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Difference between revisions of "Preferences"

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Preferences are [[material]]s, [[creature]]s, or objects described as being liked by a dwarf in their 'thoughts and preferences' tab, accessible for example with {{k|u}}-{{k|v}}-{{k|enter}}.
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[[File:preferences_v50_preview.png|thumb|300px|right|The preferences of a [[diagnostician]].]]'''Preferences''' are [[material]]s, [[creature]]s, or objects described as being liked (''and sometimes, detested'') by someone in their "preferences" tab, accessible by clicking on a [[dwarf]] or other individuals in or near your fortress.
  
== Possible Objects of Affection or Revulsion ==
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== Possible objects of Affection or Revulsion ==
 
A given dwarf may display many, a few, or (theoretically) even none of these preferences.
 
A given dwarf may display many, a few, or (theoretically) even none of these preferences.
  
Preferences will always include liking:
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Each unit's preferences consist of the following:
:* a type of [[stone]] or [[porcelain]] or [[glaze]] or [[gypsum plaster]]
 
:* a type of [[metal]]
 
:* a type of [[gem]]
 
  
Preferences may also include liking:
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* Various materials:
:* a type of [[wood]]
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** a random type of [[stone]]
:* a type of [[glass]]
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** a random type of [[metal]]
:* a type of [[leather]]
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** a random type of [[gem]]
:* a type of [[horn]]/[[hoof]]/[[antler]]
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** 1/5 chance of a random type of [[wood]]
::* (not sure if these group with bone or shell) {{verify}}
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** 1/7 chance of a random type of [[glass]] - green, clear, or crystal
:* a type of [[ivory]]/[[tooth]]
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** 1/3 chance of a random type of [[leather]]
::* (not sure if these group with bone or shell) {{verify}}
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** 1/7 chance of a random type of [[horn]]
:* a type of organic material:
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** 1/7 chance of a random type of [[pearl]] (though this never actually occurs — see article for details)
::* [[amber]], [[coral]], or [[pearl]]
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** 1/7 chance of a random type of [[ivory]]
::* (unobtainable)
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** 1/15 chance of a random decorative material - [[coral]] or [[amber]]
:* a type of [[bone]]
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** 1/7 chance of a random type of [[bone]]
:* a type of [[shell]]
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** 1/14 chance of a random type of [[shell]]
::* (definitely separate from organic materials & bone)
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** 1/14 chance of a random type of [[silk]]
:* a type of [[silk]]
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** 1/14 chance of a random type of [[yarn]]
::* (group with cloth?) {{verify}}
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** 1/7 chance of a random type of plant [[cloth]]
:* a type of [[cloth]]
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** 1/7 chance of a random type of [[paper]] or [[parchment]]
::* glowing?, never-still?
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* 1/2 chance of a random [[color]]
::* (definitely separate from fabric)
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* 1/5 chance of a random [[shape]]
:* a type of [[fabric]]
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* Various types of items:
::* <plant> fiber fabric
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** 1/3 chance of a random [[weapon]] (4/5) or [[ammo]] (1/5) (1% exotic)
::* flowing fabric??
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** 1/3 chance of a random [[armor piece|piece of armor]] (1% exotic)
:* a type of [[wool]]
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** 1/7 chance of a random piece of [[clothing]] (including [[backpack]]s or [[quiver]]s) (1% exotic)
::* <creature> wool
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** 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, [[millstone]]s, [[traction bench]]es, or [[slab]]s
::* (group with fabric?) {{verify}}
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** 1/3 chance of a random craft - [[figurine]]s, [[Finished goods|amulets, scepters, crowns, rings, earrings, bracelets]], or large [[gem]]s
:* a color
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** 1/3 chance of a random miscellaneous item - [[catapult part]]s, [[ballista part]]s, a type of [[siege ammo]] (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), a [[toy]] (1% exotic), [[splint]]s, [[crutch]]es, or a [[tool]] (1% exotic)
:* a design/motif
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* Various types of [[food]]:
::* suns, mountains, diamonds, crescents
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** 1/2 chance of a random type of [[meat]]
:* a shape
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** 1/3 chance of a random type of [[fish]]
::* cabochons, square
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** 1/10 chance of a random type of [[cheese]]
::* (group with design/motif?) {{verify}}
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** 1/7 chance of a random type of edible [[plant]]
:* a [[weapon]] or [[ammo]]
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** a random type of [[alcohol]]
:* a piece of [[armor]]
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** 1/7 chance of a random cookable plant/creature [[extract]]
:* a piece of [[clothing]]
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** 1/5 chance of a random cookable mill powder
::* (including backpacks and quivers?) {{verify}}
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** 1/7 chance of a random cookable plant [[seed]]
:* a type of [[furniture]]  
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** 1/7 chance of a random cookable plant [[quarry bush|leaf]]
::* doors, floodgates, beds, chairs, windows, cages, barrels, tables, coffins, statues, boxes, armor stands, weapon racks, cabinets, or bins
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* Various [[creature]]s:
:* a type of finished goods or craft
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** 1/2 chance of a random [[domestic animal]]
::* [[figurine]]s, [[scepter]]s, [[Jewlery]] ([[amulet]]s, [[crown]]s, [[ring]]s, [[earring]]s, [[bracelet]]s) , or [[large gems]]
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** 1/2 chance of a random non-domestic [[creature]] with a {{token|PREFSTRING}} (excluding one's own race, [[wagon]]s, [[werebeast]]s, [[forgotten beast]]s, [[titan]]s, [[angel]]s, [[experiment]]s and unique [[demon]]s)
:* a miscellaneous item:
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* detesting a random type of [[hateable]] vermin (which isn't already explicitly liked)
:** [[siege weapon]] components: [[catapult parts]], [[ballista parts]], [[siege ammunition]],
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* 1/50 chance of a random type of [[tree]]
:** [[trap component]]s
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* 1/10 chance of a random type of [[plant]]
:** [[Finished Goods]]: [[coin]]s, [[totem]]s, [[flask]]s, [[goblet]]s, [[instrument]]s, [[toy]]s
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* 1/2 chance of a random [[poetic form]]
:** [[Furniture]]: [[anvil]]s, [[chain]]s, [[bucket]]s, [[animal trap]]s
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* 1/2 chance of a random [[musical form]]
:* a [[domestic animal]]
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* 1/2 chance of a random [[dance form]]
:* a wild [[creature]]s
 
