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Difference between revisions of "v0.34 Talk:Strange mood"

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==Produced Items==
 
==Produced Items==
Through a bit of disassembly diving, I've determined exactly what moody dwarves are capable of producing. All items have a weight of '100' except when indicated otherwise, and entries with "each" occur as individual items with their own weight, while "any" are a single entry with a collective weight:
+
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 (and limited to what your civilization is capable of making):
 
;Weaponsmith
 
;Weaponsmith
:Any weapon, any trap component (weight 10, so 1/11 chance)
+
:Any weapon, any trap component (10%)
 
;Armorsmith
 
;Armorsmith
 
:Each metal-allowed body armor, each metal-allowed pants, each metal-allowed gloves, each metal-allowed shoes, each metal-allowed helm, any shield
 
:Each metal-allowed body armor, each metal-allowed pants, each metal-allowed gloves, each metal-allowed shoes, each metal-allowed helm, any shield
 
;Metalsmith
 
;Metalsmith
:Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section (weight 10, so 1/201 chance), splint, crutch
+
:Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section (10%), splint, crutch
 
;Metal crafter
 
;Metal crafter
 
:Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy
 
:Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy
Line 25: Line 25:
 
;Leatherworker or Fell Mood
 
;Leatherworker 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
 
: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
+
;Bone carver using Bone
:Each bone-allowed body armor, each bone-allowed pants, each bone-allowed gloves, each bone-allowed shoes, each bone-allowed helm, any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component (weight 10, so REALLY low chances)
+
:Each bone-allowed body armor, each bone-allowed pants, each bone-allowed gloves, each bone-allowed shoes, each bone-allowed helm, any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component (10%)
 +
;Bone carver using 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
 
;Macabre mood claiming vermin remains as primary item
 
;Macabre mood claiming vermin remains as primary item
 
:Amulet, bracelet, earring
 
:Amulet, bracelet, earring
Line 34: Line 36:
 
:Are you certain that weaponsmith moods can lead to exotic weapons?  I've seen bowyers make exotic weapons, but I've never seen, not even in somebody's screenshot, an exotic melee weapon. -- [[User:Vasiln|Vasiln]] 00:38, 24 March 2012 (UTC)
 
:Are you certain that weaponsmith moods can lead to exotic weapons?  I've seen bowyers make exotic weapons, but I've never seen, not even in somebody's screenshot, an exotic melee weapon. -- [[User:Vasiln|Vasiln]] 00:38, 24 March 2012 (UTC)
 
::According to the code, it simply adds WEAPON:NONE as a possibility for weaponsmith moods - my guess is that it then goes through the same logic as with normal item creation to select a random subtype within the constraints of the current civilization. Moody bowyers explicitly permit each ranged weapon type, which is why 2/3 of all boywer moods give either a bow or a blowgun (unless, presumably, the dwarf had a preference for a particular type). --[[User:Quietust|Quietust]] 21:53, 30 March 2012 (UTC)
 
::According to the code, it simply adds WEAPON:NONE as a possibility for weaponsmith moods - my guess is that it then goes through the same logic as with normal item creation to select a random subtype within the constraints of the current civilization. Moody bowyers explicitly permit each ranged weapon type, which is why 2/3 of all boywer moods give either a bow or a blowgun (unless, presumably, the dwarf had a preference for a particular type). --[[User:Quietust|Quietust]] 21:53, 30 March 2012 (UTC)
 +
 +
I've just located this function in version 0.23.130.23a, and it's almost exactly the same - it even had the '''same bug''' with metal/bone helmets (which was fixed in version 0.34.06). I also noticed that, in 23a, it would compare the candidates to the dwarf's Item preferences, and if any matched, it would randomly select one of the matching items - this would seemingly be the only case in which a moody weaponsmith (or bone carver) could produce a "foreign" weapon (assuming that dwarves can have preferences for foreign weapons, anyways). --[[User:Quietust|Quietust]] 21:21, 22 June 2012 (UTC)
 +
 +
Accurate as of version 0.34.11. --[[User:Quietust|Quietust]] 00:52, 29 August 2012 (UTC)
 +
 +
- Does this mean that gemstone anvils are no longer possible?
 +
:They've '''never''' been possible in '''any''' version. Anvils can only be made by moody Blacksmiths, and moody Blacksmiths always produce an item made of metal. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:04, 22 June 2013 (UTC)
  
 
==Fell Moods==
 
==Fell Moods==
 
Page currently says other dwarves don't mind when a fell mood dwarf kills somebody. This is wrong. I am on 34.07, just got a fell mood dwarf, he murdered a farmer in the food stockpile and I received 28 witness reports that he was the murderer. I convicted him and he was beaten. --[[User:Jimi12|Jimi12]]
 
