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Off the top of my head, stonemasons workshop (For stoneworkers), Carpenters workshop (for woodworkers), Bowyers (for bowyers), Craftsdwarves workshop (For several jobs), metalsmith (for metalcrafting stuff), Jeweler's bench (for jewelers), mechanic's bench (for mechanics) and Clothiers (for clothesworkers)
I may have missed one, but thats what i can remember. Names might be off though
Like did you have workshops built. LIKE all of em. or have any locked away or removed.
the dwarf didn't have a workshop and went into a strange mood.
Try building all workshops. maybe have 2 of a few the important ones so you can have 1 for you master and 1 for you dude that's about to become master.
Remember. everytime you get a strange mood dwarf they will become legendary at whatever skill they use to make the artifact. (or they level up drastically pretty sure they level up i got like 7 master stone crafters)
Unless they're possessed.
Last I checked, Possession doesn't give any skill/knowledge gains as it's the possession entity doing the deed.
DFWiki is your friend.
Always
https://dwarffortresswiki.org/index.php/Strange_mood
The wiki woulda solved your problems. I actually read up on this just yesterday, since I'm pretty new. When they enter a strange mood, they get tunnel vision on wanting to make a special item, but don't tell you what. They give you occasional hints though. If they require a specific workshop or material, and you don't have it, they will just stand around and eventually die. I looked it up when I had a dwarf hanging out in a random room muttering to himself. But the moment I placed a crafts workshop, suddenly he ran for it, commandeered it, and made a legendary toy box.
*shrug*
https://dwarffortresswiki.org/index.php/Strange_mood#Skills_and_workshops
When read would have told you that in almost all cases, the workshop they need is tied to their highest skill, and what specific workshop is tied to that skill.
https://dwarffortresswiki.org/index.php/Strange_mood#Demands
When read would have told you how to interpret the demands they speak once they claimed the workshop and didn't have all the materials they needed.
"For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop , it is because the appropriate workshop does not exist. (See skills and workshops below to determine which workshop(s) might be required.) A moody dwarf will not be able to build a needed workshop; another dwarf with the appropriate labor designation must do so for them, if one is necessary. Furnaces are also counted as a workshop."
Well, it's only one piece of material per workshop, except for the metalsmith needing the anvil of course, so you can just randomly throw up all the workshops any old place just to see which they take over. You can always disassemble afterwards.
That, of course, still leads to making sure they have all the materials they need, but that is a story for another post!