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40d Talk:Personality trait

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incoming redirects[edit]

I tried to add redirects TO this page FROM pages such as "Personality" or "Attitudes" and other likely search strings but I couldn't get it to work. --DDouble 00:46, 12 November 2007 (EST)

Taking example on other redirects, you'd need to created the page you wish to redirect from and then add #REDIRECT [[Name of article]]. --Eagle of Fire 00:59, 12 November 2007 (EST)

decision-making traits[edit]

What trait do you suppose "takes time when making decisions", and "Often does the first thing that comes to mind" fall under? --GauHelldragon 16:20, 12 November 2007 (EST)

CAUTIOUSNESS. -- Zaratustra 16:56, 12 November 2007 (EST)

Where did you get all this data?! It is delicious D: --GauHelldragon 17:22, 12 November 2007 (EST)

Memory_hacking/v0.27.169.33a -- Zaratustra 17:52, 12 November 2007 (EST)

Effects of personality traits on gameplay[edit]

So, do these affect the game at all and if so, how? The article completely fails to mention this.--Siliziumleben 17:15, 3 January 2008 (EST)

They do affect creature behavior, but only in some places (according to Toady). What places? He hasn't said, and we're mostly just guessing. "More testing is needed!" Fedor 23:07, 3 January 2008 (EST)
It's been stated that they affect what skills a trader uses when trading --Edward 23:47, 3 January 2008 (EST)
I've run SOME tests, though it's really hard and the results could be flawed. It involved maxing out, and minimising traits, one at a time, on the starting parties, then doing the same actions repeatedly and seeing what happened. All other traits but the ones to be tested were held at 50%. Activity level has to do with how often they take breaks, I've noticed. Diligence has to do with how hungry/thirsty/tired they have to get before they stop working, I think, and how likely they are to drop a job mid task. The rest are yet to be tested. It's a kinda boring thing to test... Oh, and keep in mind: Random chance could have influenced my results, sadly.Le Blue Dude 11:14, 26 February 2008 (EST)
Thanks for this work though, I am very interested to find out if other anecdotal evidence is true: Does appreciation of nature lead certain dwarves to take their breaks outside? Does artistic inclination create better engravings ("Dwarves speaking with dwarves" compared with really cool engravings describing recent events)? Does anger make the dwarf easier to upset from the loss of a loved one or masterpiece? --DDouble 22:04, 27 July 2008 (EDT)
Pretty sure that if you have "S/he never becomes angry" on your dwarf, then they'll never tantrum regardless of their happiness level. A dwarf from one of my fortresses was kept in the Very Unhappy/Miserable happiness range for quite a long time. I was wondering why he didn't snap until I looked on his personality sheet and saw he had the "Never becomes angry" trait. --Ancient Thingy 15:04, 19 July 2009 (UTC)
You need a good sample size for any sure deductions, but I've become suspicious that:
  • Confident dorfs will dig a channel underneath themselves and drop a square where the others might be stuck on a 1x1 elevated square during a large channel dig
  • Dorfs that defy convention will dig at a square from the right hand side instead of the left
  • Dorfs that would never put themselves before others will rent the cheapest room in the fort
  • Dorfs that are bored by reality soon go crazy
(Them and the rest of us) Dorf and Dumb 10:00, 24 October 2009 (UTC)

Grudges?[edit]

Do grudges affect anything?

My dwarves get unhappy thoughts when they're forced to talk to their annoying grudge. (If other effects exist, I've not noticed.) --Fish Aug 30, 2009 (EST)
There's a unique thought for when a grudge dies, which I think can be positive or negative depending on personality. I've seen the negative version myself. --nil

Have more been added recently?[edit]

Do we know if Toady has been adding more in recent versions since they were introduced? --DDouble 22:06, 27 July 2008 (EDT)

Bipolar dwarves AKA "Why so serious?"[edit]

So, by editing the raws, can a dwarf have both "...is in a constant state of internal rage" and "...Often feels filled with joy"? Or have both "...revels in chaos and disorder" and "...loves to make lists and keep schedules"? Then just max out the comedian skill and somehow give them "...absolutely detests Batmen". --Smartmo 16:07, 13 January 2009 (EST)

You would ahve to edit hardcode. Actually not just edit, but write. Also, you'd have to edit how the game interperets these... etc. It just wouldn't work. YOu could suggest on the Bay12 forums that toady make bipolar dwarves who change between attributes. As for "absolutely detests batmen"... it's entierly chance that they detest any given animal. You'd have to make batmen vermin, though, to be elligible. --Sensei: Last seen somewhere in the Basic Jungle of Terror 01:04, 27 May 2009 (UTC)
Those are all different traits (anger, cheerfulness, liberalism and orderliness)unsigned comment by Nillions

Managers and intellectual curiosity[edit]

I have been experimenting with the manager exploit and noticed that some dwarfs, even with no labors assigned will show "no job" rather than verify items in the queue or work as bookkeepers. I am pretty sure it has to do with intellectual curiosity. Someone else should verify this. Simply assign a dwarf with one of the lower value traits as the manager/bookkeeper and queue some tasks. Make sure they have an office and all labors are disabled. --Kwieland 13:17, 1 April 2009 (UTC)