Page currently says other dwarves don't mind when a fell mood dwarf kills somebody. This is wrong. I am on 34.07, just got a fell mood dwarf, he murdered a farmer in the food stockpile and I received 28 witness reports that he was the murderer. I convicted him and he was beaten. --[[User:Jimi12|Jimi12]]
 +
 +
I've also seen this. --[[Special:Contributions/99.20.91.212|99.20.91.212]] 04:54, 14 May 2012 (UTC)
 +
 +
:So fix it.  That sentence is ''at least'' 4½ years old.  It was added to the .40d article on November 1, 2007, and that edit is labelled as being a 'copy from the archive wiki'.  I'm not surprised that it's wrong.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 13:27, 14 May 2012 (UTC)
 +
::To be fair, it probably '''was''' correct back then - I'm suspecting that it wasn't until 0.34's justice revamp that fell mood murder became socially unaccepable. If somebody would like to test this in an older version of DF, I'm sure it would be greatly appreciated. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:04, 22 June 2013 (UTC)
  
 
== Adamantine cloth ==
 
== Adamantine cloth ==
  
Clothiers sometimes use not only plant/silk/yarn cloth, but woven adamantine too. [http://www.bay12forums.com/smf/index.php?topic=87753.0 An example.]
+
Clothiers sometimes use not only plant/silk/yarn cloth, but woven adamantine too. [http://www.bay12forums.com/smf/index.php?topic=87753.0 An example.] 17:53, 8 May 2012 (UTC)
 +
:About adamantine cloth being used in artifact, the wiki says that adamantine cloth will be used first. But I had a dwarf that used a cave spider cloth (hadn't adamantine cloth at the time). He needed more clothes, so I ordered one adamantine cloth to be made, and one pig tail afterwards. The (possessed) dwarf took the pig tail cloth, and not the adamantine, despite the adamantine being available first.The mooded dwarf is a stonecrafter (already fey mooded), and doesn't have a preference for any particular clothes nor adamantine. The artifact made was a raw adamantine crown. I can provide additional details, although I'm not sure I saved at this particular moment. Should we remove this ? (And can someone confirm ?)--[[User:PanH|PanH]] 03:58, 31 October 2012 (UTC)
 +
* I'm guessing that the base item is the one that they'll favor adamantine for, while decoration items can vary or be subject to the dwarf's preferences. In your case, the stonecrafter's base item was stone, hence grabbing raw admantine, while the cloth was just to decorate it with. I've had moody smiths start by grabbing adamantine then mixing it up with other materials even when more adamantine wafers were readily available, the resulting artifact's base material being adamantine. At the same time I've had individual examples of the occasional clothier, smith, crafter, etc grabbing additional adamantine materials to decorate with. This suggests that the base material is either coded to favor adamantine first if possible, or it simply picks the most valuable material available. Either way, add-ons to the initial item vary according to the dwarf's preference.--[[Special:Contributions/184.21.69.62|184.21.69.62]] 16:24, 21 June 2013 (UTC)
 +
** That's exactly what happens - if the mood's base item is either a '''bar''' or a piece of '''cloth''' and you have at least one "deep" material version of that item (in this case, Adamantine metal), then the mood will require that the mood's base item be made out of the closest matching "deep material" item of that type (e.g. if you modded in an extra "mithril" material and had both Adamantine cloth and Mithril cloth, then your moody Clothier will require either 1-3 pieces of Adamantine cloth or 1-3 pieces of Mithril cloth, depending on which one was closer at the time the mood started). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:04, 22 June 2013 (UTC)
 +
 
 +
== Possessed Item Request ==
 +
I have a dwarf currently laying claim to a craft workshop, possessed, and he's only requesting one material, bones. However, he took a stack of 24 bones and is now sat, demanding more, despite having plenty in a nearby stockpile. Any thoughts?
 +
--[[User:Sepheris|Sepheris]] 16:45, 23 June 2012 (UTC)
 +
:He probably wants more bones. A single stack, no matter how large, only counts as '''one''' item for moods. --[[User:Quietust|Quietust]] 17:16, 23 June 2012 (UTC)
 +
::Likewise, it appears to require a bone stack, not an individual bone. --[[User:Mkienenb|Mike Kienenberger]] 21:31, 14 October 2012 (UTC)
 +
 
