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User contributions
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http://dwarffortresswiki.org/index.php?title=Utilities&diff=252753
Utilities
2020-05-18T22:58:40Z
<p>Alexchandel: /* Remote playing tools */ update, link repos</p>
<hr />
<div>{{Quality|Masterwork|13:28, 28 September 2013 (UTC)}}<br />
{{av}}<br />
<br />
'''Utilities''' are third-party applications useful for ''Dwarf Fortress'' players and modders, and this page serves as a list of them. ''Dwarf Fortress'' is a difficult game to play, and any help that can be had in the task is welcome help. This page lists utilities useful for modders and players alike. If you would like to add an article on a ''specific'' game utility to the wiki, please do so under the <span class="plainlinks">[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&from=&to=&namespace=102 Utility]</span> namespace. Not included on this page: [[Main:Tileset repository|tileset repositories]] and [[Main:Graphics set repository|graphics set repositories]], due to having been given their own, separate pages. [[Modding|Mods]] have also been listed under their own <span class="plainlinks">[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&from=&to=&namespace=104 Modification] namespace. To avoid namespace clutter, websites ''are'' considered utilities, though they really aren't, and have been included.<br />
<br />
A [http://www.bay12forums.com/smf/index.php?board=29.0 subsection of the Bay12 forums] is devoted to such third-party programs, and contains development threads for most of them.<br />
<br />
The [[Utilities#Lazy Newb Pack|Lazy Newb Pack]] is an effort to make ''Dwarf Fortress'' more accessible for new players by bundling and configuring utilities, graphics and tilesets, and extras such as reference material or more intuitive controls. <br />
<br />
==Launchers==<br />
<br />
=== [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]] ===<br />
<gallery widths=90px heights=150px><br />
File:Lnp-gui1.png|The original LNP launcher, options tab<br />
File:Lnp-gui2.png|The graphics tab<br />
File:Lnp-gui3.png|The utilities tab<br />
File:Lnp-gui5.png|The advanced tab<br />
File:lnp-dfhack.png|The DFHack tab<br />
</gallery><br />
A commonly-used software bundle with a nice launcher. Allows you to start playing DF really quickly on a new machine - no need to download and integrate [[Graphics set repository|tilesets]] and tools like Dwarf Therapist, SoundSense, etc. - or even know what you need to get. The newer packs also include many third-party fixes for common bugs, which work automatically, and a large number of significant user interface improvements. The launcher makes changing settings or graphics options much easier (press button, instead of editing files) and can even remember to launch selected utilities whenever you open a game of ''Dwarf Fortress''. See the [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]] page for more information, or the forum thread for your platform. <br />
<br />
*[http://www.bay12forums.com/smf/index.php?topic=126076 PeridexisErrant's Starter Pack] (Windows)<br />
*[http://www.bay12forums.com/smf/index.php?topic=128960 MacNewbie Pack] (OS X)<br />
*[http://www.bay12forums.com/smf/index.php?topic=156011 Unofficial Linux LNP] (Linux)<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=140808 PyLNP] ===<br />
A cross-platform LNP port, written in Python. The launcher and configuration interface for all of the Lazy Newb Packs. PyLNP is under active development for bugfixes, addition of features pioneered by other launchers, and creation of entirely new features - such as rebuilding the raws of modded saves to change graphics packs.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=102316 Manila Launcher] ===<br />
A Java interface that allows easy option toggling, update and devlog checking, and tileset, mod and color scheme switching. Designed for players who prefer vanilla DF to a bundle like the above.<br />
<br />
== 3D Visualizers ==<br />
<br />
=== [[Utility:Stonesense|Stonesense]] ===<br />
Stonesense is a third party visualizer, implemented as a [[Utility:DFHack|DFHack]] plugin, that lets you view your fortress in a classic isometric perspective. It runs alongside ''Dwarf Fortress'', and can follow the main game's view, updating in real-time. It is included in DFHack, and can be opened by typing <code>stonesense</code> or <code>ssense</code> into the console window.<br />
[[File:stonesense_prev.jpg|frameless|250px|none]]<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=63484 Fortress Overseer] ===<br />
Fortress Overseer is the only 3D visualizer supporting v0.31. It has been completely rewritten and is currently updated to support v0.34.11 and v0.31.25. Overseer works indirectly, by using [[Utility:DFHack|DFHack]]'s <code>mapexport</code> to export a file which can then be rendered in 3D. DirectX 9 must be installed, though this requirement is not documented. Has not been tested for 0.40.13.<br />
[[File:fortress_viewer.jpg|frameless|250px|none]]<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=146473.0 Armok Vision] ===<br />
Armok Vision is a 3D real-time visualizer using Unity for version 0.40.24. It works as a separate program communicating with the game through fast network interfaces.<br />
[[File:armok_vision.png|frameless|250px|none]]<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=70700.0 Isoworld] ===<br />
Isoworld is an isometric world map viewer, which can display each of the detailed maps exported from [[Legends mode]]. It also has a pictographic view which makes finding waterfalls easy. <br />
<br />
Isoworld can link with [[Utility:DFHack|DFHack]] to display a game view at full spatial resolution in wider context, including tracking the player's view. This is particularly useful for adventure mode.<br />
[[File:isoworld_prev.png|thumb|240px|none|Looks nostalgic.]]<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=159578.0 Voxel Fortress] ===<br />
Voxel Fortress is a converter from DF worlds to a voxel format. It takes an export of one of the two elevation maps (for the voxels coordinates), and any other one (for the colors).<br />
The map is saved in .xraw format. An additional utility (e.g. [https://ephtracy.github.io/index.html?page=mv_renderer MagicaVoxel Viewer]) is required to see the voxel representation of the map.<br />
<br />
[[File:voxel_prev.png|frameless|250px|none]]<br />
<br />
== Music and Sounds ==<br />
<br />
=== [[Utility:SoundSense|SoundSense]] ===<br />
[[File:soundsense_prev.png|thumb|100px|right|Soundsense]]SoundSense is a tool that parses game logs and reacts to game events with sound effects, incidental music and dwarfy comments. You can look it up on the [http://www.bay12forums.com/smf/index.php?topic=60287 forum thread], or directly download it at [http://df.zweistein.cz/soundsense/ the SoundSense homepage]. Due to it being written in Java, Soundsense is portable to all platforms.<br />
<br />
Due to development having slowed down, a [https://github.com/calmhorizons/soundsense fork] was released that most notably disables the broken auto-updater and adds the option to minimize Soundsense to the system tray.<br />
<br />
Note that older Soundsense users may have different default seasonal soundtracks, which were removed and replaced in early 2011. These are available [http://www.krauselabs.net/dump/music.zip here].<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=159567.0 SoundCenSe] ===<br />
<br />
[[File:soundCenSe_prev.png|thumb|100px|right|SoundCenSe]]A C# port of SoundSense, it uses the existing sound pack files and XML's present in SoundSense, but with some added enhancements. More information regarding what specific type of enhancements and how to install SoundCenSe can be gathered at the [http://www.bay12forums.com/smf/index.php?topic=159567.0 official forum thread]. If problems emerge while trying to get SoundSense to work with the latest versions of Java, this port may prove to be a useful alternative.<br />
<br />
Downloads for the windows and linux binaries are available [https://github.com/Algorithman/SoundCenSe/releases here], while code releases can be obtained from the [https://github.com/Algorithman/SoundCenSe GitHub site].<br />
<br />
== Game manipulation tools ==<br />
<br />
===[[Utility:DFHack|DFHack]]===<br />
<br />
[[Utility:DFHack|DFHack]] is an advanced ''Dwarf Fortress'' memory access library and a set of tools and scripts using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. Runs on Windows, Linux, and OS X. The standard configuration enables a variety of included bugfixes and interface upgrades, and provides many useful tools such as "clean all".<br />
<br />
DFHack has an [http://www.bay12forums.com/smf/index.php?topic=164123 official forum thread]. Code is available from the [https://github.com/DFHack/dfhack GitHub site], along with [https://github.com/DFHack/dfhack/releases releases].<br />
<br />
Falconne's UI plugins are included in DFHack, as are automation tools Autolabor, Workflow, Autobutcher, and many others.<br />
<br />
[[File:dfhack_cmd.png|thumb|240px|none|DFHack's console.]] <br />
<br />
==== User Interface Plugins ====<br />
A collection of DFHack plugins by Falconne that improve the in-game interface with features such as:<br />
* Search function in screens with big lists.<br />
* Ability to place furniture before it's built and have it automatically allocated when available.<br />
* Ability to place constructions with box select (like laying designations), including easier material selection and open space placement (without having to wait till adjacent constructions are built).<br />
* Easier pasturing, live happiness monitor, mouse support, stocks dashboard.<br />
<br />
==== Binary patches ====<br />
Binary patches are utilities made by users to fix known bugs that haven't been addressed by [[main:Toady One|Toady One]] yet. DF2014 is in active development, so there are no binary patches yet.<br />
<br />
==== Feature plugins ====<br />
These plugins add features to the game.<br />
* [http://www.bay12forums.com/smf/index.php?topic=127116 Digging invaders], a plugin that allows hostiles to dig and deconstruct walls to path to one's fortress.<br />
* [http://www.bay12forums.com/smf/index.php?topic=128487 Rendermax], a plugin that implements a lighting system at the graphics level.<br />
* [http://www.bay12forums.com/smf/index.php?topic=136155 Dwarven Emigration], a script that allows unhappy dwarves to emigrate with their families.<br />
<br />
==== Interaction plugins ====<br />
[http://www.bay12forums.com/smf/index.php?topic=135597 DFHack scripts designed for modders to use as "spells"] (not in standard package)<br />
<br />
==== Miscellaneous plugins ====<br />
[http://www.bay12forums.com/smf/index.php?topic=135506 DFHack script collection] (not in standard package)<br />
<br />
=== remotefortressreader ===<br />
<br />
A critical internal DFHack plugin, [https://github.com/DFHack/dfhack/tree/develop/plugins/remotefortressreader developed within the same repository]. It provides a protobuf-based (currently v2.4.1) RPC connection to the game, enabling remote clients like Armok Vision. The service listens on <code>127.0.0.1:5000</code> (configurable within <code>dfhack-config/remote-server.json</code>).<br />
<br />
Currently there are no change-based or change-driven notifications, so remote fortress clients must perform the expensive operation of polling the desired volume every frame (via e.g. <code>GetBlockList</code>). Additionally, the sidebar menu state is shared with the native view, to avoid reimplementing construction material dependencies.<br />
<br />
==Dwarf Therapist==<br />
===[http://www.bay12forums.com/smf/index.php?topic=168411.0 Dwarf Therapist]===<br />
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments, statistics (such as attributes, personality traits and happiness), sort dwarves by various criteria (e.g. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. This version contains the "labor optimizer" semi-automatic labor management system. <br />
<br />
Splinterz' fork of Dwarf Therapist is the currently updated version, and available for Windows, Mac and GNU + Linux. Besides the Bay12 forum thread, there's more information on the [https://github.com/Dwarf-Therapist/Dwarf-Therapist GitHub project page].<br />
<br />
See the [http://www.bay12forums.com/smf/index.php?topic=168411.0 forum thread] for current downloads.<br />
<br />
[[File:dwarf_therapist.png|thumb|280px|none]]<br />
<br />
====[[Utility:Dwarf Therapist/Addons Repository|Dwarf Therapist Addons Repository]]====<br />
<br />
A collection of customizations for Dwarf Therapist submitted by the community.<br />
<br />
Addons include:<br />
<br />
* custom professions<br />
* custom roles<br />
* optimization plans<br />
* filter scripts<br />
* new grid views<br />
<br />
== Fortress layout tools ==<br />
<strike>=== [http://www.bay12forums.com/smf/index.php?topic=87731 DF Designator] ===<br />
DF Designator helps you build fortresses from either image files or Quickfort .CSV files. It also has a user interface that allows you to assign hotkeys to blueprints and to combine blueprints in multi z-level designs. Windows, Mac and Linux versions are available. DF Designator uses 'typewriter style' playback, and is thus very slow for large projects.</strike><br />
<br />
=== [https://github.com/joelpt/quickfort Quickfort] ===<br />
Quickfort is a utility for ''Dwarf Fortress'' that helps you build fortresses from "blueprint" .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments. Recent versions of Quickfort work by converting the blueprint into a native macro for ''Dwarf Fortress'', then executing the macro. This allows for enormously faster playback compared to early versions or DF Designator.<br />
<br />
====[https://www.mediafire.com/folder/u38qsqr1bq6wu/Community_Quickfort_Blueprints_v2 Quickfort Community Blueprints]====<br />
<br />
A large collection of blueprints, published to remove the last hint of hassle in creating a fortress. You can download the lot without a paid account [http://www.mediafire.com/download/n6im1ok6z02n8nc/Community_Quickfort_Blueprints_v2.zip here].<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=55025 ChromaFort]===<br />
Chromafort is a tool designed to complement [[Utilities#Quickfort|Quickfort]], by converting images into quickfort-compatible .csv files. It works with 24-bit bitmap (.bmp) files. There are a number of known issues that can affect any image that is not square, and the size must be an exponent of two (8, 16, 32, 64...); other images may show nonexistent colours and/or come out highly distorted.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=138590 Picturefort]===<br />
Picturefort is an attempt to make "Chromafort, but ''better''" - it performs the same function of converting an image to a [[Utilities#Quickfort|Quickfort]]-compatible .csv file. Unlike Chromafort, Picturefort can handle a large number of image formats (though .bmp or .png are recommended); images can be of any shape and within reason size; and while as of May 2014 it is only available on Windows there are plans for a Linux version.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=154849.0 Symmetricity]===<br />
A fortress planner with a focus on multiple planes of symmetry. It can output csv for quickfort. It's early in development so it's probably not suitable for serious use cases.<br />
<br />
== Modding tools ==<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=140853.0 Rubble]===<br />
<br />
A useful plugin-based modding tool that generates raws and supports easy installation of reactions, tilesets, macros, modding fixes and DFHack scripts. It is a fork of the now abandoned [http://www.bay12forums.com/smf/index.php?topic=125997.0 Blast]. Binaries are available for Linux 32-bits, OS X 32-bits and Windows 64-bits, as well as the source (written in Go with building instructions). As of 4.0, a GUI is available for Windows.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=150857.0 PyDwarf] ===<br />
<br />
For players, PyDwarf is an easy way to manage and configure preferred mods in a way that avoids almost entirely the problems of outdated mods or incompatible groups of mods. For modders, PyDwarf's mod manager exposes a powerful Python API for interacting with raws and other data files.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=103360 Raw Explorer] ===<br />
A tree-based raw files browser, editor and manager.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=140645.0 Dwarf Fortress real-life material helper] ===<br />
A Python script that generates raws based on custom real-life material values.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=140688.0 Roses' Random Creature Script] ===<br />
A Python script that generates random creature raws.<br />
<br />
== World Map / World Gen Tools ==<br />
=== [http://dffd.wimbli.com/file.php?id=2354 Perfect World DF] ===<br />
Requires an additional (tiny) download to be functional for current versions (40.#): [http://dffd.wimbli.com/file.php?id=8756 WorldGen.xml] . Easy access to world settings for quick modification to allow highly customized world generation far easier and faster than DF's ingame advanced map maker. [http://www.bay12forums.com/smf/index.php?topic=57428.0 forum thread]<br />
<br />
=== [http://pastebin.com/jdVKPzpt Fortress World Generator] ===<br />
A bash script for automating world generation of large numbers of worlds on GNU/Linux.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=73095 Dwarf Map Maker] ===<br />
A Photoshop action script which turns legends mode exported maps into a much prettier fantasy map. There is also a version available [http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 for GIMP].<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=137076.msg5085575#msg5085575 Satellite Map Maker] ===<br />
A GIMP script based on the Dwarf Map Maker that creates a satellite image of ''Dwarf Fortress'' world maps.<br />
<br />
==Legends tools==<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=72702 Legends Viewer] ===<br />
<gallery widths=200px><br />
File:legends_prev.png|Historical Figures view<br />
File:legends_prev2.png|Infrastructure view<br />
File:legends_prev3.png|Other/Eras view<br />
</gallery><br />
[http://www.bay12forums.com/smf/index.php?topic=154617 Unofficial Branch for 0.47.XX version of DF]<br />
<br />
Legends Viewer loads up the legends you can export in a much more usable format than the [[Legends mode]] of DF itself. Legends Viewer can open pages in new tabs, filter information on a wide range of criteria, and display information on the map as well. Binaries are only available for Windows, as well as the source (written in C#).<br />
<br />
It takes four files as input: the legends XML file, the sites and pops text, world history text, and a map image. It can load these separately, but it is recommended to load them as a single compressed archive (folder) - the xml can be multiple GB uncompressed for long histories, and reduce to less than 5% of its size. <br />
<br />
If you have played a fortress and then exported legends, you may get an error about unreadable HEX characters. This is caused by Workflow, which saves its settings as unreadable historical figures. There are several ways to fix this: <br />
* Clear the workflow settings in fortress mode before exporting legends<br />
* Edit the xml by hand, [http://www.bay12forums.com/smf/index.php?topic=72702.msg4629392#msg4629392 as described here] (any platform)<br />
* Use the [http://www.bay12forums.com/smf/index.php?topic=131307 Legends Processing script] (windows only), which fixes the xml and also creates a compressed folder as described above<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=128932.0 World Viewer] ===<br />
[[File:world_viewer_prev.png|thumb|200px|none|"Race" tab view]]<br />
An alternative to Legends Viewer that most specifically features a timeline of historical events. Binaries are only available for Windows, as well as the source (written in C#).<br />
<br />
=== [http://www.uristmaps.org Uristmaps] ===<br />
[[File:uristmaps_prev.png|thumb|200px|none|Zoomed-in area of a map view.]]<br />
A web-based interface that displays worlds in the way of an interactive map complete with features and structures.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=155307.0 LegendsBrowser] ===<br />
[[File:legendsbrowser.png|thumb|200px|none|Civilizations view]]<br />
A web-based multi-platform (Win, Linux, OSX) Viewer. It displays an interactive map and legends information (using legends_plus.xml generated via DFHack).<br />
<br />
== Remote playing tools ==<br />
<br />
=== [[Utility:Dfterm3|Dfterm3]]===<br />
<br />
[[Utility:Dfterm3|Dfterm3]] is a remote ''Dwarf Fortress''-playing software for multiple users through a web interface. DFterm3 enables play through a web interface, and games can also be viewed on mobile - or even played if a bluetooth keyboard is attached. The web interface should work with Chrome or Firefox browsers, but there are known problems using Internet Explorer. DFTerm3 functions via a DFHack plugin, and is thus dependent on each version of DFHack.<br />