Are you sure they haven't gotten the records up to the specified accuracy, and simply don't have more updating to do? They usually get it all done at once, and then the records only need to be updated every now and then. --LegacyCWAL 13:41, 1 April 2009 (UTC)
I am certain about the manager, they should verify tasks if tasks exist. I'm not sure about bookkeepers. Why do some bookkeepers work diligently (even in advanced fortresses where the levels are "up to par") and thus level quickly while others take a long time? Perhaps it is tied to how many things are being created (stone/crafts/logs/etc)? Maybe when caravans come they have to spend more time?--Kwieland 14:37, 2 April 2009 (UTC)

um.."he is very active" "he lives life at a leisurely pace" "sense of duty" not good enough? --Koltom 23:39, 31 July 2009 (UTC)

Apathetic dwarf?[edit]

I noticed one of my dwarfs has a trait that doesn't seem to be on the list. "She doesn't really care about anything anymore." --Magog 10:11, 18 July 2009 (UTC)

Yep. I think it's a special case, since there only seems to be a boolean occurrence of this. Either the dorf has seen so much death he doesn't find life exciting anymore, or he hasn't. --AbuDhabi 14:35, 31 July 2009 (UTC)

I just found a few old threads on the forum that are about this, this one is pretty good. It seems the trait is acquired by witnessing other creatures die, and ranges from "has witnessed death" at it's lowest point, to "doesn't really care about anything anymore" at it's highest. The higher this trait gets, the less upset a dwarf seems to get when a creature they care about, like a pet, friend, or relative, dies. So I guess it's really a rating on how "desensitized to death" a dwarf is. Not at all a bad thing to have considering how lethal a tantrum spiral can be to a fortress. --Slowness 22:10, 4 September 2009 (UTC)

Merge with...?[edit]

This page is almost identical to Personality modding, which links here. Perhaps it should be merged/redirected? --Cthom06 03:48, 5 October 2009 (UTC)

Wow. How... pointless. Looks like a project started that never got past stage one. I see almost no hard info that exists on that page that's not here. More a deletion, I'd say. If anyone sees something worth saving that I missed, copy it over to here.--Albedo 21:52, 5 October 2009 (UTC)

Social/Broker skills[edit]

I've added my findings concerning social skills. This was done using an unmodded fort with about 100 non-baby dwarves - babies don't show/have? broker skill levels. Obviously correlation does not equal causation, but in this case the results matched up so neatly (eg., the ONLY half dozen or so dwarves with below average straightforwardness were the ONLY ones with no experience - not even dabbling - in Consoler, as well as being the ONLY ones with any experience in Liar ... no other trait was shared by all of them and only them) that it would be very unlikely to be purely by chance, especially since they make so much sense.

If someone wants to do some modding to verify this 100% feel free to do so. You could also simply look at a dwarf or two who fits the personality criteria to confirm they lack/have the associated skill. For the moment though, I think it's safe to include this info.

This is my first major edit, so sorry for any formatting mistakes as I'm a bit unfamiliar with the way tables are laid out. Feedback is welcome! Nemokara 05:37, 9 October 2009 (UTC)

Usually, with a radical change, it's proposed on this page and "discussed" first, and then edited in once additional input/confirmation/support/refutation comes in. Especially with words like "never" and "only", such absolutes could prove to be premature. I don't have any specific concrete info, but have been looking at some of the same quirks - who gets what skill, and why (You edited my last edit in the experience article re "broker skills" - but it looks like it's in the ballpark. Whether or not it proves 100% perfectly accurate, good catch.--Albedo 20:25, 13 October 2009 (UTC)

I can also state (with relatively good accuracy, feel free to double-check me) that low-friendliness (under 40) dwarves do not use Conversation. That should probably get added onto the table. I don't know how to HTML that, though. I'm also adding a section for the relationship between traits and social skills onto the Social skill page.

Quick to anger[edit]

I hear that the quicker a dwarf is to anger, the more likely they are to go berserk after a failed mood or when driven into insanity. Is this true, and has it been proven? KoboldInDisguise 23:06, 2 January 2010 (UTC)

Exploit idea?[edit]

I had an idea when setting up a new fortress to move into. What if I gave a dwarf mutually exclusive social skills to start? Would that force him to get training in all of them? TESTING TIME! (I'll get back to ya'll, I promise.) EDIT: I'm back. It sorta works. More testing is required to prove this, but this guy had traits that best fit his starting skills, namely most in the middle. He doesn't have low enough straightforwardness to get liar skill, and that would be mutually exclusive with consoler (which he is getting). Not really an exploit, but perhaps can be used to get a good leader to start. Actually, I just realized this, but the traits are pre-generated, which is weird, because a skill he "couldn't get" was a choice for skills. It might have changed them later to fit, or could be a coincidence. Oh well. --Waladil 02:18, 12 January 2010 (UTC)