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Editing v0.34:Thoughts and preferences

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{{av}}{{quality|Exceptional|04:10, 20 May 2012 (UTC)}}
 
{{av}}{{quality|Exceptional|04:10, 20 May 2012 (UTC)}}
 
The most detailed screen in the [[profile]] is the '''thoughts and preferences''' screen, accessible with {{k|u}}-{{k|v}}-{{k|Enter}} or {{k|v}}-{{k|z}}-{{k|Enter}}. It gives you a detailed breakdown of your dwarves' happiness and [[thought]]s, familial status, [[civilization]] membership, age and date of birth, physical descriptors (and [[wound]]s), physical [[attribute]]s, [[preference]]s, mental attributes, and [[personality trait]]s, in that order. All dwarves have two pieces of their profiles in common: "He/she needs [[alcohol]] to get through the working day" (indicating that all dwarves are alcoholics), amongst their personality traits, and "A short sturdy creature fond of work and industry" at the end of the screen (this is actually the dwarf's tagline, and will appear at the beginning for all other [[creature]]s). Non-citizens have profiles too, although these are far less detailed, only giving physical characteristics, wounds, and their tagline.
 
The most detailed screen in the [[profile]] is the '''thoughts and preferences''' screen, accessible with {{k|u}}-{{k|v}}-{{k|Enter}} or {{k|v}}-{{k|z}}-{{k|Enter}}. It gives you a detailed breakdown of your dwarves' happiness and [[thought]]s, familial status, [[civilization]] membership, age and date of birth, physical descriptors (and [[wound]]s), physical [[attribute]]s, [[preference]]s, mental attributes, and [[personality trait]]s, in that order. All dwarves have two pieces of their profiles in common: "He/she needs [[alcohol]] to get through the working day" (indicating that all dwarves are alcoholics), amongst their personality traits, and "A short sturdy creature fond of work and industry" at the end of the screen (this is actually the dwarf's tagline, and will appear at the beginning for all other [[creature]]s). Non-citizens have profiles too, although these are far less detailed, only giving physical characteristics, wounds, and their tagline.
[[File:Thoughts and preferences.png|center|500px]]
 
  
 
==Thoughts==
 
==Thoughts==
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==Familial status==
 
==Familial status==
Family [[relationship]]s are special in that they get special mention on the dwarves' thoughts and preferences, in light blue. This section will list spouses, children, and parents, in that order. It will also include any objects of [[worship]].
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Family [[relationship]]s are special in that they get special mention on the dwarves' thoughts and preferences, in light blue. This section will list spouses, children, and parents, in that order.
  
 
==Civilization membership==
 
==Civilization membership==
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==Age and date of birth==
 
==Age and date of birth==
This section is in yellow, and is fairly self-explanatory. [[Age]] is mostly irrelevant, but will tell you how close babies are to becoming [[children]], children to adults, and how long it is before elderly dwarves pass away from old age (your fortress has to be ''very'' old for that to start to happen, however)
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This section is in yellow, and is fairly self-explanatory. [[Age]] is mostly irrelevant, but will tell you how close babies are to becoming [[children]], children to adults, and how long it is before elderly dwarves pass away from old age (your fortress has to be ''very'' old for that to start to happen, however).
 
 
In short history worlds, you may encounter dwarves that were created along with the world.  Since they were created as adults, they are technically younger than they look.  Thus you will get the "has the appearance of one who is X years old" message when you check their age.  They also tend to be highly experienced and hold high positions.  As these are also common traits of vampires, it's possible that you might end up wasting a perfectly good dwarf.  A "quarantine" room, with beds, food, and drink can help you determine which is the case.  Wall them in, and check periodically.  If the food, drink or beds are never used, you know you are dealing with un-undead.
 
 
 
See [[Vampire|here]] for more information.
 
  
 
==Physical description==
 
==Physical description==
This section, in white, gives a physical description of the dwarf, and will be the only thing displayed for a non-dwarf. Physical properties are only important in dwarves for combat (more muscle and fat means more mass for fighting and an ability to wield bigger weapons), but is an important variable in [[butcher]]ing returns as well as affecting how well other creatures fight. Physical characteristics are heavily influenced by dwarven [[genetics]].
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This section, in white, gives a physical description of the dwarf, and will be the only thing displayed for a non-dwarf. Physical properties are only important in dwarves for combat (more muscle and fat means more mass for fighting and an ability to wield bigger weapons), but is an important variable in [[butchering]] returns as well as affecting how well other creatures fight. Physical characteristics are heavily influenced by dwarven [[genetics]].
  
In addition, any external [[wound]]s will be noted in red (open), brown (bruise or scar), or gray (missing body parts). This is the best way to get an at-a-glace of a creature's wounds, giving a better description then the {{k|v}}iew window's wounds screen outside of internal wounds requiring [[surgery]]. Serious injuries will still need [[diagnosis]] before [[healthcare|treatment]], however.
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In addition, any external [[wound]]s will be noted in red (open), brown (bruise or scar), or gray (missing body parts). This is the best way to get an at-a-glace of a creature's wounds, giving a better description then the {{k|v}}iew window's wounds screen outside of internal wounds requiring [[surgery]]. Serious injuries will still need [[diagnose|evaluation]] before [[healthcare|treatment]], however.
  
 
==Physical attributes==
 
==Physical attributes==
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==Personality traits==
 
==Personality traits==
 
{{main|Personality trait}}
 
{{main|Personality trait}}
A dwarf's [[personality trait]]s affect a lot of things. A nervous wreck of a [[wood cutter]] would be very quick to become unhappy if they are unlucky enough to be ambushed by a foe while felling a tree, even if they come out on top in the ensuing encounter. Some are truly meaningless ("she always takes a deep breath whenever she is surprised"), but many affect how the dwarf works and relates to others. Affects how and what [[social skill]]s they train.
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A dwarf's [[personality trait]]s effect a lot of things. A nervous wreck of a [[wood cutter]] would be very quick to become unhappy if they are unlucky enough to be ambushed by a foe while felling tree, even if they come out on top in the ensuing encounter. Some are truly meaningless ("she always takes a deep breath whenever she is surprised"), but many effect how the dwarf works and relates to others. Effects how and what [[social skill]]s they train.
  
 
{{category|Interface}}
 
{{category|Interface}}

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