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Difference between revisions of "Stocks"

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The '''Stocks''' screen, accessible via the '''[[Status]]''' screen, is a careful record of your fort's entire inventory, managed by the [[bookkeeper]], who, periodically, must update the [[stockpile]] records depending on how quickly your fort's [[wealth]] is growing or being depleted.
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[[File:DF-status-bar-stocks.png|thumb|306px|right|Stocks on the status bar; different UI size settings allow for more or fewer categories to be shown.]]The '''Stocks''' window, accessible via a button on the top status bar or {{k|k}}, is a record of your fort's entire inventory, managed by the [[bookkeeper]], who, periodically, must update the [[stockpile]] records depending on how quickly your fort's [[wealth]] is growing or being depleted.
  
 
==Layout==
 
==Layout==
The Stocks screen displays a list of product categories on the left side of the screen.  Next to those categories is the total number of objects you have that fit within that category, split into first column (grey): number available or in use normally, and second column (red): number of restricted or uncollected items (read more below), both adding up to the total number on the map. In v0.44.01, the stocks screen was sorted alphabetically (the prior arrangement is shown below).
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[[File:DF-stocks-window.png|thumb|300px|right|Stocks window; showing accurate counts and contents of the Barrels category.]]The Stocks window displays a list of item categories on the left side of the window, and after selecting a category, a list of items on the right. At the top of the right side is a filter input to only show items that match a string and the categories that contain those items.
 
 
[[Image:Jt_stocks_screen.png|800px]]
 
  
 
==Contents==
 
==Contents==
*[[Meat]] - [[meat]] and [[prepared organs]]
 
*[[Fish]] - cleaned [[fish]], [[oyster]]s, [[cave lobster]]s, [[pond turtle]]s
 
*[[Raw fish]] - uncleaned fish or other food items produced by fishing
 
*[[Egg]]
 
*[[Plant]]s - unprocessed plants
 
*[[Prepared meal]]s
 
*[[Cheese]]
 
*[[Powder]] - [[dye]], [[dwarven sugar]], [[sand]], [[flour]], [[plaster]]
 
*[[Drink]]s
 
*[[Leaves]] - [[quarry bush]] leaves
 
*[[Liquid]] - [[water]] in [[bucket]]s
 
*[[Glob]] - [[fat]] and [[tallow]]
 
*[[Seed]]s
 
*[[Weapon]]s
 
 
*[[Ammunition]]
 
*[[Ammunition]]
 +
*[[Useless crap|Amulets]]
 +
*[[Animal trap]]s
 +
*[[Anvil]]s
 
*[[Armor]] - mail shirts, breastplates, and "covers" like cloaks
 
*[[Armor]] - mail shirts, breastplates, and "covers" like cloaks
*[[Clothing|Legwear]]
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*[[Armor stand]]s
*[[Clothing|Headwear]]
 
*[[Clothing|Handwear]]
 
*[[Clothing|Footwear]]
 
*[[Armor#Shield user|Shields/bucklers]]
 
 
*[[Backpack]]s
 
*[[Backpack]]s
*[[Quiver]]s
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*[[Bag]]s
*[[Anvil]]s
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*Ballista arrowheads - ballista arrowheads without their arrows yet
*[[Armor stand]]s
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*[[Ballista]] parts
*[[Weapon rack]]s
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*[[Barrel]]s
 +
*[[Bar]]s
 +
*[[Bed]]s
 +
*[[Bin]]s
 +
*[[Block]]s
 +
*[[Body parts]]
 +
*[[Coffer|Boxes]]
 +
*[[Useless crap|Bracelets]]
 +
*Branches - only gatherable in [[Adventurer mode]]
 +
*[[Bucket]]s
 
*[[Cabinet]]s
 
*[[Cabinet]]s
 +
*[[Cage]]s
 +
*[[Catapult]] parts
 +
*[[Chain]]s
 +
*[[Cheese]]
 +
*[[Cloth]]
 +
*[[Codices]]
 +
*[[Coffin]]s
 +
*[[Coin]]s
 +
*[[Corpse]]s
 +
*[[Useless crap|Crowns]]
 +
*[[Crutch]]es
 +
*[[Cut gem]]s
 
