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{{migrated article}}
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{{Quality|Superior|01:25, 31 October 2016 (UTC)}}
{{Quality|Unrated}}
 
 
{{av}}
 
{{av}}
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{{new in v0.42}}
  
'''Needs''' affect a creature's focus - needs that are unmet for long enough will increasingly damage the creature's '''focus''', while sufficiently well-satisfied needs will improve it. Better focus leads to better results from work--essentially, a boost to all skills. Distraction is the opposite--an unfocused dwarf may become sloppy in their work, making worse crafts or failing a block during combat.
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'''Needs''' affect a creature's focus - needs that are unmet for long enough will cause [[stress]], become bad [[thought]]s, and increasingly damage the creature's '''focus''', while sufficiently well-satisfied needs will improve it.
  
 
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal-fulfilment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}).  Low-priority jobs may be cancelled to undertake a fortress job.  High-priority jobs will not be cancelled for fortress jobs.
 
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal-fulfilment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}).  Low-priority jobs may be cancelled to undertake a fortress job.  High-priority jobs will not be cancelled for fortress jobs.
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== Focus ==
 
== Focus ==
 
:''Overall, Urist is unfocused by unmet needs.''
 
:''Overall, Urist is unfocused by unmet needs.''
Focus affects a dwarf's ability to perform. A dwarf with high focus will work faster and produce better results, while a distracted dwarf will take longer to do everything poorly. Focus is separate and independent of overall mood; a dwarf can be happy even with largely-unmet needs, or unhappy yet focused. However, prolonged insufficiency in meeting needs is a cause for both low focus and bad thoughts. Thus, focus can, with prudence, be used to predict future mood developments.
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Focus affects a dwarf's ability to perform. A dwarf with high focus will work faster and produce better results, while a distracted dwarf will take longer to do everything poorly. Focus is separate and independent of overall mood; a dwarf can be happy even with largely-unmet needs, or unhappy yet focused. However, prolonged insufficiency in meeting needs is a cause for both low focus and bad thoughts. Thus, Focus can, with prudence, be used to predict future mood developments.
  
 
Focus represents the percentage of the combined totals of met over unmet need values. The ratio of 1:1 (100%) represents a neutral state.
 
Focus represents the percentage of the combined totals of met over unmet need values. The ratio of 1:1 (100%) represents a neutral state.
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|}
 
|}
  
A highly-focused dwarf can receive an effective skill boost of up to 50%; a badly distracted dwarf can receive an effective skill penalty of up to 50%.{{cite|Dev Log 2015-04-12|http://www.bay12games.com/dwarves/dev_2015.html#2015-04-12}}
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A highly-focused dwarf can receive an effective-skill bonus of up to 50%; a badly distracted dwarf can receive an effective skill penalty of up to 50%.
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== Diversity ==
 
== Diversity ==
 
:''She is unfocused by a lack of trouble-making.''
 
:''She is unfocused by a lack of trouble-making.''
  
An individual creature's set of needs and their weights (levels) are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused "after being unable to make romance", while a dwarf that personally values nature will be unfettered "after seeing animals". Unreligious dwarves will have no need to pray or meditate; dubious and casual worshippers will have low or medium level needs to pray; committed believers will have high level need; and dwarves following multiple deities will have a separate prayer need, with separate level for each of their deities. Proposed weights per need level are 1, 2, 5, and 10.
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An individual creature's set of needs and their weights (levels) are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused "after being unable to make romance", while a dwarf that personally values nature will be unfettered "after seeing animals". Unreligious dwarves will have no need to pray or meditate; dubious and casual worshippers will have low or medium level needs to pray; committed believers will have high level need; and dwarves following multiple deities will have a separate prayer need with a separate level for each of their deities. Proposed weights per need level are 1, 2, 5, and 10.
  
