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Editing 23a:Preferences
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− | {{quality| | + | {{quality|Unrated}}{{av}} |
Every dwarf is born with a unique personality that includes likes and dislikes. | Every dwarf is born with a unique personality that includes likes and dislikes. | ||
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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. | ||
− | + | Preferences generally include: | |
− | + | :* a type of [[stone]] | |
− | + | :* a type of [[metal]] | |
− | * | + | :* a type of [[gem]] |
− | * | + | :* a type of [[wood]] |
− | + | :* a type of [[leather]] | |
− | * | + | :* a type of [[glass]] |
− | * | + | :* a type of decoration material: a specific type of [[bone]], horn, ivory, etc. |
− | * | + | :* a type of [[cloth]] |
− | + | :* a [[color]] | |
− | * | + | :* a [[shape]] |
− | + | :* a [[weapon]] (inc. picks and bolts) | |
− | * | + | :* a specific [[armor piece|piece of armor]] |
− | * | + | :* a specific piece of [[clothing]] |
− | * | + | :* a type of finished goods or craft |
− | + | :* a type of [[furniture]] (inc. anvils) | |
− | + | :* [[trap]] or [[siege weapon]] components | |
− | * | + | :* one or more [[domestic animal]]s, [[creature]]s or [[vermin]] ([[domestic animal]]s seem to dominate) |
− | + | :* a type of [[crop]] | |
− | * | + | :* a type of [[tree]] |
− | * | + | :* one or more favourite [[food]]s |
− | + | :* one or more favourite [[alcohol|drink]]s | |
− | * | + | :* detesting a type of [[vermin]] |
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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.}} | ||
− | + | 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. | |
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− | + | All dwarves "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) == | ||
− | A dwarf with a preference for a material or an object will 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 [[Clothes maker|clothes making]] with those materials. | + | 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 [[Clothes maker|clothes making]] with those materials. It is unclear exactly how double preferences (steel and axes, obsidian and short swords, 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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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]]. | + | 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 == | ||
− | A dwarf's preferences have a strong impact on their [[artifact]] construction during a [[strange mood]] | + | 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 [[stone]] [[bed]]s (normally only wood can be used to make beds) or [[brass]] [[armor|plate mail]] (normally brass is not suitable for weapons or armor). |
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− | + | In a similar vein, nobles will usually 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 reliably obtain (e.g. rare gems such as [[red diamond]]) should probably be [[unfortunate accident|dealt with]] at the earliest opportunity. |