*[[Door]]s
 
*[[Door]]s
 +
*[[Drink]]s
 +
*[[Useless crap|Earrings]]
 +
*[[Egg]]
 +
*[[Useless crap|Figurines]]
 +
*[[Fish]] - cleaned [[fish]], [[oyster]]s, [[cave lobster]]s, [[pond turtle]]s
 +
*[[Flask]]s
 
*[[Floodgate]]s
 
*[[Floodgate]]s
*[[Bed]]s
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*[[Clothing|Footwear]]
*[[Throne]]s
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*[[Glob]] - [[fat]] and [[tallow]]
*[[Table]]s
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*[[Goblet]]s - includes mugs and cups
*[[Coffin]]s
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*[[Grate]]s
*[[Statue]]s
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*[[Clothing|Handwear]]
*[[Slab]]s
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*[[Hatch|Hatch covers]]
*[[Tanned hide]]s
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*[[Clothing|Headwear]]
*[[Cloth]]
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*[[Gem industry#Large gems|Large gems]]
*[[Thread]]
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*[[Leaves]] and [[fruit]]
 +
*[[Clothing|Legwear]]
 +
*[[Cast|Limb/body casts]]
 +
*[[Liquid]] - [[water]] in [[bucket]]s
 
*[[Wood|Logs]]
 
*[[Wood|Logs]]
*[[Stone]]s
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*[[Meat]] - [[meat]] and [[prepared organs]]
*[[Gem|Rough gems]]
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*[[Mechanism]]s
*[[Bar]]s
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*[[Millstone]]s
*[[Cut gem]]s
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*[[Instrument|Musical instrument]]s
*[[Gem industry#Large gems|Large gems]]
 
*[[Coin]]s
 
*[[Block]]s
 
*[[Vermin|Small]] [[Animal training|tame]] [[vermin|animals]]
 
*Small live animals
 
 
*[[Pipe section]]s
 
*[[Pipe section]]s
*[[Hatch|Hatch covers]]
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*[[Plant]]s - unprocessed plants
*[[Grate]]s
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*[[Powder]] - [[dye]], [[dwarven sugar]], [[sand]], [[flour]], [[plaster]]
 +
*[[Prepared meal]]s
 
*[[Quern]]s
 
*[[Quern]]s
*[[Millstone]]s
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*[[Quiver]]s
*[[Window]]s
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*[[Raw fish]] - uncleaned fish or other food items produced by fishing
*[[Animal trap]]s
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*[[Remains]]
*[[Chain]]s
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*[[Useless crap|Rings]]
*[[Cage]]s
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*[[Gem|Rough gems]]
*[[Coffer|Boxes]] and [[bag]]s
 
*[[Bin]]s
 
*[[Barrel]]s
 
*[[Bucket]]s
 
*[[Mechanism]]s
 
*[[Trap component]]s
 
*[[Flask]]s
 
*[[Goblet]]s
 
*[[Toy]]s
 
*[[Tool]]s
 
*[[Instrument|Musical instrument]]s
 
*[[Useless crap|Figurines]]
 
*[[Useless crap|Amulets]]
 
*[[Useless crap|Crowns]]
 
 
*[[Useless crap|Scepters]]
 
*[[Useless crap|Scepters]]
*[[Useless crap|Rings]]
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*[[Seed]]s
*[[Useless crap|Earrings]]
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*[[Sheet]]s
*[[Useless crap|Bracelets]]
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*[[Armor#Shield user|Shields/bucklers]]
*[[Catapult]] parts
 
*[[Ballista]] parts
 
 
*[[Ballista arrow|Siege ammo]]
 
*[[Ballista arrow|Siege ammo]]
*Ballista arrowheads - ballista arrowheads without their arrows yet
+
*[[Slab]]s
 +
*Small live animals
 +
*Small rock - only gatherable in [[Adventurer mode]]
 +
*[[Vermin|Small]] [[Animal training|tame]] [[vermin|animals]]
 +
*[[Splint]]s
 +
*[[Statue]]s
 +
*[[Stone]]s
 +
*[[Table]]s
 +
*[[Tanned hide]]s
 +
*[[Thread]]
 +
*[[Throne]]s
 +
*[[Tool]]s
 
