v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing 40d Talk:Strange mood
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Detailed strange mood mechanics == | == Detailed strange mood mechanics == | ||
[http://www.bay12games.com/forum/index.php?topic=35257.msg545835#msg545835 see post] [[User:VengefulDonut|VengefulDonut]] 14:02, 9 May 2009 (UTC) | [http://www.bay12games.com/forum/index.php?topic=35257.msg545835#msg545835 see post] [[User:VengefulDonut|VengefulDonut]] 14:02, 9 May 2009 (UTC) | ||
Line 37: | Line 28: | ||
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST) | : My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST) | ||
:: I just had the same problem. I had a glass maker who wouldn't take over a magma glass furnace. Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces. No dice, he didn't want them. After reading this page I decided to create a normal glass furnace. He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST) | :: I just had the same problem. I had a glass maker who wouldn't take over a magma glass furnace. Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces. No dice, he didn't want them. After reading this page I decided to create a normal glass furnace. He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST) | ||
− | ::I had the exact same experience as [[ | + | ::I had the exact same experience as [[Alkyon]], namely I had lots of magma glass furnaces but they wanted a normal one. Anybody else confirm what [[User:Digger|Digger]] has experienced?--[[User:Kwieland|Kwieland]] 17:44, 27 May 2009 (UTC) |
:::This has been observed countless times with magma forges vs standard forges - no reason to expect it should be any diff w/ glass furnaces.--[[User:Albedo|Albedo]] 23:05, 27 May 2009 (UTC) | :::This has been observed countless times with magma forges vs standard forges - no reason to expect it should be any diff w/ glass furnaces.--[[User:Albedo|Albedo]] 23:05, 27 May 2009 (UTC) | ||
::::In my experience (all with 40d), all of my metalsmiths claim my magma forges (I always deconstruct the non-magma ones), but all of my glassmakers seem to insist on non-magma glass furnaces, forcing me to build one for them and then remember to deconstruct it after the mood completes (so my manager doesn't start allocating fuel-consuming glassmaking tasks to it). --[[User:Quietust|Quietust]] 19:59, 25 September 2009 (UTC) | ::::In my experience (all with 40d), all of my metalsmiths claim my magma forges (I always deconstruct the non-magma ones), but all of my glassmakers seem to insist on non-magma glass furnaces, forcing me to build one for them and then remember to deconstruct it after the mood completes (so my manager doesn't start allocating fuel-consuming glassmaking tasks to it). --[[User:Quietust|Quietust]] 19:59, 25 September 2009 (UTC) | ||
Line 46: | Line 37: | ||
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.<small>—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}</small> | Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.<small>—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}</small> | ||
− | |||
− | |||
== clarification on "trade" skills == | == clarification on "trade" skills == | ||
Line 117: | Line 106: | ||
::As far as i can tell they never request anything it is truly impossible for you to get. Available by trade seems to imply possible for the game engine though. Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course). But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand. (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this). So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT) | ::As far as i can tell they never request anything it is truly impossible for you to get. Available by trade seems to imply possible for the game engine though. Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course). But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand. (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this). So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT) | ||
+ | |||
+ | == Procastinator! == | ||
+ | |||
+ | I just had a moody dwarf demand bones, wood, rocks, and cloth. | ||
+ | |||
+ | He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood... | ||
+ | |||
+ | Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST) | ||
+ | :i think so, not that it matters, he wont start unless he has ALL the ingridents. | ||
== gems == | == gems == | ||
Line 140: | Line 138: | ||
::I can confirm this bug. I just had this happen to me too. I had three fully functional glass magma furnaces and he just stood in the middle of my meeting area. I went and built a regular glass furnace and he ran off and claimed it. Weird bug. --[[User:Toloran|Toloran]] 04:10, 8 April 2009 (UTC) | ::I can confirm this bug. I just had this happen to me too. I had three fully functional glass magma furnaces and he just stood in the middle of my meeting area. I went and built a regular glass furnace and he ran off and claimed it. Weird bug. --[[User:Toloran|Toloran]] 04:10, 8 April 2009 (UTC) | ||
