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Author Topic: Moods and insanity  (Read 633 times)

someone12345

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Moods and insanity
« on: January 08, 2014, 07:44:00 pm »

The wiki states that a dwarf who has completed a mood is immune to insanity. Does this mean that they will be resistant due to the large happiness boost, or that they will never go insane? Thanks!
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Telgin

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Re: Moods and insanity
« Reply #1 on: January 08, 2014, 07:49:13 pm »

I've never heard such a claim before.  Anyway, I believe creating an artifact gives something on the order of +1000 happiness, so it would be nigh impossible to make a dwarf miserable enough to go nuts right after he or she made an artifact.  Fast forward a few months and that happiness bonus would be gone and they'd be just as easy to drive bonkers as the next dwarf.
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Grim Portent

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Re: Moods and insanity
« Reply #2 on: January 08, 2014, 07:59:30 pm »

As I recall a dwarf who's made an artifact is completely immune to insanity unless the artifact they made is lost or destroyed, in which case they instantly go insane.
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Broken

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Re: Moods and insanity
« Reply #3 on: January 08, 2014, 08:11:28 pm »

I've never heard such a claim before.  Anyway, I believe creating an artifact gives something on the order of +1000 happiness, so it would be nigh impossible to make a dwarf miserable enough to go nuts right after he or she made an artifact.  Fast forward a few months and that happiness bonus would be gone and they'd be just as easy to drive bonkers as the next dwarf.
This

As I recall a dwarf who's made an artifact is completely immune to insanity unless the artifact they made is lost or destroyed, in which case they instantly go insane.
Nope. In the current version stolen/destroyed artifacts don't even cause a bad thought.
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someone12345

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Re: Moods and insanity
« Reply #4 on: January 08, 2014, 08:41:22 pm »

Okay, thanks.
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Quietust

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Re: Moods and insanity
« Reply #5 on: January 09, 2014, 09:26:46 am »

In the current version of Dwarf Fortress, there are seven events that can cause a unit to go insane, and 4 of those can be experienced by members of your fortress - a strange mood being forcibly cancelled due to workshop deconstruction (or magma forge losing power), a strange mood timing out (from being unable to claim a workshop or collect all of its items), extreme drowsiness (over 6 months without sleeping, which can really only happen if you lock the dwarf in a room filled with traps since they'll refuse to go to sleep and trigger a trap), and prolonged unhappiness (throwing one too many tantrums in a short period of time) if the dwarf has not completed strange mood.

If a dwarf completes a strange mood and creates an artifact, then even if they become Miserable and repeatedly throw tantrums, they will not go insane (unless they're kept awake for 6+ months). Dwarves which haven't completed a strange mood have a chance to go Insane each time they decide throw a tantrum - the actual mechanics are described here, based on studying a disassembly of the relevant code. Incidentally, this logic has existed since the earliest versions of Dwarf Fortress released, albeit less complicated back then (e.g. back in 23a, it didn't look at personality traits because they didn't exist yet).
« Last Edit: January 09, 2014, 09:29:17 am by Quietust »
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Sutremaine

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Re: Moods and insanity
« Reply #6 on: January 09, 2014, 11:50:38 am »

What is the timer for drowsiness-induced insanity? I was messing around with it a bit and had one dwarf go insane somewhere between 5 1/2 and 6 months in.
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someone12345

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Re: Moods and insanity
« Reply #7 on: January 09, 2014, 06:48:42 pm »

In the current version of Dwarf Fortress, there are seven events that can cause a unit to go insane, and 4 of those can be experienced by members of your fortress - a strange mood being forcibly cancelled due to workshop deconstruction (or magma forge losing power), a strange mood timing out (from being unable to claim a workshop or collect all of its items), extreme drowsiness (over 6 months without sleeping, which can really only happen if you lock the dwarf in a room filled with traps since they'll refuse to go to sleep and trigger a trap), and prolonged unhappiness (throwing one too many tantrums in a short period of time) if the dwarf has not completed strange mood.

If a dwarf completes a strange mood and creates an artifact, then even if they become Miserable and repeatedly throw tantrums, they will not go insane (unless they're kept awake for 6+ months). Dwarves which haven't completed a strange mood have a chance to go Insane each time they decide throw a tantrum - the actual mechanics are described here, based on studying a disassembly of the relevant code. Incidentally, this logic has existed since the earliest versions of Dwarf Fortress released, albeit less complicated back then (e.g. back in 23a, it didn't look at personality traits because they didn't exist yet).
Okay.
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kingubu

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Re: Moods and insanity
« Reply #8 on: January 09, 2014, 07:33:00 pm »

I am so psyched to have a new way to torment dwarfs.

Will dwarfs sleep in water?
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Togre

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Re: Moods and insanity
« Reply #9 on: January 10, 2014, 04:04:07 pm »

Now, I'm curious...what are the other three possible causes, which can't afflict your dwarfs?
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Quietust

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Re: Moods and insanity
« Reply #10 on: January 10, 2014, 05:23:45 pm »

Now, I'm curious...what are the other three possible causes, which can't afflict your dwarfs?
As listed on the "Insanity" page on the wiki:
* Diplomat that completed its meeting gets stuck inside your fortress
* Merchant gets stuck or disrupted ("Mule is stricken by melancholy!")
* Diplomat or Merchant gets trapped in a cage (distinct from the above two cases)

In the old 2D versions, an invader from the cave river / chasm / magma flow would go insane if it was caged, and prior to 0.27.176.38b a dwarf who became "obsessed" with his/her artifact would go insane if it was stolen or destroyed (though, as of 0.23.130.23a, a bug prevented this from ever happening).
« Last Edit: January 10, 2014, 09:37:15 pm by Quietust »
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