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40d Talk:Strange mood
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
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)
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:
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)