*[[Totem]]s
 
*[[Totem]]s
*[[Corpse]]s
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*[[Toy]]s
*[[Body parts]]
 
*[[Remains]]
 
*Small rock
 
*[[Splint]]s
 
*[[Crutch]]es
 
 
*[[Traction bench]]es
 
*[[Traction bench]]es
*[[Cast|Limb/body casts]]
+
*[[Trap component]]s
*[[Slab]]s
+
*[[Weapon rack]]s
*[[Book]]s
+
*[[Weapon]]s
 +
*[[Window]]s
  
 
==Bookkeeping & precision==
 
==Bookkeeping & precision==
  
Precision determines how well your dwarves are keeping count of all your items. Items are grouped into general categories - for instance, all hand weapons, crossbows and picks are "weapons". The biggest is typically "stones" - all stones you have mined out are included in one category, and viewable by specific type only if your level of accuracy is adequate for that number; anything less, and you will only have a rough total, no ability to view or manipulate the individual items.
+
Precision determines how accurately your bookkeeper is keeping count of all your items. Items are grouped into general categories - for instance, all hand weapons, crossbows and picks are "weapons". The biggest is typically "stones" - all stones you have mined out are included in one category.
  
The precision of the Stocks screen depends on the settings of the [[bookkeeper]] [[noble]]. (Use {{k|n}} {{k|s}} to access that screen.) Precision affects three factors - the time spent at that labor (more precision takes more time), the number of significant figures (see immediately below), and whether the Inventory is active or unavailable for a given item type (see Inventory, bottom). 
+
The precision of the Stocks window depends on the settings of the [[bookkeeper]] [[noble]]. (Use {{k|n}} to access that window.) Precision affects two factors - the time spent at that labor (more precision takes more time), the number of significant figures (see immediately below).{{verify|it also used to limit whether the player could interact with items from this window but that doesn't to be true anymore}}
  
 
There are five possible settings:
 
There are five possible settings:
  
; Lowest Precision
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; 1 - Lowest Precision
: This is the default setting, precise only to one significant figure. It's only fine for your initial embark until you feel you need the Inventory feature, below, and have time to designate a [[chair]] ''(perhaps in your first [[dining room]], at least to start)'' as an [[office]]/study.
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: This is the default setting, precise only to one significant figure. It's only fine for your initial embark until you feel you need accurate counts, below, and have time to designate a [[chair]] ''(perhaps in your first [[dining room]], at least to start)'' as an [[office]]/study.
:*Any number from 0 to 9 will be exact.  Inventory is available only for categories with 9 items or less.
+
:*Any number from 0 to 9 will be exact.
 
:*A number from 10 to 99 will be rounded to the nearest 10.
 
:*A number from 10 to 99 will be rounded to the nearest 10.
 
:*A number from 100 to 999 will be rounded to the nearest 100.
 
:*A number from 100 to 999 will be rounded to the nearest 100.
Line 116: Line 116:
 
:*A number equal to 10,000 or more will be rounded to the nearest 10,000.
 
:*A number equal to 10,000 or more will be rounded to the nearest 10,000.
  
; Low Precision
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; 2 - Low Precision
: This setting is precise to two significant figures. This is fine for a starting fortress, since few will have over 99 of most items, stone being the usual first exception.
+
: This setting is precise to two significant figures. This is fine for a starting fortress, since few will have over 99 of most items, stone being the usual first exception.
:*Any number from 0 to 99 will be exact. Inventory is available only for categories with 99 items or less.
+
:*Any number from 0 to 99 will be exact.
 
:*A number from 100 to 999 will be rounded to the nearest 10.
 
:*A number from 100 to 999 will be rounded to the nearest 10.
 
:*A number from 1,000 to 9,999 will be rounded to the nearest 100.
 
:*A number from 1,000 to 9,999 will be rounded to the nearest 100.
 
:*A number equal to 10,000 or more will be rounded to the nearest 1,000.
 
:*A number equal to 10,000 or more will be rounded to the nearest 1,000.
  
