

To save and quit back to the main menu, select Save Game. Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with Esc from the main screen. You can hold Shift while scrolling to scroll faster.Įsc or right mouse will almost always take you back to the previous screen until you get to the top level of the UI, at which point it will display the options menu. Sequences of keys will be written with dashes between them, so a- b- C means "press 'a', then press 'b', then hold shift and press 'c'".Ĭursor movement, menu selection, and navigation Esc or right mouse Lowercase and uppercase keys will almost never perform the same function, so it is important to use the correct key. So t means "press the 't' key without the shift key" and T means "hold down shift and press the 't' key". In order to save space, Shift+ t will be written as T. Most documents on the wiki use key symbols that look like t to indicate what keys are used for an operation. If you're looking for more UI help as you get deeper into your first fortress, you may also want to read this section in the Fortress Mode Guide. This is just the Quickstart Guide, so we skip lots of details on the UI. (If you see any displayed in red, those are added through DFHack.)

All the keys you can use in a menu are shown in green somewhere on the screen. Also, don't hesitate to ask for help if you can't find answers on the wiki.Ĭontrary to what you might be used to, the Dwarf Fortress interface uses a combination of key presses, instead of clicking through menus with the mouse, so, for example, instead of clicking on the Build menu, then on the Workshop submenu, and finally on the specific workshop, you press b- w- c. Refer to the Fortress Mode Reference Guide or use the wiki search function. While the guide contains many links, you may still need to look something up. 1.2 Cursor movement, menu selection, and navigation.Quote from: fricy on May 22, 2014, 03:05:09 pm I haven't seen crashes so far, but switching to standard rendering means goodbye to TTF since the current renderer doesn't support TTF over OpenGL, and in windowed mode the graphics is blurred. Overall I'm impressed with this, and will upload a new MacNewbie for beta testers. Changing Z-levels will reset the screen to the desired display. The possibilities are very good once the tile authors start supporting it, as they'll have much better freedom for creating graphics.īugreport: Both Ctrl-S (save macro) and Ctrl-M (browse mechanism dfhack plugin) refreshes the display to use only the font tileset.
#DWARF FORTRESS STARTER PACK FATAL ERROR CODE#
In fullscreen it looks good.Īnd as for TTF: The current display code is in serious need of upgrading, I really hope Toady will consider opening this part of DF (on linux it's already done.) and we can go with lnxt's rewrite which has better TTF support, and then separating fonts from graphics could be done in the graphics code, and not in a dfhack plugin.īut even if he does not, we still have this option: If we can agree on a standard tileset for fonts I'm ok with lack of TTF, the cutoff can be annoying, but my preliminary testing didn't uncover anything serious. I haven't seen crashes so far, but switching to standard rendering means goodbye to TTF since the current renderer doesn't support TTF over OpenGL, and in windowed mode the graphics is blurred. I read your error reports but don't expect them to be fixed straight away. They're provided purely for people who want to test things as they're being developed rather than to wait. There's no guarantee they will work on your OS, have any functions you expect, or even work at all. Latest binaries are available from autobuild server (see below). An option to hide stockpiles (background, not items of course) unless in, and modes. Tiles can have parts that will and parts that will not be affected by material colour. "Multilayered" rendering where floor is visible behind buildings and items.
#DWARF FORTRESS STARTER PACK FATAL ERROR FULL#
`mapshot` command saves image of the entire map in full size.ĥ. Allows to override tile numbers for buildings, items and various tile types.Ĥ. Map tiles can have any size, no requirement to have at least 80x25 grid anymore.ģ. Text and map font may also have different sizes. Main function is to use separate fonts (tilesets) for map tiles and for text.

Some functions may not work or have issues in Adventurer Mode. Originally I wrote a small plugin because I was tired seeing coffins instead of zeroes and all that stuff. This plugin improves various aspects the game interface.