:::Its not a bug, its a feature. --[[User:Höhlenschreck|Höhlenschreck]] 13:54, 28 May 2009 (UTC) | :::Its not a bug, its a feature. --[[User:Höhlenschreck|Höhlenschreck]] 13:54, 28 May 2009 (UTC) | ||
+ | |||
+ | == stark raving suicide == | ||
+ | |||
+ | My mechanic wanted silk cloth, which I didn't have, and eventually gone insane ("stark raving mad" to be precise). | ||
+ | Seconds after that I had message that he died in heat (I had artificial magma pool nearby). | ||
+ | He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way. | ||
+ | Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT) | ||
+ | |||
+ | :Perhaps it ''was'' an accident -- I seem to recall that "stark raving mad" ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT) | ||
+ | |||
+ | ::It was an accident, the stark raving mad ones wander around aimlessly, regardless of Z- levels. --[[User:Hoborobo|Hoborobo]] 12:53, 9 November 2008 (EST) | ||
== Glassmaker with no glass == | == Glassmaker with no glass == | ||
Line 148: | Line 157: | ||
I think I got most of the old information and then some into the new article. Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT) | I think I got most of the old information and then some into the new article. Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT) | ||
+ | |||
+ | == Silk Cloth == | ||
+ | |||
+ | I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact. | ||
+ | Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT) | ||
+ | :No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.<br>Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT) | ||
+ | ::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) | ||
+ | Probably they may specifically require GCS silk or specifically require CS silk. —[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT) | ||
+ | I figured it out - the silk was outside and I had accidentally left "Dwarves Stay Inside" on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT) | ||
+ | |||
+ | == Engineer taken by secretive mood, and creates... == | ||
+ | |||
+ | Evidently engineers who are taken by a secretive mood ("withdraws from society", in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT) | ||
+ | |||
+ | :Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT) | ||
+ | ::I'd like to smack BismuthBismuthBismuth with the facts stated in the article. | ||
+ | A dwarf will claim a workshop according to their highest applicable skill | ||
+ | ::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT) | ||
+ | :::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT) | ||
+ | ::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT) | ||
+ | :::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT) | ||
+ | ::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT) | ||
+ | :::::::That would follow if we knew for certain that the proposition "items with visible quality modifiers are eligible to artifacts" is necessarily true. We don't. For instance, siege engine components are <i>not</i> verified as artifact eligible. Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. —[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT) | ||
+ | |||
+ | i love the absurd randomness factor with artifacts - you end up with really weird stuff. like grates, and socks. a question pertinent to legendary mechanisms - i got a stupidly valuable one of these as the first legendary item in a new fort and i used it to create a gear assembly in a public dining area in the hopes that it would give dwarves happy thoughts, but after a few years gametime of checking randomly on them nothing particular showed up. any particular use along these lines for legendary mechanisms for something other then simple fortress value? --[[User:FruityBix|FruityBix]] 11:51, 10 September 2008 (EDT) | ||
+ | : weapon traps! --[[User:Bartavelle|Bartavelle]] 12:03, 10 September 2008 (EDT) | ||
+ | :: FWIW, that might be a more general answer for artifact items... I had a Weaponsmith dwarf go into a strange mood and create a lead warhammer (Yes, there was plenty of steel and iron around, but this dwarf likes lead, I guess). It can't be equipped as a weapon (lead isn't a valid material type normally for constructing weapons) but I can put it into a weapons trap. Which... is basically the only thing I can do with this 65000* artifact... -[[User:Fuzzy|Fuzzy]] 14:37, 10 September 2008 (EDT) | ||
+ | ::: Actually, artifact equipment can be used, it just requires a "hero" level dwarf or higher. However, for the nonstandard material weapons and armor you may do well to forbid them so that they're not used. The actual effectiveness of odd material artifacts is supposedly lower than that of decent iron or steel equipment, and artifact equipment cannot be unequipped once a dwarf decides to use it. --[[User:Janus|Janus]] 15:36, 10 September 2008 (EDT) | ||
