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Editing 23a:Strange mood
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− | Demands for Ore or Metal bars are always for a specific material, while demands for rough stone or [[block]]s merely require that the stone be gray, light, or dark. Demands for rough gems may be for a specific type of raw [[glass]] (unlike in later versions, there are no special messages) | + | Demands for Ore or Metal bars are always for a specific material, while demands for rough stone or [[block]]s merely require that the stone be gray, light, or dark. Demands for rough gems may be for a specific type of raw [[glass]] (unlike in later versions, there are no special messages) or any type of gemstone, though demands for random rough gemstones will sometimes glitch and refuse to use '''any''' type of gem, dooming the mood to failure. Demands for cloth can be for either [[plant fiber]] or [[silk]] cloth, and all other items (wood, cut gems, bone, shell, and leather) will accept any type of item. It is generally a good idea to keep as many types of material on hand as possible, including the three different kinds of glass. |
− | The ''primary'' component of the strange mood will | + | The ''primary'' component of the strange mood will always be based on the dwarf's preferences: |
− | * A moody stoneworker will require gray stone, light stone, or dark stone based on his preferences - for example, a dwarf that likes [[Limestone]] will demand any light stone | + | * A moody stoneworker will require gray stone, light stone, or dark stone based on his preferences - for example, a dwarf that likes [[Limestone]] will demand any light stone. |
− | * A moody weaver or clothes maker who likes any type of plant fiber will demand plant cloth, while one that likes any type of silk will demand silk cloth | + | * A moody weaver or clothes maker who likes any type of plant fiber will demand plant cloth, while one that likes any type of silk will demand silk cloth. |
− | * A moody furnace operator, blacksmith, or metal crafter | + | * A moody furnace operator, blacksmith, or metal crafter will demand [[malachite]], [[cassiterite]], [[galena]], [[hematite]], [[native gold]], or [[native platinum]]. If you have not dug far enough into the mountain, then iron/gold/platinum are disallowed. |
− | * A moody weaponsmith or armorsmith will demand either [[malachite]] or [[hematite]] | + | * A moody weaponsmith or armorsmith will demand either [[malachite]] or [[hematite]]. If you have not dug far enough into the mountain, then iron is disallowed. |
* Not surprisingly, a moody adamantine worker (of any type) will demand [[raw adamantine]]. | * Not surprisingly, a moody adamantine worker (of any type) will demand [[raw adamantine]]. | ||
− | * A moody jeweler will require the specific gem they happen to like | + | * A moody jeweler will require the specific gem they happen to like. |
− | * A moody glassmaker will require the specific type of glass they happen to like | + | * A moody glassmaker will require the specific type of glass they happen to like. |
− | * A moody bone carver who likes any type of bone will demand bones, while one that likes any type of shell will demand shells | + | * A moody bone carver who likes any type of bone will demand bones, while one that likes any type of shell will demand shells. |
− | * A dwarf in a macabre mood will | + | * A dwarf in a macabre mood will base their artifact around bones, remains, or a skull. |
− | + | 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>!"). 50% of their requests will also be for [[skull]]s, [[bones]], or vermin [[remains]], stated as "Leave me. I need... things... certain things". | |
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− | + | Moody dwarves who demand stone [[block]]s will '''not''' actually incorporate them into the artifact as decorations - they merely use them as a surface and destroy them upon completion of the mood. | |
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood: | Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood: | ||
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== Artifacts created == | == Artifacts created == | ||
− | The type of artifact created will depend on the skill selected for the mood and will be selected from the table below. If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with "any" are treated as a single item which will randomly select a subtype which your civilization is capable of making | + | The type of artifact created will depend on the skill selected for the mood and will be selected from the table below. If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with "any" are treated as a single item which will randomly select a subtype which your civilization is capable of making. This explains why bowyers and clothiers regularly produce foreign artifacts, while weaponsmiths do not. |
{| class="wikitable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;" | {| class="wikitable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;" | ||
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|- | |- | ||
| [[Armorsmith]] | | [[Armorsmith]] | ||
− | | Each equipment item with [METAL] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, ''shoe, high boot, sandal<sup>1</sup>''), any shield | + | | Each equipment item with [METAL] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, ''shoe, high boot, sandal<sup>1</sup>'''), any shield |
|- | |- | ||
| [[Bone carver]] (bone) | | [[Bone carver]] (bone) | ||
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After 1.5 to 3 months, dwarves carrying their artifacts are intended to be overcome by them and do something special: | After 1.5 to 3 months, dwarves carrying their artifacts are intended to be overcome by them and do something special: | ||
− | * | + | * "<dwarf> becomes obsessed with <artifact>!" - the dwarf continues to carry the artifact around forever. If the dwarf ever loses possession of the artifact, he will cancel his job to "Seek Artifact" and get it back. If the artifact is stolen or destroyed, the dwarf will go insane. |
− | + | * "<dwarf> becomes uneasy and drops <artifact>." - the dwarf immediately drops the artifact on the floor, at which point it may be used like any ordinary item. | |
− | * | + | * "<dwarf> becomes nervous and cleverly hides <artifact>!" - the artifact is Lost (showing up in dark gray in the stocks screen), just as if it had fallen into the [[chasm]], [[cave river]], or [[magma flow]]. |
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If a skilled soldier decides to pick up and equip an artifact, he will be affected in the same way, but a given dwarf can only ever be obsessed with one artifact at a time, so subsequently claimed artifacts will be either dropped or hidden. For this reason, it may be wise to put artifact weapons into [[trap]]s to get the most use out of them. | If a skilled soldier decides to pick up and equip an artifact, he will be affected in the same way, but a given dwarf can only ever be obsessed with one artifact at a time, so subsequently claimed artifacts will be either dropped or hidden. For this reason, it may be wise to put artifact weapons into [[trap]]s to get the most use out of them. | ||
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+ | Due to a bug, the above behavior never actually happens - dwarves who create artifacts will carry them forever. A patch for version 0.23.130.23a is available with DFHack-23a. | ||
== Failure == | == Failure == | ||
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact. As if that's not bad enough, any dwarf who goes insane will soon die, one way or another. | If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact. As if that's not bad enough, any dwarf who goes insane will soon die, one way or another. | ||
− | 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 | + | 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. |
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime. | Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime. | ||
Anything which forcefully cancels the "Strange Mood" job will result in immediate insanity. Unlike most other jobs, moody dwarves are incredibly focused and may only cancel their job if they are wounded so badly that they can no longer use their hands. Destruction of the claimed workshop (whether by a [[cave-in]] or a [[tantrum]]) will also result in insanity. | Anything which forcefully cancels the "Strange Mood" job will result in immediate insanity. Unlike most other jobs, moody dwarves are incredibly focused and may only cancel their job if they are wounded so badly that they can no longer use their hands. Destruction of the claimed workshop (whether by a [[cave-in]] or a [[tantrum]]) will also result in insanity. | ||
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