As expected, high-level needs hold a much larger sway in a dwarf's overall focus than low-level needs. For example, immoderation controls the need for [[alcohol]]; dwarves, thus, are more likely to have a need for alcohol than humans (but most of the time won't have a very strong one). A small percentage have no need for alcohol at all, though they'll still slow down without it, due to dwarves' alcohol dependence.
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As expected, high-level needs hold a much larger sway in a dwarf's overall focus than low-level needs. Curiously, the large majority of dwarves currently seem to only have low-level needs for [[alcohol]] and function quite well without it as long as they are otherwise satisfied. A small percentage have no need for alcohol at all, in effect being immune to alcohol withdrawal.
  
 
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.
 
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.
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|}
 
|}
  
When a need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total focus, which is based on a ratio of all needs' focus rating.
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When a need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total Focus, which is based on a ratio of all needs' Focus rating.
  
  
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|doing something creative
 
|doing something creative
 
|doing nothing creative
 
|doing nothing creative
|ART_INCLINED
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|ARTWORK
 
|Create or perform any artistic work
 
|Create or perform any artistic work
 
|-
 
|-
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|being away from family
 
|being away from family
 
|FAMILY
 
|FAMILY
|(Socialize with close family members? Note that this need ''can'' currently be assigned to dwarves without families)
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|(Socialize with close family members?)
 
|-
 
|-
 
|being with friends
 
|being with friends
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|being unable to make merry
 
|being unable to make merry
 
|MERRIMENT, HUMOR
 
|MERRIMENT, HUMOR
|Watching a performance, (Recite any poem?)
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|(Recite any poem?)
 
|-
 
|-
 
|practicing a craft
 
|practicing a craft
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|a lack of decent meals
 
|a lack of decent meals
 
|IMMODERATION
 
|IMMODERATION
|Eating a preferred food (or a preferred alcohol [[cook]]ed into a meal), or a sufficiently valuable meal{{version|0.47.05}}.
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|Eating a preferred food (or a preferred alcohol [[cook]]ed into a meal) {{bug|10262}}
 
|-
 
|-
 
|fighting
 
|fighting
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|being unable to wander
 
|being unable to wander
 
|NATURE, ACTIVITY LEVEL
 
|NATURE, ACTIVITY LEVEL
|Complete a Fish, Return kill (hunt) or Gather plants job; complete a [[mission]]
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|Complete a Fish, Return kill (hunt) or Gather plants job
 
|-
 
|-
 
|helping somebody
 
|helping somebody
 
|being unable to help anybody
 
|being unable to help anybody
 
|ALTRUISM, SACRIFICE
 
|ALTRUISM, SACRIFICE
|Bring water or food to patient/prisoner/animal*; bring wounded units to rest; leading demonstration; being yelled at by unhappy citizens (for relevant nobles).
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|Bring water or food to patient/prisoner/animal*; bring wounded units to rest; leading demonstration.
 
|-
 
|-
 
|thinking abstractly
 
|thinking abstractly
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|being kept from alcohol
 
|being kept from alcohol
 
|IMMODERATION, SELF-CONTROL
 
|IMMODERATION, SELF-CONTROL
|Drink alcohol
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|drink alcohol
 
|-
 
|-
 
|communing with [deity] / meditation
 
|communing with [deity] / meditation
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|doing something creative
 
|doing something creative
 
|doing nothing creative
 
|doing nothing creative
|ART_INCLINED
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|ARTWORK
 
|Perform or compose any work
 
|Perform or compose any work
 
|-
 
|-
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|being away from family
 
|being away from family
 
|FAMILY
 
|FAMILY
|Implemented, but inaccessible without modding. If your character has close family members, this need will be filled by spending time with them (seems to only apply to blood [[relationship|relations]]). However, there is currently no way to actually do this outside of mods.
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|Implemented, but inaccessible without modding. If your character has close family members this need will be filled by spending time with them (seems to only apply to blood relations). However there is currently no way to actually do this outside of mods.
 