+ | :Build your artifact mechanism into a really, really, really wonderful well. --[[User:Corona688|Corona688]] 11:37, 13 December 2008 (EST) | ||
+ | ::A bit late, but building an artifact mechanism into a [[lever]] should allow your dwarves to admire it (in a sculpture garden, they'll admire "a completely sublime tastefully arranged Trap lately". --[[User:Quietust|Quietust]] 20:05, 25 September 2009 (UTC) | ||
== Tanner fixed == | == Tanner fixed == | ||
Line 184: | Line 223: | ||
: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness<rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT) | : As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness<rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT) | ||
:: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT) | :: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT) | ||
− | |||
− | |||
== Furnace Operator == | == Furnace Operator == | ||
Line 214: | Line 251: | ||
::::I believe my metalsmith is waiting for my magma forge to come on line, I have a standard forge built, but that isn't doing anything for him. Does anyone know what effect fluctuating power will have on the strange mood? Edit: If a claimed workshop looses power for even a millisecond, the mood fails. [[User:HeWhoIsPale|HeWhoIsPale]] 12:02, 18 November 2008 (EST) | ::::I believe my metalsmith is waiting for my magma forge to come on line, I have a standard forge built, but that isn't doing anything for him. Does anyone know what effect fluctuating power will have on the strange mood? Edit: If a claimed workshop looses power for even a millisecond, the mood fails. [[User:HeWhoIsPale|HeWhoIsPale]] 12:02, 18 November 2008 (EST) | ||
::::I can confirm that an Armorsmith will use a magma furnace, and if the furnace loses magma after it is claimed (Even if the dwarf is out collecting materials), the mood will fail. [[User:Decius|Decius]] 07:22, 15 April 2009 (UTC) | ::::I can confirm that an Armorsmith will use a magma furnace, and if the furnace loses magma after it is claimed (Even if the dwarf is out collecting materials), the mood will fail. [[User:Decius|Decius]] 07:22, 15 April 2009 (UTC) | ||
+ | |||
+ | == Possessed Child == | ||
+ | |||
+ | I have a child that has become possessed and taken over one of my craft workshops (of course). He is muttering the following: rough color, leather skin, bone yes, stone rock, cloth thread, blocks bricks, and a shell. He has already acquired the following: turtle bones, donkey bones [4], microcline blocks, turtle shell, rough pink garnets, dog leather, carp leather, and hematite. I have plenty of all the things that he's already gathered, so I'm assuming that he doesn't need anymore of those items. That leaves the thread. I have turned off my auto-loom a while ago so that I would keep the thread around for artifacts. I currently have plenty of plant thread (4 pig tail and 14 rope reed) and enough spider silk (5). What I don't have is giant spider silk. I have confirmed that the child has access to all these items, including the thread which I have piles next to his workshop. Still he doesn't start construction. | ||
+ | |||
+ | Can any help? Is there a difference for artifact creation between regular cave spider silk and giant cave spider silk? ---[[User:Frewfrux|Frewfrux]] | ||
+ | |||
+ | :Do you have both silk and plant cloth available? (Not just thread.) And do you see any specific cloth preferences in his thoughts and preferences screen?--[[User:Maximus|Maximus]] 01:32, 6 November 2008 (EST) | ||
+ | |||
+ | ::Argh. I bet that's it. No silk cloth, just thread. I have had guys go crazy for lack of thread before, so I never make silk cloth, just kept the thread. Oh well, the child is now melancholy. I can re-load and see what would happen if I make the thread into cloth. Maybe I'll test that out. ---[[User:Frewfrux|Frewfrux]] | ||
+ | |||
+ | ::: Wouldn't you be able to solve this problem by only weaving dyed thread? Then you'll always have some thread waiting to be dyed. --[[User:RomeoFalling|RomeoFalling]] 03:04, 6 November 2008 (EST) | ||
+ | |||
+ | ::::You could also leave high quality, expensive materials lying around Forbidden, and only Claim them when someone's trying to make an artifact. --[[User:Navian|Navian]] 15:07, 11 November 2008 (EST) | ||
== Getting More Strange Moods == | == Getting More Strange Moods == | ||
Line 287: | Line 338: | ||
:I think macabre moods have a bug or something. I had a fisherdwarf go macabre, and he was definitely very unhappy since my fortress had fallen into a terrible state of unhappiness (ask me some other time). He went to a butcher's workshop and made a Large Roach Chitin Ring. I can't remember what skill he got but it was definitely not leatherworking or butchery.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:31, 3 May 2009 (UTC) | :I think macabre moods have a bug or something. I had a fisherdwarf go macabre, and he was definitely very unhappy since my fortress had fallen into a terrible state of unhappiness (ask me some other time). He went to a butcher's workshop and made a Large Roach Chitin Ring. I can't remember what skill he got but it was definitely not leatherworking or butchery.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:31, 3 May 2009 (UTC) | ||