<br />
It is a successor to [[Utility:dfterm2|dfterm2]], which functions similarly using telnet instead of a web browser. This utility only works with version 0.34.11 or earlier.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=139167.0 Webfort] ===<br />
[[File:webfortress.png|thumb|200px|none|Playable in Mac browser.]]<br />
A newer alternative to dfterm3 that functions similarly, but players must wait in a queue before assuming control for a given period of time. It also functions via a DFHack plugin. Binaries are available for Windows, as well as the source (written in C++). ''(Note: [https://github.com/mifki/df-webfort main repo] unmaintained. [https://github.com/Ankoku/df-webfort New repo] last updated 5/22/2015.)''<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=140892.0 DorfServer] ===<br />
[[File:dorfserver.png|thumb|200px|none|Like Twitch, without Twitch.]]<br />
A remote SSH-based ''Dwarf Fortress'' host software. ([http://www.bay12forums.com/smf/index.php?topic=140892.0 repo])<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=139975.0 DFEverywhere] ===<br />
<br />
A utility that connects a locally-run ''Dwarf Fortress'' instance to a proprietary remote website, allowing remote browser-based play. ''(Note: Main website no longer available. [https://github.com/tpainter/df_everywhere Client source here.])''<br />
<br />
=== [http://mifki.com/df Dwarf Fortress Remote] ===<br />
<br />
iOS app (paid) that allows one to play ''Dwarf Fortress'' remotely with native UI. A server can be set up at home, or on DigitalOcean, AWS or other hosting service.<br />
<br />
==Language tools==<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=47332.0 DFLang]===<br />
A language creating tool.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=136098.0 Toadese Language Utility]===<br />
A language editing and translating tool.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=140432.0 DFlangOpt]===<br />
A little tool meant to prevent redundancy when importing or updating language files.<br />
<br />
===[http://dffd.wimbli.com/file.php?id=8288 Python language extraction and injection script]===<br />
This simple script will extract words from language files and put them a word per line, for easy automatic translation or treatment. It can also read that list and put the translated words back in their place.<br />
<br />
==Announcement tools==<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=130590 DFMon] ===<br />
<br />
An announcement monitoring/filtering program, useful to hide some types of job cancellation spam or other more advanced filtering. Note that you can set the game to announce no job cancellations ''without'' any utilities or mods from the {{k|o}}rders menu, with {{k|x}}.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=130030 DF Announcement Filter]===<br />
<br />
An alternative to DFMon written in Java (and thus portable to Linux and OS X).<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=153777 Announcement Window+]===<br />
<br />
Announcement Window+ is a Python application that interfaces with ''Dwarf Fortress'' to print announcements and combat reports to a separate window. It was written to fix some annoying bugs that are present in DF Announcement Filter, which is no longer being updated.<br />
<br />
[[File:announce+_prev.png|thumb|300px|none|One less game-pausing hotkey.]]<br />
<br />
==Filesharing websites==<br />
<br />
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===<br />
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.<br />
<br />
=== [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] ===<br />
{{main|Utility:Dwarf Fortress Map Archive}}<br />
<br />
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and videos and a nice flash viewer for perusing them. Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor; videos are stored in a compressed version of Toady One's own video-recording format.<br />
<br />
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.<br />
<br />
== Other/miscellaneous ==<br />
<br />
=== [http://shadowlord13.googlepages.com/dfmap-index.html DF Map Compressor] ===<br />
[[File:dfmapcomp.png|thumb|200px|none|Main program window.]]<br />
The DF Map Compressor encodes multiple bitmaps exported from ''Dwarf Fortress'' into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).<br />
<br />
=== [http://www.mindwerks.net/projects/exita/ Exita] ===<br />
Exita is a Python program that takes your DF world map exports and dump them into several different text outputs.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=132153.0 DwarfFamily]===<br />
A tool that lets you import your legends XML file and converts all dwarf entries to a .GED file, which you can use in Family Tree programs like MyHeritage to display a family tree for the dwarves.<br />
<br />
===[https://www.dropbox.com/s/dea50wrs557w283/kobold.py Kobold name generator]===<br />
A Python script that generates random names in the way of kobold utterances<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=717.0 CMVPlayer] === <br />
<br />
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as:<br />
* Rewind<br />
* Pause<br />
* Play frame per frame<br />
<br />
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe. ''(Note: Main website is no longer available.)''<br />
<br />
===[https://play.google.com/store/apps/details?id=dae.dfnews Dwarf Fortress News - Android App]===<br />
Watches the ''Dwarf Fortress'' devblog. Receives Push Notifications on new updates.<br />
<br />
{{Category|Modding}}<br />
{{Category|Community}}<br />
[[ru:Utilities]]</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Utilities&diff=250671
Utilities
2020-02-19T06:23:05Z
<p>Alexchandel: /* Game manipulation tools */ mention remote fortress reader</p>
<hr />
<div>{{Quality|Masterwork|13:28, 28 September 2013 (UTC)}}<br />
{{av}}<br />
<br />
'''Utilities''' are third-party applications useful for ''Dwarf Fortress'' players and modders, and this page serves as a list of them. ''Dwarf Fortress'' is a difficult game to play, and any help that can be had in the task is welcome help. This page lists utilities useful for modders and players alike. If you would like to add an article on a ''specific'' game utility to the wiki, please do so under the <span class="plainlinks">[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&from=&to=&namespace=102 Utility]</span> namespace. Not included on this page: [[Main:Tileset repository|tileset repositories]] and [[Main:Graphics set repository|graphics set repositories]] due to having been given their own, separate pages. [[Modding|Mods]] have also been listed under their own <span class="plainlinks">[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&from=&to=&namespace=104 Modification] namespace. To avoid namespace clutter, websites ''are'' considered utilities, though they really aren't, and have been included.<br />
<br />
A [http://www.bay12forums.com/smf/index.php?board=29.0 subsection of the Bay12 forums] is devoted to such third-party programs, and contains development threads for most of them.<br />
<br />
The [[Utilities#Lazy Newb Pack|Lazy Newb Pack]] is an effort to make ''Dwarf Fortress'' more accessible for new players by bundling and configuring utilities, graphics and tilesets, and extras such as reference material or more intuitive controls. <br />
<br />
==Launchers==<br />
<br />
=== [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]] ===<br />
A commonly-used software bundle with a nice launcher. Allows you to start playing DF really quickly on a new machine - no need to download and integrate [[Graphics set repository|tilesets]] and tools like Dwarf Therapist, SoundSense, etc. - or even know what you need to get. The newer packs also include many third-party fixes for common bugs, which work automatically, and a large number of significant user interface improvements. The launcher makes changing settings or graphics options much easier (press button, instead of editing files) and can even remember to launch selected utilities whenever you open a game of ''Dwarf Fortress''. See the [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]] page for more information, or the forum thread for your platform. <br />
<br />
*[http://www.bay12forums.com/smf/index.php?topic=126076 PeridexisErrant's Starter Pack] (Windows)<br />
*[http://www.bay12forums.com/smf/index.php?topic=128960 MacNewbie Pack] (OS X)<br />
*[http://www.bay12forums.com/smf/index.php?topic=156011 Unofficial Linux LNP] (Linux)<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=140808 PyLNP] ===<br />
A cross-platform LNP port, written in Python. The launcher and configuration interface for all of the Lazy Newb Packs. PyLNP is under active development for bugfixes, addition of features pioneered by other launchers, and creation of entirely new features - such as rebuilding the raws of modded saves to change graphics packs.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=102316 Manila Launcher] ===<br />
A Java interface that allows easy option toggling, update and devlog checking, and tileset, mod and color scheme switching. Designed for players who prefer vanilla DF to a bundle like the above.<br />
<br />
== 3D Visualizers ==<br />
<br />
=== [[Utility:Stonesense|Stonesense]] ===<br />
Stonesense is a third party visualizer, implemented as a [[Utility:DFHack|DFHack]] plugin, that lets you view your fortress in a classic isometric perspective. It runs alongside ''Dwarf Fortress'', and can follow the main game's view, updating in real-time. It is included in DFHack, and can be opened by typing <code>stonesense</code> or <code>ssense</code> into the console window.<br />
[[File:stonesense_prev.jpg|frameless|250px|none]]<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=63484 Fortress Overseer] ===<br />
Fortress Overseer is the only 3D visualizer supporting v0.31. It has been completely rewritten and is currently updated to support v0.34.11 and v0.31.25. Overseer works indirectly, by using [[Utility:DFHack|DFHack]]'s <code>mapexport</code> to export a file which can then be rendered in 3D. DirectX 9 must be installed, though this requirement is not documented. Has not been tested for 0.40.13.<br />
[[File:fortress_viewer.jpg|frameless|250px|none]]<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=146473.0 Armok Vision] ===<br />
Armok Vision is a 3D real-time visualizer using Unity for version 0.40.24. It works as a separate program communicating with the game through fast network interfaces.<br />
[[File:armok_vision.png|frameless|250px|none]]<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=70700.0 Isoworld] ===<br />
Isoworld is an isometric world map viewer, which can display each of the detailed maps exported from Legends Mode. It also has a pictographic view which makes finding waterfalls easy. <br />
<br />
Isoworld can link with [[Utility:DFHack|DFHack]] to display a game view at full spatial resolution in wider context, including tracking the player's view. This is particularly useful for adventure mode.<br />
[[File:isoworld_prev.png|thumb|240px|none|Looks nostalgic.]]<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=159578.0 Voxel Fortress] ===<br />
Voxel Fortress is a converter from DF worlds to a voxel format. It takes an export of one of the two elevation maps (for the voxels coordinates), and any other one (for the colors).<br />
The map is saved in .xraw format. An additional utility (e.g. [https://ephtracy.github.io/index.html?page=mv_renderer MagicaVoxel Viewer]) is required to see the voxel representation of the map.<br />
<br />
[[File:voxel_prev.png|frameless|250px|none]]<br />
<br />
== Music and Sounds ==<br />
<br />
=== [[Utility:SoundSense|SoundSense]] ===<br />
[[File:soundsense_prev.png|thumb|100px|right|Soundsense]]SoundSense is a tool that parses game logs and reacts to game events with sound effects, incidental music and dwarfy comments. You can look it up on the [http://www.bay12forums.com/smf/index.php?topic=60287 forum thread], or directly download it at [http://df.zweistein.cz/soundsense/ the SoundSense homepage]. Due to it being written in Java, Soundsense is portable to all platforms.<br />
<br />
Due to development having slowed down, a [https://github.com/calmhorizons/soundsense fork] was released that most notably disables the broken auto-updater and adds the option to minimize Soundsense to the system tray.<br />
<br />
Note that older Soundsense users may have different default seasonal soundtracks, which were removed and replaced in early 2011. These are available [http://www.krauselabs.net/dump/music.zip here].<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=159567.0 SoundCenSe] ===<br />
<br />
[[File:soundCenSe_prev.png|thumb|100px|right|SoundCenSe]]A C# port of SoundSense, it uses the existing sound pack files and XML's present in SoundSense, but with some added enhancements. More information regarding what specific type of enhancements and how to install SoundCenSe can be gathered at the [http://www.bay12forums.com/smf/index.php?topic=159567.0 official forum thread]. If problems emerge while trying to get SoundSense to work with the latest versions of Java, this port may prove to be a useful alternative.<br />
<br />
Downloads for the windows and linux binaries are available [https://github.com/Algorithman/SoundCenSe/releases here], while code releases can be obtained from the [https://github.com/Algorithman/SoundCenSe GitHub site].<br />
<br />
== Game manipulation tools ==<br />
<br />
===[[Utility:DFHack|DFHack]]===<br />
<br />
[[Utility:DFHack|DFHack]] is an advanced ''Dwarf Fortress'' memory access library and a set of tools and scripts using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. Runs on Windows, Linux, and OS X. The standard configuration enables a variety of included bugfixes and interface upgrades, and provides many useful tools such as "clean all".<br />
<br />
DFHack has an [http://www.bay12forums.com/smf/index.php?topic=164123 official forum thread]. Code is available from the [https://github.com/DFHack/dfhack GitHub site], along with [https://github.com/DFHack/dfhack/releases releases].<br />
<br />
Falconne's UI plugins are included in DFHack, as are automation tools Autolabor, Workflow, Autobutcher, and many others.<br />
<br />
[[File:dfhack_cmd.png|thumb|240px|none|DFHack's console.]] <br />
<br />
==== User Interface Plugins ====<br />
A collection of DFHack plugins by Falconne that improve the in-game interface with features such as:<br />
* Search function in screens with big lists.<br />
* Ability to place furniture before it's built and have it automatically allocated when available.<br />
* Ability to place constructions with box select (like laying designations), including easier material selection and open space placement (without having to wait till adjacent constructions are built).<br />
* Easier pasturing, live happiness monitor, mouse support, stocks dashboard.<br />
<br />
==== Binary patches ====<br />
Binary patches are utilities made by users to fix known bugs that haven't been addressed by [[main:Toady One|Toady One]] yet. DF2014 is in active development, so there are no binary patches yet.<br />
<br />
==== Feature plugins ====<br />
These plugins add features to the game.<br />
* [http://www.bay12forums.com/smf/index.php?topic=127116 Digging invaders], a plugin that allows hostiles to dig and deconstruct walls to path to one's fortress.<br />
* [http://www.bay12forums.com/smf/index.php?topic=128487 Rendermax], a plugin that implements a lighting system at the graphics level.<br />
* [http://www.bay12forums.com/smf/index.php?topic=136155 Dwarven Emigration], a script that allows unhappy dwarves to emigrate with their families.<br />
<br />
==== Interaction plugins ====<br />
[http://www.bay12forums.com/smf/index.php?topic=135597 DFHack scripts designed for modders to use as "spells"] (not in standard package)<br />
<br />
==== Miscellaneous plugins ====<br />
[http://www.bay12forums.com/smf/index.php?topic=135506 DFHack script collection] (not in standard package)<br />
<br />
=== remotefortressreader ===<br />
<br />
A critical internal DFHack plugin, [https://github.com/DFHack/dfhack/tree/develop/plugins/remotefortressreader developed within the same repository]. It provides a protobuf-based (currently v2.4.1) RPC connection to the game, enabling remote clients like Armok Vision. The service listens on <code>127.0.0.1:5000</code> (configurable within <code>dfhack-config/remote-server.json</code>).<br />
<br />
Currently there are no change-based or change-driven notifications, so remote fortress clients must perform the expensive operation of polling the desired volume every frame (via e.g. <code>GetBlockList</code>). Additionally, the sidebar menu state is shared with the native view, to avoid reimplementing construction material dependencies.<br />
<br />
==Dwarf Therapist==<br />
===[http://www.bay12forums.com/smf/index.php?topic=168411.0 Dwarf Therapist]===<br />
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments, statistics (such as attributes, personality traits and happiness), sort dwarves by various criteria (e.g. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. This version contains the "labor optimizer" semi-automatic labor management system. <br />
<br />
Splinterz' fork of Dwarf Therapist is the currently updated version, and available for Windows, Mac and GNU + Linux. Besides the Bay12 forum thread, there's more information on the [https://github.com/Dwarf-Therapist/Dwarf-Therapist GitHub project page].<br />
<br />
See the [http://www.bay12forums.com/smf/index.php?topic=168411.0 forum thread] for current downloads.<br />
<br />
[[File:dwarf_therapist.png|thumb|280px|none]]<br />
<br />
====[[Utility:Dwarf Therapist/Addons Repository|Dwarf Therapist Addons Repository]]====<br />
<br />
A collection of customizations for Dwarf Therapist submitted by the community.<br />
<br />
Addons include:<br />
<br />
* custom professions<br />
* custom roles<br />
* optimization plans<br />
* filter scripts<br />
* new grid views<br />
<br />
== Fortress layout tools ==<br />
<strike>=== [http://www.bay12forums.com/smf/index.php?topic=87731 DF Designator] ===<br />
DF Designator helps you build fortresses from either image files or Quickfort .CSV files. It also has a user interface that allows you to assign hotkeys to blueprints and to combine blueprints in multi z-level designs. Windows, Mac and Linux versions are available. DF Designator uses 'typewriter style' playback, and is thus very slow for large projects.</strike><br />
<br />
=== [http://www.joelpt.net/quickfort/ Quickfort] ===<br />
Quickfort is a utility for ''Dwarf Fortress'' that helps you build fortresses from "blueprint" .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments. Recent versions of Quickfort work by converting the blueprint into a native macro for ''Dwarf Fortress'', then executing the macro. This allows for enormously faster playback compared to early versions or DF Designator.<br />
<br />
====[https://www.mediafire.com/folder/u38qsqr1bq6wu/Community_Quickfort_Blueprints_v2 Quickfort Community Blueprints]====<br />
<br />
A large collection of blueprints, published to remove the last hint of hassle in creating a fortress. You can download the lot without a paid account [http://www.mediafire.com/download/n6im1ok6z02n8nc/Community_Quickfort_Blueprints_v2.zip here].<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=55025 ChromaFort]===<br />
Chromafort is a tool designed to complement [[Utilities#Quickfort|Quickfort]], by converting images into quickfort-compatible .csv files. It works with 24-bit bitmap (.bmp) files. There are a number of known issues that can affect any image that is not square, and the size must be an exponent of two (8, 16, 32, 64...); other images may show nonexistent colours and/or come out highly distorted.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=138590 Picturefort]===<br />
Picturefort is an attempt to make "Chromafort, but ''better''" - it performs the same function of converting an image to a [[Utilities#Quickfort|Quickfort]]-compatible .csv file. Unlike Chromafort, Picturefort can handle a large number of image formats (though .bmp or .png are recommended); images can be of any shape and within reason size; and while as of May 2014 it is only available on Windows there are plans for a Linux version.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=154849.0 Symmetricity]===<br />
A fortress planner with a focus on multiple planes of symmetry. It can output csv for quickfort. It's early in development so it's probably not suitable for serious use cases.<br />
<br />
== Modding tools ==<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=140853.0 Rubble]===<br />
<br />
