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String dump
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v50.13 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
About
This crude string dump was naively generated from DFv0.40.05 using the MS Sysinternals tool strings v2.52.
String Dump
This article or section contains minor spoilers. You may want to avoid reading it. |
!This program cannot be run in DOS mode. api-ms-win-core-synch-l1-2-0.dll SleepConditionVariableCS WakeAllConditionVariable bad allocation Out of memory - aborting Fatal Error UTF-16LE Unknown exception bad array new length string too long TRANS_NAME nameless FIRST_NAME PRO_POS PRO_OBJ PRO_SUB PRO_REF <structure> </local_id> <local_id> <type>counting house</type> </name> <name> </structure> <type>guildhall</type> <type>hospital</type> <type>tower</type> <type>mead hall</type> <type>keep</type> <type>dark tower</type> <type>underworld spire</type> <type>temple</type> </worship_hfid> <worship_hfid> </entity_id> <entity_id> <type>library</type> </copied_artifact_id> <copied_artifact_id> <type>inn tavern</type> <type>market</type> <type>tomb</type> <type>dungeon</type> <subtype>standard</subtype> <subtype>sewers</subtype> <subtype>catacombs</subtype> vector too long invalid string position Training Session Activity Research Activity Event Worship Socialize empties empty picks up pick up has shared many tales from beyond embraces has shared a rumor from abroad. has shared a few rumors. has discovered gives you Ponder has become a student of Learn Teach Discuss Write about Meditate on Go to Combat Training Pray to Lead Combat Training Organize Combat Training Play Make Believe Wait for Combat Training Play with Promote Preach on Inveigh Against Family Loyalty Friendship Cunning Fairness Eloquence Tradition Decorum Cooperation Artwork Stoicism Independence Self-Control Introspection Harmony Tranquility Craftsmanship Merriment Martial Prowess Sacrifice Hard Work Perseverance Competition Commerce Leisure Time Nature Romance Knowledge Tell Story Listen to Sermon Recite Poetry Listen to Story Simulate Listen to Poetry Perform Music Perform Dance Listen to Music Go to Watch Dance Organize Demonstration Wait for Serve Watch Go to Individual Combat Drill Serve Customer /Resting Individual Combat Drill Go to Sparring Match Watch Sparring Practice Go to Sparring Practice DOUBLE TAGGED ITEM: By Activity, Archery Practice There are not enough dancers. There is not enough room to perform here. You cannot perform here. You could not find a partner. Some children begins playing with playing make believe. The performers the story of a sermon on an improvised recital of reciting the poem improvised music, the musical composition an improvised dance, dancing You continue the sermon. in the middle of You continue the story. The sermon continues. You begin The story continues. The poetry enters the verse paragraph line. the stanza verse paragraph You continue the poem. stanza You enter The poem continues. The music enters The dance enters a new section with the introduction a simple passage of the theme the exposition of the second theme of the first theme a recapitulation of the previous passage of the two themes the synthesis a verse of previous passages the finale a chorus a bridge-passage the coda second first a series of variations on the first theme on the theme on the second theme You continue the dance. You continue the music. The dance continues. You conclude your performance. The music continues. Some performers finish their act. The performers are finished. concludes a performance. has finished performing. You feel like you know the basic rules of You've learned forth an awe-inspiring sermon for the ages! a lucid and powerful sermon. artfully deliver just can't give a sermon very well. giving a creditable sermon. a mesmerizing tale! weave the story in vivid detail. stumble telling the tale quite well. bring over the details. choose the poem to life with this flawless recitation. recite the perfect phrasing. enunciate the words evocatively. speak crisply. mumble well. poorly. , having completely forgotten the words. instrument and the delivering a virtuoso performance on the are indistinguishable! could nearly pass for the voice of the is absolutely flawless. with skill. sound beautifully. playing the vaguely like the intended singing chanting a mockery of the doesn't with a shameworthy performance. seem to know how to play the and even forget sloppily dance some of the words. dancing exceptionally. flawlessly, like someone out of a legend! dancing well. tangled up. The pages are blank. It has no writing. It has no pages. Alias: Associated Plot: Highest known in organization Associated Organization: We haven't performed for some time. We are going the wrong way. We should be making better progress. We should have made it there by now. We must not abandon The oppressor has been overthrown! We have arrived at our destination. We must go back. Empty announcement flying , but it is deflected by by the spinning , but the attack is deflected by , lightly tapping the target! , but there is no force! , but it passes right through! in the from behind from the side with the part is smashed into the body, an unrecognizable mass! splits in gore! collapses! , but the attack passes right through! , but it glances away! , but the attack glances away! and the severed part sails off in an arc! is cloven asunder! explodes into gore! collapses into a lump of gore! is crushed! the injured part is ripped into loose shreds! is torn apart! and it is mostly cut away from the rest of the torso! out of the wound through the tearing passing through a hole in the main part jamming the denting bruising apart tearing apart shattering chipping fracturing chipping fracturing denting bruising tearing apart shattering tearing the rest of through a hole in the through the and spilling breaking away most of half of a piece of rancid stinking filthy reeking rotten decomposing a major artery an artery has been opened by the attack many nerves The geldables have been torn away! It is a gelding strike! It is a gelding blow! been severed a ligament has been a motor nerve a sensory nerve is ripped to shreds! breaks! attack is interrupted! sprained bruised a tendon strained latches on firmly latch on firmly! latches on firmly! become enraged! has lodged firmly in the wound! latch on firmly been stunned again! been stunned! having more trouble breathing! having trouble breathing! propelled away by the force of the blow! been knocked unconscious! is injected into the crumbles over the splatters over the flows over the looks even more sick! sick! pours over the is sucked out of the wound! No team/side Independent (Tame) Equipment Skills Conditions Create Side # Creature Scattered cumulus No cumulus clouds Cumulonimbus (rain) Many cumulus (rain) Tame/mountable Set the weather, temperature, and time. No fog Nimbostratus (rain) Thin mist No stratus Cirrus Stratus (rain) Altostratus Scorching Dragonfire Thick fog Absolute zero Deathly cold Morning Subterranean Below freezing Freezing Evening Early evening Late morning Late afternoon Early afternoon Late night Early morning and others have returned. have returned. , the performance troupe, has arrived. , a performance troupe, is visiting. has arrived. is visiting. has brought back a few rumors. has brought back a rumor from abroad. has returned. has brought back many tales from beyond The dead walk. Hide while you still can! Forms twisted from their nature, legion of the night. What hope remains? Autumn Winter Spring Summer Spoils Report: and others army is located out of bounds: teleporting FORCED_ADMINISTRATOR The enemy have come and are laying siege to the fortress. An army is invading! An army has come to your lands seeking a parley. A vile force of darkness has arrived! A vile force of darkness has arrived, seeking a parley! The enemy have come and are preparing to lay siege. They seek a parley! has been conquered and now , has been incorporated into your holdings. has been founded , has been conquered and overlord overlords looks to your thriving economy for its future prosperity. vector<bool> too long Empty biased index vector Biased index vector computation error bad cast save/current themselves prostrating torturing before devouring committing a depraved act upon burning admiring save/current/art_image- save/current/ art_image- raising striking down praying to hiding cooking contemplating impaled on engraving surrounded by shooting fighting with massacring refusing greeting embracing speaking with committing a depraved act being tortured in a fetal position making a submissive gesture falling smeared out into a spiral laughing hanging from being flayed by being mutilated by weeping praying screaming cringing confused offended withering away suffering striking a triumphant pose striking a menacing pose traveling laboring making a plaintive gesture being shot burning melting terrified dejected [/LPAGE] Untitled , the deity of [LPAGE:HF: skeletal , depicted as a ghostly rotting cooking contemplating unnaturally contorted engraving being mutilated being flayed [LPAGE:ARTIFACT: female the deity of will be installed at target will be installed at Weight: Owner: Click a building to link to Cannot link to Link to Sunk into depression... Throwing a tantrum! Corrupt Soldier Mood: Stumbling obliviously! Specify image In a martial trance! Enraged at all enemies! View stockpile Engraving Value: Overcome by terror! Corrupt Strange Mood: Overwhelmed by horror! In emotional shock! Running around crazed! Crawling around crazed! Staring off into space... In a berserk rage! Stricken by melancholy... Possessed by unknown forces! Running around babbling! Crawling around babbling! Brooding darkly... Has a horrible fell look! Peculiarly secretive... Has the aspect of one fey! Wallowing in misery! Taken by a fright! Shaken to the core! Truly mortified! Lost in despair! Anguished! Distressed! Completely dismayed! with grief! itself Writhing in agony! Drowning in sadness! Beside Experiencing mortal fear! himself herself Child does the expelling Spouse is elected Child is nobility Child is not present Spouse does the expelling Holds elected office Spouse is nobility Spouse is not present Cannot expel or send away: Creator of Nobility Does the expelling Emotionally overloaded! In existential crisis! Somebody Pet of Thoughts Military Personality Groups Relations Overview Cancel Health Child is elected Send away Send to Resists sickness Clumsy Recovers quickly High stamina Child: children Strong Spouse: Lover: lovers High kinesthetic sense Musical High social awareness Developed empathy Good memory Patient Good spatial sense Good with language High willpower Good focus Good intuition Creative Recovers slowly Low stamina Good analytical ability Sickly Quick to love Poor social awareness Envious Hateful Not musical Poor spatial sense Poor empathy Poor kinesthetic sense Impatient Poor intuition Bad with words Poor memory Poor focus Poor analytical ability Not creative Low willpower Polite Flatterer Fearless Disdains advice Stubborn Brawler Prone to discord Wasteful Easily stressed Lustful Intemperate Greedy Depression-prone Cheerful Anxious Anger-prone Private Bashful Obstinate Perfectionist Single-minded Curious Hopeful Extravagant Vengeful Overconfident Gracious Ambitious Inclined to abstract Flights of fancy Slow to love Artistically inclined Overbearing Gregarious Thrill-seeker Frenetic Thoughtless Dutiful Trusting Orderly Emotional obsessive Tolerant Altruistic Swayed by emotions Seeks harmony Not wasteful Quarreler Temperate Not greedy Quick to give up Avoid fights Not anxious Slow to anger Resilient Not lustful Not envious Slow to hate Not easily depressed Cheerless Incurious Quick to despair Overshares Shameless Low self esteem Not vengeful Scatterbrained Merciful Ungrateful Not ambitious Humorless Austere Fearful Overreliant on advice Not vain Pusillanimous Avoids excitement Leisurely Not inclined to abstract Fact-oriented Distrustful Sloppy Unassertive Not altruistic Unswayed by emotions Overcautious Not dutiful Acquiescing Inattentive Emotionally distant Intolerant Values cooperation Values artwork Values stoicism Values independence Values fairness Values eloquence Values tradition Values decorum Values power Values friendship Values cunning Values truth Values law Not inclined to create art Values family Values loyalty Values commerce Values leisure time Values nature Values romance Values sacrifice Values hard work Values perseverance Values competition Values craftwork Values merriment Values skill Values martial prowess Values self-control Values introspection Values harmony Values tranquility Disdains artwork Disdains tradition Disdains independence Disdains cooperation Disdains eloquence Disdains cunning Disdains decorum Disdains fairness Disdains friendship Disdains family Disdains truth Disdains power Values knowledge Values peace Disdains loyalty Disdains law Disdains leisure time Disdains perseverance Disdains romance Disdains commerce Disdains hard work Disdains skill Disdains competition Disdains sacrifice Disdains merriment Disdains harmony Disdains martial prowess Disdains craftwork Disdains introspection Disdains stoicism Disdains tranquility Disdains self-control Paralyzed Unconscious Sluggish Partially paralyzed Thirsty Dehydrated Drowsy Very drowsy Stressed Haggard Hungry Starving Disdains peace Disdains nature Harrowed Disdains knowledge Bleeding Heavy bleeding Extreme pain Drowning Nauseous Winded Stunned Over-exerted Exhausted Focused Focused! Distracted Distracted! Squad: (Rusty) (V Rusty) Needs Healthy Haul: No official position Partially webbed Webbed Injured Seriously injured Uphold tradition Hear eloquence Make merry Self-examination Learn something Excitement Be with friends Be with family Stay occupied Meditate Admire art Be creative Unmet need: No unmet needs Drink alcohol Wander Be extravagant Think abstractly Help somebody Eat good meal Cause trouble See animal Make romance Acquire object See great beast Martial training Craft object Take it easy Practice skill Geography Chemistry Engineering Medicine Mathematics Philosophy Natural history Astronomy Combat Description Other skills Social Wounds Status History Treatment Dialog Choreography Musical composition Autobiography Biography Letter Chronicle Short story Musical form Poetic form Manual Dance form Work details No assigned rooms Locations Workshops Star chart Dictionary Star catalogue Cultural comparison Cultural history Treatise on technological evolution Alternate history Biographical dictionary Comparative biography Encyclopedia Genealogy Doctor Monster slayer Surgeon Diagnostician Scholar Performer Mercenary Scribe No dedicated workshop assignments No work details Tavern keeper No location assignments Will