- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "40d:Preferences"
(Added subsection about artifacts and nobles.) |
m (Corrected an error in my earlier edit re: artifacts.) |
||
Line 35: | Line 35: | ||
== Effect on Artifacts and Demands == | == Effect on Artifacts and Demands == | ||
− | A dwarf's preferences have a strong impact on their [[artifact]] construction during a [[strange mood]]. If it is possible to create an item from the moody dwarf's preferences with the chosen material and workshop, he will. Even in some cases where it's not possible to create an item from a material, the dwarf will go ahead and do it anyway! This can result in things like [[magnetite]] [[bed]]s (normally only wood can be used to make beds) or [[billon]] [[armor|plate mail]] (normally billon is not suitable for weapons or armor). | + | A dwarf's preferences have a strong impact on their [[artifact]] construction during a [[strange mood]]. If it is possible to create an item from the moody dwarf's preferences with the chosen material and workshop, he usually (but not always) will. Even in some cases where it's not possible to create an item from a material, the dwarf will go ahead and do it anyway! This can result in things like [[magnetite]] [[bed]]s (normally only wood can be used to make beds) or [[billon]] [[armor|plate mail]] (normally billon is not suitable for weapons or armor). |
− | In a similar vein, nobles will usually only demand items from their preferences list, occasionally combining them into difficult to fulfill requests (e.g. [[blue shark]] [[bone]] [[instrument|piccolo]]). | + | In a similar vein, nobles will usually only demand or prohibit trade of items from their preferences list, occasionally combining them into difficult to fulfill requests (e.g. [[blue shark]] [[bone]] [[instrument|piccolo]]). |
== Civilian and Military Positions == | == Civilian and Military Positions == |
Revision as of 14:46, 7 March 2009
Every dwarf is born with a unique personality that includes likes and dislikes. A dwarf's personality also changes with time; he or she may develop new preferences for food and drink and develop new character traits.
Possible Objects of Affection or Revulsion
Each dwarf prefers particular materials, objects, animals, and foods.
Preferences include:
- a type of soil or stone
- a type of metal
- a type of gem
- a type of armor or clothing
- a type of furniture
- a type of craft
- an animal or even vermin
- one or more favourite foods
- one or more favourite drinks
- detesting a type of vermin
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.
Effect on Skill Use (Crafting)
A dwarf with a preference for a material or an object will produce higher-quality results for a given skill when working with that raw material or making that object. This is especially important in cases where you're short of raw materials to train on, as even a dabbling dwarf with the right preferences can occasionally produce quality objects. The dwarf above is not only an ideal candidate to become a glassmaker, she has real potential as a carpenter or even trapper as well.
Note that the material preferences can affect more than one stage in the production chain. If you're fortunate enough to have a dwarf who likes pig tail cloth, or giant cave spider silk, it will improve both their weaving and clothesmaking with those materials.
Effect on Thoughts and Behavior
Dwarves prefer particular foods and/or drinks. They will (probably) seek them out instead of always choosing whatever's closest[Verify], and get a more intense happiness boost from a given quality of food or drink. The dwarf above will be especially grateful if you find some turtles or include quarry bush leaves in your prepared meals.
Dwarves will also try to acquire items they like; adopting pets, purchasing items from a shop, and in the case of nobles, demanding furniture in their rooms or mandating construction of items in their favourite metal/stone.
Of particular note, dwarves that like cats are more vulnerable to cuddly-wuddly syndrome.
Effect on Artifacts and Demands
A dwarf's preferences have a strong impact on their artifact construction during a strange mood. If it is possible to create an item from the moody dwarf's preferences with the chosen material and workshop, he usually (but not always) will. Even in some cases where it's not possible to create an item from a material, the dwarf will go ahead and do it anyway! This can result in things like magnetite beds (normally only wood can be used to make beds) or billon plate mail (normally billon is not suitable for weapons or armor).
In a similar vein, nobles will usually only demand or prohibit trade of items from their preferences list, occasionally combining them into difficult to fulfill requests (e.g. blue shark bone piccolo).
Civilian and Military Positions
The preferences screen also contains a short section detailing any positions a dwarf holds, his squad of dwarves and enemies of this particular dwarf. While an entire fortress may be at war with another civilization, specific dwarves only become enemies after entering into direct combat with opponents of these civilizations.
Continuing Study
Dwarven personality is a newer addition to Dwarf Fortress and still a work in progress. Also "under construction" is our knowledge of what certain traits mean and how they affect gameplay. We do know -- because Toady One has said so -- that there are at least a dozen or so places in the game that use personality to determine dwarven actions, so they're worth keeping in mind. The above dwarf is probably not the best choice for an expedition leader, as she is neither particularly sociable nor good at appeasing, intimidating, or comforting dwarves who come to her with troubles.