; Medium Precision
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; 3 - Medium Precision
: This setting is precise to three significant figures. This is a good and practical level to maintain stockpile records at for an early fort, since typically stones are the only item that will number over 999 in the first years. (Note that although you have many types of stone, it is the total that matters for any one such category.)
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: This setting is precise to three significant figures. This is a good and practical level to maintain stockpile records at for an early fort, since typically stones are the only item that will number over 999 in the first years. (Note that although you have many types of stone, it is the total that matters for any one such category.)
 
:*Any number from 0 to 999 will be exact.
 
:*Any number from 0 to 999 will be exact.
:*A number from 1,000 to 9,999 will be rounded to the nearest 10. Inventory is available only for categories with 999 items or less.
+
:*A number from 1,000 to 9,999 will be rounded to the nearest 10.
 
:*A number equal to 10,000 or more will be rounded to the nearest 100.
 
:*A number equal to 10,000 or more will be rounded to the nearest 100.
  
; High Precision
+
; 4 - High Precision
: This setting is precise to four significant figures, ample for most needs. This setting is most useful for managing stone (like forbidding one type entirely). Eventually other items, like food or drink, could grow to be in this range as well, depending on play style.
+
: This setting is precise to four significant figures, ample for most needs. This setting is most useful for managing stone (like forbidding one type entirely). Eventually other items, like food or drink, could grow to be in this range as well, depending on play style.
:*Any number from 0 to 9,999 will be exact. Inventory is available only for categories with 9,999 items or less.
+
:*Any number from 0 to 9,999 will be exact.
 
:*A number equal to 10,000 or more will be rounded to the nearest 10.
 
:*A number equal to 10,000 or more will be rounded to the nearest 10.
  
; Highest Precision
+
; 5 - Highest Precision
: This setting is perfectly and completely precise for any number of items in any category. All stockpile records will be exact.  Inventory available for all items and all categories, regardless of number.  
+
: This setting is perfectly and completely precise for any number of items in any category. All stockpile records will be exact.
 
:Maintaining stockpile records at this level starts out as a full-time job but becomes easier to maintain once that level is achieved.
 
:Maintaining stockpile records at this level starts out as a full-time job but becomes easier to maintain once that level is achieved.
  
If a number has been rounded, it will appear with a trailing question mark and will be displayed in brown instead of light grey (for instance, "20?" instead of "17"). Above the lowest precision, your [[bookkeeper]] requires a meager office, and for every level of precision, he or she will spend more time there updating the stock record.
+
If a number has been rounded, it will appear with a trailing question mark, for example, "20?" instead of "17". Above the lowest precision, your [[bookkeeper]] requires a meager office, and for every level of precision, he or she will spend more time there updating the stock record.
  
 
==Inventory==
 
==Inventory==
  
If you have a sufficient level of precision to count each item in the given category, you will see an inventory display on the right side of the screen.  If you do not have enough precision, the right side of the screen will be blank, and you will not be able to see (or manipulate) each individual item in that category.
+
The left side of the window shows categories of items and the quantity of items in that category; if you do not have enough [[bookkeeper]] precision, it only shows approximate amounts. Numbers in white indicate how many are available for use, while numbers in orange indicate those already in use.
  
So, if you are Lowest level precision, and you have 9 weapons, you can see an itemized list of each one, and be able to forbid it, find it, melt it, etc. etc. from that screen.  If you have 10 (or more), you will see only that you have 10? items of that general category, and not which ones.
+
When you select a category you will see an inventory display on the right side of the window. No matter the level of precision{{verify|maybe the thresholds changed?}}, this shows all items in that category with buttons to interact with them; hovering over a button shows its function in the mini-map.
  
When active, this inventory display has two modes:
+
The items on the right side are further grouped by type, click the first line of any group to collapse or expand that group. The first line also provides buttons to interact with the entire group. Items in each group are listed by value not including any contents.
* '''Compacted View''': The default mode, lists objects by type and total number, it doesn't show Unclaimed Items (see below). It is handy to get a general idea of the number of goods you have available.
 
 
 
* '''Detailed View''': hit "Tab" key to toggle, lists each individual object* in your fort, even the Unclaimed Items (see below). This display is useful for selecting individual items to [[forbid]], [[melt]] or [[dump]].  To toggle between either of the two modes, press {{key|Tab}}.
 