A useful plugin-based modding tool that generates raws and supports easy installation of reactions, tilesets, macros, modding fixes and DFHack scripts. It is a fork of the now abandoned [http://www.bay12forums.com/smf/index.php?topic=125997.0 Blast]. Binaries are available for Linux 32-bits, OS X 32-bits and Windows 64-bits, as well as the source (written in Go with building instructions). As of 4.0, a GUI is available for Windows.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=150857.0 PyDwarf] ===<br />
<br />
For players, PyDwarf is an easy way to manage and configure preferred mods in a way that avoids almost entirely the problems of outdated mods or incompatible groups of mods. For modders, PyDwarf's mod manager exposes a powerful Python API for interacting with raws and other data files.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=103360 Raw Explorer] ===<br />
A tree-based raw files browser, editor and manager.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=140645.0 Dwarf Fortress real-life material helper] ===<br />
A Python script that generates raws based on custom real-life material values.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=140688.0 Roses' Random Creature Script] ===<br />
A Python script that generates random creature raws.<br />
<br />
== World Map / World Gen Tools ==<br />
=== [http://dffd.wimbli.com/file.php?id=2354 Perfect World DF] ===<br />
Requires an additional (tiny) download to be functional for current versions (40.#): [http://dffd.wimbli.com/file.php?id=8756 WorldGen.xml] . Easy access to world settings for quick modification to allow highly customized world generation far easier and faster than DF's ingame advanced map maker. [http://www.bay12forums.com/smf/index.php?topic=57428.0 forum thread]<br />
<br />
=== [http://pastebin.com/jdVKPzpt Fortress World Generator] ===<br />
A bash script for automating world generation of large numbers of worlds on GNU/Linux.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=73095 Dwarf Map Maker] ===<br />
A Photoshop action script which turns legends mode exported maps into a much prettier fantasy map. There is also a version available [http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 for GIMP].<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=137076.msg5085575#msg5085575 Satellite Map Maker] ===<br />
A GIMP script based on the Dwarf Map Maker that creates a satellite image of ''Dwarf Fortress'' world maps.<br />
<br />
==Legends tools==<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=72702 Legends Viewer] ===<br />
[http://www.bay12forums.com/smf/index.php?topic=154617 unofficial branch for 0.42.XX version of DF]<br />
<br />
Legends Viewer loads up the legends you can export in a much more usable format than the legends mode of DF itself. Legends viewer can open pages in new tabs, filter information on a wide range of criteria, and displays information on the map as well. Binaries are only available for Windows, as well as the source (written in C#).<br />
<br />
It takes four files as input: the legends XML file, the sites and pops text, world history text, and a map image. It can load these separately, but it is recommended to load them as a single compressed archive (folder) - the xml can be multiple GB uncompressed for long histories, and reduce to less than 5% of its size. <br />
<br />
If you have played a fortress and then exported legends, you may get an error about unreadable HEX characters. This is caused by Workflow, which saves it's settings as unreadable historical figures. There are several ways to fix this: <br />
* Clear the workflow settings in fortress mode before exporting legends<br />
* Edit the xml by hand, [http://www.bay12forums.com/smf/index.php?topic=72702.msg4629392#msg4629392 as described here] (any platform)<br />
* Use the [http://www.bay12forums.com/smf/index.php?topic=131307 Legends Processing script] (windows only), which fixes the xml and also creates a compressed folder as described above<br />
<br />
<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=128932.0 World Viewer] ===<br />
An alternative to Legends Viewer that most specifically features a timeline of historical events. Binaries are only available for Windows, as well as the source (written in C#).<br />
<br />
<br />
=== [http://www.uristmaps.org Uristmaps] ===<br />
A web-based interface that displays worlds in the way of an interactive map complete with features and structures.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=155307.0 LegendsBrowser] ===<br />
A web-based multi-platform (Win, Linux, OSX) Viewer. It displays an interactive map and legends information (using legends_plus.xml generated via DFHack).<br />
<br />
== Remote playing tools ==<br />
<br />
=== [[Utility:Dfterm3|dfterm]]===<br />
<br />
[[Utility:Dfterm3|Dfterm3]] is a remote ''Dwarf Fortress''-playing software for multiple users through a web interface. DFterm3 enables play through a web interface, and games can also be viewed on mobile - or even played if a bluetooth keyboard is attached. The web interface should work with Chrome or Firefox browsers, but there are known problems using Internet Explorer. DFTerm3 functions via a DFHack plugin, and is thus dependent on each version of DFHack.<br />
<br />
It is a successor to [[Utility:dfterm2|dfterm2]], which functions similarly using telnet instead of a web browser.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=139167.0 Webfort] ===<br />
<br />
A newer alternative to dfterm3 that functions similarly, but players must wait in a queue before assuming control for a given period of time. It also functions via a DFHack plugin. Binaries are available for Windows, as well as the source (written in C++).<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=140892.0 DorfServer] ===<br />
A remote SSH-based ''Dwarf Fortress'' host software.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=139975.0 DFEverywhere] ===<br />
<br />
The latest remote browser-based playing software.<br />
<br />
=== [http://mifki.com/df Dwarf Fortress Remote] ===<br />
<br />
iOS app (paid) that allows one to play ''Dwarf Fortress'' remotely with native UI. A server can be set up at home, or on DigitalOcean, AWS or other hosting service.<br />
<br />
==Language tools==<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=47332.0 DFLang]===<br />
A language creating tool.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=136098.0 Toadese Language Utility]===<br />
A language editing and translating tool.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=140432.0 DFlangOpt]===<br />
A little tool meant to prevent redundancy when importing or updating language files.<br />
<br />
===[http://dffd.wimbli.com/file.php?id=8288 Python language extraction and injection script]===<br />
This simple script will extract words from language files and put them a word per line, for easy automatic translation or treatment. It can also read that list and put the translated words back in their place.<br />
<br />
==Announcement tools==<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=130590 DFMon] ===<br />
<br />
An announcement monitoring/filtering program, useful to hide some types of job cancellation spam or other more advanced filtering. Note that you can set the game to announce no job cancellations ''without'' any utilities or mods from the {{k|o}}rders menu, with {{k|x}}.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=130030 DF Announcement Filter]===<br />
<br />
An alternative to DFMon written in Java (and thus portable to Linux and OS X).<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=153777 Announcement Window+]===<br />
<br />
Announcement Window+ is a Python application that interfaces with ''Dwarf Fortress'' to print announcements and combat reports to a separate window. It was written to fix some annoying bugs that are present in DF Announcement Filter, which is no longer being updated.<br />
<br />
[[File:announce+_prev.png|thumb|300px|none|One less game-pausing hotkey.]]<br />
<br />
==Filesharing websites==<br />
<br />
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===<br />
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.<br />
<br />
=== [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] ===<br />
{{main|Utility:Dwarf Fortress Map Archive}}<br />
<br />
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and videos and a nice flash viewer for perusing them. Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor; videos are stored in a compressed version of Toady One's own video-recording format.<br />
<br />
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.<br />
<br />
== Other/miscellaneous ==<br />
<br />
=== [http://shadowlord13.googlepages.com/dfmap-index.html DF Map Compressor] ===<br />
<br />
The DF Map Compressor encodes multiple bitmaps exported from ''Dwarf Fortress'' into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).<br />
<br />
=== [http://www.mindwerks.net/projects/exita/ Exita] ===<br />
Exita is a Python program that takes your DF world map exports and dump them into several different text outputs.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=132153.0 DwarfFamily]===<br />
A tool that lets you import your legends XML file and converts all dwarf entries to a .GED file, which you can use in Family Tree programs like MyHeritage to display a family tree for the dwarves.<br />
<br />
===[https://www.dropbox.com/s/dea50wrs557w283/kobold.py Kobold name generator]===<br />
A Python script that generates random names in the way of kobold utterances<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=717.0 CMVPlayer] === <br />
<br />
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :<br />
* Rewind<br />
* Pause<br />
* Play frame per frame<br />
<br />
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.<br />
<br />
===[https://play.google.com/store/apps/details?id=dae.dfnews Dwarf Fortress News - Android App]===<br />
Watches the ''Dwarf Fortress'' devblog. Receives Push Notifications on new updates.<br />
<br />
{{Category|Modding}}<br />
{{Category|Community}}<br />
[[ru:Utilities]]</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Utility:SoundSense&diff=238919
Utility:SoundSense
2019-01-06T11:04:15Z
<p>Alexchandel: add macOS shortcut</p>
<hr />
<div>{{Quality|Superior|00:45, 6 November 2013 (UTC)}}<br />
{{uv|DF2014}}<br />
SoundSense is a sound-engine tool which replaces the single background guitar with a collection of sounds and music that play depending on context. <br />
<br />
This context is drawn mostly from entries in the gamelog, though recent versions of soundsense come with [[Utility:DFHack|dfhack]] plugins that significantly expand its capabilities.<br />
<br />
SoundSense has a [http://www.bay12forums.com/smf/index.php?topic=60287 bay12 forum thread], an [http://df.zweistein.cz/soundsense/ official website], a [http://dffd.bay12games.com/file.php?id=11849 DFFD download page], is open source [https://github.com/zwei2stein/df-soundsense here], and has [[Utility:SoundSense/Documentation|more advanced documentation here on the wiki]]. <br />
<br />
==General information==<br />
<br />
SoundSense is focused on Fortress Mode, and provides a very large set of audio cues for events - it can be very helpful in alerting the player of combat, a strange mood, ghosts, weather, and many other things. <br />
<br />
Adventure Mode kind of works. The battle sounds function quite well because they are mostly the same as those in Fortress Mode. But SoundSense is still a bit lacking in other adventure sounds, because Adventure Mode does not log many useful events. For example, encountering a megabeast or a quest mob is resolved in chat, leaving no message in the game log to trigger SoundSense. <br />
<br />
Occasionally, the music in SoundSense will stop for a short period; this is not a bug - it was done to let ears rest. A few tracks have a silent start and may take a minute or longer to become audible. If in doubt, you can see what is currently playing in GUI under the volume slider. During periods of silence, this will typically show "10s silence" or similar. <br />
<br />
SoundSense will only play music immediately on load if the (included) "soundsense-season" script for [[Utility:DFHack|DFHack]] is run (which it is in the default configuration) - otherwise it will wait until the season changes; there is no way to tell before this which music to play.<br />
<br />
==Installation==<br />
<br />
Detailed instructions are available on the [http://df.zweistein.cz/soundsense/ official website]. <br />
<br />
* SoundSense requires the java runtime 7, which most computers already have. <br />
* Download SoundSense and extract the .zip as a subfolder next to Dwarf Fortress (or add the path to configuration.xml)<br />
* Move dfhack plugins and scripts to the hack folder if you use these<br />
* Run soundsense.exe, and choose "update soundpack"<br />
<br />
Note that a simple install of soundsense includes only a few sample sounds, for the proper effect you need to download the soundpack. <br />
<br />
Finally, remember that SoundSense needs to run in the background. Ideally, you should start SoundSense BEFORE you start Dwarf Fortress.<br />
<br />
SoundSense is included and preconfigured in [[Utility:Lazy_Newb_Pack|the Lazy Newb Pack]] and requires no setup beyond pressing "update soundpack" to download the sound files.<br />
<br />
==Mod compatibility==<br />
<br />
SoundSense was designed for "vanilla" (unmodified) Dwarf Fortress. It should work fine with most mods, but there is no guarantee of compatibility. Some mods create unusual behavior or involve events that SoundSense does not detect - in other words, SoundSense lacks sounds for mod-specific events. For example: gunshot sounds for mods that add guns are not included, but you can add them for yourself. Some events that work normally in vanilla DF may also trigger so frequently with a mod as to be very annoying.<br />
<br />
==For Mac Users==<br />
Installing Java is '''not necessary''' if you have any apps that distribute Java, like Minecraft or Mathematica. To do this,<br />
<br />
# Determine the folder containing the "java" file in the app. It will have a path like <code>/Applications/Mathematica.app/Contents/SystemFiles/Java/MacOSX-x86-64/bin</code><br />
# Add a new line to soundSense.sh '''immediately after the first line''' of the form <code>PATH="EXAMPLEPATH:$PATH"</code>, where <code>EXAMPLEPATH</code> is the path you determined.<br />
::* For example: <code>PATH="/Applications/Mathematica.app/Contents/SystemFiles/Java/MacOSX-x86-64/bin:$PATH"</code><br />
<br />
The first 3 lines of soundSense.sh should now read something like:<br />
<br />
<pre>#!/bin/sh<br />
PATH="/Applications/Mathematica.app/Contents/SystemFiles/Java/MacOSX-x86-64/bin:$PATH"<br />
dir=${0%/*}</pre><br />
<br />
==For Linux Users==<br />
Locating the gamelog.txt may be a bit difficult, because the file for Linux versions of Dwarf Fortress is not in the usual spot. To find, simply navigate to your home directory and open the .dwarffortress folder. (it is hidden by default) The gamelog file will be located inside.<br />
<br />
[[ru:SoundSense]]</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Utilities&diff=237436
Utilities
2018-09-07T20:02:36Z
<p>Alexchandel: /* Legends tools */ elaborate LB</p>
<hr />
<div>{{Quality|Masterwork|13:28, 28 September 2013 (UTC)}}<br />
{{av}}<br />
<br />
'''Utilities''' are third-party applications useful for Dwarf Fortress players and modders, and this page serves as a list of them. Dwarf Fortress is a difficult game to play, and any help that can be had in the task is welcome help. This page lists utilities useful for modders and player alike. If you would like to add an article on a ''specific'' game utility to the wiki, please do so under the <span class="plainlinks">[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&from=&to=&namespace=102 Utility]</span> namespace. Not included on this page: [[Main:Tileset repository|tileset repositories]] and [[DF2012:Graphics set repository|graphics set repositories]] have been given their own, separate page. [[Modding|Mods]] have also been listed under their own <span class="plainlinks">[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&from=&to=&namespace=104 Modification] namespace. To avoid namespace clutter, websites ''are'' considered utilities, though they really aren't, and have been included.<br />
<br />
A [http://www.bay12forums.com/smf/index.php?board=29.0 subsection of the Bay12 forums] is devoted to such third-party programs, and contains development threads for most of them.<br />
<br />
The [[Utilities#Lazy Newb Pack|Lazy Newb Pack]] is an effort to make Dwarf Fortress more accessible for new players by bundling and configuring utilities, graphics and tilesets, and extras such as reference material or more intuitive controls. <br />
<br />
==Launchers==<br />
<br />
=== [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]] ===<br />
A commonly-used software bundle with a nice launcher. Allows to start playing DF really quickly on a new machine - no need to download and integrate [[Graphics set repository|tilesets]] and tools like Dwarf Therapist, SoundSense, etc. - or even know what you need to get. The newer packs also include many third-party fixes for common bugs, which work automatically, and a large number of significant user interface improvements. The launcher makes changing settings or graphics options much easier (press button, instead of editing files) and can even remember to launch selected utilities whenever you open a game of Dwarf Fortress. See the [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]] page for more information, or the forum thread for your platform. <br />
<br />
*[http://www.bay12forums.com/smf/index.php?topic=126076 PeridexisErrant's Starter Pack] (Windows)<br />
*[http://www.bay12forums.com/smf/index.php?topic=128960 MacNewbie Pack] (OS X)<br />
*[http://www.bay12forums.com/smf/index.php?topic=156011 Unofficial Linux LNP] (Linux)<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=140808 PyLNP] ===<br />
A cross-platform LNP port, written in Python. The launcher and configuration interface for all of the Lazy Newb Packs. PyLNP is under active development for bugfixes, addition of features pioneered by other launchers, and creation of entirely new features - such as rebuilding the raws of modded saves to change graphics packs.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=102316 Manila Launcher] ===<br />
A Java interface that allows easy option toggling, update and devlog checking, and tileset, mod and color scheme switching. Designed for players who prefer vanilla DF to a bundle like the above.<br />
<br />
== 3D Visualizers ==<br />
<br />
=== [[Utility:Stonesense|Stonesense]] ===<br />
Stonesense is a third party visualizer, implemented as a [[Utility:DFHack|DFHack]] plugin, that lets you view your fortress in a classic isometric perspective. It runs alongside Dwarf Fortress, and can follow the main game's view, updating in real time. It is included in DFHack, and can be opened by typing <code>stonesense</code> or <code>ssense</code> into the console window. <br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=63484 Fortress Overseer] ===<br />
Fortress Overseer is the only 3D visualizer supporting v0.31. It has been completely rewritten and is currently updated to support v0.34.11 and v0.31.25. Overseer works indirectly, by using [[Utility:DFHack|DFHack]]'s <code>mapexport</code> to export a file which can then be rendered in 3D. DirectX 9 must be installed, though this requirement is not documented. Has not been tested for 0.40.13.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=146473.0 Armok Vision] ===<br />
Armok Vision is a 3D real-time visualizer using Unity for version 0.40.24. It works as a separate program communicating with the game through fast network interfaces.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=70700.0 Isoworld] ===<br />
Isoworld is an isometric world map viewer, which can display each of the detailed maps exported from Legends Mode. It also has a pictographic view which makes finding waterfalls easy. <br />
<br />
Isoworld can link with [[Utility:DFHack|DFHack]] to display a game view at full spatial resolution in wider context, including tracking the game view. This is particularly useful for adventure mode.<br />
<br />
== Music and Sounds ==<br />
<br />
=== [[Utility:SoundSense|SoundSense]] ===<br />
<br />
SoundSense is a tool that parses game logs and reacts to game events with sound effects, incidental music and dwarfy comments. You can look it up on the [http://www.bay12forums.com/smf/index.php?topic=60287 forum thread], or directly download it at [http://df.zweistein.cz/soundsense/ the SoundSense homepage]. Due to it being written in Java, Soundsense is portable to all platforms.<br />
<br />
Due to development having slowed down, a [https://github.com/calmhorizons/soundsense fork] was released that most notably disables the broken auto-updater and adds the option to minimize Soundsense to the system tray.<br />
