a successful mood (provided it wasn't a Possession) grants 20,000 experience points, which is enough to boost to Legendary+1. --[[User:Quietust|Quietust]] 15:26, 4 September 2010 (UTC)<br />
:Well, I also have a Carpenter who reached High Master from Adequate after a string of masterpiece beds. And I also have a Competent Leatherworker who shot up to High Master after a few masterpiece bags. I'm serious; please verify. [[User:Unnoskol|Unnoskol]] 15:53, 4 September 2010 (UTC)<br />
::I put a debugger trap on experience gain and ran a new fort for 5 seasons.{{Version|0.31.12}}&nbsp; I filtered out all gains of 30 points, gains of 10 points associated with mining and engraving, gains of 1 point associated with masonry, and all military and social skills.<br/>The trap caught gains of n*500 to random skills when migrants, merchants, and liaisons were generated, and one gain of 20,000 to carpentry when a strange mood succeeded. No bonuses for creating or engraving a masterwork were detected.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 06:47, 5 September 2010 (UTC)<br />
:::As someone unfamiliar with the mechanics behind the system, these numbers mean little to me. Can you explain your conclusions based on this data? --[[User:Romeofalling|Romeofalling]] 19:54, 29 September 2010 (UTC)<br />
::::Basically I'm saying that I saw no bonuses related to masterworks.<br />
::::* Nearly every task completed earns 30 exp. Catching a fish, failing to catch a fish, crafting a mug, distilling some booze, felling a tree, everything.<br />
::::* Mining and smoothing/engraving earn 10 exp per tile.<br />
::::* Large buildings (those which require architecture) earn many 1 point gains during their construction &mdash; I think this is because their construction can be interrupted and resumed by a different dwarf.<br />
::::* A successful non-possession strange mood results in a 20,000 exp gain to one skill.<br />
::::* Those, and unit creation, were the only exp gains I saw.<br />
::::This does not completely refute the possibility of exp bonuses for masterworks, but any hypothetical bonus would need to be the same 30 points as the normal gain, just applied multiple times. Which seems a very odd way to code it.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:36, 29 September 2010 (UTC)<br />
==Long Patrol duty==<br />
<br />
"† Once soldiers reach this level in a weapon skill, they will become a hero and no longer complain about long patrol duty. "<br />
<br />
I agree with the first part. The second part seems strange to me. Have you verified this is the case? Make a squad of one with a demand for 10 and have a full train schedule?--[[User:Kwieland|Kwieland]] 16:56, 11 May 2011 (UTC)<br />
:I've got a bunch of elite soldiers in my current fortress and none of them are unhappy about long patrol duty. 40d (and 23a) was the same way. --[[User:Quietust|Quietust]] 18:16, 11 May 2011 (UTC)<br />
::I wanted to see if I could schedule uninterrupted training and mitigate the effects of complaints about long patrol duty, or if I had to include breaks in the schedule. I checked the forums and found [http://www.bay12forums.com/smf/index.php?topic=73043.msg1802550#msg1802550 this], coincidentally written by Quietust, which indicated that not only was a solid training schedule possible, but that at elite level, bad patrol duty thoughts would go away. I also found [http://www.bay12forums.com/smf/index.php?topic=82684.msg2201676#msg2201676 this], which tied the cessation of long duty complaints to reaching Great skill level. The section in the wiki that I linked to regarding heroes also mentioned the effects of reaching Great skill level, but didn't explicitly state that it removed bad thoughts about patrol duty. (Hm, I should add this information to that page.) So, I put 2 soldiers in a squad, set to minimum 2, and had them train constantly, to the point where one of them got depressed from long patrol duty. When he reached Great level, though, his mood improved and "long patrol duty" no longer showed up in his thoughts. I don't know how long the gap was between him attaining Great level and me checking his thoughts, since I doubt it simply disappearred, but he had enough time to admire new things for it to not appear in his recent thoughts. --[[User:Cali|Cali]] 22:56, 11 May 2011 (UTC)<br />
:::I tried to reproduce the "long patrol duty" and couldn't! I embarked with 5 axe dwarves and had a squad (5/5 ax) set to train year round. They never got the "long patrol duty" thought! What specifically do you have to do to get that bad thought?--[[User:Kwieland|Kwieland]] 21:03, 13 May 2011 (UTC)<br />
::::Using a new fortress, I once again had 2 soldiers, minimum 2 active, training full-time starting in late spring. I checked their thoughts at the beginning of each month and they began grumbling about long patrol duty in early autumn, four months after training started. They achieved Great skill in mid-autumn, and no longer had long patrol complaints in their recent thoughts by early winter. My soldiers were engaged in regular training with no actual battles during this time; did you use a danger room and/or send your soldiers out to kill wildlife or defend against snatchers? If so, they may have just skilled up faster than mine and reached Great in less than four months, which would mean that they didn't have time to get grumpy about long patrol duty. --[[User:Cali|Cali]] 14:41, 17 May 2011 (UTC)<br />
:::::my ax dwarves trained continuously and I did try the danger room. Boy, danger rooms are really effective! The dwarf went from proficient to great in no time at all! Due to the "loosing all labors" bug, I want to avoid having "great" military. Can I design a schedule to avoid the "long patrol duty" bad thought, or do I need to manually move them from active/training to inactive? Lets say I have <great ax dwarves who have been training for three months. If they go off duty a month, when they go back on duty will they get the "long patrol duty" bad thought after a months time?--[[User:Kwieland|Kwieland]] 20:18, 17 May 2011 (UTC)<br />
::::::Your main goal seems to be having a military below Great skill level so that they can retain their civilian labors without getting bad thoughts from long patrol. Does that mean you plan to retire your veterans before they become elite and continually train up new troops? I tend not to put anyone in the military whose civilian skills I want to keep in order to avoid this issue. Anyway, I haven't done much experimenting with active vs. inactive schedules; with a fully active schedule, my soldiers were free of long patrol complaints for three months, but the bottom of the {{L|Thought#Unhappy Thoughts|unhappy thoughts list}} says that complaints about long patrol duty happen after only one month. My suggestion, then, is to form three squads and set the first to be inactive every other month, the second to be inactive after every two months, and the third to be inactive after three months and see which one can go the longest without patrol bad thoughts. Once you figure out the sweet spot for your dwarves, you should be able to set a final schedule for the squads without needing to manually switch them back and forth. If they go off duty before generating a long patrol bad thought, I think they are fine when they return to duty without any accumulated ill will, but I haven't tested this. If you already have Great skill level dwarves, though, be aware that {{L|Soldier#Heroes|heroes}} apparently get a very bad thought from being removed from duty.--[[User:Cali|Cali]] 02:08, 18 May 2011 (UTC)<br />
:::::::You are correct, I prefer to have a national guard style army. Typically I have them train as marksdwarves on their own time (if they have good ethics). Then, once they are decent at that I'll move them into another area. If you move them around between weapons, they can be legendary at shield/armor before ever hitting great at a weapon skill. I didn't realize that hammerdwarves are seriously unbalanced, though. Have you noticed that? I do have several heros (on accident) this time, though. My heros go off duty all the time, and I haven't noticed any bad thoughts. Maybe because they are legendary in their civilian jobs? I'll set up the schedules like you suggested and see what the sweat spot is.--[[User:Kwieland|Kwieland]] 03:03, 18 May 2011 (UTC)<br />
::::::::I favor edged weapons for my military so I have little experience with hammerdwarves. I also don't take my heroes off duty and was basing my caution solely on what was stated on that page. I think your theory has merit, though; I wouldn't be surprised if that was an additional benefit of being legendary. --[[User:Cali|Cali]] 04:12, 18 May 2011 (UTC)<br />
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== XP gain chart ==<br />
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Should the XP gain chart in the 40d article be copied over to this one? [[Special:Contributions/70.231.247.165|70.231.247.165]] 18:17, 7 July 2011 (UTC)<br />
:As the person who found <strike>most</strike> many of the values, I would recommend not. Instead, a paragraph stating that almost every task gains 30 exp, with mining and smoothing gaining 10, and military tasks having variable gains, would do the trick. It's pretty obvious that experience gain ''still'' hasn't been tuned. If and when, we'll want a table, but IMO a table with all 30's is unnecessary detail.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 16:40, 9 July 2011 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&diff=150994v0.31 Talk:Strange mood2011-07-02T18:16:00Z<p>0x517A5D: /* Possessed Mood Causes */</p>
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<div>== Fell/Macabre Moods ==<br />
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]<br />
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)<br />
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves "z" screen loses all the personality info when they go insane[[User:Cpad|Cpad]]<br />
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)<br />
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)<br />
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)<br />
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]<br />
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is "Leave me. I need things... certain things"--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)<br />
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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)<br />
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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)<br />
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== Never Claiming a Workshop? ==<br />
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again? <sup>00:59, 29 July 2010 69.134.0.97</sup><br />
:Please list all of his skills and the skill levels in them. Plant processing was not a "moodable" skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.<br/>Check (t, then cursor over workshops) if any building component (marked with a <nowiki>[B]</nowiki> of any workshop is {forbidden}.<br/>And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)<br />
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010<br />
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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)<br />
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)<br />
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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)<br />
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== Body Parts? ==<br />
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a "how do you do". Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)<br />
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)<br />
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== Stopping at Nothing ==<br />
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)<br />
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)<br />
== I think we need to do complete rearrange on mood materials ==<br />
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I got fey mood and dorf kept screaming for "rock bars" and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.<br />
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)<br />
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Rock bars means metal bars, I think. That what satisfied my fey dorf.<br />
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -> metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)<br />
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)<br />
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse. I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)<br />
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]<br />
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)<br />
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:: I just had a guy ask for "rock bars" and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)<br />
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010<br />
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:: I had a guy ask for "rock bars" and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [<br />
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::In 0.31.06, my metalsmith interprets "rock bars" as rock block, which is rather confusing, because he also asked for "rock blocks". Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)<br />
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::In my case "rock bars" meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)<br />
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::I just had a fey dwarf asking for "rock bars". He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was "stricken by melancholy" just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)<br />
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P <sup>92.29.248.178, 18:39, 11 April 2010</sup><br />
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map. <sup>78.23.137.83, 15:32, 20 April 2010 </sup><br />
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]<br />
:So it does appear that mood trigger conditions have changed. I'll try to do some disassembly and report what I find. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)<br />
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)<br />
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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.<br />
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.<br />
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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..<br />
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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.<br />
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== Saving & reloading not changing mood type ==<br />
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)<br />
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)<br />
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more <s>exploit</s> tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)<br />
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== Body Parts ==<br />
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)<br />
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)<br />
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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<br />
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: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.)<br />
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: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)<br />
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== Possible Bug ==<br />
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)<br />
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:<br />
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*leather<br />
*body parts<br />
*plant cloth<br />
*rough gems<br />
*leather<br />
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)<br />
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:<br />
::*rough...colour<br />
::*stone...rock (has bauxite)<br />
::*gems...shining (has indigo tourmalines)<br />
::*tree...life (has palm logs)<br />
::*bones...yes (has mule bones. I liked that mule)<br />
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)<br />
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)<br />
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)<br />
::::If he wanted raw glass, he should've been mumbling "raw... [green/clear/crystal]". It was only in the old 2D version where "rough gems" (and its secretive/possessed equivalents) could occasionally mean "raw glass". --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)<br />
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)<br />
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).<br />
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== Magma Workshops ==<br />
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]]<br />
: 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)<br />
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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)<br />
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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)<br />
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== Obsidian Farming SCIENCE ==<br />
Someone needs to figure out definitely whether obsidian farming allows more moods.<br />
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== 'Nother Possible Bug ==<br />
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]<br />
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)<br />
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)<br />
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== Yet another possible bug ==<br />
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see "Degel Zefonusan has begun a mysterious construction!". I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)<br />
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)<br />
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== And another bug... ==<br />
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. <br />
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)<br />
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)<br />
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== Fell mood murder ==<br />
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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)<br />
: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)<br />
: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)<br />
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::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)<br />
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:::Interesting, very interesting. I thought fell moods always involved a murder. Is there any chance that the dead dwarf was alive when the mood started?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)<br />
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the "material" might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)<br />
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)<br />
<br />
== Skills affected by artifact creation ==<br />
<br />
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)<br />
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)<br />
<br />
== Possessed Mood Causes ==<br />
<br />
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''"On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202."'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)<br />
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)<br />
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)<br />
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)<br />
:::Nope. A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message " has been possessed!" and it comes directly from the 0..2 random number test mentioned below. It's random, you've had slightly bad luck, but your experience is well within statistically expected results. You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls. You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)<br />
:It's all a coincidence. I just disassembled the bit of the 0.31.08 strange mood that chooses mood type. It hasn't changed since the .40d days, except for excessive optimization by the compiler.<br />
:*First, a random number between 0 and 49 is generated.<br />
:*If that number is ''higher'' than the dwarf's current happiness scalar,<br />
:**then a random number between 0 and 1 is generated.<br />
:**0 results in a fell mood.<br />
:**1 results in a macabre mood.<br />
:*Otherwise, <br />
:**a random number between 0 and 2 is generated.<br />
:**0 results in a fey mood.<br />
:**1 results in a secretive mood.<br />
:**2 results in a possessed mood.<br />
:Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)<br />
::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)<br />
:::It's all a coincidence. Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 14:57, 14 May 2011 (UTC)<br />
: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)<br />
::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]]<br />
:::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)<br />
::::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)<br />
:::::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.<br />
{{Spoil small|<br />
<pre><br />
; This is the test that determines whether the dwarf will get a fell or<br />
; macabre mood, or one of the happier moods.<br />
<br />
; This HORRIBLE piece of code derives a random number in the inclusive<br />
; range [0..49] decimal. It is so awful because it was compiled using<br />
; full optimization (on a piece of code that runs once per hour at best.<br />
; The whole binary is like this.)<br />
<br />
; I am not going to work through all the math here, but I did run a<br />
; test on this snippet. For all possible inputs, the output is in<br />
; [0..49]. I assume it is normally distributed in the statistical sense.<br />
<br />
call MT_RAND ; MT_RAND is the well-known Mersenne<br />
; Twister random number generator.<br />
mov ecx, eax<br />
mov eax, 3<br />
mul ecx<br />
mov eax, ecx<br />
sub eax, edx<br />
shr eax, 1<br />
add eax, edx<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 0C7FFFFFDh<br />
mul ecx<br />
mov ecx, a_creature_vector.Start ; This is one of the creature vectors.<br />
; It is not the one that Dwarf Therapist uses,<br />
; so it's probably not "main_creature_vector".<br />
; This vector might contain only dwarfs.<br />
mov eax, [ecx+edi*4] ; EDI is an index into that vector, so this<br />
; selects the dwarf that is going to get a mood.<br />
shr edx, 19h ; EDX now contains a random number in [0..49].<br />
<br />
; !!!!!! THIS IS AN IMPORTANT PART !!!!!!<br />
cmp edx, [eax+710h] ; 710 is the offset of the happiness scalar of<br />
; the dwarf. (Verified with Dwarf Therapist.)<br />
<br />
jge @@do_unhappy_mood ; We compared the random number with the dwarf's<br />
; happiness. This chooses between good and bad<br />
; moods.<br />
<br />
; If we get here, we're doing a good mood.<br />
; Now we generate a second random number, this time in [0..2].<br />
; Again, I have verified that for all possible inputs, the output is in [0..2].<br />
<br />
call MT_RAND<br />
<br />
mov ecx, eax<br />
mov eax, 3<br />
mul ecx<br />
mov eax, ecx<br />
sub eax, edx<br />
shr eax, 1<br />
add eax, edx<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 0BFFFFFFFh<br />
mul ecx<br />
shr edx, 1Dh ; EDX now contains a random number in [0..2].<br />
<br />
; !!!!!! THIS IS AN IMPORTANT PART !!!!!!<br />
; We have generated a random number that is 0, 1, or 2. Now we figure out<br />
; which of those possibilities it actually was, and branch accordingly.<br />
sub edx, ZERO ; The ZERO is actually the EBX register, which<br />
; was zeroed at the beginning of the routine<br />
; and remains zero throughout.<br />
jz @@fey_mood<br />
<br />
dec edx<br />
jz short @@secretive_mood<br />
<br />
dec edx<br />
jnz @@end_of_mood_setup ; This jump would skip the case statement if<br />
; the tested value was not in [0..2].<br />
; Above, we have seen that that can't happen.<br />
@@possessed_mood:<br />
mov ecx, a_creature_vector.Start<br />
mov edx, [ecx+edi*4]<br />
mov eax, 2 ; 2 is possessed mood.<br />
mov [edx+210h], ax ; 210 is the offset for mood type.<br />
mov ecx, a_creature_vector.Start<br />
mov ecx, [ecx+edi*4]<br />
push ZERO<br />
lea edx, [esp+1F0h+a_message_string]<br />
call prep_string_var<br />
<br />
push 14h<br />
mov eax, offset HasBeenPossessed ; " has been possessed!"<br />
lea ecx, [esp+1F0h+a_message_string]<br />
call fixedlength_ascii_to_string<br />
<br />
mov edx, 5<br />
mov word ptr [esp+1ECh+var_1BC+2], dx<br />
mov byte ptr [esp+1ECh+var_1B8], 1<br />
jmp @@end_of_mood_setup<br />
</pre><br />
|Disassembly of mood choice code}}<br />
:::::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)<br />
<br />
== Shells == <br />
<br />
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .<br />
: 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)<br />
<br />
== Materials in hospitals ==<br />
<br />
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. <sup>05:34, 17 June 2010 Bungler</sup><br />
:That kind of makes sense, similar to how trader's goods can't be used. Did you try setting the level of material required by the hospital to 0?<br/>Incidentally, four tildes <nowiki>~~~~</nowiki> signs your talk page posts.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)<br />
<br />
== Metal working dwarves and magma workshops... ==<br />
<br />
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost "power". The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)<br />
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)<br />
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)<br />
<br />
== Possessed Mood and Experience ==<br />
<br />
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact. The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.<br />
:Coincidence. Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary. I just checked my disassembly of 0.31.06. All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything. This is the same as its always been.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)<br />
<br />
== Mining exp? ==<br />
<br />
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)<br />
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.<br />
<br />
== Population of 20+==<br />
<br />
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)<br />
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)<br />
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)<br />
:::The claims are on this page, about halfway down. No evidence was presented, nor requested.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)<br />
I have had one with 11 dwarfs.<br />
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)<br />
<br />
::::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...<br />
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)<br />
<br />
:::::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.<br />
::::: The first game was 14 + 7 = 21 Dwarves before the mood happened, 2 days after the immigrants arrived.<br />
::::: The second game was 14 + 3 = 17 Dwarves before the mood happened, 8 days after the immigrants arrived.<br />
<br />
:::::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)<br />
<br />
== Other requests ==<br />
<br />
Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for "<b>adamantine wafers</b>", exactly. Of course, he got it, just stopped on "body parts", which i have 200 at hand, no burrows. He's just a little bitch.<br />
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)<br />
: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)<br />
<br />
== Strange problem with moods ==<br />
<br />
I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)<br />
: Do you have both silk and plant cloth? Both are requested as "stacked cloth" but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)<br />
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)<br />
<br />
== Woodcrafter mood? ==<br />
<br />
I had a woodcrafter get a secretive mood. He claimed a mechanics shop. Clearly he should have claimed a craftsdwarf shop. I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills. I don't use any other DF tools, so I couldn't see the exact experience levels. My hypothesis is one of two things. First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions? Second, perhaps both were exactly the same skill level. Moods pick a random one, or pick one different from the one the title uses? Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)<br />
: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)<br />
::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)<br />
:::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)<br />
<br />
== Magma Forge vs. Normal Forge ==<br />
<br />
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<br />
: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)<br />
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 DF2010 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)<br />
<br />
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><br />
: 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)<br />
<br />
:: 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)<br />
<br />
:::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)<br />
<br />
::::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<br />
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)<br />
<br />
== Highest experience skill not chosen ==<br />
<br />
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.<br />
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)<br />
<br />
== multiple items not always displayed longer ==<br />
<br />
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)<br />
<br />
: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.<br />
<br />
::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]]<br />
<br />
== Random mood crafting. ==<br />
<br />
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)<br />
<br />
: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)<br />
<br />
: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.<br />
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)<br />
<br />
== Rock Blocks in Strange Mood ==<br />
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.<br />
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)<br />
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== Farmer + Strange Mood = Legendary Weaponsmith ==<br />
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)<br />
: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)<br />
::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)<br />
<br />
== Starvation/Dehydration ==<br />
Can a dwarf die from either while in a mood?<br />
<br />
: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!!.<br />
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== Dwarf not using available materials? ==<br />
<br />
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)<br />
: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)<br />
::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)<br />
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== "The type of artifact created will depend on the dwarf's highest skill." - what with soaper? ==<br />
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Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)<br />
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== Fun fact ==<br />
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)<br />
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)<br />
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==Yet Another Bone Carving Bug==<br />
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)<br />
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: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)<br />
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== Clothier won't take materials ==<br />
<br />
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?<br />
: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)<br />
::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)<br />
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)<br />
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== Fell Moods with different workshops? ==<br />
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...<br />
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==Do Dwarves Steal==<br />
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)<br />
: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)<br />
::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)<br />
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<br />
==cloth... thread...==<br />
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)<br />
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==Infinite logs loop?==<br />
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)<br />
:See [[Planepacked]]. --[[User:Quietust|Quietust]] 14:58, 17 May 2011 (UTC)<br />
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==New skills not moodable==<br />
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)<br />
: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)<br />
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== Profession != Highest skill ==<br />
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)<br />
: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)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&diff=150649v0.31 Talk:Strange mood2011-06-23T20:20:10Z<p>0x517A5D: /* Possessed Mood Causes */</p>
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<div>== Fell/Macabre Moods ==<br />
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]<br />
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)<br />
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves "z" screen loses all the personality info when they go insane[[User:Cpad|Cpad]]<br />
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)<br />
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)<br />
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)<br />
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]<br />
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<br />
I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is "Leave me. I need things... certain things"--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)<br />
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<br />
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)<br />
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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)<br />
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== Never Claiming a Workshop? ==<br />
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again? <sup>00:59, 29 July 2010 69.134.0.97</sup><br />
:Please list all of his skills and the skill levels in them. Plant processing was not a "moodable" skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.<br/>Check (t, then cursor over workshops) if any building component (marked with a <nowiki>[B]</nowiki> of any workshop is {forbidden}.<br/>And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)<br />
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010<br />
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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)<br />
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)<br />
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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)<br />
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== Body Parts? ==<br />
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a "how do you do". Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)<br />
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)<br />
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== Stopping at Nothing ==<br />
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)<br />
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)<br />
== I think we need to do complete rearrange on mood materials ==<br />
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I got fey mood and dorf kept screaming for "rock bars" and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.<br />
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)<br />
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Rock bars means metal bars, I think. That what satisfied my fey dorf.<br />
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -> metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)<br />
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)<br />
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse. I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)<br />
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]<br />
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)<br />
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:: I just had a guy ask for "rock bars" and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)<br />
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010<br />
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:: I had a guy ask for "rock bars" and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [<br />
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::In 0.31.06, my metalsmith interprets "rock bars" as rock block, which is rather confusing, because he also asked for "rock blocks". Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)<br />
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::In my case "rock bars" meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)<br />
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::I just had a fey dwarf asking for "rock bars". He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was "stricken by melancholy" just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)<br />
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P <sup>92.29.248.178, 18:39, 11 April 2010</sup><br />
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map. <sup>78.23.137.83, 15:32, 20 April 2010 </sup><br />
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]<br />
:So it does appear that mood trigger conditions have changed. I'll try to do some disassembly and report what I find. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)<br />
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)<br />
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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.<br />
<br />
- When my dwarf asked for Rock Bars I could fix it by making some iron bars.<br />
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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..<br />
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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.<br />
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== Saving & reloading not changing mood type ==<br />
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)<br />
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)<br />
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more <s>exploit</s> tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)<br />
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== Body Parts ==<br />
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)<br />
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)<br />
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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<br />
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: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.)<br />
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: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)<br />
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== Possible Bug ==<br />
<br />
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)<br />
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:<br />
<br />
*leather<br />
*body parts<br />
*plant cloth<br />
*rough gems<br />
*leather<br />
<br />
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)<br />
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:<br />
::*rough...colour<br />
::*stone...rock (has bauxite)<br />
::*gems...shining (has indigo tourmalines)<br />
::*tree...life (has palm logs)<br />
::*bones...yes (has mule bones. I liked that mule)<br />
<br />
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)<br />
<br />
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)<br />
<br />
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)<br />
::::If he wanted raw glass, he should've been mumbling "raw... [green/clear/crystal]". It was only in the old 2D version where "rough gems" (and its secretive/possessed equivalents) could occasionally mean "raw glass". --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)<br />
<br />
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)<br />
<br />
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).<br />
<br />
== Magma Workshops ==<br />
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]]<br />
: 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)<br />
<br />
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)<br />
<br />
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)<br />
<br />
== Obsidian Farming SCIENCE ==<br />
Someone needs to figure out definitely whether obsidian farming allows more moods.<br />
<br />
== 'Nother Possible Bug ==<br />
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]<br />
<br />
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)<br />
<br />
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)<br />
<br />
== Yet another possible bug ==<br />
<br />
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see "Degel Zefonusan has begun a mysterious construction!". I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)<br />
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)<br />
<br />
== And another bug... ==<br />
<br />
I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. <br />
<br />
Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)<br />
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)<br />
<br />
== Fell mood murder ==<br />
<br />
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)<br />
: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)<br />
: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)<br />
<br />
::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)<br />
<br />
:::Interesting, very interesting. I thought fell moods always involved a murder. Is there any chance that the dead dwarf was alive when the mood started?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)<br />
<br />
::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the "material" might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)<br />
<br />
:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)<br />
<br />
== Skills affected by artifact creation ==<br />
<br />
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)<br />
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)<br />
<br />
== Possessed Mood Causes ==<br />
<br />
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''"On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202."'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)<br />
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)<br />
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)<br />
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)<br />
:::Nope. A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message " has been possessed!" and it comes directly from the 0..2 random number test mentioned below. It's random, you've had slightly bad luck, but your experience is well within statistically expected results. You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls. You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)<br />
:It's all a coincidence. I just disassembled the bit of the 0.31.08 strange mood that chooses mood type. It hasn't changed since the .40d days, except for excessive optimization by the compiler.<br />
:*First, a random number between 0 and 49 is generated.<br />
:*If that number is ''higher'' than the dwarf's current happiness scalar,<br />
:**then a random number between 0 and 1 is generated.<br />
:**0 results in a fell mood.<br />
:**1 results in a macabre mood.<br />
:*Otherwise, <br />
:**a random number between 0 and 2 is generated.<br />
:**0 results in a fey mood.<br />
:**1 results in a secretive mood.<br />
:**2 results in a possessed mood.<br />
:Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)<br />
::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)<br />
:::It's all a coincidence. Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 14:57, 14 May 2011 (UTC)<br />
: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)<br />
::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]]<br />
:::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)<br />
::::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)<br />
:::::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.<br />
<pre><br />
; This is the test that determines whether the dwarf will get a fell or<br />
; macabre mood, or one of the happier moods.<br />
<br />
; This HORRIBLE piece of code derives a random number in the inclusive<br />
; range [0..49] decimal. It is so awful because it was compiled using<br />
; full optimization (on a piece of code that runs once per hour at best.<br />
; The whole binary is like this.)<br />
<br />
; I am not going to work through all the math here, but I did run a<br />
; test on this snippet. For all possible inputs, the output is in<br />
; [0..49]. I assume it is normally distributed in the statistical sense.<br />
<br />
call MT_RAND ; MT_RAND is the well-known Mersenne<br />
; Twister random number generator.<br />
mov ecx, eax<br />
mov eax, 3<br />
mul ecx<br />
mov eax, ecx<br />
sub eax, edx<br />
shr eax, 1<br />
add eax, edx<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 0C7FFFFFDh<br />
mul ecx<br />
mov ecx, a_creature_vector.Start ; This is one of the creature vectors.<br />
; It is not the one that Dwarf Therapist uses,<br />
; so it's probably not "main_creature_vector".<br />
; This vector might contain only dwarfs.<br />
mov eax, [ecx+edi*4] ; EDI is an index into that vector, so this<br />
; selects the dwarf that is going to get a mood.<br />
shr edx, 19h ; EDX now contains a random number in [0..49].<br />
<br />
; !!!!!! THIS IS AN IMPORTANT PART !!!!!!<br />
cmp edx, [eax+710h] ; 710 is the offset of the happiness scalar of<br />
; the dwarf. (Verified with Dwarf Therapist.)<br />
<br />
jge @@do_unhappy_mood ; We compared the random number with the dwarf's<br />
; happiness. This chooses between good and bad<br />
; moods.<br />
<br />
; If we get here, we're doing a good mood.<br />
; Now we generate a second random number, this time in [0..2].<br />
; Again, I have verified that for all possible inputs, the output is in [0..2].<br />
<br />
call MT_RAND<br />
<br />
mov ecx, eax<br />
mov eax, 3<br />
mul ecx<br />
mov eax, ecx<br />
sub eax, edx<br />
shr eax, 1<br />
add eax, edx<br />
shr eax, 1Eh<br />
imul eax, 80000001h<br />
add ecx, eax<br />
mov eax, 0BFFFFFFFh<br />
mul ecx<br />
shr edx, 1Dh ; EDX now contains a random number in [0..2].<br />
<br />
; !!!!!! THIS IS AN IMPORTANT PART !!!!!!<br />
; We have generated a random number that is 0, 1, or 2. Now we figure out<br />
; which of those possibilities it actually was, and branch accordingly.<br />
sub edx, ZERO ; The ZERO is actually the EBX register, which<br />
; was zeroed at the beginning of the routine<br />
; and remains zero throughout.<br />
jz @@fey_mood<br />
<br />
dec edx<br />
jz short @@secretive_mood<br />
<br />
dec edx<br />
jnz @@end_of_mood_setup ; This jump would skip the case statement if<br />
; the tested value was not in [0..2].<br />
; Above, we have seen that that can't happen.<br />
@@possessed_mood:<br />
mov ecx, a_creature_vector.Start<br />
mov edx, [ecx+edi*4]<br />
mov eax, 2 ; 2 is possessed mood.<br />
mov [edx+210h], ax ; 210 is the offset for mood type.<br />
mov ecx, a_creature_vector.Start<br />
mov ecx, [ecx+edi*4]<br />
push ZERO<br />
lea edx, [esp+1F0h+a_message_string]<br />
call prep_string_var<br />
<br />
push 14h<br />
mov eax, offset HasBeenPossessed ; " has been possessed!"<br />
lea ecx, [esp+1F0h+a_message_string]<br />
call fixedlength_ascii_to_string<br />
<br />
mov edx, 5<br />
mov word ptr [esp+1ECh+var_1BC+2], dx<br />
mov byte ptr [esp+1ECh+var_1B8], 1<br />
jmp @@end_of_mood_setup<br />
</pre><br />
:::::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 />
<br />
== Shells == <br />
<br />
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .<br />
: 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)<br />
<br />
== Materials in hospitals ==<br />
<br />
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. <sup>05:34, 17 June 2010 Bungler</sup><br />
:That kind of makes sense, similar to how trader's goods can't be used. Did you try setting the level of material required by the hospital to 0?<br/>Incidentally, four tildes <nowiki>~~~~</nowiki> signs your talk page posts.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)<br />
<br />
== Metal working dwarves and magma workshops... ==<br />
<br />
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost "power". The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)<br />
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)<br />
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)<br />
<br />
== Possessed Mood and Experience ==<br />
<br />
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact. The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.<br />
:Coincidence. Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary. I just checked my disassembly of 0.31.06. All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything. This is the same as its always been.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)<br />
<br />
== Mining exp? ==<br />
<br />
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)<br />
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.<br />
<br />
== Population of 20+==<br />
<br />
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)<br />
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)<br />
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)<br />
:::The claims are on this page, about halfway down. No evidence was presented, nor requested.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)<br />
I have had one with 11 dwarfs.<br />
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)<br />
<br />
::::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...<br />
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)<br />
<br />
:::::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.<br />
::::: The first game was 14 + 7 = 21 Dwarves before the mood happened, 2 days after the immigrants arrived.<br />
::::: The second game was 14 + 3 = 17 Dwarves before the mood happened, 8 days after the immigrants arrived.<br />
<br />
:::::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)<br />
<br />
== Other requests ==<br />
<br />
Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for "<b>adamantine wafers</b>", exactly. Of course, he got it, just stopped on "body parts", which i have 200 at hand, no burrows. He's just a little bitch.<br />
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)<br />
: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)<br />
<br />
== Strange problem with moods ==<br />
<br />
I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)<br />
: Do you have both silk and plant cloth? Both are requested as "stacked cloth" but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)<br />
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)<br />
<br />
== Woodcrafter mood? ==<br />
<br />
I had a woodcrafter get a secretive mood. He claimed a mechanics shop. Clearly he should have claimed a craftsdwarf shop. I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills. I don't use any other DF tools, so I couldn't see the exact experience levels. My hypothesis is one of two things. First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions? Second, perhaps both were exactly the same skill level. Moods pick a random one, or pick one different from the one the title uses? Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)<br />
: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)<br />
::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)<br />
:::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)<br />
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== Magma Forge vs. Normal Forge ==<br />
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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<br />
: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)<br />
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 DF2010 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)<br />
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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><br />
: 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)<br />
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:: 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)<br />
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:::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)<br />
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::::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<br />
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)<br />
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== Highest experience skill not chosen ==<br />
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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.<br />
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)<br />
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== multiple items not always displayed longer ==<br />
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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)<br />
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: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.<br />
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== Random mood crafting. ==<br />
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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)<br />
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: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)<br />
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: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.<br />
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)<br />
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== Rock Blocks in Strange Mood ==<br />
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.<br />
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)<br />
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== Farmer + Strange Mood = Legendary Weaponsmith ==<br />
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)<br />
: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)<br />
::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)<br />
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== Starvation/Dehydration ==<br />
Can a dwarf die from either while in a mood?<br />
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: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!!.<br />
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== Dwarf not using available materials? ==<br />
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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)<br />
: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)<br />
::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)<br />
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== "The type of artifact created will depend on the dwarf's highest skill." - what with soaper? ==<br />
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Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)<br />
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== Fun fact ==<br />
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)<br />
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)<br />
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==Yet Another Bone Carving Bug==<br />
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)<br />
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: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)<br />
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== Clothier won't take materials ==<br />
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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?<br />
: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)<br />
::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)<br />
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)<br />
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== Fell Moods with different workshops? ==<br />
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...<br />
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==Do Dwarves Steal==<br />
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)<br />
: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)<br />
::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)<br />
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==cloth... thread...==<br />
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)<br />
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==Infinite logs loop?==<br />
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)<br />
:See [[Planepacked]]. --[[User:Quietust|Quietust]] 14:58, 17 May 2011 (UTC)<br />
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==New skills not moodable==<br />
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)<br />
: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)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&diff=149201v0.31 Talk:Strange mood2011-05-14T14:57:04Z<p>0x517A5D: /* Possessed Mood Causes */</p>
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<div>== Fell/Macabre Moods ==<br />
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]<br />
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)<br />
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves "z" screen loses all the personality info when they go insane[[User:Cpad|Cpad]]<br />
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)<br />
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)<br />
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)<br />
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]<br />
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is "Leave me. I need things... certain things"--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)<br />
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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)<br />
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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)<br />
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== Never Claiming a Workshop? ==<br />
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again? <sup>00:59, 29 July 2010 69.134.0.97</sup><br />
:Please list all of his skills and the skill levels in them. Plant processing was not a "moodable" skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.<br/>Check (t, then cursor over workshops) if any building component (marked with a <nowiki>[B]</nowiki> of any workshop is {forbidden}.<br/>And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)<br />
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010<br />
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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)<br />
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)<br />
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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)<br />
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== Body Parts? ==<br />
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a "how do you do". Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)<br />
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)<br />
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== Stopping at Nothing ==<br />
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)<br />
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)<br />
== I think we need to do complete rearrange on mood materials ==<br />
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I got fey mood and dorf kept screaming for "rock bars" and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.<br />
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)<br />
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Rock bars means metal bars, I think. That what satisfied my fey dorf.<br />
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -> metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)<br />
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)<br />
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse. I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)<br />
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]<br />
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)<br />
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:: I just had a guy ask for "rock bars" and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)<br />
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010<br />
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:: I had a guy ask for "rock bars" and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [<br />
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::In 0.31.06, my metalsmith interprets "rock bars" as rock block, which is rather confusing, because he also asked for "rock blocks". Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)<br />
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::In my case "rock bars" meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)<br />
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::I just had a fey dwarf asking for "rock bars". He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was "stricken by melancholy" just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)<br />
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P <sup>92.29.248.178, 18:39, 11 April 2010</sup><br />
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map. <sup>78.23.137.83, 15:32, 20 April 2010 </sup><br />
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]<br />
:So it does appear that mood trigger conditions have changed. I'll try to do some disassembly and report what I find. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)<br />
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)<br />
<br />
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.<br />
<br />
- When my dwarf asked for Rock Bars I could fix it by making some iron bars.<br />
<br />
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..<br />
<br />
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.<br />
<br />
== Saving & reloading not changing mood type ==<br />
<br />
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)<br />
<br />
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)<br />
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more <s>exploit</s> tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)<br />
<br />
== Body Parts ==<br />
<br />
Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)<br />
<br />
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)<br />
<br />
: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<br />
<br />
: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.)<br />
<br />
: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)<br />
<br />
== Possible Bug ==<br />
<br />
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)<br />
<br />
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:<br />
<br />
*leather<br />
*body parts<br />
*plant cloth<br />
*rough gems<br />
*leather<br />
<br />
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)<br />
<br />
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:<br />
::*rough...colour<br />
::*stone...rock (has bauxite)<br />
::*gems...shining (has indigo tourmalines)<br />
::*tree...life (has palm logs)<br />
::*bones...yes (has mule bones. I liked that mule)<br />
<br />
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)<br />
<br />
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)<br />
<br />
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)<br />
::::If he wanted raw glass, he should've been mumbling "raw... [green/clear/crystal]". It was only in the old 2D version where "rough gems" (and its secretive/possessed equivalents) could occasionally mean "raw glass". --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)<br />
<br />
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)<br />
<br />
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).<br />
<br />
== Magma Workshops ==<br />
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]]<br />
: 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)<br />
<br />
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)<br />
<br />
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)<br />
<br />
== Obsidian Farming SCIENCE ==<br />
Someone needs to figure out definitely whether obsidian farming allows more moods.<br />
<br />
== 'Nother Possible Bug ==<br />
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]<br />
<br />
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)<br />
<br />
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)<br />
<br />
== Yet another possible bug ==<br />
<br />
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see "Degel Zefonusan has begun a mysterious construction!". I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)<br />
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)<br />
<br />
== And another bug... ==<br />
<br />
I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. <br />
<br />
Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)<br />
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)<br />
<br />
== Fell mood murder ==<br />
<br />
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)<br />
: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)<br />
: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)<br />
<br />
::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)<br />
<br />
:::Interesting, very interesting. I thought fell moods always involved a murder. Is there any chance that the dead dwarf was alive when the mood started?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)<br />
<br />
::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the "material" might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)<br />
<br />
:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)<br />
<br />
== Skills affected by artifact creation ==<br />
<br />
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)<br />
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)<br />
<br />
== Possessed Mood Causes ==<br />
<br />
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''"On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202."'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)<br />
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)<br />
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)<br />
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)<br />
:::Nope. A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message " has been possessed!" and it comes directly from the 0..2 random number test mentioned below. It's random, you've had slightly bad luck, but your experience is well within statistically expected results. You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls. You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)<br />
:It's all a coincidence. I just disassembled the bit of the 0.31.08 strange mood that chooses mood type. It hasn't changed since the .40d days, except for excessive optimization by the compiler.<br />
:*First, a random number between 0 and 49 is generated.<br />
:*If that number is ''higher'' than the dwarf's current happiness scalar,<br />
:**then a random number between 0 and 1 is generated.<br />
:**0 results in a fell mood.<br />
:**1 results in a macabre mood.<br />
:*Otherwise, <br />
:**a random number between 0 and 2 is generated.<br />
:**0 results in a fey mood.<br />
:**1 results in a secretive mood.<br />
:**2 results in a possessed mood.<br />
:Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)<br />
::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)<br />
:::It's all a coincidence. Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 14:57, 14 May 2011 (UTC)<br />
: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.<br />
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)<br />
::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]]<br />
<br />
== Shells == <br />
<br />
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .<br />
: 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)<br />
<br />
== Materials in hospitals ==<br />
<br />
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. <sup>05:34, 17 June 2010 Bungler</sup><br />
:That kind of makes sense, similar to how trader's goods can't be used. Did you try setting the level of material required by the hospital to 0?<br/>Incidentally, four tildes <nowiki>~~~~</nowiki> signs your talk page posts.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)<br />
<br />
== Metal working dwarves and magma workshops... ==<br />
<br />
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost "power". The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)<br />
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)<br />
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)<br />
<br />
== Possessed Mood and Experience ==<br />
<br />
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact. The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.<br />
:Coincidence. Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary. I just checked my disassembly of 0.31.06. All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything. This is the same as its always been.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)<br />
<br />
== Mining exp? ==<br />
<br />
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)<br />
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.<br />
<br />
== Population of 20+==<br />
<br />
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)<br />
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)<br />
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)<br />
:::The claims are on this page, about halfway down. No evidence was presented, nor requested.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)<br />
I have had one with 11 dwarfs.<br />
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)<br />
<br />
::::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...<br />
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)<br />
<br />
:::::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.<br />
::::: The first game was 14 + 7 = 21 Dwarves before the mood happened, 2 days after the immigrants arrived.<br />
::::: The second game was 14 + 3 = 17 Dwarves before the mood happened, 8 days after the immigrants arrived.<br />
<br />
:::::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)<br />
<br />
== Other requests ==<br />
<br />
Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for "<b>adamantine wafers</b>", exactly. Of course, he got it, just stopped on "body parts", which i have 200 at hand, no burrows. He's just a little bitch.<br />
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)<br />
: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)<br />
<br />
== Strange problem with moods ==<br />
<br />
I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)<br />
: Do you have both silk and plant cloth? Both are requested as "stacked cloth" but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)<br />
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)<br />
<br />
== Woodcrafter mood? ==<br />
<br />
I had a woodcrafter get a secretive mood. He claimed a mechanics shop. Clearly he should have claimed a craftsdwarf shop. I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills. I don't use any other DF tools, so I couldn't see the exact experience levels. My hypothesis is one of two things. First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions? Second, perhaps both were exactly the same skill level. Moods pick a random one, or pick one different from the one the title uses? Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)<br />
: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)<br />
::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)<br />
:::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)<br />
<br />
== Magma Forge vs. Normal Forge ==<br />
<br />
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<br />
: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)<br />
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 DF2010 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)<br />
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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><br />
: 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)<br />
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:: 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)<br />
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:::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)<br />
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::::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<br />
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)<br />
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== Highest experience skill not chosen ==<br />
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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.<br />
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)<br />
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== multiple items not always displayed longer ==<br />
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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)<br />
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: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.<br />
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== Random mood crafting. ==<br />
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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)<br />
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: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)<br />
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: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.<br />
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)<br />
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== Rock Blocks in Strange Mood ==<br />
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.<br />
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)<br />
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== Farmer + Strange Mood = Legendary Weaponsmith ==<br />
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)<br />
: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)<br />
::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)<br />
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== Starvation/Dehydration ==<br />
Can a dwarf die from either while in a mood?<br />
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: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!!.<br />
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== Dwarf not using available materials? ==<br />
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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)<br />
: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)<br />
::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)<br />
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== "The type of artifact created will depend on the dwarf's highest skill." - what with soaper? ==<br />
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Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)<br />
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== Fun fact ==<br />
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)<br />
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)<br />
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==Yet Another Bone Carving Bug==<br />
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)<br />
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: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)<br />
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== Clothier won't take materials ==<br />
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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?<br />
: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)<br />
::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)<br />
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)<br />
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== Fell Moods with different workshops? ==<br />
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...<br />
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==Do Dwarves Steal==<br />
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)<br />
: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)<br />
::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)<br />
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==cloth... thread...==<br />
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)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&diff=142864v0.31 Talk:Strange mood2011-03-27T23:49:38Z<p>0x517A5D: /* Do Dwarves Steal */</p>
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<div>== Fell/Macabre Moods ==<br />
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]<br />
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)<br />
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves "z" screen loses all the personality info when they go insane[[User:Cpad|Cpad]]<br />
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)<br />
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)<br />
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)<br />
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]<br />
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is "Leave me. I need things... certain things"--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)<br />
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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)<br />
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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)<br />
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== Never Claiming a Workshop? ==<br />
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again? <sup>00:59, 29 July 2010 69.134.0.97</sup><br />
:Please list all of his skills and the skill levels in them. Plant processing was not a "moodable" skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.<br/>Check (t, then cursor over workshops) if any building component (marked with a <nowiki>[B]</nowiki> of any workshop is {forbidden}.<br/>And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)<br />
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010<br />
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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)<br />
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)<br />
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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)<br />
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== Body Parts? ==<br />
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a "how do you do". Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)<br />
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)<br />
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== Stopping at Nothing ==<br />
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)<br />
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)<br />
== I think we need to do complete rearrange on mood materials ==<br />
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I got fey mood and dorf kept screaming for "rock bars" and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.<br />
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)<br />
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Rock bars means metal bars, I think. That what satisfied my fey dorf.<br />
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -> metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)<br />
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)<br />
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse. I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)<br />
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]<br />
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)<br />
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:: I just had a guy ask for "rock bars" and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)<br />
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010<br />
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:: I had a guy ask for "rock bars" and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [<br />
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::In 0.31.06, my metalsmith interprets "rock bars" as rock block, which is rather confusing, because he also asked for "rock blocks". Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)<br />
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::In my case "rock bars" meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)<br />
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::I just had a fey dwarf asking for "rock bars". He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was "stricken by melancholy" just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)<br />
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P <sup>92.29.248.178, 18:39, 11 April 2010</sup><br />
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map. <sup>78.23.137.83, 15:32, 20 April 2010 </sup><br />
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]<br />
:So it does appear that mood trigger conditions have changed. I'll try to do some disassembly and report what I find. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)<br />
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)<br />
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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.<br />
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.<br />
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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..<br />
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== Saving & reloading not changing mood type ==<br />
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)<br />
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)<br />
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more <s>exploit</s> tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)<br />
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== Body Parts ==<br />
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)<br />
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)<br />
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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<br />
<br />
: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.)<br />
<br />
: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)<br />
<br />
== Possible Bug ==<br />
<br />
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)<br />
<br />
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:<br />
<br />
*leather<br />
*body parts<br />
*plant cloth<br />
*rough gems<br />
*leather<br />
<br />
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)<br />
<br />
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:<br />
::*rough...colour<br />
::*stone...rock (has bauxite)<br />
::*gems...shining (has indigo tourmalines)<br />
::*tree...life (has palm logs)<br />
::*bones...yes (has mule bones. I liked that mule)<br />
<br />
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)<br />
<br />
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)<br />
<br />
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)<br />
::::If he wanted raw glass, he should've been mumbling "raw... [green/clear/crystal]". It was only in the old 2D version where "rough gems" (and its secretive/possessed equivalents) could occasionally mean "raw glass". --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)<br />
<br />
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)<br />
<br />
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).<br />
<br />
== Magma Workshops ==<br />
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]]<br />
: 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)<br />
<br />
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)<br />
<br />
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)<br />
<br />
== Obsidian Farming SCIENCE ==<br />
Someone needs to figure out definitely whether obsidian farming allows more moods.<br />
<br />
== 'Nother Possible Bug ==<br />
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]<br />
<br />
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)<br />
<br />
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)<br />
<br />
== Yet another possible bug ==<br />
<br />
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see "Degel Zefonusan has begun a mysterious construction!". I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)<br />
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)<br />
<br />
== And another bug... ==<br />
<br />
I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. <br />
<br />
Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)<br />
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)<br />
<br />
== Fell mood murder ==<br />
<br />
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)<br />
: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)<br />
: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)<br />
<br />
::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)<br />
<br />
:::Interesting, very interesting. I thought fell moods always involved a murder. Is there any chance that the dead dwarf was alive when the mood started?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)<br />
<br />
::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the "material" might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)<br />
<br />
:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)<br />
<br />
== Skills affected by artifact creation ==<br />
<br />
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)<br />
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)<br />
<br />
== Possessed Mood Causes ==<br />
<br />
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''"On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202."'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)<br />
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)<br />
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)<br />
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)<br />
:::Nope. A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message " has been possessed!" and it comes directly from the 0..2 random number test mentioned below. It's random, you've had slightly bad luck, but your experience is well within statistically expected results. You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls. You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)<br />
:It's all a coincidence. I just disassembled the bit of the 0.31.08 strange mood that chooses mood type. It hasn't changed since the .40d days, except for excessive optimization by the compiler.<br />
:*First, a random number between 0 and 49 is generated.<br />
:*If that number is ''higher'' than the dwarf's current happiness scalar,<br />
:**then a random number between 0 and 1 is generated.<br />
:**0 results in a fell mood.<br />
:**1 results in a macabre mood.<br />
:*Otherwise, <br />
:**a random number between 0 and 2 is generated.<br />
:**0 results in a fey mood.<br />
:**1 results in a secretive mood.<br />
:**2 results in a possessed mood.<br />
:Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)<br />
<br />
<br />
: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.<br />
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)<br />
<br />
== Shells == <br />
<br />
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .<br />
: 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)<br />
<br />
== Materials in hospitals ==<br />
<br />
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. <sup>05:34, 17 June 2010 Bungler</sup><br />
:That kind of makes sense, similar to how trader's goods can't be used. Did you try setting the level of material required by the hospital to 0?<br/>Incidentally, four tildes <nowiki>~~~~</nowiki> signs your talk page posts.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)<br />
<br />
== Metal working dwarves and magma workshops... ==<br />
<br />
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost "power". The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)<br />
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)<br />
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)<br />
<br />
== Possessed Mood and Experience ==<br />
<br />
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact. The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.<br />
:Coincidence. Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary. I just checked my disassembly of 0.31.06. All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything. This is the same as its always been.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)<br />
<br />
== Mining exp? ==<br />
<br />
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)<br />
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.<br />
<br />
== Population of 20+==<br />
<br />
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)<br />
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)<br />
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)<br />
:::The claims are on this page, about halfway down. No evidence was presented, nor requested.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)<br />
I have had one with 11 dwarfs.<br />
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)<br />
<br />
::::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...<br />
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)<br />
<br />
== Other requests ==<br />
<br />
Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for "<b>adamantine wafers</b>", exactly. Of course, he got it, just stopped on "body parts", which i have 200 at hand, no burrows. He's just a little bitch.<br />
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)<br />
: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)<br />
<br />
== Strange problem with moods ==<br />
<br />
I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)<br />
: Do you have both silk and plant cloth? Both are requested as "stacked cloth" but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)<br />
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)<br />
<br />
== Woodcrafter mood? ==<br />
<br />
I had a woodcrafter get a secretive mood. He claimed a mechanics shop. Clearly he should have claimed a craftsdwarf shop. I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills. I don't use any other DF tools, so I couldn't see the exact experience levels. My hypothesis is one of two things. First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions? Second, perhaps both were exactly the same skill level. Moods pick a random one, or pick one different from the one the title uses? Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)<br />
: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)<br />
::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)<br />
<br />
== Magma Forge vs. Normal Forge ==<br />
<br />
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<br />
: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)<br />
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 DF2010 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)<br />
<br />
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><br />
: 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)<br />
<br />
:: 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)<br />
<br />
:::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)<br />
<br />
::::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<br />
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)<br />
<br />
== Highest experience skill not chosen ==<br />
<br />
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.<br />
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)<br />
<br />
== multiple items not always displayed longer ==<br />
<br />
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)<br />
<br />
: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.<br />
<br />
== Random mood crafting. ==<br />
<br />
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)<br />
<br />
: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)<br />
<br />
: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.<br />
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)<br />
<br />
== Rock Blocks in Strange Mood ==<br />
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.<br />
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)<br />
<br />
== Farmer + Strange Mood = Legendary Weaponsmith ==<br />
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)<br />
: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)<br />
::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)<br />
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== Starvation/Dehydration ==<br />
Can a dwarf die from either while in a mood?<br />
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== Dwarf not using available materials? ==<br />
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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)<br />
: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)<br />
::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)<br />
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== "The type of artifact created will depend on the dwarf's highest skill." - what with soaper? ==<br />
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Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)<br />
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== Fun fact ==<br />
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)<br />
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)<br />
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==Yet Another Bone Carving Bug==<br />
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)<br />
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: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)<br />
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== Clothier won't take materials ==<br />
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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?<br />
: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)<br />
::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)<br />
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)<br />
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== Fell Moods with different workshops? ==<br />
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...<br />
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==Do Dwarves Steal==<br />
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)<br />
: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)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&diff=128527v0.31 Talk:Strange mood2010-09-30T22:40:46Z<p>0x517A5D: /* Magma Forge vs. Normal Forge */</p>
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<div>== Fell/Macabre Moods ==<br />
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]<br />
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)<br />
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves "z" screen loses all the personality info when they go insane[[User:Cpad|Cpad]]<br />
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)<br />
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)<br />
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)<br />
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]<br />
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is "Leave me. I need things... certain things"--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)<br />
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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)<br />
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== Never Claiming a Workshop? ==<br />
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again? <sup>00:59, 29 July 2010 69.134.0.97</sup><br />
:Please list all of his skills and the skill levels in them. Plant processing was not a "moodable" skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.<br/>Check (t, then cursor over workshops) if any building component (marked with a <nowiki>[B]</nowiki> of any workshop is {forbidden}.<br/>And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)<br />
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010<br />
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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)<br />
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)<br />
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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)<br />
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== Body Parts? ==<br />
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a "how do you do". Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)<br />
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)<br />
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== Stopping at Nothing ==<br />
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)<br />
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)<br />
== I think we need to do complete rearrange on mood materials ==<br />
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I got fey mood and dorf kept screaming for "rock bars" and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.<br />
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)<br />
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Rock bars means metal bars, I think. That what satisfied my fey dorf.<br />
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -> metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)<br />
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)<br />
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse. I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)<br />
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]<br />
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)<br />
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:: I just had a guy ask for "rock bars" and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)<br />
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010<br />
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:: I had a guy ask for "rock bars" and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [<br />
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::In 0.31.06, my metalsmith interprets "rock bars" as rock block, which is rather confusing, because he also asked for "rock blocks". Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)<br />
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::In my case "rock bars" meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)<br />
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::I just had a fey dwarf asking for "rock bars". He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was "stricken by melancholy" just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)<br />
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P <sup>92.29.248.178, 18:39, 11 April 2010</sup><br />
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map. <sup>78.23.137.83, 15:32, 20 April 2010 </sup><br />
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]<br />
:So it does appear that mood trigger conditions have changed. I'll try to do some disassembly and report what I find. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)<br />
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)<br />
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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.<br />
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.<br />
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== Saving & reloading not changing mood type ==<br />
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)<br />
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)<br />
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more <s>exploit</s> tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)<br />
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== Body Parts ==<br />
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)<br />
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)<br />
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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<br />
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== Possible Bug ==<br />
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)<br />
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:<br />
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*leather<br />
*body parts<br />
*plant cloth<br />
*rough gems<br />
*leather<br />
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)<br />
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:<br />
::*rough...colour<br />
::*stone...rock (has bauxite)<br />
::*gems...shining (has indigo tourmalines)<br />
::*tree...life (has palm logs)<br />
::*bones...yes (has mule bones. I liked that mule)<br />
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)<br />
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)<br />
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)<br />
::::If he wanted raw glass, he should've been mumbling "raw... [green/clear/crystal]". It was only in the old 2D version where "rough gems" (and its secretive/possessed equivalents) could occasionally mean "raw glass". --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)<br />
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)<br />
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).<br />
