User Interface
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
A variety of tabs with interactive reports on the colony.
On the top row of each panel, underneath the tabs, is the District control to cycle through or select Districts.
Selecting icons in the left column focusses the display on that thing. Any adjustable details can be modified on the report, allowing for easy management of multiple objects. Examples: Pause all the gear huts in a District. Tweak workplaces to balance underemployment.
| Tab | Columns |
|---|---|
| The entity; their name (editable); workplace (select to focus); age (Beavers) or durability (Bots); Well-being (Beavers) or Condition (Bots); Bonuses; and Status Icons. | |
| For | |
| The building, its pause control, | |
| The building, | |
| The top shows a | |
| The building; its pause control (if it consumes anything); | |
| All The other sections control the minimums of each for each District for automatic migration. These sections display the housing occupancy and availability, and the homeless count. Sensible minimums are based on housing or workplace demand for that District. As entities are born/created or die/disintegrate, populations migrate to maintain minimums or spread excessive surpluses around. Update minimums regularly for optimal results. | |
Main article: District Crossing.
|
Well-being
The average
Beaver Well-Being score. Selecting it provides a panel displaying the Needs and their count of satisfied Beavers.
Inventory
From left to right: this displays,
Science Points,
Materials, inedible
Ingredients for making
Food, consumable
Food,
Water, and
Logs.
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, displaying the expected weather for the next week. Weather can be fine (blue), drought (yellow), or bad tide (red).
Time
Simulation speed
The top row controls the game speed at which Time advances.
Clock
The circle to the right is the clock displaying the time of the Beaver's day. The yellow part of the clock is the beaver's day. This starts with daybreak at 6 am and ends at midnight. A small white block on the clock's rim indicates the end of the working hours.
Working hours
The controls in the second row control the length of the Working hours.
After establishing a new colony, consider setting the working hours to 24h. Although the Beavers eventually collapse from exhaustion for a nap, they complete a lot of initial startup work. This helps construct
Housing sooner, which extends their lifespan. Excess housing also begins
Folktails' population growth.
When Housing is sufficient, reduce the working hours to 20h so Beavers sleep inside.
When workplaces are built on orange or red path lengths, reduce the working hours to 18 hours to ensure Beavers have enough time to get home and have time to attend to some Needs. This increases their Well-Being and efficacy.
As the colony prospers, reduce the working hours accordingly to give Beavers more time to attend to more Needs. 16h is a good setting until the map is fully settled.
View
Adds or subtracts info from the view. (Describe each control)
Status Messages
Issues requiring mitigation are followed by the count of these issues in brackets. Select the issue to cycle around the targets with that issue. Not all problems are considered important enough to require a status message.
Population Log
Beaver births and deaths, and bot commissioning and decommissioning.
Toolbar
The toolbar displays the tool groups. 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 tool groups on the main toolbar (the list below). Shift + Scroll up/down cycles through the tools from the submenus in each tool group.
Bug Report
Has a link to the bug report web page and the current version of the game to quote in that.
