v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 40d:Preferences

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Quality|Superior|17:09, 3 July 2013 (UTC)}}
+
{{quality|Unrated}}{{av}}
{{av}}
 
 
Every dwarf is born with a unique [[personality]] that includes likes and dislikes. A dwarf's personality also changes with time; he or she may develop new preferences for food and drink and develop new character traits.
 
Every dwarf is born with a unique [[personality]] that includes likes and dislikes. A dwarf's personality also changes with time; he or she may develop new preferences for food and drink and develop new character traits.
  
Line 6: Line 5:
 
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:
+
Preferences will include:
* Various materials:
+
:* one type of [[stone]], [[soil]], [[ore]], or [[raw adamantine]]
** a random type of [[stone]], [[soil]], or [[ore]]
+
:* one type of [[metal]], or [[adamantine]]
** a random type of [[metal]]
+
:* one type of [[gem]]
** a random type of [[gem]]
+
 
** 1/5 chance of a random type of [[wood]]
+
Preferences may also include:
** 1/7 chance of a random type of [[glass]]
+
:* a specific type of [[wood]]
** 1/3 chance of a random type of [[leather]], visible once creature is known
+
:* a type of [[leather]]
** 1/2 chance of a random decoration material - [[ivory]], [[coral]], [[horn]], [[amber]], or [[pearl]]
+
:* a type of [[glass]]
** 1/7 chance of a random type of [[bone]], visible once creature is known
+
:* a type of decoration material: a specific type of [[bone]], horn, ivory, etc.
** 1/14 chance of a random type of [[shell]], visible once creature is known
+
:* a type of [[cloth]]  
** 1/14 chance of a random type of [[silk]], visible once creature is known
+
:* a color
** 1/7 chance of a random type of plant [[cloth]], visible once plant is known
+
:* a design/motif
* 1/2 chance of a random [[color]]
+
:* a [[weapon]] (inc. picks and bolts)  
* 1/5 chance of a random [[shape]]
+
:* a specific [[armor piece|piece of armor]]  
* Various types of items:
+
:* a specific piece of [[clothing]]
** 1/3 chance of a random [[weapon]] (4/5) or [[ammo]] (1/5) (1% exotic)
+
:* a type of finished goods or craft
** 1/3 chance of a random [[armor piece|piece of armor]] (1% exotic)
+
:* a type of [[furniture]] (inc. anvils)
** 1/7 chance of a random piece of [[clothing]] (including [[backpack]]s or [[quiver]]s) (1% exotic)
+
:* [[trap]] or [[siege weapon]] components
** 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,  [[bin]]s, [[hatch cover]]s, [[grate]]s, [[quern]]s, or [[millstone]]s
+
:* one or more [[domestic animal]]s, [[creature]]s or [[vermin]] ([[domestic animal]]s seem to dominate)
** 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
+
:* a type of [[crop]] (or, rarely, a type of [[tree]])
** 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)
+
:* one or more favourite [[food]]s (new preferences can develop during game; presumably only for food that is actually eaten and probably only if it's not part of a prepared meal{{verify}})
* Various types of [[food]]:
+
:* one or more favourite [[alcohol|drink]]s (new preferences can develop during game; presumably only for booze that is actually drunk{{verify}})
** 1/2 chance of a random type of [[meat]], visible once creature is known
+
:* detesting a type of [[vermin]]
** 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
 
** 1/7 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
 
** 1/5 chance of a random cookable plant mill powder (50% exotic), visible once plant is known
 
** 1/7 chance of a random type of plant [[seed]] (50% exotic), visible once plant 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
 
  
 
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.
 +
  
 
:{{gametext|Logem Datanamid likes Hematite, Fine pewter, Topaz, crystal glass, giant mole leather, beds, animal traps and horses for their strength. When possible, she prefers to consume turtle and Quarry bush Leaves. She absolutely detests lizards.}}
 
:{{gametext|Logem Datanamid likes Hematite, Fine pewter, Topaz, crystal glass, giant mole leather, beds, animal traps and horses for their strength. When possible, she prefers to consume turtle and Quarry bush Leaves. She absolutely detests lizards.}}
 
:{{gametext|She is quick to anger. She feels strong urges and seeks short-term  rewards. She is somewhat reserved. She finds rules confining. She is self-disciplined. She takes time when making decisions. She needs alcohol to get through the working day. She likes working outdoors and grumbles only mildly at inclement weather.}}
 
:{{gametext|She is quick to anger. She feels strong urges and seeks short-term  rewards. She is somewhat reserved. She finds rules confining. She is self-disciplined. She takes time when making decisions. She needs alcohol to get through the working day. She likes working outdoors and grumbles only mildly at inclement weather.}}
  
Note that it is guaranteed that each of your initial seven dwarves "likes working outdoors" and "grumbles only mildly at inclement weather".  [[Immigrant]]s most likely will not have these preferences.
+
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.
 
 
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.
+
All dwarfs "need alcohol to get through the working day" - that's part of being a dwarf.
  
 
== Effect on Skill Use (Crafting) ==
 
== Effect on Skill Use (Crafting) ==
Line 69: Line 54:
  
 
== Effect on Artifacts and Demands ==
 
== Effect on Artifacts and Demands ==
A dwarf's preferences have a strong impact on their [[artifact]] construction during a [[strange mood]] - if it is possible to create an item from the moody dwarf's preferences with the chosen material and workshop, it ''will'' be created. If the dwarf has preferences for multiple types of items, then one will be randomly selected. This is the only way a dwarf can produce an exotic weapon.
+
A dwarf's preferences have a strong impact on their [[artifact]] construction during a [[strange mood]].  If it is possible to create an item from the moody dwarf's preferences with the chosen material and workshop, he usually (but not always) will.  Even in some cases where it's not possible to create an item from a material, the dwarf will go ahead and do it anyway!  This can result in things like [[magnetite]] [[bed]]s (normally only wood can be used to make beds) or [[billon]] [[armor|plate mail]] (normally billon is not suitable for weapons or armor).
  
In a similar vein, nobles will only mandate or prohibit trade of items or materials from their preferences list, often resulting in trouble if you rely on trading those items or materials.  Any noble that likes a material you cannot obtain (e.g. [[green glass]] on a map without [[sand]]) should probably be [[unfortunate accident|dealt with]] at the earliest opportunity.
+
In a similar vein, nobles will usually only demand or prohibit trade of items from their preferences list, occasionally combining them into difficult to fulfill requests (e.g. [[blue shark]] [[bone]] [[instrument|piccolo]]).  Any noble that likes a material you cannot create (for example, one who likes [[green glass]] items on a map without sand) should probably be [[unfortunate accident|dealt with]] at the earliest opportunity.
  
 
== Civilian and Military Positions ==
 
== Civilian and Military Positions ==

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)