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Difference between revisions of "v0.34 Talk:Strange mood"

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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==
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Page currently says other dwarves don't mind when a fell mood dwarf kills somebody. This is wrong. I am on 34.07, just got a fell mood dwarf, he murdered a farmer in the food stockpile and I received 28 witness reports that he was the murderer. I convicted him and he was beaten. --[[User:Jimi12|Jimi12]]

Revision as of 20:32, 16 April 2012

Does anyone know if the murder during a fell mood will now be reportet as crime and taken legal actions against it? --Kami 09:45, 2 March 2012 (UTC)

Produced Items

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
Any weapon, any trap component (weight 10, so 1/11 chance)
Armorsmith
Each metal-allowed body armor, each metal-allowed pants, each metal-allowed gloves, each metal-allowed shoes, each metal-allowed helm, any shield
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 (weight 10, so 1/201 chance), splint, crutch
Metal crafter
Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy
Jeweler or Glassmaker
Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy
Mason or Miner
Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate
Stone crafter, Wood crafter, or Engraver
Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy
Mechanic
Mechanism
Carpenter
Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch
Bowyer
Each ranged weapon
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
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 (weight 10, so REALLY low chances)
Macabre mood claiming vermin remains as primary item
Amulet, bracelet, earring
Clothier
Each soft-allowed body armor, each soft-allowed pants, each soft-allowed gloves, each soft-allowed shoes, each soft-allowed helm, bag, rope

--Quietust 16:23, 14 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. -- 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). --Quietust 21:53, 30 March 2012 (UTC)

Fell Moods

Page currently says other dwarves don't mind when a fell mood dwarf kills somebody. This is wrong. I am on 34.07, just got a fell mood dwarf, he murdered a farmer in the food stockpile and I received 28 witness reports that he was the murderer. I convicted him and he was beaten. --Jimi12