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Editing v0.31:Stonegears/Examining your dwarves

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== Labors and work animals ==
 
== Labors and work animals ==
  
With {{K|p}} you get the chance to examine and set the dwarves' labors ({{K|l}}) and work dogs ({{K|e}}).
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With {{K|p}} you get the chance to examine and set the dwarfs labors ({{K|l}}) and work dogs ({{K|e}}).
  
 
=== Labors ===
 
=== Labors ===
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All of the labors are grouped together by category (except for [[Mining]]).  If none of the labors in a category are enabled the category is {{DFtext|gray|gray}}, if some are enabled the category is {{DFtext|light gray|lightgrey}}, and if all labors are enabled the category is {{DFtext|white|white}}.  You use {{K|+}} and {{K|-}} to select a category, then {{K|Shift-Enter}} to toggle all the labors in the category on or off.  Alternatively, you use {{K|Enter}} to see the individual labors in the group, {{K|+}} and {{K|-}} to select a labor, {{K|Enter}} to toggle the labor on or off, and then {{K|Esc}} to return to the list of labor categories.
 
All of the labors are grouped together by category (except for [[Mining]]).  If none of the labors in a category are enabled the category is {{DFtext|gray|gray}}, if some are enabled the category is {{DFtext|light gray|lightgrey}}, and if all labors are enabled the category is {{DFtext|white|white}}.  You use {{K|+}} and {{K|-}} to select a category, then {{K|Shift-Enter}} to toggle all the labors in the category on or off.  Alternatively, you use {{K|Enter}} to see the individual labors in the group, {{K|+}} and {{K|-}} to select a labor, {{K|Enter}} to toggle the labor on or off, and then {{K|Esc}} to return to the list of labor categories.
  
If you want to change the labors of multiple dwarves at once, it's much easier to do so using the third party utility [[Main:Dwarf Therapist|Dwarf Therapist]].
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If you want to change the labors of multiple dwarfs at once, it's much easier to do so using the third party utility [[Main:Dwarf Therapist|Dwarf Therapist]].
  
 
=== Work animals ===
 
=== Work animals ===
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Tame but untrained trainable animals can be trained at a [[kennel]].  
 
Tame but untrained trainable animals can be trained at a [[kennel]].  
  
If you have [[dog]]s trained as war dogs or hunting dogs, you can assign them to individual dwarves to have them follow the dwarf around. Tame but untrained dogs can be trained at a [[kennel]].
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If you have [[dog]]s trained as a war dog or hunting dog you can assign them to individual dwarfs to have them follow the dwarf around. Tame but untrained dogs can be trained at a [[kennel]].
  
 
== Status ==
 
== Status ==
  
Unlike the other displays, this takes you to a whole new screen.  The status screen itself only shows the number of objects owned by the dwarf, but offers access to three other screens.  Scrolling/selection on the screens is done with {{K|↑}} and {{K|↓}}.
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Unlike the other displays this takes you to a whole new screen.  The status screen itself only shows the number of objects owned by the dwarf, but offers access to three other screens.  Scrolling/selection on the screens is done with {{K|↑}} and {{K|↓}}.
  
 
=== Thoughts and preferences ===
 
=== Thoughts and preferences ===
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{{K|Enter}} gets you the thoughts and preferences sub-screen, which shows a lot of information about the dwarf.
 
{{K|Enter}} gets you the thoughts and preferences sub-screen, which shows a lot of information about the dwarf.
  
* The first piece of information, in {{DFtext|white|white}} shows the dwarf's [[thoughts]].  The first sentence says how happy or unhappy s/he is at the moment, and the next sentence lists the recent events that have increased or decreased his/her happiness.  If a dwarf is unhappy enough there's the danger that s/he will [[tantrum]].  If many dwarves are unhappy enough, then one dwarf tantruming can tip a second dwarf over the edge into tantruming, who will set off a third, and so on.  A good way to keep track of the overall happiness of your fort is the third party utility [[Main:Dwarf Therapist|Dwarf Therapist]].
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* The first piece of information, in {{DFtext|white|white}} shows the dwarf's [[thoughts]].  The first sentence says how happy or unhappy s/he is at the moment, and the next sentence lists the recent events that have increased or decreased his/her happiness.  If a dwarf is unhappy enough there's the danger that s/he will [[tantrum]].  If many dwarfs are unhappy enough then one dwarf tantruming can tip a second dwarf over the edge into tantruming, who will set off a third, and so on.  A good way to keep track of the overall happiness of your fort is the third party utility [[Main:Dwarf Therapist|Dwarf Therapist]].
 
* The second piece of information, in {{DFtext|cyan|cyan}}, are the two [[Deity|gods]] the dwarf worships.  This currently has no effect on the game.  Sometimes a dwarf will worship the same god twice; this is a known bug.
 