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== Magma Workshops ==<br />
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]]<br />
: 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)<br />
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== Obsidian Farming SCIENCE ==<br />
Someone needs to figure out definitely whether obsidian farming allows more moods.<br />
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== 'Nother Possible Bug ==<br />
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]<br />
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)<br />
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)<br />
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== Yet another possible bug ==<br />
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see "Degel Zefonusan has begun a mysterious construction!". I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)<br />
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)<br />
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== And another bug... ==<br />
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. <br />
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)<br />
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)<br />
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== Fell mood murder ==<br />
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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)<br />
: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)<br />
: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)<br />
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::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)<br />
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:::Interesting, very interesting. I thought fell moods always involved a murder. Is there any chance that the dead dwarf was alive when the mood started?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)<br />
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the "material" might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)<br />
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)<br />
<br />
== Skills affected by artifact creation ==<br />
<br />
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)<br />
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)<br />
<br />
== Possessed Mood Causes ==<br />
<br />
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''"On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202."'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)<br />
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)<br />
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)<br />
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)<br />
:::Nope. A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message " has been possessed!" and it comes directly from the 0..2 random number test mentioned below. It's random, you've had slightly bad luck, but your experience is well within statistically expected results. You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls. You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)<br />
:It's all a coincidence. I just disassembled the bit of the 0.31.08 strange mood that chooses mood type. It hasn't changed since the .40d days, except for excessive optimization by the compiler.<br />
:*First, a random number between 0 and 49 is generated.<br />
:*If that number is ''higher'' than the dwarf's current happiness scalar,<br />
:**then a random number between 0 and 1 is generated.<br />
:**0 results in a fell mood.<br />
:**1 results in a macabre mood.<br />
:*Otherwise, <br />
:**a random number between 0 and 2 is generated.<br />
:**0 results in a fey mood.<br />
:**1 results in a secretive mood.<br />
:**2 results in a possessed mood.<br />
:Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)<br />
<br />
== Shells == <br />
<br />
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .<br />
: 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)<br />
<br />
== Materials in hospitals ==<br />
<br />
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. <sup>05:34, 17 June 2010 Bungler</sup><br />
:That kind of makes sense, similar to how trader's goods can't be used. Did you try setting the level of material required by the hospital to 0?<br/>Incidentally, four tildes <nowiki>~~~~</nowiki> signs your talk page posts.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)<br />
<br />
== Metal working dwarves and magma workshops... ==<br />
<br />
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost "power". The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)<br />
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)<br />
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)<br />
<br />
== Possessed Mood and Experience ==<br />
<br />
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact. The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.<br />
:Coincidence. Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary. I just checked my disassembly of 0.31.06. All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything. This is the same as its always been.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)<br />
<br />
== Mining exp? ==<br />
<br />
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)<br />
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.<br />
<br />
== Population of 20+==<br />
<br />
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)<br />
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)<br />
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)<br />
:::The claims are on this page, about halfway down. No evidence was presented, nor requested.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)<br />
I have had one with 11 dwarfs.<br />
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)<br />
<br />
== Other requests ==<br />
<br />
Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for "<b>adamantine wafers</b>", exactly. Of course, he got it, just stopped on "body parts", which i have 200 at hand, no burrows. He's just a little bitch.<br />
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)<br />
: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)<br />
<br />
== Strange problem with moods ==<br />
<br />
I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)<br />
: Do you have both silk and plant cloth? Both are requested as "stacked cloth" but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)<br />
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)<br />
<br />
== Woodcrafter mood? ==<br />
<br />
I had a woodcrafter get a secretive mood. He claimed a mechanics shop. Clearly he should have claimed a craftsdwarf shop. I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills. I don't use any other DF tools, so I couldn't see the exact experience levels. My hypothesis is one of two things. First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions? Second, perhaps both were exactly the same skill level. Moods pick a random one, or pick one different from the one the title uses? Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)<br />
: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)<br />
::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)<br />
<br />
== Magma Forge vs. Normal Forge ==<br />
<br />
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. 30.10.10<br />
: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)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&diff=128385v0.31 Talk:Experience2010-09-29T21:36:11Z<p>0x517A5D: /* Experience, fey moods and masterwork */</p>
<hr />
<div>==What is Experience?==<br />
(I'm brand new so let me know if I'm doing something wrong here)<br />
It would be nice if this page had info more on what xp is instead of just details on it. Maybe, how xp is earned, how you know you have earned it, where you can view how much xp a dwarf has earned, ect... [[User:Zerocyde|Zerocyde]] 08:37, 21 August 2010<br />
<br />
==Legendary +1...==<br />
Do we have any proof - or even any hint - that these still exist?--[[User:Albedo|Albedo]] 21:49, 7 April 2010 (UTC)<br />
:Only in the sense that they *used to* exist. I left it on the table; if someone else is braver than I, they can remove it until such time as they are proved to exist and matter. [[Special:Contributions/129.2.164.85|129.2.164.85]]<br />
::At least in adventure mode it is possible to have a higher level than 500. I had a wrestler and fighter skill of about [*****/50000], which would be a level of (50000/100(for the experience))-5(for starting experience) which is about level 495. I got this by wrestling a bronze <s>titan</s>colossus after I dropped him into a murky pool. I have still a pic of THAT but not of the experience. I haven't modded the game nor used cheats/hacks. <s>I try to redo that (deleted the save) and make PICS!</s> Not needed you can use the battle arena to do this. Just make a bronze colossus in the water and another creature on the ground above the water. Then attack/wrestle it. You easy get a very high wrestling skill since EVERY attack of wrestling increases wrestling and fighter about 5000-30000 points.<br />
On this topic, I have evidence (if not proof) that Legendary +1 (etc.) exist. I have two miners, both legendary, but one of whom has been mining for a quite a bit longer, and mines appreciably faster (50% faster or so). So, there could be other factors at work here, but the obvious answer is Legendary+1. [[User:Rodya mirov|Rodya mirov]]<br />
:Whatever Dwarf Therapist uses for it seems to think so because it's still listed as legandary +x. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 18:53, 23 April 2010 (UTC)<br />
::Technically, skill beyond Legendary wouldn't have any effect on miners, but it '''would''' have an effect on anybody producing goods - a straight Legendary mason would occasionally produce *superior* goods, while Legendary+5 would be strictly ≡exceptional≡ and ☼masterwork☼ goods. Considering this behavior has been present ever since the 2D version, it's '''highly''' unlikely that it would have been removed now. --[[User:Quietust|Quietust]] 19:24, 23 April 2010 (UTC)<br />
:::It's not been removed - levels 16-20 still show in memory. The effects of levels 16-20 on produced item quality could have changed (but do not appear to based on anecdotal tests of legendary engravers). [[User:Bpuk|Bpuk]] 22:59, 23 April 2010 (UTC)<br />
::::I second this, tho for a different reason - I've had my broker switch to "administrator" type from "miner" (he is legendary at both, and had just bought about 11k of goods). Give him a pick and set him to mine, soon enough he's back to "miner" type. Despite being legendary in both a few years back. - Nimblewright (forgot to sign in)<br />
:::::I most definitely have a Legendary +5 Gem Cutter, if that means anything.<br />
::::::Why do we still have the verifies? It's in the memory, so I guess we can at least say the skills are 'assumed' to have an effect instead? Also, skills go up to skill 255, after that it either overflows to dabbling (skill 0) or there is code to prevent that (which the disassembler does not show, leading me to believe it does infact overflow). The adventure mode statistics are, memory-wise, correct, but the thing that needs to be verified is wheather those higher skills have '''any''' use. Looking at my craftdwarf's workshops, it seems that the 40d Leg+x skill bonuses still apply, but that may be statistical error. --[[User:Dree12|Dree12]] 21:25, 4 September 2010 (UTC)<br />
<br />
==Experience amounts==<br />
The experience amounts listed in this table are wrong. They are not 1..2..3.. etc. They are the same as the 40d table. [[User:Garanis|Garanis]] 02:38, 10 April 2010 (UTC)<br />
<br />
==Atrophy of skills==<br />
I started a game with a proficient farmer but never planted anything. I can verify that after 5 game years, my proficient farmer "rusted" to be skilled. So, I assume he lost experience like Toady noted would be included in this release. I don't know when exactly it happened, but on those scales it doesn't really bear mentioning. If you had a legendary it would never really come into play. I don't know if it even bears mentioning on the page. Anyone? --[[User:Kwieland|Kwieland]] 21:48, 16 May 2010 (UTC)<br />
<br />
I can confirm this. A proficient Bowyer became skilled after years without work. It was after around five years too. Dwarf Therapist shows that the progress of experience of the Dwarf is 0% towards next level. Because he has never worked as Bowyer, it might be that the experience is set to the pevious level with or without the progress. --[[User:Blur|Blur]] 11:43, 21 July 2010 (UTC)<br />
<br />
== Experience, fey moods and masterwork ==<br />
<br />
Hi, I don't have an account here yet so I guess I'm just anonymous, but I noticed that when a dwarf suddenly does a masterpiece their experience level jumps realllly high. I had a Competent Trapper do some Engraving, but then she turned out a series of masterpieces and she became Legendary. She still consistently makes masterpiece engravings; she can even fill an entire announcement page of masterpieces in minutes. <br />
<br />
Another dwarf of mine, a Competent Gem Setter, was hit by a fey mood and constructed an artifact amulet. He became Legendary after that. Couldn't sell the artifact. Wish I could, though; it's worth 72000 DB. --Unnoskol--<br />
:Masterpieces don't boost experience - it's just that Engraving trains up more quickly at higher skill levels, and high skill levels result in more frequent Masterwork products. As for strange moods, a successful mood (provided it wasn't a Possession) grants 20,000 experience points, which is enough to boost to Legendary+1. --[[User:Quietust|Quietust]] 15:26, 4 September 2010 (UTC)<br />
:Well, I also have a Carpenter who reached High Master from Adequate after a string of masterpiece beds. And I also have a Competent Leatherworker who shot up to High Master after a few masterpiece bags. I'm serious; please verify. [[User:Unnoskol|Unnoskol]] 15:53, 4 September 2010 (UTC)<br />
::I put a debugger trap on experience gain and ran a new fort for 5 seasons.{{Version|0.31.12}}&nbsp; I filtered out all gains of 30 points, gains of 10 points associated with mining and engraving, gains of 1 point associated with masonry, and all military and social skills.<br/>The trap caught gains of n*500 to random skills when migrants, merchants, and liaisons were generated, and one gain of 20,000 to carpentry when a strange mood succeeded. No bonuses for creating or engraving a masterwork were detected.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 06:47, 5 September 2010 (UTC)<br />
:::As someone unfamiliar with the mechanics behind the system, these numbers mean little to me. Can you explain your conclusions based on this data? --[[User:Romeofalling|Romeofalling]] 19:54, 29 September 2010 (UTC)<br />
::::Basically I'm saying that I saw no bonuses related to masterworks.<br />
::::* Nearly every task completed earns 30 exp. Catching a fish, failing to catch a fish, crafting a mug, distilling some booze, felling a tree, everything.<br />
::::* Mining and smoothing/engraving earn 10 exp per tile.<br />
::::* Large buildings (those which require architecture) earn many 1 point gains during their construction &mdash; I think this is because their construction can be interrupted and resumed by a different dwarf.<br />
::::* A successful non-possession strange mood results in a 20,000 exp gain to one skill.<br />
::::* Those, and unit creation, were the only exp gains I saw.<br />
::::This does not completely refute the possibility of exp bonuses for masterworks, but any hypothetical bonus would need to be the same 30 points as the normal gain, just applied multiple times. Which seems a very odd way to code it.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:36, 29 September 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&diff=127690v0.31 Talk:Strange mood2010-09-16T21:24:16Z<p>0x517A5D: </p>
<hr />
<div>== Fell/Macabre Moods ==<br />
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]<br />
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)<br />
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves "z" screen loses all the personality info when they go insane[[User:Cpad|Cpad]]<br />
<br />
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)<br />
<br />
according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)<br />
<br />
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)<br />
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]<br />
<br />
<br />
I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is "Leave me. I need things... certain things"--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)<br />
<br />
<br />
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)<br />
<br />
<br />
== Never Claiming a Workshop? ==<br />
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again? <sup>00:59, 29 July 2010 69.134.0.97</sup><br />
:Please list all of his skills and the skill levels in them. Plant processing was not a "moodable" skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.<br/>Check (t, then cursor over workshops) if any building component (marked with a <nowiki>[B]</nowiki> of any workshop is {forbidden}.<br/>And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)<br />
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010<br />
<br />
<br />
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)<br />
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)<br />
<br />
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)<br />
<br />
== Body Parts? ==<br />
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a "how do you do". Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)<br />
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)<br />
<br />
== Stopping at Nothing ==<br />
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)<br />
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)<br />
== I think we need to do complete rearrange on mood materials ==<br />
<br />
I got fey mood and dorf kept screaming for "rock bars" and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.<br />
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)<br />
<br />
Rock bars means metal bars, I think. That what satisfied my fey dorf.<br />
<br />
:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -> metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)<br />
<br />
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)<br />
<br />
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse. I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)<br />
<br />
:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]<br />
<br />
:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)<br />
<br />
:: I just had a guy ask for "rock bars" and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)<br />
<br />
:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010<br />
<br />
:: I had a guy ask for "rock bars" and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [<br />
<br />
::In 0.31.06, my metalsmith interprets "rock bars" as rock block, which is rather confusing, because he also asked for "rock blocks". Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)<br />
<br />
::In my case "rock bars" meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)<br />
<br />
::I just had a fey dwarf asking for "rock bars". He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was "stricken by melancholy" just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)<br />
<br />
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P <sup>92.29.248.178, 18:39, 11 April 2010</sup><br />
<br />
I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map. <sup>78.23.137.83, 15:32, 20 April 2010 </sup><br />
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]<br />
:So it does appear that mood trigger conditions have changed. I'll try to do some disassembly and report what I find. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)<br />
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)<br />
<br />
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.<br />
<br />
== Saving & reloading not changing mood type ==<br />
<br />
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)<br />
<br />
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)<br />
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more <s>exploit</s> tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)<br />
<br />
== Body Parts ==<br />
<br />
Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)<br />
<br />
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)<br />
<br />
: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<br />
<br />
== Possible Bug ==<br />
<br />
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)<br />
<br />
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:<br />
<br />
*leather<br />
*body parts<br />
*plant cloth<br />
*rough gems<br />
*leather<br />
<br />
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)<br />
<br />
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:<br />
::*rough...colour<br />
::*stone...rock (has bauxite)<br />
::*gems...shining (has indigo tourmalines)<br />
::*tree...life (has palm logs)<br />
::*bones...yes (has mule bones. I liked that mule)<br />
<br />
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)<br />
<br />
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)<br />
<br />
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)<br />
::::If he wanted raw glass, he should've been mumbling "raw... [green/clear/crystal]". It was only in the old 2D version where "rough gems" (and its secretive/possessed equivalents) could occasionally mean "raw glass". --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)<br />
<br />
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)<br />
<br />
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).<br />
<br />
== Magma Workshops ==<br />
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]]<br />
: 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)<br />
<br />
== Obsidian Farming SCIENCE ==<br />
Someone needs to figure out definitely whether obsidian farming allows more moods.<br />
<br />
== 'Nother Possible Bug ==<br />
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]<br />
<br />
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)<br />
<br />
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)<br />
<br />
== Yet another possible bug ==<br />
<br />
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see "Degel Zefonusan has begun a mysterious construction!". I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)<br />
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)<br />
<br />
== And another bug... ==<br />
<br />
I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. <br />
<br />
Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)<br />
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)<br />
<br />
== Fell mood murder ==<br />
<br />
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)<br />
: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)<br />
: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)<br />
<br />
::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)<br />
<br />
:::Interesting, very interesting. I thought fell moods always involved a murder. Is there any chance that the dead dwarf was alive when the mood started?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)<br />
<br />
::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the "material" might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)<br />
<br />
:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)<br />
<br />
== Skills affected by artifact creation ==<br />
<br />
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)<br />
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)<br />
<br />
== Possessed Mood Causes ==<br />
<br />
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''"On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202."'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)<br />
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)<br />
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)<br />
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)<br />
:::Nope. A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message " has been possessed!" and it comes directly from the 0..2 random number test mentioned below. It's random, you've had slightly bad luck, but your experience is well within statistically expected results. You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls. You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)<br />
:It's all a coincidence. I just disassembled the bit of the 0.31.08 strange mood that chooses mood type. It hasn't changed since the .40d days, except for excessive optimization by the compiler.<br />
:*First, a random number between 0 and 49 is generated.<br />
:*If that number is ''higher'' than the dwarf's current happiness scalar,<br />
:**then a random number between 0 and 1 is generated.<br />
:**0 results in a fell mood.<br />
:**1 results in a macabre mood.<br />
:*Otherwise, <br />
:**a random number between 0 and 2 is generated.<br />
:**0 results in a fey mood.<br />
:**1 results in a secretive mood.<br />
:**2 results in a possessed mood.<br />
:Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)<br />
<br />
== Shells == <br />
<br />
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .<br />
: 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)<br />
<br />
== Materials in hospitals ==<br />
<br />
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. <sup>05:34, 17 June 2010 Bungler</sup><br />
:That kind of makes sense, similar to how trader's goods can't be used. Did you try setting the level of material required by the hospital to 0?<br/>Incidentally, four tildes <nowiki>~~~~</nowiki> signs your talk page posts.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)<br />
<br />
== Metal working dwarves and magma workshops... ==<br />
<br />
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost "power". The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)<br />
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)<br />
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)<br />
<br />
== Possessed Mood and Experience ==<br />
<br />
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact. The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.<br />
:Coincidence. Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary. I just checked my disassembly of 0.31.06. All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything. This is the same as its always been.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)<br />
<br />
== Mining exp? ==<br />
<br />
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)<br />
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.<br />
<br />
== Population of 20+==<br />
<br />
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)<br />
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)<br />
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)<br />
:::The claims are on this page, about halfway down. No evidence was presented, nor requested.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)<br />
I have had one with 11 dwarfs.<br />
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)<br />
<br />
== Other requests ==<br />
<br />
Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for "<b>adamantine wafers</b>", exactly. Of course, he got it, just stopped on "body parts", which i have 200 at hand, no burrows. He's just a little bitch.<br />
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)<br />
: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)<br />
<br />
== Strange problem with moods ==<br />
<br />
I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)<br />
: Do you have both silk and plant cloth? Both are requested as "stacked cloth" but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)<br />
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)<br />
<br />
== Woodcrafter mood? ==<br />
<br />
I had a woodcrafter get a secretive mood. He claimed a mechanics shop. Clearly he should have claimed a craftsdwarf shop. I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills. I don't use any other DF tools, so I couldn't see the exact experience levels. My hypothesis is one of two things. First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions? Second, perhaps both were exactly the same skill level. Moods pick a random one, or pick one different from the one the title uses? Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)<br />
: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)<br />
::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)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&diff=127116v0.31 Talk:Experience2010-09-05T06:47:31Z<p>0x517A5D: /* Experience, fey moods and masterwork */</p>
<hr />
<div>==What is Experience?==<br />
(I'm brand new so let me know if I'm doing something wrong here)<br />
It would be nice if this page had info more on what xp is instead of just details on it. Maybe, how xp is earned, how you know you have earned it, where you can view how much xp a dwarf has earned, ect... [[User:Zerocyde|Zerocyde]] 08:37, 21 August 2010<br />
<br />
==Legendary +1...==<br />
Do we have any proof - or even any hint - that these still exist?--[[User:Albedo|Albedo]] 21:49, 7 April 2010 (UTC)<br />
:Only in the sense that they *used to* exist. I left it on the table; if someone else is braver than I, they can remove it until such time as they are proved to exist and matter. [[Special:Contributions/129.2.164.85|129.2.164.85]]<br />
::At least in adventure mode it is possible to have a higher level than 500. I had a wrestler and fighter skill of about [*****/50000], which would be a level of (50000/100(for the experience))-5(for starting experience) which is about level 495. I got this by wrestling a bronze <s>titan</s>colossus after I dropped him into a murky pool. I have still a pic of THAT but not of the experience. I haven't modded the game nor used cheats/hacks. <s>I try to redo that (deleted the save) and make PICS!</s> Not needed you can use the battle arena to do this. Just make a bronze colossus in the water and another creature on the ground above the water. Then attack/wrestle it. You easy get a very high wrestling skill since EVERY attack of wrestling increases wrestling and fighter about 5000-30000 points.<br />
On this topic, I have evidence (if not proof) that Legendary +1 (etc.) exist. I have two miners, both legendary, but one of whom has been mining for a quite a bit longer, and mines appreciably faster (50% faster or so). So, there could be other factors at work here, but the obvious answer is Legendary+1. [[User:Rodya mirov|Rodya mirov]]<br />
:Whatever Dwarf Therapist uses for it seems to think so because it's still listed as legandary +x. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 18:53, 23 April 2010 (UTC)<br />
::Technically, skill beyond Legendary wouldn't have any effect on miners, but it '''would''' have an effect on anybody producing goods - a straight Legendary mason would occasionally produce *superior* goods, while Legendary+5 would be strictly ≡exceptional≡ and ☼masterwork☼ goods. Considering this behavior has been present ever since the 2D version, it's '''highly''' unlikely that it would have been removed now. --[[User:Quietust|Quietust]] 19:24, 23 April 2010 (UTC)<br />
:::It's not been removed - levels 16-20 still show in memory. The effects of levels 16-20 on produced item quality could have changed (but do not appear to based on anecdotal tests of legendary engravers). [[User:Bpuk|Bpuk]] 22:59, 23 April 2010 (UTC)<br />
::::I second this, tho for a different reason - I've had my broker switch to "administrator" type from "miner" (he is legendary at both, and had just bought about 11k of goods). Give him a pick and set him to mine, soon enough he's back to "miner" type. Despite being legendary in both a few years back. - Nimblewright (forgot to sign in)<br />
:::::I most definitely have a Legendary +5 Gem Cutter, if that means anything.<br />
::::::Why do we still have the verifies? It's in the memory, so I guess we can at least say the skills are 'assumed' to have an effect instead? Also, skills go up to skill 255, after that it either overflows to dabbling (skill 0) or there is code to prevent that (which the disassembler does not show, leading me to believe it does infact overflow). The adventure mode statistics are, memory-wise, correct, but the thing that needs to be verified is wheather those higher skills have '''any''' use. Looking at my craftdwarf's workshops, it seems that the 40d Leg+x skill bonuses still apply, but that may be statistical error. --[[User:Dree12|Dree12]] 21:25, 4 September 2010 (UTC)<br />
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==Experience amounts==<br />
The experience amounts listed in this table are wrong. They are not 1..2..3.. etc. They are the same as the 40d table. [[User:Garanis|Garanis]] 02:38, 10 April 2010 (UTC)<br />
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==Atrophy of skills==<br />
I started a game with a proficient farmer but never planted anything. I can verify that after 5 game years, my proficient farmer "rusted" to be skilled. So, I assume he lost experience like Toady noted would be included in this release. I don't know when exactly it happened, but on those scales it doesn't really bear mentioning. If you had a legendary it would never really come into play. I don't know if it even bears mentioning on the page. Anyone? --[[User:Kwieland|Kwieland]] 21:48, 16 May 2010 (UTC)<br />
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I can confirm this. A proficient Bowyer became skilled after years without work. It was after around five years too. Dwarf Therapist shows that the progress of experience of the Dwarf is 0% towards next level. Because he has never worked as Bowyer, it might be that the experience is set to the pevious level with or without the progress. --[[User:Blur|Blur]] 11:43, 21 July 2010 (UTC)<br />
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== Experience, fey moods and masterwork ==<br />
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Hi, I don't have an account here yet so I guess I'm just anonymous, but I noticed that when a dwarf suddenly does a masterpiece their experience level jumps realllly high. I had a Competent Trapper do some Engraving, but then she turned out a series of masterpieces and she became Legendary. She still consistently makes masterpiece engravings; she can even fill an entire announcement page of masterpieces in minutes. <br />
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Another dwarf of mine, a Competent Gem Setter, was hit by a fey mood and constructed an artifact amulet. He became Legendary after that. Couldn't sell the artifact. Wish I could, though; it's worth 72000 DB. --Unnoskol--<br />
:Masterpieces don't boost experience - it's just that Engraving trains up more quickly at higher skill levels, and high skill levels result in more frequent Masterwork products. As for strange moods, a successful mood (provided it wasn't a Possession) grants 20,000 experience points, which is enough to boost to Legendary+1. --[[User:Quietust|Quietust]] 15:26, 4 September 2010 (UTC)<br />
:Well, I also have a Carpenter who reached High Master from Adequate after a string of masterpiece beds. And I also have a Competent Leatherworker who shot up to High Master after a few masterpiece bags. I'm serious; please verify. [[User:Unnoskol|Unnoskol]] 15:53, 4 September 2010 (UTC)<br />
::I put a debugger trap on experience gain and ran a new fort for 5 seasons.{{Version|0.31.12}}&nbsp; I filtered out all gains of 30 points, gains of 10 points associated with mining and engraving, gains of 1 point associated with masonry, and all military and social skills.<br/>The trap caught gains of n*500 to random skills when migrants, merchants, and liaisons were generated, and one gain of 20,000 to carpentry when a strange mood succeeded. No bonuses for creating or engraving a masterwork were detected.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 06:47, 5 September 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&diff=125571v0.31 Talk:Strange mood2010-08-15T18:29:12Z<p>0x517A5D: /* Population of 20+ */</p>
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<div>I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]<br />
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)<br />
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves "z" screen loses all the personality info when they go insane[[User:Cpad|Cpad]]<br />
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)<br />
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according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)<br />
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)<br />
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]<br />
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I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is "Leave me. I need things... certain things"--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)<br />
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== Never Claiming a Workshop? ==<br />
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again? <sup>00:59, 29 July 2010 69.134.0.97</sup><br />
:Please list all of his skills and the skill levels in them. Plant processing was not a "moodable" skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.<br/>Check (t, then cursor over workshops) if any building component (marked with a <nowiki>[B]</nowiki> of any workshop is {forbidden}.<br/>And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)<br />
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010<br />
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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)<br />
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)<br />
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== Body Parts? ==<br />
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a "how do you do". Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)<br />
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)<br />
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== Stopping at Nothing ==<br />
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)<br />
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)<br />
== I think we need to do complete rearrange on mood materials ==<br />
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I got fey mood and dorf kept screaming for "rock bars" and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.<br />
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)<br />
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Rock bars means metal bars, I think. That what satisfied my fey dorf.<br />
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -> metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)<br />
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)<br />
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse. I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)<br />
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]<br />
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)<br />
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:: I just had a guy ask for "rock bars" and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)<br />
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010<br />
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:: I had a guy ask for "rock bars" and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [<br />
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::In 0.31.06, my metalsmith interprets "rock bars" as rock block, which is rather confusing, because he also asked for "rock blocks". Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)<br />
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::In my case "rock bars" meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)<br />
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::I just had a fey dwarf asking for "rock bars". He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was "stricken by melancholy" just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)<br />
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P <sup>92.29.248.178, 18:39, 11 April 2010</sup><br />
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I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map. <sup>78.23.137.83, 15:32, 20 April 2010 </sup><br />
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]<br />
:So it does appear that mood trigger conditions have changed. I'll try to do some disassembly and report what I find. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)<br />
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)<br />
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== Saving & reloading not changing mood type ==<br />
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)<br />
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)<br />
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more <s>exploit</s> tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)<br />
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== Body Parts ==<br />
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Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)<br />
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)<br />
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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<br />
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== Possible Bug ==<br />
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)<br />
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:<br />
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*leather<br />
*body parts<br />
*plant cloth<br />
*rough gems<br />
*leather<br />
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)<br />
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:<br />
::*rough...colour<br />
::*stone...rock (has bauxite)<br />
::*gems...shining (has indigo tourmalines)<br />
::*tree...life (has palm logs)<br />
::*bones...yes (has mule bones. I liked that mule)<br />
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)<br />
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)<br />
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)<br />
::::If he wanted raw glass, he should've been mumbling "raw... [green/clear/crystal]". It was only in the old 2D version where "rough gems" (and its secretive/possessed equivalents) could occasionally mean "raw glass". --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)<br />
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)<br />
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).<br />
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== Magma Workshops ==<br />
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]]<br />
: 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)<br />
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== Obsidian Farming SCIENCE ==<br />
Someone needs to figure out definitely whether obsidian farming allows more moods.<br />
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== 'Nother Possible Bug ==<br />
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]<br />
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)<br />
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)<br />
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== Yet another possible bug ==<br />
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see "Degel Zefonusan has begun a mysterious construction!". I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)<br />
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)<br />
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== And another bug... ==<br />
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. <br />
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)<br />
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== Fell mood murder ==<br />
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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)<br />
: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)<br />
: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)<br />
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::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)<br />
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:::Interesting, very interesting. I thought fell moods always involved a murder. Is there any chance that the dead dwarf was alive when the mood started?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)<br />
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the "material" might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)<br />
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)<br />
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== Skills affected by artifact creation ==<br />
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)<br />
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)<br />
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== Possessed Mood Causes ==<br />
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Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''"On the item is an image of Zefon Stopchamber the dwarf in adventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202."'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)<br />
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)<br />
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)<br />
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)<br />
:::Nope. A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message " has been possessed!" and it comes directly from the 0..2 random number test mentioned below. It's random, you've had slightly bad luck, but your experience is well within statistically expected results. You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls. You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)<br />
:It's all a coincidence. I just disassembled the bit of the 0.31.08 strange mood that chooses mood type. It hasn't changed since the .40d days, except for excessive optimization by the compiler.<br />
:*First, a random number between 0 and 49 is generated.<br />
:*If that number is ''higher'' than the dwarf's current happiness scalar,<br />
:**then a random number between 0 and 1 is generated.<br />
:**0 results in a fell mood.<br />
:**1 results in a macabre mood.<br />
:*Otherwise, <br />
:**a random number between 0 and 2 is generated.<br />
:**0 results in a fey mood.<br />
:**1 results in a secretive mood.<br />
:**2 results in a possessed mood.<br />
:Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)<br />
<br />
== Shells == <br />
<br />
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .<br />
: 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)<br />
<br />
== Materials in hospitals ==<br />
<br />
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. <sup>05:34, 17 June 2010 Bungler</sup><br />
:That kind of makes sense, similar to how trader's goods can't be used. Did you try setting the level of material required by the hospital to 0?<br/>Incidentally, four tildes <nowiki>~~~~</nowiki> signs your talk page posts.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)<br />
<br />
== Metal working dwarves and magma workshops... ==<br />
<br />
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasnt completely full and lava was moving, the workshop momentarily lost "power". The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)<br />
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)<br />
**didnt know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)<br />
<br />
== Possessed Mood and Experience ==<br />
<br />
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact. The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.<br />
:Coincidence. Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary. I just checked my disassembly of 0.31.06. All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything. This is the same as its always been.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)<br />
<br />
== Mining exp? ==<br />
<br />
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)<br />
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.<br />
<br />
== Population of 20+==<br />
<br />
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)<br />
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)<br />
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)<br />
:::The claims are on this page, about halfway down. No evidence was presented, nor requested.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&diff=125525v0.31 Talk:Strange mood2010-08-14T22:27:03Z<p>0x517A5D: /* Population of 20+ */</p>
<hr />
<div>I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]<br />
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)<br />
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves "z" screen loses all the personality info when they go insane[[User:Cpad|Cpad]]<br />
<br />
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)<br />
<br />
according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)<br />
<br />
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)<br />
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]<br />
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<br />
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is "Leave me. I need things... certain things"--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)<br />
<br />
== Never Claiming a Workshop? ==<br />
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again? <sup>00:59, 29 July 2010 69.134.0.97</sup><br />
:Please list all of his skills and the skill levels in them. Plant processing was not a "moodable" skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.<br/>Check (t, then cursor over workshops) if any building component (marked with a <nowiki>[B]</nowiki> of any workshop is {forbidden}.<br/>And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)<br />
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010<br />
<br />
<br />
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)<br />
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)<br />
<br />
== Body Parts? ==<br />
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a "how do you do". Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)<br />
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)<br />
<br />
== Stopping at Nothing ==<br />
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)<br />
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)<br />
== I think we need to do complete rearrange on mood materials ==<br />
<br />
I got fey mood and dorf kept screaming for "rock bars" and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.<br />
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)<br />
<br />
Rock bars means metal bars, I think. That what satisfied my fey dorf.<br />
<br />
:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -> metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)<br />
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)<br />
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse. I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)<br />
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]<br />
