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Editing v0.34 Talk:Strange mood
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==Produced Items== | ==Produced Items== | ||
− | Through a bit of disassembly diving, I've determined exactly what moody dwarves are capable of producing. All items have a ' | + | 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: |
;Weaponsmith | ;Weaponsmith | ||
− | :Any weapon, any trap component (10 | + | :Any weapon, any trap component (weight 10, so 1/11 chance) |
;Armorsmith | ;Armorsmith | ||
:Each metal-allowed body armor, each metal-allowed pants, each metal-allowed gloves, each metal-allowed shoes, each metal-allowed helm, any shield | :Each metal-allowed body armor, each metal-allowed pants, each metal-allowed gloves, each metal-allowed shoes, each metal-allowed helm, any shield | ||
;Metalsmith | ;Metalsmith | ||
− | :Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section (10 | + | :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 |
;Metal crafter | ;Metal crafter | ||
:Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy | :Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy | ||
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;Leatherworker or Fell Mood | ;Leatherworker 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 | :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 | + | ;Bone carver |
− | :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 (10 | + | :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) |
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;Macabre mood claiming vermin remains as primary item | ;Macabre mood claiming vermin remains as primary item | ||
:Amulet, bracelet, earring | :Amulet, bracelet, earring | ||
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: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) | :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) | ||
::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) | ::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) | ||
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==Fell Moods== | ==Fell Moods== | ||
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I've also seen this. --[[Special:Contributions/99.20.91.212|99.20.91.212]] 04:54, 14 May 2012 (UTC) | I've also seen this. --[[Special:Contributions/99.20.91.212|99.20.91.212]] 04:54, 14 May 2012 (UTC) | ||
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== Adamantine cloth == | == Adamantine cloth == | ||
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) | 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) | ||
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