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| A '''tantrum''' is a temporary emotional breakdown experienced mainly by dwarves with high [[personality trait|propensity to anger]]. | | A '''tantrum''' is a temporary emotional breakdown experienced mainly by dwarves with high [[personality trait|propensity to anger]]. |
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− | Tantruming dwarves will cancel any job they may be doing at the moment and will start misbehaving, which includes throwing items around, starting fist fights (with the possibility of severely [[Wound|injuring]] other dwarves), toppling and destroying buildings or hurting [[pet]]s. This is of course [[Justice|illegal]], and they will be imprisoned or flogged for their behaviour. But even though they are punished, if their punishment is [[Hammerer|more harsh than usual]], their death (or the results of their misbehaviour) may cause increased [[stress]] among your fortress's inhabitants, eventually spiralling out of control and [[fun|destroying your fortress]]. | + | Tantruming dwarves will cancel any job they may be doing at the moment and will start misbehaving, which includes throwing items around, starting fist fights (with the possibility of severely [[Wound|injuring]] other dwarves), toppling and destroying buildings or hurting [[pet]]s. This is of course [[Justice|illegal]], and they will be imprisoned or flogged for their behaviour. But while law-abiding citizens will view their punishment as just, if the punishment is [[Hammerer|harsher than usual]], their death (or the results of their misbehaviour) may cause increased [[stress]] among your fortress's inhabitants. |
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− | Tantruming may be a warning that the certain dwarf may go [[insane|berserk]].
| + | If [[stress]] keeps accumulating, a tantrum-prone dwarf may eventually go [[insane|berserk]]. |
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− | To make tantrums less likely, see the article on [[keeping your dwarves happy]]. | + | To make tantrums less likely, see the article on [[keeping your dwarves unstressed]]. |
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| ==Mechanics== | | ==Mechanics== |
− | The new mechanics for tantrums are not yet known.
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− | <!--Tantrums only occur when a dwarf is "Miserable", the lowest possible state of [[happiness]], though the dwarf's happiness will be instantly boosted to 25 (Very Unhappy) for the duration of the tantrum. In this state, a dwarf has a 1/1000 chance each frame (about 70% chance per in-game day) of ''responding'' to its unhappiness. A dwarf's '''vulnerability''' [[personality trait]] determines how likely they are to respond - a lower value makes the dwarf less likely, with a value less than 25 making the dwarf effectively immune to unhappiness.
| + | The new mechanics for tantrums are not well known yet. A dwarf throwing a tantrum will now keep misbehaving for several days, during which time they'll be a walking disaster zone. With the very slowly building and receding stress of DF2014, a dwarf will remain in a tantrum-capable state for months if not years. Since they'll usually snap about once per month, a single tantrummer can cause immense damage/carnage. |
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− | Each time a dwarf responds to being unhappy, its "mental instability" increases; this value becomes a percentage chance for the dwarf to go [[insane]] each time it responds to unhappiness (unless it has successfully completed a [[strange mood]], in which case nothing happens). If it does not go insane, then its '''anger''' personality trait is checked to determine how likely the dwarf is to actually throw a tantrum - a lower value makes the dwarf less likely to tantrum, with a value less than 25 allowing the dwarf to maintain its composure until it goes insane.
| + | ==Damage Control== |
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− | Once a dwarf becomes happy again (at least to be no longer Miserable), it has a 1/1000 chance each frame of decreasing its mental instability, making it less likely to go insane the next time it tantrums.
| + | Highly stressed dwarves with tantrum propensity can (and maybe should) be locked up in a room with a bed, chair and table, away from further stressors and from people they can harm. If their stress exposure remains low enough for an extended time - months to years - they may recover and no longer throw tantrums. Their "cell" should be assigned as their bedroom and potentially dining room, and provisions must be stored in the room or delivered remotely. Since this is a very slow and laborious process, less caring overseers may opt for more radical [[magma|"cures"]]. |
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− | Note that tantrums are not the only things that can cause a dwarf to become mentally unstable - being attacked by the dead carries a 5% sanity penalty, and being possessed or tortured by a ghost carries a 10% sanity penalty.
| + | Dwarves who develop stress should be watched carefully, to see if their personality makes them prone to tantrums. Due to the damage tantrums are likely to cause, keeping those dwarves away from further stress (or exposing them to increased danger to solve the problem in a different way) is highly recommended. |
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− | It should also be noted that a miserable dwarf can becomes ecstatic after throwing a tantrum, if you are lucky enough to have him next to a stockpile to throw stuff everywhere for the duration of the tantrum. (However, the dwarf will likely be sent to jail, possibly dying of dehydration, and [[fun]] may occur.)-->
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− | ==Example==
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− | (This requires lots of friends, married couples, and the oh so common bad luck.)
