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v0.31:Menu
From Dwarf Fortress Wiki
v0.34.11 · v0.31.25 · v0.28.181.40d · v0.23.130.23a This article is about an older version of DF. |
The purpose of this page is to help players look up the meaning of user interface elements. See Gameplay User Interface for more general information about the UI.
Contents |
[edit] Main in-game Menu
- a: View Announcements - Displays recent Announcements
- b: Building - Building Menu
- r: Reports - Combat reports screen
- c: View civilizations - Shows Civilizations that have been met
- d: Designations - Designate Menu
- o: Set Order - Orders Menu
- k: Look Around
- j: Job List - Jobs Screen
- m: Military - Military Interface
- s: Squads - Squads Menu
- N: Points/Routes/Notes - Notes Menu
- w: Define Burrows - Burrows Menu
- p: Stockpiles - Stockpiles Menu
- i: Zones - Place a Zone
- q: Set Building Tasks/Prefs -
- R: View Rooms/Buildings - View Rooms and Building List
- t: View Items in Buildings
- v: View Units
- h: Hot Keys - Hot Keys Menu
- n: Nobles and Administrators - Nobles Screen
- z: Status - Status Screen
- Tab: Move this menu/map - Moves the menu/map into another arrangement
- ?: Help - Help Screen
- Esc: Options - Set Options
- ;: Movies
- D: Depot Access - View whether your Trade depots can be reached by other civs
- Space: Resume
- .: One-Step
- u: Units Screen - Not displayed on Menu.
[edit] Building Menu
- This menu lists objects/buildings that can be placed. Some require dwarves to have a specific hauling labor set, others require dwarves to have another labor set.
- Armor Stand (a) - Place a built Armor stand (req. Furniture hauling)
- Bed (b) - Place a built Bed (req. Furniture hauling)
- Seat (c) - Place a built Throne (req. Furniture hauling)
- Burial Receptacle (n) - Place a built Coffin (req. Furniture hauling)
- Door (d) - Place a built Door (req. Furniture hauling)
- Floodgate (x) - Place a built Floodgate (req. Furniture hauling)
- Floor Hatch (H) - Place a built Floor hatch (req. Furniture hauling)
- Wall Grate (W) - Place a built Wall grate (req. Furniture hauling)
- Floor Grate (G) - Place a built Floor grate (req. Furniture hauling)
- Vertical Bars (B) - Place Vertical bars (req. Furniture hauling)
- Floor Bars (Alt+(b) - Place Floor bars (req. Furniture hauling)
- Cabinet (f) - Place a built Cabinet (req. Furniture hauling)
- Container (h) - Place a built Container (req. Furniture hauling)
- Kennels (k) - Construct a Kennel (req. animal training, small animal dissection and/or trapping labor)
- Farm Plot (p) - Place a Farm (req. Farming (fields) labor)
- Weapon Rack (r) - Place a built Weapon rack (req. Furniture hauling)
- Statue (s) - Place a built Statue (req. Furniture hauling)
- Table (t) - Place a built Table (req. Furniture hauling)
- Paved Road (o) - Build a Paved road (req. Architecture labor)
- Dirt Road (O) - Build a Dirt road (req. Architecture labor)
- Bridge (g) - Build a Bridge (req. Architecture labor)
- Well (l) - Build a Well (req. Architecture labor)
- Siege Engines (i)
- Ballista (b)
- Catapult (c)
- Workshops (w) - Workshops Menu - Menu to build various Workshops
- Furnaces (e) - Furnaces Menu - Menu to build various Furnaces
- Glass Window (y) - Place a built Glass window (req. Furniture hauling)
- Gem Window (Y) - Create a Gem window (with job)
- Wall/Floor/Stairs (C)
- Wall (w) - Build a Wall (req. Masonry/Carpenter labor)
- Floor (f) - Build a Floor (req. Masonry/Carpenter labor)
- Ramp (r) - Build a Ramp (req. Masonry/Carpenter labor)
- Up Stair (u) - Build a Up stair (req. Masonry/Carpenter labor)
- Down Stair (d) - Build a Down stair (req. Masonry/Carpenter labor)
- Up/Down Stair (x) - Build a Up/Down Stair (req. Masonry/Carpenter labor)
