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Editing 23a:Preferences

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Each dwarf prefers particular materials, objects, animals, and foods.  These types may or may not be generally thought of as preferable, valuable or even useful.  A given dwarf may display many, a few, or (theoretically) even none of these preferences.
 
Each dwarf prefers particular materials, objects, animals, and foods.  These types may or may not be generally thought of as preferable, valuable or even useful.  A given dwarf may display many, a few, or (theoretically) even none of these preferences.
  
Each unit's preferences consist of the following:
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Preferences generally include:
* Various materials:
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:* a type of [[stone]]
** a random gray [[stone]], light stone, or dark stone
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:* a type of [[metal]]
** 1/2 chance of a [[metal]] - [[gold]], [[iron]], [[copper]], [[silver]], [[brass]], [[tin]], [[bronze]], [[steel]], [[electrum]] (only visible once the [[dungeon master]] arrives), or [[platinum]]
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:* a type of [[gem]]
** 1/2 chance of a random ornamental, semi-precious, precious, or rare gem
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:* a type of [[wood]]
** 1/5 chance of a random type of [[wood]]
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:* a type of [[leather]]
** 1/7 chance of a random type of [[glass]]
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:* a type of [[glass]]
** 1/3 chance of a random type of [[leather]], visible once creature is known
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:* a type of decoration material: a specific type of [[bone]], horn, ivory, etc.
** 1/2 chance of a random decoration material - [[ivory]], [[jade]], [[coral]], [[horn]], [[amber]], or [[pearl]]
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:* a type of [[cloth]]  
** 1/7 chance of a random type of [[bone]], visible once creature is known
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:* a [[color]]
** 1/14 chance of a random type of [[shell]], visible once creature is known
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:* a [[shape]]
** 1/14 chance of a random type of [[silk]], visible once creature is known
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:* a [[weapon]] (inc. picks and bolts)  
** 1/7 chance of a random type of plant [[cloth]], visible once plant is known
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:* a specific [[armor piece|piece of armor]]  
* 1/2 chance of a random [[color]]
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:* a specific piece of [[clothing]]
* 1/5 chance of a random [[shape]]
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:* a type of finished goods or craft
* Various types of items:
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:* a type of [[furniture]] (inc. anvils)
** 1/3 chance of a random [[weapon]] (4/5) or [[ammo]](1/5) (1% exotic)
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:* [[trap]] or [[siege weapon]] components
*** The [[miners guild]] leader likes all digging implements, and [[cult]] leaders like all weapons using their matching skill
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:* one or more [[domestic animal]]s, [[creature]]s or [[vermin]] ([[domestic animal]]s seem to dominate)
** 1/3 chance of a random [[armor piece|piece of armor]] (1% exotic)
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:* a type of [[crop]]
** 1/7 chance of a random piece of [[clothing]] (including [[backpack]]s or [[quiver]]s) (1% exotic)
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:* a type of [[tree]]
** 1/3 chance of a random type of [[furniture]] - [[door]]s, [[floodgate]]s, [[bed]]s, [[chair]]s, [[window]]s, [[cage]]s, [[barrel]]s, [[table]]s, [[coffin]]s, [[statue]]s, [[box]]es, [[armor stand]]s, [[weapon rack]]s, [[cabinet]]s, or [[bin]]s
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:* one or more favourite [[food]]s
** 1/3 chance of a random craft - [[figurine]]s, [[amulet]]s, [[scepter]]s, [[crown]]s, [[ring]]s, [[earring]]s, [[bracelet]]s, or large [[gem]]s
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:* one or more favourite [[alcohol|drink]]s
** 1/3 chance of a random miscellaneous item - [[catapult parts]], [[ballista parts]], a type of [[siege ammunition]] (1% exotic), a [[trap component]] (1% exotic), [[coin]]s, [[anvil]]s, [[totem]]s (20% chance), [[chain]]s, [[flask]]s, [[goblet]]s, [[bucket]]s, [[animal trap]]s, an [[instrument]] (1% exotic), or a [[toy]] (1% exotic)
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:* detesting a type of [[vermin]]
* Various types of [[food]]:
 
