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Difference between revisions of "v0.31:Menu"

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m (about done for now)
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**{{K|Q}}{{K|q}}{{K|w}}{{K|W}}:  Change cost by -5/-1/1/5.
 
**{{K|Q}}{{K|q}}{{K|w}}{{K|W}}:  Change cost by -5/-1/1/5.
 
===Jobs Screen===
 
===Jobs Screen===
[[Image:JobsScreen2010.png|right|480px|225px]]
+
[[Image:JobsScreen2010.png|right|480px]]
 
{{-}}
 
{{-}}
 
===Military Screen ===
 
===Military Screen ===
[[Image:MilitaryScreen2010.png|right|480px|225px]]
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[[Image:MilitaryScreen2010.png|right|480px]]
 
{{-}}
 
{{-}}
 
===Squads Menu ===
 
===Squads Menu ===
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:Lists information about Justic at your fortress
 
:Lists information about Justic at your fortress
 
{{-}}
 
{{-}}
 
 
=== Help Screen ===
 
=== Help Screen ===
 
[[Image:HelpScreen2010.png|right|480px]]
 
[[Image:HelpScreen2010.png|right|480px]]
 
{{-}}
 
{{-}}

Revision as of 19:21, 19 June 2010

Main in-game Menu

MainMenuDF2010.png

Building Menu

BuildingMenu2010.png
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.

Workshops Menu

Workshops Menu.png


Furances Menu

FurnacesMenu.png


Combat reports Screen

Designate Menu

DesignateMenu2010.png
These options each allow you to mark tiles with certain designations. Each are marked by first picking a tile with Enter for one corner of the square and Enter to mark the other corner.
  • Mine (d) - Mark tiles to be Template:L out. Removing stone/soil walls and leaving stone/soil floors. May leave stone/ore/gems. {{req. Template:L labor)
  • Channel (h) - Mark tiles to be Template:L out. Removing the stone/soil wall on that tile, the floor, and replacing the stone/soil floor below with a ramp. May leave stone/ore/gem. {{req. Template:L labor)
  • Remove Up Stairs/Ramps (z) - Mark tiles to remove natural ramps and dug ramps/stairs. (req. Template:L labor)
  • Upward Stairway (u) - Mark walls to be dug out and replaced with upward stairs (req. Template:L labor)
  • Downward Stairway (j) - Mark walls to be dug out and replaced with downard stairs (req. Template:L labor)
  • Up/Down Stairway (i) - Mark walls to be dug out and replaced with upward/downward stairs (req. Template:L labor)
  • Upward Ramp (r) - Mark walls to be dug out and replaced with upward ramps (req. Template:L labor)
  • Chop Down Trees (t) - Mark Template:L to be chopped down. (req. Template:L labor)
  • Gather Plants (p) - Mark Template:L to be gathered down. (req. Template:L labor)
  • Smooth Stone (s) - Mark stone walls to be smoothed. (req. Template:L labor)
  • Engrave Stone (e) - Mark smoothed walls to be engraved. (req. Template:L labor)
  • Carve Fortifications (a) - Mark smoothed walls to have Template:L carved. (req. Template:L labor)
  • Toggle Engravings (v) - Mark tiles to display/hide engravings
  • Remove Designation (x) - Remove all designation markings.
  • Remove Construction (n) - Mark Template:L to be removed (no labor required)
  • Set Building/Item Properties (b)
    • c: Reclaim Items/Buildings - Mark area of objects to be Template:L.
    • f: Forbid Items/Buildings - Mark area of objects to be Template:L.
    • m: Melt Items - Mark area of objects to be Template:L.
    • M: Remove Melt - Remove Template:L marking from area.
    • d: Dump Items - Mark area of objects to be Template:L.
    • D: Remove Dump - Remove Template:L marking from area.
    • h: Hide Items/Buildings - Mark area of objects to be Template:L.
    • H: Unhide Items/Buildings - Remove Template:L marking from area.
  • Set Traffic Areas (o) - Traffic area values determine where dwarves will travel. Large values for cost mean that dwarves will avoid that area if at all possible; smaller costs mean they will prefer that path even if it is longer than “normal”.
    • h: High Traffic Area - Mark areas with the “cost” listed in “High Traffic Cost”
    • n: Normal Traffic Area - Mark areas with the “cost” listed in “Normal Traffic Cost”
    • l: Low Traffic Area - Mark areas with the “cost” listed in “Low Traffic Cost”
    • r: Restricted Traffic Area - Mark areas with the “cost” listed in “Restricted Traffic Cost”
    • /-+ *: Move between type of areas to change with QqwW.
    • QqwW: Change cost by -5/-1/1/5.

Jobs Screen

JobsScreen2010.png


Military Screen

MilitaryScreen2010.png


Squads Menu

SquadsMenu2010.png


Notes Menu

NotesMenu2010.png

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.


Routes Menu

RoutesMenu2010.png
  • 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


Burrows Menu

BurrowsMenu2010.png
  • 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
  • Escape: Done


Stockpiles Menu

StockpilesMenu2010.png
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 - 0 - ???
  • -:+: Reserved Bins - 0 - ???
  • x: Remove Designation - Remove stockpiles
  • Enter: Select - Place start/end corner of stockpile.

Hot Keys Menu

HotKeysMenu2010.png
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.


Nobles Screen

NoblesScreen2010.png
In this screen various Template:L can be assigned/removed. See the Template:L 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 Template:L


Status Screen

StatusScreen2010.png
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 - Template:L 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 Template:L, and Template:L. 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


Animals Screen

AnimalsScreen2010.png
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


Kitchen Screen

KitchenScreen2010.png
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 animals
  • c - Toggle cook.
  • b - Toggle brew.


Stone Screen

StoneScreen2010.png
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


Stocks Screen

StocksScreen2010.png
This screen lists every item in your fortress.
  • A: General item grouping
  • B: Count of each general type “?” at the end of a value means you haven’t had your bookkeep keep records precise enough to know the exact value yet.
  • C: individual kinds of items. Items of the same kind but different Template:L 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


Health Screen

HealthScreen2010.png
Lists all types of health information about tamed animals and dwarves in your fortress.


Justice Screen

JusticeScreen2010.png
Lists information about Justic at your fortress


Help Screen

HelpScreen2010.png