 +
==Artifact not set before beginning of construction?==
 +
The section 'Caveats' states that "''The item to be built is not set at the beginning of the mood. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact''". In my experience, the result is always the same, no matter how many reloads and changes in base materials. If he's going to make you a stone jug, it's jug you'll get, whether from sandstone or native gold. The passage is therefore misleading and should be deleted from the article, in my opinion. [[User:Shorr|Shorr]] 21:08, 28 August 2012 (UTC)
 +
:First of all, a moody dwarf can '''never''' make a stone jug - the above tables are accurate as of version 0.34.11, so no moody dwarf can ever produce a Tool (and jugs are tools). Second, are you '''absolutely''' certain that your moody dwarf does not have a '''preference''' for one of the items his mood permits him to create? Because if he does (and he only has one matching preference), then it's highly likely (probably 100% guaranteed, based on behavior from older versions) to produce that type of item. --[[User:Quietust|Quietust]] 00:12, 29 August 2012 (UTC)
 +
::I did some more experimentation. Yes, you are right, most of my moody dwarves did have a preference for the items they created. I was just so angry at them giving me cabinets and weapon racks when I needed grates and hatch covers that I thought of some useless item, like a jug. Now when I got another dwarf with no such preference, she did produce me different item types after reloads (the name of all the artifacts still was the same, curiously :-)). Sorry for the irrelevant comment and thanks for the corrections to the article - this will clarify things for newbees like me :-) [[User:Shorr|Shorr]] 06:57, 29 August 2012 (UTC)
 +
 
 +
==Waxworker==
 +
A Great Waxworker/Novice Tanner just claimed a Leather works and made a leather buckler and became a legendary tanner. This does not seem to contradict the page, I just found it..novel enough to post. --[[User:Old Ancient|Old Ancient]] 21:53, 7 April 2013 (UTC)
 +
:Not surprising - wax worker isn't moodable, but tanner is. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:04, 22 June 2013 (UTC)

Latest revision as of 03:05, 22 June 2013

Does anyone know if the murder during a fell mood will now be reportet as crime and taken legal actions against it? --Kami 09:45, 2 March 2012 (UTC)

Produced Items[edit]

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 (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, any shield
Metalsmith
Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section (10%), splint, crutch
Metal crafter
Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy
Jeweler or Glassmaker
Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, 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, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate
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, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch
Bowyer
Each ranged weapon
Leatherworker 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 using Bone
Each bone-allowed body armor, each bone-allowed pants, each bone-allowed gloves, each bone-allowed shoes, each bone-allowed helm, any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component (10%)
Bone carver using 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
Macabre mood claiming vermin remains as primary item
Amulet, bracelet, earring
Clothier
Each soft-allowed body armor, each soft-allowed pants, each soft-allowed gloves, each soft-allowed shoes, each soft-allowed helm, bag, rope

--Quietust 16:23, 14 March 2012 (UTC)

Are you certain that weaponsmith moods can lead to exotic weapons? I've seen bowyers make exotic weapons, but I've never seen, not even in somebody's screenshot, an exotic melee weapon. -- Vasiln 00:38, 24 March 2012 (UTC)
According to the code, it simply adds WEAPON:NONE as a possibility for weaponsmith moods - my guess is that it then goes through the same logic as with normal item creation to select a random subtype within the constraints of the current civilization. Moody bowyers explicitly permit each ranged weapon type, which is why 2/3 of all boywer moods give either a bow or a blowgun (unless, presumably, the dwarf had a preference for a particular type). --Quietust 21:53, 30 March 2012 (UTC)

I've just located this function in version 0.23.130.23a, and it's almost exactly the same - it even had the same bug with metal/bone helmets (which was fixed in version 0.34.06). I also noticed that, in 23a, it would compare the candidates to the dwarf's Item preferences, and if any matched, it would randomly select one of the matching items - this would seemingly be the only case in which a moody weaponsmith (or bone carver) could produce a "foreign" weapon (assuming that dwarves can have preferences for foreign weapons, anyways). --Quietust 21:21, 22 June 2012 (UTC)

Accurate as of version 0.34.11. --Quietust 00:52, 29 August 2012 (UTC)

- Does this mean that gemstone anvils are no longer possible?

They've never been possible in any version. Anvils can only be made by moody Blacksmiths, and moody Blacksmiths always produce an item made of metal. --Quietust (talk) 03:04, 22 June 2013 (UTC)

Fell Moods[edit]

Page currently says other dwarves don't mind when a fell mood dwarf kills somebody. This is wrong. I am on 34.07, just got a fell mood dwarf, he murdered a farmer in the food stockpile and I received 28 witness reports that he was the murderer. I convicted him and he was beaten. --Jimi12

I've also seen this. --99.20.91.212 04:54, 14 May 2012 (UTC)

So fix it. That sentence is at least 4½ years old. It was added to the .40d article on November 1, 2007, and that edit is labelled as being a 'copy from the archive wiki'. I'm not surprised that it's wrong.
0x517A5D 13:27, 14 May 2012 (UTC)
To be fair, it probably was correct back then - I'm suspecting that it wasn't until 0.34's justice revamp that fell mood murder became socially unaccepable. If somebody would like to test this in an older version of DF, I'm sure it would be greatly appreciated. --Quietust (talk) 03:04, 22 June 2013 (UTC)

