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23a Talk:Strange mood

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Item count[edit]

One of the limiting factors on artifact count is indeed the number of items in the fortress; however, the number being used seems to be double the actual count. The strange mood code sums up the contents of the vector starting at [00EA059C] (using the size of another seemingly unrelated vector) and divides it by 200, and that vector contains both counts of generic item types (e.g. STONE, ORE; presumably for the left side of the Stocks screen) and of specific item/material combinations (e.g. chalk boulders, schist boulders, pumice boulders, cassiterite, malachite, sphalerite; presumably for the right side of the stocks screen), so the item count is doubled. It might be worth checking if this same is true in later versions. --Quietust 19:27, 8 July 2011 (UTC)

It would seem that there are 5 vectors in this set (item type, item subtype, material, matgloss, and count), and they are used solely for the item count check in strange moods. Furthermore, they're still used the same way even in version 0.34.11. --Quietust 15:36, 3 July 2012 (UTC)

More Artifacts[edit]

Edit dwarfort.exe and change the byte at address 0x12AA87 from 0x03 to 0x02 and you'll get one artifact per 10 squares mined toward the right edge instead of per 20 squares; decrementing it additional times will further double the artifact limit for a given depth (0x01 for one artifact per 5 squares, 0x00 for one artifact per 2.5 squares). --Quietust 21:47, 8 July 2011 (UTC)

Demands[edit]

Using a tool, I've observed that when dwarves request stone or blocks, they seem to insist on gray stone, dark stone, or light stone. Metal bar requests seem to be for a specific metal, though I haven't yet confirmed their desires for ores. I actually got several dwarves demanding rough gems of "any material", but they refused to collect them - perhaps there's a bug that prevents them from randomly selecting one of the 4 gem groups. --Quietust 01:03, 13 July 2011 (UTC)

Dropping Artifacts[edit]

Due to a bug, dwarves never drop their artifacts like they're supposed to. Edit dwarfort.exe and apply the following patches and it'll start working correctly again.

  • 0x14079B : 8A -> 8B (change "mov al, [ecx+1Ch]" to "mov eax, [ecx+1Ch]")
  • 0x1407A1 : B0 FE C2 04 00 90 90 90 -> B8 FE FF FF FF C2 04 00 (change "mov al, 0FEh" to "mov eax, 0FFFFFFFEh")
  • 0x15E23D : C0 FE C2 04 00 90 90 90 -> E0 01 83 C0 FE C2 04 00 (insert "and eax, 1" between "setz al" and "add eax, 0FFFFFFFEh")
  • 0x0B5430 : B0 FE C2 04 00 90 90 90 -> B8 FE FF FF FF C2 04 00 (change "mov al, 0FEh" to "mov eax, 0FFFFFFFEh")
  • 0x1E8015 : 0F BE C0 -> 90 90 90 (remove "movsx eax, al")

Optionally, the following additional patch will cause dwarves to always drop their artifacts instead of hiding or becoming obsessed with them.

  • 0x0A721F : 0F 84 B1 03 -> 90 E9 22 02 (change "jz loc_4A75D6" to "nop + jmp loc_4A7447")

--Quietust 21:31, 19 August 2011 (UTC)

Produced Items[edit]

Through a bit of disassembly diving, I've determined exactly what moody dwarves are capable of producing. All items have a 'probability' of 100 except when indicated otherwise (it randomly selects one of the entries, and if rand(100) is greater than the probability, it picks another one), and entries with "each" occur as individual items with their own weight, while "any" are a single entry with a collective weight (and limited to what your civilization is capable of making):

Weaponsmith
Any weapon, any trap component (10%)
Armorsmith
Each metal-allowed body armor, each metal-allowed pants, each metal-allowed gloves, each metal-allowed shoes, each metal-allowed helm (bug - uses SHOES as item type), any shield
Metalsmith
Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap
Furnace Operator or Metal crafter
Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy
Adamantine extracter/smelter
Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet
Adamantine worker
Each HARD-only body armor, each HARD-only pants, each HARD-only gloves, each HARD-only shoes, each HARD-only helm, any shield, any weapon, any trap component (10%), door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap, instrument, toy, mechanism
Adamantine weaver
Each soft-allowed body armor, each soft-allowed pants, each soft-allowed gloves, each soft-allowed shoes, each soft-allowed helm, backpack, quiver
Jeweler or Glassmaker
Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy
Mason or Miner
Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, coffin, floodgate
Stone crafter, Wood crafter, or Engraver
Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy
Mechanic
Mechanism
Carpenter
Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, cage, barrel, bucket, animal trap
Bowyer
Each ranged weapon
Leatherworker, Tanner, or Fell Mood
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
Bone carver (bones), Macabre Mood (bones), or Fell Mood
Each bone-allowed body armor, each bone-allowed pants, each bone-allowed gloves, each bone-allowed shoes, each bone-allowed helm, any shield, any helm (bug), instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component (10%)
Bone carver (shell)
Each shell-allowed body armor, each shell-allowed pants, each shell-allowed gloves, each shell-allowed shoes, each shell-allowed helm, figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy
Clothier or Weaver
Each soft-allowed body armor, each soft-allowed pants, each soft-allowed gloves, each soft-allowed shoes, each soft-allowed helm, bag, rope
Macabre Mood (remains)
amulet, bracelet, earring
Macabre Mood (skull)
totem

--Quietust 19:10, 23 June 2012 (UTC)