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)<br />
<br />
:: I just had a guy ask for "rock bars" and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)<br />
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010<br />
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:: I had a guy ask for "rock bars" and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [<br />
<br />
::In 0.31.06, my metalsmith interprets "rock bars" as rock block, which is rather confusing, because he also asked for "rock blocks". Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)<br />
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::In my case "rock bars" meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)<br />
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::I just had a fey dwarf asking for "rock bars". He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was "stricken by melancholy" just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)<br />
<br />
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P <sup>92.29.248.178, 18:39, 11 April 2010</sup><br />
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I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map. <sup>78.23.137.83, 15:32, 20 April 2010 </sup><br />
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]<br />
:So it does appear that mood trigger conditions have changed. I'll try to do some disassembly and report what I find. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)<br />
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)<br />
<br />
== Saving & reloading not changing mood type ==<br />
<br />
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)<br />
<br />
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)<br />
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more <s>exploit</s> tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)<br />
<br />
== Body Parts ==<br />
<br />
Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)<br />
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)<br />
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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<br />
<br />
== Possible Bug ==<br />
<br />
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)<br />
<br />
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:<br />
<br />
*leather<br />
*body parts<br />
*plant cloth<br />
*rough gems<br />
*leather<br />
<br />
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)<br />
<br />
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:<br />
::*rough...colour<br />
::*stone...rock (has bauxite)<br />
::*gems...shining (has indigo tourmalines)<br />
::*tree...life (has palm logs)<br />
::*bones...yes (has mule bones. I liked that mule)<br />
<br />
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)<br />
<br />
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)<br />
<br />
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)<br />
::::If he wanted raw glass, he should've been mumbling "raw... [green/clear/crystal]". It was only in the old 2D version where "rough gems" (and its secretive/possessed equivalents) could occasionally mean "raw glass". --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)<br />
<br />
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)<br />
<br />
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).<br />
<br />
== Magma Workshops ==<br />
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]]<br />
: 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)<br />
<br />
== Obsidian Farming SCIENCE ==<br />
Someone needs to figure out definitely whether obsidian farming allows more moods.<br />
<br />
== 'Nother Possible Bug ==<br />
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]<br />
<br />
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)<br />
<br />
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)<br />
<br />
== Yet another possible bug ==<br />
<br />
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see "Degel Zefonusan has begun a mysterious construction!". I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)<br />
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)<br />
<br />
== Fell mood murder ==<br />
<br />
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)<br />
: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)<br />
: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)<br />
<br />
::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)<br />
<br />
:::Interesting, very interesting. I thought fell moods always involved a murder. Is there any chance that the dead dwarf was alive when the mood started?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)<br />
<br />
::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the "material" might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)<br />
<br />
:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)<br />
<br />
== Skills affected by artifact creation ==<br />
<br />
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)<br />
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)<br />
<br />
== Possessed Mood Causes ==<br />
<br />
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''"On the item is an image of Zefon Stopchamber the dwarf in adventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202."'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)<br />
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)<br />
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)<br />
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)<br />
:::Nope. A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message " has been possessed!" and it comes directly from the 0..2 random number test mentioned below. It's random, you've had slightly bad luck, but your experience is well within statistically expected results. You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls. You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)<br />
:It's all a coincidence. I just disassembled the bit of the 0.31.08 strange mood that chooses mood type. It hasn't changed since the .40d days, except for excessive optimization by the compiler.<br />
:*First, a random number between 0 and 49 is generated.<br />
:*If that number is ''higher'' than the dwarf's current happiness scalar,<br />
:**then a random number between 0 and 1 is generated.<br />
:**0 results in a fell mood.<br />
:**1 results in a macabre mood.<br />
:*Otherwise, <br />
:**a random number between 0 and 2 is generated.<br />
:**0 results in a fey mood.<br />
:**1 results in a secretive mood.<br />
:**2 results in a possessed mood.<br />
:Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)<br />
<br />
== Shells == <br />
<br />
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .<br />
: 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)<br />
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== Materials in hospitals ==<br />
<br />
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. <sup>05:34, 17 June 2010 Bungler</sup><br />
:That kind of makes sense, similar to how trader's goods can't be used. Did you try setting the level of material required by the hospital to 0?<br/>Incidentally, four tildes <nowiki>~~~~</nowiki> signs your talk page posts.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)<br />
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== Metal working dwarves and magma workshops... ==<br />
<br />
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasnt completely full and lava was moving, the workshop momentarily lost "power". The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)<br />
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)<br />
**didnt know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)<br />
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== Possessed Mood and Experience ==<br />
<br />
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact. The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.<br />
:Coincidence. Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary. I just checked my disassembly of 0.31.06. All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything. This is the same as its always been.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)<br />
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== Mining exp? ==<br />
<br />
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)<br />
<br />
== Population of 20+==<br />
<br />
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)<br />
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&diff=123092v0.31 Talk:Strange mood2010-07-30T12:16:29Z<p>0x517A5D: /* Fell mood murder */</p>
<hr />
<div>I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]<br />
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)<br />
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves "z" screen loses all the personality info when they go insane[[User:Cpad|Cpad]]<br />
<br />
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)<br />
<br />
according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)<br />
<br />
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)<br />
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]<br />
<br />
<br />
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is "Leave me. I need things... certain things"--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)<br />
<br />
== Never Claiming a Workshop? ==<br />
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again? <sup>00:59, 29 July 2010 69.134.0.97</sup><br />
:Please list all of his skills and the skill levels in them. Plant processing was not a "moodable" skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.<br/>Check (t, then cursor over workshops) if any building component (marked with a <nowiki>[B]</nowiki> of any workshop is {forbidden}.<br/>And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)<br />
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010<br />
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== Body Parts? ==<br />
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a "how do you do". Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)<br />
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)<br />
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== Stopping at Nothing ==<br />
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)<br />
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)<br />
== I think we need to do complete rearrange on mood materials ==<br />
<br />
I got fey mood and dorf kept screaming for "rock bars" and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.<br />
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)<br />
<br />
Rock bars means metal bars, I think. That what satisfied my fey dorf.<br />
<br />
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)<br />
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse. I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)<br />
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]<br />
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)<br />
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:: I just had a guy ask for "rock bars" and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)<br />
<br />
:: I had a guy ask for "rock bars" and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [<br />
<br />
::In 0.31.06, my metalsmith interprets "rock bars" as rock block, which is rather confusing, because he also asked for "rock blocks". Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)<br />
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::In my case "rock bars" meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)<br />
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P <sup>92.29.248.178, 18:39, 11 April 2010</sup><br />
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I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map. <sup>78.23.137.83, 15:32, 20 April 2010 </sup><br />
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]<br />
:So it does appear that mood trigger conditions have changed. I'll try to do some disassembly and report what I find. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)<br />
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)<br />
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== Saving & reloading not changing mood type ==<br />
<br />
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)<br />
<br />
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)<br />
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more <s>exploit</s> tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)<br />
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== Body Parts ==<br />
<br />
Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)<br />
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)<br />
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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<br />
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== Possible Bug ==<br />
<br />
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)<br />
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:<br />
<br />
*leather<br />
*body parts<br />
*plant cloth<br />
*rough gems<br />
*leather<br />
<br />
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)<br />
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:<br />
::*rough...colour<br />
::*stone...rock (has bauxite)<br />
::*gems...shining (has indigo tourmalines)<br />
::*tree...life (has palm logs)<br />
::*bones...yes (has mule bones. I liked that mule)<br />
<br />
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)<br />
<br />
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)<br />
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)<br />
::::If he wanted raw glass, he should've been mumbling "raw... [green/clear/crystal]". It was only in the old 2D version where "rough gems" (and its secretive/possessed equivalents) could occasionally mean "raw glass". --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)<br />
<br />
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)<br />
<br />
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).<br />
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== Magma Workshops ==<br />
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]]<br />
: 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)<br />
<br />
== Obsidian Farming SCIENCE ==<br />
Someone needs to figure out definitely whether obsidian farming allows more moods.<br />
<br />
== 'Nother Possible Bug ==<br />
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]<br />
<br />
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)<br />
<br />
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)<br />
<br />
== Yet another possible bug ==<br />
<br />
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see "Degel Zefonusan has begun a mysterious construction!". I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)<br />
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)<br />
<br />
== Fell mood murder ==<br />
<br />
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)<br />
: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)<br />
: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)<br />
<br />
::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)<br />
<br />
:::Interesting, very interesting. I thought fell moods always involved a murder. Is there any chance that the dead dwarf was alive when the mood started?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)<br />
<br />
== Skills affected by artifact creation ==<br />
<br />
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)<br />
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)<br />
<br />
== Possessed Mood Causes ==<br />
<br />
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''"On the item is an image of Zefon Stopchamber the dwarf in adventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202."'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)<br />
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)<br />
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)<br />
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)<br />
:::Nope. A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message " has been possessed!" and it comes directly from the 0..2 random number test mentioned below. It's random, you've had slightly bad luck, but your experience is well within statistically expected results. You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls. You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)<br />
:It's all a coincidence. I just disassembled the bit of the 0.31.08 strange mood that chooses mood type. It hasn't changed since the .40d days, except for excessive optimization by the compiler.<br />
:*First, a random number between 0 and 49 is generated.<br />
:*If that number is ''higher'' than the dwarf's current happiness scalar,<br />
:**then a random number between 0 and 1 is generated.<br />
:**0 results in a fell mood.<br />
:**1 results in a macabre mood.<br />
:*Otherwise, <br />
:**a random number between 0 and 2 is generated.<br />
:**0 results in a fey mood.<br />
:**1 results in a secretive mood.<br />
:**2 results in a possessed mood.<br />
:Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)<br />
<br />
== Shells == <br />
<br />
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .<br />
: 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)<br />
<br />
== Materials in hospitals ==<br />
<br />
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. <sup>05:34, 17 June 2010 Bungler</sup><br />
:That kind of makes sense, similar to how trader's goods can't be used. Did you try setting the level of material required by the hospital to 0?<br/>Incidentally, four tildes <nowiki>~~~~</nowiki> signs your talk page posts.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)<br />
<br />
== Metal working dwarves and magma workshops... ==<br />
<br />
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasnt completely full and lava was moving, the workshop momentarily lost "power". The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)<br />
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)<br />
**didnt know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)<br />
<br />
== Possessed Mood and Experience ==<br />
<br />
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact. The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.<br />
:Coincidence. Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary. I just checked my disassembly of 0.31.06. All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything. This is the same as its always been.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma-safe&diff=123073v0.31 Talk:Magma-safe2010-07-30T00:34:29Z<p>0x517A5D: /* Obsidian Is Not Magma-Safe */</p>
<hr />
<div>This article's contents are working under the assumption that the temperature of magma is still 12000 as it was in 40d - given that the [[magma man]]'s FIXED_TEMP is still 12000, this should be a reasonable assumption for now. Once Dtil is updated (or a similar utility is made available), this should be reasonably simple to verify. --[[User:Quietust|Quietust]] 14:56, 1 April 2010 (UTC)<br />
<br />
I calculated Celsius temperatures from Urist based on two of the known points, and floored the result. (Rounding to the nearest might be more accurate, but it should be close enough for all practical purposes, and this required less examining of the decimals). Note that the Magnetite melting temperature is approximately the real magnetite melting temperature - so i imagine most of these are based on real melting temperatures, although i also checked some others (eg, Hematite) whose actual melt temperature is a range (which was consistent, but not useful for real independent verification). <br />
<br />
Question: Why does the layout give preference to Farenheit anyway? If anything, Celsius should be preferred. (Actually, Kelvin should be preferred since its the metric unit).<br />
<br />
--[[User:Squirrelloid|Squirrelloid]] 15:20, 1 April 2010 (UTC)<br />
:Fahrenheit is the main unit because in-game temperatures (degrees Urist) are equal to degrees Fahrenheit + 9968. --[[User:Quietust|Quietust]] 15:51, 1 April 2010 (UTC)<br />
:: I'm assuming these numbers were pulled out of the raws somewhere? You need to verify your assumption about the actual temperature of magma. Someone is apparently reading this page and having problems. The highlights are that he's melting bauxite, obsidian, mica, and nickel doors and screaming at the bugtracker in anger. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1579#bugnotes] Check the link for more details. --[[User:Doctorzuber|Doctorzuber]] 17:27, 27 April 2010 (UTC)<br />
:::Given that things made of the same material sometimes melted and sometimes didn't (after being submerged for a season), it seems like something even stranger is going on. [[User:VengefulDonut|VengefulDonut]] 17:43, 27 April 2010 (UTC)<br />
:::: Yea, well hard to say right now, his report is rather angry and ranty. I just figured I'd bring it to your attention and we'll figure out what's actually going on here. --[[User:Doctorzuber|Doctorzuber]] 17:59, 27 April 2010 (UTC)<br />
::::: I've just managed to hack dtil's memory.ini sufficiently to connect it to 0.31.03 and activate the Tile Viewer. Some things are a bit off (e.g. the cursor position is wrong), but it's reporting underground temperatures (open space or solid rock) as 10015, warm stone as 10100, and magma as 12000, ''all'' of which are 100% consistent with 0.28.181.40d. --[[User:Quietust|Quietust]] 18:54, 27 April 2010 (UTC)<br />
:::::: Just had a thought - while magma is most definitely temperature 12000, fire snakes look to have a FIXED_TEMP of 14000, which is hot enough to melt just about anything (namely, everything but periclase, dolomite, raw adamantine, and fire imp/dragon materials). Perhaps fire snakes just became a whole lot more dangerous? --[[User:Quietust|Quietust]] 19:11, 27 April 2010 (UTC)<br />
:::::::I just want to point out that if the fire snakes are the cause of this, then that is really awesome. [[User:VengefulDonut|VengefulDonut]] 23:02, 27 April 2010 (UTC)<br />
::::::::The original reporter just pointed out that the raws for OBSIDIAN contain '''two melting points''' - the first one is 13600, which is magma-safe, and the second one is 11818, which is '''not magma-safe''', and that removing the second one causes his obsidian mechanisms to stop melting. --[[User:Quietust|Quietust]] 13:27, 28 April 2010 (UTC)<br />
<br />
==Errors / Unknowns==<br />
Celsius and Fahrenheit are reversed in the table header, and I don't see how to change that. --[[User:The Architect|The Architect]] 04:00, 9 April 2010 (UTC)<br />
* Fixed it by editting the template, hopefully its only used in this article (I assume it is as its called MS template) --[[User:AKAfreaky|AKAfreaky]] 12:33, 11 April 2010 (UTC)<br />
Does the table reflect a research into all stone RAWs, verifying that these are the only magma-safe ones?<br />
:It does. Unfortunately, it managed to originally miss obsidian having ''two'' melting points (one of which is not magma-safe and happens to be the one used in-game) and nickel silver's melting point having been reduced significantly. --[[User:Quietust|Quietust]] 19:17, 12 May 2010 (UTC)<br />
<br />
==Glass==<br />
I've had magma pumps (stacked) with glass components break down every time. Seems to take slightly longer than wood but still rather fast.<br />
<br />
--After reading this comment I went and performed extensive testing of glass and my results have shown that green glass is most definitely magma safe. I submerged a room full of various green glass objects in magma and had a set of green glass pumps circulating the magma via a 3 tall pump stack and even after a few years of continuous running nothing melted or de-constructed. --[[User:Gtmattz|Gtmattz]] 19:50, 12 May 2010 (UTC)<br />
<br />
:I am experiencing magma pump deconstruction, but the culprit seems to be that ''the block in a magma pump now <u>must</u> be magma-safe''. {{Version|0.31.04}}&nbsp; The corkscrew and pipe can still be glass. I am attempting to Verify but others should as well.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 00:28, 22 May 2010 (UTC)<br />
::In an experiment, I was able to pump magma for a while using pumps made of both green glass and copper, the latter of which is most definitely '''not''' magma-safe. Exactly how long did the pump last before it broke down? --[[User:Quietust|Quietust]] 01:06, 22 May 2010 (UTC)<br />
:::Between 15 and 30 seconds realtime. Pump was cobaltite block + green glass screw & pipe. The pump deconstructed, collapsing all pumps above it in the stack, so I do not know if other pumps were/would have been directly affected. My further experiments have NOT replicated the deconstruction (except for wooden blocks, as expected). I am wondering if that's because my tests were made with single pumps. I intend to build a bunch of pump stacks with magma-unsafe blocks tomorrow.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 08:48, 22 May 2010 (UTC)<br />
:::I am seeing repeatable deconstruction of pumps built with green glass screws and pipes, and non-magma-safe stone blocks, if they're in the middle of a pump stack. I have not yet experimented with putting the unsafe-material pumps at the top or bottom of the stack. I am not seeing problems with glass or metal blocks, even if the metal is not magma-safe. Savegames on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:43, 22 May 2010 (UTC)<br />
<br />
==Emphasis==<br />
I'd like to make a suggestion to have the part with "wooden components will give you hell" in the pump section emphasized. I missed the fine print (to my own error, I'm not telling you this is your fault) and built a wooden pump stack of 120 pumps to bring magma from the sea to my z-6 work area. To my dismay, 18 months of carpentry, architecture and masonry blew a fuse in under 10 seconds. Fortunately I saved beforehand and forcequit afterwards, but perhaps a little more emphasis to that part of the page would be in order to prevent any other idiots from trying the same thing -[[User:Yeti Yeti|Yeti Yeti]] 06:31, 6 May 2010 (UTC)<br />
<br />
==Not-Magma-Safe Rock Blocks Overheating==<br />
I built a pump stack with iron corkscrews, glass tubes and a variety of not-magma-safe rock blocks. The pump stack worked for a while, but then the bottommost pump exploded. The rock block disappeared so I assume it's the part that got melted. Once I replaced it with an orthoclase block the pump worked fine... until the 8 above it exploded. So I think it takes a little while but the pumps do overheat.<br />
:Your experience agrees with my own, mentioned above in the Glass section. I was waiting for confirmation, and will now update the article.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 01:03, 20 June 2010 (UTC)<br />
:Actually I need to do more experimenting. Q: Can screws and pipes made of non-magma-safe metals be used? (Non-magma-safe metal blocks are OK, as are glass blocks.) Q: What, if anything, changes if magma gets on the passable tile of the pump?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 01:13, 20 June 2010 (UTC)<br />
<br />
==Obsidian Is Not Magma-Safe==<br />
<br />
I just had an obsidian floor grate melt when magma was passing through it. <sup>16:26, 29 July 2010 86.151.22.110</sup><br />
:What version of DF? One of the bugfixes for DF 0.31.06 was removal of a spurious 2nd melting point for obsidian. In unmodded DF 0.31.06 and up, obsidian should be magma-safe.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 00:17, 30 July 2010 (UTC)<br />
:Also, what version of DF did you create the fort with?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 00:34, 30 July 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma-safe&diff=123070v0.31 Talk:Magma-safe2010-07-30T00:17:36Z<p>0x517A5D: /* Obsidian Is Not Magma-Safe */</p>
<hr />
<div>This article's contents are working under the assumption that the temperature of magma is still 12000 as it was in 40d - given that the [[magma man]]'s FIXED_TEMP is still 12000, this should be a reasonable assumption for now. Once Dtil is updated (or a similar utility is made available), this should be reasonably simple to verify. --[[User:Quietust|Quietust]] 14:56, 1 April 2010 (UTC)<br />
<br />
I calculated Celsius temperatures from Urist based on two of the known points, and floored the result. (Rounding to the nearest might be more accurate, but it should be close enough for all practical purposes, and this required less examining of the decimals). Note that the Magnetite melting temperature is approximately the real magnetite melting temperature - so i imagine most of these are based on real melting temperatures, although i also checked some others (eg, Hematite) whose actual melt temperature is a range (which was consistent, but not useful for real independent verification). <br />
<br />
Question: Why does the layout give preference to Farenheit anyway? If anything, Celsius should be preferred. (Actually, Kelvin should be preferred since its the metric unit).<br />
<br />
--[[User:Squirrelloid|Squirrelloid]] 15:20, 1 April 2010 (UTC)<br />
:Fahrenheit is the main unit because in-game temperatures (degrees Urist) are equal to degrees Fahrenheit + 9968. --[[User:Quietust|Quietust]] 15:51, 1 April 2010 (UTC)<br />
:: I'm assuming these numbers were pulled out of the raws somewhere? You need to verify your assumption about the actual temperature of magma. Someone is apparently reading this page and having problems. The highlights are that he's melting bauxite, obsidian, mica, and nickel doors and screaming at the bugtracker in anger. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1579#bugnotes] Check the link for more details. --[[User:Doctorzuber|Doctorzuber]] 17:27, 27 April 2010 (UTC)<br />
:::Given that things made of the same material sometimes melted and sometimes didn't (after being submerged for a season), it seems like something even stranger is going on. [[User:VengefulDonut|VengefulDonut]] 17:43, 27 April 2010 (UTC)<br />
:::: Yea, well hard to say right now, his report is rather angry and ranty. I just figured I'd bring it to your attention and we'll figure out what's actually going on here. --[[User:Doctorzuber|Doctorzuber]] 17:59, 27 April 2010 (UTC)<br />
::::: I've just managed to hack dtil's memory.ini sufficiently to connect it to 0.31.03 and activate the Tile Viewer. Some things are a bit off (e.g. the cursor position is wrong), but it's reporting underground temperatures (open space or solid rock) as 10015, warm stone as 10100, and magma as 12000, ''all'' of which are 100% consistent with 0.28.181.40d. --[[User:Quietust|Quietust]] 18:54, 27 April 2010 (UTC)<br />
:::::: Just had a thought - while magma is most definitely temperature 12000, fire snakes look to have a FIXED_TEMP of 14000, which is hot enough to melt just about anything (namely, everything but periclase, dolomite, raw adamantine, and fire imp/dragon materials). Perhaps fire snakes just became a whole lot more dangerous? --[[User:Quietust|Quietust]] 19:11, 27 April 2010 (UTC)<br />
:::::::I just want to point out that if the fire snakes are the cause of this, then that is really awesome. [[User:VengefulDonut|VengefulDonut]] 23:02, 27 April 2010 (UTC)<br />
::::::::The original reporter just pointed out that the raws for OBSIDIAN contain '''two melting points''' - the first one is 13600, which is magma-safe, and the second one is 11818, which is '''not magma-safe''', and that removing the second one causes his obsidian mechanisms to stop melting. --[[User:Quietust|Quietust]] 13:27, 28 April 2010 (UTC)<br />
<br />
==Errors / Unknowns==<br />
Celsius and Fahrenheit are reversed in the table header, and I don't see how to change that. --[[User:The Architect|The Architect]] 04:00, 9 April 2010 (UTC)<br />
* Fixed it by editting the template, hopefully its only used in this article (I assume it is as its called MS template) --[[User:AKAfreaky|AKAfreaky]] 12:33, 11 April 2010 (UTC)<br />
Does the table reflect a research into all stone RAWs, verifying that these are the only magma-safe ones?<br />
:It does. Unfortunately, it managed to originally miss obsidian having ''two'' melting points (one of which is not magma-safe and happens to be the one used in-game) and nickel silver's melting point having been reduced significantly. --[[User:Quietust|Quietust]] 19:17, 12 May 2010 (UTC)<br />
<br />
==Glass==<br />
I've had magma pumps (stacked) with glass components break down every time. Seems to take slightly longer than wood but still rather fast.<br />
<br />
--After reading this comment I went and performed extensive testing of glass and my results have shown that green glass is most definitely magma safe. I submerged a room full of various green glass objects in magma and had a set of green glass pumps circulating the magma via a 3 tall pump stack and even after a few years of continuous running nothing melted or de-constructed. --[[User:Gtmattz|Gtmattz]] 19:50, 12 May 2010 (UTC)<br />
<br />
:I am experiencing magma pump deconstruction, but the culprit seems to be that ''the block in a magma pump now <u>must</u> be magma-safe''. {{Version|0.31.04}}&nbsp; The corkscrew and pipe can still be glass. I am attempting to Verify but others should as well.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 00:28, 22 May 2010 (UTC)<br />
::In an experiment, I was able to pump magma for a while using pumps made of both green glass and copper, the latter of which is most definitely '''not''' magma-safe. Exactly how long did the pump last before it broke down? --[[User:Quietust|Quietust]] 01:06, 22 May 2010 (UTC)<br />
:::Between 15 and 30 seconds realtime. Pump was cobaltite block + green glass screw & pipe. The pump deconstructed, collapsing all pumps above it in the stack, so I do not know if other pumps were/would have been directly affected. My further experiments have NOT replicated the deconstruction (except for wooden blocks, as expected). I am wondering if that's because my tests were made with single pumps. I intend to build a bunch of pump stacks with magma-unsafe blocks tomorrow.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 08:48, 22 May 2010 (UTC)<br />
:::I am seeing repeatable deconstruction of pumps built with green glass screws and pipes, and non-magma-safe stone blocks, if they're in the middle of a pump stack. I have not yet experimented with putting the unsafe-material pumps at the top or bottom of the stack. I am not seeing problems with glass or metal blocks, even if the metal is not magma-safe. Savegames on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:43, 22 May 2010 (UTC)<br />
<br />
==Emphasis==<br />
I'd like to make a suggestion to have the part with "wooden components will give you hell" in the pump section emphasized. I missed the fine print (to my own error, I'm not telling you this is your fault) and built a wooden pump stack of 120 pumps to bring magma from the sea to my z-6 work area. To my dismay, 18 months of carpentry, architecture and masonry blew a fuse in under 10 seconds. Fortunately I saved beforehand and forcequit afterwards, but perhaps a little more emphasis to that part of the page would be in order to prevent any other idiots from trying the same thing -[[User:Yeti Yeti|Yeti Yeti]] 06:31, 6 May 2010 (UTC)<br />
<br />
==Not-Magma-Safe Rock Blocks Overheating==<br />
I built a pump stack with iron corkscrews, glass tubes and a variety of not-magma-safe rock blocks. The pump stack worked for a while, but then the bottommost pump exploded. The rock block disappeared so I assume it's the part that got melted. Once I replaced it with an orthoclase block the pump worked fine... until the 8 above it exploded. So I think it takes a little while but the pumps do overheat.<br />
:Your experience agrees with my own, mentioned above in the Glass section. I was waiting for confirmation, and will now update the article.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 01:03, 20 June 2010 (UTC)<br />
:Actually I need to do more experimenting. Q: Can screws and pipes made of non-magma-safe metals be used? (Non-magma-safe metal blocks are OK, as are glass blocks.) Q: What, if anything, changes if magma gets on the passable tile of the pump?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 01:13, 20 June 2010 (UTC)<br />
<br />
==Obsidian Is Not Magma-Safe==<br />
<br />
I just had an obsidian floor grate melt when magma was passing through it. <sup>16:26, 29 July 2010 86.151.22.110</sup><br />
:What version of DF? One of the bugfixes for DF 0.31.06 was removal of a spurious 2nd melting point for obsidian. In unmodded DF 0.31.06 and up, obsidian should be magma-safe.<br/>[[User:0x517A5D|0x517A5D]] 00:17, 30 July 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&diff=122944v0.31 Talk:Strange mood2010-07-29T03:37:25Z<p>0x517A5D: /* Never Claiming a Workshop? */</p>
<hr />
<div>I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]<br />
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)<br />
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves "z" screen loses all the personality info when they go insane[[User:Cpad|Cpad]]<br />
<br />
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)<br />
<br />
according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)<br />
<br />
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)<br />
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]<br />
<br />
<br />
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is "Leave me. I need things... certain things"--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)<br />
<br />
== Never Claiming a Workshop? ==<br />
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again? <sup>00:59, 29 July 2010 69.134.0.97</sup><br />
:Please list all of his skills and the skill levels in them. Plant processing was not a "moodable" skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.<br/>Check (t, then cursor over workshops) if any building component (marked with a <nowiki>[B]</nowiki> of any workshop is {forbidden}.<br/>And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)<br />
<br />
== Body Parts? ==<br />
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a "how do you do". Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)<br />
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)<br />
<br />
== Stopping at Nothing ==<br />
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)<br />
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)<br />
== I think we need to do complete rearrange on mood materials ==<br />
<br />
I got fey mood and dorf kept screaming for "rock bars" and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.<br />
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)<br />
<br />
Rock bars means metal bars, I think. That what satisfied my fey dorf.<br />
<br />
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)<br />
<br />
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse. I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)<br />
<br />
:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]<br />
<br />
:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)<br />
<br />
:: I just had a guy ask for "rock bars" and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)<br />
<br />
:: I had a guy ask for "rock bars" and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [<br />
<br />
::In 0.31.06, my metalsmith interprets "rock bars" as rock block, which is rather confusing, because he also asked for "rock blocks". Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)<br />
<br />
::In my case "rock bars" meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)<br />
<br />
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P <sup>92.29.248.178, 18:39, 11 April 2010</sup><br />
<br />
I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map. <sup>78.23.137.83, 15:32, 20 April 2010 </sup><br />
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]<br />
:So it does appear that mood trigger conditions have changed. I'll try to do some disassembly and report what I find. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)<br />
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)<br />
<br />
== Saving & reloading not changing mood type ==<br />
<br />
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)<br />
<br />
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)<br />
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more <s>exploit</s> tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)<br />
<br />
== Body Parts ==<br />
<br />
Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)<br />
<br />
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)<br />
<br />
: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<br />
<br />
== Possible Bug ==<br />
<br />
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)<br />
<br />
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:<br />
<br />
*leather<br />
*body parts<br />
*plant cloth<br />
*rough gems<br />
*leather<br />
<br />
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)<br />
<br />
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:<br />
::*rough...colour<br />
::*stone...rock (has bauxite)<br />
::*gems...shining (has indigo tourmalines)<br />
::*tree...life (has palm logs)<br />
::*bones...yes (has mule bones. I liked that mule)<br />
<br />
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)<br />
<br />
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)<br />
<br />
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)<br />
::::If he wanted raw glass, he should've been mumbling "raw... [green/clear/crystal]". It was only in the old 2D version where "rough gems" (and its secretive/possessed equivalents) could occasionally mean "raw glass". --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)<br />
<br />
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)<br />
<br />
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).<br />
<br />
== Magma Workshops ==<br />
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]]<br />
: 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)<br />
<br />
== Obsidian Farming SCIENCE ==<br />
Someone needs to figure out definitely whether obsidian farming allows more moods.<br />
<br />
== 'Nother Possible Bug ==<br />
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]<br />
<br />
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)<br />
<br />
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)<br />
<br />
== Yet another possible bug ==<br />
<br />
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see "Degel Zefonusan has begun a mysterious construction!". I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)<br />
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)<br />
<br />
== Fell mood murder ==<br />
<br />
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)<br />
: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)<br />
: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)<br />
<br />
== Skills affected by artifact creation ==<br />
<br />
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)<br />
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)<br />
<br />
== Possessed Mood Causes ==<br />
<br />
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''"On the item is an image of Zefon Stopchamber the dwarf in adventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202."'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)<br />
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)<br />
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)<br />
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)<br />
:::Nope. A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message " has been possessed!" and it comes directly from the 0..2 random number test mentioned below. It's random, you've had slightly bad luck, but your experience is well within statistically expected results. You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls. You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)<br />
:It's all a coincidence. I just disassembled the bit of the 0.31.08 strange mood that chooses mood type. It hasn't changed since the .40d days, except for excessive optimization by the compiler.<br />
:*First, a random number between 0 and 49 is generated.<br />
:*If that number is ''higher'' than the dwarf's current happiness scalar,<br />
:**then a random number between 0 and 1 is generated.<br />
:**0 results in a fell mood.<br />
:**1 results in a macabre mood.<br />
:*Otherwise, <br />
:**a random number between 0 and 2 is generated.<br />
:**0 results in a fey mood.<br />
:**1 results in a secretive mood.<br />
:**2 results in a possessed mood.<br />
:Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)<br />
<br />
== Shells == <br />
<br />
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .<br />
: 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)<br />
<br />
== Materials in hospitals ==<br />
<br />
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. <sup>05:34, 17 June 2010 Bungler</sup><br />
:That kind of makes sense, similar to how trader's goods can't be used. Did you try setting the level of material required by the hospital to 0?<br/>Incidentally, four tildes <nowiki>~~~~</nowiki> signs your talk page posts.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)<br />
<br />
== Metal working dwarves and magma workshops... ==<br />
<br />
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasnt completely full and lava was moving, the workshop momentarily lost "power". The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)<br />
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)<br />
**didnt know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)<br />
<br />
== Possessed Mood and Experience ==<br />
<br />
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact. The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.<br />
:Coincidence. Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary. I just checked my disassembly of 0.31.06. All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything. This is the same as its always been.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&diff=122527User talk:0x517A5D2010-07-26T02:27:45Z<p>0x517A5D: removing obsolete sections of my talk page.</p>
<hr />
<div>== Reveal2 ==<br />
<br />
PLEASE NOTE that I consider Reveal2 to be obsolete; it has been superseded by the dfreveal component of [Utilities#DFHack|DFHack], which has all of Reveal2's functionality plus unreveal capability.<br />
<br />
Accordingly, the following section is only of historical interest.<br />
:::----<br />
Feedback for the Vista-compatible version of Reveal goes here, please.<br />
<br />
Running Reveal 2, using windows 7 RC, DF ver.40d11 with mayday. <br />
Gives the error: Windows cannot access the specified device, path, or file. You may not have the appropriate permissions to access the item.<br />
I have made myself the owner of all the files, and have tried running as admin. Any ideas?<br />
<br />
:Not really. That error message's text is not in either reveal2.exe or in the binary modules. The error message may come from the binary modules anyway &mdash; I don't have [[User:Rick|Rick's]] source code so I can't tell for sure. But I suspect that this error is coming from Windows; it is failing to run reveal2.exe at all. I can reproduce the error message (in XP) by restricting the permissions on reveal2.exe to deny my own user account access to it. I think check the permissions on the files &mdash; just because you're the owner doesn't mean you necessarily have permission to access the files.<br />
<br />
Have seen no game-corrupting issues having saved and loaded a Revealed map so far (other than not having magma buildings).--[[User:Draco18s|Draco18s]] 02:58, 23 April 2010 (UTC)<br />
:Good to know. Myself, I've not dared to try saving or playing a Revealed map. I save and reload the map in DF, run Reveal2, look around in DF, and kill the DF process via ctrl-alt-delete. Then restart DF, of course.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 16:50, 23 April 2010 (UTC)<br />
::I'd thought I'd made a backup of the unrevealed map (copied wrong save), so I could go back ''if necessary'' but alas, I'm stuck with it. Unfortunately...I have no magma buildings. I tried looking through the Reveal code to see if I could invert the process (e.g. make a Hide utility) but I can't find the critical line.--[[User:Draco18s|Draco18s]] 02:38, 24 April 2010 (UTC)<br />
:::Regretfully, I don't have the source code for the actual module that does the map alterations. That was written by [[User:Rick|Rick/Gibbed]] who didn't make it open-source, and he seems to have disappeared.<br/><br/>Dtil can hide tiles, but Dtil hasn't been updated for the new release yet. I may get around to playing with the Dtil config files to try to get something working, but I can't promise anything. Sorry. At least there's lots of coal these days. (Presuming you have a sedimentary layer.)<br/>&mdash;[[User:0x517A5D|0x517A5D]] 01:53, 25 April 2010 (UTC)<br />
::::I wish. I'm up in the mountains. No sand, no coal, 1 tile worth of trees (which, oddly, I haven't completely deforested).--[[User:Draco18s|Draco18s]] 21:12, 25 April 2010 (UTC)<br />
:::::I think I found what you want. The [[DF2010:Utilities#DFHack]] listing says [http://github.com/peterix/dfhack/downloads DFHack]s reveal module can hide tiles as well. I'll copy this note to your talk page to ensure you see it.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 April 2010 (UTC)<br />
::::::Found that more recently. Already had DFHack, but didn't notice its reveal tool or that it could re-hide until after I'd abandoned and started a new fort. Thanks though. :)--[[User:Draco18s|Draco18s]] 18:20, 27 April 2010 (UTC)<br />
<br />
<!-- <br />
-----------------------------------------------------------<br />
Old, old, old, so I am removing it from view but I want to keep it because I am egotistical. Please don't delete. 0x517A5D<br />
== Seekret Projekt ==<br />
<br />
Wow, just tried it out and it works great in 33g. It's amazing the way it reveals the locations of all major features on every map square. I've only briefly checked it out, but I picked a 5x5 area which your tool revealed to have 2 magma vents, an underground water pool, adamantine, and part of a chasm. After embarking and running reveal.exe I confirmed that all features shown by your tool matched the features available and the correct locations. Your tool will make looking for good starting locations at least 5000x easier, considering you can see every single feature location when selecting where to embark. No need to embark and run reveal to find where the major features (especially adamantine) are. Truly great work. --[[User:Janus|Janus]] 21:53, 22 December 2007 (EST)<br />
:Great! Good to hear. I am particularly interested in any feature that reveal turns up but was not shown by this tool. Also if you see a question mark in the local map view, please report that. (If at all possible, with world-seed and a screenshot showing the X cursors.)<br/>Off on a tangent, what should I call it? FeatureFinder? feature-finder, with a dash? Regional Prospector?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:15, 22 December 2007 (EST)<br />
