v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Strange mood

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
+
{{migrated article}}
{{Quality|Exceptional}}
+
{{Quality|Unrated}}
 
{{av}}
 
{{av}}
 
{{buggy|bugsection=Bugs}}
 
{{buggy|bugsection=Bugs}}
 
{{minorspoiler}}
 
{{minorspoiler}}
 
[[File:strange_mood_prev.png|thumb|350px|right|A dwarf losing ownership of his mind.<br><small>''Artwork by Zippy''</small>]]
 
[[File:strange_mood_prev.png|thumb|350px|right|A dwarf losing ownership of his mind.<br><small>''Artwork by Zippy''</small>]]
Periodically, individual [[Dwarf|dwarves]] are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing, and pursue the construction of this artifact to the exclusion of all else they will not stop to eat, drink, or sleep; pretty much the ''only'' thing that can pause a "moody" dwarf is giving birth, after which they will immediately get back to making the artifact. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die (one way or another) soon afterward.
+
Periodically, individual [[Dwarf|dwarves]] are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else-they will not stop to eat, drink, or sleep. Pretty much the only thing that can pause a 'mooded' dwarf is giving birth, after which they will immediately get back to making the artifact. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.
  
Note: Any creature with the {{token|STRANGE_MOODS}} token is able to enter strange moods in [[Legends|history]] and [[fortress mode]], though, by default, this ability is unique to dwarves.
+
Note: All controllable civilizations with the {{token|STRANGE_MOODS}} token are able to enter strange moods, though, by default, the only civilization this applies to is dwarves.
  
 
==Overview==
 
==Overview==
Line 69: Line 69:
 
|-  style="background-color:wheat"
 
|-  style="background-color:wheat"
 
| [[Mason]]
 
| [[Mason]]
| [[Stoneworker's workshop]]
+
| [[Mason's workshop]]
 
|-  style="background-color:palegreen"
 
|-  style="background-color:palegreen"
 
| [[Mechanic]]
 
| [[Mechanic]]
Line 81: Line 81:
 
|-  style="background-color:wheat"
 
|-  style="background-color:wheat"
 
| [[Miner]]
 
| [[Miner]]
| [[Stoneworker's workshop]]
 
|- style="background-color:wheat"
 
| [[Stone carver]]
 
 
| [[Stoneworker's workshop]]
 
| [[Stoneworker's workshop]]
 
|- style="background-color:lightgray"
 
|- style="background-color:lightgray"
 
| [[Stone crafter]]
 
| [[Stone crafter]]
 
| [[Craftsdwarf's workshop]]
 
| [[Craftsdwarf's workshop]]
|- style="background-color:wheat"
 
| [[Stonecutter]]
 
| [[Stoneworker's workshop]]
 
 
|-  style="background-color:wheat"
 
|-  style="background-color:wheat"
 
| [[Tanner]]
 
| [[Tanner]]
Line 108: Line 102:
 
|}
 
|}
  
A dwarf will claim a workshop according to their highest applicable [[skill]]. If not [[Strange mood#Possessed|possessed]], completion of the artifact grants roughly 10,000 [[experience]] in that skill. This will transform a previously unskilled dwarf to one of Accomplished-level (on average).  The table to the right describes all applicable skills and their potential workshop requirements – there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].
+
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, "legendary+1" or higher, depending on the dwarf's initial skill level).  The table to the right describes all applicable skills and their potential workshop requirements – there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].
  
 
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly.  
 
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly.  
Line 121: Line 115:
 
Note that in addition to an artifact, the mood will (usually) raise the dwarf to Legendary in the chosen skill; often this is, from a practical standpoint, more valuable than an artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, instead, in case they are struck by a mood.
 
Note that in addition to an artifact, the mood will (usually) raise the dwarf to Legendary in the chosen skill; often this is, from a practical standpoint, more valuable than an artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, instead, in case they are struck by a mood.
  
* [[Weaponsmith]] is one of the "best" skills. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness –- any mechanism's [[quality]] modifies the chance for a trap to hit its target, and an artifact lever or trap in a room will make its value skyrocket (even if not connected to anything!). Note that, despite popular belief, traps made with artifact mechanisms can still jam ([https://www.reddit.com/r/dwarffortress/comments/wj2ego/i_thought_traps_made_with_artifact_mechanisms/ source]).
+
* [[Weaponsmith]] is one of the "best" skills. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness –- any mechanism's [[quality]] modifies the chance for a trap to hit its target, an artifact [[Trap#Weapon trap|weapon trap]] never jams{{verify}}, and an artifact lever in a room will make its value skyrocket (even if not connected to anything!).
 
