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DF2014 Talk:Strange mood
"Totally ecstatic for a few months"[edit]
The page mentions that creating an artifact makes dwarves totally ecstatic for a few months. With the new stress system this is no longer accurate, but I am not very well-versed in how the new system works so I would like to request somebody else looks into the effects making an artifact has on dwarves in the current version. --2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D 19:11, 15 December 2015 (UTC)
Foreign weapons[edit]
A moody dwarf with a preference for large daggers create a large cave crocodile bone dagger in my fort. My civilization is not capable of producing large daggers, so I suppose it's confirmed that preferences can allow item types that couldn't otherwise be chosen.--Loci (talk) 18:47, 22 February 2015 (UTC)
Yep. My king, a clothier, created an artifact face veil.--Feb Rainyworks 13 June 2015
Mood Lottery[edit]
The idea of most dwarves getting 6 tickets in the mood lottery but other dwarves getting more is exactly how Toady implemented it, and you can see how it works in DFHack's strangemood plugin (which I mostly reimplemented from disassembly - there are some minor differences, but most of the logic is intact). --Quietust (talk) 19:48, 2 September 2014 (UTC)
- Fair enough; that certainly isn't how I would implement a random choice like that, but it would accomplish the job. I will note that your code uses "tickets" because you chose to use the keyword "tickets", not necessarily because the game itself uses "tickets", but that is splitting hairs.--Loci (talk) 20:10, 2 September 2014 (UTC)
Should we remove the part about the planepacked glitch[edit]
I know it's funny, but it no longer applies to this version of DF... 2602:306:C413:D410:5C5A:FE11:B71C:4C4A 05:33, 1 July 2015 (UTC)
Moodable profession[edit]
My militia commander created an artefact. I wouldn't have expected that based on the description here... should it be clarified that militia commander is not a military profession in this context? --Pegasus (talk) 05:32, 22 September 2015 (UTC)
Mood Instruments[edit]
Since instruments are now procedurally-generated with potentially many components it seems unlikely that they would still be valid mood creations. Has anyone seen a mood instrument in v0.42? I haven't seen any, but I haven't spent too much time playing the new version.--Loci (talk) 21:18, 8 March 2016 (UTC)
- Found one: a metal-bells-on-a-glass-stand instrument created using wood with spikes of leather, with no components listed in the description. It appears the strange mood code has not been updated to handle the more complex instruments.--Loci (talk) 19:26, 11 April 2016 (UTC)
Non-citizen moods[edit]
I just had a non-citizen permanent resident dwarf, a Bard who had signed on as an entertainer at my tavern but has not petitioned to become an actual citizen, fall into a fey mood, claim a Craftsdwarf's Workshop, and produce an artifact peach wood cup. I now have a Legendary Wood Crafter who isn't a citizen and whom I do not actually control living in my fort.
Books vs. Maximum Number of Artifacts?[edit]
Do books (being partly artifacts) count against the maximum number of artifacts for strange mood eligibility? Shorr (talk) 14:05, 2 December 2016 (UTC)
Something Interesting[edit]
You can safely forbid components at any time during construction. The dwarf will work without them as long as there is still one component they can use. If you forbid the primary material(s) after construction has begun, the finished product will automatically be iron. --Fish Preferred (talk) 15:03, 17 December 2017 (UTC)
Non-civilized with strange moods[edit]
What if make non-civilized creature to have strange moods?
I give ability to strange moods to semimegabeasts, bronze colossi, trolls, goblins and gremlins. When I play fortress, trolls make some artifacts. In legends only goblins make artifacts in this world. --93.77.222.197 04:57, 26 April 2019 (UTC)
Can uninteligent creatures have moods? As in, what effect would it have to mod CATS having moods? Would a catsplosion be followed by an artifactxplosion?
