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If he goes insane and becomes an NPC, however, you are in trouble. If he goes on a rampage, but remains a citizen, you should keep him locked in there until he dies of natural causes. If he goes insane, you may as well let him out if you need the workshop. If doors do not exist, then you should place them. In any case, the best thing to do if you can't complete an artifact is to lock the doors to the workshop/room. Even worse, sometimes he will become an NPC. Sometimes he will remain a citizen, and will act as if he is tantruming, which means you can keep him locked up until he dies. This will generate the message "*dorf* has gone on a rampage!", in red. Both of these will generate the message, in yellow "*dorf* has gone insane"! However, another result is a murderous rampage. He will sometimes go insane, but run around like a lunatic until he dies of thirst or hunger. He can go insane, and then jump off a cliff and die. This will manifest itself in several diffrent effects. If a dwarf mopes too long (either if he can't find the right workshop or he can't get the items he needs) he will eventally go crazy. If he doesn't, he will proceed directly to point 3.ģ- What happens if he mopes too long and fails to make the artifact? If he gets all the stuff, then you can check out point 4. However, by looking at the workshop using q, the dwarf will give you clues as to what stuff he wants. If he can't find the item he wants, he will sit in the workshop and mope. Sometimes this can be as simple as "any wood" or "any stone" or complex as a certain exact type of uncut gems. When he is in his workshop, he will attempt to claim the items he wants for his artifact. Otherwise he will fail to make the artifact and you can go to point 3. If he does this with your only metalsmith it is really annoying. One is that he will pick a random workshop, take it over, and then convert it to the one he wants permanently. If he is allowed to mope for too long, one of two things will happen. If you do not have this workshop, he will mope. If you have at least one workshop of the type he wants, he will rush to it, kick out whoever is working in there and claim it. He will then pick a creation skill (random if he has none, or his best skill if he does) and attempt to claim a workshop. If a dwarf enters a strange mood, you will instantly pause and center on him. If he doesn't have a tradeskill to support a mood he will make a random craft and then adopt that skill - but I'm getting ahead of myself.Ģ- What will happen if my dwarf enters a strange mood? This means that anytime you do not have a dwarf in a strange mood, they may just go crazy. Only one crazy dwarf is allowed at a time. The second is that there can't currently be a dwarf allready in a strange mood. However, when the first winter starts and the new dwarves come it's open season. None of your first eight dwarves will ever enter a strange mood. The first is that you must have recieved your first group of immigrants. In order to get a dwarf in a strange mood, two things must be true. In fact it really is only a matter of time before you get your first clinically insane dwarf. While some may consider that a special event like this has some sort of major important prereq for it occuring it can actually happen to almost anyone. How you HANDLE this potentally dangerous dwarf is the important part, and that is what this guide covers.ġ- What do I need to make my dwarf enter a strange mood? They can also be disruptive or downright dangerous. In many cases, artifact moods may be one of the best things you can get. A Short guide to everything you need to know about Dorfs and Artifacts.Īrtifact moods are one of the more important elements of the game to understand.