* [[Armorsmith]] is similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. And, while moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they can also give you [[blowgun]]s. Good luck with either one.
 
* [[Armorsmith]] is similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. And, while moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they can also give you [[blowgun]]s. Good luck with either one.
 
* Artifact [[furniture]] is unbreakable by building destroyers and creates otherwise-impossible fortress defense options. A dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. It can also have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.
 
* Artifact [[furniture]] is unbreakable by building destroyers and creates otherwise-impossible fortress defense options. A dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. It can also have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.
 
* These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's a (very) small chance it'll be something truly useful as well as valuable. [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...
 
* These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's a (very) small chance it'll be something truly useful as well as valuable. [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...
* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others they come in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above: for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society. One exception to the general uselessness of clothing artifacts is [[Adamantine]] clothing, especially cloaks; its material allows it to accord the wearer meaningful protection, and unlike normal Adamantine clothing, its status as an artifact renders it immune to wear (which otherwise renders such clothing impractical.)
+
* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others they come in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above: for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society.
 
* Last on the list are "crafts" – surprisingly valuable trinkets in the form of amulets, totems, rings, figurines – or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)
 
* Last on the list are "crafts" – surprisingly valuable trinkets in the form of amulets, totems, rings, figurines – or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)
 
:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived "peasant" migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.
 
:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived "peasant" migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.
Line 148: Line 142:
 
: ''Possessed by unknown forces!''
 
: ''Possessed by unknown forces!''
  
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon the successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.
+
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.
  
Possession is the only mood that does '''''not''''' result in a jump in [[experience]].
+
A possession is the only mood that does '''''not''''' result in a jump in [[experience]].
  
 
A possessed dwarf that "keeps muttering <name of the artifact>..." has already gathered everything they need.
 
A possessed dwarf that "keeps muttering <name of the artifact>..." has already gathered everything they need.
Line 175: Line 169:
 
* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.
 
* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.
 
* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.
 
* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge. Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.
+
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge.
* If one of a claimed workshop's building materials are selected and toggled to forbidden, this will also cause the mood to immediately fail and the dwarf to go insane.
+
* Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.
 
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]
 
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]
 
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials.  
 
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials.  
Line 185: Line 179:
 
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 "base items" and up to 7 additional items for decorations. The dwarf may well need several items of one material!  
 
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 "base items" and up to 7 additional items for decorations. The dwarf may well need several items of one material!  
  
If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|i}} – {{K|F}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Click on the workshop to receive a series of clues about what the dwarf needs.  '''Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says "gems... shining" for 6 seconds, 3 gems are demanded. However, the mood's primary material will always be shown for only 2 seconds, even if more than one is required.''' Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with "TSK" ("task") next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.
+
If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|d}} – {{K|b}} – {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  '''Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says "gems... shining" for 6 seconds, 3 gems are demanded. However, the mood's primary material will always be shown for only 2 seconds, even if more than one is required.''' Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with "TSK" ("task") next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.
  
 
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop, they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work – see below for more information.
 
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop, they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work – see below for more information.
  
 
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.
 
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.
 +
 +
Possessed dwarves have been observed to demand items of a specific material. In this case, the dwarf will idle in the Workshop shouting for item categories that are in fact available, reclaiming items that were forbidden in order to make the moody dwarf use items of more valuable materials fixed that problem in the past.
  
 
The various demands are translated here:
 
The various demands are translated here:
Line 197: Line 193:
 
! Material
 
! Material
 
! Fey
 
! Fey
! Macabre
 
 
! Secretive
 
! Secretive
 
! Possessed
 
! Possessed
Line 203: Line 198:
 
|
 
|
 
| <dwarf> screams "I must have <demand>!"
 
| <dwarf> screams "I must have <demand>!"
| <dwarf> broods "Yes. I need <demand>."
 
 
| <dwarf> sketches pictures of <demand>.
 
| <dwarf> sketches pictures of <demand>.
 
| <dwarf> mutters "<artifact> needs <demand>..."
 
