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Author Topic: Strange Mood assignment question  (Read 2158 times)

Antikythera

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Strange Mood assignment question
« on: January 18, 2015, 03:26:25 am »

just coming back to DF after a year or so. had an issue with strange mood allocation in v34.11

from the wiki;
Quote
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since non-moodable skills are ignored, whenever possible make sure that each dwarf's highest moodable skill is one of those you want. Have all your peasants, farmers, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a "dabbling" skill is the highest moodable skill they have, that is the skill that will be used.

so I make sure any unskilled dwarf has dabbling weaponsmith or armoursmith but when they go into a strange mood they act as if they are unskilled and take possession of a craftdwarfs' workshop and I end up with a legendary crafter (wood stone or bone).

I think this is because my unskilled dwarves have professions other than one of the metalworking types, for example farmer.
again from the wiki;
Quote
The deciding factor for eligibility is a dwarf's actual profession.

can someone please confirm this? is the only way to use dabbling skill to assign moods to prevent the dwarves from gaining any profession other than metalwork (ie make them haulers)? should the wiki perhaps be changed?
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Larix

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Re: Strange Mood assignment question
« Reply #1 on: January 18, 2015, 07:25:41 am »

Which type of mood a dwarf gets depends only on skill, _not_ on profession (job title). A "farmer" with minimal skill in mechanics will make a legendary mechanism at the mechanics' workshop. I haven't played much .40.24, but the change log didn't mention changes to moods.

Profession only determines whether a dwarf can have a mood at all (babies and active military are excluded because of their "profession"; that's all the quoted bit from the wiki says), and governs the chance of a dwarf getting a mood compared to the chances other dwarfs have: it works like a raffle - low-profile jobs like peasants, farmers and children get few tickets, high-profile jobs like jewellers and smiths get several. If you only have one eligible dwarf, they still have a 100% chance, but if four peasants and one smith are eligible, the smith has ~47% chance of getting the next mood, each peasant will have ~13% chance.

If you can verify that dabbling skill is no longer sufficient to determine a mood, that may be worth a change in the "skills and workshops" paragraph.
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Nikow

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Re: Strange Mood assignment question
« Reply #2 on: January 18, 2015, 08:05:32 am »

As far as i saw, it depends from proffesion who is actualy doing your dwarf. Your peasant will be struck by mood only when he have some "moodable" job turned on. For example, peasant with turned on carpentry will not go to forge, even when he have some blackshithing.
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Quietust

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Re: Strange Mood assignment question
« Reply #3 on: January 18, 2015, 08:34:38 am »

Your peasant will be struck by mood only when he have some "moodable" job turned on. For example, peasant with turned on carpentry will not go to forge, even when he have some blackshithing.
Labor settings are completely irrelevant - only skill levels matter.
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Antikythera

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Re: Strange Mood assignment question
« Reply #4 on: January 19, 2015, 03:25:14 am »

Quote
peasant will be struck by mood only when he have some "moodable" job turned on.
this seems to be what I observed. though it seems to be against current understanding.

Just got my first fey mood this game.
Profession of Clerk; adequate record keeper, misc. novice farming skills, Dabbling armouring skill with armouring job enabled.
took a magma forge, created a pig iron helm and became legendary armourer.

So working as expected. I still want to test if having the job disabled affects things.
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Quietust

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Re: Strange Mood assignment question
« Reply #5 on: January 19, 2015, 07:28:08 am »

I suppose I'm going to have to re-analyze the strange mood code in 0.40.24 just to put this to rest - if I can remember, I'll have a definitive answer tonight.
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Antikythera

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Re: Strange Mood assignment question
« Reply #6 on: January 21, 2015, 11:30:30 am »

Had another strange mood. possessed which wont give skill but I assume the selection code is the same for all types of mood.

Dabbling weaponsmithing skill with the job deselected. Dwarf took over a magma forge and created a weapon.
but the profession was furnace operator which I think counted as a metal worker when I first encountered this so still not conclusive either way.

will post any further observations.
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Dozebôm Lolumzalìs

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Re: Strange Mood assignment question
« Reply #7 on: February 11, 2015, 04:56:48 pm »

Umm... no.  Weaponsmith --> weapon, armorsmith --> armor, blacksmith --> furniture.  That's the only way to get metal things, unless you use spoilercloth.  Furnace Operator isn't moodable, as far as I know, and it wouldn't make a weapon.
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Pirate Santa

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Re: Strange Mood assignment question
« Reply #8 on: February 11, 2015, 08:17:00 pm »

active military are excluded because of their "profession"
Actually it is possible to get active military to mood, I've had it happen a couple of times, however it would only seem to happen when they're a fresh recruit drafted within the last month or so. I've never seen a long standing militia member mood.
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Quietust

