Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Conditioning for fell moods  (Read 2246 times)

Lagslayer

  • Bay Watcher
  • stand-up philosopher
    • View Profile
Conditioning for fell moods
« on: January 10, 2011, 02:33:38 am »

There is something I want to try, and it requires a dwarf get a fell mood.



What is the approximate happiness range for them to get it?


Do they need specific skills for a fell mood? I know they will come out either a leatherworker or bonecrafter, but I'm curious if they need one of them for the mood to happen, because in my experience, a dwarf with no moodable skills gets posessed and claims a craftsdwarf's workshop.

Do bonecrafter fell moods suffer from the disappearing materials glitch?




edit: colors
« Last Edit: January 10, 2011, 02:52:25 am by Lagslayer »
Logged

AngleWyrm

  • Bay Watcher
    • View Profile
Re: Conditioning for fell moods
« Reply #1 on: January 10, 2011, 02:49:05 am »

The purple & green text was nearly impossible to read. The yellow text was alright though.
Logged

melomel

  • Bay Watcher
    • View Profile
Re: Conditioning for fell moods
« Reply #2 on: January 10, 2011, 03:23:34 am »

No idea on any of it, though in earlier versions any dwarf (kids included) could get a fell mood, so I'm guessing they don't need the skill.

I think they have to be kept miserable for a good while--not so much that they go insane, because I don't think they can mood at that point.

I wouldn't be surprised if the bug affected all bone artifacts.
Logged
I HAVE THREE HUNDRED THOUSAND CRAFT ITEMS. I WILL TRADE THEM ALL FOR CHEESE.
7+7

Ieb

  • Bay Watcher
  • A Breakdancing Ogre
    • View Profile
Re: Conditioning for fell moods
« Reply #3 on: January 10, 2011, 03:48:28 am »

Wiki says that only "unhappy" dwarves can have fell or macabre moods, and since I've never had the pleasure of seeing either one, I figure everything below Unhappy is being used as the parameter for those moods. Unhappy for Macabre, Very Unhappy for Fell perhaps? Or maybe it's again random.
Logged

Psieye

  • Bay Watcher
    • View Profile
Re: Conditioning for fell moods
« Reply #4 on: January 10, 2011, 05:43:55 am »

As I understand, you need to surf right next to the boundary of tantrum spiral. When you get a mood while surfing this twilight happiness zone, then you get your macabre mood. Any skills, any workshop - Toady understands it's ridiculously rare to get these dark moods so he made the rest of it easier.
Logged
Military Training EXP Analysis
Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Lagslayer

  • Bay Watcher
  • stand-up philosopher
    • View Profile
Re: Conditioning for fell moods
« Reply #5 on: January 10, 2011, 09:29:08 pm »

Ok, I'll make a new fort and give this a shot. If it is successful, I'll post the results. What is it that I am trying, you ask? That's a secret.

fijkus

  • Bay Watcher
  • "Reapers"
    • View Profile
Re: Conditioning for fell moods
« Reply #6 on: January 10, 2011, 10:42:40 pm »

Wiki says that only "unhappy" dwarves can have fell or macabre moods, and since I've never had the pleasure of seeing either one, I figure everything below Unhappy is being used as the parameter for those moods. Unhappy for Macabre, Very Unhappy for Fell perhaps? Or maybe it's again random.

They talked about it in DFTalk. My understanding is that it goes like this:

1. Can you make the artifact this turn?
2. If one is yes, pick a dwarf with a grasp.
3. Is the dwarf unhappy?
4. If three is yes, then there is a fifty fifty chance of a macabre or a fell mood.
5. If Urist McMoody is in a fell mood, murder nearby dwarf.
6. Drag dwarf corpse to nearest jewler or butcher workshop.
7. Watch as artifact is made.