::I've scanned around a fair bit on a couple of my current world maps and didn't come across any question mark squares. I have noted that caves don't show up. I don't know whether you could locate them in memory the same way as the map features though, since they're probably generated and allocated differently. I can provide a seed and location with a kobold cave if you need it.<br/>As for the name, FeatureFinder is concise, but the name "Regional Prospector" gives a better general idea of what it does. I like that one, particularly the "prospector" part. --[[User:Janus|Janus]] 23:02, 22 December 2007 (EST)<br />
:::I didn't even think of caves. Yes, I'd like the seed and location. I can't promise anything though. I think caves are not a per-tile thing.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 23:08, 22 December 2007 (EST)<br />
::::Understandable. Here it is, the world seed is 7810 as posted in the description: [[:Image:Local_Kobold_Cave.png]] --[[User:Janus|Janus]] 00:47, 23 December 2007 (EST)<br />
:::::I don't think I can do caves. It's gotta be stored somewhere, but it's not in the place that this tool looks. I will keep an eye out.<br />
:::::Not a total loss, though, because I found a bug from looking at this map: the tool is not displaying underground rivers. Easy fix, but I'm not going to do a new beta version just to fix that one.<br />
:::::I also saw some interesting behavior from DF's map sizing. If you choose a 2x2 with that volcano at top left, you get a 2x2. But if you choose a 3x3 with volcano at top left, you get a 5x5 with volcano at middle left. It looks like either the chasm or the cave triggers this, even though the chasm is entirely out of the 3x3 selection, and the cave appears to be built so that it is out of the selection as well. I need to play with this some more.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 01:53, 23 December 2007 (EST)<br />
:::Just wanted to chime in and say I vote for Regional Prospector.--[[User:N9103|N9103]] 16:05, 23 December 2007 (EST)<br />
<br />
I'm impressed. I didn't even realise the features were in memory before you embarked into areas. This baby finds chasms, lakes, adamantine, and the smaller magma lakes that never showed up on the map. Finding good start locations has never been easier. Before I was having to find squares with good minerals and then just embark on the entire map and reveal it all to see if it had good features, with this you can just look at a glance. The only things I see missing are the caves and cave rivers, which you two already noticed. No errors so far, I'll report any if I find any. Thanks for a great tool. Also, I think FeatureFinder is a fitting name. - [[User:Paul|Paul]] 12:55, 23 December 2007 (EST)<br />
<br />
I may have found a bug. Your utility shows a magma pool right next to a goblin tower, but upon reveal, it doesn't appear to exist. The seed is 3590640052 and the location is [http://img170.imageshack.us/img170/2849/misleadingmagmaia0.png here]. I have to say, though, that overall this is a fantastic utility- the most useful external program for this game since reveal. Heck, it's probably better than reveal in the long run. Thank you for finally allowing me to satisfy my OCD. --[[User:Eiba|Eiba]] 14:06, 24 December 2007 (EST)<br />
:Yes, I get the same behavior. I didn't actually check with a debugger, but I checked with my test version, and it's definately flagged by the game for being a magma pool.<br />
::[[Image:0x517A5D_Eiba%27s_bug_report_location.png]]<br />
:I actually suspect that this is correct (if unexpected) behavior: the game's local-map generator is preventing features from being generated under or too close to civilization areas. It might be worth exploring other towns with a feature next to them. Anyway, I don't think I can do anything about this... it's just one of those things, y'know?<br/><br/>And good luck with that OCD; this utility made mine worse. (I just <i>know</i> that if I keep looking, I'll find a 4x4 limestone magma water chasm pits trees haunted location.)<br/>&mdash;[[User:0x517A5D|0x517A5D]] 15:27, 24 December 2007 (EST)<br />
:::So I was looking all over for the discussion of this thing - and I just got to hand it to you - you just saved countless hours of my life looking for the perfect starting location. Holy shit this is awesome. I could practically open-mouth kiss you. *cough<br />
:::I can verify cavelakes and whatnot are revealed :) Anyhow, thanks - and I'm surprised that there aren't too many raving posts on the forums about this. (I'll also give you a heads up if I find that legendary adamantine/magma/trees/chasm/flux/sand epic location in a terrifying 5x5 or less) --[[User:KaelGotRice|KaelGotRice]] 00:43, 26 December 2007 (EST)<br />
::::You should post about this tool in the forums! [[User:Bartavelle|Bartavelle]] 06:17, 27 December 2007 (EST)<br />
<br />
::Great frickin' utility. If I find that haunted superdense 4x4 I'll let you know, I've been looking for it too. (Terrifying's even better, as it is evil + savage.)<br />
::Small request: add a "map legend" to the Utilities page or include one in the zip. I've never seen those numbers displayed in the above screenshot, just #s and ~s.<br />
::I saw one map where a red single ~ next to a long set of #s didn't turn up magma at any depth, so what you say about the local-map generator probably applies to features other than civilizations.--[[User:Maximus|Maximus]] 19:49, 26 December 2007 (EST)<br />
:::A map key is a good idea. I'll package one with the next release, and I'll throw up a quick one one on the utilities page as well.<br />
:::The numbers in the screenshot are from my initial alpha test version, which I never released. Do you think that I should put them in the normal tool, as an alternate display mode? I thought they wouldn't be useful.<br />
:::Was there any feature where the magma should have been? Could it have drained out into the chasm? If you still have the seed and location, I'll look at it.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 December 2007 (EST)<br />
<br />
::::Seed 92001, generated under .33e, I think. [[:Image:92001_busy.png]] It didn't drain into the chasm; there's no "empty space" anywhere in the column indicated by RP. This is a really nice location btw; two chasms, surface and underground river and lake, steel, sand, pits, and my favorite, skeletal elephants. There's over 200 hostiles on the map right at the outset. However, the pits/cave river and magma/elephants are not near each other, requiring a starting location at least 7x10.<br />
::::I don't think having RP display numbers is necessary. I assume they indicate depth -- I'd rather know nothing about the actual placement of things as long as I know the grid contains the features I want.<br />
::::Say, maybe you could create an automated map-searcher where you tick off what features you want and the searcher identifies starting locations containing them without telling you exactly where each feature is...--[[User:Maximus|Maximus]] 22:44, 26 December 2007 (EST)<br />
:::::The numbers are the internal feature flag value. 2, for instance, is cave pool. I have been pondering such a map searcher. It would require extremely intimate knowledge of the internal map representation, which is presently beyond me. Regional Prospector does its magic by hooking into the drawing of each map cell, so it doesn't have to traverse the data structures itself.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:59, 26 December 2007 (EST)<br />
::::::If you're just hooking into the drawing of a map cell, couldn't you also add a call to something that would keep track of where, for instance, magma vents are? Something like that would make Ziusudra's magma search utility a lot faster; instead of waiting a quarter second and looking through the screen, such a search utility would scan across the map as fast as the game can update.<br/>&mdash;[[User:Tacroy|Tacroy]] 00:16, 31 December 2007 (EST)<br />
:::::::Maybe... Hmm. Maybe. I could make a list with little problem. The hard part would be getting the info out. I immediately envision a co-process, probably a custom debugger, that collects the information from code tweaks in DF. And either that program, or an AHK script, would feed input to DF to traverse the map. Hmm. Really, this sounds like a project that's a couple orders of magnitude harder than RP was. With RP, I just inject a few lines of carefully written assembly code. Debuggers are hard. Interesting idea, though. Also, nice m-dash.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 01:24, 31 December 2007 (EST)<br />
::::::::I only copy from the best :) But anyway, as long as you're injecting assembly code, couldn't you extend it to open a file and write out the interesting features it finds? This probably wouldn't work if you're limited to a certain amount of injected code; I have to say that I have absolutely no idea whether or not this would work as I've never done anything with x86 assembly, nor have I ever messed around with injecting code into memory.<br/>&mdash;[[User:Tacroy|Tacroy]] 23:03, 31 December 2007 (EST)<br />
:::::::::I theoretically could dump data to a file. The limit on how much code can be injected is so high that it will never actually be hit in real-world use. However, I would have to (<b>a</b>) do all of the file operations myself using relocatable assembly code (which is even harder to write than normal assembly language), and (<b>b</b>) track down the operating system call addresses <i>from scratch</i>, the way viruses do. (Have to do that because they can be at different addresses in different processes, so I can't just find them in the patcher process and copy them across.) I estimate 1000-2000 lines of assembly, all carefully coded to not disrupt <b>DF</b> itself. Using a custom-built debugger might actually be easier. I am, frankly, not eager to do such a project for little <u>personal</u> gain. <b>RP</b> suits my needs and tastes quite well. Now, if you can find someone else willing to do the gruntwork, I can give info such as good patch locations, and critique their techniques. Though I probably am not willing to debug crashes &mdash; and crashes <u>will</u> happen, and they can be weird and mysterious.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)<br />
::::::::::Why don't you let the patcher do the grunt work to find the system function addresses, all you'd have to do is read in the entire EXE image from the DF processes. The relocatable assembly is still definitely going to be a pain. I'd look into doing it myself, but I've already got my plate full just trying to make DFUF useful.<br/>-- [[User:Jifodus|Jifodus]] 15:09, 1 January 2008 (EST)<br />
:::::::::::That's a interesting thought. Since the target is a single known executable, which almost certainly already imports the system calls I would need, I could indeed suck them out of the image. So that counters point <b>b</b>. I'll give it some thought. However if I do take on this project, I am actually leaning toward the custom debugger route. I could use C that way. And I'd learn more skills and techniques, I'm sure.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 16:49, 1 January 2008 (EST)<br />
Maybe it's only me, and I'm doing something extremely stupid, but I can't get it to apply the patch. When I run the .exe it says that it can't find the files that it needs to patch, and suggests that they perhaps already are patched, which, of course, they aren't. I'm probably doing something stupid, aren't I? I suspected that I had possibly put it in the wrong place or something, so I ended up running it from a whole bunch of different DF folders. Alas, there wasn't any sort of readme to help us simple people. Help would be appreciated though, it sounds like a fantastic utility. I'm tired of looking for underground pools with the random chance method. I'm using .33g--[[User:Yabbadabba|Yabbadabba]] 00:55, 1 January 2008 (EST)<br />
:Okay, lets cover the misconception first: it doesn't patch files. It grabs the running copy of <b>Dwarf Fortress</b> by the <strike>balls</strike> throat, and patches its memory. But if <b>DF</b> isn't running, you will get a different error message. So it was running. So... try this: quit out of <b>DF</b>, then start it back up. When <b>DF</b> is at the initial title screen, run the <b>RP</b> utility. Only once. It should not give an error message. In fact, it should give no feedback at all. Then go back to <b>DF</b> and choose the <i>Start Playing</i> menu choice. When you're looking at the <i>Choose a Fortress Location</i> screen, you should automatically be looking at a region which has mountains. At this point, you should notice extra symbols on the local map view on the left of the screen. Report back if this doesn't work, and we can do some diagnostics. I do agree, there should be a readme to explain stuff, as well as give a map key of the new symbols. Soon.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)<br />
::Hey, thanks for the help man. Worked like a charm. I guess I just ran it before it got to the main menu last time. Or maybe I opened it twice. Either way, cheers.--[[User:Yabbadabba|Yabbadabba]] 03:21, 1 January 2008 (EST)<br />
I gotta say, this is an awesome utility, I was thinking, exactly, wouldn't it be cool if someone would make a program that would fool the main DF exec into rendering "hidden" features? And a couple months later, you make it. I don't exactly know how it works, but is there a way to do the same thing to the "region" map? (the one in the middle) like, for example show the tiles that have any magma with a red background. [[User:Sergius|Sergius]] 23:13, 4 January 2008 (EST)<br />
:Maybe. I have given this a little thought, but haven't done any of the necessary analysis of <b>DF</b>. The maps are rendered at different times, and by different routines, and I haven't explored what data is easily available to the Region renderer. I may look at this, or I may try to jump all the way to a "Map Info Dumper" or "Good Region Finder" as discussed above. Currently I'm devoting my efforts to art defacement tantrums. I am able to shut them off beforehand, but I can't yet counter the effect after the fact.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:51, 5 January 2008 (EST)<br />
::I just came here to request this feature as well. Red backgrounds for lava tiles in the region map is _exactly_ what I need!<br />
:::I'd love to. I really would. But it's <i>seriously</i> hard. In my investigations, I have learned that the localmap view is generated dynamically. That makes sense &mdash; it would be wasteful to have 257*257 localmaps in memory all at once, when only one is needed at a time. But the consequence is that the magma flag that I am looking for is not available for any regionmap tile except the currently selected one. There has to be some flag somewhere, but I haven't found it yet, and I may not be able to.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 17:24, 12 January 2008 (EST)<br />
:::Made some progress I think. Haven't found the flag but have found the area where it must be. So maybe I can do this.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:53, 12 January 2008 (EST)<br />
::::I believe that magma is centered around some sort of invisible map feature, as all the magma I've found is in clusters. Volcanoes are obvious of course, but I've found many clusters that aren't near volcanoes. By clusters, I mean 9+ local areas with one or two pockets of magma, usually all touching, with the occasional pocket that's not touching the cluster. Anytime I'm searching, if I find one pocket, there are bound to be a handful of others in the immediate vicinity. Hope this helps in finding the token or flag that marks the clusters. --[[User:N9103|Edward]] 00:18, 13 January 2008 (EST)<br />
:::This is proving to be <u>very</u> hard. I've already invested maybe 100 times the effort that the original <b>RP</b> features took me. I've gone down two or three long routes that lead to dead ends. Now I think I have found the list of map features &mdash; the same ones that show up in the region folders. If I can walk those looking for matching world x and y coordinates, and figure out where the magma flag is set in them, then it should work. If magma is even a feature, which I am not totally sure of yet.<br>&mdash;[[User:0x517A5D|0x517A5D]] 18:05, 14 January 2008 (EST)<br />
::::I'm wondering if you couldn't create a utility that automatically traverses every single local square and updates the regional map if it finds something...--[[User:Maximus|Maximus]] 02:24, 15 January 2008 (EST)<br />
:::::Possibly. What for?&nbsp;&nbsp;&mdash;[[User:0x517A5D|0x517A5D]] 04:06, 15 January 2008 (EST)<br />
::::::I was suggesting that as a kludge if you couldn't find the magma data you were looking for (if there's magma on the local map, update the regional map), but apparently you have finally found it.--[[User:Maximus|Maximus]] 15:03, 15 January 2008 (EST)<br />
Just wanted to say once again, damn fine job on the Regional Prospector. I've just posted a couple of locations found using it [[Pregenerated_worlds#Smata_Sagus.2C_The_Realms_Of_Dawn|over here]]. --[[User:Janus|Janus]] 21:55, 6 January 2008 (EST)<br />
<br />
I'd just like to say great job on your Seekrit Projekt. It does not have to be updated for .38a. [[User:Mephisto|Mephisto]] 21:06, 5 February 2008 (EST)<br />
<br />
=== Regional Prospector version 2 ===<br />
<br />
There is now a beta test version that highlights regional map squares containing magma in dark red. Thank you to Sergius and Polpoint for the idea. Hop on over to my main page. Leave feedback below. This project baked my brain; I am now off to bed.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:09, 15 January 2008 (EST)<br />
<br />
=== Incompatible with 38a. ===<br />
<br />
"Failed to find memory locations to patch.<br />
Please report this at<br />
http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D"<br />
<br />
It is expected to work with future releases of Dwarf Fortress, as long as the embark code doesn't change too much.<br />
<br />
Hehe, not too surprising considering the version jump, that Toady could have made some major changes to embarkation. --[[User:N9103|Edward]] 09:35, 5 February 2008 (EST)<br />
<br />
The embark screen still looks the same to me, exept that Seekret Projekt doesn't work anymore ofcourse.<br />
<br />
:Worked fine for me, at least, when the world is generated in 38a--[[User:Dorten|Dorten]] 00:30, 6 February 2008 (EST)<br />
<br />
Correction, and clarification for those confused: the original Regional Prospector release (listed on the utilities page) works in 38a. However, the newer improved beta2 and beta3 releases (on his user page) do not work in 38a. So, you can at least get the core functionality in 38a by using the non-beta release. --[[User:Janus|Janus]] 04:55, 6 February 2008 (EST)<br />
<br />
:Okay, thanks for the report. I've not been working on it recently, but I will get back to it soon. Without checking, I imagine the problem is the new functionality in the beta. I hooked several more places in the <b>DF</b> code &mdash; if those hook points changed, then they can't be hooked. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 14:32, 7 February 2008 (EST)<br />
<br />
::Yeah, im trying beta3 on 38c, and getting the error message. But the original version still works fine. (Oh and magma enabler fails too now) -[[User:Ctrlfrk|Ctrlfrk]] 21:01, 4 March 2008 (EST)<br />
<br />
::Glad the old one still works. It's the new functionality that is the sticky point. Unfortunately I have not felt up to recreational programming for a couple of months now, much less the effort of disasssembling <b>DF</b> executables. I am starting to feel better, so expect beta4 soon, perhaps this weekend. That's not a promise though.<br/>I'll look at magma soon as well, thanks for the report.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 22:11, 5 March 2008 (EST)<br />
<br />
:::A Note that the original version is still compatable (38c). Also, how's life treating you? Hopefully it's treating you well! Also hope that you'll be headed back towards working on an improved versionless version sooner than later. Best wishes in any case! --[[User:N9103|Edward]] 06:37, 28 April 2008 (EDT)<br />
<br />
:::: Link to original version? Tried various places but all of them error out on me. --[[User:Gorfob|Gorfob]] 02:15, 15 July 2008 (EDT)<br />
<br />
:::: Same here. I grabbed the one off the utilities page, and it does not work for me. --[[User:Deekin|Deekin]]<br />
<br />
===Regional prospector broken with 39b===<br />
The regional prospector (from the utilities page) isn't working with 39b either - DebugView shows that it's failing to find d1 and d2. I spent a little time trying to find them myself, without any luck (but I don't expect to try any more in the future - as far as I could tell they either simply don't exist anymore, or have been completely rewritten and are unfindable (by me, that is, since I have no idea what they do or how they were found in the first place), or I don't know enough about it to find them). --[[User:SL|SL]] 02:17, 16 July 2008 (EDT)<br />
<br />
=== Confirming incompatibility with 39b ===<br />
<br />
"Failed to find locations to patch; perhaps they're already patched?"<br />
Usual message if process is already running, but nothing displayed on the embark maps.<br />
<br />
--[[User:SquidDNA|SquidDNA]] 12:36, 16 July 2008 (EDT)<br />
<br />
===And Mmeurk has retrofitted it for 39a and 39b===<br />
:It turns out that Mmeurk has managed to retrofit it for 39a and 39b, and made a thread in the DF modding forum with the download for the updated version: http://www.bay12games.com/forum/index.php?topic=20643.0--[[User:SL|SL]] 17:29, 16 July 2008 (EDT)<br />
::I understand that .39e and subsequent don't need the utility, can anyone confirm this?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 14:43, 12 August 2008 (EDT)<br />
:::.39d and + have a site finder that can spot locations with specific features, but your tool is much more powerful. Many types of sites can still only be found with RP. If it could be made to work with a config file containing relevant memory locations (or able to take advantage of rick's memory xml included with tweak) I think that would be a permanent solution. [[User:VengefulDonut|VengefulDonut]] 00:09, 13 August 2008 (EDT)<br />
--><br />
<br />
==Enable magman buildings==<br />
Due to Vista being a pile of shit with DF I run my maps revealed because of the large speed up this gives on Vista (at least on my machine) Tneable magman buildings does not work with .38c --[[User:Gorfob|Gorfob]] 02:21, 18 March 2008 (EDT)<br />
<br />
On running magma enabling utility I get the error "Failed to locate patch point for magma forge". Running version 39e of DF. Cant find any reference to this error on the wiki or forum. --[[User:Justin Kace|Justin Kace]] 21:24, 8 August 2008 (EDT)<br />
<br />
I have had the same issue as you Justin. Hopefully we can get a fix for this soon. --[[User:Rock Mongler|Rock Mongler]] 19:43, September 4 2008 (EDT)<br />
<br />
I get: ''Couldn't open dwarf fortress: FindWindow(Dwarf Fortress) failed. Is the game running?'' regardless of whether the game is running. (Version 40d6) The fortress is a reclaimed human settlement, and was not ever 'revealed'. --[[User:Zatnik|Zatnik]] 08:41, 7 January 2009 (EST)<br />
<br />
:I'm not surprised that it's no longer working. I haven't even looked at the source code in over a year. The Tweak utility can do the job and a whole lot more. (But Tweak is not yet updated for the 40d* series either.)<br />
:Zatnik, You could try loading your fort in an older version such as .40d, using Tweak, then switching back to .40d6 or another recent version.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 13:33, 8 January 2009 (EST)<br />
<br />
== latest build ==<br />
I noticed that in your latest build you had 4 picks, but no miner skill. Do you use untrained miners, and train them on sand? or do you skip training and just deal with the wait? I'm just wondering.--[[User:Destor|Destor]] 17:23, 9 December 2008 (EST)<br />
:The slow mining doesn't bother me much. I can get my things safely underground quickly enough. (On a glacier map it might be different; I've never tried.)<br />
:I normally dig a channel around the edge of the map, for protection. I'm not doing that in my current game, but it does train a miner well. Later on, I do train my real miners on soil. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 15:36, 11 December 2008 (EST)<br />
::I loved the idea of not bothing to have dedicated miners at the start. I'm going to attempt to try this. Honestly, the first batch of migrants can have dedicated three or so miners to go legendary but it's better at the start to have more useful skills. The idea of tossing out wood-cutting is also not bad since it gets trained so fast. I'll be trying this out :) --[[User:Vandelay|Vandelay]] 19:50, 14 April 2009 (UTC)<br />
Read your talk page shortly after getting started and found it highly inspirational :thumbsup: Also many thanks for the utils && continued involvement. --[[User:Freeze|Freeze]] 04:01, 23 March 2009 (UTC)<br />
<br />
== Siege checklist ==<br />
<br />
Just dropping you a note to say I found this really useful - I was going to write my own, but now I don't have to! :D [[User:FangXianfu|FangXianfu]] 13:26, 12 May 2009 (UTC)<br />
:Oh, good. I wondered if anybody looked at that. Glad it's useful.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 23:47, 13 May 2009 (UTC)<br />
::Can I swipe that for the [[siege]] page?--[[User:Albedo|Albedo]] 00:32, 6 June 2009 (UTC)<br />
:::It's fine by me, but I'm not sure it actually should be on the siege page. Or at least flag it as, maybe, ''Suggested Best Practices'' or some such.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:28, 8 June 2009 (UTC)<br />
<br />
== Moodable skills & etc. updated ==<br />
<br />
Some time later... [[Strange mood]]. Made a lot of tweaks, new tables, and re-ordered the overall presentation. Major rewrites are under the "eligibility" and "chance" subsections, w/ some under "workshops", and misc all over. (Comparing "history" is almost useless due to re-ordering.)--[[User:Albedo|Albedo]] 12:46, 28 May 2009 (UTC)<br />
:Thanks, looks good. I see an issue I'll correct WRT "20 dwarves". Some of this is new to me, as I've not looked hard at the preconditions for entering a mood. Should this be protected with a spoiler tag the way [[thought|thoughts]] are?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 19:04, 28 May 2009 (UTC)<br />
::Added a spoiler warning, half way thru, after some/most of the basics. But somehow I (we?) lost the weighting of "Miner" - any idea? [[Strange_mood#Chance]] --[[User:Albedo|Albedo]] 08:33, 23 June 2009 (UTC)<br />
<br />
== Artifact quality ==<br />
<br />
What version was that inspection (the one that yielded 5x quality multiplier for artifacts) concerning item quality? I asked on #Bay12Games, but they gave me conflicting answers as to what the quality of an artifact really is.<br />
:I don't think I was the person who figured that out. I don't remember doing it.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:19, 10 October 2009 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=User:0x517A5D&diff=122525User:0x517A5D2010-07-26T02:15:46Z<p>0x517A5D: /* Stone Sense */, updated to v 1.2</p>
<hr />
<div>== Build ==<br />
I obsessively min-max my starting profile, even though it doesn't matter in the long run.<br />
<br />
My latest build was intended for a resource-heavy wooded terrifying area in version {{version|0.31.03}}.<br />
<br />
* 4&nbsp;ambusher / 2&nbsp;crossbowman / 1&nbsp;negotiator / 1&nbsp;judge&nbsp;of&nbsp;intent / 1&nbsp;appraiser / 1&nbsp;pacifier<br />
:Immediately drafted as sole early protection. Starts with a free crossbow due to ambusher skill. May mine if area seems safe. Cross-trained as weaponsmith.<br />
* 5&nbsp;diagnostician / 4&nbsp;surgeon / 1&nbsp;wound&nbsp;dresser<br />
:Woodcutting, mining. Cross-trained as weaponsmith.<br />
* 5 grower / 5 brewer<br />
:Fortress maintenance, incidental tasks. Mines until underground farm area is prepared. Cross-trained as armorsmith.<br />
* 5 grower / 5 cook<br />
:Fortress maintenance, wealth creation (prepared meals), incidental tasks. Mines until underground farm area is prepared. Cross-trained as armorsmith.<br />
* 5 mechanic / 5 herbalist<br />
:Fortress maintenance, wealth creation (mechanisms), plant gathering to allow above-ground farming, possibly some mining.<br />
* 5 carpenter / 5 glassmaker<br />
:Beds, furniture, floodgates, glass pumps, frees up a few sandbags to be seed bags, mining.<br />
* 5 mason / 5 furnace operator<br />
:Mining, blocks for buildings and pumps, maybe some furniture. Also makes coke and charcoal for glassmaking.<br />
<br />
Note the lack of metalworking skills. I have decided that except possibly furnace operator, the metalworking skills are not important enough to buy at embark. Instead I attempt to direct strange moods by cross-training unskilled workers by doing a single job in the skill I want. Accordingly I keep most of the seven starters from starting with moodable skills, and do not assign them jobs that would yield moods I consider worthless. I'm looking at ''you'', tanning/leatherworking.<br />
<br />
I am now mixing the early wealth creation roles with the fortress maintenance roles. This can be considered exploitative, as meals are worth too much, and mechanisms made out of iron ore are worth too much.<br />
<br />
I am not convinced that there is much need to buy medical skills during embark. Diagnostician appears to be the most important of the medical skills.<br />
<br />
I am growing colder on buying masonry at embark time. It is redundant to carpentry, glassmaking, and the metalworking skills.<br />
<br />
* 4 copper picks<br />
* no axes (use training axe exploit)<br />
* 1 iron anvil (not really needed)<br />
* 25 rock nuts<br />
* 15 pig tail seeds<br />
* 1 each of other seeds/spawn (for bags)<br />
* 11 each of the 4 dwarven alcohols<br />
* 16 plump helmets (for wine & seeds)<br />
* 1 each of all 2P/4P meat/fish (for barrels)<br />
* 1 of each available type of milk (for barrels)<br />
* 20 bituminous coal (-> coke -> glass and metalworking)<br />
* 2 pieces 5P leather (reserved for moods)<br />
* 2 cave spider silk thread (reserved for moods)<br />
* 1 10P small cut gem (reserved for moods)<br />
* 4 kimberlite (for color-coded levers)<br />
* 4 petrified wood (for color-coded levers)<br />
* 4 olivine (for color-coded levers)<br />
* 40 sand (for bags)<br />
* 4 dogs (1 male, 3 female)<br />
* as many logs as possible, around 20.<br />
<br/><br />
The rules this time:<br />
* No moat-the-map or wall-the-map.<br />
* No stonefall traps in places that are 'outside' &mdash; i.e. don't have a ceiling.<br />
* Non-stonefall traps only in constructed or excavated & smoothed areas. Traps in excavated dirt areas must have a stone floor built on that tile.<br />
* Metal mechanisms for all non-stonefall traps, all gears, all machines. Stone mechanisms are only for trade.<br />
* <s>All furniture to be made of wood, metal, or glass.</s><br />
* All structures to be built with blocks or bars.<br />
* Furnaces must be made out of fire-safe material; magma furnaces must be made out of magma-safe material. Non magma-safe pumps are allowed.<br />
* GRASSTRAMPLE cut to 1 for civilized and domestic species, 0 for elves and cats.<br />
* Flours and sugar modded out.<br />
<br />
<br />
Depending on the map, the defender/mayor either becomes a soldier or a miner. (He starts with a free crossbow and bolts because of the ambusher skill.) Either way, turn off hunting. If he's a soldier, someone else trains the dogs and then assigns 2 to him and 2 to the herbalist.<br />
<br />
The carpenter/glassmaker makes 6 tables and chairs, and 4 or so beds. 2 tables and chairs are made into offices for the bookkeeper and manager, 4 more are made into a dining room.<br />
<br />
Depending on the map, the initially-unskilled miners may dig out large areas of soil to level up. Digging soil is much faster than digging rock and gives the same experience. This is best done in two or three stages: dig up-stairs, then remove them, then possibly dig down-stairs. This gives experience twice or three times per tile. Note that tiles with down-stairs cannot grow shrubs/trees.<br />
<br />
I like to get immigrants as soon as possible, and as many as possible. I do this by digging out large swaths of dirt and by making mechanisms out of expensive ore to increase the fortress's created wealth. (The 30x multiplier on mechanisms may be seen as a bug exploit; you may wish to make 25x statues instead.)<br />
<br />
Immediately set reserved barrels to 20 or so. You want those barrels for booze.<br />
<br />
Start cooking all that food. <s>Forbid the booze barrels that are totally full; cook the rest of the booze.</s><sub>Boozecooking is currently bugged{{version|0.31.03}}.</sub> Cook the seeds to recover their bags.<br />
<br />
Later, you must remember to turn off booze cooking and reclaim the full booze barrels.<br />
<br />
Still later, when you buy fish and seeds from the traders, you must remember to turn off cooking on each type.<br />
<br />
Customize food piles to not accept booze, seeds, or dye plants. Booze barrels can stay in the still -- they hardly clutter it at all (unlike, say, prepared meals in the kitchen). It's too early for dyeing, so we don't want to waste the space. And a seedpile is best made near your farm.<br />
<br />
Also set food piles to 0 barrels, except the seedpile should allow 1. This means you need more space devoted to food piles, but you can see at a glance how much food you have. (Note: supposedly you will lose more food to vermin this way.) (Now I think this should be done only for the prepared-food pile.)<br />
<br />
Dig cisterns to hold pond water in case it evaporates. (Not necessary if the map is cold or has running water.) The cisterns must be in a rock layer to prevent evaporation.<br />
<br />
The outdoor refuse pile should be customized to not accept rotten plants because the herbalists will be dropping dye plants as soon as they pick them, and we don't want to waste time hauling them when they wither.<br />
<br />
I make heavy use of the "quantum stockpiles" that the dump designation and garbage zone allows. It allows much more control over item placement and disposition than stockpiles do.<br />
<br />
Think big, there's lots of room. But remember to centralize as well. <br />
<br />
Vertical connectivity is king. An up/down staircase takes no longer to dig than an empty square, and has much more potential. You can't put a building on an up/down, but you can put a stockpile or zone on it. <sub>If you can tolerate the flashing.</sub><br />
<br />
Make magma channels two-wide or more for faster filling, or use a pump to get it done even faster.<br />
<br />
== <b>Siege Checklist</b> ==<br />
<br />
* Turn off the [[Skill|Mechanic]] skill on all dwarves.<br />
::This stops reloading of cage traps and stone traps.<br />
::This is '''not necessary''' if all traps are forbidden, as discussed below.<br />
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.<br />
::This prevents gathering of occupied cages.<br />
::This is '''not necessary''' if all traps are forbidden, as discussed below.<br />
* Turn off [[Standing_orders|wood gathering]] {{K|o}}{{K|w}}.<br />
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.<br />
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.<br />
* Consider turning on [[Standing_orders|only soldiers can go outdoors]] {{K|o}}{{K|i}}.<br />
* Lock someone in the lever room. (You do have a lever room, right?)<br />
::Draft them, station them, relieve them of duty.<br />
::Probably should use two dwarves in case one goes to sleep.<br />
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} <u>before</u> enemies trigger them.<br />
:This prevents clean trap and reset trap jobs and gathering of occupied cages.<br />
<br />
=== Post-Siege Checklist ===<br />
<br />
* Ensure that enemies have left the map. {{K|u}}nit list, between tame animals and deceased units.<br />
* Bring some or all squads off-duty.<br />
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and possibly some [[Legendary|legendary]] units.<br />
* Turn on animal gathering.<br />
* Turn on wood gathering.<br />
* Re-set Forbid orders.<br />
* Allow all dwarves to go outdoors.<br />
* Unlock the lever room.<br />
* Reclaim all dead bodies through stocks menu.<br />
* Reclaim all trap components through stocks menu.<br />
* Wait for bodies to be hauled to refuse piles and graveyards.<br />
* Mass-mark enemy equipment for melting {{K|d}}{{K|b}}{{K|m}}.<br />
::Alternatively mark all equipment for dumping {{K|d}}{{K|b}}{{K|d}}, then re-mark for melting {{K|d}}{{K|b}}{{K|m}}, which removes the dump tag. This results in dumping all non-metal items; the metal ones can then be hauled to weapon/armor piles near the smelters.<br />
* Unmark trap components for dumping and/or melting through stocks menu.<br />
* Reclaim the enemy equipment {{K|d}}{{K|b}}{{K|c}}.<br />
* (Unknown)<br />
* Profit!<br />
<br />
<!--<br />
== Regional Prospector ==<br />
<br />
The seekret projekt has been revealed to be [[Utilities#Regional_Prospector|Regional Prospector]].<br />
<br />
<br />
The original functionality of <b>RP</b> has been rolled into <b>DF</b>, but the magma highlighting and longitude/latitude/seed display has not. I am considering updating <b>RP</b>, and probably will.<br />
<br />
----<br />
--><br />
<br />
== Stone Sense ==<br />
<br />
[http://dffd.wimbli.com/file.php?id=2066 Download Stone Sense 1.2]<br />
<br />
Stone Sense is a utility for Dwarf Fortress that adds a sort of radar to miners, so that they can detect what is inside the rock near the location where they are digging.<br />
<br />
The number of tiles revealed depends on the skill of the miner, with Legendary miners revealing a radius of 8 tiles in each direction (i.e. a 17x17 square, 289 tiles.)<br />
<br />
To use it, first start Dwarf Fortress. Then run stone_sense.exe.<br />
<br />
The utility does not need to be in the same directory as Dwarf Fortress.<br />
<br />
Note: this utility patches the in-memory copy of Dwarf Fortress, not the program file. Accordingly, you will need to run it every time you start Dwarf Fortress.<br />
<br />
Version 1.0 and up work only with the 0.31.* (DF2010) releases. If you need a version that works with the previous 3D version (aka 40d), feel free to contact me.<br />
<br />
Known bugs: digging near raw funmetal will detect any empty tiles within the metal. When an empty tile is detected, the fun is unleashed, which then permanently slows down frame rates as it tries to hold a party for your dwarves. (A fix is planned, but will take some time.)<br />
<br />
----<br />
<br />
== German Menu ==<br />
<br />
[http://dffd.wimbli.com/file.php?id=913 Download German Menu beta1]<br />
<br />
== Reveal2 ==<br />
<br />
&#x202E;I have updated [[User:Rick|Rick/Gibbed's]] Reveal utility to work with Vista and Windows 7. In addition, it should be able to work with all versions of Dwarf Fortress without the need to edit an .INI file. It is on the DFFD at [http://dffd.wimbli.com/file.php?id=1044 Reveal2].&#x202C;<br />
<br />
For the .31.* releases, I recommend using [[Utilities#DFHack|DFHack]] instead, as its dfreveal utility is more powerful, more friendly, and DFHack is updated with new version information very quickly. Download DFHack [http://github.com/peterix/dfhack/downloads here].</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&diff=122044v0.31 Talk:Strange mood2010-07-21T03:41:41Z<p>0x517A5D: /* Possessed Mood Causes */</p>
<hr />
<div>I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]<br />
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)<br />
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves "z" screen loses all the personality info when they go insane[[User:Cpad|Cpad]]<br />
<br />
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)<br />
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according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)<br />
<br />
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)<br />
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]<br />
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<br />
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is "Leave me. I need things... certain things"--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)<br />
<br />
== Body Parts? ==<br />
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a "how do you do". Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)<br />
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)<br />
<br />
== Stopping at Nothing ==<br />
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)<br />
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)<br />
== I think we need to do complete rearrange on mood materials ==<br />
<br />
I got fey mood and dorf kept screaming for "rock bars" and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.<br />
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)<br />
<br />
Rock bars means metal bars, I think. That what satisfied my fey dorf.<br />
<br />
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)<br />
<br />
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse. I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)<br />
<br />
:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]<br />
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)<br />
<br />
:: I just had a guy ask for "rock bars" and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)<br />
<br />
:: I had a guy ask for "rock bars" and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [<br />
<br />
::In 0.31.06, my metalsmith interprets "rock bars" as rock block, which is rather confusing, because he also asked for "rock blocks". Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)<br />
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::In my case "rock bars" meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)<br />
<br />
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P <sup>92.29.248.178, 18:39, 11 April 2010</sup><br />
<br />
I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map. <sup>78.23.137.83, 15:32, 20 April 2010 </sup><br />
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]<br />
:So it does appear that mood trigger conditions have changed. I'll try to do some disassembly and report what I find. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)<br />
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)<br />
<br />
== Saving & reloading not changing mood type ==<br />
<br />
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)<br />
<br />
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)<br />
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more <s>exploit</s> tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)<br />
<br />
== Body Parts ==<br />
<br />
Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)<br />
<br />
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)<br />
<br />
: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<br />
<br />
== Possible Bug ==<br />
<br />
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)<br />
<br />
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:<br />
<br />
*leather<br />
*body parts<br />
*plant cloth<br />
*rough gems<br />
*leather<br />
<br />
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)<br />
<br />
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:<br />
::*rough...colour<br />
::*stone...rock (has bauxite)<br />
::*gems...shining (has indigo tourmalines)<br />
::*tree...life (has palm logs)<br />
::*bones...yes (has mule bones. I liked that mule)<br />
<br />
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)<br />
<br />
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)<br />
<br />
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)<br />
::::If he wanted raw glass, he should've been mumbling "raw... [green/clear/crystal]". It was only in the old 2D version where "rough gems" (and its secretive/possessed equivalents) could occasionally mean "raw glass". --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)<br />
<br />
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)<br />
<br />
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).<br />
<br />
== Magma Workshops ==<br />
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]]<br />
: 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)<br />
<br />
== Obsidian Farming SCIENCE ==<br />
Someone needs to figure out definitely whether obsidian farming allows more moods.<br />
<br />
== 'Nother Possible Bug ==<br />
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]<br />
<br />
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)<br />
<br />
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)<br />
<br />
== Yet another possible bug ==<br />
<br />
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see "Degel Zefonusan has begun a mysterious construction!". I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)<br />
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)<br />
<br />
== Fell mood murder ==<br />
<br />
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)<br />
: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)<br />
: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)<br />
<br />
== Skills affected by artifact creation ==<br />
<br />
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)<br />
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)<br />
<br />
== Possessed Mood Causes ==<br />
<br />
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''"On the item is an image of Zefon Stopchamber the dwarf in adventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202."'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)<br />
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)<br />
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)<br />
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)<br />
:::Nope. A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message " has been possessed!" and it comes directly from the 0..2 random number test mentioned below. It's random, you've had slightly bad luck, but your experience is well within statistically expected results. You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls. You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)<br />
:It's all a coincidence. I just disassembled the bit of the 0.31.08 strange mood that chooses mood type. It hasn't changed since the .40d days, except for excessive optimization by the compiler.<br />
:*First, a random number between 0 and 49 is generated.<br />
:*If that number is ''higher'' than the dwarf's current happiness scalar,<br />
:**then a random number between 0 and 1 is generated.<br />
:**0 results in a fell mood.<br />
:**1 results in a macabre mood.<br />
:*Otherwise, <br />
:**a random number between 0 and 2 is generated.<br />
:**0 results in a fey mood.<br />
:**1 results in a secretive mood.<br />
:**2 results in a possessed mood.<br />
:Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)<br />
<br />
== Shells == <br />
<br />
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .<br />
: 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)<br />
<br />
== Materials in hospitals ==<br />
<br />
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. <sup>05:34, 17 June 2010 Bungler</sup><br />
:That kind of makes sense, similar to how trader's goods can't be used. Did you try setting the level of material required by the hospital to 0?<br/>Incidentally, four tildes <nowiki>~~~~</nowiki> signs your talk page posts.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)<br />
<br />
== Metal working dwarves and magma workshops... ==<br />
<br />
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasnt completely full and lava was moving, the workshop momentarily lost "power". The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)<br />
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)<br />
**didnt know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)<br />
<br />
== Possessed Mood and Experience ==<br />
<br />
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact. The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.<br />
:Coincidence. Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary. I just checked my disassembly of 0.31.06. All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything. This is the same as its always been.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31:Utilities&diff=121629v0.31:Utilities2010-07-16T06:09:20Z<p>0x517A5D: /* author of Reveal2 flagging Reveal and Reveal2 as obsolete */</p>
<hr />
<div>{{AV}}<br />
{{Quality|Exceptional}}<br />
Please only list utilities that are known to work with the newest version here.<br />
<br />
Here are third party applications useful for Dwarf Fortress.<br />
__TOC__<br />
<br />
==Dwarf Fortress filesharing services==<br />
<br />
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===<br />
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.<br />
<br />
<br />
=== DF Map Compressor / DF Map Archive ===<br />
<br />
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]<br />
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]<br />
<br />
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).<br />
<br />
The map compressor was created by Shadowlord in May 2007. Extract from the website :<br />
:"The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font)."<br />
<br />
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.<br />
<br />
<br />
<br />
== 3D Visualizers ==<br />
<br />
=== [[Utility:Stonesense|Stonesense]] ===<br />
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]<br />
''by Jonask, Solifuge, Kaypy and Japa''<br />
<br />
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.<br />
<br />
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].<br />
<br />
Stonesense Slate now supports v0.31.05 - [http://stonesense.googlecode.com/files/Stonesense_Slate_RC2.rar get it here]<br />
<br />
== Interface tools ==<br />
<br />
===[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm]===<br />
<br />
Dfterm is a tool to run dwarf fortress via terminals remotely. multiple people can connect and watch or join in.<br />
<br />
Main article here: [[Dfterm]].<br />
<br />
<br />
<br />
== Game manipulation tools ==<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===<br />
<br />
The standalone Reveal utility is obsolete due to missing source code. [[DF2010:Utilities#DFHack|DFHack]]'s dfreveal module works like Reveal did, and has built-in undo capability.<br />
<br />
<font size=-2>Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all "unexplored" or "undug" tiles of the map (in fortress mode). To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read "will")'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more). '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.<br />
</font size><br />
<br />
===[http://www.bay12games.com/forum/index.php?topic=39229 Dwarf Therapist]===<br />
<br />
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. <br />
<br />
Version 0.5.6 is out (June 29, 2010). This version supports DF builds up to 3.01.08. <br />
<br />
