- 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.
v0.31:Preferences
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
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 type of stone, ore, or ceramic (or even glaze)
- a random type of metal
- a random type of 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
- 1/7 chance of a random type of horn
- 1/7 chance of a random type of pearl
- 1/7 chance of a random type of ivory
- 1/15 chance of either coral or amber
- 1/7 chance of a random type of bone
- 1/14 chance of a random type of shell
- 1/14 chance of a random type of silk
- 1/14 chance of a random type of yarn
- 1/7 chance of a random type of plant cloth
- 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) (1% exotic)
- 1/3 chance of a random piece of armor (1% exotic)
- 1/7 chance of a random piece of clothing (including backpacks or quivers) (1% 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, bins, hatch covers, grates, querns, millstones, traction benches, or slabs
- 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), a toy (1% exotic), splints, crutches, or a tool (1% exotic)
- Various types of food:
- 1/2 chance of a random type of meat
- 1/3 chance of a random type of fish
- 1/10 chance of a random type of cheese
- 1/7 chance of a random type of edible plant
- a random type of alcohol
- 1/7 chance of a random cookable plant/creature extract
- 1/5 chance of a random cookable plant mill powder
- 1/7 chance of a random cookable plant seed
- 1/14 chance of a random type of plant leaves
- Various creatures:
- 1/2 chance of a random domestic animal
- 1/2 chance of a random non-domestic animal (excluding wagons, one's own race, forgotten beasts, titans, and unique demons)
- detesting a random type of vermin (which isn't already explicitly liked)
- 1/50 chance of a random type of tree
- 1/10 chance of a random type of plant
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
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
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.