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DF2014 Talk:Strange mood

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Revision as of 04:18, 26 September 2020 by Feather (talk | contribs) (→‎Iron clothing?: new section)
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"Totally ecstatic for a few months"

The page mentions that creating an artifact makes dwarves totally ecstatic for a few months. With the new stress system this is no longer accurate, but I am not very well-versed in how the new system works so I would like to request somebody else looks into the effects making an artifact has on dwarves in the current version. --2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D 19:11, 15 December 2015 (UTC)

Foreign weapons

A moody dwarf with a preference for large daggers create a large cave crocodile bone dagger in my fort. My civilization is not capable of producing large daggers, so I suppose it's confirmed that preferences can allow item types that couldn't otherwise be chosen.--Loci (talk) 18:47, 22 February 2015 (UTC)

Yep. My king, a clothier, created an artifact face veil.--Feb Rainyworks 13 June 2015

Mood Lottery

The idea of most dwarves getting 6 tickets in the mood lottery but other dwarves getting more is exactly how Toady implemented it, and you can see how it works in DFHack's strangemood plugin (which I mostly reimplemented from disassembly - there are some minor differences, but most of the logic is intact). --Quietust (talk) 19:48, 2 September 2014 (UTC)

Fair enough; that certainly isn't how I would implement a random choice like that, but it would accomplish the job. I will note that your code uses "tickets" because you chose to use the keyword "tickets", not necessarily because the game itself uses "tickets", but that is splitting hairs.--Loci (talk) 20:10, 2 September 2014 (UTC)

Should we remove the part about the planepacked glitch

I know it's funny, but it no longer applies to this version of DF... 2602:306:C413:D410:5C5A:FE11:B71C:4C4A 05:33, 1 July 2015 (UTC)

Done, thanks. —Lethosor (talk) 15:50, 1 July 2015 (UTC)

Moodable profession

My militia commander created an artefact. I wouldn't have expected that based on the description here... should it be clarified that militia commander is not a military profession in this context? --Pegasus (talk) 05:32, 22 September 2015 (UTC)


Mood Instruments

Since instruments are now procedurally-generated with potentially many components it seems unlikely that they would still be valid mood creations. Has anyone seen a mood instrument in v0.42? I haven't seen any, but I haven't spent too much time playing the new version.--Loci (talk) 21:18, 8 March 2016 (UTC)

Found one: a metal-bells-on-a-glass-stand instrument created using wood with spikes of leather, with no components listed in the description. It appears the strange mood code has not been updated to handle the more complex instruments.--Loci (talk) 19:26, 11 April 2016 (UTC)

Non-citizen moods

I just had a non-citizen permanent resident dwarf, a Bard who had signed on as an entertainer at my tavern but has not petitioned to become an actual citizen, fall into a fey mood, claim a Craftsdwarf's Workshop, and produce an artifact peach wood cup. I now have a Legendary Wood Crafter who isn't a citizen and whom I do not actually control living in my fort.

Books vs. Maximum Number of Artifacts?

Do books (being partly artifacts) count against the maximum number of artifacts for strange mood eligibility? Shorr (talk) 14:05, 2 December 2016 (UTC)

Something Interesting

You can safely forbid components at any time during construction. The dwarf will work without them as long as there is still one component they can use. If you forbid the primary material(s) after construction has begun, the finished product will automatically be iron. --Fish Preferred (talk) 15:03, 17 December 2017 (UTC)

Non-civilized with strange moods

What if make non-civilized creature to have strange moods?

I give ability to strange moods to semimegabeasts, bronze colossi, trolls, goblins and gremlins. When I play fortress, trolls make some artifacts. In legends only goblins make artifacts in this world. --93.77.222.197 04:57, 26 April 2019 (UTC)

Can uninteligent creatures have moods? As in, what effect would it have to mod CATS having moods? Would a catsplosion be followed by an artifactxplosion?

"boulders"?

The page says:

> stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders

Does this mean boulders? Or just regular stone? - AnnanFay (talk) 15:32, 29 December 2019 (UTC)

It means regular stone - per the boulder page, regular stone is referred to as boulders in the raws, so that's probably why DF uses that term here. —Lethosor (talk) 17:41, 29 December 2019 (UTC)

Artifact mechanisms in traps?

Started discussion under Talk:Trap. Albedo (talk) 18:24, 31 May 2020 (UTC)

Moodable skills "Tier List"

The "list" really doesn't read like a list. There's two different skills listed as "close second". The reasoning for the ordering feels rather disjointed. Also the text list and the table list don't match up at all (like Clothier being one of the worst but also green). 97.83.67.252 20:34, 27 August 2020 (UTC)

Iron clothing?

It's known that forbidding the main material when crafting typically causes an iron artifact, but does anyone know if that applies to clothing or objects made in the clothiers/leatherworker's shops?

I don't see why it wouldn't, but I've never seen anyone comment on it and it seems like there's quite a lot of potential with the idea so I kind of feel like it'd be out there if it worked. Iron dresses and turbans and whatnot seem like they'd be pretty flavourful for a military commander, and I'd bet that old multi-cloak strategy would be even more insane if the cloaks were made out of metal.

Maybe you could even make a suit of iron "leather" armour.