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Author Topic: Strange moods and how the eff does pathfinding work?  (Read 717 times)

chaotic skies

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Strange moods and how the eff does pathfinding work?
« on: December 31, 2015, 08:53:54 pm »

Soo... Got a weaver who's been possesed. I'm pretty sure he should want a Clothier's shop or a Craftdwarfs Workshop, but both of those are accesible, and he's not even asking for materials. Just sitting in my (sparse) meeting hall, being possessed.

Pictured here:
Spoiler (click to show/hide)

I think this is a pathfinding issue, and if so, what is it? I literally cannot think of why this is happening, unless you need materials before a dwarf will claim a work shop, which I don't think is what's supposed to happen.

Note: I have read the entire wiki article on strange moods. Please do not direct me to that. And please do not lecture me about things I've already said in this post.
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Detros

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Re: Strange moods and how the eff does pathfinding work?
« Reply #1 on: December 31, 2015, 09:09:27 pm »

Does he have any other interesting skill than weaving?
Just to be sure, have you built all workshops at least once?
Is he injured in any way?
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bmxbumpkin

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Re: Strange moods and how the eff does pathfinding work?
« Reply #2 on: December 31, 2015, 09:11:15 pm »

This topic just came up recently and I have experienced it in the past.  I ignore dwarfs skill set when a mood comes around and just basically build all the workshops available until he moves.  I haven't had a dwarf not claim somewhere in ages... now having the right materials????  that's another story
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chaotic skies

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Re: Strange moods and how the eff does pathfinding work?
« Reply #3 on: December 31, 2015, 09:32:37 pm »

Can't currently build all work shops, tbh I normally have trouble convincing dwarves to build workshops at all, and there's no way I'm going to be able to build magma anything soon, as the lowest level i've gotten to atm is z-27. This guy's a Novice Weaver, Fish Cleaner, Butcher, Tanner, Clother, and Leather maker.

EDIT: nvm I just looked at Dwarf Therapist and realized it says what skill the Strange Mood affects (apparently, Tanning. Highest skill is actualy waving tho.) THANK GOD for Dwarf Therapist, or I would have never figured this out  ::)
« Last Edit: December 31, 2015, 09:34:12 pm by chaotic skies »
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greycat

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Re: Strange moods and how the eff does pathfinding work?
« Reply #4 on: December 31, 2015, 09:41:37 pm »

This guy's a Novice Weaver, Fish Cleaner, Butcher, Tanner, Clother, and Leather maker.

My sources say that when you have a tie for the highest skill level (Novice, etc.), the game picks one of them at random.
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PatrikLundell

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Re: Strange moods and how the eff does pathfinding work?
« Reply #5 on: January 01, 2016, 05:23:56 am »

You CAN build one of each of the moodable shops, provided you have an anvil and building materials. Magma based workshops are just variants of the non magma kind, so either the normal or the magma one will work perfectly fine. The quirky workshops (ashery, soapery, quern, mill, screw press) requiring additional materials (buckets, etc) are not moodable.
I guess your problem with convincing the dorfs to build workshops is based on them spending their time doing other stuff, like hauling, and that many shops require a mason, and the mason is probably busy doing other things. The solution to those problems in an emergency is to disable hauling on a lot of dorfs and to enable the appropriate workshop building required skills on a bunch of them temporarily.
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