User Interface
This page is about the gameplay interface. For the menus, see the Main menu page.
The Main Interface
# | Section | ...|... | # | Section |
---|---|---|---|---|
1 | Manage Settlement and Well-being | 7 | Time | |
2 | Inventory | 8 | View | |
3 | Inventory Detail | 9 | Status Messages | |
4 | Population Management | A | Population Log | |
5 | Focus | B | Toolbar | |
6 | Calendar and Weather Forecast | C | Bug Report |
Manage settlement and Well-being
Manage Settlement
(List the various tabs with the tool pictures on their own subpages, with an icon for {{i|...}} and describe them. They get linked from various places. Perhaps with a Manage_Settlement prefix on the page names if disambig is required. I tested a few and they didn't.)
Well-being
This shows the average Beaver Well-Being score. Selecting it provides a detail screen that shows all the possible Needs and how many Beavers have satisfied these. (Insert this and link each need to the ingame object that satisfies it).
Inventory
From left to right: this displays, your current science points, general goods, ingredients, consumable food, logs and water. (Expand, describe, and link each category of goods)
Inventory Detail
From the Inventory above, General goods, ingredients, and consumable food can all be expanded to show detail as in the example screenshot.
Population Management
Row | Totals of | Linked to what Manage settlement tab (see above) |
---|---|---|
1 | Adult beavers, kits, and bots | Population |
2 | Occupied beds, free beds, homeless | Housing |
3 | Beavers: Workers vacancies unemployed | Workplaces |
4 | Bots: Workers vacancies unemployed | Workplaces |
Focus
This scrolls through the current districts. Expanding this control lists all districts. Useful when jumping around checking each district for stuff, like do they all have a barrel for coffee.
Calendar and Weather Forecast
The top row gives the beaver calendar, and the second row is the weather forecast, showing the next week of expected weather. Weather can be fine, drought, or bad tide.
Time
Top row controls the game speed at which time advances. The circle to the right displays the time of day. The controls in the second row control the length of the work shift.
View
Adds or subtracts info from the view. (Describe each control)
Status Messages
Issues requiring mitigation, followed by the count of these issues in brackets. Select the issue to cycle around the objects with that issue. (Complete this list)
Entry type | Root cause | Mitigation |
---|---|---|
Building lacks power | A powered building isn't connected to a generator. | Ensure power transmission connects the building to a generator. Note some powered buildings have specific power connection points. |
Unconnected building | A ![]() ![]() ![]() |
Build a path to connect it or move the building to somewhere more appropriate. |
No good selected | You didn't set what good to store in a storage building | Set the type of good. |
Beaver is injured | Some workplaces cause injuries. | Check if the Beaver is in a Medical Bed already, or are on their way to an empty one. |
Bot is out of energy | A Bot was unable to recharge. | Build sufficient Charging Stations where Bots are active. |
Building lacks workers | Insufficient population in the District. | Make babies and bots, pause buildings needing workers, or reduce workers at active buildings. |
Building needs water | Insufficient water underneath a building that requires it. Examples: Swimming Pool and Double Shower. | Ensure water management is sufficient to keep the building wet during long droughts or badtides. |
Construction lacks materials | A key material for an unbuilt building is out of stock. | Produce or provide more of that material, or pause or cancel the construction. |
Flooded Building | A building that isn't meant to be underwater, is. You probably have unintended flooding. | Plug the leak, noting that flooding can be caused by back-channelled pressure. |
No recipe selected | A building with multiple recipes has not recipe set. | Set the desired recipe. |
Not enough Science Points | Insufficient Science Points to operate a building requiring them. Example: ![]() |
Produce more Science Points. |
Nothing to do in range | A gatherer has no valid resource in range. | Either a lumberjack has cut down all marked trees, or a gatherer's bushes have all died. If there are valid resources within range, but they aren't mature, this message doesn't display. Thus, don't depend on this message to avoid idleness. |
Stranded | A Beaver or Bot cannot path home. See Stranded. | Destroy obstacles, provide alternative pathing, or just wait until they die. |
Population Log
Beaver births and deaths, and bot commissioning and decommissioning.
Toolbar
The toolbar displays the toolbar categories. Many of these have multiple tools or objects as submenus that display centered above the toolbar. Together they provide the fun controls that facilitate gameplay.
Ctrl + Scroll up/down
cycles through the toolbar categories on the main toolbar (the list below). Shift + Scroll up/down
cycles through the tools from the submenus displayed by the toolbar categories options.
Bug Report
Has a link to the bug report web page and the current version of the game to quote in that.