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However, with proper fortress management you should never fail a strange mood. Strange moods will never demand anything that your fortress has never had, so if you make sure to keep reserves of items likely to be needed for strange moods, you'll always be able to provide whatever thing a moody dwarf requests.
well currently my noble is requesting a aluminium weapon rack, and i've never even come across aluminium yet.
and the strange mood was requesting metal cloth (adamantine), and ive never come across adamantine yet.
So i'm not sure where you get that logic because it's clearly requesting things that i'm very far from obtaining. i read on the web that adamantine spawns around lava cavern layer 3..
im only just entering my first cavern. and im like 10 dwarf years into the game.
Dwarfs will never have a strange mood requiring a material that is unknown to the fort. A moody dwarf will only demand metal cloth for the mood if the fortress has, or has in the past had, metal cloth. If you haven't had metal cloth in the fort, a moody clothier or weaver will demand whatever cloth type they have a preference for, or if none a random type of cloth.
That happened to me too, but with another material. Don't know what it was, but I also rarly care for a single dwarf ^^'
It is absolutely possible to lack some material early into a fort, when obtaining the units of materials can consist of amount increases countable on one hand.
I don't really have an issue with that mechanics wise, it is fun, but the notion a mood simply cannot be failed ever, unless due to complete incompetence is a bit haughty.
Sometimes dwarves ask for rare things you aren't in the position to just stockpile up in the thousands for that current moment, like it's year 100 of the fortress existence.
Even though I just had a dwarf ask for 145 bolts of wool, I still second the notion that it's generally possible to avoid failing strange moods. They only start happening after you have 20 dwarves and are only supposed ask for adamantite if it's currently available, and can only request specific metals and glass if your fort has ever had any - meaning that if you don't have rock crystals or lead ore on an embark that shouldn't be an issue.
It is indeed very rare for them to ask for 145 of something... Plus, your dwarves can't demand giant spider silk specifically - it's ok just to have regular silk cloth even if they have a preference for giant spider silk. Generally being prepared just means buying a few yarn+silk+wool from early traders and letting early fishermen bring you a couple pond turtles for shells.
I agree the mechanism can be frustrating though! Especially when my weaponsmiths all decide to be possessed and don't get any experience :(
XP is easy, given enough time and proper use of guildhalls you can have multiple legendary smiths without even needing strange moods.
What's frustrating is when your smith in a strange mood insists on using a specific metal that ultimately gives you a useless artifact weapon/armor. frowns at tin hammer sitting on a pedestal
And i only have 60 dwarfs.
Artifacts kinda lose their value in that sense to me, they're being made so much i dont really care about what they are or how much they are worth anymore. Just a nuisance that pops up and might kill one of my dwarfs every now and then.
also i just had a second weaver get the exact same request in a row.. and is now also busy dying in a berserk rage walled in. Bit cheezy and boring, idk why they keep requesting something i can't get yet..
The wiki article on strange moods[dwarffortresswiki.org] sets out in excruciating detail the mechanics of strange moods. While I didn't write this article, and it has not been explicitly updated for v50 (it's based on reverse-engineering of older versions of DF), I can confirm that the operative code has not changed for v50 (with the exception that some change in how item fetching works has led to the "clothpacking" bug mentioned above, in which a moody dwarf inexplicably claims every last scrap of cloth in the fortress) and so the description in the wiki remains essentially correct with respect to the behavior in v50.
If your moody dwarf grabs the wrong item anyway (maybe there were some bars left in the smelter that hadn't been put away yet) you can safely forbid them without canceling the mood. Your dwarf will just go collect more to replace 'em. Just don't forbid the forge itself!
(I also tend to be a bit meticulous about which dwarves I arrange to have what moods - so if I notice a dwarf likes tin in the first place I'll usually train a different skill than weaponsmithing. Dwarf Therapist is a lifesaver for this.)
No, the dorf wants a specific metal. Not the closest one. It's not common, but once in a while you'll get a moody dorf who wants to use a metal that matches their personal preference. You can check with DFhack via showmood if they want something generic or something specific.
For generic mood demands my method of selecting materials is to put a temporary stockpile that accepts what I want the the dorf to use next to the claimed workshop and link it with the source stockpile.
Sorry your dwarf was obsessed with tin though...
But anyway, all that said I do find that moods happen at kind of a breathless pace... the various caps rarely matter if you've say, ever found the caves or have a clothing industry, meaning it tends to only stop once every single dwarf in your fort has run through their mood and every single child wastes theirs on bonecarving.