New dedicated support forum: http://code.google.com/p/dwarftherapist/<br />
<br />
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] ===<br />
Runesmith is a Dwarf information viewing and editing tool inspired by the original Dwarf Companion. It uses the DFHack library to interface with Dwarf Fortress and Qt to provide a robust and professional looking cross-platform GUI. http://www.bay12forums.com/smf/index.php?topic=59056.0<br />
<br />
Version 0.1.5 is out for Windows, currently supporting 0.31.10. Since it uses DFHack, all versions of DF that DFHack supports, Runesmith supports!!<br />
<br />
* Windows: http://dffd.wimbli.com/file.php?id=2538<br />
* Linux: to follow (the windows one is reported to work fine under wine though)<br />
<br />
"A tool that allows smithing (editing) of the digits and letters (runes) that control all life in DF. By smithing these runes, the metagods (players) can meddle with DF mortals to suit their games, be it recasting a soul into a new species body, blessing and cursing indiviudals or just to make predictions of when a mortal will attain the next degree of competence to guide them on how they should spend their limited time." - Psieye - (http://www.bay12forums.com/smf/index.php?topic=57003.msg1324765#msg1324765)<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=58809 DFHack] ===<br />
<br />
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.4.0.2) release only supports the new DF 0.31.01, 0.31.02 and 0.31.03 legacy versions and 0.31.04-0.31.08 SDL versions. It consists of some of the more useful DFHack tools.<br />
<br />
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].<br />
<br />
=== DFhack tools for DF 2010 ===<br />
==== dfcleanmap ====<br />
Cleans all the bloodsmears that get scattered all over the map.<br />
==== dfliquids ====<br />
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.<br />
<br />
==== dfprospector ====<br />
Lists all available minerals on the map and how much of them there is.<br />
==== dfreveal ====<br />
Reveals the whole map. Newly can also hide what it revealed. Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.<br />
<br />
==== dfvdig ====<br />
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)<br />
<br />
== Fortress layout tools ==<br />
<br />
=== [http://sun2design.com/quickfort/ Quickfort] ===<br />
<br />
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from "blueprint" .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments).<br />
<br />
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===<br />
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool. It enables you to work out your designs before you start to build, and even see how they look in 3-D.<br />
It's written in C with SDL, and both Linux and Windows builds are available. The source code is freely available under the GPL.<br />
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent. Supports exporting to Quickfort-compatible CSV files.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=55025.0 ChromaFort] ===<br />
Chromafort allows you to convert 24-bit bitmap (.bmp) images into Quickfort-compatible CSV files.<br />
<br />
<br />
<br />
== Modding tools ==<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===<br />
WYSIWYG editor for designing the raws for a custom workshop.<br />
(Not all raws, just the tiles and colors) Lets you see how it will look at each stage of construction. Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.<br />
<br />
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=1996 Uristmod] ===<br />
A program which uses text files to automatically change/update raw files. Makes installation of mods easier. However at this time, the documentation is a little confusing and makes creating mods harder for beginners. [http://www.bay12forums.com/smf/index.php?topic=53028.0 Forum Thread]<br />
<br />
== Raw tile tools ==<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=2113 Raw tile selector] ===<br />
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.<br />
<br />
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.<br />
<br />
Currently for windows only.<br />
<br />
=== [http://dffd.wimbli.com/file.php?id=2178 Raw tile merger] ===<br />
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.<br />
<br />
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.<br />
<br />
<br />
<br />
== World Map / World Gen Tools ==<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===<br />
Very detailed Windows program to help create customize world gens.<br />
<br>[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]<br />
<br>[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]<br />
<br>[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]<br />
<br />
<br />
<br />
== Other/miscellaneous ==<br />
<br />
=== [http://winmerge.org/ WinMerge] ===<br />
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.<br />
<br />
<br />
= Tools under development =<br />
<br />
'''The tools listed below are under development for DF 2010, but cannot perform the task they are intended for at this time.'''<br />
<br />
<br />
=== [[Utility:Obsidian|Obsidian]] ===<br />
''by Skeggox''<br />
<br />
<br />
<br />
Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.<br />
<br />
Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.<br />
<br />
This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&diff=121451v0.31 Talk:Strange mood2010-07-14T02:37:27Z<p>0x517A5D: </p>
<hr />
<div>I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]<br />
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)<br />
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves "z" screen loses all the personality info when they go insane[[User:Cpad|Cpad]]<br />
<br />
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)<br />
<br />
according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)<br />
<br />
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)<br />
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]<br />
<br />
<br />
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is "Leave me. I need things... certain things"--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)<br />
<br />
== Body Parts? ==<br />
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a "how do you do". Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)<br />
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)<br />
<br />
== Stopping at Nothing ==<br />
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)<br />
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)<br />
== I think we need to do complete rearrange on mood materials ==<br />
<br />
I got fey mood and dorf kept screaming for "rock bars" and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.<br />
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)<br />
<br />
Rock bars means metal bars, I think. That what satisfied my fey dorf.<br />
<br />
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)<br />
<br />
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse. I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)<br />
<br />
:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]<br />
<br />
:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)<br />
<br />
:: I just had a guy ask for "rock bars" and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)<br />
<br />
:: I had a guy ask for "rock bars" and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [<br />
<br />
::In 0.31.06, my metalsmith interprets "rock bars" as rock block, which is rather confusing, because he also asked for "rock blocks". Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)<br />
<br />
::In my case "rock bars" meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)<br />
<br />
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P <sup>92.29.248.178, 18:39, 11 April 2010</sup><br />
<br />
I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map. <sup>78.23.137.83, 15:32, 20 April 2010 </sup><br />
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]<br />
:So it does appear that mood trigger conditions have changed. I'll try to do some disassembly and report what I find. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)<br />
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)<br />
<br />
== Saving & reloading not changing mood type ==<br />
<br />
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)<br />
<br />
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)<br />
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more <s>exploit</s> tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)<br />
<br />
== Body Parts ==<br />
<br />
Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)<br />
<br />
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)<br />
<br />
: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<br />
<br />
== Possible Bug ==<br />
<br />
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)<br />
<br />
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:<br />
<br />
*leather<br />
*body parts<br />
*plant cloth<br />
*rough gems<br />
*leather<br />
<br />
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)<br />
<br />
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:<br />
::*rough...colour<br />
::*stone...rock (has bauxite)<br />
::*gems...shining (has indigo tourmalines)<br />
::*tree...life (has palm logs)<br />
::*bones...yes (has mule bones. I liked that mule)<br />
<br />
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)<br />
<br />
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)<br />
<br />
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)<br />
::::If he wanted raw glass, he should've been mumbling "raw... [green/clear/crystal]". It was only in the old 2D version where "rough gems" (and its secretive/possessed equivalents) could occasionally mean "raw glass". --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)<br />
<br />
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)<br />
<br />
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).<br />
<br />
== Magma Workshops ==<br />
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]]<br />
: 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)<br />
<br />
== Obsidian Farming SCIENCE ==<br />
Someone needs to figure out definitely whether obsidian farming allows more moods.<br />
<br />
== 'Nother Possible Bug ==<br />
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]<br />
<br />
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)<br />
<br />
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)<br />
<br />
== Yet another possible bug ==<br />
<br />
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see "Degel Zefonusan has begun a mysterious construction!". I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)<br />
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)<br />
<br />
== Fell mood murder ==<br />
<br />
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)<br />
: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)<br />
: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)<br />
<br />
== Skills affected by artifact creation ==<br />
<br />
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)<br />
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)<br />
<br />
== Possessed Mood Causes ==<br />
<br />
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''"On the item is an image of Zefon Stopchamber the dwarf in adventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202."'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)<br />
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)<br />
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)<br />
<br />
:It's all a coincidence. I just disassembled the bit of the 0.31.08 strange mood that chooses mood type. It hasn't changed since the .40d days, except for excessive optimization by the compiler.<br />
:*First, a random number between 0 and 49 is generated.<br />
:*If that number is ''higher'' than the dwarf's current happiness scalar,<br />
:**then a random number between 0 and 1 is generated.<br />
:**0 results in a fell mood.<br />
:**1 results in a macabre mood.<br />
:*Otherwise, <br />
:**a random number between 0 and 2 is generated.<br />
:**0 results in a fey mood.<br />
:**1 results in a secretive mood.<br />
:**2 results in a possessed mood.<br />
:Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)<br />
<br />
== Shells == <br />
<br />
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .<br />
: 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)<br />
<br />
== Materials in hospitals ==<br />
<br />
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. <sup>05:34, 17 June 2010 Bungler</sup><br />
:That kind of makes sense, similar to how trader's goods can't be used. Did you try setting the level of material required by the hospital to 0?<br/>Incidentally, four tildes <nowiki>~~~~</nowiki> signs your talk page posts.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)<br />
<br />
== Metal working dwarves and magma workshops... ==<br />
<br />
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasnt completely full and lava was moving, the workshop momentarily lost "power". The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)<br />
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)<br />
**didnt know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)<br />
<br />
== Possessed Mood and Experience ==<br />
<br />
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact. The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.<br />
:Coincidence. Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary. I just checked my disassembly of 0.31.06. All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything. This is the same as its always been.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&diff=119980v0.31 Talk:Strange mood2010-07-02T04:19:36Z<p>0x517A5D: /* Possessed Mood Causes */</p>
<hr />
<div>I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]<br />
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)<br />
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves "z" screen loses all the personality info when they go insane[[User:Cpad|Cpad]]<br />
<br />
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)<br />
<br />
according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)<br />
<br />
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)<br />
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]<br />
<br />
<br />
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is "Leave me. I need things... certain things"--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)<br />
<br />
== Stopping at Nothing ==<br />
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)<br />
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)<br />
== I think we need to do complete rearrange on mood materials ==<br />
<br />
I got fey mood and dorf kept screaming for "rock bars" and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.<br />
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)<br />
<br />
Rock bars means metal bars, I think. That what satisfied my fey dorf.<br />
<br />
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)<br />
<br />
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse. I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)<br />
<br />
:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]<br />
<br />
:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)<br />
<br />
:: I just had a guy ask for "rock bars" and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)<br />
<br />
:: I had a guy ask for "rock bars" and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [<br />
<br />
::In 0.31.06, my metalsmith interprets "rock bars" as rock block, which is rather confusing, because he also asked for "rock blocks". Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)<br />
<br />
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P <sup>92.29.248.178, 18:39, 11 April 2010</sup><br />
<br />
I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map. <sup>78.23.137.83, 15:32, 20 April 2010 </sup><br />
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]<br />
:So it does appear that mood trigger conditions have changed. I'll try to do some disassembly and report what I find. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)<br />
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)<br />
<br />
== Saving & reloading not changing mood type ==<br />
<br />
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)<br />
<br />
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)<br />
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more <s>exploit</s> tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)<br />
<br />
== Body Parts ==<br />
<br />
Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)<br />
<br />
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)<br />
<br />
: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<br />
<br />
== Possible Bug ==<br />
<br />
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)<br />
<br />
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:<br />
<br />
*leather<br />
*body parts<br />
*plant cloth<br />
*rough gems<br />
*leather<br />
<br />
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)<br />
<br />
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:<br />
::*rough...colour<br />
::*stone...rock (has bauxite)<br />
::*gems...shining (has indigo tourmalines)<br />
::*tree...life (has palm logs)<br />
::*bones...yes (has mule bones. I liked that mule)<br />
<br />
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)<br />
<br />
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)<br />
<br />
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)<br />
::::If he wanted raw glass, he should've been mumbling "raw... [green/clear/crystal]". It was only in the old 2D version where "rough gems" (and its secretive/possessed equivalents) could occasionally mean "raw glass". --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)<br />
<br />
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)<br />
<br />
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).<br />
<br />
== Magma Workshops ==<br />
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]]<br />
: 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)<br />
<br />
== Obsidian Farming SCIENCE ==<br />
Someone needs to figure out definitely whether obsidian farming allows more moods.<br />
<br />
== 'Nother Possible Bug ==<br />
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]<br />
<br />
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)<br />
<br />
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)<br />
<br />
== Yet another possible bug ==<br />
<br />
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see "Degel Zefonusan has begun a mysterious construction!". I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)<br />
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)<br />
<br />
== Fell mood murder ==<br />
<br />
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)<br />
: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)<br />
<br />
== Skills affected by artifact creation ==<br />
<br />
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)<br />
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)<br />
<br />
== Possessed Mood Causes ==<br />
<br />
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''"On the item is an image of Zefon Stopchamber the dwarf in adventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202."'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)<br />
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)<br />
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)<br />
<br />
:It's all a coincidence. I just disassembled the bit of the 0.31.08 strange mood that chooses mood type. It hasn't changed since the .40d days, except for excessive optimization by the compiler.<br />
:*First, a random number between 0 and 49 is generated.<br />
:*If that number is ''higher'' than the dwarf's current happiness scalar,<br />
:**then a random number between 0 and 1 is generated.<br />
:**0 results in a fell mood.<br />
:**1 results in a macabre mood.<br />
:*Otherwise, <br />
:**a random number between 0 and 2 is generated.<br />
:**0 results in a fey mood.<br />
:**1 results in a secretive mood.<br />
:**2 results in a possessed mood.<br />
:Purely random. Disassembly available on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)<br />
<br />
== Shells == <br />
<br />
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .<br />
<br />
== Materials in hospitals ==<br />
<br />
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. <sup>05:34, 17 June 2010 Bungler</sup><br />
:That kind of makes sense, similar to how trader's goods can't be used. Did you try setting the level of material required by the hospital to 0?<br/>Incidentally, four tildes <nowiki>~~~~</nowiki> signs your talk page posts.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=User:0x517A5D&diff=119281User:0x517A5D2010-06-22T06:34:18Z<p>0x517A5D: /* Reveal2 */</p>
<hr />
<div>== Build ==<br />
I obsessively min-max my starting profile, even though it doesn't matter in the long run.<br />
<br />
My latest build was intended for a resource-heavy wooded terrifying area in version {{version|0.31.03}}.<br />
<br />
* 4&nbsp;ambusher / 2&nbsp;crossbowman / 1&nbsp;negotiator / 1&nbsp;judge&nbsp;of&nbsp;intent / 1&nbsp;appraiser / 1&nbsp;pacifier<br />
:Immediately drafted as sole early protection. Starts with a free crossbow due to ambusher skill. May mine if area seems safe. Cross-trained as weaponsmith.<br />
* 5&nbsp;diagnostician / 4&nbsp;surgeon / 1&nbsp;wound&nbsp;dresser<br />
:Woodcutting, mining. Cross-trained as weaponsmith.<br />
* 5 grower / 5 brewer<br />
:Fortress maintenance, incidental tasks. Mines until underground farm area is prepared. Cross-trained as armorsmith.<br />
* 5 grower / 5 cook<br />
:Fortress maintenance, wealth creation (prepared meals), incidental tasks. Mines until underground farm area is prepared. Cross-trained as armorsmith.<br />
* 5 mechanic / 5 herbalist<br />
:Fortress maintenance, wealth creation (mechanisms), plant gathering to allow above-ground farming, possibly some mining.<br />
* 5 carpenter / 5 glassmaker<br />
:Beds, furniture, floodgates, glass pumps, frees up a few sandbags to be seed bags, mining.<br />
* 5 mason / 5 furnace operator<br />
:Mining, blocks for buildings and pumps, maybe some furniture. Also makes coke and charcoal for glassmaking.<br />
<br />
Note the lack of metalworking skills. I have decided that except possibly furnace operator, the metalworking skills are not important enough to buy at embark. Instead I attempt to direct strange moods by cross-training unskilled workers by doing a single job in the skill I want. Accordingly I keep most of the seven starters from starting with moodable skills, and do not assign them jobs that would yield moods I consider worthless. I'm looking at ''you'', tanning/leatherworking.<br />
<br />
I am now mixing the early wealth creation roles with the fortress maintenance roles. This can be considered exploitative, as meals are worth too much, and mechanisms made out of iron ore are worth too much.<br />
<br />
I am not convinced that there is much need to buy medical skills during embark. Diagnostician appears to be the most important of the medical skills.<br />
<br />
I am growing colder on buying masonry at embark time. It is redundant to carpentry, glassmaking, and the metalworking skills.<br />
<br />
* 4 copper picks<br />
* no axes (use training axe exploit)<br />
* 1 iron anvil (not really needed)<br />
* 25 rock nuts<br />
* 15 pig tail seeds<br />
* 1 each of other seeds/spawn (for bags)<br />
* 11 each of the 4 dwarven alcohols<br />
* 16 plump helmets (for wine & seeds)<br />
* 1 each of all 2P/4P meat/fish (for barrels)<br />
* 1 of each available type of milk (for barrels)<br />
* 20 bituminous coal (-> coke -> glass and metalworking)<br />
* 2 pieces 5P leather (reserved for moods)<br />
* 2 cave spider silk thread (reserved for moods)<br />
* 1 10P small cut gem (reserved for moods)<br />
* 4 kimberlite (for color-coded levers)<br />
* 4 petrified wood (for color-coded levers)<br />
* 4 olivine (for color-coded levers)<br />
* 40 sand (for bags)<br />
* 4 dogs (1 male, 3 female)<br />
* as many logs as possible, around 20.<br />
<br/><br />
The rules this time:<br />
* No moat-the-map or wall-the-map.<br />
* No stonefall traps in places that are 'outside' &mdash; i.e. don't have a ceiling.<br />
* Non-stonefall traps only in constructed or excavated & smoothed areas. Traps in excavated dirt areas must have a stone floor built on that tile.<br />
* Metal mechanisms for all non-stonefall traps, all gears, all machines. Stone mechanisms are only for trade.<br />
* <s>All furniture to be made of wood, metal, or glass.</s><br />
* All structures to be built with blocks or bars.<br />
* Furnaces must be made out of fire-safe material; magma furnaces must be made out of magma-safe material. Non magma-safe pumps are allowed.<br />
* GRASSTRAMPLE cut to 1 for civilized and domestic species, 0 for elves and cats.<br />
* Flours and sugar modded out.<br />
<br />
<br />
Depending on the map, the defender/mayor either becomes a soldier or a miner. (He starts with a free crossbow and bolts because of the ambusher skill.) Either way, turn off hunting. If he's a soldier, someone else trains the dogs and then assigns 2 to him and 2 to the herbalist.<br />
<br />
The carpenter/glassmaker makes 6 tables and chairs, and 4 or so beds. 2 tables and chairs are made into offices for the bookkeeper and manager, 4 more are made into a dining room.<br />
<br />
Depending on the map, the initially-unskilled miners may dig out large areas of soil to level up. Digging soil is much faster than digging rock and gives the same experience. This is best done in two or three stages: dig up-stairs, then remove them, then possibly dig down-stairs. This gives experience twice or three times per tile. Note that tiles with down-stairs cannot grow shrubs/trees.<br />
<br />
I like to get immigrants as soon as possible, and as many as possible. I do this by digging out large swaths of dirt and by making mechanisms out of expensive ore to increase the fortress's created wealth. (The 30x multiplier on mechanisms may be seen as a bug exploit; you may wish to make 25x statues instead.)<br />
<br />
Immediately set reserved barrels to 20 or so. You want those barrels for booze.<br />
<br />
Start cooking all that food. <s>Forbid the booze barrels that are totally full; cook the rest of the booze.</s><sub>Boozecooking is currently bugged{{version|0.31.03}}.</sub> Cook the seeds to recover their bags.<br />
<br />
Later, you must remember to turn off booze cooking and reclaim the full booze barrels.<br />
<br />
Still later, when you buy fish and seeds from the traders, you must remember to turn off cooking on each type.<br />
<br />
Customize food piles to not accept booze, seeds, or dye plants. Booze barrels can stay in the still -- they hardly clutter it at all (unlike, say, prepared meals in the kitchen). It's too early for dyeing, so we don't want to waste the space. And a seedpile is best made near your farm.<br />
<br />
Also set food piles to 0 barrels, except the seedpile should allow 1. This means you need more space devoted to food piles, but you can see at a glance how much food you have. (Note: supposedly you will lose more food to vermin this way.) (Now I think this should be done only for the prepared-food pile.)<br />
<br />
Dig cisterns to hold pond water in case it evaporates. (Not necessary if the map is cold or has running water.) The cisterns must be in a rock layer to prevent evaporation.<br />
<br />
The outdoor refuse pile should be customized to not accept rotten plants because the herbalists will be dropping dye plants as soon as they pick them, and we don't want to waste time hauling them when they wither.<br />
<br />
I make heavy use of the "quantum stockpiles" that the dump designation and garbage zone allows. It allows much more control over item placement and disposition than stockpiles do.<br />
<br />
Think big, there's lots of room. But remember to centralize as well. <br />
<br />
Vertical connectivity is king. An up/down staircase takes no longer to dig than an empty square, and has much more potential. You can't put a building on an up/down, but you can put a stockpile or zone on it. <sub>If you can tolerate the flashing.</sub><br />
<br />
Make magma channels two-wide or more for faster filling, or use a pump to get it done even faster.<br />
<br />
== <b>Siege Checklist</b> ==<br />
<br />
* Turn off the [[Skill|Mechanic]] skill on all dwarves.<br />
::This stops reloading of cage traps and stone traps.<br />
::This is '''not necessary''' if all traps are forbidden, as discussed below.<br />
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.<br />
::This prevents gathering of occupied cages.<br />
::This is '''not necessary''' if all traps are forbidden, as discussed below.<br />
* Turn off [[Standing_orders|wood gathering]] {{K|o}}{{K|w}}.<br />
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.<br />
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.<br />
* Consider turning on [[Standing_orders|only soldiers can go outdoors]] {{K|o}}{{K|i}}.<br />
* Lock someone in the lever room. (You do have a lever room, right?)<br />
::Draft them, station them, relieve them of duty.<br />
::Probably should use two dwarves in case one goes to sleep.<br />
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} <u>before</u> enemies trigger them.<br />
:This prevents clean trap and reset trap jobs and gathering of occupied cages.<br />
<br />
=== Post-Siege Checklist ===<br />
<br />
* Ensure that enemies have left the map. {{K|u}}nit list, between tame animals and deceased units.<br />
* Bring some or all squads off-duty.<br />
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and possibly some [[Legendary|legendary]] units.<br />
* Turn on animal gathering.<br />
* Turn on wood gathering.<br />
* Re-set Forbid orders.<br />
* Allow all dwarves to go outdoors.<br />
* Unlock the lever room.<br />
* Reclaim all dead bodies through stocks menu.<br />
* Reclaim all trap components through stocks menu.<br />
* Wait for bodies to be hauled to refuse piles and graveyards.<br />
* Mass-mark enemy equipment for melting {{K|d}}{{K|b}}{{K|m}}.<br />
::Alternatively mark all equipment for dumping {{K|d}}{{K|b}}{{K|d}}, then re-mark for melting {{K|d}}{{K|b}}{{K|m}}, which removes the dump tag. This results in dumping all non-metal items; the metal ones can then be hauled to weapon/armor piles near the smelters.<br />
* Unmark trap components for dumping and/or melting through stocks menu.<br />
* Reclaim the enemy equipment {{K|d}}{{K|b}}{{K|c}}.<br />
* (Unknown)<br />
* Profit!<br />
<br />
<!--<br />
== Regional Prospector ==<br />
<br />
The seekret projekt has been revealed to be [[Utilities#Regional_Prospector|Regional Prospector]].<br />
<br />
<br />
The original functionality of <b>RP</b> has been rolled into <b>DF</b>, but the magma highlighting and longitude/latitude/seed display has not. I am considering updating <b>RP</b>, and probably will.<br />
<br />
----<br />
--><br />
<br />
== Stone Sense ==<br />
<br />
=== Stone Sense ===<br />
<br />
[http://dffd.wimbli.com/file.php?id=2066 Download Stone Sense 1.0]<br />
<br />
Stone Sense is a utility for Dwarf Fortress that adds a sort of radar to miners, so that they can detect what is inside the rock near the location where they are digging.<br />
<br />
It is currently VERY overpowered as it reveals 289 squares (17x17) instead of the normal 9 squares (3x3). Future plans include basing the amount revealed on the skill of the miner.<br />
<br />
To use it, first start Dwarf Fortress. Then run stone_sense.exe. Finally, go to the bottommost level and mark the whole level for digging, then unmark it. That forces all map blocks to be populated with valid data. (Nothing bad happens if you don't, but map squares in unallocated map blocks aren't revealed.)<br />
<br />
One commandline parameter is supported: the radius to use. Values can range from 1 (Dwarf Fortress's default) to 125. Example:<br />
stone_sense.exe 10<br />
<br />
<br />
The utility does not need to be in the same directory as Dwarf Fortress.<br />
<br />
Note: this utility patches the in-memory copy of Dwarf Fortress, not the program file. Accordingly, you will need to run it every time you start Dwarf Fortress.<br />
<br />
Should work with .32a through .40d and beyond. Version 1.0, 20100411, now works with the 0.31.* (DF2010) releases.<br />
<br />
Known bugs:<br />
<br />
:Unallocated parts of the map are not revealed. To work around this, do the same thing that Reveal requires: go to the bottommost level that you care about and designate the whole thing for digging, then remove the designation. [WONTFIX].<br />
<br />
:I have encountered one unexpected occurrence: a section of the map was revealed as if I had dug it out, but I had nothing marked there and no dwarves near it. The reveal was centered on a pool, and when I looked, there was a fox about three squares away. I think the fox went for a short swim, and this triggered the function I call reveal_mining(). [WONTFIX, probably]<br />
<br />
----<br />
<br />
== German Menu ==<br />
<br />
[http://dffd.wimbli.com/file.php?id=913 Download German Menu beta1]<br />
<br />
== Reveal2 ==<br />
<br />
&#x202E;I have updated [[User:Rick|Rick/Gibbed's]] Reveal utility to work with Vista and Windows 7. In addition, it should be able to work with all versions of Dwarf Fortress without the need to edit an .INI file. It is on the DFFD at [http://dffd.wimbli.com/file.php?id=1044 Reveal2].&#x202C;<br />
<br />
For the .31.* releases, I recommend using [[Utilities#DFHack|DFHack]] instead, as its dfreveal utility is more powerful, more friendly, and DFHack is updated with new version information very quickly. Download DFHack [http://github.com/peterix/dfhack/downloads here].</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=User:0x517A5D&diff=119279User:0x517A5D2010-06-22T06:20:22Z<p>0x517A5D: /* Reveal2 */</p>
<hr />
<div>== Build ==<br />
I obsessively min-max my starting profile, even though it doesn't matter in the long run.<br />
<br />
My latest build was intended for a resource-heavy wooded terrifying area in version {{version|0.31.03}}.<br />
<br />
* 4&nbsp;ambusher / 2&nbsp;crossbowman / 1&nbsp;negotiator / 1&nbsp;judge&nbsp;of&nbsp;intent / 1&nbsp;appraiser / 1&nbsp;pacifier<br />
:Immediately drafted as sole early protection. Starts with a free crossbow due to ambusher skill. May mine if area seems safe. Cross-trained as weaponsmith.<br />
* 5&nbsp;diagnostician / 4&nbsp;surgeon / 1&nbsp;wound&nbsp;dresser<br />
:Woodcutting, mining. Cross-trained as weaponsmith.<br />
* 5 grower / 5 brewer<br />
:Fortress maintenance, incidental tasks. Mines until underground farm area is prepared. Cross-trained as armorsmith.<br />
* 5 grower / 5 cook<br />
:Fortress maintenance, wealth creation (prepared meals), incidental tasks. Mines until underground farm area is prepared. Cross-trained as armorsmith.<br />
* 5 mechanic / 5 herbalist<br />
:Fortress maintenance, wealth creation (mechanisms), plant gathering to allow above-ground farming, possibly some mining.<br />
* 5 carpenter / 5 glassmaker<br />
:Beds, furniture, floodgates, glass pumps, frees up a few sandbags to be seed bags, mining.<br />
* 5 mason / 5 furnace operator<br />
:Mining, blocks for buildings and pumps, maybe some furniture. Also makes coke and charcoal for glassmaking.<br />
<br />
Note the lack of metalworking skills. I have decided that except possibly furnace operator, the metalworking skills are not important enough to buy at embark. Instead I attempt to direct strange moods by cross-training unskilled workers by doing a single job in the skill I want. Accordingly I keep most of the seven starters from starting with moodable skills, and do not assign them jobs that would yield moods I consider worthless. I'm looking at ''you'', tanning/leatherworking.<br />
<br />
I am now mixing the early wealth creation roles with the fortress maintenance roles. This can be considered exploitative, as meals are worth too much, and mechanisms made out of iron ore are worth too much.<br />
<br />
I am not convinced that there is much need to buy medical skills during embark. Diagnostician appears to be the most important of the medical skills.<br />
<br />
I am growing colder on buying masonry at embark time. It is redundant to carpentry, glassmaking, and the metalworking skills.<br />
<br />
* 4 copper picks<br />
* no axes (use training axe exploit)<br />
* 1 iron anvil (not really needed)<br />
* 25 rock nuts<br />
* 15 pig tail seeds<br />
* 1 each of other seeds/spawn (for bags)<br />
* 11 each of the 4 dwarven alcohols<br />
* 16 plump helmets (for wine & seeds)<br />
* 1 each of all 2P/4P meat/fish (for barrels)<br />
* 1 of each available type of milk (for barrels)<br />
* 20 bituminous coal (-> coke -> glass and metalworking)<br />
* 2 pieces 5P leather (reserved for moods)<br />
* 2 cave spider silk thread (reserved for moods)<br />
* 1 10P small cut gem (reserved for moods)<br />
* 4 kimberlite (for color-coded levers)<br />
* 4 petrified wood (for color-coded levers)<br />
* 4 olivine (for color-coded levers)<br />
* 40 sand (for bags)<br />
* 4 dogs (1 male, 3 female)<br />
* as many logs as possible, around 20.<br />
<br/><br />
The rules this time:<br />
* No moat-the-map or wall-the-map.<br />
* No stonefall traps in places that are 'outside' &mdash; i.e. don't have a ceiling.<br />
* Non-stonefall traps only in constructed or excavated & smoothed areas. Traps in excavated dirt areas must have a stone floor built on that tile.<br />
* Metal mechanisms for all non-stonefall traps, all gears, all machines. Stone mechanisms are only for trade.<br />
* <s>All furniture to be made of wood, metal, or glass.</s><br />
* All structures to be built with blocks or bars.<br />
* Furnaces must be made out of fire-safe material; magma furnaces must be made out of magma-safe material. Non magma-safe pumps are allowed.<br />
* GRASSTRAMPLE cut to 1 for civilized and domestic species, 0 for elves and cats.<br />
* Flours and sugar modded out.<br />
<br />
<br />
Depending on the map, the defender/mayor either becomes a soldier or a miner. (He starts with a free crossbow and bolts because of the ambusher skill.) Either way, turn off hunting. If he's a soldier, someone else trains the dogs and then assigns 2 to him and 2 to the herbalist.<br />
<br />
The carpenter/glassmaker makes 6 tables and chairs, and 4 or so beds. 2 tables and chairs are made into offices for the bookkeeper and manager, 4 more are made into a dining room.<br />
<br />
Depending on the map, the initially-unskilled miners may dig out large areas of soil to level up. Digging soil is much faster than digging rock and gives the same experience. This is best done in two or three stages: dig up-stairs, then remove them, then possibly dig down-stairs. This gives experience twice or three times per tile. Note that tiles with down-stairs cannot grow shrubs/trees.<br />
<br />
I like to get immigrants as soon as possible, and as many as possible. I do this by digging out large swaths of dirt and by making mechanisms out of expensive ore to increase the fortress's created wealth. (The 30x multiplier on mechanisms may be seen as a bug exploit; you may wish to make 25x statues instead.)<br />
<br />
Immediately set reserved barrels to 20 or so. You want those barrels for booze.<br />
<br />
Start cooking all that food. <s>Forbid the booze barrels that are totally full; cook the rest of the booze.</s><sub>Boozecooking is currently bugged{{version|0.31.03}}.</sub> Cook the seeds to recover their bags.<br />
<br />
Later, you must remember to turn off booze cooking and reclaim the full booze barrels.<br />
<br />
Still later, when you buy fish and seeds from the traders, you must remember to turn off cooking on each type.<br />
<br />
Customize food piles to not accept booze, seeds, or dye plants. Booze barrels can stay in the still -- they hardly clutter it at all (unlike, say, prepared meals in the kitchen). It's too early for dyeing, so we don't want to waste the space. And a seedpile is best made near your farm.<br />
<br />
Also set food piles to 0 barrels, except the seedpile should allow 1. This means you need more space devoted to food piles, but you can see at a glance how much food you have. (Note: supposedly you will lose more food to vermin this way.) (Now I think this should be done only for the prepared-food pile.)<br />
<br />
Dig cisterns to hold pond water in case it evaporates. (Not necessary if the map is cold or has running water.) The cisterns must be in a rock layer to prevent evaporation.<br />
<br />
The outdoor refuse pile should be customized to not accept rotten plants because the herbalists will be dropping dye plants as soon as they pick them, and we don't want to waste time hauling them when they wither.<br />
<br />
I make heavy use of the "quantum stockpiles" that the dump designation and garbage zone allows. It allows much more control over item placement and disposition than stockpiles do.<br />
<br />
Think big, there's lots of room. But remember to centralize as well. <br />
<br />
Vertical connectivity is king. An up/down staircase takes no longer to dig than an empty square, and has much more potential. You can't put a building on an up/down, but you can put a stockpile or zone on it. <sub>If you can tolerate the flashing.</sub><br />
<br />
Make magma channels two-wide or more for faster filling, or use a pump to get it done even faster.<br />
<br />
== <b>Siege Checklist</b> ==<br />
<br />
* Turn off the [[Skill|Mechanic]] skill on all dwarves.<br />
::This stops reloading of cage traps and stone traps.<br />
::This is '''not necessary''' if all traps are forbidden, as discussed below.<br />
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.<br />
::This prevents gathering of occupied cages.<br />
::This is '''not necessary''' if all traps are forbidden, as discussed below.<br />
* Turn off [[Standing_orders|wood gathering]] {{K|o}}{{K|w}}.<br />
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.<br />
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.<br />
* Consider turning on [[Standing_orders|only soldiers can go outdoors]] {{K|o}}{{K|i}}.<br />
* Lock someone in the lever room. (You do have a lever room, right?)<br />
::Draft them, station them, relieve them of duty.<br />
::Probably should use two dwarves in case one goes to sleep.<br />
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} <u>before</u> enemies trigger them.<br />
:This prevents clean trap and reset trap jobs and gathering of occupied cages.<br />
<br />
=== Post-Siege Checklist ===<br />
<br />
* Ensure that enemies have left the map. {{K|u}}nit list, between tame animals and deceased units.<br />
* Bring some or all squads off-duty.<br />
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and possibly some [[Legendary|legendary]] units.<br />
* Turn on animal gathering.<br />
* Turn on wood gathering.<br />
* Re-set Forbid orders.<br />
* Allow all dwarves to go outdoors.<br />
* Unlock the lever room.<br />
* Reclaim all dead bodies through stocks menu.<br />
* Reclaim all trap components through stocks menu.<br />
* Wait for bodies to be hauled to refuse piles and graveyards.<br />
* Mass-mark enemy equipment for melting {{K|d}}{{K|b}}{{K|m}}.<br />
::Alternatively mark all equipment for dumping {{K|d}}{{K|b}}{{K|d}}, then re-mark for melting {{K|d}}{{K|b}}{{K|m}}, which removes the dump tag. This results in dumping all non-metal items; the metal ones can then be hauled to weapon/armor piles near the smelters.<br />
* Unmark trap components for dumping and/or melting through stocks menu.<br />
* Reclaim the enemy equipment {{K|d}}{{K|b}}{{K|c}}.<br />
* (Unknown)<br />
* Profit!<br />
<br />
<!--<br />
== Regional Prospector ==<br />
<br />
The seekret projekt has been revealed to be [[Utilities#Regional_Prospector|Regional Prospector]].<br />
<br />
<br />
The original functionality of <b>RP</b> has been rolled into <b>DF</b>, but the magma highlighting and longitude/latitude/seed display has not. I am considering updating <b>RP</b>, and probably will.<br />
<br />
----<br />
--><br />
<br />
== Stone Sense ==<br />
<br />
=== Stone Sense ===<br />
<br />
[http://dffd.wimbli.com/file.php?id=2066 Download Stone Sense 1.0]<br />
<br />
Stone Sense is a utility for Dwarf Fortress that adds a sort of radar to miners, so that they can detect what is inside the rock near the location where they are digging.<br />
<br />
It is currently VERY overpowered as it reveals 289 squares (17x17) instead of the normal 9 squares (3x3). Future plans include basing the amount revealed on the skill of the miner.<br />
<br />
To use it, first start Dwarf Fortress. Then run stone_sense.exe. Finally, go to the bottommost level and mark the whole level for digging, then unmark it. That forces all map blocks to be populated with valid data. (Nothing bad happens if you don't, but map squares in unallocated map blocks aren't revealed.)<br />
<br />
One commandline parameter is supported: the radius to use. Values can range from 1 (Dwarf Fortress's default) to 125. Example:<br />
stone_sense.exe 10<br />
<br />
<br />
The utility does not need to be in the same directory as Dwarf Fortress.<br />
<br />
Note: this utility patches the in-memory copy of Dwarf Fortress, not the program file. Accordingly, you will need to run it every time you start Dwarf Fortress.<br />
<br />
Should work with .32a through .40d and beyond. Version 1.0, 20100411, now works with the 0.31.* (DF2010) releases.<br />
<br />
Known bugs:<br />
<br />
:Unallocated parts of the map are not revealed. To work around this, do the same thing that Reveal requires: go to the bottommost level that you care about and designate the whole thing for digging, then remove the designation. [WONTFIX].<br />
<br />
:I have encountered one unexpected occurrence: a section of the map was revealed as if I had dug it out, but I had nothing marked there and no dwarves near it. The reveal was centered on a pool, and when I looked, there was a fox about three squares away. I think the fox went for a short swim, and this triggered the function I call reveal_mining(). [WONTFIX, probably]<br />
<br />
----<br />
<br />
== German Menu ==<br />
<br />
[http://dffd.wimbli.com/file.php?id=913 Download German Menu beta1]<br />
<br />
== Reveal2 ==<br />
<br />
I have updated [[User:Rick|Rick/Gibbed's]] Reveal utility to work with Vista and Windows 7. In addition, it should be able to work with all versions of Dwarf Fortress without the need to edit an .INI file. It is on the DFFD at [http://dffd.wimbli.com/file.php?id=1044 Reveal2].<br />
<br />
For the .31.* releases, I recommend using [[Utilities#DFHack|DFHack]] instead, as its dfreveal utility is more powerful, more friendly, and DFHack is updated with new version information very quickly. Download DFHack [http://github.com/peterix/dfhack/downloads here].</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31:Magma-safe&diff=119149v0.31:Magma-safe2010-06-20T01:30:50Z<p>0x517A5D: </p>
<hr />
<div>{{av}}{{Quality|Exceptional}}<br />
<br />
'''Magma-safe materials''' are materials which will not melt, burn or evaporate when in close contact with {{l|magma}}. Most frequently, this comes into play when using {{l|floodgate}}s operated by {{l|mechanism}}s.<br />
<br />
In order to construct mechanisms from a magma-safe stone, simply ensure that they are the closest available stone to your {{l|mechanic}}, ideally by placing a restricted {{l|stockpile}} around your {{l|mechanic's workshop}}.<br />
<br />
When linking a trigger to an object, the ''first'' mechanism selected is attached to the object, and the ''second'' is attached to the trigger. Unless the trigger itself will be submerged in magma (as could be the case with a {{l|pressure plate}}), only the first mechanism (attached to the object that will be submerged) need be magma-safe. If you do not have any magma-safe stones available, you can also work around floodgate-based flow control by using {{l|screw pump}}s to pump the magma over {{l|wall}}-barriers, or using water to form {{l|obsidian}} to plug flows and channel through them to reopen them (necessity and invention and all that).<br />
<br />
Constructions that resist magma are:<br />
<br />
* Constructions ({{l|Wall}}, {{l|Floor}}, {{l|Ramp}}, and {{l|Stairs}}) of any material can never melt or burn - there is nothing wrong with a {{l|wood}}en magma reservoir. Natural (but not constructed) {{l|ice}} walls/floors/ramps/stairs may melt however.<br />
* {{l|Fortification}}s will allow the passage of {{l|magma}}, but not the assorted magma creatures. Fire snakes are vermin, so they can spawn anywhere near the magma. They are not affected by fortifications, grates, or even solid walls. Also, there is a bug with fluids which may sometimes let magma (and water) push living things through barriers such as fortifications, bars and grates. {{l|Pump}}s are a positive defense, but can change the dynamics of fluid {{l|pressure}}.<br />
* If not submerged (that is, not opened to let magma flow over/past/around them), {{l|door}}s, {{l|floodgate}}s, and raised {{l|bridge}}s (provided that there is no magma on the space the bridge would occupy when lowered) of non-magma-safe stone or metal are safe. So long as they are just in contact with magma, only acting as a passive "wall", they are fine. If opened, they will melt.<br />
** Raised drawbridges have a notable exception, in that allowing magma to flow over the area that the bridge would normally occupy when lowered ''will'' cause the bridge's components to heat up and potentially melt.<br />
* A {{L|pump}} made with magma-safe metal pipes and screws and with magma-safe metal blocks or magma-safe stone blocks is fully magma-safe. A pump made with glass pipes and screws or any type of{{Verify}} metal pipes and screws, and glass blocks, any type of metal blocks, or magma-safe stone blocks is magma-safe as long as no magma ever occupies the passable tile of the pump. Pumps made with {{L|wood|wooden}} components or with non-magma-safe stone blocks will deconstruct soon after they begin pumping magma.<br />
<br />
<!-- NEED TO RECHECK THIS!<br />
<br />
=== Glass ===<br />
{{l|Glass}} behaves oddly in regards to magma. Glass is, in itself, not magma safe; glass {{l|instrument}}s will melt in magma. However, glass {{l|furniture}} will not. So glass {{l|statue}}s, {{l|screw pump}}s, and {{l|floodgate}}s are all fine when submerged in magma. Forum link with experiments: http://www.bay12games.com/forum/index.php?topic=27423.msg333562#msg333562<br />
<br />
Glass barriers still require magma-proof mechanisms to operate without deconstructing.<br />
<br />
--><br />
<br />
== Game calculations ==<br />
In the game, magma's temperature is exactly 2,032°F, or about 1,111°C. This is also 12,000° {{l|Temperature scale|Urist}}.<br />
<br />
==Magma-safe material==<br />
<br />
The following materials will not melt when submerged in magma. Although true for any item/construction, it's worth specifically mentioning that this includes doors, hatches, floodgates, bridges, pumps and mechanisms.<br />
<br />