only do assigned tasks Work animals Cannot assign work details Will do available tasks anywhere War buddy Childhood friend Fellow scholar Obsession Father Bonded Pet owner Mother Spouse Cannot assign work animals Bone doctor No relationships No assigned or assignable work animals Pure hate Disliked Grudge Religious persecutor Supernatural vengeance Jealous grudge Athletic rival Friend Persecutor Business rival Fellow athlete Fellow artist Close friend Kindred spirit Considers violent Considers dancer Good for business Considers psychotic Considers storyteller Considers preacher Considers bard Considers poet Considers monster Intruder Considers bully Considers brigand Long-term acquaintance Object of worship Passing acquaintance Former apprentice Former master Considers flatterer Considers quarreler Master Loyal soldier Companion Apprentice Member of hated group Member of respected group Friendly fighter Enemy fighter Considers killer Friendly terms Comrade Considers murderer Outcast Military organization Merchant company Performance troupe Migrating group Vessel crew Religion Nomadic group No groups Site government Civilization Protector of the weak Hunter Treasure hunter Preserver of knowledge Noted monster Infamous monster Feared as a monster Certainly feared as a monster Certainly considered an intruder Noted intruder according Legendary monster Considered an intruder Respected for heroic acts Greatly respected for heroic acts Infamous intruder Legendary intruder guild Famous her Legendary hero Certainly considered a brawler Moted brawler Legendary villain Considered a brawler Considered a bully Certainly considered a bully Famous brawler Legendary brawler Legendary bully Feared as a brigand Noted bully Infamous bully Infamous brigand Legendary brigand Certainly feared as a brigand Noted brigand Feared as a killer Greatly feared as a killer Infamous murderer Legendary murderer Legendary killer Respected as a hunter Noted killer Infamous killer Great hunter Legendary hunter Skilled hunter Talented hunter Noted villain Infamous villain Feared as a villain Greatly feared as a villain Legendary loyal soldier Respected for fighter Noted loyal soldier Famous loyal soldier Famous fighter Legendary fighter Greatly respected for fighter Noted fighter Noted enemy fighter Infamous enemy fighter Feared for violent opposition Greatly feared for violent oppositoin Greatly feared as a murderer Noted murderer Legendary enemy fighter Feared as a murderer Famous treasure hunter Legendary treasure hunter Greatly respected for hunting treasure Noted treasure hunter Noted preserver of the knowledge Famous preserver of the knowledge Respected for preserving the knowledge Greatly respected for preserving the knowledge Greatly respected for protecting the weak Noted protector of the weak Legendary preserver of the knowledge Respected for protecting the weak Respected for loyalty Greatly respected for loyalty Famous protector of the weak Legendary protector of the weak Former member Prisoner Former slave Criminal Member Citizen Considered a thief Certainly considered a thief Former mercenary Former Legendary thief Respected for hunting treasure Noted thief Infamous thief Preferences Slated for removal *** Forbidden *** Memories Recent thoughts Values Traits Uniform No orders No squad assigned Worker Former prisoner Former worker Remove building Cancel construction been claimed by This building has Construction inactive. Construction suspended. Suspend construction Resume construction Construction initiated. Waiting for construction... Construction nearly done. Partially constructed. Removal inactive. Removal suspended. Trap Occupied: Cancel removal "I must have needs mutters things... certain things Leave me. I need... " screams works with menacing fury! works, darkly brooding... "Yes. I need broods keeps muttering works furiously! works secretly... cloth... thread leather... skin sketches bars... metal stone... rock blocks... bricks... gems... shining raw... clear raw... green rough... color raw... crystal a shell bones... yes tree... life a corpse square blocks cut gems stacked cloth stacked leather a quarry rough gems of metal shining bars a forest rough gems and glass glass and burning wood skeletons pictures of shells will do available tasks anywhere will only do assigned tasks A manager is required to add work orders to the shop. Work orders cannot be assigned to this building. Workers cannot be assigned to this building. Add new task Only one master may be assigned to each workshop. This workshop is free for anybody to use. Link lever Need accessible mechanisms. Link plate Pull lever Workers Work orders Hanging Stable Foundation Start Pump Manually Stop Pumping Manually Inactive Active Total Power Needed: Total Power: The well is dry. The well is operational. Frozen Elsewhere Frozen Here General work orders allowed: Work orders can be added specifically for this shop. The bucket is full. There is no bucket. * Destroys colony Gather any products Do not gather products * Requires a jug * Requires wild colony or Install colony when ready Do not install colony * Existing hive On display This is a memorial to Assign new display items Assigned Pumps from the east Pumps from the north Pumps from the west Pumps from the south before this restraint will You must designate a dungeon This furniture is a part of multiple rooms. be used for imprisonment. Unassigned occupant Occupant Aquarium Terrarium Too many hives Not ready to be split * Output restricted * No output Outdoor access * Saves colony for split Ready to be split No outdoor access Unnamed animal training area Unnamed clay collection area Unnamed bedroom Unnamed plant gathering area Unnamed museum Unnamed zoo Unnamed pen/pasture Unnamed meeting hall Unnamed pit/pond Unnamed fishing area Unnamed sculpture garden Unnamed memorial hall Unnamed water source This furniture is a part of Unnamed sand collection area Unnamed dump Orientation Not in Use Forbidden Operated by Mechanisms Chained Assigned and chained Prepare to Fire Fire at Will Unnamed dining hall Unnamed dormitory Unnamed zone Unnamed tomb Unnamed archery range Unnamed office Unnamed dungeon Unnamed barracks Nest box claimed by Deceased Move goods to/from depot Nest box unclaimed before this coffin will You must designate a tomb This is the resting place of be used for burial. HATCH TAKEN BY INVADERS HATCH USED BY INTRUDER Retake hatch to forbid it. DOOR TAKEN BY INVADERS Passable DOOR USED BY INTRUDER Retake door to forbid it. Nothing Large gem Broker cannot access depot Broker can access depot Desired bait: You do not have a broker. Anyone requested at depot Broker requested at depot Broker: No trader needed at depot items Awaiting There are no merchants trading right now. Disengaged is best) Show items Show linked buildings Poor soil every season (Cavern soil Set to fertilize Not set to fertilize Fertilize Current amount: Trap Baited: No seeds Leave fallow asking questions heard this was a good place to search for monsters. seeking work as a scholar seeking work as a mercenary seeking sanctuary for diplomacy to perform to relax seeking work as a performer to slay beasts This visitor has come This visitor is ready to leave. to study to pray was the place to look for long-term work. would make a good base for a mercenary. would be a safe place to stay. believes was the place to entertain people. was the place to enjoy oneself. was the place for long-term scholarship. was the place to perform research. was curious about went on this journey out of curiosity. was the place to admire fine architecture. was the place for a good drink. heard heard this was the place for those seeking danger. was the place for prayer. [C:6:0:0] doesn't feel [C:3:0:1] [C:2:0:1] was in feels didn't feel is in [C:7:0:1] about the location of is seeking information [C:7:0:0] You can learn more about this visitor after they chat with a local. grim satisfaction horrified grieves grieved suspicious fondness shocked alarmed satisfied annoyed grumpy grouchy [C:4:0:1] [C:5:0:1] [C:1:0:1] [C:6:0:1] affection adoration aggravated agitated vengeful admiration accepting gaiety blissful triumph excited bitter caring aroused apathetic aversion astonished amused anxious anguish alienated ambivalent amazed distressed embarrassed elated dislike disillusioned displeasure dismayed despair delighted disgusted disappointed contemptuous confused dejected content gratitude guilty frustrated frightened gloomy gleeful afraid exhilarated ferocity empathy exasperated enjoyment lustful lonely mortified miserable jovial loathing jubilant interested insulted isolated irritated hateful humiliated hopeless regretful relieved repentant remorseful pleasure rejected enraptured panics panicked passionate patient nostalgic nervous outraged optimistic wonder unhappy wrathful worried terrified tenderness uneasy thrilled shaken servile sympathy ashamed restless resentful self-pity indignant remembering dwelling upon [C:7:0:1] [C:7:0:0] [C:5:0:0] anything reliving [C:5:0:1] enthusiastic euphoric pessimistic existential crisis zealous expectant defeated Cleaning Making weapons Making armor Making projectiles intellectual values Building Making furniture intellectual values and changed to rethink changed personal tendencies , [C:5:0:1] , [C:5:0:0] allowed and mulling over the recurring memory letter short story autobiography biography manual This is an untitled chronicle Making anvils star catalogue star chart , authored by alternate history cultural comparison dictionary treatise on technological evolution genealogy biographical dictionary cultural history encyclopedia musical composition dialog comparative biography choreography It is an example of Squad Order Population: ~3000 Population: ~2000 Population: ~5000 Population: ~4000 Population: ~7500 Population: ~6000 Population: >10000 Population: ~10000 Inaccessible from your location Your location A half day's travel A short trip A day's travel Nearly a day's travel days' travel More than a day's travel Population: ~10 Population: <10 Population: ~30 Population: ~20 Population: ~50 Population: ~40 Population: ~75 Population: ~60 Population: ~200 Population: ~100 Population: ~400 Population: ~300 Population: ~600 Population: ~500 Population: ~1000 Population: ~750 Artifacts (Rumored) Cannot raid your civilization Economically linked to you Prisoners They accept tribute Skirmishing No contact They offer tribute Alliance They accept tribute Civilization: They offer No civilized population Site government: Terror Imports from Exports to Petty Annoyance Accepting tribute Your site government civilization Offering tribute Click to raid this site (creates new mission) Unnamed Cannot order mission without leader Click to explore this site (creates new mission) Click to request workers Inaccessible mission location Cannot make request without leader No workers available Pillage Demand Tribute from Make Request of Explore You have no agreements with this land. This land has no important leaders. Agreed in year Pending Trade Agreement (Exports to Requests (Imports from a broker with appraisal skill. You accept their tribute every Vengeance You can look at trade information once you have Offerings from and more... Click for assignments and details commander Messenger (unfilled) traveling No commanders messenger No messengers Recover Rescue Seize Take Over Demand surrender and occupy WARNING: If successful, your soldiers will join the Demand ongoing tribute Conquer and occupy Raze (openly attack and destroy site) Demand one-time tribute Raid (squads will try to avoid detection) Pillage (openly attack) Loot other items Steal livestock Release other prisoners Take important treasures No notable skills Free captives belonging to your civilization This mission cannot be altered now. Remove Location unknown Click to rescue (creates new mission) Last in Last known to be traveling No reports available Click to view all news and rumors No messengers available No squads available On this mission No specific orders occupation and not return. Your new holdings will be manageable from this screen. marched on claimed the army of Artifacts Reports Civilizations Missing citizens Missions News and rumors Click to recover (creates new mission) Center on fort Claimed by local Claimed by local family Last held by Claimed by your local government founded after a long journey from the lands of reclaimed on behalf of crushed an insurrection a group calling itself was overthrown after an insurrection waited out an insurrection an insurrection against began in was known to be , replacing in the name of became Unknown creature (not possible) elevation , position Unnamed recenter location Recenter to was kidnapped from led by descended upon refugees calling themselves fled from the area just before an army moved on in search of a better future after the horrible mismanagement of gave up on their occupation of was conquered Saving items... Saving units... Characterizing raw data... Allocating space... Offloading art... Opening file... Preliminary cleaning... Offloading units... Initializing... Checking directory structure... Add new recenter location Saving game Not yet asssigned Hotkey: Unknown item (hidden) Saving squads... Saving formations... Saving world events... Saving coin information... Saving mandates... Saving work quotas... Saving local animal populations... Saving events... Saving effects... Saving entities... Saving machines... Saving flow guides... Saving projectiles... Saving buildings... Saving jobs... Saving schedules... Saving belief systems... Saving image sets... Saving art forms... Saving occupations... Saving cultural identities... Saving agreement... Saving army controllers... Saving tracking information... Saving vehicles... Saving armies... Saving incidents... Saving crimes... Saving written content... Saving identities... Saving activities... Saving interactions... Woodcutting Information sheets Mining Stockpiles Interactive tutorial Camera controls Closing file... Finishing... Saving adventure data... Saving general information... Saving artifacts... Saving active historical figures... Saving fortress information... Saving world information... Saving divination sets... Saving announcements... Meeting areas and locations Ramps and channels Handling light aquifers Clothing Traps and levers Offices and administrative work Ore and smelting Other food sources Bins, bags, and barrels Survival Planting [Completed] Information and guides Alerts Preparing for the caravan [Viewed] There is a folder with this name already. Popup: The world Popup: Work orders Popup: Justice Popup: Squads Popup: Work details Popup: Nobles Popup: Hauling Popup: Stocks Popup: Zones Popup: Burrows Happiness and stress Refuse and dumping Dig deeper here again. Retire Really retire? The world will be saved but you will need to unretire the fort to play autosave 2 autosave 3 current autosave 1 save? It will never be overwritten, but you can delete it while loading. title screen, with their own active save. What would you like to name this manual What would you like to name this timeline? Saves starting here will be grouped on the Would you like to overwrite it? Return to game Save world and return to title menu Succumb to the invasion Settings Abandon the fortress to ruin Quit without saving Save and continue playing Retire the fortress (for the time being) Abandon Save and return to title menu Really quit? The fort will be saved but you will need to reclaim the fort to play save will be lost. Really quit without saving? All of your progress since the last Death Spiral Koganusan Expansive Cavern Dwarf Fortress Dabu & Simon Swerwer Do this if you want to keep the old save. May interfere with existing saves. Recommended! Multiple copies of the timeline found. Save to new timeline Save to new folder (same timeline) Save to this timeline Save to timeline folder: Return to title menu Continue Classic DF Main Theme Track playing: Classic DF Title Theme Tarn Adams Dabu & Agueda Macias Mountainhome Winter Entombs You Craftsdwarfship Strike the Earth! Strange Moods First Year Another Year Drink & Industry Vile Force of Darkness Hill Dwarf Forgotten Beast Toady Five Toady Six Toady Four Obsidian Suite Espagnole Part II Suite Espagnole Part III Dolomite Suite Espagnole Part I Toady Three Roldeth Toady One Toady Two The Tavern Part I The Tavern Part II Last track: Your strength has been broken. Withered Your settlement has been abandoned. Conquered Your fortress has settled into the rhythm of day-to-day living, beyond your meticulous concern. Abandoned And remember: [C:2:0:1]Losing is fun![C:7:0:0] Retired The game is open-ended and you can do whatever you choose. If you'd like a goal, try to become a barony, then a Mountainhome. More likely, your dwarves will starve, unless you read the first few guides here! save/*.