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Difference between revisions of "v0.31:Preferences"

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m (checked from disassembly - unlike in 40d, all preferences are pre-revealed in this version (and probably all versions going forward))
 
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{{av}}
 
{{av}}
 
{{Quality|Exceptional}}
 
{{Quality|Exceptional}}
Preferences are {{L|material}}s, {{L|creature}}s, or objects described as being liked by a dwarf in their profile. 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 {{L|cow}}s for their haunting moos and absolutely detests {{L|bat}}s will make statues of both. This is presumably out of love for cows and horrified fascination for bats.
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Preferences are [[material]]s, [[creature]]s, or objects described as being liked by a dwarf in their profile. 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.
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== Possible Objects of Affection or Revulsion ==
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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.
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Each unit's preferences consist of the following:
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* Various materials:
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** a random type of [[stone]], [[ore]], or [[ceramic]] (or even [[glaze]])
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** a random type of [[metal]]
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** a random type of [[gem]]
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** 1/5 chance of a random type of [[wood]]
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** 1/7 chance of a random type of [[glass]]
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** 1/3 chance of a random type of [[leather]]
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** 1/7 chance of a random type of [[horn]]
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** 1/7 chance of a random type of [[pearl]]
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** 1/7 chance of a random type of [[ivory]]
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** 1/15 chance of either [[coral]] or [[amber]]
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** 1/7 chance of a random type of [[bone]]
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** 1/14 chance of a random type of [[shell]]
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** 1/14 chance of a random type of [[silk]]
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** 1/14 chance of a random type of [[yarn]]
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** 1/7 chance of a random type of plant [[cloth]]
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* 1/2 chance of a random [[color]]
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* 1/5 chance of a random [[shape]]
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* Various types of items:
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** 1/3 chance of a random [[weapon]] (4/5) or [[ammo]] (1/5) (1% exotic)
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** 1/3 chance of a random [[armor piece|piece of armor]] (1% exotic)
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** 1/7 chance of a random piece of [[clothing]] (including [[backpack]]s or [[quiver]]s) (1% exotic)
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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
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** 1/3 chance of a random craft - [[figurine]]s, [[amulet]]s, [[scepter]]s, [[crown]]s, [[ring]]s, [[earring]]s, [[bracelet]]s, or large [[gem]]s
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** 1/3 chance of a random miscellaneous item - [[catapult parts]], [[ballista parts]], a type of [[siege ammunition]] (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)
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* Various types of [[food]]:
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** 1/2 chance of a random type of [[meat]]
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** 1/3 chance of a random type of [[fish]]
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** 1/10 chance of a random type of [[cheese]]
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** 1/7 chance of a random type of edible [[plant]]
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** a random type of [[alcohol]]
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** 1/7 chance of a random cookable plant/creature extract
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** 1/5 chance of a random cookable plant mill powder
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** 1/7 chance of a random cookable plant [[seed]]
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** 1/14 chance of a random type of plant [[quarry bush|leaves]]
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* Various [[creature]]s:
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** 1/2 chance of a random domestic animal
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** 1/2 chance of a random non-domestic animal (excluding wagons, one's own race, forgotten beasts, titans, and unique demons)
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* detesting a random type of vermin (which isn't already explicitly liked)
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* 1/50 chance of a random type of [[tree]]
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* 1/10 chance of a random type of [[plant]]
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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.
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:{{gametext|Logem Datanamid likes hematite, fine pewter, topaz, crystal glass, giant mole leather, beds, animal traps and horses for their strength. When possible, she prefers to consume turtle and quarry bush leaves. She absolutely detests lizards.}}
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:{{gametext|She is quick to anger. She feels strong urges and seeks short-term  rewards. She is somewhat reserved. She finds rules confining. She is self-disciplined. She takes time when making decisions. She needs alcohol to get through the working day. She likes working outdoors and grumbles only mildly at inclement weather.}}
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Note that it is guaranteed that each of your initial seven dwarves "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.
  
