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− | {{migrated article}}
| + | {{Quality|Superior}} |
− | {{Quality|Unrated}} | |
| {{av}} | | {{av}} |
| ''If you are looking for the symbols that '''flash over a dwarf icon''', see [[status icon]].'' | | ''If you are looking for the symbols that '''flash over a dwarf icon''', see [[status icon]].'' |
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− | [[File:Status-bar-full.png|thumb|512px|right|Premium status bar with tile contents tooltip.]]This bar shows some status information about your fortress and its residents. | + | [[File:Status-bar-full.png|thumb|512px|right|Premium status bar with all food stocks categories.]]This bar shows some status information about your fortress and its residents. |
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| ==Fortress name and status== | | ==Fortress name and status== |
− | The fortress name in both the Dwarven [[language]] and English, and the classification of the fortress within your [[civilization]]. Hovering the mouse pointer over this reveals a tooltip showing the fortress' [[wealth]]; this requires a [[broker]] with [[appraisal]].
| + | On the left of the bar at the top of your screen is your fortress name in both the Dwarven [[language]] and English, and the classification (i.e. size) of the fortress within your [[civilization]]. Mouse-hovering over this area reveals a tooltip showing a breakdown of the fortress' [[wealth]]; this requires a [[broker]] with [[appraisal]] and is affected by [[bookkeeper|bookkeeping]] accuracy. |
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| ===Fortress wealth=== | | ===Fortress wealth=== |
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| * [[Created wealth]]. This figure is slightly misleading; it is the total value of goods that currently exists in your fortress that you have created, and that you have not exported. Presumably, this is one of the ways that the game calculates how advanced your fortress is, for determining how likely you are to receive [[immigration]], get be[[Siege|sieged]], or get better trade goods from [[Caravan|caravans]]. | | * [[Created wealth]]. This figure is slightly misleading; it is the total value of goods that currently exists in your fortress that you have created, and that you have not exported. Presumably, this is one of the ways that the game calculates how advanced your fortress is, for determining how likely you are to receive [[immigration]], get be[[Siege|sieged]], or get better trade goods from [[Caravan|caravans]]. |
| ** Created wealth by category. | | ** Created wealth by category. |
− | * [[Wealth#Imports and exports|Imported Wealth]] represents the total value of foreign made goods in your fortress. Therefore this includes the value of things such as the clothes brought in by immigrants, the equipment dropped by dead goblin invaders, and so forth. However, foreign made goods that have been decorated, processed or consumed (such as food) do not count towards this total. Goods that are stolen (by [[Rhesus macaque|rhesus macaques]], for example) seem to count towards this total despite the fact that they are no longer on the map. | + | * [[Wealth#Imports and exports|Imported Wealth]] represents the total value of foreign-made goods in your fortress. Therefore, this includes the value of things such as the clothes brought in by immigrants, the equipment dropped by dead goblin invaders, and so forth. However, foreign-made goods that have been decorated, processed or consumed (such as food) do not count towards this total. Goods that are stolen (by [[Rhesus macaque|rhesus macaques]], for example) seem to count towards this total despite the fact that they are no longer on the map. |
| * [[Wealth#Imports and exports|Exported Wealth]] represents the total value of goods made by your fortress that you have traded to other civilizations. | | * [[Wealth#Imports and exports|Exported Wealth]] represents the total value of goods made by your fortress that you have traded to other civilizations. |
− | A hypothetical example: You buy {{DFtext|(rope reed cloth)}} worth 50. This increases imports by 50. You then make this into a {{DFtext|rope reed bag|6:0}} worth 100. This reduces imports by 50 (since it is no longer considered by the game to be foreign-made). Created wealth increases by 100. You then export this bag. Created wealth decreases by 100, and exports increase by 100. | + | A hypothetical example: You buy {{DFtext|(rope reed cloth)}} worth 50; this increases imports by 50. You then make the cloth into a {{DFtext|rope reed bag|6:0}} worth 100. This reduces imports by 50 (since it is no longer considered by the game to be foreign-made). Created wealth increases by 100. You then export the bag. Created wealth decreases by 100, and exports increase by 100. |
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| ==Population and happiness levels== | | ==Population and happiness levels== |
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| ==Food stocks== | | ==Food stocks== |
− | The count of various [[food]] categories, this section may not display as many categories depending on the game display resolution and UI scaling [[settings]].
