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Difference between revisions of "40d Talk:Strange mood"
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* [[Grower]] | * [[Grower]] | ||
* [[Miller]] | * [[Miller]] | ||
+ | * [[Wood Cutter]] | ||
Skills that may be used and gained by dwarves with no trade skills: | Skills that may be used and gained by dwarves with no trade skills: | ||
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:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT) | :::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT) | ||
+ | |||
+ | :::And I can confirm that Wood Cutter does not contribute -- I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT) | ||
== mood condition == | == mood condition == |
Revision as of 17:48, 28 July 2008
Does the new version still have the strange mood? It wouldnt be complete without it!
- It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.
- Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some "verify" in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --Mizipzor 06:03, 6 November 2007 (EST)
- I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --Morlark
I know, I was a huge fan of that little strange aspect of the old one.
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --Soyweiser 17:36, 6 November 2007 (EST)
- Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --Soyweiser 14:34, 8 November 2007 (EST)
- Have you marked all statements in the article that risks being falsified with {{verify}}? --Mizipzor 19:41, 6 November 2007 (EST)
Hey, I am getting a dwarf who wants "raw...crystal". Help? -- Bovinepro
- Probably wants raw crystal glass. I had a dwarf ask for "raw...green", they wanted raw green glass. Looks like Toady might have moved the glass demands out of the "rough...color" category. Iddq?
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --Zhang5 17:07, 12 November 2007 (EST)
It seems that no craft skill is required. I just had a peasant go into a strange mood. His skills were: competent marksdwarf; novice wrestler; novice armor wearer. He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order. This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally. Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :) Doctorlucky 16:34, 19 November 2007 (EST)
- This is consistent with older versions. Moody peasants would become crafters, and 10 items was the cap. The minimum was 1 item -- generally when constructing a "perfect gem".--Maximus 16:55, 19 November 2007 (EST)
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --Penguinofhonor 18:47, 28 November 2007 (EST)
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --Another 10:07, 1 December 2007 (EST)
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a Legendary Mason .... Is it normal ? Feydreva
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?—Preceding unsigned comment added by Patarak (talk•contribs)
- They want either silk or fiber cloth. Make sure you have both! Bartavelle 03:40, 21 January 2008 (EST)
Aargh! One of my dwarves went secretive and is demanding a huge list of stuff. He seems to be demanding two types of stone because the "sketches quarry" message stays on twice as long as the others. I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --Holyfool 011:55, 7 March 2008 (EST)
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace. Seems like they will only use a specific kind. Not sure yet if it's random. Might be they won't take the Magma Glass Furnace in version 38a. Can anyone verify? --Afbee 05:07, 21 February 2008 (EST)
- My Glassmaker successfully used Magma Glass Furnace in a fey mood. --Digger 07:54, 24 February 2008 (EST)
Maximum number of artifacts
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b) So that 15 cap thing is clearly wrong. As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine. For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). Doctorlucky 04:54, 27 November 2007 (EST)
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.—Preceding unsigned comment added by Rabek (talk•contribs)
clarification on "trade" skills
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki. I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -Radtse
- I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--Valdemar 19:36, 27 December 2007 (EST)
- I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a "fey-able" skill will be quite helpful.-Radtse 18:28, 29 December 2007 (EST)
- Where's cooking fit in? --KittenyKat 20:09, 6 January 2008 (EST)
List of non-trade skills:
Skills that may be used and gained by dwarves with no trade skills:
Skills that use a different skill(See list above), but give correct skill:
- For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far. (The weaver actually surprised me when it happened). --Squirrelloid 01:43, 29 April 2008 (EDT)
- I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --Strangething 23:47, 31 May 2008 (EDT)
- And I can confirm that Wood Cutter does not contribute -- I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. Slitherrr 13:48, 28 July 2008 (EDT)
mood condition
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. Bartavelle 15:08, 2 January 2008 (EST)
Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --Edward 19:17, 28 April 2008 (EDT)
- <sup>2</sup> --GreyMario 21:28, 28 April 2008 (EDT)
- 20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --Someone-else 18:30, 26 May 2008 (EDT)
Random Workshop Seizure
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. Tacroy 16:51, 9 January 2008 (EST)
- nonsense. Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --Frostedfire 07:35, 18 February 2008 (EST)
- More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --Alfador 12:16, 18 February 2008 (EST)
forbidden items
Do moody dwarfs use forbidden items? Will they demand forbid items? Diabl0658 02:07, 21 February 2008 (EST)
- I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --BahamutZERO 16:31, 13 May 2008 (EDT)
- Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --GreyMaria 16:35, 13 May 2008 (EDT)
Impossible Requests?
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for "rocks" when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for "metal bars" when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. Yvain 23:27, 26 February 2008 (EST)
- Yeah, impossible stuff is all my dwarves ever want. :-P Right now mine appears to want stone I don't have, and no traders have come by with any stone.... So my guys are frantically mining in various directions.... Holyfool 13:59, 7 March 2008 (EST)
- 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. --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?--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
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i "printed out" all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either
- random/pure luck (don't think so)
- they only ask what they "see"
- they only ask what is somehow on the map
- or they might even adapt somewhat to availability, but i doubt that. --Koltom 15:59, 28 March 2008 (EDT)
- I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --BahamutZERO 12:23, 14 May 2008 (EDT)
- Confirming behaviour that BahamutZERO sees. Dwarves will always grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --GreyMaria 14:25, 14 May 2008 (EDT)
Just standing around?
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help? --Ilmmad 20:00, 6 March 2008 (EST)
- Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more "exotic" ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --Koltom 22:59, 6 March 2008 (EST)
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? 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. Anydwarf 18:30, 19 April 2008 (EDT)
Glassmaker with no glass
I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.
Rewrite
I think I got most of the old information and then some into the new article. Please make any necessary modifications. --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? --Doniazade 08:55, 13 May 2008 (EDT)
- No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.
Could it be that you had thread and not cloth? --GreyMaria 13:59, 13 May 2008 (EDT)- Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --Doniazade 16:52, 13 May 2008 (EDT)
Probably they may specifically require GCS silk or specifically require CS silk. —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. --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 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? --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 --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. --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. --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. --GreyMaria 23:28, 13 May 2008 (EDT)
- Pardon me as well, but it seems that the table in this particular revision did not encapsulate this information. GreyMario is throwing a tantrum! --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? --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 not 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. —Chaos 16:26, 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? --GreyMaria 15:30, 14 May 2008 (EDT)
- Pardon me as well, but it seems that the table in this particular revision did not encapsulate this information. GreyMario is throwing a tantrum! --BismuthBismuthBismuth 15:22, 14 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. --GreyMaria 23:28, 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. --BismuthBismuthBismuth 22:26, 13 May 2008 (EDT)
- 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. --GreyMaria 15:49, 13 May 2008 (EDT)
Tanner fixed
I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.
- I wonder if Tanners even claim Tanner's shops? Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to produce an artifact from one, aye? That information came from an older version of the page, I wonder if it was inaccurate. Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --Marble Dice 18:08, 2 June 2008 (EDT)