 
==Benefits to Productivity==
 
==Benefits to Productivity==
A dwarf working with a material they like will produce higher {{L|quality}} goods. For example, a {{L|mechanic}} that likes olivine will generally make better {{L|olivine}} mechanisms than {{L|granite}} ones. This is most important during {{L|embark}}, when individual personality profiles and skills can be best matched up according to your specifications.  
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A dwarf working with a material they like will produce higher [[quality]] goods. 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.  
  
Want high quality bedrooms? Make the dwarf that likes {{L|bed}}s your {{L|carpenter}}. Want to build wealth absurdly fast? Make the dwarf that likes gold your {{L|blacksmith}}. Want to outfit your military with classy armor? {{L|armorsmith|Urist McLikesbreastplates}} would be a good candidate for the job.  
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Want high quality bedrooms? Make the dwarf that likes [[bed]]s your [[carpenter]]. (For some reason, only a few dwarves love beds, others just live with mutual acceptance of them.) Want to build wealth absurdly fast? Make the dwarf that likes gold your [[blacksmith]]. Want to outfit your military with classy armor? [[armorsmith|Urist McLikesbreastplates]] would be a good candidate for the job.
  
 
==Value Considerations==
 
==Value Considerations==
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Some types of preferences have an effect on how creatures perceive the value of a [[room]] and its [[furniture]]:
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* Preferences for stone or gem types will increase the value of floors and walls which have been [[smoothed]] and/or [[engraving|engraved]]
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* Preferences for materials or item types will increase the value of furniture
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* Furniture which has been [[decorate]]d will receive further boosts from each decoration added
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* Furniture which was constructed by a creature of a different race will be more valuable to creatures who like that race
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* Furniture made from [[dye]]d cloth (e.g. [[bag]]s) will be more valuable to creatures who like that dye's [[color]]
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* Furniture decorated with images of [[shape]]s will be more valuable to creatures who like that shape
  
It has been noted that preferences have an effect on how dwarves perceive the value of a {{L|room}} and {{L|furniture}}, though the exact details are not yet known. This can be both a blessing and a curse.
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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'''.
 
 
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.
 
 
 
If your king absolutely detests large roaches, a ☼platinum {{L|statue}} of a {{L|large roach}}☼ in their bedroom will actually give them ''negative'' thoughts about their {{L|bedroom}}.  
 
  
This phenomenon is particularly important when choosing an {{L|engraver}}: although rare, some dwarves do not detest {{L|vermin}}, and will therefore do things like fill your rat-phobic {{L|mayor}}'s {{L|office}} with masterfully designed images of {{L|rat}}s.
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{{Category|Thoughts}}

Latest revision as of 02:09, 23 November 2024

This article is about an older version of DF.

Preferences are materials, creatures, or objects described as being liked by a dwarf in their profile. 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 cows for their haunting moos and absolutely detests bats will make statues of both. This is presumably out of love for cows and horrified fascination for bats.

Possible Objects of Affection or Revulsion[edit]

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 unit's preferences consist of the following:

This information can be brought up either by typing v from the unit list, or by showing a dwarf and then typing p for Prefs, z to view profile, and enter to view thoughts and preferences.

Logem Datanamid likes hematite, fine pewter, topaz, crystal glass, giant mole leather, beds, animal traps and horses for their strength. When possible, she prefers to consume turtle and quarry bush leaves. She absolutely detests lizards.
She is quick to anger. She feels strong urges and seeks short-term rewards. She is somewhat reserved. She finds rules confining. She is self-disciplined. She takes time when making decisions. 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 dwarves "likes working outdoors" and "grumbles only mildly at inclement weather". Immigrants most likely will not have these preferences.

All dwarves "need alcohol to get through the working day" - that's part of being a dwarf.

Benefits to Productivity[edit]

A dwarf working with a material they like will produce higher quality goods. 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.

Want high quality bedrooms? Make the dwarf that likes beds your carpenter. (For some reason, only a few dwarves love beds, others just live with mutual acceptance of them.) Want to build wealth absurdly fast? Make the dwarf that likes gold your blacksmith. Want to outfit your military with classy armor? Urist McLikesbreastplates would be a good candidate for the job.

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.