Adamantine cloth[edit]

Clothiers sometimes use not only plant/silk/yarn cloth, but woven adamantine too. An example. 17:53, 8 May 2012 (UTC)

About adamantine cloth being used in artifact, the wiki says that adamantine cloth will be used first. But I had a dwarf that used a cave spider cloth (hadn't adamantine cloth at the time). He needed more clothes, so I ordered one adamantine cloth to be made, and one pig tail afterwards. The (possessed) dwarf took the pig tail cloth, and not the adamantine, despite the adamantine being available first.The mooded dwarf is a stonecrafter (already fey mooded), and doesn't have a preference for any particular clothes nor adamantine. The artifact made was a raw adamantine crown. I can provide additional details, although I'm not sure I saved at this particular moment. Should we remove this ? (And can someone confirm ?)--PanH 03:58, 31 October 2012 (UTC)
  • I'm guessing that the base item is the one that they'll favor adamantine for, while decoration items can vary or be subject to the dwarf's preferences. In your case, the stonecrafter's base item was stone, hence grabbing raw admantine, while the cloth was just to decorate it with. I've had moody smiths start by grabbing adamantine then mixing it up with other materials even when more adamantine wafers were readily available, the resulting artifact's base material being adamantine. At the same time I've had individual examples of the occasional clothier, smith, crafter, etc grabbing additional adamantine materials to decorate with. This suggests that the base material is either coded to favor adamantine first if possible, or it simply picks the most valuable material available. Either way, add-ons to the initial item vary according to the dwarf's preference.--184.21.69.62 16:24, 21 June 2013 (UTC)
    • That's exactly what happens - if the mood's base item is either a bar or a piece of cloth and you have at least one "deep" material version of that item (in this case, Adamantine metal), then the mood will require that the mood's base item be made out of the closest matching "deep material" item of that type (e.g. if you modded in an extra "mithril" material and had both Adamantine cloth and Mithril cloth, then your moody Clothier will require either 1-3 pieces of Adamantine cloth or 1-3 pieces of Mithril cloth, depending on which one was closer at the time the mood started). --Quietust (talk) 03:04, 22 June 2013 (UTC)

Possessed Item Request[edit]

I have a dwarf currently laying claim to a craft workshop, possessed, and he's only requesting one material, bones. However, he took a stack of 24 bones and is now sat, demanding more, despite having plenty in a nearby stockpile. Any thoughts? --Sepheris 16:45, 23 June 2012 (UTC)

He probably wants more bones. A single stack, no matter how large, only counts as one item for moods. --Quietust 17:16, 23 June 2012 (UTC)
Likewise, it appears to require a bone stack, not an individual bone. --Mike Kienenberger 21:31, 14 October 2012 (UTC)

Artifact not set before beginning of construction?[edit]

The section 'Caveats' states that "The item to be built is not set at the beginning of the mood. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact". In my experience, the result is always the same, no matter how many reloads and changes in base materials. If he's going to make you a stone jug, it's jug you'll get, whether from sandstone or native gold. The passage is therefore misleading and should be deleted from the article, in my opinion. Shorr 21:08, 28 August 2012 (UTC)

First of all, a moody dwarf can never make a stone jug - the above tables are accurate as of version 0.34.11, so no moody dwarf can ever produce a Tool (and jugs are tools). Second, are you absolutely certain that your moody dwarf does not have a preference for one of the items his mood permits him to create? Because if he does (and he only has one matching preference), then it's highly likely (probably 100% guaranteed, based on behavior from older versions) to produce that type of item. --Quietust 00:12, 29 August 2012 (UTC)
I did some more experimentation. Yes, you are right, most of my moody dwarves did have a preference for the items they created. I was just so angry at them giving me cabinets and weapon racks when I needed grates and hatch covers that I thought of some useless item, like a jug. Now when I got another dwarf with no such preference, she did produce me different item types after reloads (the name of all the artifacts still was the same, curiously :-)). Sorry for the irrelevant comment and thanks for the corrections to the article - this will clarify things for newbees like me :-) Shorr 06:57, 29 August 2012 (UTC)

Waxworker[edit]

A Great Waxworker/Novice Tanner just claimed a Leather works and made a leather buckler and became a legendary tanner. This does not seem to contradict the page, I just found it..novel enough to post. --Old Ancient 21:53, 7 April 2013 (UTC)

Not surprising - wax worker isn't moodable, but tanner is. --Quietust (talk) 03:04, 22 June 2013 (UTC)