* save/current/world.sav Interlude playing: Last interlude: Haunted Lands Cages & Chains of 20) Open stockpile mode Finish mining Room completed ( End stairway Unpause Open mining mode Start stairway Zoom in oom out Move the camera up Move the camera down Skip tutorial Move the camera Your settlement has crumbled to its end. Start tutorial Dismiss the large red alert Click the help button Click a citizen or creature Close the information sheet Make the bed Place a bed Click workshop Add a Make bed"" task" Place carpenter's workshop Construct workshop Stockpile wood Open building mode Designate tree Chop down tree Place All stockpile Open tree-felling mode After you embark, help is available by pressing the help button in the top right corner, including all of the tutorials. (1 of 8) If this is your first time playing, please heed the embark warnings about aquifers, saltwater, and other hazards. Some locations are challenging even for experienced players, and it will be a very short game indeed if you don't know how to deal with them! Non-interactive help will be available whatever you decide. On your own! Quick start and short tutorial? Would you like your fortress located in a forested mineral-rich region of this world where you can play through a short tutorial? As you dig deeper and more citizens take up residence in your outpost, your doings will attract attention, both wanted and unwanted. Deal with challenges as they arise, and you might one day find that your humble settlement has grown to become a Mountainhome, the center of your civilization. You'll begin by creating your world and watching the region's history unfold. Once this process is complete, you can prepare a group and send them out to seek wealth deep in the mountains. Welcome to Dwarf Fortress Prepare to guide your stout charges to fortune in a world fraught with many perils. Don't show again There may be plenty of hillside to dig into, but you'll want to seek wealth below the surface. Mining tasks are designated on the play area. Begin by clicking the highlighted [C:5:0:1]Mining[C:7:0:0] button. (2 of 8) It's time to get to work! Let's start by digging a stairwell into the ground. You can zoom in and out of the play area using ], [C:2:0:1]Ctrl+mouse wheel[C:7:0:0], or the indicated buttons. The view will be dark underground until you begin mining. You can move the camera to the surface with the surface button (highlighted.) The ] hotkey will recenter on your wagon. ] or [C:2:0:1]roll the mouse wheel[C:7:0:0]. Hold shift to move faster. When your view is in the air above other tiles, you can see them below, but you can only interact with objects in your current elevation. To change the camera's elevation, press ] and ] or hold the middle mouse button and drag the view. Your view is focused on one elevation at a time. To move the camera around, press supplies around your fortress where they are needed. [C:6:0:0]Stockpiles[C:7:0:0] are placed with the [C:5:0:1]Stockpile[C:7:0:0] button (highlighted.) Click it now. The supplies on the wagon are in danger of being carried off by wild creatures! It's time to build a [C:6:0:0]Stockpile[C:7:0:0] underground to unload them. [C:6:0:0]Stockpiles[C:7:0:0] are crucial to moving from the [C:5:0:1]Zones[C:7:0:0] menu. Otherwise your citizens will continue to gather by the [C:6:0:0]Wagon[C:7:0:0] outside. (3 of 8) but it leaves [C:6:0:1]Boulders[C:7:0:0] which are an essential building material. Later you can consider making a [C:3:0:0]Meeting Area[C:7:0:0] Dig a rectangle underground big enough for a large [C:6:0:0]Stockpile[C:7:0:0] and some [C:6:0:0]Workshops[C:7:0:0]. Consider that most [C:6:0:0]Workshops[C:7:0:0] are 3x3 squares. Mining through the stone layers further down may take longer, to unpause or use the highlighted controls at the top of the screen. You should pause regularly starting out. Let's make a safe place to work. Select [C:5:0:1]Regular Mining[C:7:0:0] mode, to the left of [C:5:0:1]Stair Mining[C:7:0:0] mode. order also works. Now we'll unpause the game and let the miner finish the task. Press There are several ways to mine. Stairwells (selected) start at one elevation and are completed at the next. [C:2:0:1]Click[C:7:0:0] the surface, [C:2:0:1]move the camera down one level[C:7:0:0], and [C:2:0:1]click[C:7:0:0] the underground. Reversing the When you are ready, open the [C:5:0:1]Woodcutting[C:7:0:0] menu and designate the trunk of a tree on the surface. Make sure your woodcutter can walk to the designated location. Before you start chopping down trees you may want to create a dedicated [C:6:0:0]Wood Stockpile[C:7:0:0]. [C:2:0:0]Haulers[C:7:0:0] will also drop [C:6:0:1]Wood[C:7:0:0] in your [C:6:0:0]All Stockpile[C:7:0:0] unless you turn it off in the [C:5:0:1]Custom Stockpile Menu[C:7:0:0]. With shelter ready underground, it's time to build. First you need building materials, like [C:6:0:1]Wood[C:7:0:0] or [C:6:0:1]Boulders[C:7:0:0]. always be used to close most menus, as well as (4 of 8) good idea to keep your fortress clean. If the [C:5:0:1]Stockpile[C:7:0:0] menu is still open, you can close it now by right-clicking. Right-clicking can Later you may want to customize your [C:6:0:0]Stockpiles[C:7:0:0] by clicking on them and pressing the [C:5:0:1]Custom[C:7:0:0] button to forbid certain categories, like [C:5:0:1]Refuse[C:7:0:0] for example. A separate [C:6:0:0]Refuse Stockpile[C:7:0:0] is a Once the pile is placed, click [C:5:0:1]Accept[C:7:0:0] and select the [C:5:0:1]All[C:7:0:0] option. If unpaused, your workers should start unloading the wagon into the [C:6:0:0]Stockpile[C:7:0:0]. Click the add button, and click two corners of a rectangle somewhere safe to place your pile. [C:6:0:0]Stockpiles[C:7:0:0] can be placed both on the surface and underground. [C:6:0:1]Furniture[C:7:0:0] created at the [C:6:0:0]Carpenter's Workshop[C:7:0:0] usually takes one [C:6:0:1]Wood[C:7:0:0] to build. Add a task and make a [C:6:0:1]Bed[C:7:0:0]. Chop down more trees if necessary. Unpause and wait for the [C:6:0:1]Bed[C:7:0:0] to be completed. Your industrious citizens will perform any task added to the [C:6:0:0]Workshop[C:7:0:0]. Most objects that are placed, like [C:6:0:1]Doors[C:7:0:0] and [C:6:0:1]Furniture[C:7:0:0], must first be built in a [C:6:0:0]Workshop[C:7:0:0]. When unpaused, a worker should now build the [C:6:0:0]Workshop[C:7:0:0]. Once the worker is done, click on the building to select it. If you have some [C:6:0:1]Wood[C:7:0:0] stockpiled, you'll be able to place a [C:6:0:0]Carpenter's Workshop[C:7:0:0]. Click [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Carpenter[C:7:0:0] and place the shop in an empty area on the surface or underground. [C:6:0:0]Workshops[C:7:0:0] are one of many buildings you can place with the highlighted [C:5:0:1]Build[C:7:0:0] button. Click it now. Most [C:6:0:0]Workshops[C:7:0:0] require building material, such as [C:6:0:1]Wood[C:7:0:0] or [C:6:0:1]Boulders[C:7:0:0]. (5 of 8) Now that you have the building materials it's time to start building. You can right click to close [C:5:0:1]Woodcutting[C:7:0:0] mode. Right clicking closes most menus. If all of your [C:6:0:0]Stockpiles[C:7:0:0] are full, go ahead and place another one. Now we just need to wait for the woodcutter to chop down the tree. If the fallen logs are accessible, everyone will help store them in the [C:6:0:0]Stockpile[C:7:0:0]. Important and sometimes urgent information is given as alerts on the left side of the screen. There have been several already! (7 of 8) This is an example urgent alert! These are very important. Ignore them at your peril. Feel free to pause and check out the information. Right click to dismiss the information sheet. Click on a [C:2:0:0]Resident[C:7:0:0] to see their needs, inventory, thoughts, relations, and more. You can also access information from the [C:5:0:1]Citizens[C:7:0:0] button. The rest of the interface is now enabled. You can click on [C:2:0:0]Creatures[C:7:0:0] and [C:6:0:1]Items[C:7:0:0] just as you can click on [C:6:0:0]Buildings[C:7:0:0] to get more information about them. room with a [C:6:0:0]Door[C:7:0:0] and use the [C:5:0:1]Zones[C:7:0:0] menu to assign an official [C:3:0:0]Bedroom[C:7:0:0] for each resident. (6 of 8) [C:5:0:1]Beds[C:7:0:0] are found in the [C:5:0:1]Furniture[C:7:0:0] category. Unlike [C:6:0:0]Workshops[C:7:0:0], [C:6:0:0]Beds[C:7:0:0] must be placed underground. With a [C:6:0:0]Bed[C:7:0:0] placed, your workers will have somewhere to sleep. Later you can create a Now that you have a [C:6:0:1]Bed[C:7:0:0] you can place in it the fortress. Use the [C:5:0:1]Build[C:7:0:0] menu to place it in a room underground, just like the [C:6:0:0]Workshop[C:7:0:0]. Dig a new room first if you like. [C:6:0:1]Gems[C:7:0:0] can be [C:3:0:1]Cut[C:7:0:0] at the [C:6:0:0]Jeweler's Workshop[C:7:0:0]. [C:3:0:1]Encrust[C:7:0:0] them on [C:6:0:1]Crafts[C:7:0:0] and other items to add even more value. Just the beginning If you dig down enough layers you will find a near infinite amount of [C:6:0:1]Boulders[C:7:0:0] of various kinds as well as some [C:6:0:1]Rough Gems[C:7:0:0] if you are lucky. Make the appropriate workshop with [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Crafts[C:7:0:0]. An obvious material to use to make the crafts is rock. You need something of value to trade. [C:6:0:1]Crafts[C:7:0:0] are an easy way to make a lot of trade goods quickly. You may need supplies before the coming of winter. To trade with the autumn caravan, you must build a [C:6:0:0]Trade Depot[C:7:0:0] from the [C:5:0:1]Build[C:7:0:0] menu. Preparing for the Caravan (8 of 8) Hover over an alert icon to see the information. Left click on an alert for recentering options, and right click to dismiss an alert. There have been a few already! There has been one already! [C:7:0:0], [C:2:0:0] Woodcutter Click here and make sure you have a [C:2:0:0] [C:7:0:1]Labor[C:7:0:0] Some essential tasks must be assigned from the [C:5:0:1]Labor[C:7:0:0] menu. To make sure they spend their free time down there you will need to use the [C:5:0:1]Zones[C:7:0:0] menu to create a [C:3:0:0]Meeting Area[C:7:0:0]. Later you may try the [C:5:0:1]Burrows[C:7:0:0] menu to create a safe place for your civilians to hide when real trouble comes. [C:7:0:1]Shelter[C:7:0:0] By now you should have a room underground where your residents can hide from the creatures above. In order to keep your citizens alive in the unforgiving wilderness they will need shelter, drink, and food. Use the arrow at the top of this window to minimize the tutorial when it obscures your view. The [C:5:0:1]Help[C:7:0:0] button at the top of the screen contains more guides. Click it now, and this tutorial will be concluded. There's a lot more to learn! As you enter new menus, there will be information and tips. Absent alcohol and in warmer weather, you can designate a [C:3:0:0]Water Source[C:7:0:0] from the [C:5:0:1]Zones[C:7:0:0] menu at a river or pond, so that your residents have water to drink. You'll want one of these anyway for other purposes, like cleaning If you survive until the caravan comes you may also trade for [C:6:0:1]Drinks[C:7:0:0] or [C:6:0:1]Plants[C:7:0:0] there. The number of [C:6:0:1]Drink[C:7:0:0] rations can be seen at the top of the screen. may try [C:5:0:1]Planting[C:7:0:0] or [C:5:0:1]Gathering[C:7:0:0]. The task also requires a [C:6:0:1]Barrel[C:7:0:0] from the [C:6:0:0]Carpenter's Workshop[C:7:0:0]. This is done by building a [C:6:0:0]Still[C:7:0:0] from the [C:5:0:1]Build[C:7:0:0] menu using [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Still[C:7:0:0]. Once the [C:6:0:0]Still[C:7:0:0] is constructed, click on it and add the task [C:3:0:1]Brew Drink from Plant (or fruit)[C:7:0:0]. If you have no suitable [C:6:0:1]Plants[C:7:0:0], you There are two ways to make drinks for your residents. The main way is by brewing alcohol. But if one of these brave workers falls, you'll need to assign somebody to these duties. [C:7:0:1]Drink[C:7:0:0] [C:7:0:0]. If you haven't suffered any casualties, you should have these labors assigned already. [C:7:0:0], and [C:2:0:0] Fisherdwarf Now your [C:2:0:0]Planters[C:7:0:0], those that can access both the [C:6:0:0]Farmplot[C:7:0:0] and the [C:6:0:1]Spawn[C:7:0:0], will plant the field, and after a period of growth, they'll be harvested. If you'd like to focus a few of your citizens on farming, which gives skill benefits, you can assign them to the [C:2:0:0]Planters[C:7:0:0] work detail from the [C:5:0:1]Labor[C:7:0:0] menu. [C:6:0:1]Plump Helmets[C:7:0:0] are edible and the default [C:6:0:0]Wagon[C:7:0:0] comes with [C:6:0:1]Plump Helmet Spawn[C:7:0:0], which are their "seeds". Note that you can obtain aboveground [C:6:0:1]Seeds[C:7:0:0] from trade or by eating gathered [C:6:0:1]Plants[C:7:0:0], but aboveground farming exposes your [C:2:0:0]Planters[C:7:0:0] to dangers and the elements. You need to select the crops