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Editing v0.31 Talk:Strange mood
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− | I just had this same issue. | + | I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC) |
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC) | :Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC) | ||
I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC) | I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC) | ||
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== Body Parts? == | == Body Parts? == | ||
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== Obsidian Farming SCIENCE == | == Obsidian Farming SCIENCE == | ||
Someone needs to figure out definitely whether obsidian farming allows more moods. | Someone needs to figure out definitely whether obsidian farming allows more moods. | ||
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== 'Nother Possible Bug == | == 'Nother Possible Bug == | ||
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC) | I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC) | ||
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC) | :In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC) | ||
− | :I also had a fell mood murder in | + | :I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC) |
::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC) | ::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC) | ||
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them . | Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them . | ||
− | : Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[ | + | : Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC) |
== Materials in hospitals == | == Materials in hospitals == | ||
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Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC) | Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC) | ||
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC) | :It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC) | ||
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== Strange problem with moods == | == Strange problem with moods == | ||
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I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10 | I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10 | ||
:Yes, this sometimes happens. Reported above, item #9. Also reported several times on the 40d Talk Strange Mood page. I'm glad you figured out the workaround.<br/>—[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC) | :Yes, this sometimes happens. Reported above, item #9. Also reported several times on the 40d Talk Strange Mood page. I'm glad you figured out the workaround.<br/>—[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC) | ||
− | I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of | + | I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC) |
This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. <small>– [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]</small> | This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. <small>– [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]</small> | ||
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==cloth... thread...== | ==cloth... thread...== | ||
i think i can confirm this also means 'cloth(yarn)' for possessed dwarves, based on having both silk and plant fibre cloth AND thread available, in stockpiles nearby, but my possessed dwarf not going for either. there were also a number of other items on his list, but he'd found them all, and had them 'TSK'ed in the workshop. unfortunately, i'd left him to it too long (thinking he had all the items at his disposal, and would get going with it unsupervised) before i'd recognised he wasnt interested in the cloth available, and wanted some of the new yarn. he'd gone insane before i could sheer any animals, and weave it into cloth.--[[User:DJ Devil|DJ Devil]] 16:50, 8 May 2011 (UTC) | i think i can confirm this also means 'cloth(yarn)' for possessed dwarves, based on having both silk and plant fibre cloth AND thread available, in stockpiles nearby, but my possessed dwarf not going for either. there were also a number of other items on his list, but he'd found them all, and had them 'TSK'ed in the workshop. unfortunately, i'd left him to it too long (thinking he had all the items at his disposal, and would get going with it unsupervised) before i'd recognised he wasnt interested in the cloth available, and wanted some of the new yarn. he'd gone insane before i could sheer any animals, and weave it into cloth.--[[User:DJ Devil|DJ Devil]] 16:50, 8 May 2011 (UTC) | ||
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==Infinite logs loop?== | ==Infinite logs loop?== | ||
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Just thought I should point this out. The article states: "The deciding factor for eligibility is a dwarf's actual profession." however, evidence here suggests that it is the ''highest skill'' of the dwarf that matters. In most cases these are the same thing, but not always. AFAIK a peasant needs to reach novice skill before changing profession, so would a peasant with dabbling weaponsmith skill entering a mood choose to make a weapon, or enter an 'unskilled' mood? --[[Special:Contributions/213.121.247.101|213.121.247.101]] 13:01, 27 June 2011 (UTC) | Just thought I should point this out. The article states: "The deciding factor for eligibility is a dwarf's actual profession." however, evidence here suggests that it is the ''highest skill'' of the dwarf that matters. In most cases these are the same thing, but not always. AFAIK a peasant needs to reach novice skill before changing profession, so would a peasant with dabbling weaponsmith skill entering a mood choose to make a weapon, or enter an 'unskilled' mood? --[[Special:Contributions/213.121.247.101|213.121.247.101]] 13:01, 27 June 2011 (UTC) | ||
:The profession check is for '''whether a dwarf can enter a mood at all''' - Soldiers (excluding Recruits) and Babies can '''never''' enter a strange mood (and neither can some special ones that you can't get anyways, such as Merchant or Drunk), but all others are eligible. Note that the profession is also what determines a dwarf's '''likelihood''' of entering a strange mood - armorers, blacksmiths, etc. are 4 times as likely to get mood as than engravers or miners (see the "Chance" table). Once the dwarf is chosen to enter a mood, '''then''' it checks for their highest moodable skill - a Peasant with Dabbling skill in Weaponsmithing (and no other moodable skills) will claim a metalsmith's forge and produce an artifact weapon. --[[User:Quietust|Quietust]] 13:10, 27 June 2011 (UTC) | :The profession check is for '''whether a dwarf can enter a mood at all''' - Soldiers (excluding Recruits) and Babies can '''never''' enter a strange mood (and neither can some special ones that you can't get anyways, such as Merchant or Drunk), but all others are eligible. Note that the profession is also what determines a dwarf's '''likelihood''' of entering a strange mood - armorers, blacksmiths, etc. are 4 times as likely to get mood as than engravers or miners (see the "Chance" table). Once the dwarf is chosen to enter a mood, '''then''' it checks for their highest moodable skill - a Peasant with Dabbling skill in Weaponsmithing (and no other moodable skills) will claim a metalsmith's forge and produce an artifact weapon. --[[User:Quietust|Quietust]] 13:10, 27 June 2011 (UTC) | ||
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