 
 
:''(* or individual [[stack]] of objects, in the case of ammo or food)''
 
 
 
In the detailed mode, the items text is colour coded.
 
====Color Code====
 
 
 
{| width="100%" style="margin-left: .5cm"
 
|-
 
| bgcolor="#000000" width="10%"| <span style="color: #808000">'''BROWN'''</span>
 
| bgcolor="#ffffff" width="90%"| <span style="color: #000000">
 
These items were '''produced by the fortress''' (or obtained and then [[decorate]]d there)</span>
 
|-
 
| bgcolor="#000000" width="10%"| <span style="color: #c0c0c0">'''LGRAY'''</span>
 
| bgcolor="#ffffff" width="90%"| <span style="color: #000000">
 
These items are owned but were '''''not'' produced at fort''' (Obtained via trading or enemies; see [[Created wealth]])</span>
 
|-
 
| bgcolor="#000000" width="10%"| <span style="color: #008080">'''CYAN'''</span>
 
| bgcolor="#ffffff" width="90%"| <span style="color: #000000">
 
'''Built [[furniture]]''', currently part of a '''[[building]]''' or a '''[[trap]]''', currently '''marked for [[Trading|Trade]]''' in a [[Trade depot]], or buried skeleton/corpse</span>
 
|-
 
| bgcolor="#000000" width="10%"| <span style="color: #800080">'''MAGENTA'''</span>
 
| bgcolor="#ffffff" width="90%"| <span style="color: #000000">
 
Currently '''forbidden''' or designated for '''dump/melt''', or part of a '''[[construction]]'''
 
|-
 
| bgcolor="#000000" width="10%"| <span style="color: #800000">'''RED'''</span>
 
| bgcolor="#ffffff" width="90%"| <span style="color: #000000">
 
'''Not owned''' by fort ''(uncollected webs, and trade goods and equipment currently owned by [[trader]]s or [[invader]]s)''</span>
 
|-
 
| bgcolor="#000000" width="10%"| <span style="color: #505050">'''DGRAY'''</span>
 
| bgcolor="#ffffff" width="90%"| <span style="color: #000000">
 
'''Destroyed''' or '''lost''' ([[artifact]]s only)</span>
 
|-
 
|}
 
 
 
:''The colors shown reflect the default [[color scheme]].''
 
  
 
====Bracketing====
 
====Bracketing====
 
In addition to items being bracketed to indicate their [[Item_quality|quality]], there are certain symbols that will bracket an item to indicate that it's different from normal.
 
In addition to items being bracketed to indicate their [[Item_quality|quality]], there are certain symbols that will bracket an item to indicate that it's different from normal.
  
* Bracketing with '''<code>(round brackets)</code>''' indicates that the item was not produced by your dwarves.  This includes all items you start the game with, all items [[immigration|immigrants]] bring with them, and all items belonging to [[caravan|traders]] and [[siege|invaders]]. You can make an item count as being produced by your dwarves either by transforming it into something else (like turning a [[log]] into a [[bed]]) or by [[decoration|decorating]] it.
+
* Bracketing with '''<code>(round brackets)</code>''' indicates that the item was not produced by your dwarves.  This includes all items you start the game with, all items [[immigration|immigrants]] bring with them, and all items belonging to [[caravan|traders]] and [[siege|invaders]]. You can make an item count as being produced by your dwarves either by transforming it into something else (like turning a [[log]] into a [[bed]]) or by [[decoration|decorating]] it.
 
* Bracketing with '''<code>{curly brackets}</code>''' indicates that the item is forbidden.
 
* Bracketing with '''<code>{curly brackets}</code>''' indicates that the item is forbidden.
 
* Bracketing with '''<code>xcrossesx</code>''' or '''<code>Xcapital crossesX</code>''' or '''<code>XXdouble capital crossesXX</code>''' indicates that the item is partially [[wear|worn out]]. This applies mainly to [[clothing]] that's wearing out, [[food]] that's going rotten, and [[building]]s that are being attacked by [[building destroyer]]s.
 