| + | This section may not display as many categories depending on the game display resolution and UI scaling [[Settings#Video|settings]]. |
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− | The basic stocks information shows the total amount of [[food]], [[drink]], [[seed]]s, [[meat]], [[fish]], [[plant]], and other items in your fortress. These all come with question marks, until you have a [[bookkeeper]] with the [[record keeper]] skill. Depending on how skilled they are, and how precise you request the counts, you will get more accurate numbers. Note that the bookkeeper will need an [[office]] to take inventory, and it will take some time for them to count. Also note that the 'Other' class includes immediately edible items (e.g. prepared meals, [[cheese]]), potentially edible items (e.g. [[flour]], [[Dwarven_syrup|syrup]]), and inedible items (e.g. [[dye]]), and is therefore an unreliable indicator of a fortress' food stores. | + | The total amount of [[food]], [[drink]], [[seed]]s, [[meat]], [[fish]], [[plant]], and other items in your fortress. These all may have question marks until you have a [[bookkeeper]] with the [[record keeper]] skill. Depending on how many items there are, and how precise you request the counts, you will get more accurate numbers. Note that the bookkeeper will need an [[office]] to take inventory, and it will take some time. Also note that the 'Other' class includes immediately edible items (e.g. prepared meals, [[cheese]]), potentially edible items (e.g. [[flour]], [[Dwarven_syrup|syrup]]), and inedible items (e.g. [[dye]]), and is therefore an unreliable indicator of a fortress' food stores. |
− | <!-- TODO: Include some sort of statistics as to how many units of food/drink a dwarf consumes per meal/drink/season/year/etc. --> | + | <!-- TODO: Include some sort of statistics as to how many units of food/drink a dwarf consumes per meal/drink/season/year/etc. --> |
| <!-- Isn't it "one meal" per meal, "one drink" per drink? ~~~ --> | | <!-- Isn't it "one meal" per meal, "one drink" per drink? ~~~ --> |
| <!-- * [[Stocks]] - The Stocks Status screen allows you to examine the number of various items that your fortress and its residents possess. --> | | <!-- * [[Stocks]] - The Stocks Status screen allows you to examine the number of various items that your fortress and its residents possess. --> |
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| ==Almanac== | | ==Almanac== |
− | The current moon phase, calendar date, season, and world year. The tooltip listing what is in the tile the mouse pointer is at is displayed below here. | + | The current weather or moon phase, [[calendar]] date, season, and world year. The tooltip listing what is in the tile the mouse pointer is at is displayed below here. |
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− | == Creatures Status Screen ==
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− | {{outdatedsection}}
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− | Needs to be moved to a Units page.
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− | This screen is separated into four tabs (Citizens, Pets/Livestock, Others, and Dead/Missing). By default, it can be opened with the key {{k|u}} or by clicking on the first icon on the bottom left of the main interface.
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− | === Citizens Tab ===
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− | This tab shows a list of all residents of your fortress. It does not include [[Visitor|visitors]], but does include [[Visitor#Long-term residency|long-term residents]].
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− | Each entry includes the following columns (from left to right):
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− | * An image of the resident.
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− | * The [[name]]* and [[Labor|profession]]* of the resident, color-coded.
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− | * Buttons to go to the resident's location or view the resident's sheet.
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− | * The task* they are currently performing, along with (where applicable) buttons to go to its location, view a detailed description, remove the current worker from the task, [[suspend]] the task, and cancel the task.
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− | * The resident's current [[stress]] level*.