<!--Editors: For your convenience, a BLANK ROW TEMPLATE:<br />
<br />
{{MS table row|Type= |Matl= |Appear= |Temp= |Notes= }}<br />
<br />
--><br />
<br />
{{MS table head}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Alunite}}|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=13,690°U (3722°F/2051°C)|Notes=}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Anhydrite}}|Appear={{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}|Temp=12,610°U (2642°F/1450°C)|Notes=}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Basalt}}|Appear={{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Notes={{L|igneous extrusive}} layer stone}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Bauxite}}|Appear={{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,600°U (3632°F/2000°C)|Notes=dark red}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Calcite}}|Appear={{Raw Tile|"|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,902°U (2934°F/1613°C)|Notes={{L|flux}} stone}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Chert}}|Appear={{Raw Tile|&#61;|6:7:0}} {{Raw Tile|•|6:0}}|Temp=13,101°U (3133°F/1723°C)|Notes={{L|sedimentary}} layer stone}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Chromite}}|Appear={{Raw Tile|&#61;|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,645°U (3677°F/2026°C)|Notes=}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Dolomite}}|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=16,507°U (6539°F/3619°C)|Notes={{L|flux}} stone}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Gabbro}}|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Notes={{L|igneous intrusive}} layer stone}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Ilmenite}}|Appear={{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,457°U (2489°F/1365°C)|Notes=}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Kaolinite}}|Appear={{Raw Tile|&#61;|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,150°U (3182°F/1751°C)|Notes=dark red}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Mica}}|Appear={{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,295°U (2327°F/1275°C)|Notes=}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Obsidian}}|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,600°U (3632°F/2001°C)|Notes=value 3 stone, {{L|igneous extrusive}} layer stone, can be "{{l|obsidian farming|manufactured}}"}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Olivine}}|Appear={{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}|Temp=13,168°U (3200°F/1761°C)|Notes=green}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Orthoclase}}|Appear={{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}|Temp=12,250°U (2282°F/1250°C)|Notes=yellow}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Periclase}}|Appear={{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}|Temp=15,040°U (5072°F/2803°C)|Notes=}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Petrified wood}}|Appear={{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}|Temp=12,970°U (3002°F/1650°C)|Notes=bright red}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Pitchblende}}|Appear={{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}|Temp=12,070°U (2102°F/1149°C)|Notes=purple}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Quartzite}}|Appear={{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,970°U (3002°F/1650°C)|Notes={{L|metamorphic}} layer stone}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Rutile}}|Appear={{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}|Temp=13,285°U (3214°F/1826°C)|Notes=purple}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Sandstone}}|Appear={{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}|Temp=12,070°U (2102°F/1149°C)|Notes={{L|sedimentary}} layer stone}}<br />
<br />
{{MS table row|Type=Stone|Matl={{l|Talc}}|Appear={{Raw Tile|&#124;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,700°U (2732°F/1500°C)|Notes=}}<br />
<br />
{{MS table row|Type=Metal|Matl={{l|Adamantine}}|Appear={{Raw Tile|╪|3:3:1}} {{Raw Tile|≡|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Notes=Highest value/utility material in game}}<br />
<br />
{{MS table row|Type=Metal|Matl={{l|Iron}}|Appear={{Raw Tile|╪|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,768°U (2800°F/1538°C)|Notes=}}<br />
<br />
{{MS table row|Type=Metal|Matl={{l|Nickel}}|Appear={{Raw Tile|╪|7:3:0}} {{Raw Tile|≡|7:0}}|Temp=12,619°U (2651°F/1455°C)|Notes=}}<br />
<br />
{{MS table row|Type=Metal|Matl={{l|Pig iron}}|Appear={{Raw Tile|╪|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,106°U (2138°F/1170°C)|Notes=used in steel making process}}<br />
<br />
{{MS table row|Type=Metal|Matl={{l|Platinum}}|Appear={{Raw Tile|╪|7:7:1}} {{Raw Tile|≡|7:1}}|Temp=13,182°U (3214°F/1768°C)|Notes=High value metal}}<br />
<br />
{{MS table row|Type=Metal|Matl={{l|Steel}}|Appear={{Raw Tile|╪|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,718°U (2750°F/1510°C)|Notes=armour/weapons}}<br />
<br />
{{MS table row|Type=Ore|Matl={{l|Cassiterite}}|Appear={{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}|Temp=12,025°U (2057°F/1124°C)|Notes=tin ore, used in bronze & pewter alloys}}<br />
<br />
{{MS table row|Type=Ore|Matl={{l|Galena}}|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=12,005°U (2037°F/1113°C)|Notes=lead/silver ore}}<br />
<br />
{{MS table row|Type=Ore|Matl={{l|Hematite}}<sup>3</sup>|Appear={{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}|Temp=12,736°U (2768°F/1520°C)|Notes=iron ore<sup>3</sup>}}<br />
<br />
{{MS table row|Type=Ore|Matl={{l|Magnetite}}<sup>3</sup>|Appear={{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}|Temp=12,768°U (2800°F/1538°C)|Notes=iron ore<sup>3</sup>}}<br />
<br />
{{MS table row|Type=Ore|Matl={{l|Native platinum}}|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=13,182°U (3214°F/1768°C)|Notes=}}<br />
<br />
{{MS table row|Type=Ore|Matl=''{{l|Sphalerite}}''<sup>4</sup>|Appear={{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}|Temp=<s>''12,133°U (2165°F/1185°C)''</s>|Notes=zinc ore - '''''See Notes<sup>4</sup>'''''}}<br />
<br />
{{MS table row|Type=Special|Matl={{l|Raw adamantine}}|Appear={{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Notes=}}<br />
<br />
{{MS table row|Type=Leather|Matl={{l|Fire imp}}|Appear=|Temp=15,000°U (5032°F/2780°C)|Notes=}}<br />
{{MS table row|Type=Leather|Matl={{l|Dragon}}|Appear=|Temp=55,000°U (45032°F/25,044°C)|Notes=}}<br />
<br />
{{MS table row|Type=Bone|Matl={{l|Fire imp}}|Appear=|Temp=15,000°U (5032°F/2780°C)|Notes=}}<br />
{{MS table row|Type=Bone|Matl={{l|Dragon}}|Appear=|Temp=55,000°U (45032°F/25,044°C)|Notes=}}<br />
<br />
|}<br />
<br />
'''Notes:'''<br />
:1. Each stone is one of 16 {{L|color scheme|colors}} in the game. Different un-mined stone of the same color have a different symbol to distinguish between them. Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.<br />
<br />
:2. '''°U''' = degrees in [[Urist]], the measure of temperature within the Dwarf Fortress world. As far as is known, there is no functional difference between a material that melts at 12,005°U or 55,000°U - they are both equally "magma safe".<br />
<br />
:3. There are three iron ores in the game (four if you count {{L|goblin|goblinite}}). Of these, only {{l|hematite}} and {{L|magnetite}} are magma safe.<br />
<br />
:4. Sphalerite has ''no'' melting point, but '''boils''' at 12,133°U - further research is necessary in this context - use at your own risk for the time being. This is accurate for the actual mineral, which sublimes at this temperature rather than having a liquid state, but how it behaves in Dwarf Fortress may be unclear.<br />
<br />
{{Magma FAQ}}<br />
{{Category|Physics}}<br />
{{Category|Magma safe materials}}</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma-safe&diff=119145v0.31 Talk:Magma-safe2010-06-20T01:13:56Z<p>0x517A5D: /* Not-Magma-Safe Rock Blocks Overheating */</p>
<hr />
<div>This article's contents are working under the assumption that the temperature of magma is still 12000 as it was in 40d - given that the [[magma man]]'s FIXED_TEMP is still 12000, this should be a reasonable assumption for now. Once Dtil is updated (or a similar utility is made available), this should be reasonably simple to verify. --[[User:Quietust|Quietust]] 14:56, 1 April 2010 (UTC)<br />
<br />
I calculated Celsius temperatures from Urist based on two of the known points, and floored the result. (Rounding to the nearest might be more accurate, but it should be close enough for all practical purposes, and this required less examining of the decimals). Note that the Magnetite melting temperature is approximately the real magnetite melting temperature - so i imagine most of these are based on real melting temperatures, although i also checked some others (eg, Hematite) whose actual melt temperature is a range (which was consistent, but not useful for real independent verification). <br />
<br />
Question: Why does the layout give preference to Farenheit anyway? If anything, Celsius should be preferred. (Actually, Kelvin should be preferred since its the metric unit).<br />
<br />
--[[User:Squirrelloid|Squirrelloid]] 15:20, 1 April 2010 (UTC)<br />
:Fahrenheit is the main unit because in-game temperatures (degrees Urist) are equal to degrees Fahrenheit + 9968. --[[User:Quietust|Quietust]] 15:51, 1 April 2010 (UTC)<br />
:: I'm assuming these numbers were pulled out of the raws somewhere? You need to verify your assumption about the actual temperature of magma. Someone is apparently reading this page and having problems. The highlights are that he's melting bauxite, obsidian, mica, and nickel doors and screaming at the bugtracker in anger. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1579#bugnotes] Check the link for more details. --[[User:Doctorzuber|Doctorzuber]] 17:27, 27 April 2010 (UTC)<br />
:::Given that things made of the same material sometimes melted and sometimes didn't (after being submerged for a season), it seems like something even stranger is going on. [[User:VengefulDonut|VengefulDonut]] 17:43, 27 April 2010 (UTC)<br />
:::: Yea, well hard to say right now, his report is rather angry and ranty. I just figured I'd bring it to your attention and we'll figure out what's actually going on here. --[[User:Doctorzuber|Doctorzuber]] 17:59, 27 April 2010 (UTC)<br />
::::: I've just managed to hack dtil's memory.ini sufficiently to connect it to 0.31.03 and activate the Tile Viewer. Some things are a bit off (e.g. the cursor position is wrong), but it's reporting underground temperatures (open space or solid rock) as 10015, warm stone as 10100, and magma as 12000, ''all'' of which are 100% consistent with 0.28.181.40d. --[[User:Quietust|Quietust]] 18:54, 27 April 2010 (UTC)<br />
:::::: Just had a thought - while magma is most definitely temperature 12000, fire snakes look to have a FIXED_TEMP of 14000, which is hot enough to melt just about anything (namely, everything but periclase, dolomite, raw adamantine, and fire imp/dragon materials). Perhaps fire snakes just became a whole lot more dangerous? --[[User:Quietust|Quietust]] 19:11, 27 April 2010 (UTC)<br />
:::::::I just want to point out that if the fire snakes are the cause of this, then that is really awesome. [[User:VengefulDonut|VengefulDonut]] 23:02, 27 April 2010 (UTC)<br />
::::::::The original reporter just pointed out that the raws for OBSIDIAN contain '''two melting points''' - the first one is 13600, which is magma-safe, and the second one is 11818, which is '''not magma-safe''', and that removing the second one causes his obsidian mechanisms to stop melting. --[[User:Quietust|Quietust]] 13:27, 28 April 2010 (UTC)<br />
<br />
==Errors / Unknowns==<br />
Celsius and Fahrenheit are reversed in the table header, and I don't see how to change that. --[[User:The Architect|The Architect]] 04:00, 9 April 2010 (UTC)<br />
* Fixed it by editting the template, hopefully its only used in this article (I assume it is as its called MS template) --[[User:AKAfreaky|AKAfreaky]] 12:33, 11 April 2010 (UTC)<br />
Does the table reflect a research into all stone RAWs, verifying that these are the only magma-safe ones?<br />
:It does. Unfortunately, it managed to originally miss obsidian having ''two'' melting points (one of which is not magma-safe and happens to be the one used in-game) and nickel silver's melting point having been reduced significantly. --[[User:Quietust|Quietust]] 19:17, 12 May 2010 (UTC)<br />
<br />
==Glass==<br />
I've had magma pumps (stacked) with glass components break down every time. Seems to take slightly longer than wood but still rather fast.<br />
<br />
--After reading this comment I went and performed extensive testing of glass and my results have shown that green glass is most definitely magma safe. I submerged a room full of various green glass objects in magma and had a set of green glass pumps circulating the magma via a 3 tall pump stack and even after a few years of continuous running nothing melted or de-constructed. --[[User:Gtmattz|Gtmattz]] 19:50, 12 May 2010 (UTC)<br />
<br />
:I am experiencing magma pump deconstruction, but the culprit seems to be that ''the block in a magma pump now <u>must</u> be magma-safe''. {{Version|0.31.04}}&nbsp; The corkscrew and pipe can still be glass. I am attempting to Verify but others should as well.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 00:28, 22 May 2010 (UTC)<br />
::In an experiment, I was able to pump magma for a while using pumps made of both green glass and copper, the latter of which is most definitely '''not''' magma-safe. Exactly how long did the pump last before it broke down? --[[User:Quietust|Quietust]] 01:06, 22 May 2010 (UTC)<br />
:::Between 15 and 30 seconds realtime. Pump was cobaltite block + green glass screw & pipe. The pump deconstructed, collapsing all pumps above it in the stack, so I do not know if other pumps were/would have been directly affected. My further experiments have NOT replicated the deconstruction (except for wooden blocks, as expected). I am wondering if that's because my tests were made with single pumps. I intend to build a bunch of pump stacks with magma-unsafe blocks tomorrow.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 08:48, 22 May 2010 (UTC)<br />
:::I am seeing repeatable deconstruction of pumps built with green glass screws and pipes, and non-magma-safe stone blocks, if they're in the middle of a pump stack. I have not yet experimented with putting the unsafe-material pumps at the top or bottom of the stack. I am not seeing problems with glass or metal blocks, even if the metal is not magma-safe. Savegames on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:43, 22 May 2010 (UTC)<br />
<br />
==Emphasis==<br />
I'd like to make a suggestion to have the part with "wooden components will give you hell" in the pump section emphasized. I missed the fine print (to my own error, I'm not telling you this is your fault) and built a wooden pump stack of 120 pumps to bring magma from the sea to my z-6 work area. To my dismay, 18 months of carpentry, architecture and masonry blew a fuse in under 10 seconds. Fortunately I saved beforehand and forcequit afterwards, but perhaps a little more emphasis to that part of the page would be in order to prevent any other idiots from trying the same thing -[[User:Yeti Yeti|Yeti Yeti]] 06:31, 6 May 2010 (UTC)<br />
<br />
==Not-Magma-Safe Rock Blocks Overheating==<br />
I built a pump stack with iron corkscrews, glass tubes and a variety of not-magma-safe rock blocks. The pump stack worked for a while, but then the bottommost pump exploded. The rock block disappeared so I assume it's the part that got melted. Once I replaced it with an orthoclase block the pump worked fine... until the 8 above it exploded. So I think it takes a little while but the pumps do overheat.<br />
:Your experience agrees with my own, mentioned above in the Glass section. I was waiting for confirmation, and will now update the article.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 01:03, 20 June 2010 (UTC)<br />
:Actually I need to do more experimenting. Q: Can screws and pipes made of non-magma-safe metals be used? (Non-magma-safe metal blocks are OK, as are glass blocks.) Q: What, if anything, changes if magma gets on the passable tile of the pump?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 01:13, 20 June 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma-safe&diff=119144v0.31 Talk:Magma-safe2010-06-20T01:03:14Z<p>0x517A5D: /* Not-Magma-Safe Rock Blocks Overheating */</p>
<hr />
<div>This article's contents are working under the assumption that the temperature of magma is still 12000 as it was in 40d - given that the [[magma man]]'s FIXED_TEMP is still 12000, this should be a reasonable assumption for now. Once Dtil is updated (or a similar utility is made available), this should be reasonably simple to verify. --[[User:Quietust|Quietust]] 14:56, 1 April 2010 (UTC)<br />
<br />
I calculated Celsius temperatures from Urist based on two of the known points, and floored the result. (Rounding to the nearest might be more accurate, but it should be close enough for all practical purposes, and this required less examining of the decimals). Note that the Magnetite melting temperature is approximately the real magnetite melting temperature - so i imagine most of these are based on real melting temperatures, although i also checked some others (eg, Hematite) whose actual melt temperature is a range (which was consistent, but not useful for real independent verification). <br />
<br />
Question: Why does the layout give preference to Farenheit anyway? If anything, Celsius should be preferred. (Actually, Kelvin should be preferred since its the metric unit).<br />
<br />
--[[User:Squirrelloid|Squirrelloid]] 15:20, 1 April 2010 (UTC)<br />
:Fahrenheit is the main unit because in-game temperatures (degrees Urist) are equal to degrees Fahrenheit + 9968. --[[User:Quietust|Quietust]] 15:51, 1 April 2010 (UTC)<br />
:: I'm assuming these numbers were pulled out of the raws somewhere? You need to verify your assumption about the actual temperature of magma. Someone is apparently reading this page and having problems. The highlights are that he's melting bauxite, obsidian, mica, and nickel doors and screaming at the bugtracker in anger. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1579#bugnotes] Check the link for more details. --[[User:Doctorzuber|Doctorzuber]] 17:27, 27 April 2010 (UTC)<br />
:::Given that things made of the same material sometimes melted and sometimes didn't (after being submerged for a season), it seems like something even stranger is going on. [[User:VengefulDonut|VengefulDonut]] 17:43, 27 April 2010 (UTC)<br />
:::: Yea, well hard to say right now, his report is rather angry and ranty. I just figured I'd bring it to your attention and we'll figure out what's actually going on here. --[[User:Doctorzuber|Doctorzuber]] 17:59, 27 April 2010 (UTC)<br />
::::: I've just managed to hack dtil's memory.ini sufficiently to connect it to 0.31.03 and activate the Tile Viewer. Some things are a bit off (e.g. the cursor position is wrong), but it's reporting underground temperatures (open space or solid rock) as 10015, warm stone as 10100, and magma as 12000, ''all'' of which are 100% consistent with 0.28.181.40d. --[[User:Quietust|Quietust]] 18:54, 27 April 2010 (UTC)<br />
:::::: Just had a thought - while magma is most definitely temperature 12000, fire snakes look to have a FIXED_TEMP of 14000, which is hot enough to melt just about anything (namely, everything but periclase, dolomite, raw adamantine, and fire imp/dragon materials). Perhaps fire snakes just became a whole lot more dangerous? --[[User:Quietust|Quietust]] 19:11, 27 April 2010 (UTC)<br />
:::::::I just want to point out that if the fire snakes are the cause of this, then that is really awesome. [[User:VengefulDonut|VengefulDonut]] 23:02, 27 April 2010 (UTC)<br />
::::::::The original reporter just pointed out that the raws for OBSIDIAN contain '''two melting points''' - the first one is 13600, which is magma-safe, and the second one is 11818, which is '''not magma-safe''', and that removing the second one causes his obsidian mechanisms to stop melting. --[[User:Quietust|Quietust]] 13:27, 28 April 2010 (UTC)<br />
<br />
==Errors / Unknowns==<br />
Celsius and Fahrenheit are reversed in the table header, and I don't see how to change that. --[[User:The Architect|The Architect]] 04:00, 9 April 2010 (UTC)<br />
* Fixed it by editting the template, hopefully its only used in this article (I assume it is as its called MS template) --[[User:AKAfreaky|AKAfreaky]] 12:33, 11 April 2010 (UTC)<br />
Does the table reflect a research into all stone RAWs, verifying that these are the only magma-safe ones?<br />
:It does. Unfortunately, it managed to originally miss obsidian having ''two'' melting points (one of which is not magma-safe and happens to be the one used in-game) and nickel silver's melting point having been reduced significantly. --[[User:Quietust|Quietust]] 19:17, 12 May 2010 (UTC)<br />
<br />
==Glass==<br />
I've had magma pumps (stacked) with glass components break down every time. Seems to take slightly longer than wood but still rather fast.<br />
<br />
--After reading this comment I went and performed extensive testing of glass and my results have shown that green glass is most definitely magma safe. I submerged a room full of various green glass objects in magma and had a set of green glass pumps circulating the magma via a 3 tall pump stack and even after a few years of continuous running nothing melted or de-constructed. --[[User:Gtmattz|Gtmattz]] 19:50, 12 May 2010 (UTC)<br />
<br />
:I am experiencing magma pump deconstruction, but the culprit seems to be that ''the block in a magma pump now <u>must</u> be magma-safe''. {{Version|0.31.04}}&nbsp; The corkscrew and pipe can still be glass. I am attempting to Verify but others should as well.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 00:28, 22 May 2010 (UTC)<br />
::In an experiment, I was able to pump magma for a while using pumps made of both green glass and copper, the latter of which is most definitely '''not''' magma-safe. Exactly how long did the pump last before it broke down? --[[User:Quietust|Quietust]] 01:06, 22 May 2010 (UTC)<br />
:::Between 15 and 30 seconds realtime. Pump was cobaltite block + green glass screw & pipe. The pump deconstructed, collapsing all pumps above it in the stack, so I do not know if other pumps were/would have been directly affected. My further experiments have NOT replicated the deconstruction (except for wooden blocks, as expected). I am wondering if that's because my tests were made with single pumps. I intend to build a bunch of pump stacks with magma-unsafe blocks tomorrow.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 08:48, 22 May 2010 (UTC)<br />
:::I am seeing repeatable deconstruction of pumps built with green glass screws and pipes, and non-magma-safe stone blocks, if they're in the middle of a pump stack. I have not yet experimented with putting the unsafe-material pumps at the top or bottom of the stack. I am not seeing problems with glass or metal blocks, even if the metal is not magma-safe. Savegames on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:43, 22 May 2010 (UTC)<br />
<br />
==Emphasis==<br />
I'd like to make a suggestion to have the part with "wooden components will give you hell" in the pump section emphasized. I missed the fine print (to my own error, I'm not telling you this is your fault) and built a wooden pump stack of 120 pumps to bring magma from the sea to my z-6 work area. To my dismay, 18 months of carpentry, architecture and masonry blew a fuse in under 10 seconds. Fortunately I saved beforehand and forcequit afterwards, but perhaps a little more emphasis to that part of the page would be in order to prevent any other idiots from trying the same thing -[[User:Yeti Yeti|Yeti Yeti]] 06:31, 6 May 2010 (UTC)<br />
<br />
==Not-Magma-Safe Rock Blocks Overheating==<br />
I built a pump stack with iron corkscrews, glass tubes and a variety of not-magma-safe rock blocks. The pump stack worked for a while, but then the bottommost pump exploded. The rock block disappeared so I assume it's the part that got melted. Once I replaced it with an orthoclase block the pump worked fine... until the 8 above it exploded. So I think it takes a little while but the pumps do overheat.<br />
:Your experience agrees with my own, mentioned above in the Glass section. I was waiting for confirmation, and will now update the article.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 01:03, 20 June 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&diff=118848v0.31 Talk:Strange mood2010-06-17T10:21:57Z<p>0x517A5D: /* Materials in hospitals */</p>
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<div>I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]<br />
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)<br />
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves "z" screen loses all the personality info when they go insane[[User:Cpad|Cpad]]<br />
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)<br />
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according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)<br />
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)<br />
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]<br />
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<br />
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is "Leave me. I need things... certain things"--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)<br />
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== Stopping at Nothing ==<br />
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)<br />
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)<br />
== I think we need to do complete rearrange on mood materials ==<br />
<br />
I got fey mood and dorf kept screaming for "rock bars" and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.<br />
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)<br />
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Rock bars means metal bars, I think. That what satisfied my fey dorf.<br />
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)<br />
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse. I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)<br />
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]<br />
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)<br />
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:: I just had a guy ask for "rock bars" and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)<br />
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::In 0.31.06, my metalsmith interprets "rock bars" as rock block, which is rather confusing, because he also asked for "rock blocks". Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)<br />
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P <sup>92.29.248.178, 18:39, 11 April 2010</sup><br />
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I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map. <sup>78.23.137.83, 15:32, 20 April 2010 </sup><br />
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]<br />
:So it does appear that mood trigger conditions have changed. I'll try to do some disassembly and report what I find. <br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)<br />
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)<br />
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== Saving & reloading not changing mood type ==<br />
<br />
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)<br />
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)<br />
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more <s>exploit</s> tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)<br />
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== Body Parts ==<br />
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Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)<br />
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)<br />
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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<br />
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== Possible Bug ==<br />
<br />
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)<br />
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:<br />
<br />
*leather<br />
*body parts<br />
*plant cloth<br />
*rough gems<br />
*leather<br />
<br />
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)<br />
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:<br />
::*rough...colour<br />
::*stone...rock (has bauxite)<br />
::*gems...shining (has indigo tourmalines)<br />
::*tree...life (has palm logs)<br />
::*bones...yes (has mule bones. I liked that mule)<br />
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)<br />
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)<br />
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)<br />
::::If he wanted raw glass, he should've been mumbling "raw... [green/clear/crystal]". It was only in the old 2D version where "rough gems" (and its secretive/possessed equivalents) could occasionally mean "raw glass". --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)<br />
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)<br />
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).<br />
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== Magma Workshops ==<br />
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]]<br />
: 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)<br />
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== Obsidian Farming SCIENCE ==<br />
Someone needs to figure out definitely whether obsidian farming allows more moods.<br />
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== 'Nother Possible Bug ==<br />
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]<br />
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)<br />
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)<br />
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== Yet another possible bug ==<br />
<br />
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see "Degel Zefonusan has begun a mysterious construction!". I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)<br />
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)<br />
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== Fell mood murder ==<br />
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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)<br />
: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)<br />
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== Skills affected by artifact creation ==<br />
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)<br />
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)<br />
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== Possessed Mood Causes ==<br />
<br />
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''"On the item is an image of Zefon Stopchamber the dwarf in adventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202."'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)<br />
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)<br />
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== Shells == <br />
<br />
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .<br />
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== Materials in hospitals ==<br />
<br />
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. <sup>05:34, 17 June 2010 Bungler</sup><br />
:That kind of makes sense, similar to how trader's goods can't be used. Did you try setting the level of material required by the hospital to 0?<br/>Incidentally, four tildes <nowiki>~~~~</nowiki> signs your talk page posts.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanism&diff=116127v0.31 Talk:Mechanism2010-05-31T02:18:30Z<p>0x517A5D: /* Metal */</p>
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<div>==quality mech's and trap accuracy==<br />
I have no intention of assuming that high-quality mechanisms do not help weapons traps - and perhaps others as well - until we have more evidence in. That's how it worked in the prev version, so I'll act on that until we know diff. However, I'm equally sure that citing a quote from July 2007 is not necessarily relevant to the version just released April 2010. (When was 40d released?)--[[User:Albedo|Albedo]] 22:54, 8 April 2010 (UTC)<br />
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==Metal==<br />
Maybe it's just me, but I kind of wish that 'They can also be created at a forge' should get put in HUGE CAPS. Being able to make lava-proof mechanisms out of steel now? HUGE CHANGE! Plus, I almost edited the article to point it out again because I missed that the first time. Perhaps we should just change that . to a , in the first sentence. [[User:Savanik|Savanik]] 02:22, 14 April 2010 (UTC)<br />
:Considering a great deal of other stones have become magma-safe, the ability to create metal mechanisms is less significant now. Too bad they're limited to weapons-grade metals, otherwise it'd become possible to have levers made of rose gold and lay pewter (which would permit colors otherwise not possible using stone). --[[User:Quietust|Quietust]] 05:09, 14 April 2010 (UTC)<br />
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:Perhaps it should be stated in the article that in a forge mechanisms are treated as trap components, not as furniture, as they are in stockpiles? --[[User:Doub|Doub]] 09:44, 29 May 2010 (UTC)<br />
::Done, but I'd like you all to look it over as I don't think it's as simple and direct as possible.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 17:28, 29 May 2010 (UTC)<br />
:::Do metal mechanisms have any advantages over stone ones? They surely do in real life, so maybe new material system implicitly makes that difference?--[[User:Snus-mumrik|Snus-mumrik]] 17:54, 30 May 2010 (UTC)<br />
::::There isn't a difference in time-to-activate. Differences in trap accuracy/damage are possible, but I think unlikely. (I am currently reverse-engineering trap damage and am finding it slow going.) From a role-playing standpoint, I often set the self-imposed rule that stone mechanisms may only be used as levers and in stone-fall traps.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 02:18, 31 May 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&diff=116104Dwarf Fortress Wiki talk:Quality2010-05-30T16:45:42Z<p>0x517A5D: /* Difference between exceptional and masterwork */</p>
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<div>==Downgrade from Fine to Tattered==<br />
Now that xTatteredx has been implemented, all of the -Fine- articles which are definitely not fine should be downgraded. I suggest we all go through a letter of the alphabet from [http://df.magmawiki.com/index.php/Category:DF2010:Fine_Quality_Articles here] and rate all the articles properly. I've already done so for letters A and B... 24 more to go. If you have extra info to add, don't hold back.<br />
<br />
Go and rate!<br />
<br />
: What's the difference between fine and tattered? At present you have the exact same criteria listed for both categories. --[[User:Doctorzuber|Doctorzuber]] 18:58, 20 May 2010 (UTC)<br />
::I had changed Tattered to be different from Fine, but VengefulDonut apparently disagreed and reverted them back to being identical. So Yeah. --[[User:Quietust|Quietust]] 19:20, 20 May 2010 (UTC)<br />
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:::Either you two didn't read them or we disagree over what the word identical means. [[User:VengefulDonut|VengefulDonut]] 19:43, 20 May 2010 (UTC)<br />
::::Okay, ''nearly'' identical. Out of the 5 properties on each one, 3 are the same. --[[User:Quietust|Quietust]] 20:52, 20 May 2010 (UTC)<br />
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:::::Alright. What about this? [[User:VengefulDonut|VengefulDonut]] 21:04, 20 May 2010 (UTC)<br />
:::::: It's apparently been edited since I said something. I assure you it was identical when I posted, which was very confusing. --[[User:Doctorzuber|Doctorzuber]] 00:58, 24 May 2010 (UTC)<br />
::::::It wasn't identical, there was a slight difference. Too small but it was there. [[User:Speed112|Speed112]] 01:23, 24 May 2010 (UTC)<br />
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==Stone, gem and similar articles==<br />
Any thoughts on how to rate these? Many of them seem to be tagged as stubs, but the stone template in particular seems to me to cover most of the salient information. [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:20, 25 April 2010 (UTC)<br />
<br />
:In my view, quality should be a reflection of the percentage of the total information about a given subject that exists. So if we're talking about non-special stones, there is very little information aside from their basic properties, colours, locations etc. Thus if an article encapsulates all of those, it should be rated fairly high quality. I can see that there could be an argument for adding like a little descriptive sentence on the page or something, but surely brevity and simplicity are features that suggest a higher quality of article. In addition, if you look at the current definition for Masterwork Quality articles, these basic stone articles are comprehensive on the subject, contain no unverified information, have an appropriate number of outbound links, do not have any redlinks and are properly categorized. The only feature I am not sure on is whether the links are in the right format, but I'd be willing to bet that it is. If that is the case, the only problem with them, and the only thing holding them back from being Masterwork (by the current definition) is the fact that they do not have multiple editors. Surely then, if we go through the pages and quickly check if the information is correct, we can then reclassify them as Masterwork. [[User:Pie|Pie]] 00:36, 17 May 2010 (UTC)<br />
<br />
<br />
: Adding the real life information is just extraneous nonsense that doesn't help anything. Every mineral article has a link to the wikipedia page on the same subject already (in the side chart), we simply do not require a chemical formula and a crystal matrix diagram for every mineral on a wiki devoted to Dwarf Fortress gameplay. <br />
: For vermin articles, it makes sense to have a longer article for the economically important cave spider. For mineral articles, it makes sense to have a longer article for the rare and game specific adamantine. A D for Dwarf section for minerals like chert is simply unreasonable, and would take away from the specific purpose of the wiki, which is information first. <br />
: All of the mineral articles fulfill the masterwork obligations. They are as comprehensive on the subject at hand as necessary, because this is a game, not a geology lesson. If players are interested in geology, they can find the information they need more effectively elsewhere. [[User:JohnnyMadhouse|JohnnyMadhouse]] 22:54, 21 May 2010 (UTC)<br />
<br />
==who rates those articles==<br />
who rates those articles?<br />
::I have been. If I shouldn't be, someone say so now. Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)<br />
:::As there isn't much of a vandalism thing going on here, I think it should be the original author of the article who rates it, with some admin verification following--[[User:Smd|Smd]] 15:25, 17 April 2010 (UTC)<br />
::::Anyone and everyone should be rating the articles. Don't agree with an article rating? leave a note why on the talk page and re-rate the page in question. --[[User:Briess|Briess]] 01:35, 22 April 2010 (UTC)<br />
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:Anybody can rate an article, it's a wiki and we're ''supposed to'' all work together. Just try to correct or update anything that needs changing. If you spot vandalism, go to the '''history''' tab next to the discussion/edit tabs and revert the page to a pre-vandal version. [[Special:Contributions/97.90.193.201|97.90.193.201]] 17:57, 20 April 2010 (UTC)<br />
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== Changing levels ==<br />
:There was a discussion [http://www.bay12forums.com/smf/index.php?topic=54970.msg1183319#msg1183319 on the forums] involving changing the quality levels to Fine, Exceptional, and Masterwork. Yes/no?--[[User:Draco18s|Draco18s]] 17:29, 23 April 2010 (UTC)<br />
::I think this is a great idea. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 17:31, 23 April 2010 (UTC)<br />
::I second. The forum thread linked above garnered broad support for -Fine-, +Exceptional+, *Masterwork* after discussing several options. -Grae<br />
:::Agreed, with the quality modifiers in place, they're awesome for this wiki. I mean, what's more Dwarf Fortressy than having a good *article*? --[[User:Aescula|Aescula]] 21:32, 25 April 2010 (UTC)<br />
::Indeed, it seems to fit the game better rather than fit with common player perceptions of the races in game.[[User:Vattic|Vattic]] 20:51, 23 April 2010 (UTC)<br />
::Although I think the Fine, Exceptional, Masterwork is a better grading scheme I have to question the need for more than two levels. Either an article doesn't have enough information (currently Elven) or it does (currently Human or Dwarven. The distinction between the top too levels is mostly in how it links to other articles which I think is a poor way to grade. For example you could make a Human article Dwarven by removing any red links or badly formed links but arguably this reduces the quality of the article itself. So I'd suggest just having a rating for poor pages and leaving good ones without any tag. --[[User:Shades|Shades]] 14:51, 26 April 2010 (UTC)<br />
:::I think there is some value to pointing out articles that are not only accurate and full of all the information, but also easy to navigate within and between. Hence the distinction between what is good and great. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 16:28, 26 April 2010 (UTC)<br />
::::But that is not what we are doing as by removing the links on a Human article you can end up with a Dwarven article. That is not a good reinforcement. --[[User:Shades|Shades]] 07:50, 27 April 2010 (UTC)<br />
:::::I added another category requirement for an Exceptional article now. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)<br />
<br />
== Template/method ==<br />
<br />
I see that this was set up with different templates for each quality level. Is that really the best way to go? Couldn't instead of <nowiki> {{elven}} {{dwarven}} {{human}} </nowiki> could we do <nowiki> {{Quality|<low>}} {{Quality|<med>}} {{Quality|<high>}} </nowiki> (for whatever those three are)? Thoughts? [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 17:50, 23 April 2010 (UTC)<br />
:That seems far more sensible to me. The three tags are now very confusing if you don't happen to have been around while the quality thing's been introduced. [[User:Oddtwang of Dork|Oddtwang of Dork]] 15:47, 25 April 2010 (UTC)<br />
::I also agree - it would centralize the formatting rules, and even potentially allow people to set what kind of label they want to see. --[[User:Krenn|Krenn]] 07:06, 26 April 2010 (UTC)<br />
:::Feel free to implement this if you feel so inclined. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)<br />
::::Alright, I'll try to work on this tonight. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 19:30, 3 May 2010 (UTC)<br />
<br />
This started out as a project to point what needs fixing. Fine is a '''terrible''' name for the bottom quality rank. If you are hell-bent on driving the DF reference all the way, make the lowest rank XShoddyX [[User:VengefulDonut|VengefulDonut]] 12:39, 6 May 2010 (UTC)<br />
<br />
:Also, the comments on the forums seem to be more objections than suggestions. Perhaps the original elven/human/dwarven ranking would work. [[User:VengefulDonut|VengefulDonut]] 12:45, 6 May 2010 (UTC)<br />
::I'd also like to nitpick that the current labels, "-Fine-" "+Exceptional+" and "*Masterwork*", are wrong - they ''should'' be "+Fine+" "≡Exceptional≡" and "☼Masterwork☼". --[[User:Quietust|Quietust]] 13:00, 6 May 2010 (UTC)<br />
<br />
:I think the purpose of pointing to what needs fixing works just as fine regardless of names. Anyone who cliks those links (which anyone who wants to fix things on the wiki probably will) understand what fine pages need more work.<br />
:I don't think elven/human/dwarven was any better at showing what needs improvement. While fine/exceptional/masterwork might not accurately measure the bottom level, at least it shows a gradient which elven/human/dwarven does not. I have no objection to bumping it to 4 levels (I think something LIKE stub could be there, shoddy isn't bad) that seems like a very good idea to me.<br />
:Vengeful, I know there are a lot of objections but when asked for some suggestions this change seemed very highly requested. I simply implmented it because I agreed that "elven" doesn't really equal "bad" or even "worse then human".<br />
:Yeah, Agreed Quiest, I'll change that. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 14:30, 6 May 2010 (UTC)<br />
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::We don't need more levels. We just need the labels for the current levels to match their purpose. The bottom level, which represents "needs improvement" articles, needs to have a tag that sounds '''bad'''. xTatteredx and xShoddyx would fit the current theme. Replacing it all with number ranks would solve it (say, level of magma). As long as the label doesn't directly conflict with the purpose of the category, the way fine does. [[User:VengefulDonut|VengefulDonut]] 14:54, 6 May 2010 (UTC)<br />
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:::Sounds good, it was a little work to make sure the shift happened correctly. If you want to do the change to "Shoddy" or "Tattered" then cool, otherwise I'll maybe do it sometime this week. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 17:24, 10 May 2010 (UTC)<br />
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::::Something a little negative about that, isn't there? "Stub" says 'this needs more adding to it' whereas "shoddy" says 'what's here isn't much cop'. I agree that "Fine" is probably a bit generous. Offhand, however, I don't have another suggestion for the lowest level.<br />
::::There's probably an argument to make that the middle level would be better as "Fine" if the lowest is changed - I think there's a clearer distinction then between it and the top level. [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:02, 10 May 2010 (UTC)<br />
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::::I just noticed the addition of "xTATTEREDx". Now we have a brand new problem: There's absolutely nothing in between "poor" (tattered) and "good" (fine). We need something neutral. Poor - Neutral - Good - Great is a fine progression, but we don't have anything that sounds "neutral".[[User:G-Flex|G-Flex]] 07:47, 16 May 2010 (UTC)<br />
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::::::Yeah. Fine really isn't a neutral word. What would be a good replacement? [[User:VengefulDonut|VengefulDonut]] 12:30, 16 May 2010 (UTC)<br />
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:::::Well tbh fine is fine, not good, as in it's not bad but it isn't good either = neutral. Exceptional = good and Masterwork = great. I was in fact thinking that, rating-wise, Masterwork is really close to Exceptional, and Exceptional is pretty far away from Fine, so it would be a good idea to turn Fine into Well-crafted and Exceptional into Superior, to have them all 2 levels apart: Tattered(0), Well-crafted(2), Superior(4), Masterful(6... or 12). --[[User:Speed112|Speed112]] 12:14, 16 May 2010 (UTC)<br />
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==Quality categories by version namespace==<br />
<br />
Is there a relatively simple way to view a list of, say, all DF2010 articles of Fine quality? If not, could there be? It would be quite handy for targeting articles to be improved. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 03:29, 8 May 2010 (UTC)<br />
:Doing so would require editing the {{tl|Quality}} template itself, though it might not be a bad idea. --[[User:Quietust|Quietust]] 04:04, 8 May 2010 (UTC)<br />
::I was thinking of doing that. We'll leave this here for a little so people can comment on it, but then if noone opposes I'll make the change. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 17:22, 10 May 2010 (UTC)<br />
:::With this in place, would calculating the "Overall quality rating" for each version not be more useful? Either for each namespace or for each + the articles in the mainspace, maybe? [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:05, 10 May 2010 (UTC)<br />
::::I've just updated the progress bar template to allow it to focus on a single namespace. 40d has a reasonably high rating, while 23a is way worse than even DF2010. I've also tweaked this Quality page to list the quality stats for all 3 namespaces - it's a bit busy, but the information should be useful. --[[User:Quietust|Quietust]] 13:57, 12 May 2010 (UTC)<br />
:::::Looks great IMO, thanks! --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:02, 12 May 2010 (UTC)<br />
:::::My god, stats. Stats everywhere! I love it. Well done. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 15:27, 12 May 2010 (UTC)<br />
<br />
There's no mention of the "Version:Quality" style categories on [[Dwarf_Fortress_Wiki:Quality|the quality page]]. Should those be added immediately, or are we waiting until we've reached a decision on if ratings will differ between versions? Because I would add them, but I don't want to screw things up. [[User:SenorPwnage|Señor Pwnage]] 02:36, 12 May 2010 (UTC)<br />
<br />
==Drop in overall quality rating==<br />
Why has the quality rating seen on the main page dropped so precipitously? It was at over 20% a week or two ago, now it is at 11%. Is this due to articles being rerated downward, or due to the hundreds of nearly-stub pages such as [[DF2010:Aquamarine]]? Has the calculation method changed? Or another cause?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:19, 9 May 2010 (UTC)<br />
:Almost certainly the latter, and probably partially my fault - whenever I find a page that has no rating at all, I just give it a "Fine" rating so it at least has a rating ''at all'' - I'm of the opinion that it's better for a page to be underrated than completely unrated. --[[User:Quietust|Quietust]] 21:33, 9 May 2010 (UTC)<br />
::And I agree, the lowest rating should be applied to the worst articles. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 17:21, 10 May 2010 (UTC)<br />
:::Given that a bunch of the articles have been blindly categorized as "Fine", I'm going through and rerating a bunch of them as "Unrated" which will place them in a distinct category so other users can provide more accurate ratings. It would probably be beneficial to make the template recognize this rating and list it on this project page (and somehow include them on the progress bar thingy). --[[User:Quietust|Quietust]] 19:36, 10 May 2010 (UTC)<br />
::::I'd suggest not doing that. Fine is currently the "bottom" rating. We can that name if we want, but having to go back and change unrated to "new bottom rating" will be a lot of unnecessary work, imo. Don't you think? [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 22:50, 10 May 2010 (UTC)<br />