to be grown each season. Click on the [C:6:0:0]Farmplot[C:7:0:0] you placed to pull up the [C:5:0:1]Farming[C:7:0:0] menu. This isn't rich soil, but will suffice for now. Dig deeper to find better soil. Select [C:5:0:1]Farmplot[C:7:0:0] from the [C:5:0:1]Build[C:7:0:0] menu. It's in [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Farmplot[C:7:0:0]. Place the [C:6:0:0]Farmplot[C:7:0:0] on the subterranean soil. Make sure to leave the ceiling above intact so the underground soil doesn't receive any sunlight. With a subterranean soil floor exposed, you can place an underground [C:6:0:0]Farmplot[C:7:0:0]. The underground rectangle must be near the surface, where there is soil (loam, clay, or sand.) One level down should suffice, before you hit rock. The highest mountain elevations do not have soil. The [C:6:0:0]Wagon[C:7:0:0] comes with some [C:6:0:1]Seeds[C:7:0:0], but as you might expect, these crops must be grown underground! Using [C:5:0:1]Mining[C:7:0:0] orders, you'll need to carve out a rectangular area underground for your [C:6:0:0]Farmplot[C:7:0:0]. and certain [C:6:0:0]Workshop[C:7:0:0] tasks. You may find water underground. There's some food on the embark [C:6:0:0]Wagon[C:7:0:0], and you can trade for food, but you can also grow your own. [C:6:0:1]Meat[C:7:0:0] from [C:2:0:0]Livestock[C:7:0:0] you slaughter is a source of food. To slaughter an [C:2:0:0]Animal[C:7:0:0] you must first build a [C:6:0:0]Butcher's Shop[C:7:0:0]. Then draw a rectangle over the bushes you wish to search. [C:7:0:1]Butchering[C:7:0:0] [C:7:0:1]Gathering[C:7:0:0] It is possible to survive by gathering plants outside. Do this by selecting the [C:5:0:1]Gathering[C:7:0:0] order. Remember, your workers do not eat raw fish! You must build a [C:6:0:0]Fishery[C:7:0:0] to prepare them. Do this by selecting [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Fishery[C:7:0:0]. fishing labor assigned will begin fishing automatically. You can optionally choose to designate a [C:3:0:0]Fishing[C:7:0:0] zone if you don't want your workers going far afield. [C:7:0:1]Fishing[C:7:0:0] If there is a river or pond nearby you may consider fishing. If the water isn't frozen, a worker with the [C:6:0:1]Potash[C:7:0:0] is the fertilizer of choice, and it can be created in the [C:6:0:0]Ashery[C:7:0:0], using [C:6:0:1]Ash[C:7:0:0] from [C:6:0:1]Wood[C:7:0:0] burned in a [C:6:0:0]Wood Furnace[C:7:0:0]. A [C:3:0:0]Water Source[C:7:0:0] zone and a [C:6:0:1]Bucket[C:7:0:0] are also required. [C:6:0:1]Fertilizer[C:7:0:0] is not needed to farm. [C:6:0:1]Fertilizer[C:7:0:0] and skilled [C:2:0:0]Planters[C:7:0:0] have a direct impact on crop yield. These effects are more pronounced deep underground where you can locate the cavern biome and its rich soil. [C:1:0:0]Burrows[C:7:0:0] are work and living areas where citizens can be assigned. Workers will try to limit their tasks to the confines of the [C:1:0:0]Burrow[C:7:0:0], but they will sometimes form paths which pass through other areas. Just make sure you have the correct [C:6:0:0]Furniture[C:7:0:0] placed in the rooms with [C:6:0:0]Doors[C:7:0:0] or vertical entries separating each room before you begin. Burrows Unlike [C:6:0:0]Stockpiles[C:7:0:0], multiple [C:3:0:0]Zones[C:7:0:0] can overlap. Certain [C:3:0:0]Zones[C:7:0:0] like [C:3:0:0]Bedrooms[C:7:0:0] can be placed several at a time. There are several kinds of [C:3:0:0]Zones[C:7:0:0], which you can see in the panel on the left. [C:3:0:0]Zones[C:7:0:0] are placed much like [C:6:0:0]Stockpiles[C:7:0:0]. [C:3:0:0]Zones[C:7:0:0] are areas you designate where your citizens will work, socialize, rest, or perform specific duties. To keep them alive use the [C:3:0:0]Pen/Pasture[C:7:0:0] zone from the [C:5:0:1]Zones[C:7:0:0] menu to select a section of grass and click the add button to assign the [C:2:0:0]Animals[C:7:0:0]. There you can select which [C:2:0:0]Animals[C:7:0:0] to slaughter. You may need to minimize the tutorial to see the [C:5:0:1]Slaughter[C:7:0:0] buttons. Note that some [C:2:0:0]Livestock[C:7:0:0] must eat vegetation to survive. Do this by selecting the building in [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Farming[C:7:0:0] -> [C:5:0:1]Butcher[C:7:0:0]. Once the shop is built, open the [C:5:0:1]Creatures[C:7:0:0] info menu. From there select the [C:5:0:1]Pets/Livestock[C:7:0:0] tab. Generally, almost every task will be available for every citizen, but you can both restrict both citizens and tasks. Citizens are restricted by using their [C:5:0:1]Specialization[C:7:0:0] button. If you don't have a [C:5:0:0]Bookkeeper[C:7:0:0], or they don't have an [C:3:0:0]Office[C:7:0:0] to work in, numbers may be approximate. Work details are one way you can control which workers do which tasks, and they are the only way to assign certain tasks like mining, woodcutting, hunting, and fishing. Here you can see every [C:6:0:1]Item[C:7:0:0] in the fortress. Click on category headings to collapse and expand them. When a route has a steep descent, consider using powered [C:6:0:0]Rollers[C:7:0:0], extra curves, track "stops" between [C:6:0:0]Stops[C:7:0:0] with various friction settings, or a worker to guide the vehicle. Stocks Only one condition needs to be satisfied for the [C:6:0:1]Minecart[C:7:0:0] to move to the next [C:6:0:0]Track Stop[C:7:0:0]. [C:6:0:1]Minecarts[C:7:0:0] that move too quickly around corners will spill their contents. One [C:6:0:1]Minecart[C:7:0:0] can be assigned to each route, and workers will move the vehicle from [C:6:0:0]Track Stop[C:7:0:0] to [C:6:0:0]Track Stop[C:7:0:0] according to conditions you specify. Each [C:6:0:0]Track Stop[C:7:0:0] must be linked to a [C:6:0:0]Stockpile[C:7:0:0] for [C:6:0:1]Items[C:7:0:0] to be put on or removed from the [C:6:0:1]Minecart[C:7:0:0]. Minecart routes [C:6:0:1]Minecarts[C:7:0:0] and [C:6:0:0]Tracks[C:7:0:0] are a convenient way to move a lot of objects around the fortress quickly, though they take a little effort to prepare. [C:1:0:0]Burrows[C:7:0:0] can be suspended and unsuspended freely. When a [C:1:0:0]Burrow[C:7:0:0] is suspended, assigned citizens will ignore it. It can be useful to assign all of your civilians to a safe emergency [C:1:0:0]Burrow[C:7:0:0] which you activate in case of intruders. All available witness information is presented for each case. You can also interrogate suspects. Certain crimes are indicative of larger problems, so you should pay attention to them, and affected victims and family members get upset if crime is ignored. It's up to you to choose whom to convict. Justice If you have a law enforcement administrator like a [C:5:0:0]Sheriff[C:7:0:0] or [C:5:0:0]Captain of the Guard[C:7:0:0], witnesses of crimes will make reports, which find their way here. Once they are assigned, you can create work orders, run a [C:1:0:1]Hospital[C:7:0:0], and count and appraise your hoard. Nobles and certain administrators require rooms, and some may also make demands. These can also be assigned from the squad menu. Certain important functions in your fortress can only be performed by assigned administrators, such as the [C:5:0:0]Manager[C:7:0:0] and [C:5:0:0]Bookkeeper[C:7:0:0]. [C:5:0:0]Militia Commanders[C:7:0:0] are assigned here. Once the first leader is assigned, subsequent [C:5:0:0]Captain[C:7:0:0] positions will appear. Nobles and administrators Here you can view your nobles, as well as assign your administrators, military leaders, and other officials. Tasks are restricted by setting their work detail to [C:5:0:1]"Only selected do this"[C:7:0:0]. If a task does not have a default work detail, you can create a custom work detail. Once you assign citizens to the task, you can then set [C:5:0:1]"Only selected do this"[C:7:0:0] if you want to restrict it. Raids are created by clicking on any site not belonging to your civilization. Work orders are used to automate [C:3:0:1]Tasks[C:7:0:0] in [C:6:0:0]Workshops[C:7:0:0]. Stolen [C:6:0:1]Artifacts[C:7:0:0] and kidnapped citizens can be recovered by preparing missions from this screen. You can also cause trouble if you'd like to raid your neighbors. The World The world created at the beginning of the game is active, and others may take an interest in your outpost as it grows. It is recommended that you prepare a squad and get them training as soon as you can. You have no idea what's lurking out there. Although this location is relatively safe, it is recommended that you prepare a squad and get them training at some point. Wildlife and even your own citizens can still be dangerous at times. This is the squad menu. Here you can create squads, fill their positions, assign equipment and schedules, and give specific orders. Officers may opt for physical punishment if they cannot carry out custodial sentences. Squads This is particularly important for schemes where the witnesses might not have the full story. It is recommended to place a certain number of [C:6:0:0]Cages[C:7:0:0] and [C:6:0:0]Chains[C:7:0:0] and assign them to a [C:3:0:0]Dungeon[C:7:0:0] zone. When trading you select which goods you want from the list on the left, and which goods of yours to trade from the list on the right. Then hit [C:5:0:1]"Trade"[C:7:0:0]. The trader will accept if the deal is fair and select [C:5:0:1]"Trade"[C:7:0:0]. Don't worry if you have no [C:5:0:0]Broker[C:7:0:0], just select [C:5:0:1]"Anyone can Trade"[C:7:0:0]. You cannot trade until your [C:5:0:0]Broker[C:7:0:0] or another resident arrives at the depot. When the caravan arrives at the [C:6:0:0]Trade Depot[C:7:0:0], you must click on the depot and select [C:5:0:1]"Bring Goods to Depot"[C:7:0:0]. Here you can select which goods you wish to trade. After everyone has brought their goods you can The [C:6:0:0]Carpenter's Workshop[C:7:0:0] is the best place to make lightweight [C:6:0:1]Bins[C:7:0:0] and [C:6:0:1]Barrels[C:7:0:0], but they can also be made at the [C:6:0:0]Stoneworker's Shop[C:7:0:0] and the [C:6:0:0]Metalsmith's Forge[C:7:0:0]. [C:6:0:1]Bags[C:7:0:0] are created at the [C:6:0:0]Clothier's Shop[C:7:0:0] or the [C:6:0:0]Leatherworks[C:7:0:0]. [C:6:0:1]Barrels[C:7:0:0], and [C:6:0:1]Bags[C:7:0:0]. [C:6:0:1]Barrels[C:7:0:0] are used to store [C:6:0:1]Food[C:7:0:0]. [C:6:0:1]Bags[C:7:0:0] are used to store [C:6:0:1]Seeds[C:7:0:0] (and some other things like [C:6:0:1]Sand[C:7:0:0]). [C:6:0:1]Bins[C:7:0:0] hold just about everything else except [C:6:0:1]Furniture[C:7:0:0], [C:6:0:1]Wood[C:7:0:0] and [C:6:0:1]Boulders[C:7:0:0]. The system is reasonably powerful and you can eventually automate almost all of your production if you wish. If you find that your stockpiles are filling up too fast, you can create room by building [C:6:0:1]Bins[C:7:0:0], You can limit work orders to a number of [C:6:0:0]Workshops[C:7:0:0]. You can also create work orders at specific [C:6:0:0]Workshops[C:7:0:0] from their building sheet. These work orders are set to complete a certain number of [C:3:0:1]Tasks[C:7:0:0] and can be given start conditions. For instance, you can create an order to [C:3:0:1]Make Wooden Bins[C:7:0:0] if you are out of empty ones, to [C:3:0:1]Brew Drinks[C:7:0:0] if you are running low, or to [C:3:0:1]Make Five Statues[C:7:0:0] every month. To get [C:6:0:1]Fuel[C:7:0:0] you need to make [C:6:0:1]Charcoal[C:7:0:0] with a [C:6:0:0]Wood Furnace[C:7:0:0], found at [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Furnaces[C:7:0:0] -> [C:5:0:1]Wood Furnace[C:7:0:0]. [C:6:0:1]Ore[C:7:0:0] is mined underground, below the soil layers. If you have found magma you can build a [C:6:0:0]Magma Smelter[C:7:0:0] directly over it, otherwise you need [C:6:0:1]Fuel[C:7:0:0]. In order to make [C:6:0:1]Metal Bars[C:7:0:0] for the [C:2:0:0]Metalsmith[C:7:0:0], you must smelt [C:6:0:1]Ore[C:7:0:0]. This can done at the [C:6:0:0]Smelter[C:7:0:0] which can be found under [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Furnaces[C:7:0:0] -> [C:5:0:1]Smelter[C:7:0:0]. Other nobles may appear or be assigned as the game progresses. Use the [C:5:0:1]Nobles and administrators[C:7:0:0] menu to check their wants and needs. The [C:3:0:0]Zone[C:7:0:0] you select must contain a [C:6:0:0]Chair[C:7:0:0], or you can paint a [C:3:0:0]Zone[C:7:0:0] and place a [C:6:0:0]Chair[C:7:0:0] later. Remember to assign the [C:5:0:0]Administrator[C:7:0:0] to the [C:3:0:0]Office[C:7:0:0]. Some [C:5:0:0]Administrators[C:7:0:0] will require [C:3:0:0]Offices[C:7:0:0] to perform their work. You can create these with [C:5:0:1]Zones[C:7:0:0] -> [C:5:0:1]Office[C:7:0:0]. In order for some functions to be used, like work orders or bookkeeping, [C:5:0:0]Administrators[C:7:0:0] must be assigned. To do this select the [C:5:0:1]Nobles and administrators[C:7:0:0] menu and click the add button to assign somebody. they can carry away the weight of the things you are selling. Note that if you have a [C:5:0:0]Broker[C:7:0:0] the value of each good with be shown if their skill is high enough. [C:6:0:0]Wells[C:7:0:0] require a [C:6:0:1]Bucket[C:7:0:0], [C:6:0:1]Blocks[C:7:0:0], a [C:6:0:1]Rope[C:7:0:0] or [C:6:0:1]Chain[C:7:0:0], and [C:6:0:1]Mechanisms[C:7:0:0]. They can be built over any body of water. It is possible to find water underground, or divert it from the surface. Non-alcoholic water is essential to a functioning fortress. The most favored place to get it is from a [C:6:0:0]Well[C:7:0:0]. There are also predesigned traps, such as [C:6:0:0]Weapon[C:7:0:0], [C:6:0:0]Cage[C:7:0:0], and [C:6:0:0]Stone-Fall Traps[C:7:0:0]. These require a [C:6:0:1]Weapon[C:7:0:0], [C:6:0:1]Cage[C:7:0:0], or [C:6:0:1]Boulder[C:7:0:0] to function. Then click on the [C:6:0:0]Lever[C:7:0:0] and choose to link it to a [C:6:0:0]Bridge[C:7:0:0] or [C:6:0:0]Door[C:7:0:0]. This will lock the [C:6:0:0]Door[C:7:0:0] or raise the [C:6:0:0]Bridge[C:7:0:0], locking you inside. Most require [C:6:0:1]Mechanisms[C:7:0:0] made at the [C:6:0:0]Mechanic's Shop[C:7:0:0], using [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Mechanic[C:7:0:0]. To stop some enemies from entering your fortress use [C:5:0:1]Build[C:7:0:0] -> [C:5:0:1]Machines/fluids[C:7:0:0] -> [C:5:0:1]Lever[C:7:0:0] to build a [C:6:0:0]Lever[C:7:0:0]. The best way to avoid this fate is to build traps and lock the ways into your fortress. The ways to build traps are as wild as your imagination. It is a dangerous world, and if the entrances of your fortress are left open, you can succumb to invasions. You may switch to other forms of [C:6:0:1]Fuel[C:7:0:0] later, such as [C:6:0:1]Coal[C:7:0:0], but you will usually need [C:6:0:1]Charcoal[C:7:0:0] from the [C:6:0:0]Wood Furnace[C:7:0:0] to start the process. There are five types of [C:1:0:1]Locations[C:7:0:0], which we'll go over in turn. [C:7:0:1]Taverns[C:7:0:0] [C:3:0:0]Meeting Areas[C:7:0:0] are [C:3:0:0]Zones[C:7:0:0] where your citizens gather when not working or taking care of their needs. [C:3:0:0]Zones[C:7:0:0] can be assigned to special [C:1:0:1]Locations[C:7:0:0]. Usually one [C:3:0:0]Meeting Area[C:7:0:0] is sufficient, but [C:1:0:1]Locations[C:7:0:0] can span several [C:3:0:0]Zones[C:7:0:0]. [C:6:0:1]Skins[C:7:0:0] can be obtained by butchering [C:2:0:0]Livestock[C:7:0:0] at the [C:6:0:0]Butcher's Shop[C:7:0:0]. [C:6:0:1]Skins[C:7:0:0] are tanned at the [C:6:0:0]Tanner's Shop[C:7:0:0], and made into [C:6:0:1]Clothing[C:7:0:0] at the [C:6:0:0]Leather Works[C:7:0:0]. weave [C:6:0:1]Cloth[C:7:0:0] at the [C:6:0:0]Loom[C:7:0:0], then make [C:6:0:1]Clothing[C:7:0:0] at the [C:6:0:0]Clothier[C:7:0:0]. Gathered [C:6:0:1]Silk[C:7:0:0] can go directly to the [C:6:0:0]Loom[C:7:0:0]. gather [C:6:0:1]Silk[C:7:0:0], or tan [C:6:0:1]Skins[C:7:0:0] for [C:6:0:1]Leather[C:7:0:0]. After harvesting plants like the [C:6:0:1]Pigtail[C:7:0:0], first process them at the [C:6:0:0]Farmer's Workshop[C:7:0:0], then Eventually the [C:6:0:1]Clothing[C:7:0:0] that your residents start with will rot away. While it is possible to trade for [C:6:0:1]Clothing[C:7:0:0], [C:6:0:1]Cloth[C:7:0:0], or [C:6:0:1]Leather[C:7:0:0], you can also farm [C:6:0:1]Pigtails[C:7:0:0], You can then build [C:6:0:0]Walls[C:7:0:0] around the stairs until the leaking water is blocked off. Repeat this pattern until you get below the aquifer. Aquifers can block the downward progress of your fortress, but it is possible to bypass them. One way is to simply re-designate the damp stone for mining in order to build a 3x3 room around the stairs. that you increase the value of the temple by decorating or adding [C:6:0:0]Furniture[C:7:0:0] like [C:6:0:0]Statues[C:7:0:0]. You can also add [C:6:0:0]Chests[C:7:0:0] or [C:6:0:0]Coffers[C:7:0:0] to hold [C:6:0:1]Musical Instruments[C:7:0:0] that the faithful will use. You can see how many worshipers of each deity live in your fortress by scrolling over their names. In the [C:6:0:1]Temple Info Menu[C:7:0:0] you can see the value of the [C:1:0:1]Temple[C:7:0:0]. Sometimes the worshipers will demand Upon creation of the [C:1:0:1]Location[C:7:0:0] you must choose which deity to dedicate the [C:1:0:1]Temple[C:7:0:0] to, if any. Sometimes the adherents to a certain religion will demand that you build a [C:1:0:1]Temple[C:7:0:0] to their specific deity. [C:7:0:1]Temples[C:7:0:0] [C:1:0:1]Temples[C:7:0:0] are places for faithful residents to commune with their chosen deity. From the [C:5:0:1]Tavern Info Menu[C:7:0:0] you can choose to assign [C:5:0:0]Performers[C:7:0:0] or a [C:5:0:0]Tavern Keeper[C:7:0:0] who will serve the visitors drinks. There is also an option to allow outsiders to come to your [C:1:0:1]Tavern[C:7:0:0]. You may also leave a cleared space your tavern-goers will use as a dance floor. If you have any [C:6:0:1]Musical Instruments[C:7:0:0] these can also be used by the [C:1:0:1]Tavern[C:7:0:0]. The inhabitants also like to drink from [C:6:0:1]Goblets[C:7:0:0], [C:6:0:1]Cups[C:7:0:0], or [C:6:0:1]Mugs[C:7:0:0]. These must be stored in [C:6:0:0]Chests[C:7:0:0] or [C:6:0:0]Coffers[C:7:0:0] inside the [C:1:0:1]Tavern[C:7:0:0]. Optionally you can place [C:6:0:0]Tables[C:7:0:0] and [C:6:0:0]Chairs[C:7:0:0] where your residents can eat. [C:1:0:1]Taverns[C:7:0:0] are where your residents gather to drink, socialize, tell stories, and dance. To have a fully functioning [C:1:0:1]Tavern[C:7:0:0] you must have a [C:6:0:0]Stockpile[C:7:0:0] with [C:6:0:1]Booze[C:7:0:0] in it, preferably close by. The [C:5:0:0]Doctor[C:7:0:0] will need a [C:6:0:0]Table[C:7:0:0] to perform surgeries. Some injuries will require [C:6:0:0]Traction Benches[C:7:0:0] which can be built at the [C:6:0:0]Mechanic's Shop[C:7:0:0]. You will need to assign a [C:5:0:0]Doctor[C:7:0:0] to the [C:1:0:1]Hospital[C:7:0:0] from the [C:5:0:1]Hospital Info Menu[C:7:0:0]. Later you can assign [C:5:0:0]Doctors[C:7:0:0] to specific roles such as the [C:5:0:0]Diagnostician[C:7:0:0]. Chief Medical Dwarf [C:7:0:0] from the [C:5:0:1]Nobles and administrators[C:7:0:0] menu. Some patients will need [C:6:0:1]Crutches[C:7:0:0] after they are treated. You will need to appoint a [C:5:0:0] You must build [C:6:0:0]Chests[C:7:0:0] or [C:6:0:0]Coffers[C:7:0:0] inside the [C:1:0:1]Hospital[C:7:0:0] to store these items. Some injuries require [C:6:0:1]Splints[C:7:0:0], or [C:6:0:1]Gypsum Plaster Powder[C:7:0:0] for [C:6:0:1]Orthopedic Casts[C:7:0:0]. [C:6:0:1]Soap[C:7:0:0] is necessary to prevent infection. To fully function your [C:1:0:1]Hospital[C:7:0:0] needs to have [C:6:0:0]Beds[C:7:0:0], [C:6:0:1]Buckets[C:7:0:0] (with a source of water), [C:6:0:1]Thread[C:7:0:0] for sutures, and [C:6:0:1]Cloth[C:7:0:0] for bandages. Your unfortunate citizens are taken to the [C:1:0:1]Hospital[C:7:0:0] when injured. There they will rest and given water until they are seen by a [C:5:0:0]Doctor[C:7:0:0]. You can also assign [C:5:0:0]Performers[C:7:0:0] to the [C:1:0:1]Temple[C:7:0:0] and even [C:5:0:0]Priests[C:7:0:0] once the [C:1:0:1]Temple[C:7:0:0] becomes more established. [C:7:0:1]Hospitals[C:7:0:0] from the [C:5:0:1]Nobles and administrators[C:7:0:0] menu. Then from the [C:5:0:1]Squad[C:7:0:0] menu you can assign your first squad, led by the [C:5:0:0]Commander[C:7:0:0]. First you must decorating the hall and building [C:6:0:0]Furniture[C:7:0:0] like [C:6:0:0]Statues[C:7:0:0]. Before you can create a military, you must appoint a [C:5:0:0]Militia Commander[C:7:0:0] and see how many workers of each profession there are and whether a guild has been established. As the guild grows in power they may demand a [C:1:0:1]Guildhall[C:7:0:0] of greater value. This can be increased by [C:1:0:1]Guildhalls[C:7:0:0] are where the workers of specific professions gather to socialize and share their knowledge. When deciding which guild to dedicate the [C:1:0:1]Guildhall[C:7:0:0] to, you can scroll over the names of the guilds [C:6:0:1]Writing Material[C:7:0:0] for the [C:5:0:0]Scribes[C:7:0:0] to write on. [C:7:0:1]Guildhalls[C:7:0:0] In order to hold [C:6:0:1]Scrolls[C:7:0:0] and [C:6:0:1]Codices[C:7:0:0] you will need [C:6:0:0]Bookcases[C:7:0:0]. You will also need [C:6:0:0]Tables[C:7:0:0] for your [C:5:0:0]Scribes[C:7:0:0] to work on. [C:6:0:0]Chests[C:7:0:0] or [C:6:0:0]Coffers[C:7:0:0] are needed to store the From the [C:5:0:1]Library Info Menu[C:7:0:0] you can assign [C:5:0:0]Scholars[C:7:0:0] who discuss their interests with the inhabitants, and [C:5:0:0]Scribes[C:7:0:0] to record them. Beware! Some knowledge is dangerous. [C:7:0:1]Libraries[C:7:0:0] The thirst for knowledge some residents have can be satisfied at the [C:1:0:1]Library[C:7:0:0]. You can also click on details to customize each individual soldier. The [C:5:0:1]Schedule menu[C:7:0:0] is a powerful tool to give automatic orders to the selected squad. The [C:5:0:1]Equipment[C:7:0:0] menu allows you to customize the uniforms of the selected squads. You can assign new uniforms to your squads or add a new one to customize it and add it to the uniform list. the [C:5:0:1]Burrow[C:7:0:0] menu) for your squad to defend. The [C:3:0:1]Training[C:7:0:0] order allows your soldiers to train, but you must first assign a [C:3:0:0]Barracks[C:7:0:0] created from the [C:5:0:1]Zones[C:7:0:0] menu. You can make a [C:3:0:1]Station[C:7:0:0] order to have your squad stand in that position. You can create a [C:3:0:1]Patrol Route[C:7:0:0] and assign your squads to it. The [C:3:0:1]Defend Burrow[C:7:0:0] order gives you a list of [C:1:0:0]Burrows[C:7:0:0] (created by pressing or the whole squad from the [C:5:0:1]Squad[C:7:0:0] menu. The orders can be found at the bottom of the [C:5:0:1]Squad[C:7:0:0] menu when somebody is selected. You can make a [C:3:0:1]Kill[C:7:0:0] order and confirm it. are the checkmark to select the squad to give orders and the [C:5:0:1]Position[C:7:0:0] button to add more soldiers to the squad. You can give individual orders to the soldiers by selecting them with the checkmark from the [C:5:0:1]Position[C:7:0:0] menu can select the leader from the buttons at the top of the squad screen. The most important buttons assign the uniform. A new uniform can be assigned later. The squad can be customized and you below. If there's no solid ground below the square being channeled, channeling will destroy the floor and create a hole instead. Once a ramp is present, you can start using the regular mining command on the higher level. Digging a channel will mine out a floor or wall at the current level and dig out a ramp at the level and an adjacent wall with an open floor above for the ramp to be usable. Digging a ramp into a wall on the same level will create a connection to the higher level and remove the ceiling. This leaves a "ceiling" above and "floor" below the empty space you have mined. A ramp is a special square that can be traversed to the level above. There must be space above a ramp column itself will assign the routine to the selected squad. The regular mining command digs a tunnel into the side of a mountain or deep underground. for each month, line up with your chosen routine, go down the column, and press edit on the orders lining up with the month. You can also copy an order from any cell. Clicking on the You can also give your squads a monthly schedule. The routines are aligned along the top of the grid and the months of the year are shown down the left side. To assign different orders Routines are individual orders given to a squad or individual members of a squad. From here you can assign and edit the routines your soldiers will follow. desperately needed water, fungal lumber, and other tantalizing mysteries. To attract migrants and build a successful settlement, In order to pursue the wealth of the earth, you must dig deeper! Valuable gems and precious metals can be found, along with richer soil, you want to dump using the [C:5:0:1]Dump Designation[C:7:0:0] tool. There are many treasures and perils deep underground. then designate [C:6:0:1]Items[C:7:0:0] for [C:3:0:1]Dumping[C:7:0:0]. This can be done either from the [C:5:0:1]Item's Info Sheet[C:7:0:0] or by dragging a rectangle over everything If your [C:6:0:0]Refuse Stockpile[C:7:0:0] starts to fill up you can create a [C:3:0:0]Dump Zone[C:7:0:0]. Use the [C:5:0:1]Zones[C:7:0:0] menu to select [C:3:0:0]Garbage Dump[C:7:0:0] and draw a rectangle over a cliff or hole and Some [C:6:0:1]Refuse[C:7:0:0] can be put to use, for instance [C:6:0:1]Shells[C:7:0:0] can be turned into [C:6:0:1]Crafts[C:7:0:0]. Most of it will just generate foul smelling [C:0:0:1]Miasma[C:7:0:0]. This includes everything from [C:6:0:1]Bones[C:7:0:0] and other [C:6:0:1]Remains[C:7:0:0] to worn-out [C:6:0:1]Clothing[C:7:0:0]. You can gather the [C:6:0:1]Refuse[C:7:0:0] in a [C:6:0:0]Refuse Stockpile[C:7:0:0]. To easily see which ramps go up or down, click the [C:5:0:1]Ramp Vision[C:7:0:0] button by the minimap. As your dwarves live and work in your fortress they will generate [C:6:0:1]Refuse[C:7:0:0]. But this is only the beginning. Ultimately, your true goals are up to your imagination. Call visitors from all over the world with the greatest tavern, library, or temple the world has ever known. and finally become a Mountainhome by seating them on a legendary throne with seven mythical symbols of office. You'll be an accomplished player at this point. can attract the existing monarch of the civilization. This is the first step to completing the game. Next, you'll need to satisfy your ruler's needs, From there, you can build your wealth, export goods, and attract more migrants until you become a county then a duchy. A happy fortress with many exports and massive wealth miserable fortress. The current and optional path to victory is to have your fortress elevated to a barony. Monitor their thoughts to identify problems that you can solve. Unhappy citizens can act out and cause trouble, and fewer people will risk travel to a Alcohol, good food, and personal rooms go a long way. Meet their needs by providing [C:3:0:0]Meeting Areas[C:7:0:0] and [C:1:0:1]Locations[C:7:0:0] for socializing, worship, and study. you will need to keep your citizens happy. There are many ways to maintain your citizens. Your exploits will be recorded for Legends mode and by the master engravers in subsequent fortresses in your world. region Build an elaborate water-powered contraption or domesticate previously untameable wild beasts. Settle in unliveable regions tormented by ancient evils and defend your fortress from zombies with your own army of vampires. weeping praying looks terrified looks dejected burning melting making a plaintive gesture being shot laughing falling smeared out into a spiral in a fetal position making a submissive gesture committing a depraved act being tortured screaming cringing torturing prostrating itself before being mutilated being flayed unnaturally contorted engraving cooking contemplating laboring striking a triumphant pose striking a menacing pose withering away suffering looks confused looks offended praying to hiding raising striking down embracing speaking with refusing greeting fighting with massacring surrounded by shooting burning admiring devouring committing a depraved act upon Front Compound Given name Random Name the symbol Name the squad Name the location Name the image Name your group Name your settlement being mutilated by hanging from being flayed by impaled on engraving cooking contemplating Present Participle Past Participle Preterite Present (3rd) Present (1st) Prefix Adjective Plural Noun Singular Noun Hyphen Compound Second Adjective First Adjective Rear Compound Existing image Related to civilization or other group Related to site Related to historical figure Leave editor and discard data Any image data you've changed will be lost. Keep working Don't perform action You won't perform your action if you leave. Warning! Image information Image information for engraving Image information for The symbol of Delete element Action or relationship Artifact Object Historical figure Civ commission Civilization symbol Group commission Group symbol Allow artist to choose Let your mind wander Specify a new image performance troupe merchant company civilization outcast local nomadic migrating These are This is a Choose Y: Choose X: Untitled/unnamed (0 for unnumbered plural) Number: thread leather Specify type military organization religion vessel government Setting material Spikes Hanging rings Covered Setting type Specify size material map/set too long Music Volume: Master Volume: Change it to [SOUND:YES] for audio. Check data/init/init_default.txt and prefs/init.txt for [SOUND:NO] or similar. Audio has been manually disabled. Range: No fullscreen resolutions detected. Detect Resolution: Fullscreen Windowed drops drinks straps draws to load a macro. to save a macro to a file. to play back a recorded macro. to record/stop recording a macro. Fast repeat Delayed repeat Don't repeat Macros Text entry Fortress General Average Seconds Between Tracks/Interludes: Sound Effects Volume: Ambience Volume: Difficulty Keybindings