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− | * The resident's assigned [[Work Detail|work details]] and the toggle button for whether they are allowed to do other types of [[labor]].
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− | ''* The list is sortable by this column. Defaults to sorting by [[Labor|profession]]''
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− | When sorting by [[Labor|profession]], they are not by alphabetical order, instead being sorted by [[Labor#Labor categories|labor category]], then specific profession within the category, again not necessarily in alphabetical order. All sorting may be reversed, meaning for example, sorting by [[name]] may go A-Z or can be reversed to be Z-A.
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− | === Pets/Livestock Tab ===
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− | This screen shows a list of all [[Creature#Animals|animals]] that are owned by the fortress or its residents, but does not include any wild animals in the region, nor animals belonging to invaders or caravans.
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− | Each entry includes the following columns (from left to right):
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− | * An image of the creature.
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− | * The [[Name#Animal and megabeast names|name]]* of the creature. The word "[[stray]]" indicates that the animal is not any dwarf's [[pet]]. In the case of [[War animal|war]] or [[Hunting animal|hunting animals]], it means the animal has not been assigned to a dwarf. Named animals are often a result of being named before joining your fortress, and usually means they are owned by an [[Immigration|immigrant]]. Named animals may also have made a kill.
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− | * Buttons to go to the creature's location or view the creature's sheet.
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− | * The level of [[Animal trainer#Training|training]]* the creature has and its [[Animal trainer|Trainer]] status (see [[#Animal Training Level|below]] for options).
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− | * Buttons to assign a [[Animal trainer|trainer]], and to toggle if the creature recieves [[War animal|war training]] and/or [[Hunting animal|hunting training]].
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− | * The creature's ownership status (see [[#Animal Ownership Status|below]] for options).
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− | * Buttons to toggle pet availability (for unowned creatures, excluding all [[Cat|cats]]), mark for [[Butcher|slaughter]] (for unowned creatures), or mark for [[Gelder|gelding]] (for ungelded male creatures).
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− | ''* The list is sortable by this column. Defaults to sorting by [[Labor|profession]], which is likely a bug, as this appears not to do anything but apply a semi-random order for animals.''
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− | ==== Animal Training Level ====
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− | The following are the options for the animal's [[Animal trainer|training]] level:
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− | *(none) - This animal is wild.{{Verify|Can this happen?}}
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− | *{{DFtext|W|6:1}}{{Verify|Premium version icons}} - This animal is semi-wild.
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− | *{{DFtext|T|7:1}}{{Verify|Premium version icons}} - This animal is trained.
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− | *{{DFtext|-|7:1}}{{Verify|Premium version icons}} - This animal is well-trained.
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− | *{{DFtext|+|7:1}}{{Verify|Premium version icons}} - This animal is skillfully trained.
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− | *{{DFtext|*|7:1}}{{Verify|Premium version icons}} - This animal is expertly trained.
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− | *{{DFtext|≡|7:1}}{{Verify|Premium version icons}} - This animal is exceptionally trained.
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− | *{{DFtext|☼|7:1}}{{Verify|Premium version icons}} - This animal is masterfully trained.
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− | *{{DFtext|Domesticated|2:1}} - This animal is domesticated.
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− | ==== Animal Ownership Status ====
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− | The following are the options for the animal's ownership status:
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− | * {{DFtext|Available as a pet|3:1}} - This animal is available for adoption as a pet.
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− | * {{DFtext|Work Animal|7:0}}{{Verify|Premium version representation}} - This animal has been trained as either a hunting or war animal, and has not been assigned an owner.
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− | * <span style="font-family:IBM Plex Mono Medium, Consolas, monospace; font-size:12.5px; background-color:#000; color:#FF7A12;">Unavailable as a pet</span> - This animal currently cannot be claimed as a pet.
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− | * {{DFtext|Uninterested in an owner|7:0}} - Cats, being superior to all other creatures, cannot be assigned as pets. Instead, they will adopt an owner at their whim.