* The second piece of information, in {{DFtext|cyan|cyan}}, are the two [[Deity|gods]] the dwarf worships.  This currently has no effect on the game.  Sometimes a dwarf will worship the same god twice; this is a known bug.
* The third piece of information, in {{DFtext|blue|blue}}, is the dwarven kingdom s/he's a citizen of, and the name of the group of which s/he's a member (the group being the dwarves who founded the fortress)
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* The third piece of information, in {{DFtext|blue|blue}}, is the dwarven kingdom s/he's a citizen of, and the name of the group of which s/he's a member (the group being the dwarfs who founded the fortress)
* The fourth piece of information, in {{DFtext|yellow|yellow}}, is the dwarf's age and birthday.  Your dwarves are unlikely to die of old age, and they don't celebrate their birthdays.  This is only useful if you're waiting for a [[child]] to grow into an adult at age 12.
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* The fourth piece of information, in {{DFtext|yellow|yellow}}, is the dwarf's age and birthday.  Your dwarfs are unlikely to die of old age, and they don't celebrate their birthdays.  This is only useful if you're waiting for a [[child]] to grow into an adult at age 12.
 
* The fifth piece of information, in {{DFtext|white|white}}, is the dwarf's physical description.  Wounds will be listed in {{DFtext|red|red}} and missing body parts will be listed in {{DFtext|magenta|magenta}}.
 
* The fifth piece of information, in {{DFtext|white|white}}, is the dwarf's physical description.  Wounds will be listed in {{DFtext|red|red}} and missing body parts will be listed in {{DFtext|magenta|magenta}}.
 
* The sixth piece of information, in a mixture of {{DFtext|green|green}} and {{DFtext|red|red}}, are the dwarf's different-than-average physical (body) [[attribute]]s; if all the physical attributes are average then this section will be missing.  This information can be useful when determining which job to assign to a dwarf.
 
* The sixth piece of information, in a mixture of {{DFtext|green|green}} and {{DFtext|red|red}}, are the dwarf's different-than-average physical (body) [[attribute]]s; if all the physical attributes are average then this section will be missing.  This information can be useful when determining which job to assign to a dwarf.
* The seventh piece of information, in {{DFtext|lime green|limegreen}}, is the list of the dwarf's [[preferences]]:
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* The seventh piece of information, in {{DFtext|lime green|limegreen}}, is the list of the dwarfs [[preferences]]:
 
** The first sentence lists the materials, type of items, shapes, colors, animals and plants the dwarf likes.
 
** The first sentence lists the materials, type of items, shapes, colors, animals and plants the dwarf likes.
 
*** The materials and item types are useful in assigning jobs, since if a dwarf likes (for example) [[gold]] then s/he will be more skillful when crafting items out of gold, and if s/he likes goblets s/he will be more skillful when crafting goblets.   
 
*** The materials and item types are useful in assigning jobs, since if a dwarf likes (for example) [[gold]] then s/he will be more skillful when crafting items out of gold, and if s/he likes goblets s/he will be more skillful when crafting goblets.   
*** The materials and item types are also useful in deciding which dwarves to ''not'' make into the [[mayor]] or [[baron]], since these [[nobles]] will onerously demand that those types of things be made and/or forbid them from being [[caravan|exported]].
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*** The materials and item types are also useful in deciding which dwarfs to ''not'' make into the [[mayor]] or [[baron]], since these [[nobles]] will onerously demand that those types of things be made and/or forbid them from being [[caravan|exported]].
 
*** A dwarf will be more likely to select an animal as a [[pet]] if it's the type of animal they prefer.
 
*** A dwarf will be more likely to select an animal as a [[pet]] if it's the type of animal they prefer.
 
** The second sentence lists the types of [[food]] and [[booze]] the dwarf prefers to consume.  A dwarf consuming the type of food/booze s/he prefers will get a happy [[thought]].  The types of plants and animals listed in the first sentence is entirely different than what the dwarf likes to eat.
 
** The second sentence lists the types of [[food]] and [[booze]] the dwarf prefers to consume.  A dwarf consuming the type of food/booze s/he prefers will get a happy [[thought]].  The types of plants and animals listed in the first sentence is entirely different than what the dwarf likes to eat.
** The third sentence (which not all dwarfs have) is the type of [[vermin]] which the dwarf hates.  If the dwarf encounters this type of vermin it will generate an unhappy [[thought]].  You can reduce the chance of your dwarves encountering vermin by keeping around a few [[cat]]s.
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** The third sentence (which not all dwarfs have) is the type of [[vermin]] which the dwarf hates.  If the dwarf encounters this type of vermin it will generate an unhappy [[thought]].  You can reduce the chance of your dwarfs encountering vermin by keeping around a few [[cat]]s.
 
* The eighth piece of information, in a mixture of {{DFtext|green|green}} and {{DFtext|red|red}}, are the dwarf's different-than-average mental (soul) [[attribute]]s; if all the mental attributes are average then this section will be missing.  This information can be useful when determining which job to assign to a dwarf.
 
* The eighth piece of information, in a mixture of {{DFtext|green|green}} and {{DFtext|red|red}}, are the dwarf's different-than-average mental (soul) [[attribute]]s; if all the mental attributes are average then this section will be missing.  This information can be useful when determining which job to assign to a dwarf.
 
* The ninth piece of information, in {{DFtext|white|white}}, is the list of the dwarf's [[personality trait]]s.  The last "personality" trait is your dwarf's level of [[cave adaptation]], which determines if s/he'll get an unhappy [[thought]] and/or [[vomit]] when exposed to sunlight.
 
* The ninth piece of information, in {{DFtext|white|white}}, is the list of the dwarf's [[personality trait]]s.  The last "personality" trait is your dwarf's level of [[cave adaptation]], which determines if s/he'll get an unhappy [[thought]] and/or [[vomit]] when exposed to sunlight.

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