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Difference between revisions of "Status"

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(removed Labor menu section and Work order section, since they've been moved)
 
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{{migrated article}}
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{{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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* [[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.
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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.
 
* [[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.
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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.
  
 
==Population and happiness levels==
 
==Population and happiness levels==
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==Food stocks==
 
==Food stocks==
This section may not display as many categories depending on the game display resolution and UI scaling [[settings]].
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This section may not display as many categories depending on the game display resolution and UI scaling [[Settings#Video|settings]].
  
 
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.
 
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.
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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.
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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.
 
 
{{outdatedsection}}
 
'''Every thing after this needs to be moved to the proper pages.'''
 
 
 
== Nobles and administrators Status Screen ==
 
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.
 
 
 
Each list entry contains the following columns (from left to right):
 
* The name of the position, with the name of the related squad below, if applicable.
 
* Button to change the current holder of the position, if applicable.
 
* An image of the current holder of the position, if there is one.
 
* 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.
 
* 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.
 
* The current and required [[Office|Study/Throne Room]], [[Bedroom]], [[Dining Room]], [[Tomb]], and [[Building|Furniture]] for the position.
 
* Any [[Mandate|mandates]] set by the noble.
 
* For the [[bookkeeper]], the desired [[stocks]] display precision.
 
 
 
== Objects Status Screen ==
 
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.
 
 
 
Each list entry contains the following columns (from left to right):
 
* An image of the item.
 
* The [[name]] of the item and its translation.
 
* Buttons to go to the item's location or open its item sheet, if applicable.
 
* The [[entity]] that [[Claim#Artifact claim|claims]] the object, if applicable.
 
 
 
=== Artifacts Tab ===
 
{{main|Legendary artifact}}
 
 
 
=== Symbols Tab ===
 
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).
 
 
 
=== Named objects Tab ===
 
This tab lists all named, non-[[Legendary artifact|artifact]] items in your fortress. This may include non-artifact items also in the Symbols Tab.
 
 
 
=== Written content Tab ===
 
{{main|Book}}
 
 
 
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.
 
 
 
== Justice Status Screen ==
 
{{main|Justice}}
 
 
 
=== Open cases Tab ===
 
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.
 
 
 
=== Closed cases Tab ===
 
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}}
 
 
 
=== Cold cases Tab ===
 
The Cold cases Tab is the same as the Open cases tab, but only includes cases older than one year.
 
 
 
=== Fortress guard Tab ===
 
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.
 
 
 
The rest of the tab is a list of members of the fortress guard, including the cases assigned to each member.
 
 
 
=== Convicts Tab ===
 
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.
 
 
 
=== Intelligence Tab ===
 
The Intelligence tab shows information gathered about hostile [[Intrigue|plots]] via [[Justice#Interrogation|interrogation]].
 
  
 
{{Category|Interface}}
 
{{Category|Interface}}
 
[[ru:Status]]
 
[[ru:Status]]

Latest revision as of 17:18, 28 August 2023

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]

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 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.