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Author Topic: Strange moods & professions  (Read 1518 times)

Twiggie

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Strange moods & professions
« on: July 04, 2009, 12:26:29 pm »

sorry if this has already been answered...

anyway, I have a dwarf with lots of experience in growing things. He shows up as a planter, but he also has five levels in armoring. will he get an armour mood?

i read the wiki article, but that just confused me somewhat.

thanks
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Ashery

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Re: Strange moods & professions
« Reply #1 on: July 04, 2009, 12:55:12 pm »

Correct, assuming he doesn't have any skills higher than his armorcrafting.

I tend to do that with all of my non-moodable professions (Planters, Pump Op/Haulers, etc), although I usually give them weaponsmithing over armor due to the fact that no quality silver weapons are useful for sparring.

Any of these professions are non-moodable:

    *  Ambusher
    * Animal caretaker
    * Animal dissector
    * Animal trainer
    * Architect
    * Brewer
    * Butcher
    * Cheese maker
    * Cook
    * Dyer
    * Fish cleaner
    * Fish dissector
    * Fisherdwarf
    * Furnace operator
    * Grower
    * Herbalist
    * Lye maker
    * Milker
    * Miller
    * Potash maker
    * Pump operator
    * Siege engineer
    * Siege operator
    * Soaper
    * Strand extractor
    * Thresher
    * Trapper
    * Wood cutter
    * Wood burner
    * All military skills
    * All social skills
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Albedo

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Re: Strange moods & professions
« Reply #2 on: July 04, 2009, 01:36:19 pm »

It's the highest moodable skill.  Only about 20 skills are "moodable".  If your dwarf has none, it defaults randomly to one of  stone/wood/bone craft.  It's that easy.

Any of these professions are non-moodable:

There's enough confusion, so let's be clear - "professions" are never "moodable";  "skills" either are or are not moodable.

Professions come from skills, but different dwarfs with the same listed profession could have high, low, or no levels of one or more moodable skills.

Different professions have different chances to catch a mood (there is only one at any one time, and only about 2/year on average), but the profession does not determine the skill that gets mooded.  It's the highest moodable skill (altho' if that's high enough, that will also be the profession.)
« Last Edit: July 07, 2009, 03:09:29 pm by Albedo »
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Dwarfu

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Re: Strange moods & professions
« Reply #3 on: July 05, 2009, 01:42:46 am »

I don't remember seeing this on the wiki, but you may need a regular workshop instead of a magma-related one sometimes.  I just had a glassmaker go fey while he was working at the magma glass furnace but went and stood in the dining room until I built a regular glass furnace, which he then claimed.
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ousire

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Re: Strange moods & professions
« Reply #4 on: July 05, 2009, 03:58:06 am »

some of the non mood skills would be very funny if they could get a mood. like soap maker or animal dissector
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Twiggie

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Re: Strange moods & professions
« Reply #5 on: July 05, 2009, 06:03:24 am »

thanks guys, very helpful
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Rvlion

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Re: Strange moods & professions
« Reply #6 on: July 16, 2009, 07:24:05 am »

I think it is funny when children get a mood...
Barely out of his/her daipers and already a legendary crafter and constantly busy smoothing and engraving my fortress.
(yes all the children have to work for their booze!!!)
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