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− | * {{DFtext|Owned|7:1}} with the owner's name below - This animal belongs to the listed dwarf. Pets can provide happiness to their owners.
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− | * {{DFtext|Ready for Slaughter|5:1}} - This animal will be butchered when a [[butcher]] becomes available.
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− | * {{DFtext|Not Tame|5:0}}{{Verify|Premium version representation}} - This animal is wild and requires taming.
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− | ==== Overall Training ====
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− | In the bottom right corner of the Pets/Livestock screen, there is a button to open a screen that shows civilization-wide animal training knowledge. Training wild animals contributes to this knowledge.
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− | {|class="wikitable" style="width:20%; align:center"
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− | ! Training level
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− | |-
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− | | {{DFtext|A few facts|red}}
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− | |-
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− | | {{DFtext|General familiarity|yellow}}
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− | |-
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− | | {{DFtext|Knowledgeable|white}}
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− | |-
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− | | {{DFtext|Expert|cyan}}
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− | |-
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− | |{{DFtext|Domesticated|lime}}
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− | |}
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− | === Others Tab ===
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− | This screen lists all living creatures that are not residents of or owned by your fortress. Creatures [[Captured creature|captured]] in a [[cage]] still remain in this tab and are not considered owned until [[Animal trainer|tamed]].
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− | Each list entry includes the following columns (from left to right):
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− | * An image of the creature.
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− | * The [[name]]* and (if applicable) [[Labor|profession]]* of the creature.
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− | * Buttons to go to the creature's location or view the creature's sheet.
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− | * The status* of the creature (see [[#Status|below]] for options).
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− | * Button to assign a trainer to a [[Captured creature|captured]] wild [[Creature#Animals|animal]] (if applicable).
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− | ''* The list is sortable by this column. Appears to initially be sorted by first arrival date{{Verify}}, though sorting by [[Labor|profession]] is initially selected, which is likely a bug, as actually sorting by profession requires switching to sort by [[name]] then back to profession.'' <!-- This should probably be moved to a bug report tag -->
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− | ==== Status ====
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− | The following are the options for the creature's status:
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− | * <span style="font-family:IBM Plex Mono Medium, Consolas, monospace; font-size:12.5px; background-color:#000; color:#AEEC37;">Wild Animal</span> or <span style="font-family:IBM Plex Mono Medium, Consolas, monospace; font-size:12.5px; background-color:#000; color:#AEEC37;">Wild Animal (Caged)</span> - Wild [[Creature#Animals|animal]]
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− | * <span style="font-family:IBM Plex Mono Medium, Consolas, monospace; font-size:12.5px; background-color:#000; color:#13F662;">Guest</span> - A temporary [[visitor]], typically at your fortress to visit a [[location]]. The specific task they are currently doing is shown next to their status, for example <span style="font-family:IBM Plex Mono Medium, Consolas, monospace; font-size:12.5px; background-color:#000; color:#13F662;">Guest / </span>{{DFtext|Worship!|5:1}}
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− | * {{DFtext|Merchant|7:0}} or {{DFtext|Merchant (Caged)|7:0}} - A member or animal in a [[caravan]]. [[Cage|Caged]] animals shown in this tab can be bought from the [[Trading|merchants]].
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− | * {{DFtext|Invader|4:1}} or {{DFtext|Caged Prisoner|4:1}} - A hostile [[invader]] or an enemy captured in a [[cage]].
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− | * {{DFtext|Uninvited Guest|4:1}} - A {{Creature#Beasts and Monsters|beast/monster}}, for example {{Forgotten beast|forgotten beasts}} and {{Dragon|dragons}}.
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− | === Dead/Missing Tab ===
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− | This screen lists all creatures that have died or gone missing in your settlement, regardless of which tab they would have been in when alive.
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− | Each list entry contains the following columns (from left to right):
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− | * An image of the creature.
