Yes, taken from the forums:
I think it's in d_init.
Ahh you're right.
[ARTIFACTS:YES]
Change to
[ARTIFACTS:NO]I did this 3 days ago, rolled a new world and embarked.
I have only finally tried DF a week ago and after discovering LNPack could actually get into it. I'm hooked
Anyways, in previous embarks I encountered the centering on strage moods, how to check what they need and trying to provide for them so they dont go insane. The concept of it is not what I dislike mind you, and honestly I am now confident enough to remove the limitation. The original reason I wanted to disable it was because when I first started out I lacked the experience I have now.
So, the usual popup and recenter doesnt occur in this case. (Side note: I was watching that squad closely for happiness level, weight loss (I am attempting to get them less-corpulant) and physical characteristics like durable, strong, tough, doesnt tire easily etc.) The ranged unit in question (who has since died from starvation) was perfectly normal the entire time I was checking him (RL checking every 5-10 minutes or so).
The game suddenly just announces that the "dwarf went insane because he failed to create an artifact". No previous indication.
I am guessing that the game finds that artifacts are set to NO, but still assigns a mood for some reason which causes the game to instantly designate that dwarf as having failed and thus becoming insane with no notice.
I suppose I could turn it back ON and reroll again. It seems I proceed more and more with each embark, and TBH the first few years are the most interesting for me.