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Difference between revisions of "Status"

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[[File:status_screen_preview.png|thumb|400px|right|One of many, many, many screens in the status GUI.]]''If you are looking for the symbols that '''flash over a dwarf icon''', see [[status icon]].''
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''If you are looking for the symbols that '''flash over a dwarf icon''', see [[status icon]].''
  
Pressing {{k|z}} during [[Dwarf Fortress Mode]] brings up the '''status screen'''.
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[[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.
  
This screen contains a large amount of useful information about your fortress and its residents.
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==Fortress name and status==
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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.
  
== Title Bar ==
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===Fortress wealth===
The very top row of the screen shows the settlement name and class, followed by the year and season.
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[[File:Wealth-tooltip.png|thumb|327px|right|Wealth tooltip in Premium.]]
== Menu Bar ==
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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]].
Along the top of the status screen, are various choices for sub-menus. Each can be highlighted with {{k|4}} and {{k|6}} (or {{k|←}} and {{k|→}}), and then selected with {{k|Enter}}. The menu bar consists of the following options:
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** Created wealth by category.
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* [[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.
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* [[Wealth#Imports and exports|Exported Wealth]] represents the total value of goods made by your fortress that you have traded to other civilizations.
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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.
  
* [[Animals]] - The Animal Status screen allows you to manipulate animals belonging to your dwarves.
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==Population and happiness levels==
* [[Kitchen]] - The Kitchen Status screen allows you to set cooking (including cheesemaking) and brewing permissions for any ingredients currently in your fortress.
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The total population and how many are at each of seven various [[stress]] levels. To see who is at which level, the [[units]] window can be sorted by stress.
* [[Stone]] - The Stone Status screen allows you to alter permissions on various types of stones that may be reserved for specific uses by default.
 
* [[Stocks]] - The Stocks Status screen allows you to examine the number of various items that your fortress and its residents possess.
 
* [[Health screen|Health]] - The Health screen gives you an overview of the current health statuses of your dwarves. This will only show up on the status screen when you have a [[Chief medical dwarf]] assigned. This is part of the [[Healthcare]] system.
 
* [[Justice]] - The Justice Status screen becomes available once you qualify for a [[Sheriff]] (even if you don't have one). It allows you to examine any offending dwarves as well as their crime and sentence.
 
  
== Main Status Screen ==
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==Stocks button==
This is the screen that appears by default when you press {{k|z}}.  It lists a bunch of useful information, and grows more useful as your dwarves gain skills.
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Opens the [[Stocks]] windows, also has the keyboard shortcut {{k|k}}.
  
* The upper left hand corner lists the amount of [[wealth]] created by your fortress. 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]].  Note that this figure will only show if you have a [[broker]] with [[appraisal]].
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==Food stocks==
* Below that, the status screen lists trade information.  This also requires a broker with the appraisal skill.
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This section may not display as many categories depending on the game display resolution and UI scaling [[Settings#Video|settings]].
** Imports represent 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.
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** Exports represent the total value of goods made by your fortress that you have traded to other civilizations.
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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.
** A hypothetical example:
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<!-- TODO: Include some sort of statistics as to how many units of food/drink a dwarf consumes per meal/drink/season/year/etc. -->
*** 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).  Fortress wealth increases by 100.  You then export this bag. Fortress wealth decreases by 100, and exports increase by 100.
 
* Below that, you will see a list of your food stores.  These all come with question marks, until you have a [[bookkeeper]] with the [[record keeper]] skill. Depending on how skilled he is, and how accurate you want the counts, you will get better numbers. Note that the bookkeeper will need an [[office]] to take inventory, and it will take some time for him to count. Also note that the 'Other' class includes immediately edible items (e.g. prepared meals, cheese), potentially edible items (e.g. flour, 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. -->
 
 
<!-- Isn't it "one meal" per meal, "one drink" per drink? ~~~ -->
 
<!-- Isn't it "one meal" per meal, "one drink" per drink? ~~~ -->
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<!-- * [[Stocks]] - The Stocks Status screen allows you to examine the number of various items that your fortress and its residents possess. -->
  
* The rest of the screen is taken up by your population display, indicating the number of dwarves in your fortress, and their occupations.  Only the dwarves' most skilled occupation counts for this screen.  It allows you to see at a glance who you have available, which gets increasingly useful the larger your population grows. 
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==Almanac==
** An important note is that the right hand side, displaying military dwarves, only includes dwarves that are currently active in the military.  When deactivated, these dwarves are displayed in the left column, under their civilian job.
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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.
 
 
== Animal Status Screen ==
 
This screen is separated into two tabs ({{DFtext|Creatures|7:1}} and {{DFtext|Overall Training|7:1}}). They can be switched between using {{k|→}} and {{k|←}}.
 
