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Difference between revisions of "v0.31:Menu"

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==Main in-game Menu==
 
==Main in-game Menu==
 
  [[Image:MainMenuDF2010.png|right]]
 
  [[Image:MainMenuDF2010.png|right]]
* {{K|a}}: View Announcements - Displays recent {{L|Announcements}}
+
* {{K|a}}: View Announcements - Displays recent {{L|Announcement}}s
 
* {{K|b}}: Building - [[#Building Menu|Building Menu]]
 
* {{K|b}}: Building - [[#Building Menu|Building Menu]]
 
* {{K|r}}: Reports -  [[#Combat reports screen|Combat reports screen]]
 
* {{K|r}}: Reports -  [[#Combat reports screen|Combat reports screen]]
Line 64: Line 64:
 
* Workshops ({{K|w}}) - [[#Workshops Menu|Workshops Menu]]  - Menu to build various {{L|Workshop}}s
 
* Workshops ({{K|w}}) - [[#Workshops Menu|Workshops Menu]]  - Menu to build various {{L|Workshop}}s
 
* Furnaces ({{K|e}}) - [[#Furnaces Menu|Furnaces Menu]]  - Menu to build various {{L|Furnace}}s
 
* Furnaces ({{K|e}}) - [[#Furnaces Menu|Furnaces Menu]]  - Menu to build various {{L|Furnace}}s
* Glass Window ({{K|y}}) - Place a built {{L|Glass window}} (req. {{L|Furniture hauling}})
+
* Glass Window ({{K|y}}) - Place a built {{L|window|Glass window}} (req. {{L|Furniture hauling}})
 
* Gem Window ({{K|Y}}) - Create a {{L|Gem window}} ('''with job''')
 
* Gem Window ({{K|Y}}) - Create a {{L|Gem window}} ('''with job''')
 
* Wall/Floor/Stairs ({{K|C}})
 
* Wall/Floor/Stairs ({{K|C}})
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** Windmill ({{K|m}}) - Build a {{L|Windmill}} (req. {{L|Mechanics}} labor)
 
** Windmill ({{K|m}}) - Build a {{L|Windmill}} (req. {{L|Mechanics}} labor)
 
** Gear Assembly ({{K|g}}) - Build a {{L|Gear assembly}} (req. {{L|Mechanics}} labor)
 
** Gear Assembly ({{K|g}}) - Build a {{L|Gear assembly}} (req. {{L|Mechanics}} labor)
** Horizontal Axle ({{K|h}}) - Build a {{L|Horizontal axle}} (req. {{L|Mechanics}} labor)
+
** Horizontal Axle ({{K|h}}) - Build a {{L|axle|Horizontal axle}} (req. {{L|Mechanics}} labor)
** Vertical Axle ({{K|v}}) - Build a {{L|Vertical axle}} (req. {{L|Mechanics}} labor)
+
** Vertical Axle ({{K|v}}) - Build a {{L|axle|Vertical axle}} (req. {{L|Mechanics}} labor)
 
* Support ({{K|S}}) - Construct a {{L|Support}} (req. {{L|Architecture}} labor)
 
* Support ({{K|S}}) - Construct a {{L|Support}} (req. {{L|Architecture}} labor)
 
* Animal Trap ({{K|m}}) - Place an {{L|Animal trap}} (with hauling)
 
* Animal Trap ({{K|m}}) - Place an {{L|Animal trap}} (with hauling)
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*F - [[#Justice Screen|Justice]]
 
*F - [[#Justice Screen|Justice]]
 
*G - Date - Day Month, Year, Early/Middle/Late Season - {{L|Trade}} caravans arrive late in the month.  Elves/Humans/Dwarves : Spring/Summer/Autumn
 
*G - Date - Day Month, Year, Early/Middle/Late Season - {{L|Trade}} caravans arrive late in the month.  Elves/Humans/Dwarves : Spring/Summer/Autumn
*H: Summary of your wealth, requires Broker with Appraisal skill to see - More wealth often leads to larger groups of {{L|immigrants}}, and {{L|sieges}}.  The wealth of unground structures you can't see is listed here.  “?” at the end of a value means you haven't had your bookkeep keep records precise enough to know the exact value yet.
+
*H: Summary of your wealth, requires Broker with Appraisal skill to see - More wealth often leads to larger groups of {{L|immigrants}}, and {{L|siege}}s.  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)
 
*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.
 
*J: How much food you have.  Other contains prepared meals, as well as some inedible plants.

Revision as of 06:42, 1 May 2011

This article is about an older version of DF.

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


Furnaces Menu

FurnacesMenu.png


Combat reports Screen

Designations Menu

DesignateMenu2010.png

The Designations Menu (accessed by d provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, Stone Detailing as well as removing constructions, controlling traffic and other miscellaneous designations.

Jobs Screen

JobsScreen2010.png


Squads Menu

SquadsMenu2010.png
This menu allows you to manage your squads


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
This menu allows the creation and use of Burrows, which help to organize where dwarves are allowed to move/work
  • a: Add new burrow - Create a new burrow
  • d: Delete - Delete currently selected burrow
  • +- */: Change selection - Switch burrows
  • Enter: Define this burrow - Select areas that make up burrow, multiple areas can be created.
    • c: Change symbol selector - Change which part of the symbol is being modified with +- */, forecolor, backcolor, or symbol.
    • +- */ - Modify currently selected (using c) part of the symbol
  • c: Add citizens to burrow - Allows you to select which citizens are restricted to this burrow.
  • z: Center on burrow
  • Esc: Done


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:Ls. 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 food items
  • 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. Only visible if you have appointed a Template:L.


Justice Screen

JusticeScreen2010.png
Lists information about Justic at your fortress


Help Screen

HelpScreen2010.png