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Editing 40d Talk:Strange mood
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== Detailed strange mood mechanics == | == Detailed strange mood mechanics == | ||
[http://www.bay12games.com/forum/index.php?topic=35257.msg545835#msg545835 see post] [[User:VengefulDonut|VengefulDonut]] 14:02, 9 May 2009 (UTC) | [http://www.bay12games.com/forum/index.php?topic=35257.msg545835#msg545835 see post] [[User:VengefulDonut|VengefulDonut]] 14:02, 9 May 2009 (UTC) | ||
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: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST) | : My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST) | ||
:: I just had the same problem. I had a glass maker who wouldn't take over a magma glass furnace. Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces. No dice, he didn't want them. After reading this page I decided to create a normal glass furnace. He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST) | :: I just had the same problem. I had a glass maker who wouldn't take over a magma glass furnace. Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces. No dice, he didn't want them. After reading this page I decided to create a normal glass furnace. He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST) | ||
− | ::I had the exact same experience as [[ | + | ::I had the exact same experience as [[Alkyon]], namely I had lots of magma glass furnaces but they wanted a normal one. Anybody else confirm what [[User:Digger|Digger]] has experienced?--[[User:Kwieland|Kwieland]] 17:44, 27 May 2009 (UTC) |
:::This has been observed countless times with magma forges vs standard forges - no reason to expect it should be any diff w/ glass furnaces.--[[User:Albedo|Albedo]] 23:05, 27 May 2009 (UTC) | :::This has been observed countless times with magma forges vs standard forges - no reason to expect it should be any diff w/ glass furnaces.--[[User:Albedo|Albedo]] 23:05, 27 May 2009 (UTC) | ||
::::In my experience (all with 40d), all of my metalsmiths claim my magma forges (I always deconstruct the non-magma ones), but all of my glassmakers seem to insist on non-magma glass furnaces, forcing me to build one for them and then remember to deconstruct it after the mood completes (so my manager doesn't start allocating fuel-consuming glassmaking tasks to it). --[[User:Quietust|Quietust]] 19:59, 25 September 2009 (UTC) | ::::In my experience (all with 40d), all of my metalsmiths claim my magma forges (I always deconstruct the non-magma ones), but all of my glassmakers seem to insist on non-magma glass furnaces, forcing me to build one for them and then remember to deconstruct it after the mood completes (so my manager doesn't start allocating fuel-consuming glassmaking tasks to it). --[[User:Quietust|Quietust]] 19:59, 25 September 2009 (UTC) | ||
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Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.<small>—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}</small> | Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.<small>—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}</small> | ||
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== clarification on "trade" skills == | == clarification on "trade" skills == | ||
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: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness<rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT) | : As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness<rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT) | ||
:: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT) | :: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT) | ||
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== Furnace Operator == | == Furnace Operator == | ||
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::::I believe my metalsmith is waiting for my magma forge to come on line, I have a standard forge built, but that isn't doing anything for him. Does anyone know what effect fluctuating power will have on the strange mood? Edit: If a claimed workshop looses power for even a millisecond, the mood fails. [[User:HeWhoIsPale|HeWhoIsPale]] 12:02, 18 November 2008 (EST) | ::::I believe my metalsmith is waiting for my magma forge to come on line, I have a standard forge built, but that isn't doing anything for him. Does anyone know what effect fluctuating power will have on the strange mood? Edit: If a claimed workshop looses power for even a millisecond, the mood fails. [[User:HeWhoIsPale|HeWhoIsPale]] 12:02, 18 November 2008 (EST) | ||