:::::"Unrated" was '''not''' intended to be a "new bottom rating", but a way of denoting that an article ''needs to be (re-)rated'' - since the intent is that every page (or at least all of those in the DF2010 namespace) should have a quality rating, it's useful to be able to explicitly categorize an article as needing a rating without having to rate the article yourself (for those who are very poor judges of quality). --[[User:Quietust|Quietust]] 22:55, 10 May 2010 (UTC)<br />
:I'm also rather shocked at the brutal re-rating of everything. Not one Masterwork article? Seriously? If everything's just going to end up in a morass of Fine, where Fine can be anything from a pointless stub to a half-decent, usable article, then the system really isn't helping. --[[User:Krenn|Krenn]] 05:08, 12 May 2010 (UTC)<br />
::Ah - replying to my own post in case anyone else has the same confusion I did; the problem is that the links to the categories from the Quality page go to '''non-version specific''' categories of Fine, Exceptional, and Masterwork, and nothing is in those anymore. All articles are now of a quality rating specific to their own namespace, IE: [[:Category:DF2010:Masterwork Quality Articles]]. I still think rating is being too harsh, though, as there's only 3 masterwork right now and that seems low. --[[User:Krenn|Krenn]] 05:14, 12 May 2010 (UTC)<br />
:::I'll fix this. Also, the count is just how many articles are labeled masterwork, if you can find some other than those three that are masterwork, please label them such :). [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 06:15, 12 May 2010 (UTC)<br />
::::There are only 2!!! masterwork articles now for some reason. Don't know if the 3rd one deserved being downgraded or not, but this makes me kind of sad. We need to do something about all these "fine" articles which are anything but fine, and bump more-than-decent exceptional articles with some extra stuff to make them masterwork... guides maybe? I don't know. But I don't really like it. I'm trying to do stuff but I'm new (so I suck) and don't have time... the answer is for everyone to do small things and not let it to a few good members. --[[User:Speed112|Speed112]]<br />
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== Criteria ==<br />
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Currently, having a "substantial number of redlinks" is grounds for an article being rated as Fine. While this is okay for new pages, it's a bit unfair to articles in the 23a namespace, where most of the content is concrete but simply hasn't been imported from the Archive wiki yet. Should this distinguish between redlinks due to incorrect formatting versus redlinks due to pending creation of other pages? --[[User:Quietust|Quietust]] 19:48, 10 May 2010 (UTC)<br />
:I tend to think the rules should be ''substantially'' different in the 23a namespace, as it is essentially historical content being ported into the current wiki for reference purposes. So I would actually argue that 23a pages should not be rated at all, nor taken into account in the quality rating.<br/>Speaking of that, it used to be wiki policy to make minimal edits &mdash; don't these repeated ratings lead to extra entries in the page histories and extra disk space consumed? Or are the ratings handled thru a database entry maybe?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 19:57, 10 May 2010 (UTC)<br />
::By that argument, should not 40d articles also be exempt from being rated? --[[User:Quietust|Quietust]] 20:20, 10 May 2010 (UTC)<br />
:::Disk space is not a concern. However, fine as the bottom rating of articles is not fine. --[[User:Briess|Briess]] 20:22, 10 May 2010 (UTC)<br />
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== Proposal: No ratings for 40d and 23a ==<br />
Those parts of the wiki are mostly static (and hopefully generally complete) and increasingly of historic interest only. The way I understand the rating, it's mostly to show the ongoing process of completing a new version and telling a user how to evaluate an article.<br />
<br />
We could alternatively introduce separate rating templates for 40d and 23a.. --[[User:Höhlenschreck|Höhlenschreck]] 21:52, 10 May 2010 (UTC)<br />
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Perhaps just alternate categories? [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 22:48, 10 May 2010 (UTC)<br />
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:Specifics of implementation aside, I think a ratings system that only counts current version and mainspace articles in the overall wiki score is a good idea. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 00:39, 11 May 2010 (UTC)<br />
::This is now implmented, the "score" is DF2010 only. Hohlenschreck, does this meet your ideas? Or do you not want labels on older articles at all? [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 06:30, 12 May 2010 (UTC)<br />
:::I think this is fine --[[User:Höhlenschreck|Höhlenschreck]] 00:43, 14 May 2010 (UTC)<br />
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== Quality is not updating itself ==<br />
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I've been testing something, and looking at a preview via edit, it shows a different quality than normal, like it's not updating the quality at all. I'm not sure if this is a bug, or as possible as a wiki can go. Any ideas as to why this is happening? --[[User:Hugna|Hugna]] 07:10, 22 May 2010 (UTC)<br />
:The quality won't update itself automatically while you preview. From Recent Changes it looks like (maybe) there is now something which automatically updates rating based on some script? Interesting if that's the case. But it definitely won't have any impact while you are previewing (also not immediately after you save either). [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 11:12, 24 May 2010 (UTC)<br />
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:What do you mean by a different quality than normal? If you hit preview when on the edit page, it will show whatever quality tag is currently on the page. Also Mason, the rate script is just an easier method to add/update a quality tag -- shouldn't have anything to do with what he's talking about, I hope. [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 11:54, 24 May 2010 (UTC)<br />
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== Difference between exceptional and masterwork ==<br />
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I've noticed there has been some talk about exceptionals/materworks over on the [[Black diamond]] page. I'm continuing the topic here, to have everything in centralised discussion... My two cents: I think "exceptional" should be the standard for an article that contains all in-game information. Masterworks should then be articles that for some reason exceed the standard value and add something extra - like guides (great example it the [[Cave spider]] page) or massive amounts of information organised in a convenient way (like the generic [[Tree]] page). I'm saying this mostly as a user, who expects masterworks to be something worth reading. Having masterworks that are basically just stubs (eg. the [[Black diamond]]) is very counterintuitive, even if nothing remains to be said.<br />
Yes, I'm aware this would mean rearranging the quality criteria. --[[User:Markus cz|Markus cz]] 11:38, 26 May 2010 (UTC)<br />
:Makes sense to me. --[[User:Nahno|Nahno]] 12:53, 26 May 2010 (UTC)<br />
::That's the way I view it too. Since we've now got xTatteredx for useless articles and +Fine+ for mediocre ones, putting ≡Exceptional≡ as "complete" and ☼Masterwork☼ as "over and beyond" seems appropriate. --[[User:DeMatt|DeMatt]] 01:42, 28 May 2010 (UTC)<br />
:I agree, Masterwork articles need to be something particularly special. I don't think it's a problem if some articles, by their nature, may never be able to be "masterwork". [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 12:43, 30 May 2010 (UTC)<br />
::I just want to point out that if Exceptional is the goal, it should score as 100%, not 60%, in the math for the quality rating. (I think Fine should also be bumped upward from 30%, and Tattered bumped up from 0% to maybe 10%.) I won't make the change myself, as my last edit to the math was reversed.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 14:51, 30 May 2010 (UTC)<br />
:::Your [http://df.magmawiki.com/index.php?title=Dwarf_Fortress_Wiki:Quality/rating&diff=prev&oldid=110861 last edit to the math] was reversed due to said change consisting of ''adding a random number from -30 to +40 to the rating'', as well as outright labeling it as "'''malicious'''". --[[User:Quietust|Quietust]] 16:31, 30 May 2010 (UTC)<br />
::::Do you have a point?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 16:45, 30 May 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&diff=116097Dwarf Fortress Wiki talk:Quality2010-05-30T14:51:14Z<p>0x517A5D: /* Difference between exceptional and masterwork */</p>
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<div>==Downgrade from Fine to Tattered==<br />
Now that xTatteredx has been implemented, all of the -Fine- articles which are definitely not fine should be downgraded. I suggest we all go through a letter of the alphabet from [http://df.magmawiki.com/index.php/Category:DF2010:Fine_Quality_Articles here] and rate all the articles properly. I've already done so for letters A and B... 24 more to go. If you have extra info to add, don't hold back.<br />
<br />
Go and rate!<br />
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: What's the difference between fine and tattered? At present you have the exact same criteria listed for both categories. --[[User:Doctorzuber|Doctorzuber]] 18:58, 20 May 2010 (UTC)<br />
::I had changed Tattered to be different from Fine, but VengefulDonut apparently disagreed and reverted them back to being identical. So Yeah. --[[User:Quietust|Quietust]] 19:20, 20 May 2010 (UTC)<br />
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:::Either you two didn't read them or we disagree over what the word identical means. [[User:VengefulDonut|VengefulDonut]] 19:43, 20 May 2010 (UTC)<br />
::::Okay, ''nearly'' identical. Out of the 5 properties on each one, 3 are the same. --[[User:Quietust|Quietust]] 20:52, 20 May 2010 (UTC)<br />
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:::::Alright. What about this? [[User:VengefulDonut|VengefulDonut]] 21:04, 20 May 2010 (UTC)<br />
:::::: It's apparently been edited since I said something. I assure you it was identical when I posted, which was very confusing. --[[User:Doctorzuber|Doctorzuber]] 00:58, 24 May 2010 (UTC)<br />
::::::It wasn't identical, there was a slight difference. Too small but it was there. [[User:Speed112|Speed112]] 01:23, 24 May 2010 (UTC)<br />
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==Stone, gem and similar articles==<br />
Any thoughts on how to rate these? Many of them seem to be tagged as stubs, but the stone template in particular seems to me to cover most of the salient information. [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:20, 25 April 2010 (UTC)<br />
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:In my view, quality should be a reflection of the percentage of the total information about a given subject that exists. So if we're talking about non-special stones, there is very little information aside from their basic properties, colours, locations etc. Thus if an article encapsulates all of those, it should be rated fairly high quality. I can see that there could be an argument for adding like a little descriptive sentence on the page or something, but surely brevity and simplicity are features that suggest a higher quality of article. In addition, if you look at the current definition for Masterwork Quality articles, these basic stone articles are comprehensive on the subject, contain no unverified information, have an appropriate number of outbound links, do not have any redlinks and are properly categorized. The only feature I am not sure on is whether the links are in the right format, but I'd be willing to bet that it is. If that is the case, the only problem with them, and the only thing holding them back from being Masterwork (by the current definition) is the fact that they do not have multiple editors. Surely then, if we go through the pages and quickly check if the information is correct, we can then reclassify them as Masterwork. [[User:Pie|Pie]] 00:36, 17 May 2010 (UTC)<br />
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<br />
: Adding the real life information is just extraneous nonsense that doesn't help anything. Every mineral article has a link to the wikipedia page on the same subject already (in the side chart), we simply do not require a chemical formula and a crystal matrix diagram for every mineral on a wiki devoted to Dwarf Fortress gameplay. <br />
: For vermin articles, it makes sense to have a longer article for the economically important cave spider. For mineral articles, it makes sense to have a longer article for the rare and game specific adamantine. A D for Dwarf section for minerals like chert is simply unreasonable, and would take away from the specific purpose of the wiki, which is information first. <br />
: All of the mineral articles fulfill the masterwork obligations. They are as comprehensive on the subject at hand as necessary, because this is a game, not a geology lesson. If players are interested in geology, they can find the information they need more effectively elsewhere. [[User:JohnnyMadhouse|JohnnyMadhouse]] 22:54, 21 May 2010 (UTC)<br />
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==who rates those articles==<br />
who rates those articles?<br />
::I have been. If I shouldn't be, someone say so now. Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)<br />
:::As there isn't much of a vandalism thing going on here, I think it should be the original author of the article who rates it, with some admin verification following--[[User:Smd|Smd]] 15:25, 17 April 2010 (UTC)<br />
::::Anyone and everyone should be rating the articles. Don't agree with an article rating? leave a note why on the talk page and re-rate the page in question. --[[User:Briess|Briess]] 01:35, 22 April 2010 (UTC)<br />
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:Anybody can rate an article, it's a wiki and we're ''supposed to'' all work together. Just try to correct or update anything that needs changing. If you spot vandalism, go to the '''history''' tab next to the discussion/edit tabs and revert the page to a pre-vandal version. [[Special:Contributions/97.90.193.201|97.90.193.201]] 17:57, 20 April 2010 (UTC)<br />
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== Changing levels ==<br />
:There was a discussion [http://www.bay12forums.com/smf/index.php?topic=54970.msg1183319#msg1183319 on the forums] involving changing the quality levels to Fine, Exceptional, and Masterwork. Yes/no?--[[User:Draco18s|Draco18s]] 17:29, 23 April 2010 (UTC)<br />
::I think this is a great idea. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 17:31, 23 April 2010 (UTC)<br />
::I second. The forum thread linked above garnered broad support for -Fine-, +Exceptional+, *Masterwork* after discussing several options. -Grae<br />
:::Agreed, with the quality modifiers in place, they're awesome for this wiki. I mean, what's more Dwarf Fortressy than having a good *article*? --[[User:Aescula|Aescula]] 21:32, 25 April 2010 (UTC)<br />
::Indeed, it seems to fit the game better rather than fit with common player perceptions of the races in game.[[User:Vattic|Vattic]] 20:51, 23 April 2010 (UTC)<br />
::Although I think the Fine, Exceptional, Masterwork is a better grading scheme I have to question the need for more than two levels. Either an article doesn't have enough information (currently Elven) or it does (currently Human or Dwarven. The distinction between the top too levels is mostly in how it links to other articles which I think is a poor way to grade. For example you could make a Human article Dwarven by removing any red links or badly formed links but arguably this reduces the quality of the article itself. So I'd suggest just having a rating for poor pages and leaving good ones without any tag. --[[User:Shades|Shades]] 14:51, 26 April 2010 (UTC)<br />
:::I think there is some value to pointing out articles that are not only accurate and full of all the information, but also easy to navigate within and between. Hence the distinction between what is good and great. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 16:28, 26 April 2010 (UTC)<br />
::::But that is not what we are doing as by removing the links on a Human article you can end up with a Dwarven article. That is not a good reinforcement. --[[User:Shades|Shades]] 07:50, 27 April 2010 (UTC)<br />
:::::I added another category requirement for an Exceptional article now. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)<br />
<br />
== Template/method ==<br />
<br />
I see that this was set up with different templates for each quality level. Is that really the best way to go? Couldn't instead of <nowiki> {{elven}} {{dwarven}} {{human}} </nowiki> could we do <nowiki> {{Quality|<low>}} {{Quality|<med>}} {{Quality|<high>}} </nowiki> (for whatever those three are)? Thoughts? [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 17:50, 23 April 2010 (UTC)<br />
:That seems far more sensible to me. The three tags are now very confusing if you don't happen to have been around while the quality thing's been introduced. [[User:Oddtwang of Dork|Oddtwang of Dork]] 15:47, 25 April 2010 (UTC)<br />
::I also agree - it would centralize the formatting rules, and even potentially allow people to set what kind of label they want to see. --[[User:Krenn|Krenn]] 07:06, 26 April 2010 (UTC)<br />
:::Feel free to implement this if you feel so inclined. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)<br />
::::Alright, I'll try to work on this tonight. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 19:30, 3 May 2010 (UTC)<br />
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This started out as a project to point what needs fixing. Fine is a '''terrible''' name for the bottom quality rank. If you are hell-bent on driving the DF reference all the way, make the lowest rank XShoddyX [[User:VengefulDonut|VengefulDonut]] 12:39, 6 May 2010 (UTC)<br />
<br />
:Also, the comments on the forums seem to be more objections than suggestions. Perhaps the original elven/human/dwarven ranking would work. [[User:VengefulDonut|VengefulDonut]] 12:45, 6 May 2010 (UTC)<br />
::I'd also like to nitpick that the current labels, "-Fine-" "+Exceptional+" and "*Masterwork*", are wrong - they ''should'' be "+Fine+" "≡Exceptional≡" and "☼Masterwork☼". --[[User:Quietust|Quietust]] 13:00, 6 May 2010 (UTC)<br />
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:I think the purpose of pointing to what needs fixing works just as fine regardless of names. Anyone who cliks those links (which anyone who wants to fix things on the wiki probably will) understand what fine pages need more work.<br />
:I don't think elven/human/dwarven was any better at showing what needs improvement. While fine/exceptional/masterwork might not accurately measure the bottom level, at least it shows a gradient which elven/human/dwarven does not. I have no objection to bumping it to 4 levels (I think something LIKE stub could be there, shoddy isn't bad) that seems like a very good idea to me.<br />
:Vengeful, I know there are a lot of objections but when asked for some suggestions this change seemed very highly requested. I simply implmented it because I agreed that "elven" doesn't really equal "bad" or even "worse then human".<br />
:Yeah, Agreed Quiest, I'll change that. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 14:30, 6 May 2010 (UTC)<br />
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::We don't need more levels. We just need the labels for the current levels to match their purpose. The bottom level, which represents "needs improvement" articles, needs to have a tag that sounds '''bad'''. xTatteredx and xShoddyx would fit the current theme. Replacing it all with number ranks would solve it (say, level of magma). As long as the label doesn't directly conflict with the purpose of the category, the way fine does. [[User:VengefulDonut|VengefulDonut]] 14:54, 6 May 2010 (UTC)<br />
<br />
:::Sounds good, it was a little work to make sure the shift happened correctly. If you want to do the change to "Shoddy" or "Tattered" then cool, otherwise I'll maybe do it sometime this week. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 17:24, 10 May 2010 (UTC)<br />
<br />
::::Something a little negative about that, isn't there? "Stub" says 'this needs more adding to it' whereas "shoddy" says 'what's here isn't much cop'. I agree that "Fine" is probably a bit generous. Offhand, however, I don't have another suggestion for the lowest level.<br />
::::There's probably an argument to make that the middle level would be better as "Fine" if the lowest is changed - I think there's a clearer distinction then between it and the top level. [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:02, 10 May 2010 (UTC)<br />
<br />
::::I just noticed the addition of "xTATTEREDx". Now we have a brand new problem: There's absolutely nothing in between "poor" (tattered) and "good" (fine). We need something neutral. Poor - Neutral - Good - Great is a fine progression, but we don't have anything that sounds "neutral".[[User:G-Flex|G-Flex]] 07:47, 16 May 2010 (UTC)<br />
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::::::Yeah. Fine really isn't a neutral word. What would be a good replacement? [[User:VengefulDonut|VengefulDonut]] 12:30, 16 May 2010 (UTC)<br />
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:::::Well tbh fine is fine, not good, as in it's not bad but it isn't good either = neutral. Exceptional = good and Masterwork = great. I was in fact thinking that, rating-wise, Masterwork is really close to Exceptional, and Exceptional is pretty far away from Fine, so it would be a good idea to turn Fine into Well-crafted and Exceptional into Superior, to have them all 2 levels apart: Tattered(0), Well-crafted(2), Superior(4), Masterful(6... or 12). --[[User:Speed112|Speed112]] 12:14, 16 May 2010 (UTC)<br />
<br />
==Quality categories by version namespace==<br />
<br />
Is there a relatively simple way to view a list of, say, all DF2010 articles of Fine quality? If not, could there be? It would be quite handy for targeting articles to be improved. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 03:29, 8 May 2010 (UTC)<br />
:Doing so would require editing the {{tl|Quality}} template itself, though it might not be a bad idea. --[[User:Quietust|Quietust]] 04:04, 8 May 2010 (UTC)<br />
::I was thinking of doing that. We'll leave this here for a little so people can comment on it, but then if noone opposes I'll make the change. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 17:22, 10 May 2010 (UTC)<br />
:::With this in place, would calculating the "Overall quality rating" for each version not be more useful? Either for each namespace or for each + the articles in the mainspace, maybe? [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:05, 10 May 2010 (UTC)<br />
::::I've just updated the progress bar template to allow it to focus on a single namespace. 40d has a reasonably high rating, while 23a is way worse than even DF2010. I've also tweaked this Quality page to list the quality stats for all 3 namespaces - it's a bit busy, but the information should be useful. --[[User:Quietust|Quietust]] 13:57, 12 May 2010 (UTC)<br />
:::::Looks great IMO, thanks! --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:02, 12 May 2010 (UTC)<br />
:::::My god, stats. Stats everywhere! I love it. Well done. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 15:27, 12 May 2010 (UTC)<br />
<br />
There's no mention of the "Version:Quality" style categories on [[Dwarf_Fortress_Wiki:Quality|the quality page]]. Should those be added immediately, or are we waiting until we've reached a decision on if ratings will differ between versions? Because I would add them, but I don't want to screw things up. [[User:SenorPwnage|Señor Pwnage]] 02:36, 12 May 2010 (UTC)<br />
<br />
==Drop in overall quality rating==<br />
Why has the quality rating seen on the main page dropped so precipitously? It was at over 20% a week or two ago, now it is at 11%. Is this due to articles being rerated downward, or due to the hundreds of nearly-stub pages such as [[DF2010:Aquamarine]]? Has the calculation method changed? Or another cause?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 20:19, 9 May 2010 (UTC)<br />
:Almost certainly the latter, and probably partially my fault - whenever I find a page that has no rating at all, I just give it a "Fine" rating so it at least has a rating ''at all'' - I'm of the opinion that it's better for a page to be underrated than completely unrated. --[[User:Quietust|Quietust]] 21:33, 9 May 2010 (UTC)<br />
::And I agree, the lowest rating should be applied to the worst articles. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 17:21, 10 May 2010 (UTC)<br />
:::Given that a bunch of the articles have been blindly categorized as "Fine", I'm going through and rerating a bunch of them as "Unrated" which will place them in a distinct category so other users can provide more accurate ratings. It would probably be beneficial to make the template recognize this rating and list it on this project page (and somehow include them on the progress bar thingy). --[[User:Quietust|Quietust]] 19:36, 10 May 2010 (UTC)<br />
::::I'd suggest not doing that. Fine is currently the "bottom" rating. We can that name if we want, but having to go back and change unrated to "new bottom rating" will be a lot of unnecessary work, imo. Don't you think? [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 22:50, 10 May 2010 (UTC)<br />
:::::"Unrated" was '''not''' intended to be a "new bottom rating", but a way of denoting that an article ''needs to be (re-)rated'' - since the intent is that every page (or at least all of those in the DF2010 namespace) should have a quality rating, it's useful to be able to explicitly categorize an article as needing a rating without having to rate the article yourself (for those who are very poor judges of quality). --[[User:Quietust|Quietust]] 22:55, 10 May 2010 (UTC)<br />
:I'm also rather shocked at the brutal re-rating of everything. Not one Masterwork article? Seriously? If everything's just going to end up in a morass of Fine, where Fine can be anything from a pointless stub to a half-decent, usable article, then the system really isn't helping. --[[User:Krenn|Krenn]] 05:08, 12 May 2010 (UTC)<br />
::Ah - replying to my own post in case anyone else has the same confusion I did; the problem is that the links to the categories from the Quality page go to '''non-version specific''' categories of Fine, Exceptional, and Masterwork, and nothing is in those anymore. All articles are now of a quality rating specific to their own namespace, IE: [[:Category:DF2010:Masterwork Quality Articles]]. I still think rating is being too harsh, though, as there's only 3 masterwork right now and that seems low. --[[User:Krenn|Krenn]] 05:14, 12 May 2010 (UTC)<br />
:::I'll fix this. Also, the count is just how many articles are labeled masterwork, if you can find some other than those three that are masterwork, please label them such :). [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 06:15, 12 May 2010 (UTC)<br />
::::There are only 2!!! masterwork articles now for some reason. Don't know if the 3rd one deserved being downgraded or not, but this makes me kind of sad. We need to do something about all these "fine" articles which are anything but fine, and bump more-than-decent exceptional articles with some extra stuff to make them masterwork... guides maybe? I don't know. But I don't really like it. I'm trying to do stuff but I'm new (so I suck) and don't have time... the answer is for everyone to do small things and not let it to a few good members. --[[User:Speed112|Speed112]]<br />
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== Criteria ==<br />
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Currently, having a "substantial number of redlinks" is grounds for an article being rated as Fine. While this is okay for new pages, it's a bit unfair to articles in the 23a namespace, where most of the content is concrete but simply hasn't been imported from the Archive wiki yet. Should this distinguish between redlinks due to incorrect formatting versus redlinks due to pending creation of other pages? --[[User:Quietust|Quietust]] 19:48, 10 May 2010 (UTC)<br />
:I tend to think the rules should be ''substantially'' different in the 23a namespace, as it is essentially historical content being ported into the current wiki for reference purposes. So I would actually argue that 23a pages should not be rated at all, nor taken into account in the quality rating.<br/>Speaking of that, it used to be wiki policy to make minimal edits &mdash; don't these repeated ratings lead to extra entries in the page histories and extra disk space consumed? Or are the ratings handled thru a database entry maybe?<br/>&mdash;[[User:0x517A5D|0x517A5D]] 19:57, 10 May 2010 (UTC)<br />
::By that argument, should not 40d articles also be exempt from being rated? --[[User:Quietust|Quietust]] 20:20, 10 May 2010 (UTC)<br />
:::Disk space is not a concern. However, fine as the bottom rating of articles is not fine. --[[User:Briess|Briess]] 20:22, 10 May 2010 (UTC)<br />
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== Proposal: No ratings for 40d and 23a ==<br />
Those parts of the wiki are mostly static (and hopefully generally complete) and increasingly of historic interest only. The way I understand the rating, it's mostly to show the ongoing process of completing a new version and telling a user how to evaluate an article.<br />
<br />
We could alternatively introduce separate rating templates for 40d and 23a.. --[[User:Höhlenschreck|Höhlenschreck]] 21:52, 10 May 2010 (UTC)<br />
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Perhaps just alternate categories? [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 22:48, 10 May 2010 (UTC)<br />
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:Specifics of implementation aside, I think a ratings system that only counts current version and mainspace articles in the overall wiki score is a good idea. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 00:39, 11 May 2010 (UTC)<br />
::This is now implmented, the "score" is DF2010 only. Hohlenschreck, does this meet your ideas? Or do you not want labels on older articles at all? [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 06:30, 12 May 2010 (UTC)<br />
:::I think this is fine --[[User:Höhlenschreck|Höhlenschreck]] 00:43, 14 May 2010 (UTC)<br />
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== Quality is not updating itself ==<br />
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I've been testing something, and looking at a preview via edit, it shows a different quality than normal, like it's not updating the quality at all. I'm not sure if this is a bug, or as possible as a wiki can go. Any ideas as to why this is happening? --[[User:Hugna|Hugna]] 07:10, 22 May 2010 (UTC)<br />
:The quality won't update itself automatically while you preview. From Recent Changes it looks like (maybe) there is now something which automatically updates rating based on some script? Interesting if that's the case. But it definitely won't have any impact while you are previewing (also not immediately after you save either). [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 11:12, 24 May 2010 (UTC)<br />
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:What do you mean by a different quality than normal? If you hit preview when on the edit page, it will show whatever quality tag is currently on the page. Also Mason, the rate script is just an easier method to add/update a quality tag -- shouldn't have anything to do with what he's talking about, I hope. [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 11:54, 24 May 2010 (UTC)<br />
<br />
== Difference between exceptional and masterwork ==<br />
<br />
I've noticed there has been some talk about exceptionals/materworks over on the [[Black diamond]] page. I'm continuing the topic here, to have everything in centralised discussion... My two cents: I think "exceptional" should be the standard for an article that contains all in-game information. Masterworks should then be articles that for some reason exceed the standard value and add something extra - like guides (great example it the [[Cave spider]] page) or massive amounts of information organised in a convenient way (like the generic [[Tree]] page). I'm saying this mostly as a user, who expects masterworks to be something worth reading. Having masterworks that are basically just stubs (eg. the [[Black diamond]]) is very counterintuitive, even if nothing remains to be said.<br />
Yes, I'm aware this would mean rearranging the quality criteria. --[[User:Markus cz|Markus cz]] 11:38, 26 May 2010 (UTC)<br />
:Makes sense to me. --[[User:Nahno|Nahno]] 12:53, 26 May 2010 (UTC)<br />
::That's the way I view it too. Since we've now got xTatteredx for useless articles and +Fine+ for mediocre ones, putting ≡Exceptional≡ as "complete" and ☼Masterwork☼ as "over and beyond" seems appropriate. --[[User:DeMatt|DeMatt]] 01:42, 28 May 2010 (UTC)<br />
:I agree, Masterwork articles need to be something particularly special. I don't think it's a problem if some articles, by their nature, may never be able to be "masterwork". [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 12:43, 30 May 2010 (UTC)<br />
::I just want to point out that if Exceptional is the goal, it should score as 100%, not 60%, in the math for the quality rating. (I think Fine should also be bumped upward from 30%, and Tattered bumped up from 0% to maybe 10%.) I won't make the change myself, as my last edit to the math was reversed.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 14:51, 30 May 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanism&diff=115918v0.31 Talk:Mechanism2010-05-29T17:28:30Z<p>0x517A5D: mechanisms are created as trap components not furniture</p>
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<div>==quality mech's and trap accuracy==<br />
I have no intention of assuming that high-quality mechanisms do not help weapons traps - and perhaps others as well - until we have more evidence in. That's how it worked in the prev version, so I'll act on that until we know diff. However, I'm equally sure that citing a quote from July 2007 is not necessarily relevant to the version just released April 2010. (When was 40d released?)--[[User:Albedo|Albedo]] 22:54, 8 April 2010 (UTC)<br />
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==Metal==<br />
Maybe it's just me, but I kind of wish that 'They can also be created at a forge' should get put in HUGE CAPS. Being able to make lava-proof mechanisms out of steel now? HUGE CHANGE! Plus, I almost edited the article to point it out again because I missed that the first time. Perhaps we should just change that . to a , in the first sentence. [[User:Savanik|Savanik]] 02:22, 14 April 2010 (UTC)<br />
:Considering a great deal of other stones have become magma-safe, the ability to create metal mechanisms is less significant now. Too bad they're limited to weapons-grade metals, otherwise it'd become possible to have levers made of rose gold and lay pewter (which would permit colors otherwise not possible using stone). --[[User:Quietust|Quietust]] 05:09, 14 April 2010 (UTC)<br />
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:Perhaps it should be stated in the article that in a forge mechanisms are treated as trap components, not as furniture, as they are in stockpiles? --[[User:Doub|Doub]] 09:44, 29 May 2010 (UTC)<br />
::Done, but I'd like you all to look it over as I don't think it's as simple and direct as possible.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 17:28, 29 May 2010 (UTC)</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31:Mechanism&diff=115917v0.31:Mechanism2010-05-29T17:26:42Z<p>0x517A5D: clarification suggested by Doub</p>
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<div>{{av}}<br />
{{Quality|Fine}}<br />
'''Mechanisms''' are created by a {{L|mechanic}} at a {{L|mechanic's workshop}} out of a stone, or at a {{L|forge}} from a bar (or {{L|Adamantine|3 wafers}}) of the same {{L|Metal#Weapon & Armor Quality|metals}} used to make weapons. In the forge, they are under the {{L|trap#Weapon_Trap|trap component}}s submenu. Making mechanisms at the forge requires the mechanic {{L|labor}}, unlike other trap components.<br />
<br />
Building {{L|trap}}s, {{L|lever}}s, {{L|pressure plate}}s, and {{L|gear assembly|gear assemblies}} requires one mechanism. Linking objects to a lever or pressure plate requires two mechanisms per linked item (one for the object, one for the lever). If you want to ever recover those mechanisms you need to deconstruct both the linked object and the lever.<br />
<br />
It is a {{L|mechanic}}'s job to install mechanisms. Mechanisms can be linked to objects at any distance. <br />
<br />
Mechanisms make surprisingly good {{L|trade}} items, due to their high {{L|item value|base value}} of 30, but are heavy compared to {{L|craft}}s and so may not be a good trade good if {{L|wagon}}s can't access your {{L|trade depot}}, though this remains moot at the moment as caravans currently don't come with a wagon (confirmed bug). Since their value is higher than that of a {{L|statue}}, {{L|lever}}s and {{L|gear assembly|gear assemblies}} make good alternative room decorations.<br />
<br />
Since mechanisms count as furniture, the jeweler's workshop action ''encrust furniture with [gem]'' can encrust mechanisms with gems instead of actual furniture.<br />
<br />
High-quality mechanisms improve the accuracy of their traps, as stated by Toady [http://www.bay12games.com/forum/index.php?topic=14461.msg131214#msg131214 here]{{verify}}.<!-- Please only remove the verify if you can _prove_ it one way or the other. "bound to be" doesn't count. debate it on the talk page. --> This means traps with more than one weapon or weapons that strike multiple times (namely the {{L|large serrated disc}} and {{L|spiked ball}}) will benefit more from high-quality mechanisms. This is increasingly important due to the reduced damage dealt by traps in 0.31.<br />
<br />
A mechanism's quality has no effect on how quickly it operates.<br />
<br />
Mechanisms for use with magma must be {{L|magma safe}}, otherwise they will melt and cause the object to which they were linked to deconstruct.</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31:Mechanism&diff=115531v0.31:Mechanism2010-05-26T23:21:13Z<p>0x517A5D: Undo edit by Aescula; re-add a verify flag.</p>
<hr />
<div>{{av}}<br />
{{Quality|Fine}}<br />
'''Mechanisms''' are created by a {{L|mechanic}} at a {{L|mechanic's workshop}} out of a stone. They can also be created at a {{L|forge}} from a bar (or {{L|Adamantine|3 wafers}}) of the same {{L|Metal#Weapon & Armor Quality|metals}} that weapons can be made from. Building {{L|trap}}s, {{L|lever}}s, {{L|pressure plate}}s, and {{L|gear assembly|gear assemblies}} requires one mechanism. Linking objects to a lever or pressure plate requires two mechanisms per linked item (one for the object, one for the lever). If you want to ever recover those mechanisms you need to deconstruct both the linked object and the lever.<br />
<br />
It is a {{L|mechanic}}'s job to install mechanisms. Mechanisms can be linked to objects at any distance. <br />
<br />
Mechanisms make surprisingly good {{L|trade}} items, due to their high {{L|item value|base value}} of 30, but are heavy compared to {{L|craft}}s and so may not be a good trade good if {{L|wagon}}s can't access your {{L|trade depot}}, though this remains moot at the moment as caravans currently don't come with a wagon (confirmed bug). Since their value is higher than that of a {{L|statue}}, {{L|lever}}s and {{L|gear assembly|gear assemblies}} make good alternative room decorations.<br />
<br />
Since mechanisms count as furniture, the jeweler's workshop action ''encrust furniture with [gem]'' can encrust mechanisms with gems instead of actual furniture.<br />
<br />
High-quality mechanisms improve the accuracy of their traps, as stated by Toady [http://www.bay12games.com/forum/index.php?topic=14461.msg131214#msg131214 here]{{verify}}.<!-- Please only remove the verify if you can _prove_ it one way or the other. "bound to be" doesn't count. debate it on the talk page. --> This means traps with more than one weapon or weapons that strike multiple times (namely the {{L|large serrated disc}} and {{L|spiked ball}}) will benefit more from high-quality mechanisms. This is increasingly important due to the reduced damage dealt by traps in 0.31.<br />
<br />
A mechanism's quality has no effect on how quickly it operates.<br />
<br />
Mechanisms for use with magma must be {{L|magma safe}}, otherwise they will melt and cause the object to which they were linked to deconstruct.</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&diff=115460Dwarf Fortress webcomics2010-05-26T04:30:41Z<p>0x517A5D: /* Three Panel Soul */</p>
<hr />
<div>'''Dwarf Fortress''', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized Dwarf Fortress, sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to Dwarf Fortress.<br />
<br />
'''See Also:''' [[DF2010:Stories/Bronzemurder | Bronzemurder]]<br />
<br />
==Dwarf Fortress Webcomics==<br />
===The Chronicles of Boatmurdered===<br />
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous [[succession game]] [[Boatmurdered]], with art by Deon. The webcomic began in November 2009 and updates irregularly.<br />
<br />
===Dwarven Trail===<br />
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&chapter=39442 Dwarven Trail: A Dwarf Fortress Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular [[Graphics set repository | Dwarf Fortress graphic sets]]. It follows the journey and establishment of a new fortress. [[Urist]] is a recurring character.<br />
<br />
===Strike the Earth!===<br />
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a [[sinister]] terrain, including facing [[undead]] wildlife.<br />
<br />
==Individual Comics==<br />
<br />
===I'm Not Mad===<br />
A 3D model comic with two Dwarf Fortress strips, [http://server.ericsbinaryworld.com/notmad/2009/03/24/dwarf-fortress-over-achiever/ Dwarf Fortress: Overachiever] and [http://server.ericsbinaryworld.com/notmad/2009/03/26/dwarf-fortress-work-music/ Dwarf Fortress: Work Music]. The first comic deals with [[Hidden Fun Stuff]], while the second deals with [[Tantrum | tantrums]].<br />
<br />
===Three Panel Soul===<br />
This sequel comic to MacHall gives us four Dwarf Fortress strips, [http://threepanelsoul.com./view.php?date=2008-04-21 On Dwarven Fortresses], [http://threepanelsoul.com/view.php?date=2008-05-12 On Trade Goods], [http://www.threepanelsoul.com/view.php?date=2009-07-21 On Mixed Economies], and [http://www.threepanelsoul.com/view.php?date=2010-04-06 On Learning Curve]. The first three comics deal with typical Dwarf Fortress [[fun]], such as [[catsplosion]], stereotypical Dwarf literal-mindedness, and the [[Dwarven economy]]. The fourth concerns a new player's introduction to the game.</div>0x517A5Dhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma-safe&diff=114327v0.31 Talk:Magma-safe2010-05-22T21:43:49Z<p>0x517A5D: /* Glass */</p>
<hr />
<div>This article's contents are working under the assumption that the temperature of magma is still 12000 as it was in 40d - given that the [[magma man]]'s FIXED_TEMP is still 12000, this should be a reasonable assumption for now. Once Dtil is updated (or a similar utility is made available), this should be reasonably simple to verify. --[[User:Quietust|Quietust]] 14:56, 1 April 2010 (UTC)<br />
<br />
I calculated Celsius temperatures from Urist based on two of the known points, and floored the result. (Rounding to the nearest might be more accurate, but it should be close enough for all practical purposes, and this required less examining of the decimals). Note that the Magnetite melting temperature is approximately the real magnetite melting temperature - so i imagine most of these are based on real melting temperatures, although i also checked some others (eg, Hematite) whose actual melt temperature is a range (which was consistent, but not useful for real independent verification). <br />
<br />
Question: Why does the layout give preference to Farenheit anyway? If anything, Celsius should be preferred. (Actually, Kelvin should be preferred since its the metric unit).<br />
<br />
--[[User:Squirrelloid|Squirrelloid]] 15:20, 1 April 2010 (UTC)<br />
:Fahrenheit is the main unit because in-game temperatures (degrees Urist) are equal to degrees Fahrenheit + 9968. --[[User:Quietust|Quietust]] 15:51, 1 April 2010 (UTC)<br />
:: I'm assuming these numbers were pulled out of the raws somewhere? You need to verify your assumption about the actual temperature of magma. Someone is apparently reading this page and having problems. The highlights are that he's melting bauxite, obsidian, mica, and nickel doors and screaming at the bugtracker in anger. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1579#bugnotes] Check the link for more details. --[[User:Doctorzuber|Doctorzuber]] 17:27, 27 April 2010 (UTC)<br />
:::Given that things made of the same material sometimes melted and sometimes didn't (after being submerged for a season), it seems like something even stranger is going on. [[User:VengefulDonut|VengefulDonut]] 17:43, 27 April 2010 (UTC)<br />
:::: Yea, well hard to say right now, his report is rather angry and ranty. I just figured I'd bring it to your attention and we'll figure out what's actually going on here. --[[User:Doctorzuber|Doctorzuber]] 17:59, 27 April 2010 (UTC)<br />
::::: I've just managed to hack dtil's memory.ini sufficiently to connect it to 0.31.03 and activate the Tile Viewer. Some things are a bit off (e.g. the cursor position is wrong), but it's reporting underground temperatures (open space or solid rock) as 10015, warm stone as 10100, and magma as 12000, ''all'' of which are 100% consistent with 0.28.181.40d. --[[User:Quietust|Quietust]] 18:54, 27 April 2010 (UTC)<br />
:::::: Just had a thought - while magma is most definitely temperature 12000, fire snakes look to have a FIXED_TEMP of 14000, which is hot enough to melt just about anything (namely, everything but periclase, dolomite, raw adamantine, and fire imp/dragon materials). Perhaps fire snakes just became a whole lot more dangerous? --[[User:Quietust|Quietust]] 19:11, 27 April 2010 (UTC)<br />
:::::::I just want to point out that if the fire snakes are the cause of this, then that is really awesome. [[User:VengefulDonut|VengefulDonut]] 23:02, 27 April 2010 (UTC)<br />
::::::::The original reporter just pointed out that the raws for OBSIDIAN contain '''two melting points''' - the first one is 13600, which is magma-safe, and the second one is 11818, which is '''not magma-safe''', and that removing the second one causes his obsidian mechanisms to stop melting. --[[User:Quietust|Quietust]] 13:27, 28 April 2010 (UTC)<br />
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==Errors / Unknowns==<br />
Celsius and Fahrenheit are reversed in the table header, and I don't see how to change that. --[[User:The Architect|The Architect]] 04:00, 9 April 2010 (UTC)<br />
* Fixed it by editting the template, hopefully its only used in this article (I assume it is as its called MS template) --[[User:AKAfreaky|AKAfreaky]] 12:33, 11 April 2010 (UTC)<br />
Does the table reflect a research into all stone RAWs, verifying that these are the only magma-safe ones?<br />
:It does. Unfortunately, it managed to originally miss obsidian having ''two'' melting points (one of which is not magma-safe and happens to be the one used in-game) and nickel silver's melting point having been reduced significantly. --[[User:Quietust|Quietust]] 19:17, 12 May 2010 (UTC)<br />
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==Glass==<br />
I've had magma pumps (stacked) with glass components break down every time. Seems to take slightly longer than wood but still rather fast.<br />
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--After reading this comment I went and performed extensive testing of glass and my results have shown that green glass is most definitely magma safe. I submerged a room full of various green glass objects in magma and had a set of green glass pumps circulating the magma via a 3 tall pump stack and even after a few years of continuous running nothing melted or de-constructed. --[[User:Gtmattz|Gtmattz]] 19:50, 12 May 2010 (UTC)<br />
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:I am experiencing magma pump deconstruction, but the culprit seems to be that ''the block in a magma pump now <u>must</u> be magma-safe''. {{Version|0.31.04}}&nbsp; The corkscrew and pipe can still be glass. I am attempting to Verify but others should as well.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 00:28, 22 May 2010 (UTC)<br />
::In an experiment, I was able to pump magma for a while using pumps made of both green glass and copper, the latter of which is most definitely '''not''' magma-safe. Exactly how long did the pump last before it broke down? --[[User:Quietust|Quietust]] 01:06, 22 May 2010 (UTC)<br />
:::Between 15 and 30 seconds realtime. Pump was cobaltite block + green glass screw & pipe. The pump deconstructed, collapsing all pumps above it in the stack, so I do not know if other pumps were/would have been directly affected. My further experiments have NOT replicated the deconstruction (except for wooden blocks, as expected). I am wondering if that's because my tests were made with single pumps. I intend to build a bunch of pump stacks with magma-unsafe blocks tomorrow.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 08:48, 22 May 2010 (UTC)<br />
:::I am seeing repeatable deconstruction of pumps built with green glass screws and pipes, and non-magma-safe stone blocks, if they're in the middle of a pump stack. I have not yet experimented with putting the unsafe-material pumps at the top or bottom of the stack. I am not seeing problems with glass or metal blocks, even if the metal is not magma-safe. Savegames on request.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 21:43, 22 May 2010 (UTC)<br />
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==Emphasis==<br />
I'd like to make a suggestion to have the part with "wooden components will give you hell" in the pump section emphasized. I missed the fine print (to my own error, I'm not telling you this is your fault) and built a wooden pump stack of 120 pumps to bring magma from the sea to my z-6 work area. To my dismay, 18 months of carpentry, architecture and masonry blew a fuse in under 10 seconds. Fortunately I saved beforehand and forcequit afterwards, but perhaps a little more emphasis to that part of the page would be in order to prevent any other idiots from trying the same thing -[[User:Yeti Yeti|Yeti Yeti]] 06:31, 6 May 2010 (UTC)</div>0x517A5D