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Editing Talk:Strange mood

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I just found that Kiln-related mood labor such as Glazer and Potter has never been said on this page, that's quite odd. Is Kiln-related Strange mood never implemented in Dwarf Fortress? I mean It does produce ceramic goods, does earthenware not an intriguing product at all?
 
I just found that Kiln-related mood labor such as Glazer and Potter has never been said on this page, that's quite odd. Is Kiln-related Strange mood never implemented in Dwarf Fortress? I mean It does produce ceramic goods, does earthenware not an intriguing product at all?
 
Strange moods are based on the hardcoded production jobs, while pottery is done entirely by raw-based [[reaction]]s. That probably would explain why the strange mood code was left alone when pottery was implemented.
 
 
[[User:DPhKraken|DPhKraken]] ([[User talk:DPhKraken|talk]]) 04:04, 16 April 2024 (UTC)
 
  
 
== Fell moods - Require Updating ==
 
== Fell moods - Require Updating ==
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Although, I'm not certain about the range of creatures that can be grabbed during a fell mood. As its been suggested that [INTELLIGENT] isn't necessarily required, only some combination of [CAN_SPEAK] and [CAN_LEARN]. I'm unaware of the specifics though.
 
Although, I'm not certain about the range of creatures that can be grabbed during a fell mood. As its been suggested that [INTELLIGENT] isn't necessarily required, only some combination of [CAN_SPEAK] and [CAN_LEARN]. I'm unaware of the specifics though.
 
== Stonecutter / Stone Carver no longer moodable ==
 
 
I did a bunch of testing through DFHack to check if the moodable skills are still accurate, here was my process and results:
 
 
1) select a dwarf that hadn't gotten a mood before
 
2) Use DFHack assign-skills --reset to clear their skills
 
3) Use DFHack assign-skills to modify his skills such that no skill he had was the same rank as any other
 
4) Force a mood with strangemood --unit --force --type fey (so that it's the one dwarf I selected, and it would be a fey mood so I could see the XP gain)
 
5) Check which skill became Legendary
 
6) rinse, repeat
 
 
I checked every skill in the following Professions:
 
-Miner
 
-Woodworker
 
-Stoneworker
 
-Ranger
 
-Farmer
 
-Fishery Worker
 
-Metalsmith
 
-Jeweler
 
-Craftsdwarf
 
-Engineer
 
 
For skills that I suspected weren't Moodable, I intentionally gave them a higher rank than the skill I was expecting to have a Mood for (nothing higher than rank 10, Accomplished). I did this for every skill that wasn't previously Moodable.
 
In order to verify that my results weren't being skewed by the dwarf's previous profession (since the profession name didn't update immediately), I checked with a known Moodable skill on a dwarf with another Profession.
 
End result was that the current list was accurate, EXCEPT that Stonecutter and Stone Carver did NOT get a Mood.
 
In order to verify that the DFHack utility wasn't interfering with the skill selected for the Mood, I reset to my start point and modified EVERY Dwarf's skills so that they were ALL Master Stone Carvers and then let the game run until I got my next Mood. Result: unfortunately, a dwarf got Possessed, so no XP gain, but they did claim a Stoneworker's Workshop and craft an artifact Scepter, so it looks like Stone Crafting was used.
 
 
Therefore, I'm editing the main page to reflect my results. If anyone disagrees with my methodology, please feel free to correct me. I'm posting this here as evidence for why I'm making this change.
 
[[User:Drake1500|Drake1500]] ([[User talk:Drake1500|talk]]) 01:48, 18 February 2024 (UTC)
 
: The DFHack "strangemood" command is based on '''reverse-engineered''' logic from the game itself, and it has ''not'' been updated to match the behavior in the current version, so further research might be necessary. At the very least, I'll be taking a closer look at the current version and seeing what needs to be updated in the plugin. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 14:39, 18 February 2024 (UTC)
 
:: After taking a closer look, I can confirm that CUT_STONE and CARVE_STONE '''are''' moodable skills, and dwarves having them will be assigned the same "Strange Mood" job as Miners and Masons (which is what decides the type of workshop they claim), thus I have reverted your changes to the article. The flaw in your methodology lies in the fact that the DFHack "strangemood" command actually decides which skill is going to be boosted at the end of the mood, and because the plugin wasn't recognizing those skills as moodable, your test units never gained experience in them. Furthermore, both of those skills are '''new''' to version 50.xx, so it would be quite strange for them to have been removed already. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:12, 18 February 2024 (UTC)
 
::: Thanks for looking into this, I hadn't expected Stone Carving to operate like Mining. As stated, I did try to account for that by allowing a "natural" mood after modifying skills, but since it was a possession, I couldn't see which skill was actually used. Thanks again for the correction! [[User:Drake1500|Drake1500]] ([[User talk:Drake1500|talk]]) 22:05, 19 February 2024 (UTC)
 

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