prefs/interface.txt data/init/interface.txt Economy: (Custom) Normal Enemies: Custom settings Restore defaults No macros created. Lanczos Nearest-neighbor Automatic Scaling mode Use Classic ASCII glyphs Graphical FPS cap (default 50) Maximum interface percentage (not counting minimap/elevation) Window is resizable (takes effect on restart) Initial window height (if windowed) Initial window width (if windowed) Interface scaling percentage if not fitting width Desired grid height for scaling (default = 64) Desired grid width for scaling (default = 170) Scale interface to fit grid height/width Always If points remain Prepare carefully embark confirmation Confirmation window for all embarks Pause after loading Pause after every autosave Autosave the game after embark Seasonal Semiannual Yearly Autosave frequency Mwheel Mouse: Default low traffic path cost Default normal traffic path cost Default high traffic path cost Default embark height Default embark width Enable multithreading (experimental!) Log world generation map rejects Keyboard cursor enabled Walking spreads spatter Enable testing arena (on next title) Enable artifact moods Enable caveins Enable weather Enable temperature In site finder Show tunnels on world map Show improvement quality in item names Engravings start obscured Total seed cap Seed cap (per species) Cull dead units at Visitor cap Baby+child cap (percentage of total) Baby+child cap Strict population cap (includes births) Population cap Storage path decrease (bin combine) Storage path decrease (barrel combine) Storage path decrease (bucket combine) Storage path decrease (seed bag combine) Storage path decrease (# of contained item cap) Default restricted traffic path cost Disabled Number of key repeats before accelerating Milliseconds for each key repeat Key hold milliseconds before repeat Game frames-per-second cap (default 100) Show frames-per-second Grazing coefficient (higher = less grass) Nickname position (legends mode) Replace all Centralize Replace first Nickname position (fort mode) Show all historical events in engravings etc. Number of lower elevation layers to show Show up/down arrows on ramps at current elevation Show numeric liquid levels Enemy production trigger 1 Enemy population trigger 5 Enemy population trigger 4 Enemy population trigger 3 Enemy population trigger 2 Enemy population trigger 1 Curious wilderness creatures can come to cause trouble Werebeasts can attack Megabeasts can attack Civilizations can attack Maximum embark dimension Compressed saves (recommended!) Milliseconds between macro instructions Milliseconds interface shutdown after recenter Maximum key repeat acceleration multiplier Wilderness irritation decay (more = safer) Wilderness irritation minimum (less = sooner) Wilderness sensitivity (less = sooner) Forgotten beast wealth divisor (more = safer) Forgotten beast irritation minimum (less = sooner) Forgotten beast sensitivity (less = sooner) Megabeast attack period (seasons) Enemy trade trigger 5 Enemy trade trigger 4 Enemy trade trigger 3 Enemy trade trigger 2 Enemy trade trigger 1 Enemy production trigger 5 Enemy production trigger 4 Enemy production trigger 3 Enemy production trigger 2 Economy population trigger 1 Diplomacy tree-fell count (untamed wilds) Diplomacy tree-fell count Cavern dweller maximum attackers Cavern dweller scale (increase per attack) Siege frequency (percentage, otherwise raid) Minimum raids between sieges (per civ) Minimum raids before first siege (per civ) Invasion cap (monsters, attack three+) Invasion cap (regulars, attack three+) Invasion cap (monsters, attack two) Invasion cap (regulars, attack two) Invasion cap (monsters, attack one) Invasion cap (regulars, attack one) Vampire migrant fraction (more = safer) Werebeast attack period (seasons) (mods) Land holder population trigger Economy trade trigger 5 Economy trade trigger 4 Economy trade trigger 3 Economy trade trigger 2 Economy trade trigger 1 Economy production trigger 5 Economy production trigger 4 Economy production trigger 3 Economy production trigger 2 Economy production trigger 1 Economy population trigger 5 Economy population trigger 4 Economy population trigger 3 Economy population trigger 2 Failed to open for writing prefs/init.txt Demand period (more = fewer) Mandate period (more = fewer) Grand guild unit count Guild unit count Value of grand guildhall Value of guildhall High priesthood unit count Priesthood unit count Value of temple complex Value of temple Land holder trade trigger Land holder production trigger [FULLSCREENY: [FULLSCREENX: [RESIZABLE: [WINDOWEDY: [WINDOWEDX: NO_EXCLUSIVE PROMPT [WINDOWED: [AVERAGE_TIME_BETWEEN_SONGS: [SFX_VOLUME: [AMBIENCE_VOLUME: [MUSIC_VOLUME: [MASTER_VOLUME: [SOUND: [USE_CLASSIC_ASCII: [COMPRESSED_SAVES: [RECENTER_INTERFACE_SHUTDOWN_MS: [MACRO_MS: [KEY_REPEAT_ACCEL_START: [KEY_REPEAT_ACCEL_LIMIT: [KEY_REPEAT_MS: [KEY_HOLD_MS: [G_FPS_CAP: [FPS_CAP: [MAXIMUM_INTERFACE_PERCENTAGE: [INTERFACE_SCALING_PERCENTAGE: [INTERFACE_SCALING_DESIRED_GRID_HEIGHT: [INTERFACE_SCALING_DESIRED_GRID_WIDTH: [INTERFACE_SCALING_TO_DESIRED_GRID: [INITIAL_SAVE: [AUTOSAVE_PAUSE: YEARLY SEMIANNUAL SEASONAL [AUTOSAVE: prefs/d_init.txt NEAREST LANCZOS [TEXTURE_PARAM: STANDARD SOFTWARE [PRINT_MODE: [LOG_MAP_REJECTS: [KEYBOARD_CURSOR: [WALKING_SPREADS_SPATTER_ADV: [WALKING_SPREADS_SPATTER_DWF: [TESTING_ARENA: [ARTIFACTS: [CAVEINS: [WEATHER: [TEMPERATURE: FINDER [SHOW_EMBARK_TUNNEL: IF_POINTS_REMAIN ALWAYS [POST_PREPARE_EMBARK_CONFIRMATION: [EMBARK_WARNING_ALWAYS: [PAUSE_ON_LOAD: [FORTRESS_SEED_CAP: [SPECIFIC_SEED_CAP: [CULL_DEAD_UNITS_AT: [VISITOR_CAP: [BABY_CHILD_CAP: [STRICT_POPULATION_CAP: [POPULATION_CAP: [STORE_DIST_BIN_COMBINE: [STORE_DIST_BARREL_COMBINE: [STORE_DIST_BUCKET_COMBINE: [STORE_DIST_SEED_COMBINE: [STORE_DIST_ITEM_DECREASE: [PATH_COST: [EMBARK_RECTANGLE: [MULTITHREADING: [MAXIMUM_EMBARK_DIM: [GRAZE_COEFFICIENT: [NICKNAME_LEGENDS: [NICKNAME_ADVENTURE: REPLACE_ALL CENTRALIZE REPLACE_FIRST [NICKNAME_DWARF: [SHOW_ALL_HISTORY_IN_DWARF_MODE: [NUMBER_OF_LOWER_ELEVATIONS_SHOWN: [SHOW_RAMP_ARROWS: [SHOW_FLOW_AMOUNTS: [SHOW_IMP_QUALITY: [ENGRAVINGS_START_OBSCURED: deque<T> too long r;HCx;X )8>-^<> l>Wvq>v *?'i.? d2?-w6? >?>@C?l t?,Iz? r;HCx;X )8>-^<> l>Wvq>v *?'i.? d2?-w6? >?>@C?l t?,Iz? ? unzip 1.01 Copyright 1998-2004 Gilles Vollant - http://www.winimage.com/zLibDll Qkkbal [-&LMb#{' w+OQvr )\ZEo^m/ H*0"ZOW mj>zjZ IiGM>nw ewh/?y OZw3(? V_:X1: #+3;CScs Fail to schedule the chore! broken promise This function cannot be called on a default constructed task promise already satisfied future already retrieved future no state Histories of Jealousy Avarice Gluttony Cupidity Enterprise Industry Determination Resourcefulness Dynamism Mettle Diligence Tenacity Exertion Copyright (C) 2002-2023 by Tarn Adams Sound... Music... Colors... Shapes... Material templates... Patterns... Plants... Inorganics... Items... Tissue templates... Body detail plans... Buildings... Creature variations... Creature bodies... Entities... Creatures... Installed Mods install automatically when chosen during world creation. Author: Unnamed mod Version: Unknown author Description: Earliest compatible version: Must be before Must be after Conflicts with Requires Loading object files... Dwarf Fortress: Arena Text... Languages... Preparing text objects... Preparing material data... Preparing arena... Preparing graphics... Preparing Arena... Preparing screen... A Bay 12 Games Production Importing world... Dwarf Fortress uses FMOD by Firelight Technologies (only this inactive copy will be deleted) Are you sure you want to delete this world? Reclaim Fortress Delete Testing Arena Adventurer Interactions... Reactions... Finalizing descriptors... Finalizing languages... Finalizing inorganics... Finalizing material templates... Finalizing tissue templates... Finalizing plants... Finalizing buildings... Finalizing items... Finalizing creature variations... Finalizing body detail plans... Finalizing entities... Finalizing creatures... Finalizing interactions... Finalizing reactions... See the SDL folder for license information. SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga Timeline: World: saves Autosave Folder: Manual save Active save adventurer Start new game in existing world Continue active game Object testing arena Create new world Unknown Type Error Testing Arena (Adventurer) early spring autumn summer Are you sure you want to delete this game? winter Are you sure you want to delete this active world? (no other folders will be deleted) This Version of DF uses FMOD Studio All active/manual/autosaves there will be deleted! This version of DF uses SDL: Simple DirectMedia Layer, Copyright(C)1994-2023 Firelight Technologies Pty, Ltd. The topic being taught is The topic being discussed is This organizational activity will branch into specific social events. The topic being written about is This organizational activity will branch into specific play events. This organizational activity will branch into specific worship events. There is no specific information for this activity. About DF /world.sav data/credits.txt data/sound/song_title.ogg /world.dat Loading... data/sound/song_game.ogg [C:7:0:0] [C:3:0:1] The performance is at poetry is an example of The topic being considered is The dance has reached the point where its accompaniment is at Seed text beast_small beast_large humanoid humanoid_giant CUSTOM_LAW_MAKER failed_experiment_small failed_experiment_large ladies lady consort ladies consort lord consort lords consort CUSTOM_OUTCAST_LT hearthperson hearthpeople played for sympathy offered a bribe using the position made a blackmail threat, due to embezzlement a business rival, a jealous grudge, offered revenge upon by appealing to a shared worship of the sacrilegious a grudge, the persecutor the tormentor was too vain to accept death and agreed was too afraid not to comply gave in to fear of death offered immortality lured , while completely misreading the situation, met with , where the latter to a meeting with pulled rank made flattering remarks made a threat accepted in admiration of power spurned the law and agreed willingly the efforts of surrounding allies to stop the plot lack of respect of being willing to accept death being unafraid being unafraid of death being unafraid in the moment a lack of desire for vengeance being unswayed by the emotional appeal feeling no avarice being unaffected by the comments complied out of fear of agreed for love of accepted out of loyalty to trusted desired vengeance and willingly complied was swayed by the emotional appeal was overcome by greed succumbed to vanity was too unsettled by death to face it and agreed was too proud to accept death and agreed was too ambitious to accept death and agreed was too envious of others to face death and agreed loathing the powerful valuing the law , despite could not accept the uncertainty following death and agreed lack of fear toward hatred of lack of loyalty toward distrust of the efforts of co-conspirators to further the plot respect of fear of love of being afraid fearing of death loathed abuses of power and refused valued the law and refused being swayed by the emotional appeal feelings of greed feelings of vanity an unwillingness to accept death felt no loyalty to distrusted a desire for vengeance The plan worked. Effective pressure to comply came from co-conspirators surrounding and agreed respected was willing to accept eventual death and refused was not afraid and refused did not fear death and refused was unafraid in the moment lacked a desire for vengeance and refused was unswayed by the emotional appeal and refused felt no avarice and refused was unaffected by the comments and refused loyalty toward trust of admiration of power disdaining the law master father mother fellow athlete fellow believer ex-spouse companion apprentice guildmate fellow company member troupemate fellow order member in order to have an agent in in order to have someone to act on plots and schemes in in order to have law enforcement look the other way in neighbor Allies surrounding and refused had no respect for was unafraid of attempted to corrupt The plan failed. raised their suspicions and the plan was foiled. lover spouse corrupted subordinated fellow artist fellow scholar comrade-in-arms childhood friend prepare a coup instill terror initiate sabotage steal treasures plotted to frame under the influence of to handle the matter directly or through another party approached by job order violation export prohibition violation production order violation building destruction disorderly conduct murder a conspiracy to slow labor toward the fulfillment of plots and schemes in as a member of the wilds in order to secure embezzled funds in Subject revealed that in to corrupt the failed attempt by the corruption of a bribery conspiracy concocted , and an unknown party in order to plotted to infiltrate a embezzlement conspiracy a corruption conspiracy plotted to steal plotted to assassinate plotted to abduct began a position to give promised aided passing a portion of corruptly-obtained funds embezzling funds accepting bribes in exchange for leniency . The ritual involved using . The ritual took place in in becoming a permanent part of the living world vandalism embezzlement bribery blood-drinking treason espionage robbery attempted kidnapping kidnapping attempted murder attempted theft plotted to sabotage the activities of upon plotted to induce a war of by fooling a guildhall a grand guildhall agreed to establish in order to be brought to safety the bribery conspiracy a corrupt agreement was formed a temple a temple complex the plot of concocted by the embezzlement conspiracy the corruption conspiracy to sabotage the activities of to induce a war of to frame to infiltrate to eradicate monsters , becoming a resident of made an agreement with agreed to a parley with , becoming a citizen of to study to work as a mercenary to entertain the citizenry to entertain the world to oust to help rescue joined with to find as a guide after being compelled to serve to live a life of adventure has revealed the presence of the formation of a corrupt agreement to establish the agreement by the promise by to steal to assassinate to abduct the passing of corruptly-obtained funds by the embezzlement of the bribery of the agreement between the parley between to the living world the permanent joining by in bound service the joining of and become a citizen of and become a resident of Nameless Unidentified A plot Sabotage Corrupt Provide Position Attempted Bribery Attempted Espionage , agreed in Abduct Assassinate the conspiracy to slow labor the murder the kidnapping the theft multiple crimes the production order violation the export prohibition violation the job order violation is in fact an assumed identity. Subject's true name is Subject has used as an alias a nameless identity the robbery