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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.
Each unit's preferences consist of the following:
- Various materials:
- a random type of stone
- 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 a random decoration material - 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 ammo (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 mill powder
- 1/7 chance of a random cookable plant seed
- 1/7 chance of a random cookable plant leaf
- Various creatures:
- detesting a random type of hateable 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
Every dwarf will like at least one type of booze and may like none to several food ingredients. Dwarves are more likely to get happy thoughts from eating food and drinking booze they like, since it boosts the meal's effective value.
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. 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.
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
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). This problem can be avoided by carefully selecting the statue that is going to be built by e panding 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.
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!