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− | * Asob, a [[craftsdwarf]], gets the [[Strange mood|urge]] to build a mysterious construction, but unfortunately there are no bones or shells to be had.
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− | * Asob goes [[Insanity|berserk]], kills Bëmbul, and wounds Cilob. Asob is then struck down by Ilral, making an unhappy thought for Asob's friend Edëm.
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− | * Bëmbul's lover Dodók, and friends Edëm and Fikod, get a strong unhappy thought.
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− | * Dodók, going to help Cilob, throws a tantrum. He kills Cilob in his rage, giving another unhappy thought to Cilob's friend Fikod.
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− | * Fikod, now horribly unhappy from the death of two of his friends, throws a tantrum destroying Edëm's and Dodók's beds.
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− | * Edëm, now ''very unhappy'' from two of her friends dying as well as losing her bed, goes [[Insanity|melancholy]] and commits suicide by jumping down the well, giving an unhappy thought for Dodók and Litast; and contaminating the only water source.
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− | * Dodók, despite the happy thought for fighting (and killing) Cilob, is overwhelmed by unhappy thoughts and tantrums again. This time he destroys a bridge, drowning Fikod in the moat (as it has no ramps), and then attacks Geshud.
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− | * Fikod's friends, Kikrost and Litast, both get an unhappy thought.
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− | * Edëm's body, inaccessible, rots, causing Litast to tantrum. He punches Geshud, hospitalizing him.
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− | * Dodók once again punches someone, this time Kikrost - cutting his lip.
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− | * Without fresh water, Geshud dies a slow death of dehydration.
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− | * Kikrost, even more angry due to being punched, punches Dodók back.
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− | * Dodók, finally being overwhelmed, goes stark raving mad.
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− | * Kikrost, angry about being Dodók's punching bag, punches Litast, and Litast punches Ilral.
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− | * Kikrost, unable to wash his lip with clean water combined with all of the rotting corpses, succumbs to infection.
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− | * Dodók dives into magma, creating an unhappy thought for Dodók's friend, Ilral.
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− | * Ilral, a skilled warrior, in the wake of death and [[miasma]] finally goes berserk and finishes the fortress off.
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− | <!-- The results, (by date).
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− | Bëmbul - dead (by Asob)
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− | Asob - dead (by Ilral)
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− | Cilob - dead (by Dodók)
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− | Edëm - dead (suicide)
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− | Fikod - dead (by Dodók, via drowning, rots with body inaccessible)
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− | Geshud - dead (dehydration)
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− | Dodók - dead (Stark raving mad, falling into magma)
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− | Ilral - berserk (because of all the Miasma, and Dodók)
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− | Kikrost - dead (infection)
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− | Litast - dead (by Ilral)
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− | -->
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− | <!-- The results, (by letter).
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− | Asob - dead (by Ilral)
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− | Bëmbul - dead (by Asob)
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− | Cilob - dead (by Dodók)
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− | Dodók - dead (Stark raving mad, falling into magma)
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− | Edëm - dead (suicide)
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− | Fikod - dead (drowning via Dodók)
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− | Geshud - dead (dehydration)
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− | Ilral - berserk (because of all the Miasma, and Dodók)
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− | Kikrost - dead (infection)
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− | Litast - dead (by Ilral)
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− | -->
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− | ===Summary===
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− | Fortress at the start: 10 "normal" dwarves.
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− | Fortress after tantrum spiral: 9 dead dwarves, 1 berserk dwarf (likely soon to die from starvation/dehydration). Causing fortress-stopping [[Losing|Fun]].
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− | As a result of not having the right bones or any shells, your fortress falls. The main thing that started this mess was Bëmbul's death. And bad luck. Isn't losing [[Losing|Fun]]?