- Fortification (F) - Build a Fortification (req. Masonry/Carpenter labor)
- Trade Depot (D) - Construct a Trade depot
- Traps/Levers (T)
- Stone-Fall Trap (s) - Build a Stone-fall trap (req. Mechanics labor)
- Weapon Trap (w) - Build a Weapon trap (req. Mechanics labor)
- Lever (l) - Build a Lever (req. Mechanics labor)
- Pressure Plate (p) - Build a Pressure plate (req. Mechanics labor)
- Cage Trap (c) - Build a Cage trap (req. Mechanics labor)
- Upright Spear/Spike (S) - Build a Upright Spear/Spike (req. Mechanics labor)
- Machine Components (M)
- Screw Pump (s) - Build a Screw pump (req. Mechanics labor)
- Water Wheel (w) - Build a Water wheel (req. Mechanics labor)
- Windmill (m) - Build a Windmill (req. Mechanics labor)
- Gear Assembly (g) - Build a Gear assembly (req. Mechanics labor)
- Horizontal Axle (h) - Build a Horizontal axle (req. Mechanics labor)
- Vertical Axle (v) - Build a Vertical axle (req. Mechanics labor)
- Support (S) - Construct a Support (req. Architecture labor)
- Animal Trap (m) - Place an Animal trap (with hauling)
- Restraint (v) - Place a Restraint (req. Furniture hauling)
- Cage (j) - Place a built Cage (req. Furniture hauling)
- Archery Target (A) - Build an Archery target (req. Architecture labor)
- Traction Bench (R) - Place a Traction bench (req. Furniture hauling)
[edit] Workshops Menu
- Leather works (e) - Build a Leather works (req. Leatherworking labor)
- Quern (q) - Build a Quern (req. Milling labor)
- Millstone (M) - Build a Millstone (req. Mechanics labor)
- Loom (o) - Build a Loom (req. Weaving labor)
- Clothier's Shop (k) - Build a Clothier's shop (req. Clothesmaking labor)
- Bowyer's Workshop (b) - Build a Bowyer's workshop (req. Crossbow-making labor)
- Carpenter's Workshop (c) - Build a Carpenter's workshop (req. Carpentry labor)
- Metalsmith's Forge (f) - Build a Metalsmith's forge (req. Weaponsmithing/Armoring/Blacksmithing/Metalcrafting labor)
- Magma Forge (v) - Build a Magma forge (req. Weaponsmithing/Armoring/Blacksmithing/Metalcrafting labor)
- Jeweler's Workshop (j) - Build a Jeweler's workshop (req. Gem cutting or Gem setting labor)
- Mason's Workshop (m) - Build a Mason's workshop (req. Masonry labor)
- Butcher's Shop (u) - Build a Butcher's shop (req. Butchery labor)
- Tanner's Shop (n) - Build a Tanner's shop (req. Tanning labor)
- Craftsdwarf's Workshop (r) - Build a Craftsdwarf's workshop (req. Woodcrafting/Bone carving/Stonecrafting labor)
- Siege Workshop (s) - Build a Siege workshop (req. Siege engineering labor)
- Mechanic's Workshop (t) - Build a Mechanic's workshop (req. Mechanics labor)
- Still (l) - Build a Still (req. Brewing labor)
- Farmer's Workshop (w) - Build a Farmer's workshop (req. Plant processing/Milking/Cheese making labor)
- Kitchen (z) - Build a Kitchen (req. Cooking labor)
- Fishery (h) - Build a Fishery (req. Fishing/Fish cleaning labor)
- Ashery (y) - Build an Ashery (req. Potash making or Lye making labor)
- Dyer's Shop (d) - Build a Dyer's shop (req. Dyeing labor)
- Soap Maker's Workshop (S) - Build a Soap maker's workshop (req. Soap making labor)
[edit] Furnaces Menu
- Wood Furnce (w) - Build a Wood furnace (req. Architecture labor)
- Smelter (s) - Build a Smelter (req. Architecture and Masonry labor)
- Glass Furnace (g) - Build a Glass furnace (req. Architecture and Masonry/Metalsmithing labor)
- Kiln (k) - Build a Kiln (req. Architecture and Masonry labor)
- Magma Smelter (l) - Build a Magma smelter (req. Architecture and Masonry labor)
- Magma Glass Furnace (a) - Build a Magma glass furnace (req. Architecture and Masonry/Metalsmithing labor)
- Magma Kiln (n) - Build a Magma kiln (req. Architecture and Masonry labor)
[edit] Combat reports Screen
Hit r to enter the report screen then go through the listing until you find the desired victim.