|-
 
|-
 
|being with friends
 
|being with friends
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|being unable to practice a skill
 
|being unable to practice a skill
 
|SKILL
 
|SKILL
|Gain a rank in any skill
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|Use any Skill
 
|-
 
|-
 
|taking it easy
 
|taking it easy
 
|being unable to take it easy
 
|being unable to take it easy
 
|LEISURE_TIME
 
|LEISURE_TIME
|Unknown (I fulfilled this need by going to sleep at a tavern, getting interrupted in the middle of the night by a giant alligator (which the bards killed by the time I went down the stairs) and performing with them for a while)
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|Unknown
 
|-
 
|-
 
|making romance
 
|making romance
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|being away from great beasts
 
|being away from great beasts
 
|EXCITEMENT_SEEKING, NATURE, CURIOSITY
 
|EXCITEMENT_SEEKING, NATURE, CURIOSITY
|Uncertain, possibly encounter LARGE_ROAMING?{{Verify}}
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|Uncertain, possibly encounter LARGE_ROAMING?
 
|-
 
|-
 
|acquiring something
 
|acquiring something
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|a lack of decent meals
 
|a lack of decent meals
 
|IMMODERATION
 
|IMMODERATION
|Eating a sufficiently valuable meal. Foods with an [[item value]] of at least 4 count. {{version|0.47.05}}.
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|Unknown, possibly eating a preferred food {{bug|10262}}
 
|-
 
|-
 
|fighting
 
|fighting
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|being unable to be extravagant
 
|being unable to be extravagant
 
|IMMODESTY
 
|IMMODESTY
|Wear any item with a quality modifier on a body part - a waterskin will not work, as it can only be worn ''in'' another item of clothing
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|Wear any item with a quality modifier
 
|-
 
|-
 
|wandering
 
|wandering
 
|being unable to wander
 
|being unable to wander
 
|NATURE, ACTIVITY LEVEL
 
|NATURE, ACTIVITY LEVEL
|Move to/from any site or region tile
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|Move to/from any site or region tile / completed fish, hunt(return kill) and gather plants in fort mode
 
|-
 
|-
 
|helping somebody
 
|helping somebody
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|}
 
|}
  
Satisfying any need will usually result in a good thought and a mild decrease in stress. (If the dwarf has extremely low CHEER, they may "felt nothing after X").
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Satisfying any need will result in a good thought and a decrease in stress.
  
Creatures with {{token|NOEMOTION|c}} cannot satisfy any need and will inevitably become 'distracted'. In unmodded games, this concerns only [[Intelligent undead]].
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==Adventure mode meta-strategy==
  
==Adventure mode meta-strategy==
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Upon creating your adventurer you may want to avoid having any of the non-fulfillable needs: romance, family, friends. Otherwise, you will suffer never-ending [[focus]] disadvantages. Immoderation too is only technically fulfillable for the itinerant adventurer, without a fortress' industry to reliably produce her preferred food.
  
Upon creating your adventurer, you may want to avoid having any of the non-fulfillable needs: romance, family, friends. Otherwise, you will suffer never-ending [[focus]] disadvantages.
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Some precaution is necessary in sacrifice/altruism -> helping capability is not available as long as you're quite weak (fighting; companions), and maybe in martial prowess if you're not constantly fighting and so increasing your stats. To fulfill your booze needs, you'll have to visit human towns' taverns or dwarven fortresses quite often (and fill your extra water storage containers with ale from the barrels for on the road).
Some precaution is necessary in sacrifice/altruism -> helping capability is not available as long as you're quite weak (fighting; companions), and maybe in martial prowess if you're not constantly fighting, and so increasing your stats. To fulfil your booze needs, you'll have to visit human towns' taverns or other dwarven fortresses quite often (and fill your extra water storage containers with ale from the barrels for on the road).
 
  
 
[[Category:DF2014:Dwarves]]
 
[[Category:DF2014:Dwarves]]
  
 
[[ru:Need]]
 
[[ru:Need]]

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