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Difference between revisions of "Preferences"

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(→‎Possible Objects of Affection or Revulsion: checked from disassembly, complete with percent chances for each type - most of these haven't changed since version 0.23!)
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A given dwarf may display many, a few, or (theoretically) even none of these preferences.
 
A given dwarf may display many, a few, or (theoretically) even none of these preferences.
  
Preferences will always include liking:
+
Each unit's preferences consist of the following:
:* a type of [[stone]] or [[ceramic]] or [[glaze]] or [[gypsum plaster]]
 
:* a type of [[metal]]
 
:* a type of [[gem]]
 
  
Preferences may also include liking:
+
* Various materials:
:* a type of [[wood]]
+
** a random type of [[stone]]
:* a type of [[glass]]
+
** a random type of [[metal]]
:* a type of [[leather]]
+
** a random type of [[gem]]
:* a type of [[horn]]/[[hoof]]/[[antler]]
+
** 1/5 chance of a random type of [[wood]]
::* (not sure if these group with bone or shell) {{verify}}
+
** 1/7 chance of a random type of [[glass]]
:* a type of [[ivory]]/[[tooth]]
+
** 1/3 chance of a random type of [[leather]]
::* (not sure if these group with bone or shell) {{verify}}
+
** 1/7 chance of a random type of [[horn]]
:* a type of organic material:
+
** 1/7 chance of a random type of [[pearl]]
::* [[amber]], [[coral]], or [[pearl]]
+
** 1/7 chance of a random type of [[ivory]]
::* (unobtainable)
+
** 1/15 chance of a random decoration material - [[coral]] or [[amber]]
:* a type of [[bone]]
+
** 1/7 chance of a random type of [[bone]]
:* a type of [[shell]]
+
** 1/14 chance of a random type of [[shell]]
::* (definitely separate from organic materials & bone)
+
** 1/14 chance of a random type of [[silk]]
:* a type of [[silk]]
+
** 1/14 chance of a random type of [[yarn]]
::* (group with cloth?) {{verify}}
+
** 1/7 chance of a random type of plant [[cloth]]
:* a type of [[cloth]]
+
* 1/2 chance of a random [[color]]
::* glowing?, never-still?
+
* 1/5 chance of a random [[shape]]
::* (definitely separate from fabric and wool)
+
* Various types of items:
:* a type of [[fabric]]
+
** 1/3 chance of a random [[weapon]] (4/5) or [[ammo]](1/5) (1% exotic)
::* <plant> fiber fabric
+
** 1/3 chance of a random [[armor piece|piece of armor]] (1% exotic)
::* flowing fabric??
+
** 1/7 chance of a random piece of [[clothing]] (including [[backpack]]s or [[quiver]]s) (1% exotic)
:* a type of [[wool]]
+
** 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, [[bin]]s, [[hatch cover]]s, [[grate]]s, [[quern]]s, [[millstone]]s, [[traction bench]]es, or [[slab]]s
::* <creature> wool
+
** 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
::* (group with fabric?) {{verify}}
+
** 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), a [[toy]] (1% exotic), [[splint]]s, [[crutch]]es, or a [[tool]] (1% exotic)
:* a color
+
* Various types of [[food]]:
:* a design/motif
+
** 1/2 chance of a random type of [[meat]]
::* suns, mountains, diamonds, crescents
+
** 1/3 chance of a random type of [[fish]]
:* a shape
+
** 1/10 chance of a random type of [[cheese]]
::* cabochons, square
+
** 1/7 chance of a random type of edible [[plant]]
::* (group with design/motif?) {{verify}}
+
** a random type of [[alcohol]]
:* a [[weapon]] or [[ammo]]
+
** 1/7 chance of a random cookable plant/creature [[extract]]
:* a piece of [[armor]]
+
** 1/5 chance of a random cookable mill powder
:* a piece of [[clothing]]
+
** 1/7 chance of a random cookable plant [[seed]]
::* (including backpacks and quivers?) {{verify}}
+
** 1/7 chance of a random cookable plant [[quarry bush|leaf]]
:* a type of [[furniture]]  
+
* Various [[creature]]s:
::* doors, floodgates, beds, chairs, windows, cages, barrels, tables, coffins, statues, boxes, armor stands, weapon racks, cabinets, or bins
+
** 1/2 chance of a random pet
:* a type of finished goods or craft
+
** 1/2 chance of a random non-pet animal (excluding wagons, one's own race, [[forgotten beast]]s, [[titan]]s, and unique [[demon]]s)
::* [[figurine]]s, [[scepter]]s, [[Jewlery]] ([[amulet]]s, [[crown]]s, [[ring]]s, [[earring]]s, [[bracelet]]s) , or [[large gems]]
+
* detesting a random type of vermin (which isn't already explicitly liked)
:* a miscellaneous item:
+
* 1/50 chance of a random type of [[tree]]
:** [[siege weapon]] components: [[catapult parts]], [[ballista parts]], [[siege ammunition]],  
+
* 1/10 chance of a random type of [[plant]]
:** [[trap component]]s
 
:** [[Finished Goods]]: [[coin]]s, [[totem]]s, [[flask]]s, [[goblet]]s, [[instrument]]s, [[toy]]s
 
:** [[Furniture]]: [[anvil]]s, [[chain]]s, [[bucket]]s, [[animal trap]]s
 
:* a [[domestic animal]]
 
:* a wild [[creature]]s
 
:* a [[vermin]]
 
:* a type of [[tree]]
 
:* a type of [[crop]]
 
 
 
Preferences may also include consuming various types of [[food]]:
 
:* a type of [[meat]]
 
:* a type of [[fish]]
 
:* a type of [[plant]]
 
:* a type of [[cheese]]
 
 
 
Preferences will always include consuming:
 
:* a type of [[alcohol]]
 
 
 
Preferences may also include consuming:
 
:* a type of plant/creature [[extract]]
 
:* a type of [[flour]]
 
:* a type of [[seed]]
 
:* a type of [[leaf]]
 
 
 
Preferences will always include detesting:
 
:* a type of [[vermin]]
 
  
 
==Food==
 
==Food==

Revision as of 18:45, 9 October 2014

This article is about the current version of DF.
Note that some content may still need to be updated.

Preferences are materials, creatures, or objects described as being liked by a dwarf in their 'thoughts and preferences' tab, accessible for example with u-v-enter.

Possible Objects of Affection or Revulsion

A given dwarf may display many, a few, or (theoretically) even none of these preferences.

Each unit's preferences consist of the following:

Food

Every dwarf will like at least one type of booze and may like none to several food ingredients. It has been claimed that a dwarf will only get a happy thought from eating food and drinking booze he likes.

Work

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.

Benefits to Productivity

A dwarf working with a material they like or creating items they like will produce higher quality goods, and gain a happy thought for being satisfied at work. 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.

For example, make the dwarf that likes beds your carpenter and the dwarf that likes gold your blacksmith. Urist McLikesbreastplates would be a good candidate for Armorsmith.

This works less well later with immigrants as it is usually more advantageous to train up the great armorsmith than the novice armorsmith who likes steel.

Value Considerations

It has been noted that preferences have an effect on how dwarves perceive the value of a room and furniture, though the exact details are not yet known.

A mason who likes horses will often make statues of one or two horses, or even statues of themselves admiring horses. This can be great if the mason is chronically depressed: surround their bed with images they like, and they will be happier.

If your monarch absolutely detests large roaches, a ☼platinum statue of a large roach☼ in their bedroom will actually give them negative thoughts about their bedroom[Verify]. This problem can be avoided by carefully selecting the statue that is going to be built by expanding the material selection menu.

Since images will feature both objects the worker likes and dislikes, engravings and other images featuring various vermin can't be avoided entirely, but they're generally not frequent enough to cause notable problems.