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Difference between revisions of "23a:Preferences"
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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. | 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: | |
− | :* a | + | * Various materials: |
− | + | ** a random gray [[stone]], light stone, or dark stone | |
− | + | ** 1/2 chance of a [[metal]] - [[gold]], [[iron]], [[copper]], [[silver]], [[brass]], [[tin]], [[bronze]], [[steel]], [[electrum]] (only visible once the [[dungeon master]] arrives), or [[platinum]] | |
− | + | ** 1/2 chance of a random ornamental, semi-precious, precious, or rare gem | |
− | + | ** 1/5 chance of a random type of [[wood]] | |
− | + | ** 1/7 chance of a random type of [[glass]] | |
− | + | ** 1/3 chance of a random type of [[leather]], visible once creature is known | |
− | + | ** 1/2 chance of a random decoration material - [[ivory]], [[jade]], [[coral]], [[horn]], [[amber]], or [[pearl]] | |
− | + | ** 1/7 chance of a random type of [[bone]], visible once creature is known | |
− | + | ** 1/14 chance of a random type of [[shell]], visible once creature is known | |
− | :* a [[weapon]] ( | + | ** 1/14 chance of a random type of [[silk]], visible once creature is known |
− | + | ** 1/7 chance of a random type of plant [[cloth]], visible once plant is known | |
− | + | * 1/2 chance of a random [[color]] | |
− | + | * 1/5 chance of a random [[shape]] | |
− | + | * Various types of items: | |
− | + | ** 1/3 chance of a random [[weapon]] (4/5) or [[ammo]] (1/5), with a 1% chance to allow something exotic | |
− | + | *** The [[miners guild]] leader likes all digging implements, and [[cult]] leaders like all weapons using their matching skill | |
− | :* a type of [[ | + | ** 1/3 chance of a random [[armor piece|piece of armor]], with a 1% chance to allow something exotic |
− | + | ** 1/7 chance of a random piece of [[clothing]] (including [[backpack]]s or [[quiver]]s), with a 1% chance to allow something exotic | |
− | + | ** 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, or [[bin]]s | |
− | + | ** 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 | |
− | + | ** 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), or a [[toy]] (1% exotic) | |
+ | * Various types of [[food]]: | ||
+ | ** 1/2 chance of a random type of [[meat]], visible once creature is known | ||
+ | ** 1/3 chance of a random type of [[fish]], visible once creature is known | ||
+ | ** 1/10 chance of a random type of [[cheese]], visible once creature is known | ||
+ | ** 1/10 chance of a random type of edible [[plant]] (50% exotic), visible once plant is known | ||
+ | ** a random type of [[alcohol]] (50% exotic), visible once plant is known | ||
+ | ** 1/7 chance of a random cookable plant/creature extract (50% exotic), visible once plant/creature is known | ||
+ | ** 1/14 chance of a random type of plant [[quarry bush|leaves]] (50% exotic), visible once plant is known | ||
+ | * Various [[creature]]s: | ||
+ | ** 1/2 chance of a random domestic animal | ||
+ | ** 1/2 chance of a random non-domestic animal (excluding wagons and one's own race), visible once creature is known | ||
+ | * detesting a random type of vermin (which isn't already explicitly liked) | ||
+ | * 1/50 chance of a random type of [[tree]], visible once tree is known | ||
+ | * 1/10 chance of a random type of [[plant]], visible once plant is known | ||
+ | |||
+ | Not all preferences are visible from the beginning - where indicated, a dwarf will only realize he/she likes something once it actually becomes available at your fortress, whether from hunting, plant gathering, or trading. | ||
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. | 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. |
Revision as of 17:04, 6 February 2014
This article is about an older version of DF. |
Every dwarf is born with a unique personality that includes likes and dislikes.