:* a [[vermin]]
 
:* a type of [[tree]]
 
:* a type of [[crop]]
 
  
Preferences may also include consuming various types of [[food]]:
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==Food/Work/Benefits to productivity==
:* a type of [[meat]]
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{{old|v=0.47.05}}
:* a type of [[fish]]
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Every dwarf will like at least one type of booze, and may like none to several food ingredients. Dwarves get happy thoughts from eating food and drinking booze they [[Preference|like]]; the meal's value can improve only those thoughts.  There are 76 types of booze and hundreds, if not thousands, of types of food preferences. The difficulty in obtaining all types of booze or food means that it is practically impossible to satisfy the [[need]] to eat a good meal. {{bug|10262}} Note that it is possible to obtain all types of booze, especially if modding is used.
:* a type of [[plant]]
 
:* a type of [[cheese]]
 
  
Preferences will always include consuming:
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A dwarf's preferences (and disliked vermin) tend to feature in any artwork the dwarf makes, more often than subjects not listed in their profile. For example, a mason that likes [[cow]]s for their haunting moos and absolutely detests [[bat]]s, will make statues of both, presumably out of love for cows and horrified fascination for bats.
:* a type of [[alcohol]]
 
  
Preferences may also include consuming:
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A dwarf working with a material they like - or creating items they like out of that material - will produce higher-[[quality]] goods. For example, a [[mechanic]] that likes olivine generally makes better [[olivine]] than [[granite]] mechanisms. This is most important during [[embark]], when individual personality profiles and skills can be best matched up according to your specifications. For example, make the dwarf that likes [[bed]]s your [[carpenter]] and the dwarf that likes gold your [[blacksmith]]. [[armorsmith|Urist McLikesbreastplates]] would be a good candidate for Armorsmith.  This works less well later on with immigrants, as it is usually more advantageous to train up the great armorsmith than the novice armorsmith who likes steel.
:* a type of plant/creature [[extract]]
 
:* a type of [[flour]]
 
:* a type of [[seed]]
 
:* a type of [[leaf]]
 
  
Preferences will always include detesting:
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The game is perfectly happy with giving a creature a bad thought from not eating a favored food, even when said creature doesn't actually like anything.
:* a type of [[vermin]]
 
 
 
==Food==
 
Every dwarf will like at least one type of booze and may like none to several food ingredients. It has been claimed that a dwarf will only get a happy thought from eating food and drinking booze he likes.
 
 
 
==Work==
 
A dwarf's preferences (and disliked vermin) tend to feature in artwork the dwarf makes more often than subjects not listed in a dwarf's profile. For example, a mason that likes [[cow]]s for their haunting moos and absolutely detests [[bat]]s will make statues of both. This is presumably out of love for cows and horrified fascination for bats.
 
 
 
==Benefits to Productivity==
 
A dwarf working with a material they like or creating items they like will produce higher [[quality]] goods, and gain a happy [[thought]] for being satisfied at work. For example, a [[mechanic]] that likes olivine will generally make better [[olivine]] mechanisms than [[granite]] ones. This is most important during [[embark]], when individual personality profiles and skills can be best matched up according to your specifications.
 
 
 
For example, make the dwarf that likes [[bed]]s your [[carpenter]] and the dwarf that likes gold your [[blacksmith]]. [[armorsmith|Urist McLikesbreastplates]] would be a good candidate for Armorsmith.
 
 
 
This works less well later with immigrants as it is usually more advantageous to train up the great armorsmith  than the novice armorsmith who likes steel.
 