"boulders"?[edit]
The page says:
> stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders
Does this mean boulders? Or just regular stone? - AnnanFay (talk) 15:32, 29 December 2019 (UTC)
- It means regular stone - per the boulder page, regular stone is referred to as boulders in the raws, so that's probably why DF uses that term here. —Lethosor (talk) 17:41, 29 December 2019 (UTC)
Artifact mechanisms in traps?[edit]
Started discussion under Talk:Trap. Albedo (talk) 18:24, 31 May 2020 (UTC)
Moodable skills "Tier List"[edit]
The "list" really doesn't read like a list. There's two different skills listed as "close second". The reasoning for the ordering feels rather disjointed. Also the text list and the table list don't match up at all (like Clothier being one of the worst but also green). 97.83.67.252 20:34, 27 August 2020 (UTC)
Iron clothing?[edit]
It's known that forbidding the main material when crafting typically causes an iron artifact, but does anyone know if that applies to clothing or objects made in the clothiers/leatherworker's shops?
I don't see why it wouldn't, but I've never seen anyone comment on it and it seems like there's quite a lot of potential with the idea so I kind of feel like it'd be out there if it worked. Iron dresses and turbans and whatnot seem like they'd be pretty flavourful for a military commander, and I'd bet that old multi-cloak strategy would be even more insane if the cloaks were made out of metal.
Maybe you could even make a suit of iron "leather" armour. Feather (talk) 04:18, 26 September 2020 (UTC)
- Looks like it does, which I guess means now it'll be interesting to see if any metal clothing is comparable to a proper suit of armour. Feather (talk) 18:40, 26 September 2020 (UTC)
Werebeasts[edit]
Is it even possible for someone with a werebeast curse to get a strange mood?
Yes. I had this happen in my most recent fort. The mood happened to strike the day after they changed back, so I let them out to try to complete it (with extra precautions like building a wall around the workshop they were in once they gathered all the materials), and they finished before their next change. So there is still an open question about what would happen if they change form while in a mood, but they can be selected. 104.205.88.172 16:58, 11 October 2022 (UTC)
Re: "Verify" on the shell row of the demands table[edit]
Just had a dwarf enter a possessed strange mood which was asking for "rough... color," "stone... rock," "gems... shining," "leather... skin," and "a shell..." The dwarf stood in the Craftsdwarf's Workshop muttering to herself until I unforbid a stack of titan shell in the body part pile behind the butchery, at which point she bolted to it and carried the [52] stack there and turned the whole thing into a ring. The Verify tag brought me here, so I'm leaving this write-up and accordingly removing the tag because as far as I can tell this is verification.
No Telefrag Plz (talk) 02:20, 6 February 2021 (UTC)
Dwarves leaving workshops during strange mood[edit]
I've had a dwarf enter a posessed mood, collect all the required items and start construction, but the artifact wasn't completed for half an year, and when I checked on him, I found him standing still outside of his workshop doing nothing. The workshop was "claimed by" him, instead of the "dwarf keeps muttering the artifact name", and the job list stated his job was "Strange mood". Is there any way to make him complete his artifact or at least return to regular work?
Workshop selection[edit]
When a moody dwarf selects a workshop, they seem to pick a specific one if you have several built. This can cause them to act like you don't have the correct workshop (stays in the meeting area), when the problem is that they can't path to the specific one they wanted.
I had a miner enter a mood (needs a Mason's workshop), and in spite of having three accessible Mason's shops, he wanted the one in my Vampire holding area. This was confirmed when after building a brand new one that he didn't go for, I had the vampire take down the shop in the containment area, which unstuck the dwarf and he proceeded to one of the generally available mason's shops.
I don't know how burrows would interact with this, but if a dwarf seems stuck even though you have at least one copy of the workshop they should want based on their highest moodable skill, it may be worth making sure they can path to every copy of the applicable workshop. Fortunately deconstructing the workshop they wanted before they claim it does not seem to trigger the "failed mood" insanity.
104.205.88.172 16:52, 11 October 2022 (UTC)