::::I can confirm that an Armorsmith will use a magma furnace, and if the furnace loses magma after it is claimed (Even if the dwarf is out collecting materials), the mood will fail. [[User:Decius|Decius]] 07:22, 15 April 2009 (UTC) | ::::I can confirm that an Armorsmith will use a magma furnace, and if the furnace loses magma after it is claimed (Even if the dwarf is out collecting materials), the mood will fail. [[User:Decius|Decius]] 07:22, 15 April 2009 (UTC) | ||
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+ | == Possessed Child == | ||
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+ | I have a child that has become possessed and taken over one of my craft workshops (of course). He is muttering the following: rough color, leather skin, bone yes, stone rock, cloth thread, blocks bricks, and a shell. He has already acquired the following: turtle bones, donkey bones [4], microcline blocks, turtle shell, rough pink garnets, dog leather, carp leather, and hematite. I have plenty of all the things that he's already gathered, so I'm assuming that he doesn't need anymore of those items. That leaves the thread. I have turned off my auto-loom a while ago so that I would keep the thread around for artifacts. I currently have plenty of plant thread (4 pig tail and 14 rope reed) and enough spider silk (5). What I don't have is giant spider silk. I have confirmed that the child has access to all these items, including the thread which I have piles next to his workshop. Still he doesn't start construction. | ||
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+ | Can any help? Is there a difference for artifact creation between regular cave spider silk and giant cave spider silk? ---[[User:Frewfrux|Frewfrux]] | ||
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+ | :Do you have both silk and plant cloth available? (Not just thread.) And do you see any specific cloth preferences in his thoughts and preferences screen?--[[User:Maximus|Maximus]] 01:32, 6 November 2008 (EST) | ||
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+ | ::Argh. I bet that's it. No silk cloth, just thread. I have had guys go crazy for lack of thread before, so I never make silk cloth, just kept the thread. Oh well, the child is now melancholy. I can re-load and see what would happen if I make the thread into cloth. Maybe I'll test that out. ---[[User:Frewfrux|Frewfrux]] | ||
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+ | ::: Wouldn't you be able to solve this problem by only weaving dyed thread? Then you'll always have some thread waiting to be dyed. --[[User:RomeoFalling|RomeoFalling]] 03:04, 6 November 2008 (EST) | ||
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+ | ::::You could also leave high quality, expensive materials lying around Forbidden, and only Claim them when someone's trying to make an artifact. --[[User:Navian|Navian]] 15:07, 11 November 2008 (EST) | ||
== Getting More Strange Moods == | == Getting More Strange Moods == | ||
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:I think macabre moods have a bug or something. I had a fisherdwarf go macabre, and he was definitely very unhappy since my fortress had fallen into a terrible state of unhappiness (ask me some other time). He went to a butcher's workshop and made a Large Roach Chitin Ring. I can't remember what skill he got but it was definitely not leatherworking or butchery.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:31, 3 May 2009 (UTC) | :I think macabre moods have a bug or something. I had a fisherdwarf go macabre, and he was definitely very unhappy since my fortress had fallen into a terrible state of unhappiness (ask me some other time). He went to a butcher's workshop and made a Large Roach Chitin Ring. I can't remember what skill he got but it was definitely not leatherworking or butchery.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:31, 3 May 2009 (UTC) | ||
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+ | == Rough Gems == | ||
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+ | EVERY Fey Mood that has happened for the last 3 years has required Rough Gems! Argh! Mining out an entire Z-level has found ONE GEM, which I was idiotic enough to cut the instant I found it. I do not have Rough Gems. You cannot buy Rough Gems. My fortress will die slowly and painfully without Rough Gems. Cut green glass is good enough when a fey dwarf demands cut gems, why isn't raw green glass good enough when they want rough gems? Can it be made good enough with a mod? --[[User:Corona688|Corona688]] 11:19, 13 December 2008 (EST) | ||