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− | ==Damage Control==
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− | It is possible to survive a tantrum spiral, but it's going to take some serious damage control.
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− | *Prioritize making [[alcohol]], [[coffin]]s, and [[food]] over everything else. Stop any unnecessary work.
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− | *Bury all that die, burial lessens the unhappiness of death, and prevents miasma and [[ghost]]s.
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− | *Handle the most unhappy dwarves with special care. Giving them additional rooms and furniture could slow down their happiness decrease. Relieve them from work and let them meet their friends, pets and relatives if they have any. Expedition leader/Mayor/Baron etc. could sometimes give them consolations, or be yelled at, so make him available for meetings. If situation around a certain dwarf seems unresolvable, try to isolate him while you can, preferably with walls.
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− | *Move military inside to kill anyone that berserks. You'll die if an ambush hits you during the spiral anyway.
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− | *Create Jails by placing rope or chains in small rooms. Under Build (b) Restraint (v), then select the restraint using (q) and select Use for Justice (j), much like you would when placing a bed and making a bedroom. This will place people misbehaving or throwing tantrums in jail. Then if they do go berserk, they will be restrained away from everyone else until the military arrives to deal with them. When a fortress starts Tantrum spiraling make as many Jails as needed.
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− | *Also, if, by a stroke of luck, some already-happy migrants come, then they will add to population and you will now have dwarfs who will do work without being interrupted by the need to destroy everything.
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− | *Confining a dwarf to a [[burrow]] will prevent him from starting a fist fight, generating instead the announcement 'Urist McAngry cancels Starting Fist Fight: Target inaccessible.' This only works if his chosen target is outside the burrow designation and is extremely useful in preventing a tantrum spiral, as it prevents any death or injury resulting from the fight. This is presumably a bug.
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| == Prevention == | | == Prevention == |
− | [[Keeping your dwarves happy]] is an important task. While it's easy enough to keep everyone happy under normal circumstances, trying times, like the aftermath of bloody goblin [[ambush]]es, will push any fortress dangerously close to a spiral.
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− | Having a high overall happiness helps, but the best on-the-spot prevention is [[solitary confinement]]. Lavish room and board arrangements into which the dwarves can be locked will prevent their aggravation from spreading, as their upturning of chairs will not affect any of the other fortress occupants, as well as working wonders for even the most hardened of prima donnas.
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− | == Prevention, second method ==
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− | There is another alternative way to avoid tantrum spirals. It is quite a bit more difficult, but generally far more dwarven and !!FUN!!.
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− | The whole point is to expose all of your population to enough violence so that they take the trait "doesn't care about anything anymore".
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− | Most of your military eventually acquires the trait naturally. This trait makes the dwarf not care about death, so they will stay "quite content" and will not generally not throw tantrums.
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− | You have many choices for exposing your dwarves to violence. Dropping dogs, cats or poultry 15 z-levels on top your meeting zone seems to be the safest way to do it. You can also put your whole fort into the military or make everyone a hunter and make them kill animals or enemies, but this is quite long and unwieldy.
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− | Since a dwarf with this trait does not tantrum, tantrums and therefore tantrum spirals will become exceedingly rare, and if you manage to immunize your whole fort, not only tantrum spirals will not happen, but general dwarf mood will be equalized, leading them to not care (much) about Spartan living conditions.
| + | [[Keeping your dwarves unstressed]] is an important task. There are many things that can cause stress to dwarves, and some dwarves just are more susceptible than others. |
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− | == When the Fun doesn't stop ==
| + | Dwarves want a personal bedroom to sleep in and want a proper seat and table to eat at. Not providing them with these necessities causes regular stress increments. |
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− | Sometimes a tantrum spiral starts, and doesn't want to stop. This can be disastrous to a fort, and not just the [[Fun|usual]] ways. A lucky fort can linger on long enough even with most of the populace too busy rioting to work. If it gets bad enough the player may be left unable to take any action to salvage the situation, and such a fort's downfall is often from the player abandoning after getting bored staring helplessly at a screen for (in-game, hopefully) months.