===Creatures===
 
This screen shows a list of all 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.
 
 
 
The animals are listed down the left hand column ({{DFtext|Creature|7:1}}) of the screen. Some useful information about this list:
 
* The word "[[stray]]" indicates that the animal is not any dwarf's pet. In the case of war or 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 immigrant. Named animals may also have made a kill.
 
 
 
The second column shows training status for each animal.
 
*[[Animal trainer|Training]] level:
 
**(none) - This animal is wild.
 
**{{DFtext|W|6:1}} -  This animal is semi-wild.
 
**{{DFtext|T|7:1}} -  This animal is trained.
 
**{{DFtext|-|7:1}} -  This animal is well-trained.
 
**{{DFtext|+|7:1}} -  This animal is skillfully trained.
 
**{{DFtext|*|7:1}} -  This animal is expertly trained.
 
**{{DFtext|≡|7:1}} -  This animal is exceptionally trained.
 
**{{DFtext|☼|7:1}} -  This animal is masterfully trained.
 
**{{DFtext|D|2:1}} -  This animal is domesticated.
 
 
 
*[[Animal trainer|Trainer]] status:
 
**{{DFtext|A|7:0}} - This animal can be trained by any [[animal trainer]].
 
**{{DFtext|U|7:1}} - This animal can be trained by any unassigned animal trainer.
 
**{{DFtext|T|2:1}} - This animal can be trained only by a specific animal trainer.
 
 
 
*Type of training:
 
**{{DFtext|H|7:1}} - This animal is marked for hunting training.
 
**{{DFtext|W|0:1}} -  This animal is marked for war training.
 
 
 
 
 
The third column ({{DFtext|Owner|7:1}}) lists the current status of each individual animal in your fortress.  This status can take one of several forms:
 
* {{DFtext|Available|3:1}} - This animal is available for adoption as a pet.
 
* {{DFtext|Work Animal|7:0}} - This animal has been trained as either a hunting or war animal, and has not been assigned an owner.
 
* {{DFtext|Unavailable|4:1}} - This animal currently cannot be claimed as a pet.
 
* {{DFtext|Uninterested|0:1}} - Cats, being superior to all other creatures, cannot be assigned as pets.  Instead, they will adopt an owner at their whim.
 
* {{DFtext|Urist McExampleName|1:1}} - This animal belongs to the listed dwarf.  Pets can provide happiness to their owners.
 
* {{DFtext|Ready for Slaughter|5:1}} - This animal will be butchered when a [[butcher]] becomes available.
 
* {{DFtext|Not Tame|5:0}} - This animal is wild and requires taming.
 
 
 
The fourth column lists animals marked for gelding.
 
* {{DFtext|Geld|6:1}} - This animal will be gelded when a [[gelder]] becomes available.
 
 
 
Controls:
 
* {{k|Enter}} -  Toggles its availability.  This can only be done on "available" or "unavailable" creatures.
 
* {{k|b}} - Marks or unmarks an animal for slaughter.  Note that you cannot mark animals for slaughter once they belong to a dwarf.  Also, some animals may not be slaughterable.
 
* {{k|x}} - Marks or unmarks an animal for gelding.  Note that you cannot mark animals for gelding once they belong to a dwarf.  Also, some animals (birds in particular) may not be geldable.
 
 
 
===Overall Training===
 
This tab shows civilization-wide animal training knowledge. Training wild animals contributes to this knowledge.
 
 
 
{|class="wikitable" style="width:20%; align:center"
 
! Training level
 
|-
 
| {{DFtext|A few facts|red}}
 
|-
 
| {{DFtext|General familiarity|yellow}}
 
|-
 
| {{DFtext|Knowledgeable|white}}
 
|-
 
| {{DFtext|Expert|cyan}}
 
|-
 
|{{DFtext|Domesticated|lime}}
 
|}
 
 
 
== Kitchen Status Screen ==
 
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 ({{DFtext|Vegetables/fruit/leaves|7:1}}, {{DFtext|Seeds|7:1}}, {{DFtext|Drinks|7:1}}, and {{DFtext|Meat/fish/other|7:1}}). You can switch between the tabs using {{k|Tab}}.
 
 
 
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.
 
 
 
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:
 
* {{DFtext|Cook|4:1}} or {{DFtext|Brew|4:1}} - This item could be used for the task, but is currently disallowed.
 
* {{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.
 
* {{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]]).
 
 
 
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.
 
 
 
Cooking permission is also used/needed for [[Cheese|cheesemaking]] from [[milk]] items.
 
 
 
Controls:
 
* {{k|c}} - Toggles permission to cook the highlighted item.
 