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+ | :Dig down to an igneous intrusive level - they have more gems. --[[User:Squirrelloid|Squirrelloid]] 14:19, 13 December 2008 (EST) | ||
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+ | ::To mod out gem-demanding fey dwarves, you could remove all gems and then generate a new world. Alternatively, if you don't mind the lack of moods, turn them off in init.txt. Personally, I highly dislike moods, since they just make it that much easier to have abundant so-called "legendary" dwarves, although the random killer effect is quite nice. --[[User:Savok|Savok]] 20:15, 13 December 2008 (EST) | ||
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+ | :Regarding "why isn't raw green glass good enough when they want rough gems" -- it is good enough. I've had fey dwarves grab raw green glass a half-dozen times. I think it's more likely that all the raw green glass in your fortress was TASKED, and therefore unavailable to the fey dwarf. --[[User:ThunderClaw|ThunderClaw]] 12:16, 12 January 2009 (EST) | ||
==Trapper?== | ==Trapper?== | ||
Has anyone seen a dwarf get trapper experience from a mood? I've made a couple of artifact animal traps at this point, and all of them were by dwarves without the trapper skill who received xp in skills related to the material. (ie, my turtle-shell animal trap was made by someone who became a legendary bonecarver therefrom). I know I made a similar comment on the Trapper talk page. From the other end, I'm sure I've had immigrant trappers get moods before and have never seen a legendary trapper, although I don't recall specifically enough to be certain they had moods. But I've seen zero evidence that Trapper is actually a moodable skill. --[[User:Squirrelloid|Squirrelloid]] 16:00, 15 December 2008 (EST) | Has anyone seen a dwarf get trapper experience from a mood? I've made a couple of artifact animal traps at this point, and all of them were by dwarves without the trapper skill who received xp in skills related to the material. (ie, my turtle-shell animal trap was made by someone who became a legendary bonecarver therefrom). I know I made a similar comment on the Trapper talk page. From the other end, I'm sure I've had immigrant trappers get moods before and have never seen a legendary trapper, although I don't recall specifically enough to be certain they had moods. But I've seen zero evidence that Trapper is actually a moodable skill. --[[User:Squirrelloid|Squirrelloid]] 16:00, 15 December 2008 (EST) | ||
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==Craftdwarf's Workshop== | ==Craftdwarf's Workshop== | ||
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--[[User:Shurikane|Shurikane]] 12:04, 27 December 2008 (EST) | --[[User:Shurikane|Shurikane]] 12:04, 27 December 2008 (EST) | ||
:I don't have a specific time limit, nor have I checked for variability, but 60 days/2 months is very close to the limit in my experience. --[[User:ThunderClaw|ThunderClaw]] 12:18, 12 January 2009 (EST) | :I don't have a specific time limit, nor have I checked for variability, but 60 days/2 months is very close to the limit in my experience. --[[User:ThunderClaw|ThunderClaw]] 12:18, 12 January 2009 (EST) | ||
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== Injured with Mood? == | == Injured with Mood? == | ||
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:::::If you view '''any''' dwarf who is currently in a Strange Mood, that dwarf will seemingly always be "quite content" - Dwarf Companion seems to indicate that entering a mood resets a dwarf's happiness value to exactly 100. This seems to be the case for fey moods, possessions, and secretive moods - I've not yet had the misfortune of getting a fell mood or macabre mood (since my dwarves are always ecstatic), so it's possible those are different. --[[User:Quietust|Quietust]] 20:22, 25 September 2009 (UTC) | :::::If you view '''any''' dwarf who is currently in a Strange Mood, that dwarf will seemingly always be "quite content" - Dwarf Companion seems to indicate that entering a mood resets a dwarf's happiness value to exactly 100. This seems to be the case for fey moods, possessions, and secretive moods - I've not yet had the misfortune of getting a fell mood or macabre mood (since my dwarves are always ecstatic), so it's possible those are different. --[[User:Quietust|Quietust]] 20:22, 25 September 2009 (UTC) | ||
− | == | + | == Obok not playing by the rules? == |
"If two skills are at the same experience, the first listed for that dwarf will be the one affected by the mood." | "If two skills are at the same experience, the first listed for that dwarf will be the one affected by the mood." | ||