[edit] Designations Menu
The Designations Menu (accessed by d provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, Stone Detailing as well as removing constructions, controlling traffic and other miscellaneous designations.
[edit] Jobs Screen
[edit] Squads Menu
- This menu allows you to manage your squads
[edit] Notes Menu
- Allows the placement of notes, also referred to as “points”. Required to create patrol routes, often used to label levers so you can remember what they are connected to.
- p: Place - Places a note on the cursor
- d: Delete - Deletes notes on the cursor
- n: Name - Name/label the note placed at this point
- t: Note text - Add additional information for the note
- c: Change symbol selector - Change which part of the symbol is being modified with +-*/, forecolor, backcolor, or symbol.
- s: Adopt selected symbol - Makes all future notes use the selected options .
- +-*/ - Modify currently selected (using c) part of the symbol
- r:Routes – #Routes Menu allows linking of Notes/points together to form routes for patrols.
[edit] Routes Menu
- a: Add route - Create a new route.
- e: Edit waypts - Edit points that make up the route.
- a: Add waypt - Add current point to route.
- d: Add waypt - Delete current point from route.
- p: Add waypt - Finish editing route.
- d: Del route - Delete currently selected route.
- n: Name route - Name current route
- c: Center - Center on route.
- +-*/ - Select different routes
- p: Back to points/notes - Return to Notes menu
[edit] Burrows Menu
- This menu allows the creation and use of Burrows, which help to organize where dwarves are allowed to move/work
- a: Add new burrow - Create a new burrow
- d: Delete - Delete currently selected burrow
- +-*/: Change selection - Switch burrows
- Enter: Define this burrow - Select areas that make up burrow, multiple areas can be created.
- c: Change symbol selector - Change which part of the symbol is being modified with +-*/, forecolor, backcolor, or symbol.
- +-*/ - Modify currently selected (using c) part of the symbol
- c: Add citizens to burrow - Allows you to select which citizens are restricted to this burrow.
- z: Center on burrow
- Esc: Done
[edit] Stockpiles Menu
- Creates stockpiles, dwarves will place items in the appropriate stockpile if they have the correct hauling labor.
- a: Animal - Stores animals in cages/traps, empty cages/traps
- f: Food - Stores food and food by-products (Meat/Fish/Plants/Drinks/Cheese/Seeds/Leaves/Milled plants/Fat/Blood/Lye/ect.)
- u: Furniture Storage - Stores furniture and siege ammo
- y: Graveyard - Stores dead dwarves
- r: Refuse - Stores garbage/dead animals/bones/skulls/shells
- s: Stone - Stores stone/ore
- w: Wood - Stores wood
- e: Gem - Stores rough/cut gems
- b: Bar/Block - Stores bars (Metal/Coal/Potash/Ash/Pearlash/Soap), and Blocks (Stone/Glass)
- h: Cloth - Stores cloth/thread
- l: Leather - Stores leather
- z: Ammo - Stores Bolts/Arrows/Blowdarts
- n: Coins - Stores coins
- g: Finished Goods - Stores finished goods (chains/crafts/clothing (not armor)/splints/crutches/more)
- p: Weapons - Stores weapons/trap components
- d: Armor - Stores armor
- c: Customer Stockpile - Build custom stockpile (define with t)
- t: Custom Settings - Define custom stockpile
- /*: Reserved Barrels - Set the number of barrels that will be reserved for workshop use (such as the Still).
- -:+: Reserved Bins - Set the number of bins that will be reserved for workshop use.
- x: Remove Designation - Remove stockpiles
- Enter: Select - Place start/end corner of stockpile.
[edit] Hot Keys Menu
- Allows the editing of hotkeys. Pressing a hotkey, F1-F8 or Shift F1-F8 zooms to that location.