* Bracketing with '''<code>xcrossesx</code>''' or '''<code>Xcapital crossesX</code>''' or '''<code>XXdouble capital crossesXX</code>''' indicates that the item is partially [[wear|worn out]]. This applies mainly to [[clothing]] that's wearing out, [[food]] that's going rotten, and [[building]]s that are being attacked by [[building destroyer]]s.
 
* Bracketing with '''<code>‼double exclamation marks‼</code>''' indicates that the item is on [[fire]].
 
* Bracketing with '''<code>‼double exclamation marks‼</code>''' indicates that the item is on [[fire]].
  
==Item Categories==
+
==Item counts==
The Items seem to fall into two main categories for the numbers in the Stocks, and its modes:
+
Items fall into two groups for the numbers shown on the categories:
  
* '''Available Items''' (Gray Number): includes items ready to be used.
+
* '''Available Items''' (white number): includes items ready to be used.
 
** In-transit items count to stock levels, but are not usable to build with. (i.e. a bed in transit shows as available in the stock menu, but is not usable when trying to place a bed)  
 
** In-transit items count to stock levels, but are not usable to build with. (i.e. a bed in transit shows as available in the stock menu, but is not usable when trying to place a bed)  
* '''Restricted Items''' (Red Number): includes items not ready to be used like:
+
* '''Restricted Items''' (orange number): includes items not available, such as:
 
** Dump / Melt items  
 
** Dump / Melt items  
 
** Forbidden items:
 
** Forbidden items:
*** These are marked with a yellow F
+
*** These are marked with curly braces {}
*** In the '''Compacted View''' a brown F indicates only some items in the stack are forbidden.
+
*** Built Items: ''almost'' everything shown in cyan when pointed at, or everything that was used to create a building:
*** Items in caverns start forbidden:
 
**** Preserved meat
 
**** Prepared meat
 
**** Fish
 
**** Leather
 
** Built Items: ''almost'' everything marked as "B" if seen using {{k|t}}, or everything that was used to create a building:
 
 
*** Built Furniture: doors, beds, thrones, chairs, tables, floodgates, cages, etc.
 
*** Built Furniture: doors, beds, thrones, chairs, tables, floodgates, cages, etc.
 
*** Traps
 
*** Traps
*** Building materials: stones, blocks, anvils, etc.
+
*** Building materials: stones, blocks, anvils, buckets, barrels, etc.
 
** Construction Materials: used in walls, floors, etc.
 
** Construction Materials: used in walls, floors, etc.
** '''Unclaimed Items''': these are not shown in the '''Compacted View''' and are marked as "B" if seen using {{k|t}}, although they weren't used to create the building:
+
** '''Unclaimed Items''':
*** Unharvested Crops: plants grown in the farm plot, are marked as "B" until collected.
+
*** Unharvested Crops: plants grown in a farm plot.
*** Planted Seeds: these are put into the farm plot, are marked as "B" and then become full grown plants.
+
*** Planted Seeds: these are put into a farm plot.
*** Contents of a [[Hive]] with an installed colony of [[honey bee]]s: the royal jelly and the honeycomb are marked "B" until collected, the bees themselves are marked "B" as soon as the colony is installed. All these "items" will be listed with red numbers in the main stocks screen.
+
*** Contents of a [[Hive]] with an installed colony of [[honey bee]]s: the royal jelly and the honeycomb until collected, the bees themselves. All these "items" will be counted with orange numbers on the category.
 
** '''Not Owned by fort''':
 
** '''Not Owned by fort''':
 
*** Uncollected webs in caverns
 
*** Uncollected webs in caverns
  
The modes:
+
Marking items as forbidden or for dumping from this window does not update the counts until the window is closed and reopened.
* '''Compacted View''': shows:
 
** Available Items
 
** Restricted Items with the exception of:
 
*** Unclaimed Items
 
* '''Detailed View''': shows everything
 
 
 
==Forbidding and dumping==
 
 
 
Items can be [[forbid|forbidden]] and [[Garbage dump|dumped]] from the Stocks screen, either individually or en masse for every item of the same type. When using the group commands, items currently built in buildings/constructions are not marked.
 
 
 
Due to a bug, a group of items cannot be forbidden if any one of the items is both built in a building/construction and forbidden.{{bug|5734}} If you unforbid the group, then manually unforbid the remaining items using the detail view you should be able to forbid the entire group again.
 
 
 
==Lag warning==
 
 
 
''Warning:'' A mature fort with large numbers of individual items (5,000+) in any particular category (e.g. Stones) can experience significant lag when that category is selected.{{bug|10025}} You can use the "page up" and "page down" keys to skip past problematic categories.
 
 
 
==Enhanced view==
 
  
The utility [[Utility:DFHack|DFHack]] provides an enhanced stocks view (default {{key|e}}) that allows grouping, filtering based on item properties, and marking for trade at depot. While not the most straightforward interface, this menu can be incredibly powerful and save you many repetitive keypresses. For example, to order all unowned items with wear be brought to the depot for trade: {{key|ctrl}}+{{key|o}}, {{key|W}}, {{key|A}}, {{key|T}}.
+
==Interacting with items==
  
 +
[[File:DF-stocks-interaction-buttons.png|thumb|right|Interaction buttons on an item type group and an individual item.]]Items can be [[forbid|forbidden]], [[Garbage dump|dumped]], [[melt]]ed, or [[Hide_Items_or_Buildings|hidden]] from this window, either individually or en masse for every item of the same type. The melt button is only shown for items that can be melted. When using the group buttons, items currently built in buildings/constructions are not marked. Individual items can also be zoomed to or viewed.
  
 +
Due to a bug, a group of items cannot be forbidden if any one of the items is both built in a building/construction and forbidden.{{bug|5734}} If you unforbid the group, then manually unforbid the remaining items you should be able to forbid the entire group again.{{verify|unknown if bug or work around still true on premium}}
  
 
{{Category|Fortress mode}}
 
{{Category|Fortress mode}}
 
{{Category|Interface}}
 
{{Category|Interface}}
 
[[ru:Stocks]]
 
[[ru:Stocks]]

Latest revision as of 14:36, 21 August 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

Stocks on the status bar; different UI size settings allow for more or fewer categories to be shown.

The Stocks window, accessible via a button on the top status bar or k, is a record of your fort's entire inventory, managed by the bookkeeper, who, periodically, must update the stockpile records depending on how quickly your fort's wealth is growing or being depleted.

Layout[edit]

Stocks window; showing accurate counts and contents of the Barrels category.

The Stocks window displays a list of item categories on the left side of the window, and after selecting a category, a list of items on the right. At the top of the right side is a filter input to only show items that match a string and the categories that contain those items.

Contents[edit]

Bookkeeping & precision[edit]

Precision determines how accurately your bookkeeper is keeping count of all your items. Items are grouped into general categories - for instance, all hand weapons, crossbows and picks are "weapons". The biggest is typically "stones" - all stones you have mined out are included in one category.

The precision of the Stocks window depends on the settings of the bookkeeper noble. (Use n to access that window.) Precision affects two factors - the time spent at that labor (more precision takes more time), the number of significant figures (see immediately below).[Verify]

There are five possible settings:

1 - Lowest Precision
This is the default setting, precise only to one significant figure. It's only fine for your initial embark until you feel you need accurate counts, below, and have time to designate a chair (perhaps in your first dining room, at least to start) as an office/study.
  • Any number from 0 to 9 will be exact.
  • A number from 10 to 99 will be rounded to the nearest 10.
  • A number from 100 to 999 will be rounded to the nearest 100.
  • A number from 1,000 to 9,999 will be rounded to the nearest 1,000.
  • A number equal to 10,000 or more will be rounded to the nearest 10,000.
2 - Low Precision
This setting is precise to two significant figures. This is fine for a starting fortress, since few will have over 99 of most items, stone being the usual first exception.
  • Any number from 0 to 99 will be exact.
  • A number from 100 to 999 will be rounded to the nearest 10.
  • A number from 1,000 to 9,999 will be rounded to the nearest 100.
  • A number equal to 10,000 or more will be rounded to the nearest 1,000.
3 - Medium Precision
This setting is precise to three significant figures. This is a good and practical level to maintain stockpile records at for an early fort, since typically stones are the only item that will number over 999 in the first years. (Note that although you have many types of stone, it is the total that matters for any one such category.)
  • Any number from 0 to 999 will be exact.
  • A number from 1,000 to 9,999 will be rounded to the nearest 10.
  • A number equal to 10,000 or more will be rounded to the nearest 100.
4 - High Precision
This setting is precise to four significant figures, ample for most needs. This setting is most useful for managing stone (like forbidding one type entirely). Eventually other items, like food or drink, could grow to be in this range as well, depending on play style.
  • Any number from 0 to 9,999 will be exact.
  • A number equal to 10,000 or more will be rounded to the nearest 10.
5 - Highest Precision
This setting is perfectly and completely precise for any number of items in any category. All stockpile records will be exact.
Maintaining stockpile records at this level starts out as a full-time job but becomes easier to maintain once that level is achieved.