| + | Being regularly exposed to the outside tends to be harmful to dwarves, since they'll either get unhappy over being out in the rain or, after a few years of mostly-underground fort life, become violently sick when exposed to sunlight. Catching sight of remains of sentient creatures, like the corpses left behind by goblin [[siege]]s will likewise cause strong stress to all but the most hardened dwarves. |
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− | At that point, you've got two options. Either hit abandon, or keep waiting to see if things will calm down so you can regain control. Or maybe the dwarves will finally destroy themselves in an entertaining manner.
| + | Limiting stressors appears to be the most important task for tantrum prevention in DF2014. Offering sources of happy thoughts - satisfying work, nice architecture, opportunities to mingle with friends and family - seem to help, but what a stress-susceptible dwarf needs most is the lack of further bad thoughts, not a glut of happy ones. |
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| == The Dreams of a Dwarf == | | == The Dreams of a Dwarf == |
This article is about the current version of DF. Note that some content may still need to be updated.
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A tantrum is a temporary emotional breakdown experienced mainly by dwarves with high propensity to anger.
Tantruming dwarves will cancel any job they may be doing at the moment and will start misbehaving, which includes throwing items around, starting fist fights (with the possibility of severely injuring other dwarves), toppling and destroying buildings or hurting pets. This is of course illegal, and they will be imprisoned or flogged for their behaviour. But while law-abiding citizens will view their punishment as just, if the punishment is harsher than usual, their death (or the results of their misbehaviour) may cause increased stress among your fortress's inhabitants.
If stress keeps accumulating, a tantrum-prone dwarf may eventually go berserk.
To make tantrums less likely, see the article on keeping your dwarves unstressed.
Mechanics
The new mechanics for tantrums are not well known yet. A dwarf throwing a tantrum will now keep misbehaving for several days, during which time they'll be a walking disaster zone. With the very slowly building and receding stress of DF2014, a dwarf will remain in a tantrum-capable state for months if not years. Since they'll usually snap about once per month, a single tantrummer can cause immense damage/carnage.
Damage Control
Highly stressed dwarves with tantrum propensity can (and maybe should) be locked up in a room with a bed, chair and table, away from further stressors and from people they can harm. If their stress exposure remains low enough for an extended time - months to years - they may recover and no longer throw tantrums. Their "cell" should be assigned as their bedroom and potentially dining room, and provisions must be stored in the room or delivered remotely. Since this is a very slow and laborious process, less caring overseers may opt for more radical "cures".
Dwarves who develop stress should be watched carefully, to see if their personality makes them prone to tantrums. Due to the damage tantrums are likely to cause, keeping those dwarves away from further stress (or exposing them to increased danger to solve the problem in a different way) is highly recommended.
Prevention
Keeping your dwarves unstressed is an important task. There are many things that can cause stress to dwarves, and some dwarves just are more susceptible than others.
Dwarves want a personal bedroom to sleep in and want a proper seat and table to eat at. Not providing them with these necessities causes regular stress increments.
Being regularly exposed to the outside tends to be harmful to dwarves, since they'll either get unhappy over being out in the rain or, after a few years of mostly-underground fort life, become violently sick when exposed to sunlight. Catching sight of remains of sentient creatures, like the corpses left behind by goblin sieges will likewise cause strong stress to all but the most hardened dwarves.
Limiting stressors appears to be the most important task for tantrum prevention in DF2014. Offering sources of happy thoughts - satisfying work, nice architecture, opportunities to mingle with friends and family - seem to help, but what a stress-susceptible dwarf needs most is the lack of further bad thoughts, not a glut of happy ones.
The Dreams of a Dwarf
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This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.
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Even when sleeping, a dwarf can throw a tantrum
Sleeping is, as all dwarves know, a utter waste of booze-drinking time necessary functionality that exists to prevent the creation of inferior booze. But a dwarf has spoiled child dwarfy needs and, as such, even in the middle of welcoming foreign diplomats, completely depleted of energy, a dwarf will show his essence and throw a tantrum.
How a dwarf is able to throw a tantrum while sleeping is a mystery for the ages. Urist McDoctor claims that, while the tantrum doesn't manifest physically, mentally, in Dreamland, the dwarf sees himself in the grandest of Fortresses, hurling snowballs to their fellow man, creating dreams worthy of a dwarf.