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Editing v0.31 Talk:Strange mood

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I just had this same issue. v0.31. 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)
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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)
 
Im just having the same issue. My cook has gone into a fey mood, and is hanging around on a table in my grand meeting hall. Most dwarves just go eat on that table and dont care that theres a crazy fat cook dancing on their table. I dont have a kitchen however, since im quite new to df, and havent done much yet. His skills are: competent lye maker (not active), all hauling skills (active) and hes a grand master cook (active).
 
This should really be listed as a bug imho. --[[User:Miauw62|Miauw62]] 13:15, 1 November 2011 (UTC)
 
:"Cook" is not (nor has it ''ever'' been) a moodable skill - he probably wants a Craftsdwarf's workshop. --[[User:Quietust|Quietust]] 15:44, 1 November 2011 (UTC)
 
 
  Thanks for helping out. --[[User:Miauw62|Miauw62]] 08:39, 4 November 2011 (UTC)
 
 
I saw something like this, and as it turned out the leatherworks is what he wanted, but for some reason no one wanted to use the leatherworks (sometimes they get buggy and you have to tear them down).  After I tore it down, he claimed it and got to work.  It may also have been because he was at the required leatherworks level (I said no newbies can use the leatherworks).
 
  
 
== 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.
:Number of moods is no longer limited by revealed squares.  Maybe on a different version of this page?[[Special:Contributions/98.203.173.56|98.203.173.56]] 07:15, 27 July 2011 (UTC)
 
::Have you confirmed that against a disassembly? I've compared 0.31 to 40d, though I can't find the revealed tiles check in 40d to determine whether it's also present in 0.31 (though I do see the "number of items" check, which looks very similar to what was in 23a). --[[User:Quietust|Quietust]] 15:41, 27 July 2011 (UTC)
 
:::Not confirmed by hacking-- that's beyond me.  Rather it's by the fact that I've got 67 artifacts, not counting named items; vast majority of that are before even bothering to map out the caverns, with no hiccup in the rate of moods.  Unmodded, unedited, etc.  (Is there a utility to count revealed squares?)  If there is a limit based on revealed squares, it is vastly changed from previous versions, but there's always the possibility that there's some meaningless restriction like 1 artifact per 10 revealed squares.  Can't say about created items, except that I haven't been going out of my way to make stuff, and it hasn't seemed to be a limiting factor yet (at 67 artifacts!)  Certainly, if my dwarves ever stop making artifacts, and it's not just for running out of moodable dwarves, I'll update this talk section; if you think it's unintended behavior, or doesn't jive with your experience, let me know, and I'll file a bug report and save.[[Special:Contributions/98.203.173.56|98.203.173.56]] 20:00, 27 July 2011 (UTC)
 
::::A bit late, but I've just confirmed that the "number of revealed squares" check '''is''' still in the game, even as of version 0.34.11. The reason you're not running into it is probably because even discovering a small part of the caverns or magma sea is still plenty enough to give you '''lots''' of artifacts. As for obsidian farming, it definitely counts toward moods via the "items created" restriction. --[[User:Quietust|Quietust]] 01:23, 1 July 2012 (UTC)
 
  
 
== '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 v0.31. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)
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: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 [[v0.31:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)
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: 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)
::Have been looking into this.  My experience is entirely with weaponsmiths.  If I have adamantine wafers in the fort, they will insist on using adamantine.  They will insist even if all adamantine wafers have been forbidden from before the mood ever started.  If I have no adamantine, they will either use whatever, or insist on a favorite metal.  Presence of raw adamantine or adamantine strands has no effect, only the presence of adamantine wafers.  If you use all adamantine wafers before the mood, the next mood will use whatever.  No idea about built wafers (upright bars, e.g.).  Going to give some time for anyone to provide counterexamples before I update the page.[[Special:Contributions/98.203.173.56|98.203.173.56]] 07:15, 27 July 2011 (UTC)
 
  
 
== 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/>&mdash;[[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/>&mdash;[[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 v0.31 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)
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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>&ndash; [[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>&ndash; [[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)
 
:I had all three available and my possessed dorf went mad and died anyway (while doing the cloth... thread... thing), so that might not be certain. It could be he wanted a specific kind of cloth, like zebra wool or something. -- killfalcon [[Special:Contributions/194.63.116.72|194.63.116.72]] 12:18, 4 August 2011 (UTC)
 
  
 
==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)
::So what you're saying is making all my peasants into dabbling weaponsmiths will not increase their chance of being selected for a mood (as their profession is still "Peasant") but will cause them to produce an artifact weapon if they are selected (because their highest skill is "Weaponsmith"). Thanks for clarifying! --[[Special:Contributions/213.121.247.101|213.121.247.101]] 11:00, 4 August 2011 (UTC)
 
:::Exactly. --[[User:Quietust|Quietust]] 13:27, 4 August 2011 (UTC)
 

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