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v0.31:Preferences

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Revision as of 02:09, 23 November 2024 by Quietust (talk | contribs) (checked from disassembly - unlike in 40d, all preferences are pre-revealed in this version (and probably all versions going forward))
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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[edit]

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:

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[edit]

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[edit]

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.