If a number has been rounded, it will appear with a trailing question mark, for example, "20?" instead of "17". Above the lowest precision, your bookkeeper requires a meager office, and for every level of precision, he or she will spend more time there updating the stock record.

Inventory[edit]

The left side of the window shows categories of items and the quantity of items in that category; if you do not have enough bookkeeper precision, it only shows approximate amounts. Numbers in white indicate how many are available for use, while numbers in orange indicate those already in use.

When you select a category you will see an inventory display on the right side of the window. No matter the level of precision[Verify], this shows all items in that category with buttons to interact with them; hovering over a button shows its function in the mini-map.

The items on the right side are further grouped by type, click the first line of any group to collapse or expand that group. The first line also provides buttons to interact with the entire group. Items in each group are listed by value not including any contents.

Bracketing[edit]

In addition to items being bracketed to indicate their quality, there are certain symbols that will bracket an item to indicate that it's different from normal.

  • Bracketing with (round brackets) indicates that the item was not produced by your dwarves. This includes all items you start the game with, all items immigrants bring with them, and all items belonging to traders and invaders. You can make an item count as being produced by your dwarves either by transforming it into something else (like turning a log into a bed) or by decorating it.
  • Bracketing with {curly brackets} indicates that the item is forbidden.
  • Bracketing with xcrossesx or Xcapital crossesX or XXdouble capital crossesXX indicates that the item is partially worn out. This applies mainly to clothing that's wearing out, food that's going rotten, and buildings that are being attacked by building destroyers.
  • Bracketing with ‼double exclamation marks‼ indicates that the item is on fire.

Item counts[edit]

Items fall into two groups for the numbers shown on the categories:

  • Available Items (white number): includes items ready to be used.
    • In-transit items count to stock levels, but are not usable to build with. (i.e. a bed in transit shows as available in the stock menu, but is not usable when trying to place a bed)
  • Restricted Items (orange number): includes items not available, such as:
    • Dump / Melt items
    • Forbidden items:
      • These are marked with curly braces {}
      • Built Items: almost everything shown in cyan when pointed at, or everything that was used to create a building:
      • Built Furniture: doors, beds, thrones, chairs, tables, floodgates, cages, etc.
      • Traps
      • Building materials: stones, blocks, anvils, buckets, barrels, etc.
    • Construction Materials: used in walls, floors, etc.
    • Unclaimed Items:
      • Unharvested Crops: plants grown in a farm plot.
      • Planted Seeds: these are put into a farm plot.
      • Contents of a Hive with an installed colony of honey bees: the royal jelly and the honeycomb until collected, the bees themselves. All these "items" will be counted with orange numbers on the category.
    • Not Owned by fort:
      • Uncollected webs in caverns

Marking items as forbidden or for dumping from this window does not update the counts until the window is closed and reopened.

Interacting with items[edit]

Interaction buttons on an item type group and an individual item.

Items can be forbidden, dumped, melted, or hidden from this window, either individually or en masse for every item of the same type. The melt button is only shown for items that can be melted. When using the group buttons, items currently built in buildings/constructions are not marked. Individual items can also be zoomed to or viewed.

Due to a bug, a group of items cannot be forbidden if any one of the items is both built in a building/construction and forbidden.Bug:5734 If you unforbid the group, then manually unforbid the remaining items you should be able to forbid the entire group again.[Verify]