#Strange mood causing dwarf mental breakdown

37 messages · Page 1 of 1 (latest)

fluid cove
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There seems to be a bug in the latest version that causes some strange mood crafting events to never finish crafting, resulting in the dwarf working till they mentally break and are killed by other dwarves.

formal nova
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Are you sure they had all the materials they needed to complete the crafting job? They don't always just need standard materials. I screwed myself over once by refining all of my bituminous coal, then a dwarf wanted some raw to craft with and I couldn't find any in time before they went mad.

muted charm
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When they are sitting in the workshop not moving, click on the workshop, and see if they are still asking for anything specific like bones or cut gems etc. They aren't working until it says "has begun a mysterious construction"

fluid cove
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Yeah they were asking for stuff. Is that something we have to respond to?

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They literally just wait on the player till the point of insanity if they don't have the materials on-hand?

nova stirrup
fluid cove
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Huh, well I guess it's not really a bug then. Weird

robust lark
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yeah, that's just how strange moods work
they claim a workshop if the proper one is available, they ask for items in sequence, then make their artifact
and if there's a month(?) wait between steps, they go insane

tough hazel
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You need to figure out what they're asking for, and the way they ask for it differs depending on the type of strange mood. A fey mood just tells you what they want without being weird about it ("I must have raw clear glass!") but other moods are less forthcoming and require some intepretation.

stiff flame
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Just go read dfwk for such matters

fluid cove
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And how do I actually provide the resources they want to them? I just had one that was requesting wood, so I ordered the copping of a bunch of trees, but then the dude never actually went to go get the wood once it was in the stockpile right next to him.

noble needle
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He was probably looking for a specific type of wood. It could have been some surface wood or something found in the caverns

fluid cove
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Is this a disableable mechanic?

hollow patrol
hollow patrol
fluid cove
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More like... the dwarves give up after a period of time?

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I wasn't asking for ai-expansion lol

hollow patrol
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I think kinda the point of the mood is that they have received otherworldly or divine inspiration, and madness is the price they pay for failing it.
This is borne out by dwarves who have successfully completed a mood being immune to insanity at all in the future.

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Some of the strange mood alerts imply that 'lore wise' the dwarf is not in charge here - possessed and fey moods being the most obvious.

nova stirrup
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it's a bit unintuitive that they request them in order, but the end results are more or less the same. if you don't have all the requested materials, they won't be able to make the thing and will eventually go insane.

you can also see what things they've already grabbed by looking at the workshop inventory. also, they may sometimes request multiples of a single thing, so if you're sure you have all of the requested items, you might just not have enough

fluid cove
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Well that's even more confusing because the message that tells me what they need rotates through them rather than listing them, so I don't actually know which is first?

nova stirrup
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right, it doesn't really matter which is first though, just that you have all the items they need

fluid cove
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And how can I easily tell which of the items I don't have?

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Because as far as I can tell with the Stocks menu, I have everything needed.

nova stirrup
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look at the workshop they claimed and see what's already there

fluid cove
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mk

nova stirrup
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the stocks menu only tells you all of the items that exist in your fortress, regardless of if those items are currently claimed or in use by something else

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the one other caveat is that the items the dwarf needs must be in a stockpile somewhere that they can access. they will make claims to things before any other task, so you don't have to worry about the items getting sucked up by other tasks in the fort, just they have to be provided the items

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the benefit to strange moods is that the item they make becomes an artifact for your world, and the creator immediately becomes a legendary crafter for whatever crafting skill was used

fluid cove
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Gotcha. On my first fortress I had no problems meeting all the conditions they required during moods so I never had trouble with them going nuts. I'm not sure why I am on this fort, because this one is significantly better imo

late axle
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Sometimes dwarves do infinitely gather materials for strange moods. I saw this once during testing but was unable to replicate it properly.

fluid cove
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This is what I feel like it might be

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As I appear to have everything they could possibly need by this point.

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Well, this time it's my Mayor whose been possessed. Lets really hope he doesn't go bonkers this time

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Luckily he found everything he needed this time 😅