  
 
==Value Considerations==
 
==Value Considerations==
It has been noted that preferences have an effect on how dwarves perceive the value of a [[room]] and [[furniture]], though the exact details are not yet known.  
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Some types of preferences have an effect on how creatures perceive the value of a [[room]] and its [[furniture]]:
 +
* Preferences for stone or gem types will increase the value of floors and walls which have been [[smoothed]] and/or [[engraving|engraved]]
 +
* Preferences for materials or item types will increase the value of furniture
 +
* Furniture which has been [[decorate]]d will receive further boosts from each decoration added
 +
* Furniture which was constructed by a creature of a different race will be more valuable to creatures who like that race
 +
* Furniture made from [[dye]]d cloth (e.g. [[bag]]s) will be more valuable to creatures who like that dye's [[color]]
 +
* Furniture decorated with images of [[shape]]s will be more valuable to creatures who like that shape
  
A mason who likes horses will often make statues of one or two horses, or even statues of themselves admiring horses. This can be great if the mason is chronically depressed: surround their bed with images they like, and they will be happier.  
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For furniture, each preference match ''multiplies'' the entire item value - for example, if a dwarf likes the item's type (+1), the materials on two of its decorations (+2), and a shape inscribed on it (+1), the item's value to that dwarf will be multiplied by '''5'''.
  
If your [[monarch]] absolutely detests large roaches, a ☼[[platinum]] [[statue]] of a [[large roach]]☼ in their [[bedroom]] will actually give them ''negative'' thoughts about their [[bedroom]]{{verify}}. This problem can be avoided by carefully selecting the statue that is going to be built by e{{k|x}}panding the material selection menu.
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==Nobles==
  
Since images will feature both objects the worker likes and dislikes, engravings and other images featuring various vermin can't be avoided entirely, but they're generally not frequent enough to cause notable problems.
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Nobles only give [[mandate]]s and [[demand]]s that accord with their preferences. For this reason, a good way to ameliorate the annoying effects of nobles is to nominate a [[baron]] who has no preferences for anything craftable. This baron won't issue any mandates or demands!
  
 
{{Category|Thoughts}}
 
{{Category|Thoughts}}
 +
[[ru:Preferences]]

Latest revision as of 22:55, 12 April 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

The preferences of a diagnostician.

Preferences are materials, creatures, or objects described as being liked (and sometimes, detested) by someone in their "preferences" tab, accessible by clicking on a dwarf or other individuals in or near your fortress.

Possible objects of Affection or Revulsion[edit]

A given dwarf may display many, a few, or (theoretically) even none of these preferences.

Each unit's preferences consist of the following:

Food/Work/Benefits to productivity[edit]

Every dwarf will like at least one type of booze, and may like none to several food ingredients. Dwarves get happy thoughts from eating food and drinking booze they like; the meal's value can improve only those thoughts. There are 76 types of booze and hundreds, if not thousands, of types of food preferences. The difficulty in obtaining all types of booze or food means that it is practically impossible to satisfy the need to eat a good meal. Bug:10262 Note that it is possible to obtain all types of booze, especially if modding is used.

A dwarf's preferences (and disliked vermin) tend to feature in any artwork the dwarf makes, more often than subjects not listed in their profile. For example, a mason that likes cows for their haunting moos and absolutely detests bats, will make statues of both, presumably out of love for cows and horrified fascination for bats.

A dwarf working with a material they like - or creating items they like out of that material - will produce higher-quality goods. For example, a mechanic that likes olivine generally makes better olivine than granite mechanisms. This is most important during embark, when individual personality profiles and skills can be best matched up according to your specifications. For example, make the dwarf that likes beds your carpenter and the dwarf that likes gold your blacksmith. Urist McLikesbreastplates would be a good candidate for Armorsmith. This works less well later on with immigrants, as it is usually more advantageous to train up the great armorsmith than the novice armorsmith who likes steel.

The game is perfectly happy with giving a creature a bad thought from not eating a favored food, even when said creature doesn't actually like anything.

Value Considerations[edit]

Some types of preferences have an effect on how creatures perceive the value of a room and its furniture:

  • Preferences for stone or gem types will increase the value of floors and walls which have been smoothed and/or engraved
  • Preferences for materials or item types will increase the value of furniture
  • Furniture which has been decorated will receive further boosts from each decoration added
  • Furniture which was constructed by a creature of a different race will be more valuable to creatures who like that race
  • Furniture made from dyed cloth (e.g. bags) will be more valuable to creatures who like that dye's color
  • Furniture decorated with images of shapes will be more valuable to creatures who like that shape

For furniture, each preference match multiplies the entire item value - for example, if a dwarf likes the item's type (+1), the materials on two of its decorations (+2), and a shape inscribed on it (+1), the item's value to that dwarf will be multiplied by 5.

Nobles[edit]

Nobles only give mandates and demands that accord with their preferences. For this reason, a good way to ameliorate the annoying effects of nobles is to nominate a baron who has no preferences for anything craftable. This baron won't issue any mandates or demands!