+ | |||
+ | == Rough Gems == | ||
+ | |||
+ | EVERY Fey Mood that has happened for the last 3 years has required Rough Gems! Argh! Mining out an entire Z-level has found ONE GEM, which I was idiotic enough to cut the instant I found it. I do not have Rough Gems. You cannot buy Rough Gems. My fortress will die slowly and painfully without Rough Gems. Cut green glass is good enough when a fey dwarf demands cut gems, why isn't raw green glass good enough when they want rough gems? Can it be made good enough with a mod? --[[User:Corona688|Corona688]] 11:19, 13 December 2008 (EST) | ||
+ | |||
+ | :Dig down to an igneous intrusive level - they have more gems. --[[User:Squirrelloid|Squirrelloid]] 14:19, 13 December 2008 (EST) | ||
+ | |||
+ | ::To mod out gem-demanding fey dwarves, you could remove all gems and then generate a new world. Alternatively, if you don't mind the lack of moods, turn them off in init.txt. Personally, I highly dislike moods, since they just make it that much easier to have abundant so-called "legendary" dwarves, although the random killer effect is quite nice. --[[User:Savok|Savok]] 20:15, 13 December 2008 (EST) | ||
+ | |||
+ | :Regarding "why isn't raw green glass good enough when they want rough gems" -- it is good enough. I've had fey dwarves grab raw green glass a half-dozen times. I think it's more likely that all the raw green glass in your fortress was TASKED, and therefore unavailable to the fey dwarf. --[[User:ThunderClaw|ThunderClaw]] 12:16, 12 January 2009 (EST) | ||
==Trapper?== | ==Trapper?== | ||
Has anyone seen a dwarf get trapper experience from a mood? I've made a couple of artifact animal traps at this point, and all of them were by dwarves without the trapper skill who received xp in skills related to the material. (ie, my turtle-shell animal trap was made by someone who became a legendary bonecarver therefrom). I know I made a similar comment on the Trapper talk page. From the other end, I'm sure I've had immigrant trappers get moods before and have never seen a legendary trapper, although I don't recall specifically enough to be certain they had moods. But I've seen zero evidence that Trapper is actually a moodable skill. --[[User:Squirrelloid|Squirrelloid]] 16:00, 15 December 2008 (EST) | Has anyone seen a dwarf get trapper experience from a mood? I've made a couple of artifact animal traps at this point, and all of them were by dwarves without the trapper skill who received xp in skills related to the material. (ie, my turtle-shell animal trap was made by someone who became a legendary bonecarver therefrom). I know I made a similar comment on the Trapper talk page. From the other end, I'm sure I've had immigrant trappers get moods before and have never seen a legendary trapper, although I don't recall specifically enough to be certain they had moods. But I've seen zero evidence that Trapper is actually a moodable skill. --[[User:Squirrelloid|Squirrelloid]] 16:00, 15 December 2008 (EST) | ||
− | |||
− | |||
==Craftdwarf's Workshop== | ==Craftdwarf's Workshop== | ||
Line 309: | Line 368: | ||
--[[User:Shurikane|Shurikane]] 12:04, 27 December 2008 (EST) | --[[User:Shurikane|Shurikane]] 12:04, 27 December 2008 (EST) | ||
:I don't have a specific time limit, nor have I checked for variability, but 60 days/2 months is very close to the limit in my experience. --[[User:ThunderClaw|ThunderClaw]] 12:18, 12 January 2009 (EST) | :I don't have a specific time limit, nor have I checked for variability, but 60 days/2 months is very close to the limit in my experience. --[[User:ThunderClaw|ThunderClaw]] 12:18, 12 January 2009 (EST) | ||
− | |||
− | |||
== Injured with Mood? == | == Injured with Mood? == | ||
Line 406: | Line 463: | ||
:::::If you view '''any''' dwarf who is currently in a Strange Mood, that dwarf will seemingly always be "quite content" - Dwarf Companion seems to indicate that entering a mood resets a dwarf's happiness value to exactly 100. This seems to be the case for fey moods, possessions, and secretive moods - I've not yet had the misfortune of getting a fell mood or macabre mood (since my dwarves are always ecstatic), so it's possible those are different. --[[User:Quietust|Quietust]] 20:22, 25 September 2009 (UTC) | :::::If you view '''any''' dwarf who is currently in a Strange Mood, that dwarf will seemingly always be "quite content" - Dwarf Companion seems to indicate that entering a mood resets a dwarf's happiness value to exactly 100. This seems to be the case for fey moods, possessions, and secretive moods - I've not yet had the misfortune of getting a fell mood or macabre mood (since my dwarves are always ecstatic), so it's possible those are different. --[[User:Quietust|Quietust]] 20:22, 25 September 2009 (UTC) | ||
