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{{Quality|Superior}}
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{{Quality|Superior|00:38, 8 May 2013 (UTC)}}
 
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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.
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[[File:preference_preview.png|thumb|450px|right|Thoughts and preferences of Kadôl Istbarmonom, a herbalist.]]
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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}}.
  
 
== Possible objects of Affection or Revulsion ==
 
== Possible objects of Affection or Revulsion ==
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** 1/3 chance of a random type of [[leather]]
 
** 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 [[horn]]
** 1/7 chance of a random type of [[pearl]] (though this never actually occurs — see article for details)
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** 1/7 chance of a random type of [[pearl]]
 
** 1/7 chance of a random type of [[ivory]]
 
** 1/7 chance of a random type of [[ivory]]
 
** 1/15 chance of a random decorative material - [[coral]] or [[amber]]
 
** 1/15 chance of a random decorative material - [[coral]] or [[amber]]
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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.
 
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.
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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 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.
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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 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.
  
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.
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The game is perfectly happy to give a creature a bad thought from not eating a favored food, even when said creature doesn't actually like anything.
  
 
==Value Considerations==
 
==Value Considerations==
Some types of preferences have an effect on how creatures perceive the value of a [[room]] and its [[furniture]]:
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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.
* Preferences for stone or gem types will increase the value of floors and walls which have been [[smoothed]] and/or [[engraving|engraved]]
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* Preferences for materials or item types will increase the value of furniture
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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.
* Furniture which has been [[decorate]]d will receive further boosts from each decoration added
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* Furniture which was constructed by a creature of a different race will be more valuable to creatures who like that race
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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.
* Furniture made from [[dye]]d cloth (e.g. [[bag]]s) will be more valuable to creatures who like that dye's [[color]]
 
* Furniture decorated with images of [[shape]]s 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'''.
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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==
 
==Nobles==

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