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− | * The [[name]]* and (if applicable) [[Labor|profession]]* of the creature.
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− | * Whether the creature is {{DFtext|Deceased|5:1}} or {{DFtext|Missing|7:0}}*.
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− | ''* The list is sortable by this column. Appears to initially be sorted by first arrival date{{Verify}}, though sorting by [[Labor|profession]] is initially selected, which is likely a bug, as actually sorting by profession requires switching to sort by [[name]] then back to profession.'' <!-- This should probably be moved to a bug report tag -->
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− | == Labor Status Screen ==
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− | {{outdatedsection}}
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− | Every thing after this needs to be moved to the proper pages.
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− | === Work details Tab ===
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− | {{main|Work detail}}
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− | === Kitchen Tab ===
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− | Overall, this screen contains a list of all items currently within the fortress that can be used for either [[cooking]] or [[brewing]]. It is separated into four tabs (Vegetables/fruit/leaves, Seeds, Drinks, and Meat/fish/other).
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− | The items are listed down the left hand side of the screen ({{DFtext|Ingredient Type|7:1}}). The second column ({{DFtext|Number|7:1}}) lists the number of each ingredient currently possessed.
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− | The last column ({{DFtext|Permissions|7:1}}) is subdivided into two additional columns, one for cooking and one for brewing. This is the most important part of this tab, as it shows you whether dwarves are currently allowed to use the given ingredient for the given task. Possible values are:
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− | * {{DFtext|Cook|4:1}} or {{DFtext|Brew|4:1}} - This item could be used for the task, but is currently disallowed.
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− | * {{DFtext|Cook|1:1}} or {{DFtext|Brew|1:1}} - This item is able to be used for the task, and dwarves have permission to do so.
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− | * {{DFtext|----|0:1}} - This indicates that the given item cannot be used in this way. For example, Deer meat cannot be brewed (Any [[Alcohol#Cooking|alcohol can be cooked]]).
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− | Note that when a new food is obtained, the default is {{DFtext|Cook|1:1}} and {{DFtext|Brew|1:1}}. This includes recently [[butcher|butchered]] animals, [[food]]stuffs gained from trading, first [[Crop|crops]] from [[Seed|seeds]], and plants [[Plant gathering|gathered]] from the wild. Items that have been designated as [[Forbid|forbidden]] will not be listed on this menu.
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− | Cooking permission is also used/needed for [[Cheese|cheesemaking]] from [[milk]] items.
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− | === Stone use Tab ===
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− | The Stone use status screen is separated into two tabs (Economic Stone and Other Stone). The first tab (Economic Stone) lists all [[Economic stone|economic stone]] (stones that have a value and purpose besides masonry) found within the game. As an example, [[chalk]] can be used in the process of creating [[steel]]. The second tab (Other Stone) lists all non-economic stone.
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− | Both tabs allows you to control what stone is used for menial purposes (masonry, building construction, walls, etc.). By default all economic stone, except layer stones present on the map, is disallowed and all other stone is allowed. It also tells you if a stone is [[magma-safe]] or not.
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− | The first tab (Economic Stone) also provides a full list of each economic stone's uses.
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− | == Work orders Status Screen ==
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− | {{main|Manager#Work order}}
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− | The Work orders status screen allows you to create and manage work orders. It consists of a list of work orders sorted by priority, as well as a button in the top right to create a new work order.
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− | == Nobles and administrators Status Screen ==
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− | The Nobles and administrators status screen contains a list of the [[Noble|nobles]] and administrators of your settlement. At the top is a description section, which may change to provide detail when hovering over different elements.
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− | Each list entry contains the following columns (from left to right):
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− | * The name of the position, with the name of the related squad below, if applicable.
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− | * Button to change the current holder of the position, if applicable.
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− | * An image of the current holder of the position, if there is one.
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− | * The [[name]] and [[Labor|profession]] of the current holder of the position (typically the profession is the position title), or {{DFtext|VACANT|6:1}} or {{DFtext|NEW|6:1}} if there is none.