− | == | + | == Obok not playing by the rules? == |
"If two skills are at the same experience, the first listed for that dwarf will be the one affected by the mood." | "If two skills are at the same experience, the first listed for that dwarf will be the one affected by the mood." | ||
Line 412: | Line 469: | ||
:It depends on the exact amount of [[Experience|experience points]] they have in each skill. There's not really an in-game way to see this, but [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] will show it. —[[User:0x517A5D|0x517A5D]] 20:13, 26 June 2009 (UTC) | :It depends on the exact amount of [[Experience|experience points]] they have in each skill. There's not really an in-game way to see this, but [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] will show it. —[[User:0x517A5D|0x517A5D]] 20:13, 26 June 2009 (UTC) | ||
::It does not depend on the exact experience points, just on the level/title. In my current game, I had an immigrant craftsdwarf get a mood. He was novice in bone carving, glass making, and leatherworking. I'd been training him up in glass making, and he was just a few xp away from hitting no label when he got his mood. (Exact xp levels were confirmed with Dwarf Therapist.) He claimed a crafts workshop, and became a legendary bone carver. (I'm just trying to update the main article with this information, but the damned thing won't let me log in. ¬_¬) --[[User:Morlark|Morlark]] 07:58, 09 October 2009 (UTC) | ::It does not depend on the exact experience points, just on the level/title. In my current game, I had an immigrant craftsdwarf get a mood. He was novice in bone carving, glass making, and leatherworking. I'd been training him up in glass making, and he was just a few xp away from hitting no label when he got his mood. (Exact xp levels were confirmed with Dwarf Therapist.) He claimed a crafts workshop, and became a legendary bone carver. (I'm just trying to update the main article with this information, but the damned thing won't let me log in. ¬_¬) --[[User:Morlark|Morlark]] 07:58, 09 October 2009 (UTC) | ||
− | |||
== Materials used == | == Materials used == | ||
Line 431: | Line 487: | ||
Recently, I had a child go into a fell mood. Many of my dwarves had recently died to a tantrum spiral, but there were still about 70 left. The fell child claimed a butcher's shop and sat there for a while, not saying or doing anything. Eventually a baby passed by the butcher's shop and the fell child promptly killed it in one hit (those dwarves need psychological help). However, the child did not do anything with the corpse, instead returning to the butcher's shop and sitting there. Eventually, some other dwarves came along and buried the baby. Although many other dwarves passed by the butcher's shop, the child never did anything else, and eventually went insane. This was my first fell mood, so I have only this page to tell me what's supposed to happen. Is this a bug? Has anyone else ever had a child go into a fell mood, or a baby killed by one? --[[User:LaVacaMorada|LaVacaMorada]] 03:40, 8 October 2009 (UTC) | Recently, I had a child go into a fell mood. Many of my dwarves had recently died to a tantrum spiral, but there were still about 70 left. The fell child claimed a butcher's shop and sat there for a while, not saying or doing anything. Eventually a baby passed by the butcher's shop and the fell child promptly killed it in one hit (those dwarves need psychological help). However, the child did not do anything with the corpse, instead returning to the butcher's shop and sitting there. Eventually, some other dwarves came along and buried the baby. Although many other dwarves passed by the butcher's shop, the child never did anything else, and eventually went insane. This was my first fell mood, so I have only this page to tell me what's supposed to happen. Is this a bug? Has anyone else ever had a child go into a fell mood, or a baby killed by one? --[[User:LaVacaMorada|LaVacaMorada]] 03:40, 8 October 2009 (UTC) | ||
− | |||
− | |||
== Doesn't want magma forge? == | == Doesn't want magma forge? == | ||
Line 441: | Line 495: | ||
When multiple workshops are listed, the dwarf may require one or the other, <br />so ensure that ''both'' are available,... | When multiple workshops are listed, the dwarf may require one or the other, <br />so ensure that ''both'' are available,... | ||
::Yours didn't want the magma version, he would ''only'' accept the standard type. Quite common.--[[User:Albedo|Albedo]] 18:26, 13 October 2009 (UTC) | ::Yours didn't want the magma version, he would ''only'' accept the standard type. Quite common.--[[User:Albedo|Albedo]] 18:26, 13 October 2009 (UTC) | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |