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Difference between revisions of "Preferences"

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Preferences are [[material]]s, [[creature]]s, or objects described as being liked by a dwarf in their 'thoughts and preferences' tab, accessible for example with {{k|u}}-{{k|v}}-{{k|enter}}.
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[[File:preferences_v50_preview.png|thumb|300px|right|The preferences of a [[diagnostician]].]]'''Preferences''' are [[material]]s, [[creature]]s, or objects described as being liked (''and sometimes, detested'') by someone in their "preferences" tab, accessible by clicking on a [[dwarf]] or other individuals in or near your fortress.
  
== Possible Objects of Affection or Revulsion ==
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== Possible objects of Affection or Revulsion ==
 
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:
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Each unit's preferences consist of the following:
:* a type of [[stone]] or [[glaze]] or [[gypsum plaster]]
 
:* a type of [[metal]]
 
:* a type of [[gem]]
 
  
Preferences may also include liking:
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* Various materials:
:* a type of [[wood]]
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** a random type of [[stone]]
:* a type of [[glass]]
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** a random type of [[metal]]
:* a type of [[leather]]
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** a random type of [[gem]]
:* a type of decoration material:
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** 1/5 chance of a random type of [[wood]]
::* [[horn]]/[[hoof]]/[[antler]] or [[ivory]]/[[tooth]]
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** 1/7 chance of a random type of [[glass]] - green, clear, or crystal
::* (not sure if these group with bone or shell) {{verify}}
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** 1/3 chance of a random type of [[leather]]
::* (definitely separate from organic materials)
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** 1/7 chance of a random type of [[horn]]
:* a type of organic material:
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** 1/7 chance of a random type of [[pearl]] (though this never actually occurs — see article for details)
::* [[amber]], [[coral]], or [[pearl]]
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** 1/7 chance of a random type of [[ivory]]
::* (unobtainable)
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** 1/15 chance of a random decorative material - [[coral]] or [[amber]]
:* a type of [[bone]]
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** 1/7 chance of a random type of [[bone]]
:* a type of [[shell]]
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** 1/14 chance of a random type of [[shell]]
::* (definitely separate from organic materials & bone)
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** 1/14 chance of a random type of [[silk]]
:* a type of [[silk]]
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** 1/14 chance of a random type of [[yarn]]
::* (group with cloth?) {{verify}}
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** 1/7 chance of a random type of plant [[cloth]]
:* a type of [[cloth]]
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** 1/7 chance of a random type of [[paper]] or [[parchment]]
::* glowing?, never-still?
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* 1/2 chance of a random [[color]]
::* (definitely separate from fabric)
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* 1/5 chance of a random [[shape]]
:* a type of [[fabric]]
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* Various types of items:
::* <plant> fiber fabric
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** 1/3 chance of a random [[weapon]] (4/5) or [[ammo]] (1/5) (1% exotic)
:* a type of [[wool]]
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** 1/3 chance of a random [[armor piece|piece of armor]] (1% exotic)
::* <creature> wool
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** 1/7 chance of a random piece of [[clothing]] (including [[backpack]]s or [[quiver]]s) (1% exotic)
::* (group with fabric?) {{verify}}
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** 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
:* a color
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** 1/3 chance of a random craft - [[figurine]]s, [[Finished goods|amulets, scepters, crowns, rings, earrings, bracelets]], or large [[gem]]s
:* a design/motif
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** 1/3 chance of a random miscellaneous item - [[catapult part]]s, [[ballista part]]s, a type of [[siege ammo]] (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)
::* suns, mountains, diamonds, crescents
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* Various types of [[food]]:
:* a shape
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** 1/2 chance of a random type of [[meat]]
::* cabochons, square
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** 1/3 chance of a random type of [[fish]]
::* (group with design/motif?) {{verify}}
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** 1/10 chance of a random type of [[cheese]]
:* a [[weapon]] or [[ammo]]
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** 1/7 chance of a random type of edible [[plant]]
:* a piece of [[armor]]
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** a random type of [[alcohol]]
:* a piece of [[clothing]]
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** 1/7 chance of a random cookable plant/creature [[extract]]
::* (including backpacks and quivers?) {{verify}}
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** 1/5 chance of a random cookable mill powder
:* a type of [[furniture]]  
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** 1/7 chance of a random cookable plant [[seed]]
::* doors, floodgates, beds, chairs, windows, cages, barrels, tables, coffins, statues, boxes, armor stands, weapon racks, cabinets, or bins
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** 1/7 chance of a random cookable plant [[quarry bush|leaf]]
:* a type of finished goods or craft
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* Various [[creature]]s:
::* [[figurine]]s, [[scepter]]s, [[Jewlery]] ([[amulet]]s, [[crown]]s, [[ring]]s, [[earring]]s, [[bracelet]]s) , or [[large gems]]
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** 1/2 chance of a random [[domestic animal]]
:* a miscellaneous item:
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** 1/2 chance of a random non-domestic [[creature]] with a {{token|PREFSTRING}} (excluding one's own race, [[wagon]]s, [[werebeast]]s, [[forgotten beast]]s, [[titan]]s, [[angel]]s, [[experiment]]s and unique [[demon]]s)
:** [[siege weapon]] components: [[catapult parts]], [[ballista parts]], [[siege ammunition]],
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* detesting a random type of [[hateable]] vermin (which isn't already explicitly liked)
:** [[trap component]]s
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* 1/50 chance of a random type of [[tree]]
:** [[Finished Goods]]: [[coin]]s, [[totem]]s, [[flask]]s, [[goblet]]s, [[instrument]]s, [[toy]]s
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* 1/10 chance of a random type of [[plant]]
:** [[Furniture]]: [[anvil]]s, [[chain]]s, [[bucket]]s, [[animal trap]]s
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* 1/2 chance of a random [[poetic form]]
:* a [[domestic animal]]
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* 1/2 chance of a random [[musical form]]
:* a wild [[creature]]s
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* 1/2 chance of a random [[dance form]]
:* a [[vermin]]
 
:* a type of [[tree]]
 
:* a type of [[crop]]
 
  
Preferences may also include consuming various types of [[food]]:
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==Food/Work/Benefits to productivity==
:* a type of [[meat]]
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{{old|v=0.47.05}}
:* a type of [[fish]]
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Every dwarf will like at least one type of booze, and may like none to several food ingredients. Dwarves get happy thoughts from eating food and drinking booze they [[Preference|like]]; the meal's value can improve only those thoughts.  There are 76 types of booze and hundreds, if not thousands, of types of food preferences. The difficulty in obtaining all types of booze or food means that it is practically impossible to satisfy the [[need]] to eat a good meal. {{bug|10262}} Note that it is possible to obtain all types of booze, especially if modding is used.
:* a type of [[plant]]
 
:* a type of [[cheese]]
 
  
Preferences will always include consuming:
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A dwarf's preferences (and disliked vermin) tend to feature in any artwork the dwarf makes, more often than subjects not listed in their profile. For example, a mason that likes [[cow]]s for their haunting moos and absolutely detests [[bat]]s, will make statues of both, presumably out of love for cows and horrified fascination for bats.
:* a type of [[alcohol]]
 
  
Preferences may also include consuming:
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A dwarf working with a material they like - or creating items they like out of that material - will produce higher-[[quality]] goods. For example, a [[mechanic]] that likes olivine generally makes better [[olivine]] than [[granite]] mechanisms. 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 [[bed]]s your [[carpenter]] and the dwarf that likes gold your [[blacksmith]]. [[armorsmith|Urist McLikesbreastplates]] would be a good candidate for Armorsmith.  This works less well later on with immigrants, as it is usually more advantageous to train up the great armorsmith than the novice armorsmith who likes steel.
:* a type of plant/creature [[extract]]
 
:* a type of [[flour]]
 
:* a type of [[seed]]
 
:* a type of [[leaf]]
 
  
Preferences will always include detesting:
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The game is perfectly happy with giving a creature a bad thought from not eating a favored food, even when said creature doesn't actually like anything.
:* a type of [[vermin]]
 
  
==Food==
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==Value Considerations==
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.
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It has been noted that preferences have an effect on how dwarves perceive the value of a [[room]] and its [[furniture]], though the exact details are not yet known.  
  
==Work==
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E.G: 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.  
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 [[cow]]s for their haunting moos and absolutely detests [[bat]]s will make statues of both. This is presumably out of love for cows and horrified fascination for bats.
 
  
==Benefits to Productivity==
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If your [[monarch]] absolutely detests large roaches, a [[platinum]] [[statue]] of a [[large roach]]☼ in their [[bedroom]] will not count fully towards the noble's room value requirement (although they'll still admire it without complaining about the subject matter).{{cite rev|212039}} This problem can be avoided by carefully selecting the statue that is going to be built by e{{k|x}}panding the material selection menu.  
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 [[bed]]s your [[carpenter]] and the dwarf that likes gold your [[blacksmith]]. [[armorsmith|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.  
+
Since images will feature both objects the worker likes and dislikes, engravings and other images featuring various vermin can only be avoided entirely by manually specifying images, but they're generally not frequent enough to cause notable problems.
  
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 e{{k|x}}panding the material selection menu.
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==Nobles==
  
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.
+
Nobles only give [[mandate]]s and [[demand]]s that accord with their preferences. For this reason, a good way to ameliorate the annoying effects of nobles is to nominate a [[baron]] who has no preferences for anything craftable. This baron won't issue any mandates or demands!
  
 
{{Category|Thoughts}}
 
{{Category|Thoughts}}
 +
[[ru:Preferences]]

Revision as of 02:30, 25 February 2024

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

The preferences of a diagnostician.

Preferences are materials, creatures, or objects described as being liked (and sometimes, detested) by someone in their "preferences" tab, accessible by clicking on a dwarf or other individuals in or near your fortress.

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/Work/Benefits to productivity

Every dwarf will like at least one type of booze, and may like none to several food ingredients. Dwarves get happy thoughts from eating food and drinking booze they like; the meal's value can improve only those thoughts. There are 76 types of booze and hundreds, if not thousands, of types of food preferences. The difficulty in obtaining all types of booze or food means that it is practically impossible to satisfy the need to eat a good meal. Bug:10262 Note that it is possible to obtain all types of booze, especially if modding is used.

A dwarf's preferences (and disliked vermin) tend to feature in any artwork the dwarf makes, more often than subjects not listed in their profile. For example, a mason that likes cows for their haunting moos and absolutely detests bats, will make statues of both, presumably out of love for cows and horrified fascination for bats.

A dwarf working with a material they like - or creating items they like out of that material - will produce higher-quality goods. For example, a mechanic that likes olivine generally makes better olivine than granite mechanisms. 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 on with immigrants, as it is usually more advantageous to train up the great armorsmith than the novice armorsmith who likes steel.

The game is perfectly happy with giving a creature a bad thought from not eating a favored food, even when said creature doesn't actually like anything.

Value Considerations

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

E.G: 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 not count fully towards the noble's room value requirement (although they'll still admire it without complaining about the subject matter).[1] 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 only be avoided entirely by manually specifying images, but they're generally not frequent enough to cause notable problems.

Nobles

Nobles only give mandates and demands that accord with their preferences. For this reason, a good way to ameliorate the annoying effects of nobles is to nominate a baron who has no preferences for anything craftable. This baron won't issue any mandates or demands!