I would suggest making sure that there is some bones and such nearby for your experiment so that you can still profit in case Urist McMoody doesn't decide to just go a little crazy for a while.
Logged

Psieye

  • Bay Watcher
    • View Profile
Re: Conditioning for fell moods
« Reply #7 on: January 11, 2011, 03:17:34 am »

Put two dwarves who hate each other in the same isolated burrow, exposed to the weather, with lots and lots of plump helmets to eat and plump helmet booze to drink (dwarven wine), and make sure neither of them has a preference for it. No bed, no other companionship, no preferences set so they don't try to do anything useful. Put a whole lot of workshops in there and a nearby stockpile of adamantine precursors for a better artifact. Run a few-dwarf fort so the odds are better of it being one of them.
Warning: you need at least 20 mood-elligible dwarves before the mood checks happen. Elligible meaning they have grasp and they've not made an artifact before. So yes, the above idea is good but you need more than 2 unhappy dwarves unless you want to rely on major luck.
Logged
Military Training EXP Analysis
Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

fijkus

  • Bay Watcher
  • "Reapers"
    • View Profile
Re: Conditioning for fell moods
« Reply #8 on: January 11, 2011, 05:37:10 am »

Put two dwarves who hate each other in the same isolated burrow, exposed to the weather, with lots and lots of plump helmets to eat and plump helmet booze to drink (dwarven wine), and make sure neither of them has a preference for it. No bed, no other companionship, no preferences set so they don't try to do anything useful. Put a whole lot of workshops in there and a nearby stockpile of adamantine precursors for a better artifact. Run a few-dwarf fort so the odds are better of it being one of them.
Warning: you need at least 20 mood-elligible dwarves before the mood checks happen. Elligible meaning they have grasp and they've not made an artifact before. So yes, the above idea is good but you need more than 2 unhappy dwarves unless you want to rely on major luck.

A mini-fort, then? Some sort of self sufficent fort-within-a-fort that can sustain a population of unhappy dwarves while keeping them away from the anti-depresent dining room and the rest of the population in case of an accidental tantrum spiral. And if they do spiral, just scrape them off the walls and floors and send in the next batch of victimsvolunteers for !!SCIENCE!!?

I feel like a horrible person now. People are going to start setting up Dwarven concentration camps where they herd up their immigrants and surf that fine line between trantrum spiral and mearly unhappy, just to get a fell mood artifact. I just know it.
Logged

nanomage

  • Bay Watcher
    • View Profile
Re: Conditioning for fell moods
« Reply #9 on: January 11, 2011, 05:53:21 am »

could caging dwarves possibly help?
dunno if caged dwarves are eligible for moods.
You could just cage all the incoming migrants and wait until they die or go moody.
Logged

Psieye

  • Bay Watcher
    • View Profile
Re: Conditioning for fell moods
« Reply #10 on: January 11, 2011, 06:50:13 am »

Put two dwarves who hate each other in the same isolated burrow, exposed to the weather, with lots and lots of plump helmets to eat and plump helmet booze to drink (dwarven wine), and make sure neither of them has a preference for it. No bed, no other companionship, no preferences set so they don't try to do anything useful. Put a whole lot of workshops in there and a nearby stockpile of adamantine precursors for a better artifact. Run a few-dwarf fort so the odds are better of it being one of them.
Warning: you need at least 20 mood-elligible dwarves before the mood checks happen. Elligible meaning they have grasp and they've not made an artifact before. So yes, the above idea is good but you need more than 2 unhappy dwarves unless you want to rely on major luck.

A mini-fort, then? Some sort of self sufficent fort-within-a-fort that can sustain a population of unhappy dwarves while keeping them away from the anti-depresent dining room and the rest of the population in case of an accidental tantrum spiral. And if they do spiral, just scrape them off the walls and floors and send in the next batch of victimsvolunteers for !!SCIENCE!!?

I feel like a horrible person now. People are going to start setting up Dwarven concentration camps where they herd up their immigrants and surf that fine line between trantrum spiral and mearly unhappy, just to get a fell mood artifact. I just know it.
Yes, a mini-fort like that would work. And trust me, this is hardly the most horrible idea people are going to try out. You ain't seen the void in DF players until you read about the mermaid farm, the necromancer tower and... I'm sure there was something else equally appalling but my memory must be repressed.
Logged
Military Training EXP Analysis
Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

fijkus

  • Bay Watcher
  • "Reapers"
    • View Profile
Re: Conditioning for fell moods
« Reply #11 on: January 11, 2011, 07:04:58 am »