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:It depends on the exact amount of [[Experience|experience points]] they have in each skill. There's not really an in-game way to see this, but [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] will show it. —[[User:0x517A5D|0x517A5D]] 20:13, 26 June 2009 (UTC) | :It depends on the exact amount of [[Experience|experience points]] they have in each skill. There's not really an in-game way to see this, but [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] will show it. —[[User:0x517A5D|0x517A5D]] 20:13, 26 June 2009 (UTC) | ||
::It does not depend on the exact experience points, just on the level/title. In my current game, I had an immigrant craftsdwarf get a mood. He was novice in bone carving, glass making, and leatherworking. I'd been training him up in glass making, and he was just a few xp away from hitting no label when he got his mood. (Exact xp levels were confirmed with Dwarf Therapist.) He claimed a crafts workshop, and became a legendary bone carver. (I'm just trying to update the main article with this information, but the damned thing won't let me log in. ¬_¬) --[[User:Morlark|Morlark]] 07:58, 09 October 2009 (UTC) | ::It does not depend on the exact experience points, just on the level/title. In my current game, I had an immigrant craftsdwarf get a mood. He was novice in bone carving, glass making, and leatherworking. I'd been training him up in glass making, and he was just a few xp away from hitting no label when he got his mood. (Exact xp levels were confirmed with Dwarf Therapist.) He claimed a crafts workshop, and became a legendary bone carver. (I'm just trying to update the main article with this information, but the damned thing won't let me log in. ¬_¬) --[[User:Morlark|Morlark]] 07:58, 09 October 2009 (UTC) | ||
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== Materials used == | == Materials used == | ||
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Recently, I had a child go into a fell mood. Many of my dwarves had recently died to a tantrum spiral, but there were still about 70 left. The fell child claimed a butcher's shop and sat there for a while, not saying or doing anything. Eventually a baby passed by the butcher's shop and the fell child promptly killed it in one hit (those dwarves need psychological help). However, the child did not do anything with the corpse, instead returning to the butcher's shop and sitting there. Eventually, some other dwarves came along and buried the baby. Although many other dwarves passed by the butcher's shop, the child never did anything else, and eventually went insane. This was my first fell mood, so I have only this page to tell me what's supposed to happen. Is this a bug? Has anyone else ever had a child go into a fell mood, or a baby killed by one? --[[User:LaVacaMorada|LaVacaMorada]] 03:40, 8 October 2009 (UTC) | Recently, I had a child go into a fell mood. Many of my dwarves had recently died to a tantrum spiral, but there were still about 70 left. The fell child claimed a butcher's shop and sat there for a while, not saying or doing anything. Eventually a baby passed by the butcher's shop and the fell child promptly killed it in one hit (those dwarves need psychological help). However, the child did not do anything with the corpse, instead returning to the butcher's shop and sitting there. Eventually, some other dwarves came along and buried the baby. Although many other dwarves passed by the butcher's shop, the child never did anything else, and eventually went insane. This was my first fell mood, so I have only this page to tell me what's supposed to happen. Is this a bug? Has anyone else ever had a child go into a fell mood, or a baby killed by one? --[[User:LaVacaMorada|LaVacaMorada]] 03:40, 8 October 2009 (UTC) | ||
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== Doesn't want magma forge? == | == Doesn't want magma forge? == | ||
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When multiple workshops are listed, the dwarf may require one or the other, <br />so ensure that ''both'' are available,... | When multiple workshops are listed, the dwarf may require one or the other, <br />so ensure that ''both'' are available,... | ||
::Yours didn't want the magma version, he would ''only'' accept the standard type. Quite common.--[[User:Albedo|Albedo]] 18:26, 13 October 2009 (UTC) | ::Yours didn't want the magma version, he would ''only'' accept the standard type. Quite common.--[[User:Albedo|Albedo]] 18:26, 13 October 2009 (UTC) | ||
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