** 1/2 chance of a random type of [[meat]], visible once creature is known
 
** 1/3 chance of a random type of [[fish]], visible once creature is known
 
** 1/10 chance of a random type of [[cheese]], visible once creature is known
 
** 1/10 chance of a random type of edible [[plant]] (50% exotic), visible once plant is known
 
** a random type of [[alcohol]] (50% exotic), visible once plant is known
 
** 1/7 chance of a random cookable plant/creature extract (50% exotic), visible once plant/creature is known
 
** 1/14 chance of a random type of plant [[quarry bush|leaves]] (50% exotic), visible once plant is known
 
* Various [[creature]]s:
 
** 1/2 chance of a random domestic animal
 
** 1/2 chance of a random non-domestic animal (excluding wagons and one's own race), visible once creature is known
 
* detesting a random type of vermin (which isn't already explicitly liked)
 
* 1/50 chance of a random type of [[tree]], visible once tree is known
 
* 1/10 chance of a random type of [[plant]], visible once plant is known
 
 
 
Not all preferences are visible from the beginning - where indicated, a dwarf will only realize he/she likes something once it actually becomes available at your fortress, whether from hunting, plant gathering, or trading. Additionally, most preferences will only be for items which are available to the unit's civilization; if an "exotic" item is selected, it has a chance of being rejected in favor of another item type.
 
  
 
This information can be brought up either by typing {{K|v}} from the unit list, or by showing a dwarf and then typing {{K|p}} for Prefs, {{K|z}} to view profile, and {{K|enter}} to view thoughts and preferences.
 
This information can be brought up either by typing {{K|v}} from the unit list, or by showing a dwarf and then typing {{K|p}} for Prefs, {{K|z}} to view profile, and {{K|enter}} to view thoughts and preferences.
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:{{gametext|She needs alcohol to get through the working day. She likes working outdoors and grumbles only mildly at inclement weather.}}
 
:{{gametext|She needs alcohol to get through the working day. She likes working outdoors and grumbles only mildly at inclement weather.}}
  
All dwarves "need alcohol to get through the working day" - that's part of being a dwarf. Going without alcohol for too long leads to withdrawal, adding the text "and is starting to work slowly due to its scarcity", "and really wants a drink", "and has gone without a drink for far, far too long", and finally "and can't even remember the last time he/she had some", progressively reducing work and movement speed.
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Note that it is guaranteed that each of your initial seven dwarfs "likes working outdoors and grumbles only mildly at inclement weather". [[Immigrant]]s most likely will not have these preferences.
 
 
One in every nine migrants (plus your initial 7 dwarves) will be described as "likes working outdoors and grumbles only mildly at inclement weather", meaning that they get significantly reduced happiness penalities from having to do without the comforts of civilization, and 2/9 migrants will have "does not mind being outdoors, at least for a time" and receive moderately reduced penalities from the same hardships. These dwarves are especially suited for [[hunting]], [[wood cutting]], [[plant gathering]], and [[military]] service.
 
  
Dwarves who have been exposed to violence and death will gradually become accustomed to it, being described as "is getting used to tragedy", "is a hardened individual", and eventually "doesn't really care about anything anymore", receiving progressively reduced happiness penalties from certain unhappy thoughts.
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All dwarves "need alcohol to get through the working day" - that's part of being a dwarf.
  
 
Unlike other dwarves, the [[dungeon master]]'s preferences are always the same.
 
Unlike other dwarves, the [[dungeon master]]'s preferences are always the same.
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Dwarves will also try to acquire items they like; adopting [[pet]]s, purchasing items from a [[shop]], and in the case of [[noble]]s, [[demand|demanding]] furniture in their [[room]]s or [[mandate|mandating]] construction of items in their favourite stone/metal/gem.
 
Dwarves will also try to acquire items they like; adopting [[pet]]s, purchasing items from a [[shop]], and in the case of [[noble]]s, [[demand|demanding]] furniture in their [[room]]s or [[mandate|mandating]] construction of items in their favourite stone/metal/gem.
  
Of particular note, dwarves that like [[cat]]s are vulnerable to [[Catsplosion|cuddly-wuddly syndrome]].
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Of particular note, dwarves that like [[cat]]s are more vulnerable to [[Catsplosion|cuddly-wuddly syndrome]].
  
 
== Effect on Artifacts and Demands ==
 
== Effect on Artifacts and Demands ==

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