Put two dwarves who hate each other in the same isolated burrow, exposed to the weather, with lots and lots of plump helmets to eat and plump helmet booze to drink (dwarven wine), and make sure neither of them has a preference for it. No bed, no other companionship, no preferences set so they don't try to do anything useful. Put a whole lot of workshops in there and a nearby stockpile of adamantine precursors for a better artifact. Run a few-dwarf fort so the odds are better of it being one of them.
Warning: you need at least 20 mood-elligible dwarves before the mood checks happen. Elligible meaning they have grasp and they've not made an artifact before. So yes, the above idea is good but you need more than 2 unhappy dwarves unless you want to rely on major luck.

A mini-fort, then? Some sort of self sufficent fort-within-a-fort that can sustain a population of unhappy dwarves while keeping them away from the anti-depresent dining room and the rest of the population in case of an accidental tantrum spiral. And if they do spiral, just scrape them off the walls and floors and send in the next batch of victimsvolunteers for !!SCIENCE!!?

I feel like a horrible person now. People are going to start setting up Dwarven concentration camps where they herd up their immigrants and surf that fine line between trantrum spiral and mearly unhappy, just to get a fell mood artifact. I just know it.
Yes, a mini-fort like that would work. And trust me, this is hardly the most horrible idea people are going to try out. You ain't seen the void in DF players until you read about the mermaid farm, the necromancer tower and... I'm sure there was something else equally appalling but my memory must be repressed.

Well, the mini-fort does have other possible applications which make me feel less bad. You could also use it as a sort of... let's say vault. A vault contianing selected members of your civilization, who I shall referr to as 'vault dwellers'. If something horrible were to happen to cause the rest of your fortress to be killed off, then you could wait until whatever killed you wandered off to do other things, open up the vault, reclaim the fortress from dirty communistsHFS with your vault dwellers and rebuild. Possibly as a xenophobic hermit fort.

Granted, the vault dwellers will be at war with every civilization that sends trade caravan and migrants have less of a chance to get to your fortress, but that's a small price to pay for !!SCIENCE!!.
Logged

thegoatgod_pan

  • Bay Watcher
    • View Profile
Re: Conditioning for fell moods
« Reply #12 on: January 12, 2011, 03:13:06 am »

I got a macabre mood once, it never completed, it took place in a butchershop, a it was a child that went moody. It had recently lost several friends and siblings and a parent, and it had forgotten beast disease, fatal for the other children. Hope that helps for setting up the conditions.
Logged
More ridiculous than reindeer?  Where you think you supercool and is you things the girls where I honestly like I is then why are humans on their as my people or what would you?

Di

  • Bay Watcher
    • View Profile
Re: Conditioning for fell moods
« Reply #13 on: January 12, 2011, 07:14:22 am »

A mini-fort, then? Some sort of self sufficient fort-within-a-fort that can sustain a population of unhappy dwarves while keeping them away from the anti-depressant dining room and the rest of the population in case of an accidental tantrum spiral.
Chances still aren't too hight. I say you'll need some sort of self sufficient fort-within-a-fort that can sustain a population of happy dwarves while keeping them away from the depressant dining room and the rest of the population in case of an accidental tantrum spiral.  :D
Lock baron, mayor and some useful dwarves with legendary dinning room, stockpile of masterfully cooked plump helmet roasts and abundance of sunshine. Leave ponds without well and plump helmets for those whom you want to turn into artifact tables and legendary bonecarvers. To speed up things you can let them idle in small meeting zone for a year and then start randomly killing of them until you reach targeted happiness level (dwarf therapist can be of great help here)
Logged
Quote from: Creamcorn
Dwarf Fortress: Where you meet the limit of your imagination, moral compass, sanity and CPU processor.
http://www.bay12forums.com/smf/index.php?topic=103080.0 Fix sober vampires!
http://www.bay12forums.com/smf/index.php?topic=91442.0 Dwarven Cognitive Science

Psychobones

  • Bay Watcher
    • View Profile
Re: Conditioning for fell moods
« Reply #14 on: January 12, 2011, 01:52:36 pm »

Forgive my stupidity here, but what exactly is the desired level of unhappyness?
Logged
Pages: [1] 2