| <dwarf> mutters "<artifact> needs <demand>..."
 
|-
 
|-
 
| [[Stone]]
 
| [[Stone]]
| colspan=2 | rock
+
| rock
 
| a quarry
 
| a quarry
 
| stone... rock
 
| stone... rock
 
|-
 
|-
 
| Stone/metal [[block]]s
 
| Stone/metal [[block]]s
| colspan=2 | rock blocks
+
| rock blocks
 
| square blocks
 
| square blocks
 
| blocks... bricks
 
| blocks... bricks
 
|-
 
|-
 
| [[Wood]]
 
| [[Wood]]
| colspan=2 | wood logs
+
| wood logs
 
| a forest
 
| a forest
 
| tree... life
 
| tree... life
 
|-
 
|-
 
| Metal [[bar]]
 
| Metal [[bar]]
| colspan=2 | metal bars
+
| metal bars
 
| shining bars of metal
 
| shining bars of metal
 
| bars... metal
 
| bars... metal
 
|-
 
|-
 
| [[Gem]]s (cut)
 
| [[Gem]]s (cut)
| colspan=3 | cut gems
+
| cut gems
 +
| cut gems
 
| gems... shining
 
| gems... shining
 
|-
 
|-
 
| [[Gem]]s (raw)
 
| [[Gem]]s (raw)
| colspan=3 | rough gems
+
| rough gems
 +
| rough gems
 
| rough... color
 
| rough... color
 
|-
 
|-
 
| Green [[glass]]
 
| Green [[glass]]
| colspan=2 | raw green glass
+
| raw green glass
 
| glass
 
| glass
 
| raw... green
 
| raw... green
 
|-
 
|-
 
| Clear glass
 
| Clear glass
| colspan=2 | raw clear glass{{verify}}
+
| raw clear glass{{verify}}
 
| glass and burning wood
 
| glass and burning wood
 
| raw... clear
 
| raw... clear
 
|-
 
|-
 
| Crystal glass
 
| Crystal glass
| colspan=2 | raw crystal glass{{verify}}
+
| raw crystal glass{{verify}}
 
| rough gems and glass
 
| rough gems and glass
 
| raw... crystal
 
| raw... crystal
 
|-
 
|-
 
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack]
 
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack]
| colspan=2 | bones
+
| bones
 
| skeletons
 
| skeletons
 
| bones... yes
 
| bones... yes
 
|-
 
|-
 
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}
 
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}
| colspan=3 | shells
+
| shells
 +
| shells
 
| a shell...
 
| a shell...
 
|-
 
|-
 
| [[Leather]]
 
| [[Leather]]
| colspan=2 | tanned hides
+
| tanned hides
 
| stacked leather
 
| stacked leather
 
| leather... skin
 
| leather... skin
 
|-
 
|-
 
| [[Cloth]] (plant fiber)
 
| [[Cloth]] (plant fiber)
| colspan=2 | plant cloth
+
| plant cloth
 
| stacked cloth
 
| stacked cloth
 
| cloth... thread
 
| cloth... thread
 
|-
 
|-
 
| [[Cloth]] (silk)
 
| [[Cloth]] (silk)
| colspan=2 | silk cloth
+
| silk cloth
 
| stacked cloth
 
| stacked cloth
 
| cloth... thread
 
| cloth... thread
 
|-
 
|-
 
| [[Cloth]] (yarn)
 
| [[Cloth]] (yarn)
| colspan=2 | yarn cloth
+
| yarn cloth
 
| stacked cloth
 
| stacked cloth
 
| cloth... thread
 
| cloth... thread
 
|-
 
|-
 
| [[Skull]]{{verify}}
 
| [[Skull]]{{verify}}
| colspan=2 | body parts
+
| body parts
 
| death
 
| death
 
| a corpse
 
| a corpse
 
|}
 
|}
  
Dwarves in macabre moods may also say "Leave me. I need... things... certain things", in which case they want special items, such as [[skull]]s or vermin [[remains]].
+
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding "Yes. I need <item>." instead of screaming "I must have <item>!"). They may also say "Leave me. I need... things... certain things", in which case they want special items, such as [[skull]]s or vermin [[remains]].
  
 
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.
 
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.
  
 
*The first item demanded by the dwarf is based on the moodable skill being used – stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.
 