the crime Subject revealed that being nameless between Attempted Embezzlement Infiltrate Start War Interrogation Report: Subject confessed to Misrepresented facts surrounding case in order to elicit information. Subject acquiesced to the argument Attempted to build rapport in order to elicit information. Attempted to misrepresent spurning the value of honesty spurning the value of cooperation interrogator value the law was naturally inclined to speak had a trusting nature and agreed spurning the law spurning the value of harmony intimidating remarks in order to elicit information. flattering remarks in order to elicit information. Attempted to appeal in the past. Unfortunately, no new pertinent information was revealed. Met with subject. Attempted to make belief in the law belief in harmony belief in the truth belief in cooperation Appealed to shared worship of in order to elicit information. to subject's being trusting by nature and refused Subject was cagey and refused to comply. In retrospect, interrogator may have completely misjudged subject's character. spurning the truth and refused to listen spurning the value of cooperation and refused to listen an acquiescing nature being inclined to converse being a natural loner a distrustful nature spurning the truth Subject naively complied. valued harmony valued honesty believed in the value of cooperation being intellectually stubborn valuing the truth a belief in the value of cooperation spurned the law and refused to listen spurned harmony and refused to listen was intellectually stubborn and refused to listen was a natural loner and refused to listen had a distrustful nature and refused to listen valuing harmony FIRED_MAT Not found: LEAVES Palette not found graphics/ HIGH_PRIEST Route PRIEST priests Ghostly sacred priest high priests exalted high priest Leather Well-crafted Finely-crafted Crystal glass Standard Green glass Clear glass Multizone Flood Overflow unprepared Cannot find path SIDEBURNS MOUSTACHE Corpse Plant cloth other large tools sand bags minecarts wheelbarrows Plant growth (?) large pots/food storage Your fortress of Merchants from will not go unanswered. is a great treasure. We respect that this is no mere trade. with the presentation of Villains! The seizure of Allow non-plant/animal You honor Berserk Caged Prisoner Undead Opposed to life (Caged) (Chained) Missing Wild Animal Potash Rotten raw hide Masterwork Fresh raw hide Superior quality Exceptional Allow plant/animal Crystal Glass Plant Cloth Green Glass Clear Glass Pearlash Domesticated Semi-Wild Exceptionally trained Masterfully trained Skillfully trained Expertly trained Trained Well-trained Furniture/siege ammo Animals Wild Animal (Small) All tasks Tame (Small) Friendly Underworld Guest / Visitor Diplomat / Merchant Chained Prisoner Invader Current Resident Hostile Chained Guest Uninvited Guest Agitated Wilderness Creature Caged Guest Agitated Caged Creature Agitated Chained Creature Plants Drink (plant) Unprepared fish Usable armor Unusable armor Usable weapons Unusable weapons Bone meal Fruit/leaves Milled plant Cheese (animal) Drink (animal) Cheese (plant) Finished goods Bars/blocks Corpses Refuse Empty animal traps Prepared meals Additional options Empty cages Weapons/trap comps Metal ores Economic Blocks: metal Blocks: stone/clay Bars: metal Blocks: other materials Bars: other materials Cut stone Rough gem Cut gem Rough glass Cut glass Other stone Body parts Skulls Misc. liquid Item types Extract (plant) Extract (animal) Pressed material Other materials Stone/clay Hair/wool Horns/hooves Shells Dist: Select materials for the Amount needed: Core quality Total quality Shield Your efforts are legend there. Let us trade! Greetings. We are enchanted by Greetings from the outer lands. Greetings from the Mountainhomes. We'll be ready soon! There are no merchants present with which to trade. Select a merchant group to trade with: My apologies, but we're still unloading. Cloth (yarn) Cloth (metal) Cloth (silk) Cloth (plant) Thread (yarn) Thread (metal) Thread (silk) Thread (plant) Weapons Trap components Parchment I will see that our leader gets this offering. Take what you wish. I can't stop you. Ah, wonderful. Thank you for your business. You are too kind. Even with your combined trade goods, such as they are, I can't fathom you ending up with the items you desire. You'll need more goods to make this arrangement. All I see here is not enough. I am a merchant, yes. You see, I wish to trade. Which of my goods do you desire? Yes, and trade we will! Simply tell me [Laughs uproariously] You had me going there. Obviously, your copious wit is matched only by your industry! This would please us greatly. What do you offer? [Chuckles] How droll. You wish to make an offering? We love gifts. You wish to make an offering to our leader? What do you want? These goods are too heavy and cheap for me to consider. is unparalleled. Let's make a deal! A hairy drunkard has come hither to once more disrespect the sanctity of life, I see. craftsman ship of the your more ethical works. We've come to trade. Greetings. The Leave it to the besotted dullard to miss the finer points of discourse. I'm leaving. Do reflect. Your childish games have made me tired. Perhaps next time I visit you'll take this seriously. I won't trade at a loss. Please understand the journey must be profitable. Perhaps you'd consider tossing in a little extra? I wish I could take so much, but my animals... I must make a profit. There is simply not enough value here. I cannot take so much -- and at such cost! Do not tempt me! My beasts of burden cannot possibly haul such a load. The following fortress goods were added for the counteroffer: not going to take much more of this unwilling to trade willing to trade to be rapidly losing patience very happy about the trading pleased with the trading Unmark all Excess Weight: Mark all Trader Loss: Allowed Weight: Contains Trader Profit: wish to trade or to make an offering to our leader? Are these gifts? Do you wish to trade? For me? At no price? I can accept your offer, or perhaps you wish to trade. My stones, are you giving me those? Do you These _are_ fine items, aren't they? Now, what do offer for them? what interests you and what you're prepared to offer in exchange. Ah, but my goods are not free! What do you offer in trade? seems ecstatic with the trading I see your low race still revels in death. That poor, gentle creature... Once a beautiful tree, and now? It is a rude bauble, fit only for your kind. You truly despise life, don't you? I am beside myself with grief. Perhaps we will show you how they suffered. No material Satisfied for next check Restarts if completed, checked seasonally Restarts if completed, checked yearly Restarts if completed, checked daily Restarts if completed, checked monthly Restarts if completed, conditions checked yearly One-time order 0 = Can use any shop shop(s) must first be completed Suggested conditions Not satisfied for next check must first be activated at least at most Amount of available is Inaccessible Distance: Accept Counteroffer Offer as gift Restarts if completed, conditions checked monthly Restarts if completed, conditions checked seasonally One-time order, conditions checked daily Restarts if completed, conditions checked daily exactly greater than less than Any unassigned trainer Select a trainer for Any trainer Expert Select a work partner for General familiarity Knowledgeable Ready for slaughter Available as pet Being traded Trainer: Any unassigned Adopted somebody Trainer: Trainer: Any active. Creatures All work orders must be validated by the manager before they become A manager is required to coordinate work orders. Can use any shop There are no active work orders. Others A few facts Citizens Pets/Livestock Dead/Missing Places Objects Meeting area Animal training Pit/pond Garbage dump Pen/pasture Fishing Gather fruit Dungeon Barracks Dormitory Office Archery range Bedroom Dining hall You do not have any zones. Zones can be added using the zone menu at the bottom of the screen. Overall Training Farm plots Tame at the vermin catcher's shop Train (to make a pet) or slaughter Unavailable as pet Uninterested in an owner You do not have any farm plots. Water source You do not have any workshops. Workshops are placed using the building menu at the bottom of the screen. You do not have any stockpiles Stockpiles can be placed using the stockpile menu at the bottom of the screen. You do not have any locations. Locations can be created from zones. Your workers will rarely make them on their own. You may also send a squad to obtain one. Written content There aren't any crafted artifacts here. Symbols Named objects planted to harvest Writing materials include paper and parchment sheets. Use these to make scrolls and quires. There is no written content here. Prepare writing material and assign scholars to a library. There are no named objects here. Citizens, especially soldiers, will rarely name items. You haven't named any position symbols yet. You can do this from the Nobles and Administrators menu. Tavern Library imprisoned available assigned present Unnamed location squads assigned Unknown location % occupied Hospital patient Temple guildhall Remove assignment Deceased: Civilians: Soldiers: Click somebody to assign them to position Possible targets in this area: Click a creature to assign it. Click somebody to assign them. Targeted by squad Archer skilled No relevant skills Fighter , commander family treasure Click the map to add points. Sacred to family heirloom Heirloom of Treasure of Libraries are a location that can be created at a zone. Symbol of Select how squads will use this space. Select the squads to train here. Select which burrows to defend. Burrow Select or create a route. Create new route Point Confirm Only members can visit (if guild established) Only members can visit You need to assign a to utilize a hospital. , no workers You need a No established guild worker Dance floor in common area: Rented rooms (Total): Goblets (Desired): Stored Instruments (Desired): Citizens only Chests in common area: All visitors welcome Citizens and long-term residents only workshop to take from Max wheelbarrows Select a stockpile or Max barrels burrow assignments Storage and tools member , no members Dedicated to Guildhall exchange with No particular deity give to Select a stockpile to Only organized religions can have recognized priesthoods. Meeting place, Agreed to build temple Agreed to build temple complex You can recognize a priesthood once this is a temple. You can recognize a high priest when this is a temple complex. Recognize priesthood Recognize high priest Traction benches in common area: Thread (Desired): Beds in common area: Tables in common area: Agreed to build guildhall Agreed to build grand guildhall Guildhall, Grand Guildhall, Shrine, (next at Total number of each to scribe: Writing Material (Desired): Chairs: Written objects (incl. copies): Bookcases: Tables: worshipper needed Priest: High priest: worshippers worshipper Temple, Temple Complex, Remove current location assignment New inn/tavern outside the fortress. Add or choose a location. bedrooms. These larger associations of rooms can attract visitors from and libraries can be created from meeting area zones, dining rooms and Constructions Machines/fluids Furniture Doors/hatches New guildhall New hospital New temple New library Tavern Keeper Monster Slayer Buckets (Desired): Soap (Desired): Crutches (Desired): Powder for casts (Desired): Cloth (Desired): Splints (Desired): No worshippers Locations such as taverns, temples No members (No Specific Deity) No workers Guild: Bone Doctor Wood furnace Magma smelter Smelter Magma glass furnace Magma kiln Glass furnace Fishery Kitchen Butcher Tanner Farm plot Clothes Ashery Bowyer Farming Furnaces Trade depot Clothing and leather Cages/restraints Stoneworker Mechanic Metalsmith Jeweler Magma forge Carpenter Crafts Stairs Offering place Instrument Vertical bars Floor bars Wall grate Floor grate Dirt road Fortification Bridge Paved road Vermin Catcher's Shop Nest box Farmer Bookcase Display Statue Traction bench Burial Cabinet Upright weapon/spike Archery target Stone-fall Weapon Animal trap Pressure plate Rope/chain Needs walkable perimeter Hidden, cannot build at this location Disconnected Need trigger type Ballista Catapult Weapon rack Armor stand Floodgate Track stop Support Glass window Gem window Millstone Rollers Horizontal axle Vertical axle Windmill Gear assembly Screw pump Water wheel Mud is left by water Disconnected Build Overflow Needs ground or near machine No mud/soil for farm Water at this location Lava/Magma at this location Needs open space Off map Surrounded by empty space Needs adjacent wall Needs to be anchored on edge Blocked at this location Need soil or mud at location Need soil at location Must be outside Cannot build at highest level Must be inside Too close to edge Building present Must remove construction Adding water Adding magma Right click when done Placing trees Placing creatures Regular mining blueprint Automated vein and gem mining Vein and gem mining blueprint Gem mining blueprint Removing fluids and spatter Automated vein and gem mining blueprint Adding snow Adding mud DIPLOMACY PETITIONS Smoothing rough floors and walls Engraving blueprint Converting to gathering blueprint Smoothing blueprint Gathering fruit and leaves Converting gathering blueprint to regular Converting to chopping blueprint Gathering fruit and leaves blueprint Converting to smoothing blueprint Claiming forbidden items and buildings Carving fortifications through walls Converting smoothing blueprint to regular Carving tracks in floor Fortification carving blueprint Engraving smoothed floors and walls Track carving blueprint Ramp mining blueprint Ramp mining Stair mining blueprint Stair mining Regular mining Removing stairs/ramp/constructions Vein and gem mining Gem mining Chopping trees Converting chopping blueprint to regular Must span multiple elevations Chopping trees blueprint Converting mining blueprint to regular Converting mining to blueprint Channel mining blueprint Channel mining Resets One use only Minecart rollers can vary in length. Set the orientation and speed below. Water flows from the adjacent input tile and from the tile below the input tile. with the water's flow. Set the liquid flow direction below. Weight Water does not trigger Magma does not trigger Revealing hidden items Designating high traffic area Removing dumping designations Hiding items from view Removing melting designations Designating items for dumping Forbidding items and buildings Designating items for melting Water wheels are 1x3 or 3x1. The long side should align Horizontal axles can vary in length. Set the orientation below. Designating restricted traffic area Removing mining/chopping/gathering/smoothing