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40d Talk:Personality trait

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Revision as of 03:48, 5 October 2009 by Cthom06 (talk | contribs) (→‎Merge with...?: new section)
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incoming redirects

I tried to add redirects TO this page FROM pages such as "Personality" or "Attitudes" and other likely search strings but I couldn't get it to work. --DDouble 00:46, 12 November 2007 (EST)

Taking example on other redirects, you'd need to created the page you wish to redirect from and then add #REDIRECT [[Name of article]]. --Eagle of Fire 00:59, 12 November 2007 (EST)

decision-making traits

What trait do you suppose "takes time when making decisions", and "Often does the first thing that comes to mind" fall under? --GauHelldragon 16:20, 12 November 2007 (EST)

CAUTIOUSNESS. -- Zaratustra 16:56, 12 November 2007 (EST)

Where did you get all this data?! It is delicious D: --GauHelldragon 17:22, 12 November 2007 (EST)

Memory_hacking/v0.27.169.33a -- Zaratustra 17:52, 12 November 2007 (EST)

Effects of personality traits on gameplay

So, do these affect the game at all and if so, how? The article completely fails to mention this.--Siliziumleben 17:15, 3 January 2008 (EST)

They do affect creature behavior, but only in some places (according to Toady). What places? He hasn't said, and we're mostly just guessing. "More testing is needed!" Fedor 23:07, 3 January 2008 (EST)
It's been stated that they affect what skills a trader uses when trading --Edward 23:47, 3 January 2008 (EST)
I've run SOME tests, though it's really hard and the results could be flawed. It involved maxing out, and minimising traits, one at a time, on the starting parties, then doing the same actions repeatedly and seeing what happened. All other traits but the ones to be tested were held at 50%. Activity level has to do with how often they take breaks, I've noticed. Diligence has to do with how hungry/thirsty/tired they have to get before they stop working, I think, and how likely they are to drop a job mid task. The rest are yet to be tested. It's a kinda boring thing to test... Oh, and keep in mind: Random chance could have influenced my results, sadly.Le Blue Dude 11:14, 26 February 2008 (EST)
Thanks for this work though, I am very interested to find out if other anecdotal evidence is true: Does appreciation of nature lead certain dwarves to take their breaks outside? Does artistic inclination create better engravings ("Dwarves speaking with dwarves" compared with really cool engravings describing recent events)? Does anger make the dwarf easier to upset from the loss of a loved one or masterpiece? --DDouble 22:04, 27 July 2008 (EDT)
Pretty sure that if you have "S/he never becomes angry" on your dwarf, then they'll never tantrum regardless of their happiness level. A dwarf from one of my fortresses was kept in the Very Unhappy/Miserable happiness range for quite a long time. I was wondering why he didn't snap until I looked on his personality sheet and saw he had the "Never becomes angry" trait. --Ancient Thingy 15:04, 19 July 2009 (UTC)

Grudges?

Do grudges affect anything?

My dwarves get unhappy thoughts when they're forced to talk to their annoying grudge. (If other effects exist, I've not noticed.) --Fish Aug 30, 2009 (EST)

Have more been added recently?

Do we know if Toady has been adding more in recent versions since they were introduced? --DDouble 22:06, 27 July 2008 (EDT)

Bipolar dwarves AKA "Why so serious?"

So, by editing the raws, can a dwarf have both "...is in a constant state of internal rage" and "...Often feels filled with joy"? Or have both "...revels in chaos and disorder" and "...loves to make lists and keep schedules"? Then just max out the comedian skill and somehow give them "...absolutely detests Batmen". --Smartmo 16:07, 13 January 2009 (EST)

You would ahve to edit hardcode. Actually not just edit, but write. Also, you'd have to edit how the game interperets these... etc. It just wouldn't work. YOu could suggest on the Bay12 forums that toady make bipolar dwarves who change between attributes. As for "absolutely detests batmen"... it's entierly chance that they detest any given animal. You'd have to make batmen vermin, though, to be elligible. --Sensei: Last seen somewhere in the Basic Jungle of Terror 01:04, 27 May 2009 (UTC)

Managers and intellectual curiosity

I have been experimenting with the manager exploit and noticed that some dwarfs, even with no labors assigned will show "no job" rather than verify items in the queue or work as bookkeepers. I am pretty sure it has to do with intellectual curiosity. Someone else should verify this. Simply assign a dwarf with one of the lower value traits as the manager/bookkeeper and queue some tasks. Make sure they have an office and all labors are disabled. --Kwieland 13:17, 1 April 2009 (UTC)

Are you sure they haven't gotten the records up to the specified accuracy, and simply don't have more updating to do? They usually get it all done at once, and then the records only need to be updated every now and then. --LegacyCWAL 13:41, 1 April 2009 (UTC)
I am certain about the manager, they should verify tasks if tasks exist. I'm not sure about bookkeepers. Why do some bookkeepers work diligently (even in advanced fortresses where the levels are "up to par") and thus level quickly while others take a long time? Perhaps it is tied to how many things are being created (stone/crafts/logs/etc)? Maybe when caravans come they have to spend more time?--Kwieland 14:37, 2 April 2009 (UTC)

um.."he is very active" "he lives life at a leisurely pace" "sense of duty" not good enough? --Koltom 23:39, 31 July 2009 (UTC)

Apathetic dwarf?

I noticed one of my dwarfs has a trait that doesn't seem to be on the list. "She doesn't really care about anything anymore." --Magog 10:11, 18 July 2009 (UTC)

Yep. I think it's a special case, since there only seems to be a boolean occurrence of this. Either the dorf has seen so much death he doesn't find life exciting anymore, or he hasn't. --AbuDhabi 14:35, 31 July 2009 (UTC)

I just found a few old threads on the forum that are about this, this one is pretty good. It seems the trait is acquired by witnessing other creatures die, and ranges from "has witnessed death" at it's lowest point, to "doesn't really care about anything anymore" at it's highest. The higher this trait gets, the less upset a dwarf seems to get when a creature they care about, like a pet, friend, or relative, dies. So I guess it's really a rating on how "desensitized to death" a dwarf is. Not at all a bad thing to have considering how lethal a tantrum spiral can be to a fortress. --Slowness 22:10, 4 September 2009 (UTC)

Merge with...?

This page is almost identical to [Personality Modding], which links here. Perhaps it should be merged/redirected? --Cthom06 03:48, 5 October 2009 (UTC)