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Re: Strange Mood assignment question
« Reply #9 on: February 12, 2015, 07:30:29 am »

active military are excluded because of their "profession"
Actually it is possible to get active military to mood, I've had it happen a couple of times, however it would only seem to happen when they're a fresh recruit drafted within the last month or so. I've never seen a long standing militia member mood.
If you look at the wiki page, you will see that it explicitly mentions "Recruit" as a moodable profession, while all of the other trained military professions are excluded.
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PatrikLundell

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Re: Strange Mood assignment question
« Reply #10 on: February 16, 2015, 06:57:22 am »

It seems long standing military CAN get a mood. One of my original militia just got possessed, and he's been a full time militiadwarf for something like 15 years with 64 kills under his belt (mostly goblin invaders). One possible complication is that he's also appointed Champion. Also, this happened just after I'd released the militia from a Station order, in between the range of messages of the militia gaining civilian professions and the time they reverted back to their military one (with this dorf stated to become Champion twice [the second time after the mood message]).

I'd say there is a very small window when they briefly become civilian where a mood can get a hold.
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Niddhoger

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Re: Strange Mood assignment question
« Reply #11 on: February 16, 2015, 04:06:40 pm »

Quote
peasant will be struck by mood only when he have some "moodable" job turned on.
this seems to be what I observed. though it seems to be against current understanding.

Just got my first fey mood this game.
Profession of Clerk; adequate record keeper, misc. novice farming skills, Dabbling armouring skill with armouring job enabled.
took a magma forge, created a pig iron helm and became legendary armourer.

So working as expected. I still want to test if having the job disabled affects things.

Labor settins ARE irrelevant- profession is actually the deciding factor.  A dorf's profession will be whatever his highest skill is, so a peasant with a big 0 in all skills that gains 1 rank in weaponsmithing will become a weaponsmith.  He and a legendary+5 weaponsmith will have the chance for entering a strange mood AND will produce the same quality of artifact once they do.  THIS is what the wiki was referring too.  "useful" (aka non-crafting) moodable skills also have a higher chance of being selected.  So weaponsmiths have a ~3x higher chance of entering a mood than a farmer.  With both of these in mind, investing a little effort into making your hauler monkeys into a useful profession will increase your odds of winning the artifact lottery.  Now, if you get a legendary cheesmaker you aren't going to bother making him a legendary +1 armorsmith for strange moods.  However, if you get a dabbling fish cleaner it doesn't take -that- much work to make him an armorsmith (or w/e you want to mood).  Once they flip professions you can safely turn the labor off and let them resume being scud labor hauling monkeys. 

You said it yourself... those "farmers" will just make useless wood goblets and become legendary wood crafters.  This is because non-moodable skills default to wood crafting (or maybe stone crafting too) when that dorf is selected for a mood.  These are at hte lowest "weight" thankfully.  So if you can turn most of your armor of scud labor into "weaponsmiths" or another moodable skill, you can drastically reduce the chance of getting another artifact toy mini forge and actually gain more useful artifact weaponry and armor (or a some other legendary crafter of your choice). 
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Quietust

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Re: Strange Mood assignment question
« Reply #12 on: February 17, 2015, 07:36:16 am »

Now, if you get a legendary cheesmaker you aren't going to bother making him a legendary +1 armorsmith for strange moods.
Technically, you don't have to - the only benefit would be to increase his chance of selection. Though Cheesemaker is a moodable profession (i.e. it can enter a mood to begin with), it is not a moodable skill (i.e. one that will be used to produce an artifact), so getting Armorsmith to Dabbling would be enough.
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KingKaol

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Re: Strange Mood assignment question
« Reply #13 on: February 17, 2015, 03:21:01 pm »

I've had a situation where the dwarfs 'profession' hadn't changed yet, even though the skill I wanted had more points (and DT reported it as the 'highest moodable skill'), yet when my dwarf mooded it went with the lower skill.
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Quietust

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Re: Strange Mood assignment question
« Reply #14 on: February 17, 2015, 08:51:14 pm »

I've had a situation where the dwarfs 'profession' hadn't changed yet, even though the skill I wanted had more points (and DT reported it as the 'highest moodable skill'), yet when my dwarf mooded it went with the lower skill.
According to the "Skills and workshops" section on the Strange Mood wiki page (which is correct, since I wrote that part), it only looks at the skill level and not the amount of experience toward the next level, and if you have multiple moodable skills at that high level, it will randomly select one of them.

For example, if you have Professional Farmer who also happens to be a Proficient Armorer, Proficient Mason, Skilled Mechanic, and Adequate Weaponsmith, and that farmer enters a strange mood, there's a 50% chance of him entering an Armorer mood and a 50% chance of a Mason mood.

In other words, if Therapist says that a Proficient (500/900) skill will be selected over a Proficient (400/900) skill for a mood, it is wrong.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.