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v0.34 Talk:Strange mood
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 'probability' of 100 except when indicated otherwise (it randomly selects one of the entries, and if rand(100) is greater than the probability, it picks another one), and entries with "each" occur as individual items with their own weight, while "any" are a single entry with a collective (and limited to what your civilization is capable of making):
- Weaponsmith
- Any weapon, any trap component (10%)
- 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 (10%), 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 (10%)
- 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)
I've just located this function in version 0.23.130.23a, and it's almost exactly the same - it even had the same bug with metal/bone helmets (which was fixed in version 0.34.06). I also noticed that, in 23a, it would compare the candidates to the dwarf's Item preferences, and if any matched, it would randomly select one of the matching items - this would seemingly be the only case in which a moody weaponsmith (or bone carver) could produce a "foreign" weapon (assuming that dwarves can have preferences for foreign weapons, anyways). --Quietust 21:21, 22 June 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
I've also seen this. --99.20.91.212 04:54, 14 May 2012 (UTC)
- So fix it. That sentence is at least 4½ years old. It was added to the .40d article on November 1, 2007, and that edit is labelled as being a 'copy from the archive wiki'. I'm not surprised that it's wrong.
—0x517A5D 13:27, 14 May 2012 (UTC)
Adamantine cloth
Clothiers sometimes use not only plant/silk/yarn cloth, but woven adamantine too. An example. 17:53, 8 May 2012 (UTC)
Possessed Item Request
I have a dwarf currently laying claim to a craft workshop, possessed, and he's only requesting one material, bones. However, he took a stack of 24 bones and is now sat, demanding more, despite having plenty in a nearby stockpile. Any thoughts? --Sepheris 16:45, 23 June 2012 (UTC)
- He probably wants more bones. A single stack, no matter how large, only counts as one item for moods. --Quietust 17:16, 23 June 2012 (UTC)
Artifact not set before beginning of construction?
The section 'Caveats' states that "The item to be built is not set at the beginning of the mood. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact". In my experience, the result is always the same, no matter how many reloads and changes in base materials. If he's going to make you a stone jug, it's jug you'll get, whether from sandstone or native gold. The passage is therefore misleading and should be deleted from the article, in my opinion. Shorr 21:08, 28 August 2012 (UTC)