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− | * Button to give symbols to the noble. This gives the position holder an item, which is given a name at this time if it did not already have one.
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− | * The current and required [[Office|Study/Throne Room]], [[Bedroom]], [[Dining Room]], [[Tomb]], and [[Building|Furniture]] for the position.
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− | * Any [[Mandate|mandates]] set by the noble.
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− | * For the [[bookkeeper]], the desired [[stocks]] display precision.
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− | == Objects Status Screen ==
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− | The Objects status screen contains four tabs ([[Legendary artifact|Artifacts]], Symbols, Named objects, and [[Book|Written content]]), each of which is a list of special, named, or unique items.
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− | Each list entry contains the following columns (from left to right):
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− | * An image of the item.
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− | * The [[name]] of the item and its translation.
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− | * Buttons to go to the item's location or open its item sheet, if applicable.
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− | * The [[entity]] that [[Claim#Artifact claim|claims]] the object, if applicable.
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− | === Artifacts Tab ===
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− | {{main|Legendary artifact}}
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− | === Symbols Tab ===
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− | Symbols are items given to [[Noble|nobles]] in the [[#Nobles and administrators Status Screen|Nobles and administrators]] screen. They may be [[Legendary artifact|artifacts]], or they may be other items, but will always be named (giving a noble a symbol includes naming the item if not already named).
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− | === Named objects Tab ===
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− | This tab lists all named, non-[[Legendary artifact|artifact]] items in your fortress. This may include non-artifact items also in the Symbols Tab.
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− | === Written content Tab ===
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− | {{main|Book}}
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− | Written content never has a [[Claim#Artifact claim|claimant]], so the last column will be empty. Typically, the work's translated name will be the same as its original name, with a few exceptions. The list will only include original works, not copies. While the majority of written content will be [[Book#Scroll|scrolls]] and [[Book#Quire and codex|quires/codices]], other objects, such as [[Slab|slabs]] containing the [[Secret|secrets]] of [[Necromancy|life and death]] can be included.
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− | == Justice Status Screen ==
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− | {{main|Justice}}
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− | === Open cases Tab ===
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− | The Open cases tab has a list of the open cases on the left from oldest to most recent. On the right, details about the selected case are provided, including the injured party (if applicable), the case status ({{DFtext|Unsolved.|3:1}}), and the witnesses who reported the crime. There are two buttons which allow the player to [[Justice#Interrogation|interrogate]] or [[Justice#Punishments|convict]] a creature.
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− | === Closed cases Tab ===
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− | The Closed cases tab, similarly the Open cases tab, has a list of the closed cases on the left from oldest to most recent, with details on the right. However, there are no buttons, and the case status is described as {{DFtext|Convicted: Urist McDidntMakeFlutes, Craftsdwarf.|5:1}}
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− | === Cold cases Tab ===
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− | The Cold cases Tab is the same as the Open cases tab, but only includes cases older than one year.
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− | === Fortress guard Tab ===
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− | The Fortress guard tab contains information on the [[fortress guard]] if it exists. At the top is shown the total number of combined [[Cage|cages]] plus [[Restraint|restraints]] in the [[dungeon]] out of the number requested by the fortress guard (approximately one tenth the population). Note that [[Chain|chains]] includes both ropes and chains.
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− | The rest of the tab is a list of members of the fortress guard, including the cases assigned to each member.
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− | === Convicts Tab ===
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− | The Convicts tab contains of a list on the left of everybody who has been convicted of a crime. On the right, pending sentence(s) for the selected creature are displayed, along with all the crimes they have ever been convicted of.
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− | === Intelligence Tab ===
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− | The Intelligence tab shows information gathered about hostile [[Intrigue|plots]] via [[Justice#Interrogation|interrogation]].
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| {{Category|Interface}} | | {{Category|Interface}} |
| [[ru:Status]] | | [[ru:Status]] |