*The first item demanded by the dwarf is based on the moodable skill being used – stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.
**Metalworkers will demand adamantine wafers if any are available (unforbidden). If not, they will demand a preferred metal ''if'' you have ''ever'' smelted any bars of it – fey moods will state this outright, while for secretive moods and possessions, you will need to check the dwarf's [[preferences]] to see which metal they like. Metal bars acquired via [[trade]] or by melting down items (such as Goblinite) do ''not'' count as smelted. Otherwise, they will select any available metal(s).
+
**Metalworkers will demand adamantine wafers if any are available (unforbidden). If not, they will demand a preferred metal ''if'' you have smelted any bars of it – fey moods will state this outright, while for secretive moods and possessions, you will need to check the dwarf's [[preferences]] to see which metal they like. Metal bars acquired via [[trade]] or by melting down items (such as Goblinite) do ''not'' count as smelted. Otherwise, they will select any available metal(s).
 
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.
 
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.
 
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does ''not'' count as producing it.
 
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does ''not'' count as producing it.
Line 313: Line 310:
  
 
=== Frequency===
 
=== Frequency===
When a fortress is started, an internal counter is set to 1000. Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike – might be sooner, might be (almost) never. The counter resets to 1000 once a mood begins and continues counting down as the mood progresses, resetting again if it reaches zero before the mood finishes.
+
When a fortress is started, an internal counter is set to 1000. Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike – might be sooner, might be (almost) never.
  
 
=== Conditions ===
 
=== Conditions ===
Line 354: Line 351:
 
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter
 
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter
 
|-
 
|-
| 11 ||Bowyer, Carpenter, Stoneworker, Stone Carver, Woodworker
+
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker
 
|-
 
|-
 
| 6 ||Engraver, Mechanic, Miner, Tanner, and all other [[profession]]s (including Peasant).
 
| 6 ||Engraver, Mechanic, Miner, Tanner, and all other [[profession]]s (including Peasant).
Line 361: Line 358:
 
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance <small>(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)</small> of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''
 
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance <small>(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)</small> of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''
  
Note that not every profession has a moodable skill. A Soaper, Furnace Operator, or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, bar of metal, or wafer of adamantine.
+
Note that not every profession has a moodable skill. A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.
  
 
=== Timing ===
 
=== Timing ===
Line 432: Line 429:
 
|-  
 
|-  
 
| [[Mason]]
 
| [[Mason]]
| rowspan=4| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate
+
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate
|-
 
| [[Stonecutter]]
 
|-
 
| [[Stone carver]]
 
 
|-  
 
|-  
 
| [[Miner]]
 
| [[Miner]]
Line 488: Line 481:
  
 
'''Problem''': Moody dwarf waits in claimed workshop
 
'''Problem''': Moody dwarf waits in claimed workshop
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list) and make some available, if possible. Be aware that some lists contain duplicates and you will need to make a seperate stack available for each one. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].
+
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list) and make some available, if possible. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].
  
 
'''Problem''': No dwarf has entered a mood for a long time
 
'''Problem''': No dwarf has entered a mood for a long time
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many, you've probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though more slowly than exploring or crafting. Exposing excavated terrain to the sky is counterproductive, as it will ''lower'' your artifact cap (since the cap only counts revealed ''subterranean'' tiles).
+
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many you've, probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though more slowly than exploring or crafting. Exposing excavated terrain to the sky is counterproductive, as it will ''lower'' your artifact cap (since the cap only counts revealed ''subterranean'' tiles).
  
 
'''Problem''': Moody dwarf wants stacked cloth, but all types are available and he's not moving
 
'''Problem''': Moody dwarf wants stacked cloth, but all types are available and he's not moving
Line 497: Line 490:
  
 
==Trivia==
 
==Trivia==
 
[https://www.youtube.com/watch?v=K6454rENbtc Strange Moods], by Dabu, is the fourth track in the first Premium [[soundtrack]] volume, occasionally playing during [[Fortress mode]].
 
 
 
{{D for Dwarf}}
 
{{D for Dwarf}}
 
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.
 
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.
  
{{Category|Fortress mode}}
 
 
{{Category|Dwarves}}
 
{{Category|Dwarves}}
 
[[Ru:Strange mood]]
 
[[Ru:Strange mood]]

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 3 hidden categories: