![]() Important Note: They will only collect these materials in the order that they require them. Reference the demands section to determine what may be required. If the dwarf remains idle inside the workshop, it's because they cannot find the right material. After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.(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. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist. 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.While in a mood, a dwarf will display a blinking exclamation point (see status icons). The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.The "possessed" mood is an exception to this rule, as it does not grant any experience upon completion.Ī dwarf cannot be struck by more than one mood in their lifetime. Depending on the exact mood (see types of moods, below), both the workshop and the artifact are based on the highest "moodable skill" of that dwarf (see " Skills and Workshops", below).Īt the end of this process, if successful, the dwarf will usually gain enough experience to become Legendary (or higher), and then return to life as normal, but now with a Legendary skill. These largely random events will be seen as an announcement, and will pause the game.Ī dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their artifact of choice, and, once those have been collected, proceed to do so. That was my original plan until I read about the possibility of "Phantom sand".Once your fortress has at least 20 dwarves, every now and then, one of them will be struck by a "strange mood". ![]() If nothing else, I'll let the dwarf die and regenerate a mood using Dwarf Companion on some other dwarf. Is there any way to search for where in the world the sand has been generated on the map? If that is indeed the issue here, not sure who to believe, the people saying the moods aren't generated unless you have sand (who also say it's impossible to get sand created via a strange process with tower-caps and underground rivers) or the people who say glassmaker moods are possible, but they think it IS possible for the weird sand to generate as well, and explain the weird moods. I have tower caps cropping up in areas of my fortress that are sandy CLAY loam (not sand in-game) and in parts of my failed waterworks project that tapped into the brook also on the map, that have since dried up, leaving the muddy tiles. I read that it's possible for sandy tiles to appear after discovering an underwater stream, possibly as a result of some sort of wear and tear on muddy tiles where tower-caps would normally grow. Yet, I have a glassmaker locked away in a room right now as he's demanding tons of raw green glass. I've confirmed it by viewing the area with the embark screen, and there is no sand-containing biome on my map. Been reading the wiki about this, and supposedly, you are not suppose to be able to get a strange mood with a glassmaker if there is no sand on your map. ![]()
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