orders Designating low traffic area Removing traffic designations Sheets Custom Finished Bars and Blocks Use closest material Keep building after placement Overlapping Water Source to paint the stockpile. Accept Click an existing stockpile to select it. Click in the play area Click an icon to set stockpile type. Warning: stockpile has no type. Set the friction and auto-dump direction. Auto-dumping is not required. Creatures do not trigger Citizens trigger Citizens do not trigger Minecarts do not trigger Creature trigger settings levels) Select material after placement Click a tile to be a corner of the (spans Click a tile to place the Click a tile to be one end of the Set the draw direction below. Then select the corners of the bridge. Rooms with multiple beds will be made into throne rooms/studies. tombs. bedrooms. dining halls. coffins in order to form bedroom dining hall Select another rectangle to continue. dormitories. Dining Hall Archery Range Meeting Area Animal Training Pen/Pasture Pit/Pond Gather Fruit Garbage Dump tables chairs which contains Click an icon to add a new zone. Select a rectangle Click an existing zone to select it. Select a type below to add a zone. Create a creature to begin. Building track stops is recommended! Add new route to paint the burrow. Click a tile to position the stop. Elevation Early created. dormitor office Add new burrow Nobody assigned to paint the zone. rejected (already in use.) rejected (not enclosed.) coffin the appraisal skill. A bookkeeper helps Held/Worn: You need a broker with Architecture: Displayed: Furniture: Other Objects: Set digging orders. Finish setting dig orders. Left click for recenter and expand options. Right click to dismiss. Following Exported Wealth: Trade Information: with accuracy. Imported Wealth: Lethal No Quarter Non-lethal Horseplay Training Conflict Level Encounter Weapons: Armor and Garb: sparring. Created Wealth: fighting! hunting. Morale/Fear Show advanced options. Hide advanced options. Change blueprints to standard selections. Change standard selections to blueprints. Change to standard dig mode. Change to blueprint-only mode. Selected tiles are low priority. Selected tiles are very low priority. Finish setting plant gathering orders. Change to standard gather mode. Set plant gathering orders. Set plant gathering orders. Some plants require fruit or other growths to be present. Finish setting tree chopping orders. Change to standard chop mode. Set tree chopping orders. Set tree chopping orders. Select the base of the tree so that the woodcutter can reach it. Assign a woodcutter to the work detail if necessary. The woodcutter requires an axe. Left click to choose corners of a rectangle. Dig every tile selected. Dig a channel, making a ramp on the level below. Hold left button to draw. Dig a stairwell on this level, going up or down. Your selection must span multiple elevations. Click on a tile, change elevations, and click again. Dig a ramp on this level, going up. Dig a regular hallway or room. Assign a miner to the work detail if necessary. The miner requires a pick. Designate constructed walls, floors, and other constructed tiles to be removed by miners. This also designates all stairwells and ramps. Selected tiles are medium priority. [DEFAULT] Selected tiles are medium-low priority. Selected tiles are high priority. Selected tiles are high-medium priority. Dig only gems selected. Selected tiles are very high priority. Dig only ore and gems selected, and automine any ore and gems of the same type which are uncovered. Dig only ore and gems selected. Set a restricted traffic area. Citizens will look hard for better routes. They will still use the area if other routes do not exist or are too long. Set the exact weight in steps of a traffic type. Set a normal traffic area, the default state. Set a low traffic area. Citizens will look for better routes. Finish setting traffic areas. Set a high traffic area. Use this in wide central passages. Hide an item or building from your view. Citizens will still use it. Set high and low traffic areas. Start painting a new stockpile. Once the tiles are chosen, you'll be able to set the details. Remove the stockpile being painted permanently. Also removes existing zones! Place stockpiles for item storage. Finish placing stockpiles. Place structures and work areas that require construction materials. Finish placing structures. Remove mining, woodcutting, plant gathering, and smoothing orders. Finish removing mining etc. orders. Change to standard orders mode. Designate items for dumping and melting, claim forbidden items and buildings, and set item visibility. Carve a gap in a smooth wall to allow your archers to fire upon invaders. Finish setting wall orders. Engrave artwork into a smooth wall. Carve a track in a stone floor. Tracks are used by minecarts with routes set in the hauling menu. Set wall smoothing, engraving, track carving, and fortification orders. Smooth a rough wall to make it more pleasing to your citizens. This also prepares the wall for engraving or fortification. Remove melting designations. Remove hidden designations. Remove dumping designations. Designate an item for melting at any smelter. Forbid your citizens from using an item or building. Designate an item for dumping in a dumping zone. Finish setting item/building designations. Claim a forbidden item or building so it will be used by your citizens. Assign a new or existing location to this zone. Locations are groups of zones and rooms with a larger purpose, like a tavern, a temple, a library, or a craft guildhall. Set details for the assigned location. Designate this zone as the top of a pond. Citizens will bring buckets of water if the pond below isn't filled. Select animals to be dropped into the pit or pond below this zone. Animals will not feel obligated to stay if they can find a way out. Select animals to be placed in this pasture zone. They will stay after being led here. Designate this zone as the top of a pit. Citizens will not fill the pit below with water. Gather fruit and vegetables from shrubs in this zone. Gather fallen fruit in this zone. Plant gathering zones are used in locations where plants will be gathered frequently. Use the gather designation otherwise. Items designated for dumping will be tossed into open air spaces included in this zone. If no open air tiles are included, they will dump the items on the floor. Your citizens will drink at a water source zone or gather water using buckets for various tasks. This is useful if you don't have a functioning well and you want to control exactly where the tasks take place. Citizens assigned to the fishing work detail will fish in this zone if it exists. Otherwise, they will fish everywhere. Choose which squads will use this barracks. Remove the zone being painted permanently. Also removes existing zones! Select this option and any unassigned deceased citizens will be buried here automatically. Select this option and any unassigned deceased pets will be buried here automatically. Place zones to establish meeting areas, pastures, and more. Finish placing zones. Set from which workshops and stockpiles this stockpile gives and takes items. Set how many barrerls, bins, and wheelbarrows this stockpile can use. Remove this stockpile permanently. Toggle whether the stockpile can take items from anywhere or only from specific workshops and stockpiles. Repaint this stockpile. Erase a portion of this stockpile. Remove this zone permanently. Gather fruit in trees in and just above this zone. Requires a stepladder. Erase a portion of this zone. Suspend activities in this zone. Does not remove the zone. Go to the next zone overlapping the tile you clicked. Repaint this zone. Start painting a new zone. Once the tiles are chosen, you'll be able to set the details. Go to the previous zone overlapping the tile you clicked. Suspend this burrow. Assigned citizens will not respect burrow restrictions while a burrow is suspended, but all tasks within the burrow will still function. Set hauling routes for minecarts. Recenter on this burrow. Toggle whether workshops can source materials from outside the burrow. Erase a portion of this burrow. Remove this burrow permanently. Remove the burrow being painted permanently. Also removes existing burrows! Repaint this burrow. Link a stockpile to this stop. Citizens will haul items to and from the minecart as you specify. Items for the minecart must be specified using the desired items button to the left. Set conditions for the minecart to move on to the next stop. Remove this route. Set the items desired by the minecart at this stop. Items must be in a linked stockpile. Assign a minecart to this route. Only one vehicle can operate on each route. Name this route. Finish setting hauling routes. Add a stop to this route. Minecarts will move between stops when conditions are satisfied. Your citizens will sleep in bedrooms. It should include a bed! Try to enclose it with walls and/or doors. Do not overlap with other rooms. Your citizens will eat at this zone. When not assigned to a particular citizen, citizens without their own dining hall will eat here. Tables and adjacent chairs should be included. This important zone is where your citizens will gather to socialize. Crucially, the meeting area is where locations such as taverns, temples, hospitals, and the like are established. Animals that are capable of being trained receive their training at this zone once they have been assigned a trainer from the Pets/Livestock menu. Generally, a piece of meat is required. Your citizens will fill sand bags at this zone if a sandy floor or sandy wall is included. This task is initiated manually at the glass furnace. Your citizens will collect clay at this zone if a clay floor or clay wall is included. This task is initiated manually at the kiln. Certain livestock need to graze on grass. Assign these animals to a pasture zone. No fencing is needed. Animals assigned to pit/pond zones are dumped in the pit, but will leave the zone afterward if possible. If the pit is designated as a pond, your citizens will attempt to fill it with water using buckets. Establish burrows to organize work and living spaces in larger fortresses. Finish establishing burrows. Prisoners convicted in the Justice menu can be incarcerated at a chain or metal cage in the dungeon zone. Deceased citizens and pets can be laid to rest in a tomb. It should include a coffin, casket, or sarcophagus. Squads should be assigned to a barracks. The squad can be set to train, sleep, and store equipment there. Dormitories should include multiple beds and will not belong to a particular citizen. An office or study is required for certain official tasks, such as approving work orders and bookkeeping. A chair or throne is required for these functions. Your archers can train in this zone if there is an archery target included. Toggle the forbidden status of the item. Citizens will not use forbidden items or buildings. Toggle the dump status of the item. Items are dumped in dumping zones. Leave menu and recenter the view on the time. Leave menu and open the item's sheet. Sort by distance from the depot. Sort by value. Toggle whether the stockpile allows non-plant-and-animal-based objects, regardless of other settings. Toggle whether goods banned by export mandates are listed. This work order is ready to activate. Set the maximum number of workshops that can be used by the work order. This work order is waiting for its next scheduled check. This work order is checking its conditions for activation. Create a new work order. Work orders are like workshop jobs but they are assigned to shops automatically and can be activated with various conditions. This work order is active. Toggle the melt status of the item. Items are melted at any smelter. Toggle the visibility of the item. Hidden items cannot be seen but citizens will still use them. Open the task information menu. Open the place information menu. The assigned vehicle wants to be at this stop but is not currently there. A worker may be bringing it, or it may be stranded. Open the citizen information menu. The assigned vehicle is at this stop. The assigned vehicle is moving toward this stop. Name this stop. Remove this stop. Open the justice menu. Toggle whether the stockpile allows plant and animal-based objects, regardless of other settings. Open the squad sidebar. Open the world screen. Open the nobles and administrators menu. Open the objects menu. Open the labor menu. Open the work orders menu. Leave this menu and view this place's sheet or menu. Leave this menu and recenter on the task's building. Leave this menu and view this object's sheet. Leave this menu and recenter on this place. Leave this menu and view this creature's sheet. Leave this menu and recenter on this object. Remove this condition. Leave this menu and recenter on this creature. Assign a trainer to this creature. Assign this creature as a work animal for a specific citizen or resident. Suspend this task. This removes the worker. The task can be unsuspended. Cancel this task. Toggle whether the task will be repeated indefinitely. Remove the current worker from the task. Set the details of this task, such as the material used. View a detailed description of this activity. Remove this work order. Change the frequency that the conditions are checked. Set the conditions for work order activation. This can involve needed materials, the current stock of products, or the completion of other work orders. Set the material used or other details of the task. Change the number of times the task will be performed. Change the work order priority. Work orders at the top of the list will use workshops first. This work order has been validated by the manager. This work order has not been validated by the manager. A manager can be employed in the nobles and administrators menu, and they must have an assigned office where they will work to validate orders. Change the properties of the item being checked. Many of these are obscure and rely on specific tasks, but certain properties like 'empty' can be used in many conditions. Change whether the work order must be activated or completed to satisfy this condition. Change the type of the item being checked. Change the material of the item being checked. Change the amount of the item being checked. Change the inequality of the condition. Add a condition to the work order that checks the amount of some item. Make the activation of the work order depend on the status of another work order. Toggle whether this creature will be gelded at a farmer's workshop when the opportunity arises. This type is not relevant to brewing. This creature is assigned to a work detail. Toggle whether this creature will be slaughtered at a butcher's shop when the opportunity arises. This creature is a doctor. Th |