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Difference between revisions of "Thoughts and preferences"

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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.
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[[File:Thoughts and preferences.png|center|500px]]
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[[File:preferences_v50_preview.png|thumb|300px|right|The preferences of a [[human]] [[performer|bard]].]]
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Very informational screens about someone or something's [[profile]] is the '''thoughts and preferences''' screen, accessible by clicking on a [[dwarf]], or most other [[Creature|residents in or near your fortress]], and clicking on the "thoughts" or "personality" tab. Unlike previous versions of the game, this version does not combine the two. Instead, this information is separated by multiple tabs. The thoughts tab will have the "recent thoughts" and "[[memory_(thought)|memories]]" sub-tabs. The personality tab will have the "traits", "values", "preferences" and "needs" sub-tabs. These will give you a detailed breakdown of your dwarves' happiness and [[thought]]s, memories, [[preference]]s, mental attributes, and [[personality trait]]s.
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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).
  
 
==Thoughts==
 
==Thoughts==
 
{{main|Thoughts}}
 
{{main|Thoughts}}
This first section is in white, and will state the name of the dwarf and then their overall status (Ecstatic/Happy/Content/Unhappy/Very unhappy/Miserable). It will then list their recent [[thought]]s, providing an overview of what's making them happy or unhappy.
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This first section is in grey, with extremely recent thoughts in white. It may be preceded by either a white quote from the dwarf or a colored note about their emotional status (eg. dark red for Enraged) or stress level. Stress level is invisible to the player until stress starts to bother the dwarf, at which point they start flashing the downward red arrow of unhappiness and may cancel jobs in order to space out. These temporary breaks from reality can turn into permanent insanity if the sources of the dwarf's unhappiness are not removed.
  
==Familial status==
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Emotional reactions are loosely color-coded, with positive thoughts being in blue or green and strong negative thoughts being in red or yellow. Brown thoughts are mildly to moderately negative, and purple and grey ones are pretty much neutral. Positive thoughts lower stress levels, and negative thoughts raise it. Pink thoughts represent [[memory (thought)|memories]], which trigger stress changes based on what is being recalled and may change personality traits and values over time.
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]].
 
  
==Civilization membership==
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==Preferences==
{{main|Civilization}}
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{{main|Preferences}}
This section will list first the civilizations that the dwarf has entered or left, and at the end will give their date of arrival at your fortress. This section is static, and most important when hunting for [[vampire]]s, which will almost always have excessively long (10+) civilization memberships. Most dwarves have at most five items on this screen, which is in blue.
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Dwarves like certain [[material]]s, [[color]]s, [[creature|animal]]s, and brews of alcohol, and detest certain [[vermin]]. Being exposed to these likes or dislikes will give them a higher-than-normal chance of getting a higher-than-normal positive or negative thought, respectively. This comes in handy most when designating dwarves for duties, as dwarves love to work with materials and creatures of their preferences, and will produce higher [[quality]] goods as a result. Being able to outfit [[noble]]s' quarters with classy preferable items is a perk, too. This section is in green again.
  
==Age and date of birth==
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==Mental attributes==
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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{{main|Attribute#Soul Attributes}}
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[[Attribute#Soul Attributes|Mental attributes]] work in much the same way as physical attributes, are listed in the same way, and come in a much greater variety. Most affect how your dwarves are able to do their [[job]]s, as certain mental abilities are important in certain trades.
  
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.
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==Values==
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{{main|Personality traits, values, and dreams#Values}}
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The belief section is composed of two parts, the cultural and personal beliefs.
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===Cultural beliefs===
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Cultural beliefs are the beliefs that the creature holds that are considered "on par" with their culture.
  
See [[Vampire|here]] for more information.
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Typically, cultural beliefs will look something like this:
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:''"Like others in his culture, he holds craftsdwarfship to be of the highest ideals and celebrates talented artisans and their masterwork, has a great deal of respect for the law, values family greatly, sees friendship as one of the finer things in life, believes that honesty is a high ideal, greatly respects artists and their work, really respects those that take the time to master a skill, deeply respect those who work hard at their labors, respects fair-dealing and fair-play, values cooperation, finds merrymaking and partying worthwhile activities, values martial prowess, values leisure time, respects commerce and finds nature somewhat disturbing."'' Certain beliefs can conflict with personality traits.
  
==Physical description==
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===Personal beliefs===
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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Below the cultural beliefs are the individual beliefs, beliefs the creature holds that go against their "typical" culture.
  
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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==Dreams==
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{{main|Personality traits, values, and dreams#Dreams}}
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Some creatures dream of accomplishing certain goals in their life, and these dreams can presumably affect their behavior. If a creature has such dreams, they will be listed in the Values sub-tab of the Personality tab. If said dream has actually been fulfilled, the description will include "and this dream was realized". They will also get a strong happy thought upon completing it. {{verify}}
  
==Physical attributes==
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==Traits==
{{main|Attribute#Body Attributes}}
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{{main|Personality traits, values, and dreams#Traits}}
[[Attribute#Body Attributes|Physical attributes]] affect how well your dwarves are able to do something, and are trained by performing jobs that exercise that attribute. These are strength (used in combat, mining, and woodcutting), agility (used when running), toughness (used in combat), endurance (used when working while tired and pump operating), recuperation (used when healing wounds), and disease resistance (used when healing from [[syndrome]]s). Above-average attributes will be in green, below-average in red. Average results will not be reported.
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A dwarf's personality traits 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. Personality traits affect how and what [[social skill]]s a dwarf trains.
  
