Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: A couple of Mood questions  (Read 610 times)

River Rat

  • Bay Watcher
    • View Profile
A couple of Mood questions
« on: February 06, 2015, 11:52:45 pm »

First, what determines what material the dwarf grabs.  Say he needs metal.  Will he go for the absolute closest metal bar he can grab, or will he make a choice?  If a choice what determines the choice?

Second, at what point does he choose his workshop?  What I'm thinking of doing is setting up a mood burrow, with one of every workshop and only the best materials stored there.  Would it be possible when the game pauses and does the strange mood announcement to immediately assign the moody dwarf to that burrow?  Or has he already started heading for a workshop when the message comes through?
Logged

utunnels

  • Bay Watcher
  • Axedwarf
    • View Profile
Re: A couple of Mood questions
« Reply #1 on: February 07, 2015, 01:13:01 am »

I'm not sure about all of your questions.

But it is easy to forbid all bars via the stocks menu, then unforbid the one you want him to fetch.
Logged
The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

PatrikLundell

  • Bay Watcher
    • View Profile
Re: A couple of Mood questions
« Reply #2 on: February 07, 2015, 02:59:49 am »

If adamantine is available, I think they will take that. I also think a dwarf's individual preferences may influence what to select if the desired material is available (likes cinnabar? You may become the lucky owner of a cinnabar crown!).
utunnels' proposal is probably the easiest one, although it will of course affect the whole fortress while the bugger gathers the stuff. Personally I don't care, since they usually produce junk items anyway (artifact crutches, cups, sceptres, step ladders...). If I WERE to go through the process of materials selection, I would also save scum to ensure I get something at least marginally useful out of it.
Logged

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: A couple of Mood questions
« Reply #3 on: February 07, 2015, 07:39:49 pm »

First, what determines what material the dwarf grabs.  Say he needs metal.  Will he go for the absolute closest metal bar he can grab, or will he make a choice?  If a choice what determines the choice?

If it's a metalworking mood (and the primary material is a metal), then there are 3 options:

* if you have any adamantine wafers, he will demand 1-3 adamantine wafers. If you're modded and have multiple DEEP metals, he'll demand 1-3 bars/wafers of whichever type happens to be closest.
* if he has a favorite metal and you've smelted at least one bar of that, he will demand 1-3 bars of that metal.
* otherwise, he will demand 1-3 bars of "any type of metal" and will pick whatever's closest.

If it's a clothesmaking mood (and the primary material is a type of cloth), then there are 5 options:

* if you have any adamantine cloth, he will demand 1-3 pieces of adamantine cloth. If you're modded and have multiple DEEP cloth-metals, he'll demand 1-3 pieces of whichever type happens to be closest.
* if he has a favorite type of silk, he will demand 1-3 pieces of any silk cloth
* if he has a favorite type of plant fiber, he will demand 1-3 pieces of any plant fiber cloth
* if he has a favorite type of yarn, he will demand 1-3 pieces of any yarn cloth
* otherwise, he will randomly pick one of the 3 cloth types (silk, plant fiber, or yarn) and demand 1-3 pieces of it

Glassmakers will demand their favorite type of glass if you've made raw glass of that type; otherwise, they'll pick one randomly (but still limited by what you've made).

Bone carvers will only demand shells if they have a preference for them, otherwise they'll demand bones.

For anything else, it's random.

If you want to see how it actually works, take a look at the source code for the "strangemood" DFHack plugin, which was pretty much written directly based on a disassembly of DF's own code. I haven't verified all of it against 0.40.24, but it should be mostly correct.
« Last Edit: February 07, 2015, 07:51:54 pm by Quietust »
Logged
P.S. If you don't get this note, let me know and I'll write you another.
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.

River Rat

  • Bay Watcher
    • View Profile
Re: A couple of Mood questions
« Reply #4 on: February 08, 2015, 09:52:38 am »

Thanks for all the info!  As long as he will fetch addy first I'll just trust the rest to the Gods of Randomness.
Logged

Iapetus

  • Bay Watcher
    • View Profile
Re: A couple of Mood questions
« Reply #5 on: February 08, 2015, 05:00:18 pm »

* if he has a favorite metal and you've smelted at least one bar of that, he will demand 1-3 bars of that metal.

By "you've smelted at least one bar of that" do you mean "you have a smelted bar", or do you mean "you have in the past smelted one, even if you no longer have it"?
Logged
Engraved on the floor is a well-designed image of a kobold and a carp.  The kobold is making a plaintive gesture.  The carp is laughing.

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: A couple of Mood questions
« Reply #6 on: February 08, 2015, 06:43:01 pm »

* if he has a favorite metal and you've smelted at least one bar of that, he will demand 1-3 bars of that metal.

By "you've smelted at least one bar of that" do you mean "you have a smelted bar", or do you mean "you have in the past smelted one, even if you no longer have it"?
The latter - the act of smelting a bar of a dwarf's favorite metal is what permits that dwarf to demand it during a strange mood, presumably a safeguard to prevent dwarves from demanding a favorite metal that you cannot possibly make. Trading for bars of the metal has no effect, but trading for ore and smelting it does.

Glassmakers work the same way - making at least one piece of raw clear/crystal glass will allow them to demand it during moods.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
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.