52043
« on: May 12, 2012, 07:17:38 pm »
If these "inventions" are not just alchemy (or cooking/brewing/maybe other farming skills, for "secret" recipes) moods, they need something to separate them from "normal" moods.
An invention is, if perhaps not by definition, something novel invented that can be replicated. Obviously, in order for this to be worth adding, it has to be something useful (not just a different, but functionally identical, kind of axe blade), but in order to be "balanced" against normal moods, it needs to have some balancing drawback. Maybe they need both materials to make a prototype AND something to record their invention on (slabs, obviously, but creating books or scrawling on cloth/leather could be neat). More likely, a "normal" mood would give something that a mere invention can't. For instance, an invention might be a mechanical thingy that rapidly impales things (a trap weapon along the lines of a menacing spike, but with more attacks per hit), or a special design of table found aesthetically pleasing (giving more happy thoughts to those seeing them); but a strange mood might give a statue that weeps blood whenever a guilty dwarf touches it, or a sword that can shoot flames at stuff its wielder sees.
Alchemy moods would probably be between the two. They'd require some random stuff you have lying around--probably plants, minerals, and organs (especially "rare" ones, like malachite, sunberries, or ant brain), but maybe wood, normal stone, clay, leather, and other random stuff--as well as a method of recording all of this. In exchange, you get a recipe for an alchemal concoction that could do anything, really, from turn the drinker into a toad with butterfly wigs for a while to causing him to breathe fire. Unless it wasn't meant to be drunk (e.g. an "oil" that would be applied to a weapon to make it sharper and/or ice cold or something), in which case ingestion would likely be fatal (or at least toxic). The dwarf making the mixture would have an inkling of how to use the invention, and would use it as soon as s/he had all the necessary stuff (e.g. drinking it for a potion, finding a weapon for a poison, etc). This could be good or bad.