==Preferences==
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While not a true personality trait, if the dwarf has become desensitized to tragedy, that will be mentioned at the end of this section of their profile, through the lines, "He/She is getting used to tragedy," "He/She is a hardened individual," or for full desensitization, "He/She doesn't really care about anything anymore."
{{main|Preferences}}
 
Dwarves like certain [[material]]s, [[color]]s, [[creature|animal]]s, and brews of alcohol, and detest certain [[vermin]]. Being exposed to these likes or dislikes will give them a higher-then-normal chance of getting a higher-then-normal positive or negative thought, respectively. This comes in handy most when designating dwarves for duties, as dwarves love to work with materials and creatures of their preferences, and will produce higher [[quality]] goods as a result. Being able to outfit [[noble]]s' quarters with classy preferable items is a perk, too. This section is in green again.
 
 
 
==Mental attributes==
 
{{main|Attribute#Soul Attributes}}
 
[[Attribute#Soul Attributes|Mental attributes]] work in much the same way as physical attributes, are listed in the same way, and come in a much greater variety. Most effect how your dwarves are able to do their [[job]]s, as certain mental abilities are important in certain trades.
 
  
==Personality traits==
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==Needs==
{{main|Personality trait}}
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{{main|Need}}
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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Needs are similar to [[thoughts]], except they affect focus (which has to do with productivity and combat effectiveness) rather than with the risk of tantrums.
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Dwarves become unfocused if their needs are not met, and individual dwarves have different needs depending on their particular beliefs.
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Needs that are unmet for long enough become bad [[thoughts]].
  
{{category|Interface}}
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{{category|Interface}}{{category|Thoughts}}
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[[ru:Thoughts and preferences]]

Latest revision as of 09:49, 12 October 2024

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

The preferences of a human bard.

Very informational screens about someone or something's profile is the thoughts and preferences screen, accessible by clicking on a dwarf, or most other residents in or near your fortress, and clicking on the "thoughts" or "personality" tab. Unlike previous versions of the game, this version does not combine the two. Instead, this information is separated by multiple tabs. The thoughts tab will have the "recent thoughts" and "memories" sub-tabs. The personality tab will have the "traits", "values", "preferences" and "needs" sub-tabs. These will give you a detailed breakdown of your dwarves' happiness and thoughts, memories, preferences, mental attributes, and personality traits.

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 creatures).

Thoughts[edit]

Main article: Thoughts

This first section is in grey, with extremely recent thoughts in white. It may be preceded by either a white quote from the dwarf or a colored note about their emotional status (eg. dark red for Enraged) or stress level. Stress level is invisible to the player until stress starts to bother the dwarf, at which point they start flashing the downward red arrow of unhappiness and may cancel jobs in order to space out. These temporary breaks from reality can turn into permanent insanity if the sources of the dwarf's unhappiness are not removed.

Emotional reactions are loosely color-coded, with positive thoughts being in blue or green and strong negative thoughts being in red or yellow. Brown thoughts are mildly to moderately negative, and purple and grey ones are pretty much neutral. Positive thoughts lower stress levels, and negative thoughts raise it. Pink thoughts represent memories, which trigger stress changes based on what is being recalled and may change personality traits and values over time.

Preferences[edit]

Main article: Preferences

Dwarves like certain materials, colors, animals, and brews of alcohol, and detest certain vermin. Being exposed to these likes or dislikes will give them a higher-than-normal chance of getting a higher-than-normal positive or negative thought, respectively. This comes in handy most when designating dwarves for duties, as dwarves love to work with materials and creatures of their preferences, and will produce higher quality goods as a result. Being able to outfit nobles' quarters with classy preferable items is a perk, too. This section is in green again.

Mental attributes[edit]

Mental attributes work in much the same way as physical attributes, are listed in the same way, and come in a much greater variety. Most affect how your dwarves are able to do their jobs, as certain mental abilities are important in certain trades.

Values[edit]

The belief section is composed of two parts, the cultural and personal beliefs.

Cultural beliefs[edit]

Cultural beliefs are the beliefs that the creature holds that are considered "on par" with their culture.

Typically, cultural beliefs will look something like this:

"Like others in his culture, he holds craftsdwarfship to be of the highest ideals and celebrates talented artisans and their masterwork, has a great deal of respect for the law, values family greatly, sees friendship as one of the finer things in life, believes that honesty is a high ideal, greatly respects artists and their work, really respects those that take the time to master a skill, deeply respect those who work hard at their labors, respects fair-dealing and fair-play, values cooperation, finds merrymaking and partying worthwhile activities, values martial prowess, values leisure time, respects commerce and finds nature somewhat disturbing." Certain beliefs can conflict with personality traits.

Personal beliefs[edit]

Below the cultural beliefs are the individual beliefs, beliefs the creature holds that go against their "typical" culture.

Dreams[edit]

Some creatures dream of accomplishing certain goals in their life, and these dreams can presumably affect their behavior. If a creature has such dreams, they will be listed in the Values sub-tab of the Personality tab. If said dream has actually been fulfilled, the description will include "and this dream was realized". They will also get a strong happy thought upon completing it.[Verify]

Traits[edit]

A dwarf's personality traits 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. Personality traits affect how and what social skills a dwarf trains.

While not a true personality trait, if the dwarf has become desensitized to tragedy, that will be mentioned at the end of this section of their profile, through the lines, "He/She is getting used to tragedy," "He/She is a hardened individual," or for full desensitization, "He/She doesn't really care about anything anymore."

Needs[edit]

Main article: Need

Needs are similar to thoughts, except they affect focus (which has to do with productivity and combat effectiveness) rather than with the risk of tantrums. Dwarves become unfocused if their needs are not met, and individual dwarves have different needs depending on their particular beliefs. Needs that are unmet for long enough become bad thoughts.