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{{Quality|Superior|17:09, 3 July 2013 (UTC)}}
 
{{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.
  
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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 will include:
* Various materials:
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:* one type of [[stone]], [[soil]], [[ore]], or [[raw adamantine]]
** a random type of [[stone]], [[soil]], or [[ore]]
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:* one type of [[metal]], or [[adamantine]]
** a random type of [[metal]]
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:* one type of [[gem]]
** a random type of [[gem]]
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** 1/5 chance of a random type of [[wood]]
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Preferences may also include:
** 1/7 chance of a random type of [[glass]]
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:* a specific type of [[wood]]
** 1/3 chance of a random type of [[leather]], visible once creature is known
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:* a type of [[leather]]
** 1/2 chance of a random decoration material - [[ivory]], [[coral]], [[horn]], [[amber]], or [[pearl]]
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:* a type of [[glass]]
** 1/7 chance of a random type of [[bone]], visible once creature is known
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:* 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
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:* a type of [[cloth]]  
** 1/14 chance of a random type of [[silk]], visible once creature is known
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:* a color
** 1/7 chance of a random type of plant [[cloth]], visible once plant is known
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:* a design/motif
* 1/2 chance of a random [[color]]
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:* a [[weapon]] (inc. picks and bolts)  
* 1/5 chance of a random [[shape]]
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:* a specific [[armor piece|piece of armor]]  
* Various types of items:
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:* a specific piece of [[clothing]]
** 1/3 chance of a random [[weapon]] (4/5) or [[ammo]] (1/5) (1% exotic)
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:* a type of finished goods or craft
** 1/3 chance of a random [[armor piece|piece of armor]] (1% exotic)
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:* a type of [[furniture]] (inc. anvils)
** 1/7 chance of a random piece of [[clothing]] (including [[backpack]]s or [[quiver]]s) (1% exotic)
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:* [[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
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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 craft - [[figurine]]s, [[amulet]]s, [[scepter]]s, [[crown]]s, [[ring]]s, [[earring]]s, [[bracelet]]s, or large [[gem]]s
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:* a type of [[crop]]
** 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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:* 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]]:
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:* 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
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:* detesting a type of [[vermin]]
** 1/3 chance of a random type of [[fish]], visible once creature is known
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** 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.
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:{{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.
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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.
  
All dwarves "need alcohol to get through the working day" - that's part of being a dwarf.
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All dwarfs "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.
 
  
 
== Effect on Skill Use (Crafting) ==
 
== Effect on Skill Use (Crafting) ==
 
A dwarf with a preference for a material or an object will tend to produce higher-quality results for a given skill when working with that raw material or making that object.  This is especially important in cases where you're short of raw materials to train on, as even a dabbling dwarf with the right preferences can occasionally produce quality objects.  The dwarf above is not only an ideal candidate to become a [[glassmaker]], she has real potential as a [[carpenter]] or even [[trapper]] as well.
 
A dwarf with a preference for a material or an object will tend to produce higher-quality results for a given skill when working with that raw material or making that object.  This is especially important in cases where you're short of raw materials to train on, as even a dabbling dwarf with the right preferences can occasionally produce quality objects.  The dwarf above is not only an ideal candidate to become a [[glassmaker]], she has real potential as a [[carpenter]] or even [[trapper]] as well.
  
Note that the material preferences can affect more than one stage in the production chain.  If you're fortunate enough to have a dwarf who likes [[pig tail]] [[cloth]], or [[giant cave spider]] [[silk]], it will improve both their [[Weaver|weaving]] and [[Clothier|clothesmaking]] with those materials.  It is unclear exactly how double preferences (steel and axes, obsidian and shortswords, or clear glass and windows, for instance) work, but they do seem to have a cumulative effect when producing those items from that material.
+
Note that the material preferences can affect more than one stage in the production chain.  If you're fortunate enough to have a dwarf who likes [[pig tail]] [[cloth]], or [[giant cave spider]] [[silk]], it will improve both their [[weaving]] and [[clothesmaking]] with those materials.  It is unclear exactly how double preferences (steel and axes, obsidian and shortswords, or clear glass and windows, for instance) work, but they do seem to have a cumulative effect when producing those items from that material.
  
 
== Effect on Thoughts and Behavior ==
 
== Effect on Thoughts and Behavior ==
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== Continuing Study ==
 
== Continuing Study ==
 
Dwarven [[personality]] is a newer addition to Dwarf Fortress and still a work in progress.  Also "under construction" is our ''knowledge'' of what certain traits mean and how they affect gameplay.  We do know -- because Toady One has said so -- that there are at least a dozen or so places in the game that use personality to determine dwarven actions, so they're worth keeping in mind.  The above dwarf is probably not the best choice for an expedition leader, as she is neither particularly sociable nor good at appeasing, intimidating, or comforting dwarves who come to her with troubles.
 
Dwarven [[personality]] is a newer addition to Dwarf Fortress and still a work in progress.  Also "under construction" is our ''knowledge'' of what certain traits mean and how they affect gameplay.  We do know -- because Toady One has said so -- that there are at least a dozen or so places in the game that use personality to determine dwarven actions, so they're worth keeping in mind.  The above dwarf is probably not the best choice for an expedition leader, as she is neither particularly sociable nor good at appeasing, intimidating, or comforting dwarves who come to her with troubles.
 
{{Category|Thoughts}}
 

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