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Editing 23a Talk:Strange mood

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==Item count==
 
==Item count==
 
One of the limiting factors on artifact count is indeed the number of items in the fortress; however, the number being used seems to be '''double''' the actual count. The strange mood code sums up the contents of the vector starting at [00EA059C] (using the size of another seemingly unrelated vector) and divides it by 200, and that vector contains both counts of generic item types (e.g. STONE, ORE; presumably for the left side of the Stocks screen) and of specific item/material combinations (e.g. chalk boulders, schist boulders, pumice boulders, cassiterite, malachite, sphalerite; presumably for the right side of the stocks screen), so the item count is doubled. It might be worth checking if this same is true in later versions. --[[User:Quietust|Quietust]] 19:27, 8 July 2011 (UTC)
 
One of the limiting factors on artifact count is indeed the number of items in the fortress; however, the number being used seems to be '''double''' the actual count. The strange mood code sums up the contents of the vector starting at [00EA059C] (using the size of another seemingly unrelated vector) and divides it by 200, and that vector contains both counts of generic item types (e.g. STONE, ORE; presumably for the left side of the Stocks screen) and of specific item/material combinations (e.g. chalk boulders, schist boulders, pumice boulders, cassiterite, malachite, sphalerite; presumably for the right side of the stocks screen), so the item count is doubled. It might be worth checking if this same is true in later versions. --[[User:Quietust|Quietust]] 19:27, 8 July 2011 (UTC)
:It would seem that there are '''5''' vectors in this set (item type, item subtype, material, matgloss, and count), and they are used '''solely''' for the item count check in strange moods. Furthermore, they're still used the same way even in version 0.34.11. --[[User:Quietust|Quietust]] 15:36, 3 July 2012 (UTC)
 
  
 
==More Artifacts==
 
==More Artifacts==
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== Dropping Artifacts ==
 
== Dropping Artifacts ==
Due to a bug, dwarves never drop their artifacts like they're supposed to. Edit dwarfort.exe and apply the following patches and it'll start working correctly again.
 
* 0x14079B : 8A -> 8B (change "mov al, [ecx+1Ch]" to "mov eax, [ecx+1Ch]")
 
* 0x1407A1 : B0 FE C2 04 00 90 90 90 -> B8 FE FF FF FF C2 04 00 (change "mov al, 0FEh" to "mov eax, 0FFFFFFFEh")
 
* 0x15E23D : C0 FE C2 04 00 90 90 90 -> E0 01 83 C0 FE C2 04 00 (insert "and eax, 1" between "setz al" and "add eax, 0FFFFFFFEh")
 
* 0x0B5430 : B0 FE C2 04 00 90 90 90 -> B8 FE FF FF FF C2 04 00 (change "mov al, 0FEh" to "mov eax, 0FFFFFFFEh")
 
* 0x1E8015 : 0F BE C0 -> 90 90 90 (remove "movsx eax, al")
 
  
Optionally, the following additional patch will cause dwarves to '''always''' drop their artifacts instead of hiding or becoming obsessed with them.
+
Due to a bug, dwarves never drop their artifacts like they're supposed to. Edit dwarfort.exe and change the byte at address 0x0A7157 from 0xBD to 0x8D and it'll start working correctly again. Additionally, changing the bytes at 0x0A721F from 0x0F 0x84 0xB1 0x03 to 0x90 0xE9 0x22 0x02 will cause dwarves to '''always''' drop their artifacts instead of hiding or becoming obsessed with them. --[[User:Quietust|Quietust]] 21:31, 19 August 2011 (UTC)
* 0x0A721F : 0F 84 B1 03 -> 90 E9 22 02 (change "jz loc_4A75D6" to "nop + jmp loc_4A7447")
 
--[[User:Quietust|Quietust]] 21:31, 19 August 2011 (UTC)
 
 
 
==Produced Items==
 
Through a bit of disassembly diving, I've determined exactly what moody dwarves are capable of producing. All items have a 'probability' of 100 except when indicated otherwise (it randomly selects one of the entries, and if rand(100) is greater than the probability, it picks another one), and entries with "each" occur as individual items with their own weight, while "any" are a single entry with a collective weight (and limited to what your civilization is capable of making):
 
;Weaponsmith
 
:Any weapon, any trap component (10%)
 
;Armorsmith
 
:Each metal-allowed body armor, each metal-allowed pants, each metal-allowed gloves, each metal-allowed shoes, each metal-allowed helm ('''bug''' - uses SHOES as item type), any shield
 
;Metalsmith
 
:Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap
 
;Furnace Operator or Metal crafter
 
:Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy
 
;Adamantine extracter/smelter:
 
:Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet
 
;Adamantine worker
 
:Each HARD-only body armor, each HARD-only pants, each HARD-only gloves, each HARD-only shoes, each HARD-only helm, any shield, any weapon, any trap component (10%), door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap, instrument, toy, mechanism
 
;Adamantine weaver
 
:Each soft-allowed body armor, each soft-allowed pants, each soft-allowed gloves, each soft-allowed shoes, each soft-allowed helm, backpack, quiver
 
;Jeweler or Glassmaker
 
:Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy
 
;Mason or Miner
 
:Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, coffin, floodgate
 
;Stone crafter, Wood crafter, or Engraver
 
:Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy
 
;Mechanic
 
:Mechanism
 
;Carpenter
 
:Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, cage, barrel, bucket, animal trap
 
;Bowyer
 
:Each ranged weapon
 
;Leatherworker, Tanner, or Fell Mood
 
:Each leather-allowed body armor, each leather-allowed pants, each leather-allowed gloves, each leather-allowed shoes, each leather-allowed helm, any shield, bag, backpack, quiver, instrument
 
;Bone carver (bones), Macabre Mood (bones), or Fell Mood
 
:Each bone-allowed body armor, each bone-allowed pants, each bone-allowed gloves, each bone-allowed shoes, each bone-allowed helm, any shield, any helm ('''bug'''), instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component (10%)
 
;Bone carver (shell)
 
:Each shell-allowed body armor, each shell-allowed pants, each shell-allowed gloves, each shell-allowed shoes, each shell-allowed helm, figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy
 
;Clothier or Weaver
 
:Each soft-allowed body armor, each soft-allowed pants, each soft-allowed gloves, each soft-allowed shoes, each soft-allowed helm, bag, rope
 
;Macabre Mood (remains)
 
:amulet, bracelet, earring
 
;Macabre Mood (skull)
 
:totem
 
--[[User:Quietust|Quietust]] 19:10, 23 June 2012 (UTC)
 

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