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== Types of moods ==
 
== Types of moods ==
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have "Strange Mood" listed as their active task and are "quite content", regardless of any recent [[thought]]s they may have had.
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For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have "Strange Mood" listed as their active task.
  
 
=== Fey ===
 
=== Fey ===
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This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.
 
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.
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A fey dwarf's happiness is automatically set to 'quite content'.
  
 
=== Secretive ===
 
=== Secretive ===
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Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.  Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one "picture" is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as "tasked" when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)
 
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.  Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one "picture" is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as "tasked" when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)
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A secretive dwarf's happiness is automatically set to 'quite content'.
  
 
=== Possessed ===
 
=== Possessed ===
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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 pure 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 pure 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.
  
A possession is the only mood that does '''''not''''' result in a jump in [[experience]].
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A possession is the only mood that does ''not'' result in a jump in [[experience]].
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A possessed dwarf's happiness is automatically set to 'quite content'.
  
 
A possessed dwarf that is muttering nonsense has already gathered everything it needs
 
A possessed dwarf that is muttering nonsense has already gathered everything it needs
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== Demands ==
 
== Demands ==
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete - 1-3 "primary" components and up to 7 additional items based on your fortress's population (up to 1 per 20 dwarves eligible to enter a mood) and previous moods (up to 1 per artifact successfully produced). The dwarf may well need several items of one material!  If the moody dwarf remains idle, then the necessary materials are not available.  [[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, occasionally a hint shown for only 2 seconds will require more than one item to fulfill it; this behavior seems to occur mainly (only?) with the primary material (the base material of the artifact, and the first item gathered).{{Verify}} 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.
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Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete. The dwarf may well need several items of one material!  If the moody dwarf remains idle, then the necessary materials are not available.  [[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, occasionally a hint shown for only 2 seconds will require more than one item to fulfill it; this behavior seems to occur mainly (only?) with the primary material (the base material of the artifact, and the first item gathered).{{Verify}} 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 - moody [[metalsmith]]s will occasionally insist on a specific type of metal with which to make their artifact, and forbidding other metals to force them to use a more valuable material will simply cause them to sit in the workshop until you give them what they want. This metal is usually the one listed in their Thoughts and Preferences page as their favorite metal.  Weaponsmiths and armorers are likely to insist on adamantine wafers should any exist in your fortress, forbidden or not, regardless of the particular dwarf's preferences{{verify}}.
 
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 - moody [[metalsmith]]s will occasionally insist on a specific type of metal with which to make their artifact, and forbidding other metals to force them to use a more valuable material will simply cause them to sit in the workshop until you give them what they want. This metal is usually the one listed in their Thoughts and Preferences page as their favorite metal.  Weaponsmiths and armorers are likely to insist on adamantine wafers should any exist in your fortress, forbidden or not, regardless of the particular dwarf's preferences{{verify}}.
  
As of v0.31, burrows seem to allow even better control over moody dwarf's material usage. Simply by creating a burrow around claimed workshop and another part over desired material, moody dwarf can be controlled without forbidding every single stone in 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.
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As of DF2010, burrows seem to allow even better control over moody dwarf's material usage. Simply by creating a burrow around claimed workshop and another part over desired material, moody dwarf can be controlled without forbidding every single stone in 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.
  
 
The various demands are translated here:
 
The various demands are translated here:
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| cloth... thread
 
| cloth... thread
 
|-
 
|-
| [[Skull]]
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| [[Bone]], possibly [[Skull]], [[Horn]], [[Ivory]]  
 
| body parts
 
| body parts
 
| death
 
| death
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== The mechanics of moods ==
 
== The mechanics of moods ==
 
=== 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 ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.
 
 
=== Conditions ===
 
In order for a dwarf to be struck with a strange mood, three conditions must be met:
 
:* There is no currently active strange mood,
 
:* The maximum number of artifacts is not met,
 
:* There are at least 20 eligible dwarves ''(see below)''.
 
 
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.
 
 
==== Maximum number of artifacts ====
 
The maximum number of artifacts in any one fortress is limited by the lower of:
 
* The number of items created divided by 100.<sup>1</sup>  Mined-out rock '''does''' count as an "item created", though it is not clear whether bolts or units of drink are counted individually.
 
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square).  Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant.
 
:<sup>1</sup> - actually the sum of all items by type '''and''' by type+subtype+material, divided by 200.
 
  
 
==== Eligibility ====
 
==== Eligibility ====
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|- style="border-top:1px solid #aaa;vertical-align:top;"
 
|- style="border-top:1px solid #aaa;vertical-align:top;"
 
| [[Metal crafter]]
 
| [[Metal crafter]]
| [[Metalsmith's forge]] (or [[Magma forge]])
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| [[Magma forge]] (or [[Metalsmith's forge]])
 
|- style="border-top:1px solid #aaa;vertical-align:top;"
 
|- style="border-top:1px solid #aaa;vertical-align:top;"
 
| [[Metalsmith]]
 
| [[Metalsmith]]
| [[Metalsmith's forge]] (or [[Magma forge]])
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| [[Magma forge]] (or [[Metalsmith's forge]])
 
|- style="border-top:1px solid #aaa;vertical-align:top;"
 
|- style="border-top:1px solid #aaa;vertical-align:top;"
 
| [[Miner]]
 
| [[Miner]]
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|- style="border-top:1px solid #aaa;vertical-align:top;"
 
|- style="border-top:1px solid #aaa;vertical-align:top;"
 
| [[Weaponsmith]]
 
| [[Weaponsmith]]
| [[Metalsmith's forge]] (or [[Magma forge]])
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| [[Magma forge]] (or [[Metalsmith's forge]])
 
|- style="border-top:1px solid #aaa;vertical-align:top;"
 
|- style="border-top:1px solid #aaa;vertical-align:top;"
 
| [[Weaver]]
 
| [[Weaver]]
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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]].
 
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.
 
  
 
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a "[[experience|dabbling]]" skill is the highest moodable skill they have, that is the skill that will be used.
 
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a "[[experience|dabbling]]" skill is the highest moodable skill they have, that is the skill that will be used.
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A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.
 
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.
 
{{Category|Dwarves}}
 

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