* {{k|b}} - Toggles permission to brew the highlighted item.
 
* {{k|Tab}} - Cycles through tabs.
 
 
 
== Stone Status Screen ==
 
The stone status screen is separated into two tabs ({{DFtext|Economic Stone|7:1}} and {{DFtext|Other Stone|7:1}}). The first tab ({{DFtext|Economic Stone|7:1}}) 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 ({{DFtext|Other Stone|7:1}}) lists all non-economic stone.
 
 
 
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 {{DFtext|Disallowed|4:0}} and all other stone is {{DFtext|Allowed|2:0}}. It also tells you if a stone is {{DFtext|Magma-safe|4:1}} or not.
 
 
 
The first tab ({{DFtext|Economic Stone|7:1}}) also provides a full list of each economic stone's uses. By pressing {{k|→}} or {{k|6}}, you can move the highlighted selector over to this list on the right. Pressing {{k|Enter}} when highlighting a recipe, (like {{DFtext|Make pig iron bars|0:1}} when looking at [[calcite]]), will let you see all the ingredients to the recipe.
 
 
 
Note that this screen is also mouse-enabled: All objects within it can be left-clicked upon, and right-clicking scrolls through the lists.
 
 
 
Controls:
 
* {{k|Enter}} - Toggles stone type availability.
 
* {{k|Tab}} - Switches between tabs.
 
 
 
== Stocks Status Screen ==
 
{{main|Stocks}}
 
 
 
The stocks screen shows you a list of all of the goods in your fortress.  Its accuracy relies heavily upon the [[bookkeeper]].
 
 
 
The left side of the screen lists the categories of all the items in your fortress.  To the right of this, are two columns, listing numbers.  The number to the left is the number of items accessible to use, (in a [[stockpile]] or scattered on the floor) and beside that in red is the number of inaccessible items. (parts of buildings, remains of pets and citizens, marked forbidden, marked for [[Melt item|melting]] or [[Activity zone#Garbage Dump|dumping]], belonging to traders, etc.)
 
 
 
To the right of these numbers are the goods themselves.  By pressing {{k|Tab}} you can toggle between the detailed mode, which shows each item individually, along with relevant name/quality data, or the list mode, which shows items in stacks.
 
 
 
== Health Status Screen ==
 
{{main|Health screen}}
 
 
The Health screen gives you an overview of the health statuses of your dwarves. It requires a [[chief medical dwarf]] before becoming available to the user. It tells you what type of injuries your dwarves have, and what kind of medical treatment they require.
 
 
 
== Justice Status Screen ==
 
{{main|Justice}}
 
 
 
This option only appears when a fortress is large enough to need a [[sheriff]] to dispense [[justice]].
 
 
 
In the upper right of this screen is "Cages & Chains", which shows the total number of combined  [[Cage|cages]] plus [[Restraint|restraints]] designated for justice out of the total currently available.  It's important to note that although it says "chains", it's counting both ''ropes'' and chains as well as cages - and ropes are not as desirable as chains when used as restraints for this purpose.  If you have adequate chains and cages (at least 1 cage, rope or chain for every 10 dwarves) the number will be blue, or red if you don't have enough.  
 
  
Along the left hand side is a list of known criminals. The right side lists all of the dwarf's crimes (including the victim of each crime), as well as any pending punishments (including the officer performing the punishment).
 
 
{{Category|Interface}}
 
{{Category|Interface}}
 
[[ru:Status]]
 
[[ru:Status]]

Latest revision as of 19:47, 18 November 2024

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

If you are looking for the symbols that flash over a dwarf icon, see status icon.

Premium status bar with all food stocks categories.

This bar shows some status information about your fortress and its residents.

Fortress name and status[edit]

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 bookkeeping accuracy.

Fortress wealth[edit]

Wealth tooltip in Premium.
  • 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 besieged, or get better trade goods from caravans.
    • Created wealth by category.
  • 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 macaques, for example) seem to count towards this total despite the fact that they are no longer on the map.
  • Exported Wealth represents the total value of goods made by your fortress that you have traded to other civilizations.

A hypothetical example: You buy (rope reed cloth) worth 50; this increases imports by 50. You then make the cloth into a rope reed bag 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.

Population and happiness levels[edit]

The total population and how many are at each of seven various stress levels. To see who is at which level, the units window can be sorted by stress.

Stocks button[edit]

Opens the Stocks windows, also has the keyboard shortcut k.

Food stocks[edit]

This section may not display as many categories depending on the game display resolution and UI scaling settings.

The total amount of food, drink, seeds, 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, syrup), and inedible items (e.g. dye), and is therefore an unreliable indicator of a fortress' food stores.

Almanac[edit]

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.