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Difference between revisions of "Talk:Strange mood"
(Stone Cutting is moodable, but not on list.) |
(→Fell moods - Require Updating: new section) |
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I just found that Kiln-related mood labor such as Glazer and Potter has never been said on this page, that's quite odd. Is Kiln-related Strange mood never implemented in Dwarf Fortress? I mean It does produce ceramic goods, does earthenware not an intriguing product at all? | I just found that Kiln-related mood labor such as Glazer and Potter has never been said on this page, that's quite odd. Is Kiln-related Strange mood never implemented in Dwarf Fortress? I mean It does produce ceramic goods, does earthenware not an intriguing product at all? | ||
+ | |||
+ | == Fell moods - Require Updating == | ||
+ | |||
+ | Toady answered a question on future of the fortress that revealed some information on fell moods. | ||
+ | http://www.bay12forums.com/smf/index.php?topic=169696.msg8481803#msg8481803 | ||
+ | |||
+ | If a fell mood dwarf grabs an intelligent HFS person that uses a material considered "other", and the dwarf will use its material for constructing (shell) SCALED items. | ||
+ | |||
+ | The only materials I've found on intelligent HFS creatures in the base game which haven't satisfied a fell mood dwarf thus far have been fluids. However, snow, which is a form of water, as a contaminant, can be a found as the primary material of HFS creatures, and this can be used. The resultant artifact produced from a snow creature will be listed as being made of ice. | ||
+ | |||
+ | Interestingly, ice artifacts produced from snow will not possess a fixed mat temperature unlike with artifacts produced from creature_mat fire materials, and will consequently physically melt / be destroyed if they are worn, or if the environment has a temperature above freezing. | ||
+ | |||
+ | Oddly though, a dwarf will not become a legendary bonecarver or leatherworker when producing an artifact from "other" materials, but will instead become a legendary woodcrafter. This may be due to a bug, or a possible oversight. | ||
+ | |||
+ | Also, fell mood dwarves can absolutely grab intelligent non-citizens for their artifact, based on lots of testing. So this also needs to be updated. | ||
+ | |||
+ | Although, I'm not certain about the range of creatures that can be grabbed during a fell mood. As its been suggested that [INTELLIGENT] isn't necessarily required, only some combination of [CAN_SPEAK] and [CAN_LEARN]. I'm unaware of the specifics though. |
Revision as of 21:56, 21 June 2023
Stonecutting
Stonecutting appears to be a moodable skill that will produce a stone craft. This does not appear in the current page.
Bone requirement
At least in my testing, when the dwarf asks for bones, it won't just take random bone (stacks) from rotted parts from battle or random wild animals(for example).
I had to build a butcher's workshop and butcher an animal for the bone stack to count, so I think it's worth clarifying in case other people run into it, or I'm just completely misunderstanding how bone stacks work (in which case, again, I think it's worth explaining on this wiki page how to deal with this.
Metalworker bar requirement
The wiki currently states a metalworker may demand a bar of a preferred metal IF you've smelted it already. However, it seems like they can also demand them if you have ore available (or, they might just demand whatever their preference is and me having ore on hand was just coincidence). I have exactly one copper toy so it's possible I either previously smelted a bar of copper or imported one, which if there is a restriction on what they can demand might be how the dwarf "knows" I can in theory provide copper. I also have steel, billum, and iron bars available, so it's not a lack of metal bars generally. It seems like the restriction listed here about what bars metalworkers demand is either wrong, or has some weird corner case. 24.56.251.207 08:37, 26 January 2023 (UTC)
I just found that Kiln-related mood labor such as Glazer and Potter has never been said on this page, that's quite odd. Is Kiln-related Strange mood never implemented in Dwarf Fortress? I mean It does produce ceramic goods, does earthenware not an intriguing product at all?
Fell moods - Require Updating
Toady answered a question on future of the fortress that revealed some information on fell moods. http://www.bay12forums.com/smf/index.php?topic=169696.msg8481803#msg8481803
If a fell mood dwarf grabs an intelligent HFS person that uses a material considered "other", and the dwarf will use its material for constructing (shell) SCALED items.
The only materials I've found on intelligent HFS creatures in the base game which haven't satisfied a fell mood dwarf thus far have been fluids. However, snow, which is a form of water, as a contaminant, can be a found as the primary material of HFS creatures, and this can be used. The resultant artifact produced from a snow creature will be listed as being made of ice.
Interestingly, ice artifacts produced from snow will not possess a fixed mat temperature unlike with artifacts produced from creature_mat fire materials, and will consequently physically melt / be destroyed if they are worn, or if the environment has a temperature above freezing.
Oddly though, a dwarf will not become a legendary bonecarver or leatherworker when producing an artifact from "other" materials, but will instead become a legendary woodcrafter. This may be due to a bug, or a possible oversight.
Also, fell mood dwarves can absolutely grab intelligent non-citizens for their artifact, based on lots of testing. So this also needs to be updated.
Although, I'm not certain about the range of creatures that can be grabbed during a fell mood. As its been suggested that [INTELLIGENT] isn't necessarily required, only some combination of [CAN_SPEAK] and [CAN_LEARN]. I'm unaware of the specifics though.