- F#: Select line F#
- Shift+F#: Select line Shift+F#
- n: Change Name - Name this hotkey
- z: Zoom Here - Set screen to zoom the the current location when selected hotkey is pressed.
[edit] Nobles Screen
- In this screen various nobles can be assigned/removed. See the nobles article for details on nobles, their requirements/demands/mandates.
- Enter: View Unit/Fill Vacancy - Assigns a unit to the position if it's empty, otherwise opens the View screen for that unit.
- r: Replace - Replace the current position if possible, or place if empty.
- s: Settings - Only available for the broker
[edit] Status Screen
- Shows basic Fortress status.
- A - Animals
- B - Kitchen
- C - Stone
- D - Stocks
- E - Health
- F - Justice
- G - Date - Day Month, Year, Early/Middle/Late Season - Trade caravans arrive late in the month. Elves/Humans/Dwarves : Spring/Summer/Autumn
- H: Summary of your wealth, requires Broker with Appraisal skill to see - More wealth often leads to larger groups of immigrants, and sieges. The wealth of unground structures you can't see is listed here. “?” at the end of a value means you haven't had your bookkeep keep records precise enough to know the exact value yet.
- I: How much wealth you have acquired through trade, or traded away (Import/Export)
- J: How much food you have. Other contains prepared meals, as well as some inedible plants.
- ←→ - Move sub-menu
- Enter - Select sub-menu
[edit] Animals Screen
- This shows information about all tame animals at your fortress.
- A: Animal type. Stray Animals can be toggled to become pets, Tame animals are not hostile to your dwarves.
- B: Gender: Amulet is Female, Bag (circle with arrow) is male.
- C: Who owns the animal. Animals marked unavailable can't be adopted. Animals marked “Ready for Slaughter will be slaughtered by a butcher at a butcher's shop. Cats are marked as Uninterested and can't be set as available, cats will adopt dwarves themselves.
- ↓↑ - Move between animals
- Enter - Toggle pet availability (not possible on untamed or cats)
- b - Slaughter
[edit] Kitchen Screen
- This screen allows you to control what food is processed in which manner.
- A: Type of food
- B: Count for that food. “?” at the end of a value means you haven't had your bookkeep keep records precise enough to know the exact value yet.
- C: Whether a food is available to be cooked if possible. Blue=Yes/Red=No
- D: Whether a food is available to be brewed if possible. Blue=Yes/Red=No
- ↓↑ - Move between food items
- c - Toggle cook.
- b - Toggle brew.
[edit] Stone Screen
- This screen lets you restrict usage of stone to specific tasks. All possible stones are listed here.
- A: Type of Stone/ore/bar.
- B: Various reactions that this item is a part of (these can be selected for more information)
- Enter - Mark stone economic/non-economic
[edit] Stocks Screen
- This screen lists every item in your fortress.
- A: General item grouping
- B: Count of each general type. The white number counts usable items, the red number (if any) counts items that cannot be used, including those which belong to others (such as a caravan) and those which have been forbidden. A “?” at the end of a value means you haven't had your bookkeeper maintain records precise enough to know the exact value yet.
- C: individual kinds of items. Items of the same kind but different quality are grouped together unless Tab is pressed.
- tab: Mode - Changes between listing single items, and grouping items of different quality but same type together.
- z: Zoom - only available after pressing tab, zooms screen to selected item.
- v: View - only available after pressing tab, views information on selected item.
- m: Melt - Marks/unmarks item or group to be melted
- f: Forbid - Marks/unmarks item or group to be forbiden
- d: Dump - Marks/unmarks item or group to be dumped
- h: Hide - Marks/unmarks item or group to be hidden
[edit] Health Screen
- Main article: Health screen
- Lists all types of Healthcare information about tamed animals and dwarves in your fortress. Only visible if you have appointed a Chief medical dwarf.
[edit] Justice Screen
- Lists information about Justice at your fortress.
- A - Any criminals currently wanted or being punished are listed here
- B - Shows details about the currently selected criminal - crimes committed, punishment sentenced, and the officer currently assigned to carry out punishments.
- C - This lists the number of cages and chains marked for jailing criminals.
[edit] Help Screen