Possible Objects of Affection or Revulsion
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:
- Various materials:
- a random gray stone, light stone, or dark stone
- 1/2 chance of a metal - gold, iron, copper, silver, brass, tin, bronze, steel, electrum (only visible once the dungeon master arrives), or platinum
- 1/2 chance of a random ornamental, semi-precious, precious, or rare gem
- 1/5 chance of a random type of wood
- 1/7 chance of a random type of glass
- 1/3 chance of a random type of leather, visible once creature is known
- 1/2 chance of a random decoration material - ivory, jade, coral, horn, amber, or pearl
- 1/7 chance of a random type of bone, visible once creature is known
- 1/14 chance of a random type of shell, visible once creature is known
- 1/14 chance of a random type of silk, visible once creature is known
- 1/7 chance of a random type of plant cloth, visible once plant is known
- 1/2 chance of a random color
- 1/5 chance of a random shape
- Various types of items:
- 1/3 chance of a random weapon (4/5) or ammo (1/5), with a 1% chance to allow something exotic
- The miners guild leader likes all digging implements, and cult leaders like all weapons using their matching skill
- 1/3 chance of a random piece of armor, with a 1% chance to allow something exotic
- 1/7 chance of a random piece of clothing (including backpacks or quivers), with a 1% chance to allow something exotic
- 1/3 chance of a random type of furniture - doors, floodgates, beds, chairs, windows, cages, barrels, tables, coffins, statues, boxes, armor stands, weapon racks, cabinets, or bins
- 1/3 chance of a random craft - figurines, amulets, scepters, crowns, rings, earrings, bracelets, or large gems
- 1/3 chance of a random miscellaneous item - catapult parts, ballista parts, a type of siege ammunition (1% exotic), a trap component (1% exotic), coins, anvils, totems (20% chance), chains, flasks, goblets, buckets, animal traps, an instrument (1% exotic), or a toy (1% exotic)
- 1/3 chance of a random weapon (4/5) or ammo (1/5), with a 1% chance to allow something exotic
- Various types of food:
- 1/2 chance of a random type of meat, visible once creature is known
- 1/3 chance of a random type of fish, visible once creature is known
- 1/10 chance of a random type of cheese, visible once creature is known
- 1/10 chance of a random type of edible plant (50% exotic), visible once plant is known
- a random type of alcohol (50% exotic), visible once plant is known
- 1/7 chance of a random cookable plant/creature extract (50% exotic), visible once plant/creature is known
- 1/14 chance of a random type of plant leaves (50% exotic), visible once plant is known
- Various creatures:
- 1/2 chance of a random domestic animal
- 1/2 chance of a random non-domestic animal (excluding wagons and one's own race), visible once creature is known
- detesting a random type of vermin (which isn't already explicitly liked)
- 1/50 chance of a random type of tree, visible once tree is known
- 1/10 chance of a random type of plant, visible once plant is known
Not all preferences are visible from the beginning - where indicated, a dwarf will only realize he/she likes something once it actually becomes available at your fortress, whether from hunting, plant gathering, or trading.
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 Felsite, brass, Red spinel, crystal glass, giant mole leather, beds, animal traps, horses for their strength and bronze colossuses for their height. When possible, she prefers to consume salmon, Dwarven wheat flour and Dwarven rum. She absolutely detests flies.
- 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 dwarfs "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.
Unlike other dwarves, the dungeon master's preferences are always the same.
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 clothes making with those materials. Double preferences (steel and axes, obsidian and short swords, or clear glass and windows, for instance) are especially useful since they will provide double the benefit.
Effect on Thoughts and Behavior
Dwarves who prefer particular drinks or foods will seek them out instead of choosing whatever's closest or newest, and will get a more intense happiness boost from a given quality of food or drink. Dwarves without a preference for a drink will go for the newest brewed. The dwarf above will be especially grateful if you fish for salmon or include dwarven wheat flour in your prepared meals. The deciding factor is not the name of the meal but whether one or more of its ingredients is a favored one.
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 stone/metal/gem.
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, it will be created. If the dwarf has preferences for multiple types of items, then one will be randomly selected. This is the only way a dwarf can produce an exotic weapon.
In a similar vein, nobles will only mandate or prohibit trade of items or materials from their preferences list, often resulting in trouble if you rely on trading those items or materials. Any noble that likes a material you cannot reliably obtain (e.g. rare gems such as red diamond) should probably be dealt with at the earliest opportunity.