<br />
Note that older Soundsense users may have different default seasonal soundtracks, which were removed and replaced in early 2011. These are available [http://www.krauselabs.net/dump/music.zip here].<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=159567.0 SoundCenSe] ===<br />
<br />
A C# port of SoundSense, it uses the existing sound pack files and xml's present in SoundSense, but with some added enhancements. More information regarding what specific type of enhancements and how to install SoundCenSe can be gathered at the [http://www.bay12forums.com/smf/index.php?topic=159567.0 official forum thread]. If problems emerge while trying to get SoundSense to work with the latest versions of Java, this port may prove to be a useful alternative.<br />
<br />
Downloads for the windows and linux binaries are available [https://github.com/Algorithman/SoundCenSe/releases here], while code releases can be obtained from the [https://github.com/Algorithman/SoundCenSe GitHub site].<br />
<br />
== Game manipulation tools ==<br />
<br />
===[[Utility:DFHack|DFHack]]===<br />
<br />
[[Utility:DFHack|DFHack]] is an advanced Dwarf Fortress memory access library and a set of tools and scripts using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. Runs on Windows, Linux, and OS X. The standard configuration enables a variety of included bugfixes and interface upgrades, and provides many useful tools such as "clean all".<br />
<br />
DFHack has an [http://www.bay12forums.com/smf/index.php?topic=164123 official forum thread]. Code is available from the [https://github.com/DFHack/dfhack GitHub site], along with [https://github.com/DFHack/dfhack/releases releases].<br />
<br />
Falconne's UI plugins are included in DFHack, as are automation tools Autolabor, Workflow, Autobutcher, and many others. <br />
<br />
==== User Interface Plugins ====<br />
A collection of DFHack plugins by Falconne that improve the in-game interface with features such as:<br />
* Search function in screens with big lists.<br />
* Ability to place furniture before it's built and have it automatically allocated when available.<br />
* Ability to place constructions with box select (like laying designations), including easier material selection and open space placement (without having to wait till adjacent constructions are built).<br />
* Easier pasturing, live happiness monitor, mouse support, stocks dashboard.<br />
<br />
==== Binary patches ====<br />
Binary patches are utilities made by users to fix known bugs that haven't been addressed by [[main:Toady One|Toady One]] yet. DF2014 is in active development, so there are no binary patches yet.<br />
<br />
==== Feature plugins ====<br />
These plugins add features to the game.<br />
* [http://www.bay12forums.com/smf/index.php?topic=127116 Digging invaders], a plugin that allows hostiles to dig and deconstruct walls to path to one's fortress.<br />
* [http://www.bay12forums.com/smf/index.php?topic=128487 Rendermax], a plugin that implements a lighting system at the graphics level.<br />
* [http://www.bay12forums.com/smf/index.php?topic=136155 Dwarven Emigration], a script that allows unhappy dwarves to emigrate with their families.<br />
<br />
==== Interaction plugins ====<br />
[http://www.bay12forums.com/smf/index.php?topic=135597 DFHack scripts designed for modders to use as "spells"] (not in standard package)<br />
<br />
==== Miscellaneous plugins ====<br />
[http://www.bay12forums.com/smf/index.php?topic=135506 DFHack script collection] (not in standard package)<br />
<br />
==Dwarf Therapist==<br />
===[http://www.bay12forums.com/smf/index.php?topic=168411.0 Dwarf Therapist]===<br />
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments, statistics (such as attributes, personality traits and happiness), sort dwarves by various criteria (e.g. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. This version contains the "labor optimizer" semi-automatic labor management system. <br />
<br />
Splinterz' fork of Dwarf Therapist is the currently updated version, and available for Windows, Mac and GNU + Linux. Besides the Bay12 forum thread, there's more information on the [https://github.com/Dwarf-Therapist/Dwarf-Therapist GitHub project page].<br />
<br />
See the [http://www.bay12forums.com/smf/index.php?topic=168411.0 forum thread] for current downloads.<br />
<br />
====[[Utility:Dwarf Therapist/Addons Repository|Dwarf Therapist Addons Repository]]====<br />
<br />
A collection of customizations for Dwarf Therapist submitted by the community.<br />
<br />
Addons include:<br />
<br />
* custom professions<br />
* custom roles<br />
* optimization plans<br />
* filter scripts<br />
* new grid views<br />
<br />
== Fortress layout tools ==<br />
<strike>=== [http://www.bay12forums.com/smf/index.php?topic=87731 DF Designator] ===<br />
DF Designator helps you build fortresses from either image files or Quickfort .CSV files. It also has a user interface that allows you to assign hotkeys to blueprints and to combine blueprints in multi z-level designs. Windows, Mac and Linux versions are available. DF Designator uses 'typewriter style' playback, and is thus very slow for large projects.</strike><br />
<br />
=== [http://www.joelpt.net/quickfort/ Quickfort] ===<br />
Quickfort is a utility for Dwarf Fortress that helps you build fortresses from "blueprint" .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments. Recent versions of Quickfort work by converting the blueprint into a native macro for Dwarf Fortress, then executing the macro. This allows for enormously faster playback compared to early versions or DF Designator.<br />
<br />
====[https://www.mediafire.com/folder/u38qsqr1bq6wu/Community_Quickfort_Blueprints_v2 Quickfort Community Blueprints]====<br />
<br />
A large collection of blueprints, published to remove the last hint of hassle in creating a fortress. You can download the lot without a paid account [http://www.mediafire.com/download/n6im1ok6z02n8nc/Community_Quickfort_Blueprints_v2.zip here].<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=55025 ChromaFort]===<br />
Chromafort is a tool designed to complement [[Utilities#Quickfort|Quickfort]], by converting images into quickfort-compatible .csv files. It works with 24-bit bitmap (.bmp) files. There are a number of known issues that can affect any image that is not square, and the size must be an exponent of two (8, 16, 32, 64...); other images may show nonexistent colours and/or come out highly distorted.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=138590 Picturefort]===<br />
Picturefort is an attempt to make "Chromafort, but ''better''" - it performs the same function of converting an image to a [[Utilities#Quickfort|Quickfort]]-compatible .csv file. Unlike Chromafort, Picturefort can handle a large number of image formats (though .bmp or .png are recommended); images can be of any shape and within reason size; and while as of May 2014 it is only available on Windows there are plans for a Linux version.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=154849.0 Symmetricity]===<br />
A fortress planner with a focus on multiple planes of symmetry. It can output csv for quickfort. It's early in development so it's probably not suitable for serious use cases.<br />
<br />
== Modding tools ==<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=140853.0 Rubble]===<br />
<br />
A useful plugin-based modding tool that generates raws and supports easy installation of reactions, tilesets, macros, modding fixes and DFHack scripts. It is a fork of the now abandoned [http://www.bay12forums.com/smf/index.php?topic=125997.0 Blast]. Binaries are available for Linux 32-bits, OS X 32-bits and Windows 64-bits, as well as the source (written in Go with building instructions). As of 4.0, a GUI is available for Windows.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=150857.0 PyDwarf] ===<br />
<br />
For players, PyDwarf is an easy way to manage and configure preferred mods in a way that avoids almost entirely the problems of outdated mods or incompatible groups of mods. For modders, PyDwarf's mod manager exposes a powerful Python API for interacting with raws and other data files.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=103360 Raw Explorer] ===<br />
A tree-based raw files browser, editor and manager.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=140645.0 Dwarf Fortress real-life material helper] ===<br />
A python script that generates raws based on custom real-life material values.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=140688.0 Roses' Random Creature Script] ===<br />
A python script that generates random creature raws.<br />
<br />
== World Map / World Gen Tools ==<br />
=== [http://dffd.wimbli.com/file.php?id=2354 Perfect World DF] ===<br />
Requires an additional (tiny) download to be functional for current versions (40.#): [http://dffd.wimbli.com/file.php?id=8756 WorldGen.xml] . Easy access to world settings for quick modification to allow highly customized world generation far easier and faster than DF's ingame advanced map maker. [http://www.bay12forums.com/smf/index.php?topic=57428.0 forum thread]<br />
<br />
=== [http://pastebin.com/jdVKPzpt Fortress World Generator] ===<br />
A bash script for automating world generation of large numbers of worlds on GNU/Linux.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=73095 Dwarf Map Maker] ===<br />
A photoshop action script which turns legends mode exported maps into a much prettier fantasy map. There is also a version available [http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 for GIMP].<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=137076.msg5085575#msg5085575 Satellite Map Maker] ===<br />
A GIMP script based on the Dwarf Map Maker that creates a satellite image of Dwarf Fortress world maps.<br />
<br />
==Legends tools==<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=72702 Legends Viewer] ===<br />
[http://www.bay12forums.com/smf/index.php?topic=154617 unofficial branch for 0.42.XX version of DF]<br />
<br />
Legends Viewer loads up the legends you can export in a much more usable format than the legends mode of DF itself. Legends viewer can open pages in new tabs, filter information on a wide range of criteria, and displays information on the map as well. Binaries are only available for Windows, as well as the source (written in C#).<br />
<br />
It takes four files as input: the legends xml file, the sites and pops text, world history text, and a map image. It can load these separately, but it is recommended to load them as a single compressed archive (folder) - the xml can be multiple GB uncompressed for long histories, and reduce to less than 5% of its size. <br />
<br />
If you have played a fortress and then exported legends, you may get an error about unreadable HEX characters. This is caused by Workflow, which saves it's settings as unreadable historical figures. There are several ways to fix this: <br />
* Clear the workflow settings in fortress mode before exporting legends<br />
* Edit the xml by hand, [http://www.bay12forums.com/smf/index.php?topic=72702.msg4629392#msg4629392 as described here] (any platform)<br />
* Use the [http://www.bay12forums.com/smf/index.php?topic=131307 Legends Processing script] (windows only), which fixes the xml and also creates a compressed folder as described above<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=128932.0 World Viewer] ===<br />
An alternative to Legends Viewer that most specifically features a timeline of historical events. Binaries are only available for Windows, as well as the source (written in C#).<br />
<br />
=== [http://www.uristmaps.org Uristmaps] ===<br />
A web-based interface that displays worlds in the way of an interactive map complete with features and structures.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=155307.0 LegendsBrowser] ===<br />
A web-based multi-platform (Win, Linux, OSX) Viewer. It displays an interactive map and legends information (using legends_plus.xml generated via DFHack).<br />
<br />
== Remote playing tools ==<br />
<br />
=== [[Utility:Dfterm3|dfterm]]===<br />
<br />
[[Utility:Dfterm3|Dfterm3]] is a remote Dwarf Fortress playing software for multiple users through a web interface. DFterm3 enables play through a web interface, and games can also be viewed on mobile - or even played if a bluetooth keyboard is attached. The web interface should work with Chrome or Firefox browsers, and there are known problems using Internet Explorer. DFTerm3 functions via a DFHack plugin, and is thus dependent on each version of DFHack.<br />
<br />
It is a successor to [[Utility:dfterm2|dfterm2]], which functions similarly using telnet instead of a web browser.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=139167.0 Webfort] ===<br />
<br />
A newer alternative to dfterm3 that functions similarly, but players must wait in a queue before assuming control for a given period of time. It also functions via a DFHack plugin. Binaries are available for Windows, as well as the source (written in C++).<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=140892.0 DorfServer] ===<br />
A remote SSH-based Dwarf Fortress host software.<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=139975.0 DFEverywhere] ===<br />
<br />
The latest remote browser-based playing software.<br />
<br />
=== [http://mifki.com/df Dwarf Fortress Remote] ===<br />
<br />
iOS app (paid) that allows to play Dwarf Fortress remotely with native UI. A server can be set up at home, or on DigitalOcean, AWS or other hosting service.<br />
<br />
==Language tools==<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=47332.0 DFLang]===<br />
A language creating tool.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=136098.0 Toadese Language Utility]===<br />
A language editing and translating tool.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=140432.0 DFlangOpt]===<br />
A little tool meant to prevent redundancy when importing or updating language files.<br />
<br />
===[http://dffd.wimbli.com/file.php?id=8288 Python language extraction and injection script]===<br />
This simple script will extract words from language files and put them a word per line, for easy automatic translation or treatment. It can also read that list and put the translated words back in their place.<br />
<br />
==Announcement tools==<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=130590 DFMon] ===<br />
<br />
An announcement monitoring/filtering program, useful to hide some types of job cancellation spam or other more advanced filtering. Note that you can set the game to announce no job cancellations ''without'' any utilities or mods from the {{k|o}}rders menu, with {{k|x}}.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=130030 DF Announcement Filter]===<br />
<br />
An alternative to DFMon written in Java (and thus portable to Linux and OS X).<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=153777 Announcement Window+]===<br />
<br />
Announcement Window+ is a python application that interfaces with Dwarf Fortress to print announcements and combat reports to a separate window. It was written to fix some annoying bugs that are present in DF Announcement Filter, which is no longer being updated.<br />
<br />
==Filesharing websites==<br />
<br />
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===<br />
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.<br />
<br />
=== [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] ===<br />
{{main|Utility:Dwarf Fortress Map Archive}}<br />
<br />
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and videos and a nice flash viewer for perusing them. Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor; videos are stored in a compressed version of Toady One's own video-recording format.<br />
<br />
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.<br />
<br />
== Other/miscellaneous ==<br />
<br />
=== [http://shadowlord13.googlepages.com/dfmap-index.html DF Map Compressor] ===<br />
<br />
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).<br />
<br />
=== [http://www.mindwerks.net/projects/exita/ Exita] ===<br />
Exita is a python program that takes your DF world map exports and dump them into several different text outputs.<br />
<br />
===[http://www.bay12forums.com/smf/index.php?topic=132153.0 DwarfFamily]===<br />
A tool that lets you import your legends XML file and converts all dwarf entries to a .GED file, which you can use in Family Tree programs like MyHeritage to display a family tree for the dwarfs.<br />
<br />
===[https://www.dropbox.com/s/dea50wrs557w283/kobold.py Kobold name generator]===<br />
A python script that generates random names in the way of kobold utterances<br />
<br />
=== [http://www.bay12forums.com/smf/index.php?topic=717.0 CMVPlayer] === <br />
<br />
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :<br />
* Rewind<br />
* Pause<br />
* Play frame per frame<br />
<br />
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.<br />
<br />
===[https://play.google.com/store/apps/details?id=dae.dfnews Dwarf Fortress News - Android App]===<br />
Watches the Dwarf Fortress devblog. Receives Push Notifications on new updates.<br />
<br />
{{Category|Modding}}<br />
{{Category|Community}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Temperature&diff=237218
Temperature
2018-08-23T19:30:47Z
<p>Alexchandel: fix human body temp.</p>
<hr />
<div>{{Quality|Exceptional|21:56, 12 July 2013 (UTC)}}<br />
{{av}}<br />
<br />
''For temperature as it relates to choosing an embarkation site, see [[Climate]].''<br />
{{buggy}}<br />
<br />
==Temperature scale==<br />
Temperatures in Dwarf Fortress are measured in the game's own, unnamed temperature scale, since termed "Degrees [[Main:Urist|Urist]]" by the community. Temperatures in Dwarf Fortress are stored as sixteen-bit unsigned integers, which translates into a minimum value of 0&nbsp;°U and a technical maximum of 65535&nbsp;°U (2<sup>16</sup>-1), although this is internally limited to 60000&nbsp;°U, as 60001&nbsp;°U is used for temperatures which have been set to {{tt|NONE}}. Floating point values are not considered, and when they appear any decimals are either sheared off or rounded away by the game. Urists are scaled logically against the Fahrenheit scale, so conversions are simple, if non-intuitive:<br />
<br />
:{{tt|[URIST]}} = {{tt|[FAHRENHEIT]}} + 9968<br />
::::&nbsp;&nbsp;&nbsp;{{tt|[CELSIUS]}} * 9/5 + 10000<br />
::::&nbsp;&nbsp;&nbsp;{{tt|[KELVIN]}} * 9/5 + 9508.33<br />
::::&nbsp;&nbsp;&nbsp;{{tt|[RANKINE]}} + 9508.33<br />
<br />
Some reference numbers:<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Significance<br />
! DF scale<br />
! Fahrenheit<br />
! Celsius<br />
! Kelvin<br />
! Rankine<br />
|-<br />
| [[#Boiling point|Boiling point of water]]<br />
| 10180<br />
| 212<br />
| 100<br />
| 373.15<br />
| 671.67<br />
|-<br />
| [[Creature token#H|Human body temperature]]<br />
| 10067<sup>round</sup><br />
| 98.6<br />
| 37<br />
| 310.15<br />
| 558.27<br />
|-<br />
| [[Water#Freezing point|Freezing point of water]]<br />
| 10000<br />
| 32<br />
| 0<br />
| 273.15<br />
| 491.67<br />
|-<br />
| [[wikipedia:Ethanol (data page)|Freezing point of ≈89% ABV]]<br />
| 9850<br />
| −118<br />
| −83.<span style="text-decoration:overline">3</span><br />
| 189.81<span style="text-decoration:overline">6</span><br />
| 341.67<br />
|-<br />
| [[wikipedia:Absolute zero|Absolute zero]]<br />
| 9508<sup>round</sup><br />
| −459.67<br />
| −273.15<br />
| 0<br />
| 0<br />
|-<br />
| Zero degrees Urist<br />
| 0<br />
| −9968<br />
| −5555.<span style="text-decoration:overline">5</span><br />
| −5282.40<span style="text-decoration:overline">5</span><br />
| −9508.33<br />
|}<br />
<br />
Values designated with ''round'' have been rounded internally to avoid decimals: for instance, the human body temperature is technically 10066.6, but has been rounded up to {{ct|10067}} in the [[raw file|raws]]. Also interesting is the fact that temperatures in Dwarf Fortress can go ''far, far'' below absolute zero, which is physically impossible; considering Dwarf Fortress also allows [[water wheel#Perpetual motion|perpetual motion]], sometimes it's best not to ask questions.<br />
<br />
{{Urist asks|q=I'm a modder who needs to work with temperature conversions all the time. Is there any tool I can use to lessen the amount of work involved?|a=Temperature conversions are usually only useful when [[modding]], and can be annoying to do manually; luckily a simple {{dffd|4028|temperature conversion utility}} has been created for those who find themselves having to convert a lot of temperatures to and/or from degrees Urist often.}}<br />
<br />
Examples of some temperatures encountered in DF, the most important ones in bold:<br />
{| class="wikitable sortable"<br />
|-<br />
! Event / location<br />
! Temperature<br />
|-<br />
| Alcohol freezes<br />
| {{ct|09850}}<br />
|-<br />
| '''<span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Below this temperature fat, present on all organic creatures, will start to take cold damage, eventually killing them.">Lowest survivable temperature</span>'''<br />
| '''{{ct|09900}}'''<br />
|-<br />
| Outside, freezing climate (varies)<br />
| {{ct|09960}}<br />
|-<br />
| Underground, glacier ice<br />
| {{ct|09990}}<br />
|-<br />
| '''Water freezes'''<br />
| '''{{ct|10000}}'''<br />
|-<br />
| <span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Nether-cap temperatures are fixed to 10000 degrees Urist, regardless of the surrounding environment.">Nether-cap</span><br />
| {{ct|10000}}<br />
|-<br />
| '''Underground'''<br />
| '''{{ct|10015}}'''<br />
|-<br />
| [[Creature token#H|Dwarf/human homeotherm]]<br />
| {{ct|10067}}<br />
|-<br />
| Tiles next to [[magma]] ([[warm stone]])<br />
| {{ct|10075}}<br />
|-<br />
| '''<span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Above this temperature fat, present on all all organic creatures, will start to melt (turning into grease), eventually killing them.">Highest survivable temperature</span>'''<br />
| '''{{ct|10078}}'''<br />
|-<br />
| Outside, [[Climate#Scorching|scorching climate]] (varies)<br />
| {{ct|10080}}<br />
|-<br />
| [[Water]] boils<br />
| {{ct|10180}}<br />
|-<br />
| [[Fire|Ignition of organic materials]]<br />
| {{ct|10508}}<br />
|-<br />
| [[Wood]] [[fire]] (max)<br />
| {{ct|10708}}<br />
|-<br />
| Material is [[fire-safe]]<br />
| {{ct|11000}}<br />
|-<br />
| Common stone melts (varies)<br />
| {{ct|11500}}<br />
|-<br />
| [[Coal]] [[fire]] (max)<br />
| {{ct|11640}}<br />
|-<br />
| '''Magma'''<br />
| '''{{ct|12000}}'''<br />
|-<br />
| Material is [[magma-safe]]<br />
| {{ct|12000}}<br />
|-<br />
| [[Creature]]s made of flame/fire<br />
| {{ct|14000}}<br />
|-<br />
| <span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Yes, dragonfire is roughly four times hotter than the surface of the sun.">[[Dragonfire]]</span><br />
| {{ct|50000}}<br />
|-<br />
|}<br />
<br />
==Material values==<br />
{{Material properties}}<br />
Temperature has important constraints on the [[material]]s in the game, and dictates a number of [[material science|material properties]] related to states of matter and heat/cold [[wear|damage]]. These are defined by [[material definition token]]s in the material [[raw file]]s, most of which use temperature as an input field:<br />
* {{tt|[MELTING_POINT:#]}} — This is the temperature at which a liquid material will freeze, or a solid material will melt. In Dwarf Fortress the melting point and freezing point coincide exactly; this is contrary to many real-life materials, which can be supercooled.<br />
* {{tt|[BOILING_POINT:#]}} — This is the temperature at which the material will boil or condense. Water boils at {{ct|10180}}.<br />
* {{tt|[IGNITE_POINT:#]}} — This is the temperature at which the material will catch fire.<br />
* {{tt|[HEATDAM_POINT:#]}} — This is the temperature above which the material will begin to take heat [[wear|damage]]. Burning items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for a very long time (9 months and 16.8 days) before disappearing.<br />
* {{tt|[COLDDAM_POINT:#]}} — This is the temperature below which the material will begin to take frost [[wear|damage]].<br />
* {{tt|[SPEC_HEAT:#]}} — This determines how long it takes the material to heat up or cool down. A material with a high specific heat capacity will hold more heat and affect its surroundings more before cooling down or heating up to equilibrium. The input for this token is not temperature, but rather the [[wikipedia:Specific heat capacity|specific heat capacity]] of the material.<br />
* {{tt|[MAT_FIXED_TEMP]}} — A material's temperature can be forced to always be a certain value via the MAT_FIXED_TEMP [[material definition token]]. The only standard material which uses this is [[nether-cap]] wood, whose temperature is always at the melting point of water. If a material's temperature is fixed to between its cold damage point and its heat damage point, then items made from that material will never suffer cold/heat damage. This makes nether-caps [[fire-safe]] and [[magma-safe]] despite being a type of [[wood]].<br/>Due to the way fixed temperature is handled, giving a material a fixed temperature will not cause its actual temperature to change accordingly &mdash; instead, its temperature will simply be permanently locked at whatever it was previously. Removing a material's fixed temperature, however, will cause all items made of it to heat or cool until reaching equilibrium with their surroundings. The fixed temperature of a [[container]] does affect its contents, but you can't freeze [[water]] by putting it into a [[bucket]] made from nether-cap because water will not freeze until it cools ''below'' {{ct|10000}}. The fixed temperature of an inorganic material has no effect on unmined walls made from that material, though boulders '''will''' take on that temperature as they are produced via mining.<br />
<br />
==Temperature transfer==<br />
Temperature transfer in DF is fairly simple - most temperature values have a whole part (in "degrees Urist") and a fraction part (which ranges from 0 to the material's SPEC_HEAT minus 1). Once per tick, the game calculates the relevant temperature difference (e.g. between the item itself and the tile in which it is located) and adds that to the fraction part, then adjusts the whole part until the fraction part is within range. For example, a piece of Lignite (which has SPEC_HEAT 409) at temperature 10015.0 (room temperature underground) exposed to Magma (temperature 12000) will heat up by 1985 fraction units, which will increase its temperature to 10019.349. In order to reach its ignition point of 11440, it would need to be in the magma for a total of 517 ticks, over 5 seconds at 100 fps.<br />
<br />
==Bugs==<br />
* Temperature calculations are a known cause of lag. If [[maximizing framerate]] is a concern, you can disable temperature calculations through an option in [[D init.txt]]. With temperature calculations disabled, effects such as water freezing, melting, or evaporating, or creatures and items taking temperature-related damage will not occur. <br />
* When temperature calculations are disabled, dwarves will refuse to set foot in a cast [[obsidian]] tile (or any other tiles previously occupied by [[magma]]).{{bug|8391}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Temperature&diff=237217
Temperature
2018-08-23T19:22:02Z
<p>Alexchandel: Apparently the dwarves are so drunk all the time because they pound 89% ABV. also fixed minus signs</p>
<hr />
<div>{{Quality|Exceptional|21:56, 12 July 2013 (UTC)}}<br />
{{av}}<br />
<br />
''For temperature as it relates to choosing an embarkation site, see [[Climate]].''<br />
{{buggy}}<br />
<br />
==Temperature scale==<br />
Temperatures in Dwarf Fortress are measured in the game's own, unnamed temperature scale, since termed "Degrees [[Main:Urist|Urist]]" by the community. Temperatures in Dwarf Fortress are stored as sixteen-bit unsigned integers, which translates into a minimum value of 0&nbsp;°U and a technical maximum of 65535&nbsp;°U (2<sup>16</sup>-1), although this is internally limited to 60000&nbsp;°U, as 60001&nbsp;°U is used for temperatures which have been set to {{tt|NONE}}. Floating point values are not considered, and when they appear any decimals are either sheared off or rounded away by the game. Urists are scaled logically against the Fahrenheit scale, so conversions are simple, if non-intuitive:<br />
<br />
:{{tt|[URIST]}} = {{tt|[FAHRENHEIT]}} + 9968<br />
::::&nbsp;&nbsp;&nbsp;{{tt|[CELSIUS]}} * 9/5 + 10000<br />
::::&nbsp;&nbsp;&nbsp;{{tt|[KELVIN]}} * 9/5 + 9508.33<br />
::::&nbsp;&nbsp;&nbsp;{{tt|[RANKINE]}} + 9508.33<br />
<br />
Some reference numbers:<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Significance<br />
! DF scale<br />
! Fahrenheit<br />
! Celsius<br />
! Kelvin<br />
! Rankine<br />
|-<br />
| [[#Boiling point|Boiling point of water]]<br />
| 10180<br />
| 212<br />
| 100<br />
| 373.15<br />
| 671.67<br />
|-<br />
| [[Creature token#H|Human body temperature]]<br />
| 10067<sup>round</sup><br />
| 98.6<br />
| 36.6<br />
| 310.15<br />
| 558.27<br />
|-<br />
| [[Water#Freezing point|Freezing point of water]]<br />
| 10000<br />
| 32<br />
| 0<br />
| 273.15<br />
| 491.67<br />
|-<br />
| [[wikipedia:Ethanol (data page)|Freezing point of ≈89% ABV]]<br />
| 9850<br />
| −118<br />
| −83.<span style="text-decoration:overline">3</span><br />
| 189.81<span style="text-decoration:overline">6</span><br />
| 341.67<br />
|-<br />
| [[wikipedia:Absolute zero|Absolute zero]]<br />
| 9508<sup>round</sup><br />
| −459.67<br />
| −273.15<br />
| 0<br />
| 0<br />
|-<br />
| Zero degrees Urist<br />
| 0<br />
| −9968<br />
| −5555.<span style="text-decoration:overline">5</span><br />
| −5282.40<span style="text-decoration:overline">5</span><br />
| −9508.33<br />
|}<br />
<br />
Values designated with ''round'' have been rounded internally to avoid decimals: for instance, the human body temperature is technically 10066.6, but has been rounded up to {{ct|10067}} in the [[raw file|raws]]. Also interesting is the fact that temperatures in Dwarf Fortress can go ''far, far'' below absolute zero, which is physically impossible; considering Dwarf Fortress also allows [[water wheel#Perpetual motion|perpetual motion]], sometimes it's best not to ask questions.<br />
<br />
{{Urist asks|q=I'm a modder who needs to work with temperature conversions all the time. Is there any tool I can use to lessen the amount of work involved?|a=Temperature conversions are usually only useful when [[modding]], and can be annoying to do manually; luckily a simple {{dffd|4028|temperature conversion utility}} has been created for those who find themselves having to convert a lot of temperatures to and/or from degrees Urist often.}}<br />
<br />
Examples of some temperatures encountered in DF, the most important ones in bold:<br />
{| class="wikitable sortable"<br />
|-<br />
! Event / location<br />
! Temperature<br />
|-<br />
| Alcohol freezes<br />
| {{ct|09850}}<br />
|-<br />
| '''<span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Below this temperature fat, present on all organic creatures, will start to take cold damage, eventually killing them.">Lowest survivable temperature</span>'''<br />
| '''{{ct|09900}}'''<br />
|-<br />
| Outside, freezing climate (varies)<br />
| {{ct|09960}}<br />
|-<br />
| Underground, glacier ice<br />
| {{ct|09990}}<br />
|-<br />
| '''Water freezes'''<br />
| '''{{ct|10000}}'''<br />
|-<br />
| <span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Nether-cap temperatures are fixed to 10000 degrees Urist, regardless of the surrounding environment.">Nether-cap</span><br />
| {{ct|10000}}<br />
|-<br />
| '''Underground'''<br />
| '''{{ct|10015}}'''<br />
|-<br />
| [[Creature token#H|Dwarf/human homeotherm]]<br />
| {{ct|10067}}<br />
|-<br />
| Tiles next to [[magma]] ([[warm stone]])<br />
| {{ct|10075}}<br />
|-<br />
| '''<span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Above this temperature fat, present on all all organic creatures, will start to melt (turning into grease), eventually killing them.">Highest survivable temperature</span>'''<br />
| '''{{ct|10078}}'''<br />
|-<br />
| Outside, [[Climate#Scorching|scorching climate]] (varies)<br />
| {{ct|10080}}<br />
|-<br />
| [[Water]] boils<br />
| {{ct|10180}}<br />
|-<br />
| [[Fire|Ignition of organic materials]]<br />
| {{ct|10508}}<br />
|-<br />
| [[Wood]] [[fire]] (max)<br />
| {{ct|10708}}<br />
|-<br />
| Material is [[fire-safe]]<br />
| {{ct|11000}}<br />
|-<br />
| Common stone melts (varies)<br />
| {{ct|11500}}<br />
|-<br />
| [[Coal]] [[fire]] (max)<br />
| {{ct|11640}}<br />
|-<br />
| '''Magma'''<br />
| '''{{ct|12000}}'''<br />
|-<br />
| Material is [[magma-safe]]<br />
| {{ct|12000}}<br />
|-<br />
| [[Creature]]s made of flame/fire<br />
| {{ct|14000}}<br />
|-<br />
| <span style="border-bottom: 1px #0000CC dotted;cursor:help;" title="Yes, dragonfire is roughly four times hotter than the surface of the sun.">[[Dragonfire]]</span><br />
| {{ct|50000}}<br />
|-<br />
|}<br />
<br />
==Material values==<br />
{{Material properties}}<br />
Temperature has important constraints on the [[material]]s in the game, and dictates a number of [[material science|material properties]] related to states of matter and heat/cold [[wear|damage]]. These are defined by [[material definition token]]s in the material [[raw file]]s, most of which use temperature as an input field:<br />
* {{tt|[MELTING_POINT:#]}} — This is the temperature at which a liquid material will freeze, or a solid material will melt. In Dwarf Fortress the melting point and freezing point coincide exactly; this is contrary to many real-life materials, which can be supercooled.<br />
* {{tt|[BOILING_POINT:#]}} — This is the temperature at which the material will boil or condense. Water boils at {{ct|10180}}.<br />
* {{tt|[IGNITE_POINT:#]}} — This is the temperature at which the material will catch fire.<br />
* {{tt|[HEATDAM_POINT:#]}} — This is the temperature above which the material will begin to take heat [[wear|damage]]. Burning items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for a very long time (9 months and 16.8 days) before disappearing.<br />
* {{tt|[COLDDAM_POINT:#]}} — This is the temperature below which the material will begin to take frost [[wear|damage]].<br />
* {{tt|[SPEC_HEAT:#]}} — This determines how long it takes the material to heat up or cool down. A material with a high specific heat capacity will hold more heat and affect its surroundings more before cooling down or heating up to equilibrium. The input for this token is not temperature, but rather the [[wikipedia:Specific heat capacity|specific heat capacity]] of the material.<br />
* {{tt|[MAT_FIXED_TEMP]}} — A material's temperature can be forced to always be a certain value via the MAT_FIXED_TEMP [[material definition token]]. The only standard material which uses this is [[nether-cap]] wood, whose temperature is always at the melting point of water. If a material's temperature is fixed to between its cold damage point and its heat damage point, then items made from that material will never suffer cold/heat damage. This makes nether-caps [[fire-safe]] and [[magma-safe]] despite being a type of [[wood]].<br/>Due to the way fixed temperature is handled, giving a material a fixed temperature will not cause its actual temperature to change accordingly &mdash; instead, its temperature will simply be permanently locked at whatever it was previously. Removing a material's fixed temperature, however, will cause all items made of it to heat or cool until reaching equilibrium with their surroundings. The fixed temperature of a [[container]] does affect its contents, but you can't freeze [[water]] by putting it into a [[bucket]] made from nether-cap because water will not freeze until it cools ''below'' {{ct|10000}}. The fixed temperature of an inorganic material has no effect on unmined walls made from that material, though boulders '''will''' take on that temperature as they are produced via mining.<br />
<br />
==Temperature transfer==<br />
Temperature transfer in DF is fairly simple - most temperature values have a whole part (in "degrees Urist") and a fraction part (which ranges from 0 to the material's SPEC_HEAT minus 1). Once per tick, the game calculates the relevant temperature difference (e.g. between the item itself and the tile in which it is located) and adds that to the fraction part, then adjusts the whole part until the fraction part is within range. For example, a piece of Lignite (which has SPEC_HEAT 409) at temperature 10015.0 (room temperature underground) exposed to Magma (temperature 12000) will heat up by 1985 fraction units, which will increase its temperature to 10019.349. In order to reach its ignition point of 11440, it would need to be in the magma for a total of 517 ticks, over 5 seconds at 100 fps.<br />
<br />
==Bugs==<br />
* Temperature calculations are a known cause of lag. If [[maximizing framerate]] is a concern, you can disable temperature calculations through an option in [[D init.txt]]. With temperature calculations disabled, effects such as water freezing, melting, or evaporating, or creatures and items taking temperature-related damage will not occur. <br />
* When temperature calculations are disabled, dwarves will refuse to set foot in a cast [[obsidian]] tile (or any other tiles previously occupied by [[magma]]).{{bug|8391}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Extinction&diff=237216
Extinction
2018-08-23T18:25:08Z
<p>Alexchandel: /* Site extinction */ mention reported natural repopulation</p>
<hr />
<div>{{Quality|Superior|23:19, 20 September 2016 (UTC)}}<br />
{{av}}<br />
<br />
'''Extinction''' means one of two things in ''Dwarf Fortress''.<br />
<br />
== Sapient extinction ==<br />
The first meaning of the word pertains to [[world generation]]: fighting between different sapient species may be so intense that a particular sapient species is wiped out entirely, going extinct in the process. Extinction events are exceedingly rare in larger worlds, but surprisingly common in pocket ones, where inter-species competition is at its fiercest. Sapient species that go extinct will obviously no longer [[caravan|trade]] with your dwarves, nor threaten them with [[ambush]]es or [[siege]]s. You can somehow still start a fortress mode game in a map vacated of any dwarves, but you will not receive any [[migrant]]s beyond the first two (hard-coded) waves, nor any [[noble]] appointments (including the [[monarch]]). Conversely, if your fortress receives a third migrant wave, a dwarf trade caravan, or a monarch, then your civilization was not truly extinct, only "dying". Civilizations can remain "dying" for hundreds of years{{bug|9503}}, and the game won't allow you to embark from an extinct civilization if any non-extinct civilizations are available, so a truly extinct civilization embark is fairly difficult to obtain, but not impossible.{{cite_forum|154368.msg6754648#msg6754648}}<br />
<br />
On a smaller scale, landmass-specific extinctions can also occur, and although they are not nearly so dramatic as ''mass'' extinctions, and are in fact quite common, they can still affect your game. This usually happens on separated landmasses and [[island]]s inhabited by more than one sapient species below a certain area. Since [[civilization]]s cannot yet cross <br />
bodies of water that don't freeze over, such extinctions will affect your gameplay should you chose to settle on such a landmass. The effect of settling someplace inaccessible to dwarves is the same as starting a fortress when they are extinct: only two, hard-coded, migrant waves.<br />
<br />
[[Calendar#Ages|Calendar ages]] are greatly influenced by the relative lack or abundance of sapient life in your world, and so provide an at-a-glance view of the state of civilization on your lonely planet (if you know what they stand for, of course). Two calendar ages are more directly associated with extinction: the ''Age of Death'', in which all civilizations have been wiped out, and the ''Age of Emptiness'', in which all sapient creatures have been wiped out (includes those that don't form civilizations, such as [[gnome]]s). The latter is an edge case: it can only be achieved by killing every thinking creature in a world in Adventurer mode, then committing suicide, then [[embark]]ing on the same map in fortress mode, then committing suicide with all of ''those'' dwarves. Once all of this is done, you will finally get an [[announcement]] telling you of the passing of the age. [http://www.bay12forums.com/smf/index.php?topic=46033.0 It's been done before].<br />
<br />
== Site extinction ==<br />
The second, more nuanced form of extinction has to do with the wildlife in your [[surroundings]]. Every [[site]] can have a certain number of [[creature]]s appear in it; ''which'' creatures depends on the site's [[biome]]s, ''how often'' depends on the <tt>[FREQUENCY]</tt> [[creature token]] in their [[raw file]]s, ''how many'' depends on the number of biomes you abridge and on the creature's <tt>[CLUSTER_NUMBER:#]</tt>, and ''how many before none will ever appear in the wild again'' depends on a somewhat randomized token in specific creatures' definitions, the <tt>[POPULATION_NUMBER:#:#]</tt> tag. That is, if as many (wild, non-[[mount|siege mount]]) creatures die or are [[cage trap|captured]] and kept upon visiting your fortress as <tt>[POPULATION_NUMBER]</tt> is set to, they will be considered locally extinct, and will have their range clipped from your fortress surroundings.<br />
<br />
This cap will not limit any [[breeding]] you do once you have captured the creature, and will obviously not affect any creatures visiting your [[site]] that are allowed to leave. It ''will'' affect the maximum number of non-breeding creatures that you can have at your fortress, however, and will not allow the appearance of creatures in clusters larger than are allowed by the cap. Note that the cap is biome-specific: even though [[sea serpent]]s are capped at one serpent per site, it is possible to get multiples, and even [http://www.bay12forums.com/smf/index.php?topic=75780.0 start a breeding program], if your fortress abridges multiple valid biomes - note that such a breeding program wouldn't work in the current version, as sea serpents are now egg-laying and aquatic egg-layers don't breed due to a bug)<br />
<br />
Every time a species becomes locally extinct it is (obviously) taken out of the wildlife visitation rotation. Rendering a policy of mass genocide on the countryside can thus eventually force the appearance of a sought-after species of wildlife, if you push hard enough. However, for the most part the number of creatures that can appear in the biome is so large, and the population caps are set so high, that it doesn't seriously affect gameplay. Aggressively hunting the local wildlife ''will'' eventually restrict its variety, however, and eventually you can prevent ''any'' wildlife from spawning at all on your map.<br />
<br />
The cap does have important ramifications for a few specific species, however. Wildlife appearances on [[glacier]]s are heavily restricted, for instance, so the particularly aggressive [[yeti]], which only appears five to ten times, is often made extinct very quickly. Because of a bug, aquatic vermin do not restock when fished, resulting in guaranteed eventual extinction.{{bug|2780}} [http://www.bay12forums.com/smf/index.php?topic=84112.msg2252463#msg2252463 A certain nuance] of the tag's implementation allows maintained hunting of certain species, with some micromanagement: if a cluster (or pack) of animals appears on the map, as long as at least one animal in that cluster is allowed to leave, the species will not have been considered depleted. This obviously does not work on solitary creatures. Another option is to capture a [[breed]]ing pair and release their (untamed) young back into the wild; doing so can even raise the site population past its starting value.<br />
<br />
===Natural regeneration===<br />
<br />
[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2780#c36019 Supposedly], wildlife populations very slowly naturally repopulate due to continuous world-gen/[[world activities]]. Whether this can happen if they are locally extinct is unknown.<br />
<br />
== Repopulating Site Extinction with DFHack ==<br />
<br />
To fully bring back creatures from permanent extinction, the DFHack [https://dfhack.readthedocs.io/en/stable/docs/_auto/base.html#region-pops region-pops] can help. The script is versatile, and when used correctly, can selectively weed out creatures a player does not want to bring back. This tool is not perfect, and with time, creatures you have weeded out may return. This may be due to a range limit, and does not take very long range migration in to account.<br />
<br />
To view which animals may spawn in your embark, use 'region-pops list-all'<br />
<br />
=== Repopulation ===<br />
<br />
To get started, first download the template [https://github.com/EldrickWT/eld-dfhack-scripts here] named 'region-pops.list' (credits to EldrickWT), and open it up with any text editor. The finished file should be structured like a .bat (all commands are stated before the options). By default, this scriptlet will remove every creature, which is not what we want. All we have to do is flip (or replace) the value into a positive number. Once done, save, copy and paste it in to the dfhack terminal. This script will restock all creatures with the value you inserted.<br />
<br />
=== Fine Tuning ===<br />
<br />
With the basic repopulation done, you can fine-tune which creatures you don't want out with this part. Since a negative value removes creatures from the region, you can add below the last line, 'region-pops incr-all BIRD -X' to remove X from all creatures with 'BIRD' in its name. This also includes giant and animal person variants. Just remember to have the removing part at least larger than the repopulation part, to play it safe. Flying creatures often have a big impact on FPS, and removing them from your embark will definitely help. After saving the file, you can easily copy and paste your preferred region populations on every new playthrough.<br />
<br />
There is (currently) no known script to repopulate civilizations.<br />
<br />
{{category|Game mechanics}}<br />
{{category|World}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=System_requirements&diff=237215
System requirements
2018-08-23T17:51:07Z
<p>Alexchandel: /* Cache size */</p>
<hr />
<div>{{Quality|Fine|10:33, 8 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
''If you're looking for information on improving the performance of Dwarf Fortress on your computer, see [[Maximizing framerate|Maximizing Framerate]]. For installation instructions, see [[Installation]].''<br />
<br />
== OS ==<br />
<br />
* '''Windows''' requires XP SP3 or newer and Intel/AMD CPU.<br />
* '''Linux''' runs natively or using Wine.<br />
* '''Mac OS X''' needs Intel CPU (and 10.5 or later, for SDL)<br />
<br />
== RAM ==<br />
<br />
DF is not particularly RAM-hungry. Expect the process to allocate between 300 and 700 MB with medium regions. With 512MB you may be a bit on the short side, but 1 GB is absolutely sufficient. World Generation can eat up far more than that - it's possible to encounter crashes due to being out of memory. In particular major areas for this to occur are during history, final touches in finalizing sites, and while saving. This is especially problematic with unusual generator configurations, such as worlds with large numbers of megabeasts, caves, civilizations, high or non-existent site and population limits, and very lengthy histories. User-made modifications can also increase the requirements, depending on their nature.<br />
<br />
The most important thing to the performance of the game, however, is undoubtedly RAM ''latency''&mdash;the amount of lag the RAM has when working. Dwarf Fortress works the RAM every single frame for every single creature, every single item, every single piece of liquid, the temperature of every tile&mdash;you get the picture. The gigantic amount of operations working at the same time&mdash;which any current processor could handle much faster than what you see&mdash;is primarily bottlenecked by RAM latency and RAM speed.<br />
<br />
CPU and FPS are mildly correlated, but this correlation has been attributed as a non-causative one. Rather, newer CPUs seem to come with faster RAM, but for the purpose of a Dwarf Fortress computer, RAM is more important.<br />
<br />
Before 0.43.05, Dwarf Fortress was 32-bit only, so adding more memory usually couldn't fix out-of-memory problems due to very large worlds and very large embark sites, since the memory available to Dwarf Fortress was limited to 2GB or 3GB (depending on the OS). It is unknown if 64-bit support provides any boost to FPS on 64-bit systems.<br />
<br />
=== Cache size ===<br />
<br />
As Dwarf Fortress's bottlenecks are mostly due to [https://en.wikipedia.org/wiki/CPU_cache#Cache_miss cache misses], it has been [http://www.bay12forums.com/smf/index.php?topic=151121.msg6270374#msg6270374 speculated on the DF forums] that "a CPU with a positively giant L3/L4 cache (and I mean > 256 mb or GTFO)" would improve DF performance, as would using faster RAM with smaller [https://en.wikipedia.org/wiki/CAS_latency transfer times].<br />
<br />
== SDL vs. Legacy ==<br />
[http://www.libsdl.org/ SDL] is a cross-platform application framework. The SDL version of DF runs on Windows, Mac OS X, and Linux. It includes Baughn's new OpenGL code, which is faster and has more features (including support for PNG tilesets and using scroll wheels).<br />
<br />
"Legacy" refers to the (Windows-only) framework Toady used before migrating to SDL. The legacy version is only necessary if the SDL version doesn't work for some reason.<br />
<br />
== Experiential reports ==<br />
=== Report format ===<br />
Please read [[System_requirements/Report_Template|the report template]] page before contributing any reports.<br />
<br />
=== Reports ===<br />
<br />
Configuration type: Self-built PC from 2008<br />
;Game info<br />
:Game version: v0.34.07<br />
:World size: Small<br />
:Embark size: 4x4<br />
:Age of fort: 1 year<br />
:Number of dwarves: 15<br />
:Average fps: 100<br />
:Default/nondefault raws: default<br />
:Tileset in use: Mayday<br />
:Amount of stone dug: ~3000<br />
:Amount of water and state: About 15 murky pools, no river or stream<br />
:Approximate amount of z-levels: 10<br />
:RAM usage of game: 622 Mb<br />
:Draw mode in init.txt: 2D<br />
<br />
;PC info<br />
:CPU: Intel Core2Quad Q6600 @ 2,4Ghz<br />
:MBO: Gigabyte P35-DS3L<br />
:RAM: 4Gb DDR2 @ 800Mhz<br />
:GPU: Gigabyte Radeon HD5850<br />
:OS: Windows 7 Professional x64<br />
<br />
----<br />
<br />
Configuration type: Self-built PC from 2012<br />
;Game info<br />
:Game version: v0.34.11<br />
:World size: Small<br />
:Embark size: 4x4<br />
:Age of fort: 8 years<br />
:Number of dwarves: 232<br />
:Average fps: 78<br />
:Default/nondefault raws: default<br />
:Tileset in use: Mayday<br />
:Amount of stone dug: ~1100<br />
:Amount of water and state: Frozen river, frozen murky pools, two artifical-made underground rivers<br />
:Approximate amount of z-levels: 8<br />
:RAM usage of game: 765 Mb<br />
:Draw mode in init.txt: 2D<br />
<br />
;PC info<br />
:CPU: Intel Core i5 3570K @ 3,4 Ghz<br />
:MBO: ASUS P8Z77-M PRO<br />
:RAM: 8Gb DDR3 @ 1600Mhz<br />
:GPU: Gigabyte Radeon HD5850<br />
:OS: Windows 7 Professional x64<br />
<br />
----<br />
<br />
Configuration type: Self-built PC from 2012<br />
;Game info<br />
:Game version: v0.34.11<br />
:World size: Small<br />
:Embark size: 4x4<br />
:Age of fort: 2 years<br />
:Number of dwarves: 98<br />
:Average fps: ~250<br />
:Default/nondefault raws: default<br />
:Tileset in use: Mayday<br />
:Amount of stone dug: ~1900<br />
:Amount of water and state: Frozen river, Frozen Pools<br />
:Approximate amount of z-levels: 9<br />
:RAM usage of game: 834 Mb<br />
:Draw mode in init.txt: 2D<br />
<br />
;PC info<br />
:CPU: Amd Fx-8350 @ 4,8 Ghz<br />
:MBO: Gigabyte GA-990FXA-UD5<br />
:RAM: 16 GB DDR3 @ 1866 Mhz<br />
:GPU: Sapphire Hd 7970 Ghz Vapor X<br />
:OS: Windows 7 Professional x64<br />
<br />
{{Translation| dwarven = idith inem | elvish = eritha enotho | goblin = obsår eted | human = histek tikes}}<br />
<br />
{{Category|Game}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=System_requirements&diff=237214
System requirements
2018-08-23T17:50:14Z
<p>Alexchandel: /* RAM */ note cache misses & relevance of cache size</p>
<hr />
<div>{{Quality|Fine|10:33, 8 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
''If you're looking for information on improving the performance of Dwarf Fortress on your computer, see [[Maximizing framerate|Maximizing Framerate]]. For installation instructions, see [[Installation]].''<br />
<br />
== OS ==<br />
<br />
* '''Windows''' requires XP SP3 or newer and Intel/AMD CPU.<br />
* '''Linux''' runs natively or using Wine.<br />
* '''Mac OS X''' needs Intel CPU (and 10.5 or later, for SDL)<br />
<br />
== RAM ==<br />
<br />
DF is not particularly RAM-hungry. Expect the process to allocate between 300 and 700 MB with medium regions. With 512MB you may be a bit on the short side, but 1 GB is absolutely sufficient. World Generation can eat up far more than that - it's possible to encounter crashes due to being out of memory. In particular major areas for this to occur are during history, final touches in finalizing sites, and while saving. This is especially problematic with unusual generator configurations, such as worlds with large numbers of megabeasts, caves, civilizations, high or non-existent site and population limits, and very lengthy histories. User-made modifications can also increase the requirements, depending on their nature.<br />
<br />
The most important thing to the performance of the game, however, is undoubtedly RAM ''latency''&mdash;the amount of lag the RAM has when working. Dwarf Fortress works the RAM every single frame for every single creature, every single item, every single piece of liquid, the temperature of every tile&mdash;you get the picture. The gigantic amount of operations working at the same time&mdash;which any current processor could handle much faster than what you see&mdash;is primarily bottlenecked by RAM latency and RAM speed.<br />
<br />
CPU and FPS are mildly correlated, but this correlation has been attributed as a non-causative one. Rather, newer CPUs seem to come with faster RAM, but for the purpose of a Dwarf Fortress computer, RAM is more important.<br />
<br />
Before 0.43.05, Dwarf Fortress was 32-bit only, so adding more memory usually couldn't fix out-of-memory problems due to very large worlds and very large embark sites, since the memory available to Dwarf Fortress was limited to 2GB or 3GB (depending on the OS). It is unknown if 64-bit support provides any boost to FPS on 64-bit systems.<br />
<br />
=== Cache size ===<br />
<br />
As Dwarf Fortress's bottlenecks are mostly due to [https://en.wikipedia.org/wiki/CPU_cache#Cache_miss cache misses], it has been [http://www.bay12forums.com/smf/index.php?topic=151121.msg6270374#msg6270374 speculated on the DF forums] that "a CPU with a positively giant L3/L4 cache (and I mean > 256 mb or GTFO)" would improve DF performance, as would using faster RAM with lower [https://en.wikipedia.org/wiki/CAS_latency transfer times].<br />
<br />
== SDL vs. Legacy ==<br />
[http://www.libsdl.org/ SDL] is a cross-platform application framework. The SDL version of DF runs on Windows, Mac OS X, and Linux. It includes Baughn's new OpenGL code, which is faster and has more features (including support for PNG tilesets and using scroll wheels).<br />
<br />
"Legacy" refers to the (Windows-only) framework Toady used before migrating to SDL. The legacy version is only necessary if the SDL version doesn't work for some reason.<br />
<br />
== Experiential reports ==<br />
=== Report format ===<br />
Please read [[System_requirements/Report_Template|the report template]] page before contributing any reports.<br />
<br />
=== Reports ===<br />
<br />
Configuration type: Self-built PC from 2008<br />
;Game info<br />
:Game version: v0.34.07<br />
:World size: Small<br />
:Embark size: 4x4<br />
:Age of fort: 1 year<br />
:Number of dwarves: 15<br />
:Average fps: 100<br />
:Default/nondefault raws: default<br />
:Tileset in use: Mayday<br />
:Amount of stone dug: ~3000<br />
:Amount of water and state: About 15 murky pools, no river or stream<br />
:Approximate amount of z-levels: 10<br />
:RAM usage of game: 622 Mb<br />
:Draw mode in init.txt: 2D<br />
<br />
;PC info<br />
:CPU: Intel Core2Quad Q6600 @ 2,4Ghz<br />
:MBO: Gigabyte P35-DS3L<br />
:RAM: 4Gb DDR2 @ 800Mhz<br />
:GPU: Gigabyte Radeon HD5850<br />
:OS: Windows 7 Professional x64<br />
<br />
----<br />
<br />
Configuration type: Self-built PC from 2012<br />
;Game info<br />
:Game version: v0.34.11<br />
:World size: Small<br />
:Embark size: 4x4<br />
:Age of fort: 8 years<br />
:Number of dwarves: 232<br />
:Average fps: 78<br />
:Default/nondefault raws: default<br />
:Tileset in use: Mayday<br />
:Amount of stone dug: ~1100<br />
:Amount of water and state: Frozen river, frozen murky pools, two artifical-made underground rivers<br />
:Approximate amount of z-levels: 8<br />
:RAM usage of game: 765 Mb<br />
:Draw mode in init.txt: 2D<br />
<br />
;PC info<br />
:CPU: Intel Core i5 3570K @ 3,4 Ghz<br />
:MBO: ASUS P8Z77-M PRO<br />
:RAM: 8Gb DDR3 @ 1600Mhz<br />
:GPU: Gigabyte Radeon HD5850<br />
:OS: Windows 7 Professional x64<br />
<br />
----<br />
<br />
Configuration type: Self-built PC from 2012<br />
;Game info<br />
:Game version: v0.34.11<br />
:World size: Small<br />
:Embark size: 4x4<br />
:Age of fort: 2 years<br />
:Number of dwarves: 98<br />
:Average fps: ~250<br />
:Default/nondefault raws: default<br />
:Tileset in use: Mayday<br />
:Amount of stone dug: ~1900<br />
:Amount of water and state: Frozen river, Frozen Pools<br />
:Approximate amount of z-levels: 9<br />
:RAM usage of game: 834 Mb<br />
:Draw mode in init.txt: 2D<br />
<br />
;PC info<br />
:CPU: Amd Fx-8350 @ 4,8 Ghz<br />
:MBO: Gigabyte GA-990FXA-UD5<br />
:RAM: 16 GB DDR3 @ 1866 Mhz<br />
:GPU: Sapphire Hd 7970 Ghz Vapor X<br />
:OS: Windows 7 Professional x64<br />
<br />
{{Translation| dwarven = idith inem | elvish = eritha enotho | goblin = obsår eted | human = histek tikes}}<br />
<br />
{{Category|Game}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=System_requirements&diff=237212
System requirements
2018-08-23T17:37:07Z
<p>Alexchandel: Update bitness</p>
<hr />
<div>{{Quality|Fine|10:33, 8 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
''If you're looking for information on improving the performance of Dwarf Fortress on your computer, see [[Maximizing framerate|Maximizing Framerate]]. For installation instructions, see [[Installation]].''<br />
<br />
== OS ==<br />
<br />
* '''Windows''' requires XP SP3 or newer and Intel/AMD CPU.<br />
* '''Linux''' runs natively or using Wine.<br />
* '''Mac OS X''' needs Intel CPU (and 10.5 or later, for SDL)<br />
<br />
== RAM ==<br />
<br />
DF is not particularly RAM-hungry. Expect the process to allocate between 300 and 700 MB with medium regions. With 512MB you may be a bit on the short side, but 1 GB is absolutely sufficient. World Generation can eat up far more than that - it's possible to encounter crashes due to being out of memory. In particular major areas for this to occur are during history, final touches in finalizing sites, and while saving. This is especially problematic with unusual generator configurations, such as worlds with large numbers of megabeasts, caves, civilizations, high or non-existent site and population limits, and very lengthy histories. User-made modifications can also increase the requirements, depending on their nature.<br />
<br />
The most important thing to the performance of the game, however, is undoubtedly RAM ''latency''&mdash;the amount of lag the RAM has when working. Dwarf Fortress works the RAM every single frame for every single creature, every single item, every single piece of liquid, the temperature of every tile&mdash;you get the picture. The gigantic amount of operations working at the same time&mdash;which any current processor could handle much faster than what you see&mdash;is primarily bottlenecked by RAM latency and RAM speed.<br />
<br />
CPU and FPS are mildly correlated, but this correlation has been attributed as a non-causative one. Rather, newer CPUs seem to come with faster RAM, but for the purpose of a Dwarf Fortress computer, RAM is more important.<br />
<br />
Before 0.43.05, Dwarf Fortress was 32-bit only, so adding more memory usually couldn't fix out-of-memory problems due to very large worlds and very large embark sites, since the memory available to Dwarf Fortress was limited to 2GB or 3GB (depending on the OS). It is unknown 64-bit support provides any boost to FPS on 64-bit systems.<br />
<br />
== SDL vs. Legacy ==<br />
[http://www.libsdl.org/ SDL] is a cross-platform application framework. The SDL version of DF runs on Windows, Mac OS X, and Linux. It includes Baughn's new OpenGL code, which is faster and has more features (including support for PNG tilesets and using scroll wheels).<br />
<br />
"Legacy" refers to the (Windows-only) framework Toady used before migrating to SDL. The legacy version is only necessary if the SDL version doesn't work for some reason.<br />
<br />
== Experiential reports ==<br />
=== Report format ===<br />
Please read [[System_requirements/Report_Template|the report template]] page before contributing any reports.<br />
<br />
=== Reports ===<br />
<br />
Configuration type: Self-built PC from 2008<br />
;Game info<br />
:Game version: v0.34.07<br />
:World size: Small<br />
:Embark size: 4x4<br />
:Age of fort: 1 year<br />
:Number of dwarves: 15<br />
:Average fps: 100<br />
:Default/nondefault raws: default<br />
:Tileset in use: Mayday<br />
:Amount of stone dug: ~3000<br />
:Amount of water and state: About 15 murky pools, no river or stream<br />
:Approximate amount of z-levels: 10<br />
:RAM usage of game: 622 Mb<br />
:Draw mode in init.txt: 2D<br />
<br />
;PC info<br />
:CPU: Intel Core2Quad Q6600 @ 2,4Ghz<br />
:MBO: Gigabyte P35-DS3L<br />
:RAM: 4Gb DDR2 @ 800Mhz<br />
:GPU: Gigabyte Radeon HD5850<br />
:OS: Windows 7 Professional x64<br />
<br />
----<br />
<br />
Configuration type: Self-built PC from 2012<br />
;Game info<br />
:Game version: v0.34.11<br />
:World size: Small<br />
:Embark size: 4x4<br />
:Age of fort: 8 years<br />
:Number of dwarves: 232<br />
:Average fps: 78<br />
:Default/nondefault raws: default<br />
:Tileset in use: Mayday<br />
:Amount of stone dug: ~1100<br />
:Amount of water and state: Frozen river, frozen murky pools, two artifical-made underground rivers<br />
:Approximate amount of z-levels: 8<br />
:RAM usage of game: 765 Mb<br />
:Draw mode in init.txt: 2D<br />
<br />
;PC info<br />
:CPU: Intel Core i5 3570K @ 3,4 Ghz<br />
:MBO: ASUS P8Z77-M PRO<br />
:RAM: 8Gb DDR3 @ 1600Mhz<br />
:GPU: Gigabyte Radeon HD5850<br />
:OS: Windows 7 Professional x64<br />
<br />
----<br />
<br />
Configuration type: Self-built PC from 2012<br />
;Game info<br />
:Game version: v0.34.11<br />
:World size: Small<br />
:Embark size: 4x4<br />
:Age of fort: 2 years<br />
:Number of dwarves: 98<br />
:Average fps: ~250<br />
:Default/nondefault raws: default<br />
:Tileset in use: Mayday<br />
:Amount of stone dug: ~1900<br />
:Amount of water and state: Frozen river, Frozen Pools<br />
:Approximate amount of z-levels: 9<br />
:RAM usage of game: 834 Mb<br />
:Draw mode in init.txt: 2D<br />
<br />
;PC info<br />
:CPU: Amd Fx-8350 @ 4,8 Ghz<br />
:MBO: Gigabyte GA-990FXA-UD5<br />
:RAM: 16 GB DDR3 @ 1866 Mhz<br />
:GPU: Sapphire Hd 7970 Ghz Vapor X<br />
:OS: Windows 7 Professional x64<br />
<br />
{{Translation| dwarven = idith inem | elvish = eritha enotho | goblin = obsår eted | human = histek tikes}}<br />
<br />
{{Category|Game}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=System_requirements&diff=237211
System requirements
2018-08-23T17:33:29Z
<p>Alexchandel: update OS reqs</p>
<hr />
<div>{{Quality|Fine|10:33, 8 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
''If you're looking for information on improving the performance of Dwarf Fortress on your computer, see [[Maximizing framerate|Maximizing Framerate]]. For installation instructions, see [[Installation]].''<br />
<br />
== OS ==<br />
<br />
* '''Windows''' requires XP SP3 or newer and Intel/AMD CPU.<br />
* '''Linux''' runs natively or using Wine.<br />
* '''Mac OS X''' needs Intel CPU (and 10.5 or later, for SDL)<br />
<br />
== RAM ==<br />
<br />
DF is not particularly RAM-hungry. Expect the process to allocate between 300 and 700 MB with medium regions. With 512MB you may be a bit on the short side, but 1 GB is absolutely sufficient. World Generation can eat up far more than that - it's possible to encounter crashes due to being out of memory. In particular major areas for this to occur are during history, final touches in finalizing sites, and while saving. This is especially problematic with unusual generator configurations, such as worlds with large numbers of megabeasts, caves, civilizations, high or non-existent site and population limits, and very lengthy histories. User-made modifications can also increase the requirements, depending on their nature.<br />
<br />
The most important thing to the performance of the game, however, is undoubtedly RAM ''latency''&mdash;the amount of lag the RAM has when working. Dwarf Fortress works the RAM every single frame for every single creature, every single item, every single piece of liquid, the temperature of every tile&mdash;you get the picture. The gigantic amount of operations working at the same time&mdash;which any current processor could handle much faster than what you see&mdash;is primarily bottlenecked by RAM latency and RAM speed.<br />
<br />
CPU and FPS are mildly correlated, but this correlation has been attributed as a non-causative one. Rather, newer CPUs seem to come with faster RAM, but for the purpose of a Dwarf Fortress computer, RAM is more important.<br />
<br />
Dwarf Fortress is still a 32-bit application though, so even if you are experiencing out-of-memory problems with very large worlds and very large embark sites, adding more memory probably won't help either, since the memory usable to Dwarf Fortress is limited to 2GB or 3GB (depending on the platform). As of 0.43.05, 64 bit support is available - it is unknown if this provides any boost to FPS on 64-bit systems.<br />
<br />
== SDL vs. Legacy ==<br />
[http://www.libsdl.org/ SDL] is a cross-platform application framework. The SDL version of DF runs on Windows, Mac OS X, and Linux. It includes Baughn's new OpenGL code, which is faster and has more features (including support for PNG tilesets and using scroll wheels).<br />
<br />
"Legacy" refers to the (Windows-only) framework Toady used before migrating to SDL. The legacy version is only necessary if the SDL version doesn't work for some reason.<br />
<br />
== Experiential reports ==<br />
=== Report format ===<br />
Please read [[System_requirements/Report_Template|the report template]] page before contributing any reports.<br />
<br />
=== Reports ===<br />
<br />
Configuration type: Self-built PC from 2008<br />
;Game info<br />
:Game version: v0.34.07<br />
:World size: Small<br />
:Embark size: 4x4<br />
:Age of fort: 1 year<br />
:Number of dwarves: 15<br />
:Average fps: 100<br />
:Default/nondefault raws: default<br />
:Tileset in use: Mayday<br />
:Amount of stone dug: ~3000<br />
:Amount of water and state: About 15 murky pools, no river or stream<br />
:Approximate amount of z-levels: 10<br />
:RAM usage of game: 622 Mb<br />
:Draw mode in init.txt: 2D<br />
<br />
;PC info<br />
:CPU: Intel Core2Quad Q6600 @ 2,4Ghz<br />
:MBO: Gigabyte P35-DS3L<br />
:RAM: 4Gb DDR2 @ 800Mhz<br />
:GPU: Gigabyte Radeon HD5850<br />
:OS: Windows 7 Professional x64<br />
<br />
----<br />
<br />
Configuration type: Self-built PC from 2012<br />
;Game info<br />
:Game version: v0.34.11<br />
:World size: Small<br />
:Embark size: 4x4<br />
:Age of fort: 8 years<br />
:Number of dwarves: 232<br />
:Average fps: 78<br />
:Default/nondefault raws: default<br />
:Tileset in use: Mayday<br />
:Amount of stone dug: ~1100<br />
:Amount of water and state: Frozen river, frozen murky pools, two artifical-made underground rivers<br />
:Approximate amount of z-levels: 8<br />
:RAM usage of game: 765 Mb<br />
:Draw mode in init.txt: 2D<br />
<br />
;PC info<br />
:CPU: Intel Core i5 3570K @ 3,4 Ghz<br />
:MBO: ASUS P8Z77-M PRO<br />
:RAM: 8Gb DDR3 @ 1600Mhz<br />
:GPU: Gigabyte Radeon HD5850<br />
:OS: Windows 7 Professional x64<br />
<br />
----<br />
<br />
Configuration type: Self-built PC from 2012<br />
;Game info<br />
:Game version: v0.34.11<br />
:World size: Small<br />
:Embark size: 4x4<br />
:Age of fort: 2 years<br />
:Number of dwarves: 98<br />
:Average fps: ~250<br />
:Default/nondefault raws: default<br />
:Tileset in use: Mayday<br />
:Amount of stone dug: ~1900<br />
:Amount of water and state: Frozen river, Frozen Pools<br />
:Approximate amount of z-levels: 9<br />
:RAM usage of game: 834 Mb<br />
:Draw mode in init.txt: 2D<br />
<br />
;PC info<br />
:CPU: Amd Fx-8350 @ 4,8 Ghz<br />
:MBO: Gigabyte GA-990FXA-UD5<br />
:RAM: 16 GB DDR3 @ 1866 Mhz<br />
:GPU: Sapphire Hd 7970 Ghz Vapor X<br />
:OS: Windows 7 Professional x64<br />
<br />
{{Translation| dwarven = idith inem | elvish = eritha enotho | goblin = obsår eted | human = histek tikes}}<br />
<br />
{{Category|Game}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Maximizing_framerate&diff=237210
Maximizing framerate
2018-08-23T17:15:37Z
<p>Alexchandel: add link to System requirements</p>
<hr />
<div>{{Quality|Exceptional|12:48, 18 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]]<br />
<br />
[[Frames per second|Framerate]] is used in Dwarf Fortress to measure the speed at which the game is running. It is measured in "frames per second", or FPS for short. To check your FPS in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in [[init.txt]], and your FPS will be displayed on the top row of the screen. The first number is the current frame rate, while the number in parentheses is the current graphical frame refresh rate.<br />
<br />
==Increasing your Framerate==<br />
In general, the more stuff the game has to keep track of, the slower the game will run. So, reducing the amount of stuff active keeps your game running fast. The lists below separate ways to improve FPS into two categories: things that don't change the game in any fundamental way, and things that do.<br />
<br />
===Without Game Alterations===<br />
Fortress design is specific ways of building and planning, game setting changes are changes mostly in the init and init_d files that don't actually change how the game plays out.<br />
<br />
====World Generation====<br />
* Larger worlds require more background processing to update. The larger the civilizations, the more events occur in the world and the more complex they are. Generating too-large civilized populations can result in a permanent, unavoidable FPS drop.<br />
* Longer histories require more memory and storage space for historical figures and events.<br />
* Reducing the number of civilizations, sites, beasts, and setting world population cap can limit the resources spent updating the rest of the world.<br />
* [[Caverns]] can be an FPS hog due to [[pathfinding]] and how complex they can be. Creatures will repeatedly try to path into your fort from a cavern. Sometimes even [[Trading#Caravans|trading caravans]] will try to path out of your fort underground.<br />
** Adjusting the [[Advanced_world_generation#Cavern_Layer_Number|cavern layer number]] in [[advanced world generation]] parameters can reduce the number of [[cavern]] layers (default 3). However, this will restrict access to subterranean plants and creatures, and reduce the number of spawned [[forgotten beast]]s.<br />
** Similarly, one could adjust [[Advanced_world_generation#Layer_Openness_Min.2FMax|Layer Openness]] and [[Advanced_world_generation#Layer_Passage_Density_Min.2FMax|Layer Passage Density]] in [[advanced world generation]] to turn caverns into wide, open expanses instead of complex mazes that have to be pathed through. However, there is some evidence that excessively open caverns cause performance issues as well.[http://www.bay12forums.com/smf/index.php?topic=104643.msg3096896#msg3096896]<br />
<br />
====Fortress Design====<br />
* Larger embark sites dramatically increase the amount of terrain which DF needs to keep track of and path through.<br />
** Reducing the size of your embark site from the default 4x4 squares to 3x3 or even 2x2 will have an enormous impact on FPS. <br />
** Keep in mind that a 2x2 embark is only 25% of the size of a 4x4. However, in 3D is still a large enough area for many fortresses in normal play.<br />
<br />
* Multi-tile trees are a potential source of lag. <br />
** Choosing an embark location that only grows trees on one or two squares can improve performance.<br />
<br />
* Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth.<br />
** The obvious solution is not to generate so many items in the first place. Don't build such large [[Farming|farm plot]]s and don't go overboard with multiple [[Workshop|workshops]] constantly queued or set on perpetual repeat.<br />
** Checking for clothing [[wear]] and unhappy [[thoughts]] could still have some impact on FPS. (Research is needed.) Armor counts for missing clothing thoughts, so dwarves can wear armor instead of clothes or going naked. If nothing else, dumping excess/worn out clothing may help FPS on an old fortress.<br />
** Use a [[Dwarven Atom Smasher]] to remove items, or donate them to [[Trading|passing caravans]] to be taken away.<br />
** [[Exploit#Quantum_stockpiles|Quantum stockpiles]] can [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 reportedly] improve game speed.<br />
** The quantity of items in any particular stack doesn't affect framerate so much as the number of stacks in general, due to the resultant impact on [[hauling]], [[stockpiles]], [[pathfinding]] and other CPU-intensive tasks. The research done on the [http://www.bay12forums.com/smf/index.php?topic=92241.0 Undump Engine] and [http://www.bay12forums.com/smf/index.php?topic=109319.0 Micha's experimental fort] demonstrate very FPS efficient solutions, while avoiding traditional stockpiles and the use of [[barrel]]s and [[bin]]s.<br />
** That said, [http://www.bay12forums.com/smf/index.php?topic=104643.msg3094753#msg3094753 total quantity of items does matter]. Quantity matters far more with objects that have quality, wear, or decorations than boulders, as they take up more memory. Even in quantum stockpiles, temperature checks, wear increments, and other issues lag the game, although it takes far larger item quantities (10,000+) to be seriously notable. <br />
* Flowing [[water]] slows the game down.<br />
** Don't build [[mist]] generators, [[Screw pump|pump stacks]], or other major water-moving projects. If you do build them, build a [[Lever|way to switch them off]]. <br />
** Don't embark on a [[river]] or [[ocean]]. Rivers aren't too bad in their natural state, because the game only needs to calculate at where the water enters and where the water leaves, more-or-less skipping the water in between. Then you start damming them and pumping water out, and it gets worse.<br />
** [[Aquifer]]s don't impose load until you start digging around in them.<br />
** [[Water wheel#Perpetual motion|Dwarven water reactors]] also slow down the game, often significantly.<br />
** Wall off areas with changing water levels[http://www.bay12games.com/dwarves/mantisbt/view.php?id=5986#c22870]. This prevents the game from needing to update pathfinding information whenever the water level changes and is safer anyway.<br />
* Changes to the map's connections can cause brief lag spikes as the game's connections map needs updating. <br />
** This is most notable with doors, drawbridges, or other objects linked to a [[repeater]]. An atom-smasher linked to a repeater, even disconnected from the rest of the fortress, can cause lag spikes every time it is raised or lowered. If you use an atom-smasher to eliminate garbage, make it operate only very infrequently through mechanics, or operate it manually by [[lever]].<br />
* Proper use of [[traffic]] designations will help.<br />
** Setting corridors to "high" traffic, and dead-end workshop rooms next to them to "low" traffic, means the pathfinder algorithm will search more quickly along the corridor, and waste less time searching in the rooms.<br />
** Changing the normal traffic weight to 1 in d_init.txt will optimize the pathfinder at the cost of High traffic zones not making a difference ([http://www.bay12forums.com/smf/index.php?topic=97763.msg2841109#msg2841109 source])<br />
* Reducing the area which the pathfinder algorithm has to search lets the game run faster.<br />
** The obvious solution is to not dig out quite so much of the ground.<br />
** Some careful fort planning and design can cut down on pathfinding with shorter trips.<br />
** Spreading your fortress out horizontally tends to mean travelling three or four tiles further down the hallway per every second workshop you build. Making workshops stack vertically upon multiple stairwells or ramps up or down from the stockpiles lets you cram workshops around the stairs or ramps just one further tile per set of four workshops. <br />
** Giant stockpile areas are huge areas that cost pathfinding. Quantum stockpiling can prevent the need to excavate more space. That said, each item you produce [http://www.bay12forums.com/smf/index.php?topic=104643.msg3094753#msg3094753 takes up more memory and is considered in routine cycles like temperature]. Avoid producing more goods than you can actually use just because you "want to keep dwarves busy". If you are starting to run out of space to hold your goods, rather than dig out more space to stash it all, just stop producing goods.<br />
** If fortress functions are spread far apart, consider multiple dining halls. A legendary dining hall isn't THAT hard to produce, and there are few reasons a magma forge operator has to cross 100 zs to the surface to get a drink before going back down.<br />
** Crowded hallways force "dodging" which results in more pathfinds. Find ways to spread traffic out to avoid collisions. Don't rely upon a 1-tile hallway for access to areas dwarves travel to frequently, and possibly set up multiple paths that are "shortcuts" for dwarves rather than always having to travel through the same hallways to the same central staircase every single time.<br />
** Dwarves have been found to prefer pathing across ramps to stairs or even horizontal travel if there is a change in z-level. Laying out your fortress with ramps rather than stairs can give an edge. <br />
** Closing off unused areas with raised [[bridge]]s and locked [[door]]s can help.<br />
** Open "quarry pits" are pathfinding traps. Seal them off from your fort with walls when you are done with them. <br />
** Caverns are probably the worst offender for pathfinding in irrelevant areas. So keep any part you aren't occupying closed off. <br />
** Don't designate large areas to be smoothed at once.{{bugl|5986}}<br />
** Trapped dwarves, particularly trapped [[mood]]y dwarves cause significant lag at times. Free them of bondage or life to get on with your own.<br />
** [[Location]]s without sufficient floor space invite frequent pathing. Make sure your locations are large enough for your population.<br />
* Each animal needs to pathfind, too.<br />
** Tame animals can be put into [[cage]]s, keeping them from having anywhere to go. Or you can butcher them.<br />
** Avoid pet-impassable doors; animals will stand at the door and continuously path through it.{{bug|797}}<br />
* [[DF2012:Contaminant|Contaminants]] can accumulate on the ground and on dwarves and creatures. Especially for old forts, this can impact FPS. There is a bug ({{bug|296}}) which makes contaminants continuously multiply and another ({{bug|3270}}) which prevents blood from ever disappearing.<br />
** If the contaminants are outside, isolate the area and let [[DF2012:Weather|rain]] slowly wash it away. Pets can be kept out with a [[Activity_zone#Pen.2FPasture|pen/pasture]] or a [[Activity_zone#Pit.2FPond|pit]]. Similarly, setting the [[traffic]] designation to restricted and/or assigning [[Activity_zone|Activity Zones]] strategically may keep dwarves away.<br />
** Add in some in-fortress means of cleaning dwarves and pets. The [[User:Uristocrat/Dwarven_Bathtub|Dwarven Bathtub]] is one example. And make sure you have the [[cleaning]] labor enabled. Details of these and other suggestions can be found on the [[cleaning]] page.<br />
* Encountering [[HFS]] will dramatically reduce FPS AFTER you seal the breach ({{bug|1340}}). Either avoid doing so or use the work around posted in the bug report.<br />
* Heavy construction, especially megaprojects, will cause increasingly severe input lag as the fortress grows. Forbid materials (especially stones, blocks, and bars) as much as possible to reduce the time the game needs to calculate the list of available materials to build constructions with.<br />
* Training your military can cause lag, mostly due to sparring. Try to avoid training more than one or two squads at a time.<br />
<br />
====Game Settings==== <br />
* G_FPS is a setting in the [[init.txt]] file. It controls how often Dwarf Fortress redraws the screen. It also controls how often the game checks for keyboard or mouse input.<br />
** Reducing G_FPS can speed up the rest of the game. The default choice of 50 works well, but many people reduce it down to 20 with no ill effect.<br />
** Reducing G_FPS too far can make the game unresponsive and glitchy. Some people can cope with 5; most cannot.<br />
* PRINT_MODE is another init setting. It controls the method Dwarf Fortress uses to draw the screen.<br />
** More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card. STANDARD and VBO are good starting points.<br />
** More advanced methods may still have bugs. 2D is more likely to be reliable.<br />
* Using creature graphics may reduce FPS. (Using a custom ASCII tileset should have no effect)<br />
*PRIORITY represents how much importance the game is given when it makes a request of the CPU. From [[init.txt]]:<br />
**"Change this to make the dwarfort.exe process have a different priority. From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE."<br />
**While it's best to run DF with no other programs in the background if FPS is an issue, giving the priority a bump or two can help speed things up regardless.<br />
*TEXTURE_PARAM controls how the graphics are displayed, specifically how the color value of each pixel is smoothed. It is LINEAR by default. Turning this off gives the CPU one less thing to do, though the improvement in performance is so far unquantified.<br />
**From [[init.txt]]: "Change this to NEAREST if you want the texture values to use the nearest pixel without averaging. Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels."<br />
<br />
===With Game Alterations===<br />
All changes in this area have some effect on the game itself, use at your own discretion.<br />
<br />
====Game Settings====<br />
* Consider running an older version of DF. While lacking features, 40d, v0.31, or v0.34 ''may'' run faster than 2014. *Disputed* (See [http://www.bay12forums.com/smf/index.php?topic=122441.0 this topic] for a debate over FPS on 2012 vs v0.31, game settings, and other FPS issues.)<br />
* [[Temperature]] calculations place a significant load on the processor.<br />
** Disabling them, using the settings in d_init.txt, will speed things up.<br />
** Without temperature calculations, [[obsidian farming]] becomes unusable; as the tiles never cool down, dwarves refuse to step on the obsidian floor, preventing access for hauling dwarves.{{bug|6033}} You can re-enable temperature occasionally to allow tile temperatures to normalize. Alternatively, you can work around this issue by altering obsidian in the raws to give it [MAT_FIXED_TEMP:10000] (as [[nether-cap]] does normally), preventing it from being hot.<br />
** Disabling temperature calculations will cause [[fire]] to become glitchy, including creatures who can create it ([[fire imp]]s, [[dragon]]s, [[forgotten beast]]s, etc). Dwarves set on fire with temperature disabled will burn perpetually until exposed to water, though they won't receive any damage. Tiles exposed to fire with temperature calculations disabled will become entirely impassable, which may lead to significant parts of your map being blocked away. If confronted by fire or fire-based creatures, it may be worth turning temperature back on until they're dealt with.<br />
** Multiple users have reported an fps increase of 100% or better when disabling temperature calculations [http://www.bay12forums.com/smf/index.php?topic=86761.msg2352509#msg2352509].<br />
* Disabling [[weather]] ''might'' speed things up as well.<br />
** But then rain won't refill [[murky pool]]s, clean contaminants, kill dwarves, etc.<br />
* Each dwarf needs to keep track of where they're going.<br />
** Limit the number of dwarves by setting a [[immigration|population cap]].<br />
* Invaders also need to pathfind.<br />
** Turn off invasions using the option in [[D_init.txt]]. Or you can kill them all.<br />
* The game also has to track what is happening in the caverns.<br />
** You can disable cavern layers in [[advanced world generation]]. Without caverns you will have far fewer critters and threats pathfinding through winding passages. Unfortunately, you also lose underground [[plant]]s and [[tree]]s. Alternatively, you can reduce number of cavern layers to just one.<br />
** If you don't mind losing large amounts of [[fun]], you can also disable generation of the [[magma sea]] and [[HFS|the bottom layer]].<br />
<br />
====Mods and Utilities====<br />
* Accumulations of [[contaminant]]s can decrease FPS and they are somewhat buggy. (See {{bug|296}} and {{bug|3270}}.)<br />
** Sometimes contaminants are widespread or difficult to reach such that relying on the usual [[cleaning]] methods would be impractical or impossible. Or the player may lack the patience to deal with it that way. Some opt to use the "clean" and "spotclean" commands in the [[Utility:DFHack|DFhack]] utility to clear contaminants.<br />
<br />
* Constantly-growing piles of cast-off clothes and checking for clothing [[wear]] and unhappy [[thoughts]] can impact FPS.<br />
** One could [[Modding_guide|modify]] clothing to prevent [[wear]]. (This would require a [[DF2012:World_generation|world regen]].) This can be done by adding an [[DF2012:Armor_token|ARMORLEVEL:1]] token. Aside from a possible FPS gain, this has other benefits as well. This fix is part of the [[DF2012:List_of_mods#Modest_Mod|Modest Mod]] as an optional "Eternal Fashion module". It might also be found in other mods which are based around Modest Mod. (Search the [http://dffd.wimbli.com/ DFFD] for "Modest".) Also, [[DF2012:List_of_mods#Masterwork_Dwarf_Fortress_.28MDF.29|Masterwork Dwarf Fortress]] allows the creation of metal clothing.<br />
<br />
* Some mods have been created specifically to improve performance. They often reduce and standardize materials (like leather and bone) and may reduce the types of clothing available to control item count (especially for invaders).<br />
** [http://www.bay12forums.com/smf/index.php?topic=117954.0 Accelerated Dwarf Fortress] for v0.34.11<br />
** [http://www.bay12forums.com/smf/index.php?topic=141715.0 Modest Accelerated Mash] for v0.40.x<br />
** [http://www.bay12forums.com/smf/index.php?topic=148265.0 Modest Mod] for v0.42.x has the Accelerated module<br />
<br />
==DFHack commands==<br />
A list of [[Utility:DFHack|DFHack]] commands that can help with your framerate by fixing bugs and reducing items.<br />
<br />
*{{DFtext|autodump|white}} Useful for mass dumping or destroying items. Use {{DFtext|help autodump|white}} for options.<br />
*{{DFtext|cleanowned|white}} Confiscates and dumps garbage owned by dwarfs. Use {{DFtext|help cleanowned|white}} for options. Can cause unhappy thoughts if no replacement clothing is available.<br />
*{{DFtext|clean|white}} and {{DFtext|spotclean|white}} Removes contaminants from tiles/units/items or one tile. {{bug|296}}{{bug|1750}}{{bug|3270}} Use {{DFtext|help clean|white}} for options.<br />
*{{DFtext|flows|white}} Counts map blocks with flowing liquids, which slow the game down.<br />
<br />
*{{DFtext|tweak fast-heat|white}} Further improves temperature update performance.<br />
<br />
*{{DFtext|fastdwarf|white}} Causes dwarves and other creatures to move and work faster or causes them to teleport. Run {{DFtext|fastdwarf help|white}} for more information.<br />
<br />
==Mac OS X Specific==<br />
Spotlight indexes files on your mac. Since DF constantly changes files, spotlight will keep indexing them using 60-70% of your CPU. Exclude DF in system preferences: spotlight's privacy settings (by dragging the save folder into the list or pressing the {{K|+}} button) and you can get a factor of two in FPS. This can easily provide benefits of over 30 FPS, even on multicore computers that do not need to worry about CPU. This is due to the fact that DF is not multi-threaded in any significant way. <br />
<br />
Note that excluding the save folder from Spotlight means you can't use Spotlight or Finder to search through the raw files. If you need to for some reason, you can use "find" from the command line for this.<br />
<br />
==GNU/Linux Specific==<br />
Placing the whole df_linux directory in tmpfs using [https://github.com/graysky2/anything-sync-daemon Anything Sync Daemon] might improve FPS depending on your system.<br />
<br />
If you run any indexing, exclude DF directory.<br />
<br />
==Mac OS X or GNU/Linux Specific==<br />
===Setting process niceness===<br />
One thing that Unix-like systems feature is being able to control the priority of a process in relation to other processes running at the same time. This is its "niceness" value, with -20 being most favorable to the process. To set Dwarf Fortress's niceness, you can use the "renice" command as so:<br />
<br />
<nowiki>sudo renice -n -20 -p $(pgrep Dwarf_Fortress)</nowiki><br />
<br />
This command should work in most distributions of GNU/Linux. For macOS (whose Dwarf Fortress binary uses Windows' naming convention for some reason), use:<br />
<br />
<nowiki>sudo renice -n -20 -p $(pgrep dwarfort.exe)</nowiki><br />
<br />
==See also==<br />
* [[System requirements]] - hardware changes affecting framerate<br />
<br />
{{Category|Guides}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Development_arc&diff=235225
Development arc
2018-02-20T21:41:48Z
<p>Alexchandel: update with modern releases</p>
<hr />
<div>[[Toady One]] has outlined specific ''Arcs'' that will be accomplished during the development of Dwarf Fortress. There are 21 near-term arcs in total, and not all may take the same length of time to complete. Each Arc also encompasses certain cores, requirements, bloats, and power goals originally listed in the main Dwarf Fortress development page, which has since been replaced but is still available at the [[consolidated development]] page.<br />
<br />
==Current Arc(s)==<br />
===Army Arc===<br />
The [[Army arc]] is possibly the biggest endeavor out of all the current Arcs, and may be one of the focuses at the moment. Development will take many more weeks until its final release. One of the largest releases, 0.31.01, introduced many army arc features.<br />
<br />
===Caravan Arc===<br />
The [[Caravan arc]] is the current focus, and has been since 0.31.17 (its first release). (Status unknown as of v0.44.05, possibly completed.)<br />
<br />
==Arcs==<br />
*[[Army arc]]<br />
*[[Caravan arc]]<br />
*[[County arc]]<br />
*[[Life cycle arc]]<br />
*[[Presentation arc]]<br />
<br />
==Future releases==<br />
<br />
In more recent Future of the Fortress replies, Toady One has mentioned upcoming [[cv:Release_information|releases]] that implement large parts of various arcs. Major named releases (among many minor ones) are listed below:<br />
<br />
* The world activation release (arrived v0.40.01, July 7, 2014!)<br />
* The artifact release (arrived v0.44.01, November 22, 2017!)<br />
* The laws/property/status/customs/scenarios release<br />
* The Mythgen release<br />
* The magic release<br />
<br />
==External links==<br />
* [http://www.bay12games.com/dwarves/dev_single.html ''Consolidated Development Page with Near-Term Arcs'']<br />
<br />
[[Category:Arcs| ]]</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Maximizing_framerate&diff=235222
Maximizing framerate
2018-02-20T04:34:35Z
<p>Alexchandel: /* GNU/Linux Specific */ renice works for macOS as well</p>
<hr />
<div>{{Quality|Exceptional|12:48, 18 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]]<br />
<br />
[[Frames per second|Framerate]] is used in Dwarf Fortress to measure the speed at which the game is running. It is measured in "frames per second", or FPS for short. To check your FPS in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in [[init.txt]], and your FPS will be displayed on the top row of the screen. The first number is the current frame rate, while the number in parentheses is the current graphical frame refresh rate.<br />
<br />
==Increasing your Framerate==<br />
In general, the more stuff the game has to keep track of, the slower the game will run. So, reducing the amount of stuff active keeps your game running fast. The lists below separate ways to improve FPS into two categories: things that don't change the game in any fundamental way, and things that do.<br />
<br />
===Without Game Alterations===<br />
Fortress design is specific ways of building and planning, game setting changes are changes mostly in the init and init_d files that don't actually change how the game plays out.<br />
<br />
====World Generation====<br />
* Larger worlds require more background processing to update. The larger the civilizations, the more events occur in the world and the more complex they are. Generating too-large civilized populations can result in permanent, unavoidable FPS drop.<br />
* Longer histories require more memory and storage space for historical figures and events.<br />
* Reducing the number of civilizations, sites, beasts, and setting world population cap can limit the resources spent updating the rest of the world.<br />
* [[Caverns]] can be an FPS hog due to [[pathfinding]] and how complex they can be. Creatures will repeatedly try to path into your fort from a cavern. Sometimes even [[Trading#Caravans|trading caravans]] will try to path out of your fort underground.<br />
** Adjusting the [[Advanced_world_generation#Cavern_Layer_Number|cavern layer number]] in [[advanced world generation]] parameters can reduce the number of [[cavern]] layers (default 3). However, this will restrict access to subterranean plants and creatures, and reduce the number of spawned [[forgotten beast]]s.<br />
** Similarly, one could adjust [[Advanced_world_generation#Layer_Openness_Min.2FMax|Layer Openness]] and [[Advanced_world_generation#Layer_Passage_Density_Min.2FMax|Layer Passage Density]] in [[advanced world generation]] to turn caverns into wide, open expanses instead of complex mazes that have to be pathed through. However, there is some evidence that excessively open caverns cause performance issues as well.[http://www.bay12forums.com/smf/index.php?topic=104643.msg3096896#msg3096896]<br />
<br />
====Fortress Design====<br />
* Larger embark sites dramatically increase the amount of terrain which DF needs to keep track of and path through.<br />
** Reducing the size of your embark site from the default 4x4 squares to 3x3 or even 2x2 will have an enormous impact on FPS. <br />
** Keep in mind that a 2x2 embark is only 25% of the size of a 4x4. However, in 3D is still a large enough area for many fortresses in normal play.<br />
<br />
* Multi-tile trees are a potential source of lag. <br />
** Choosing an embark location that only grows trees on one or two squares can improve performance.<br />
<br />
* Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth.<br />
** The obvious solution is not to generate so many items in the first place. Don't build such large [[Farming|farm plot]]s and don't go overboard with multiple [[Workshop|workshops]] constantly queued or set on perpetual repeat.<br />
** Checking for clothing [[wear]] and unhappy [[thoughts]] could still have some impact on FPS. (Research is needed.) Armor counts for missing clothing thoughts, so dwarves can wear armor instead of clothes or going naked. If nothing else, dumping excess/worn out clothing may help FPS on an old fortress.<br />
** Use a [[Dwarven Atom Smasher]] to remove items, or donate them to [[Trading|passing caravans]] to be taken away.<br />
** [[Exploit#Quantum_stockpiles|Quantum stockpiles]] can [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 reportedly] improve game speed.<br />
** The quantity of items in any particular stack doesn't affect framerate so much as the number of stacks in general, due to the resultant impact on [[hauling]], [[stockpiles]], [[pathfinding]] and other CPU-intensive tasks. The research done on the [http://www.bay12forums.com/smf/index.php?topic=92241.0 Undump Engine] and [http://www.bay12forums.com/smf/index.php?topic=109319.0 Micha's experimental fort] demonstrate very FPS efficient solutions, while avoiding traditional stockpiles and the use of [[barrel]]s and [[bin]]s.<br />
** That said, [http://www.bay12forums.com/smf/index.php?topic=104643.msg3094753#msg3094753 total quantity of items does matter]. Quantity matters far more with objects that have quality, wear, or decorations than boulders, as they take up more memory. Even in quantum stockpiles, temperature checks, wear increments, and other issues lag the game, although it takes far larger item quantities (10,000+) to be seriously notable. <br />
* Flowing [[water]] slows the game down.<br />
** Don't build [[mist]] generators, [[Screw pump|pump stacks]], or other major water-moving projects. If you do build them, build a [[Lever|way to switch them off]]. <br />
** Don't embark on a [[river]] or [[ocean]]. Rivers aren't too bad in their natural state, because the game only needs to calculate at where the water enters and where the water leaves, more-or-less skipping the water in between. Then you start damming them and pumping water out, and it gets worse.<br />
** [[Aquifer]]s don't impose load until you start digging around in them.<br />
** [[Water wheel#Perpetual motion|Dwarven water reactors]] also slow down the game, often significantly.<br />
** Wall off areas with changing water levels[http://www.bay12games.com/dwarves/mantisbt/view.php?id=5986#c22870]. This prevents the game from needing to update pathfinding information whenever the water level changes and is safer anyway.<br />
* Changes to the map's connections can cause brief lag spikes as the game's connections map needs updating. <br />
** This is most notable with doors, drawbridges, or other objects linked to a [[repeater]]. An atom-smasher linked to a repeater, even disconnected from the rest of the fortress, can cause lag spikes every time it is raised or lowered. If you use an atom-smasher to eliminate garbage, make it operate only very infrequently through mechanics, or operate it manually by [[lever]].<br />
* Proper use of [[traffic]] designations will help.<br />
** Setting corridors to "high" traffic, and dead-end workshop rooms next to them to "low" traffic, means the pathfinder algorithm will search more quickly along the corridor, and waste less time searching in the rooms.<br />
** Changing the normal traffic weight to 1 in d_init.txt will optimize the pathfinder at the cost of High traffic zones not making a difference ([http://www.bay12forums.com/smf/index.php?topic=97763.msg2841109#msg2841109 source])<br />
* Reducing the area which the pathfinder algorithm has to search lets the game run faster.<br />
** The obvious solution is to not dig out quite so much of the ground.<br />
** Some careful fort planning and design can cut down on pathfinding with shorter trips.<br />
** Spreading your fortress out horizontally tends to mean travelling three or four tiles further down the hallway per every second workshop you build. Making workshops stack vertically upon multiple stairwells or ramps up or down from the stockpiles lets you cram workshops around the stairs or ramps just one further tile per set of four workshops. <br />
** Giant stockpile areas are huge areas that cost pathfinding. Quantum stockpiling can prevent the need to excavate more space. That said, each item you produce [http://www.bay12forums.com/smf/index.php?topic=104643.msg3094753#msg3094753 takes up more memory and is considered in routine cycles like temperature]. Avoid producing more goods than you can actually use just because you "want to keep dwarves busy". If you are starting to run out of space to hold your goods, rather than dig out more space to stash it all, just stop producing goods.<br />
** If fortress functions are spread far apart, consider multiple dining halls. A legendary dining hall isn't THAT hard to produce, and there are few reasons a magma forge operator has to cross 100 zs to the surface to get a drink before going back down.<br />
** Crowded hallways force "dodging" which results in more pathfinds. Find ways to spread traffic out to avoid collisions. Don't rely upon a 1-tile hallway for access to areas dwarves travel to frequently, and possibly set up multiple paths that are "shortcuts" for dwarves rather than always having to travel through the same hallways to the same central staircase every single time.<br />
** Dwarves have been found to prefer pathing across ramps to stairs or even horizontal travel if there is a change in z-level. Laying out your fortress with ramps rather than stairs can give an edge. <br />
** Closing off unused areas with raised [[bridge]]s and locked [[door]]s can help.<br />
** Open "quarry pits" are pathfinding traps. Seal them off from your fort with walls when you are done with them. <br />
** Caverns are probably the worst offender for pathfinding in irrelevant areas. So keep any part you aren't occupying closed off. <br />
** Don't designate large areas to be smoothed at once.{{bugl|5986}}<br />
** Trapped dwarves, particularly trapped [[mood]]y dwarves cause significant lag at times. Free them of bondage or life to get on with your own.<br />
** [[Location]]s without sufficient floor space invite frequent pathing. Make sure your locations are large enough for your population.<br />
* Each animal needs to pathfind, too.<br />
** Tame animals can be put into [[cage]]s, keeping them from having anywhere to go. Or you can butcher them.<br />
** Avoid pet-impassable doors; animals will stand at the door and continuously path through it.{{bug|797}}<br />
* [[DF2012:Contaminant|Contaminants]] can accumulate on the ground and on dwarves and creatures. Especially for old forts, this can impact FPS. There is a bug ({{bug|296}}) which makes contaminants continuously multiply and another ({{bug|3270}}) which prevents blood from ever disappearing.<br />
** If the contaminants are outside, isolate the area and let [[DF2012:Weather|rain]] slowly wash it away. Pets can be kept out with a [[Activity_zone#Pen.2FPasture|pen/pasture]] or a [[Activity_zone#Pit.2FPond|pit]]. Similarly, setting the [[traffic]] designation to restricted and/or assigning [[Activity_zone|Activity Zones]] strategically may keep dwarves away.<br />
** Add in some in-fortress means of cleaning dwarves and pets. The [[User:Uristocrat/Dwarven_Bathtub|Dwarven Bathtub]] is one example. And make sure you have the [[cleaning]] labor enabled. Details of these and other suggestions can be found on the [[cleaning]] page.<br />
* Encountering [[HFS]] will dramatically reduce FPS AFTER you seal the breach ({{bug|1340}}). Either avoid doing so or use the work around posted in the bug report.<br />
* Heavy construction, especially megaprojects, will cause increasingly severe input lag as the fortress grows. Forbid materials (especially stones, blocks, and bars) as much as possible to reduce the time the game needs to calculate the list of available materials to build constructions with.<br />
* Training your military can cause lag, mostly due to sparring. Try to avoid training more than one or two squads at a time.<br />
<br />
====Game Settings==== <br />
* G_FPS is a setting in the [[init.txt]] file. It controls how often Dwarf Fortress redraws the screen. It also controls how often the game checks for keyboard or mouse input.<br />
** Reducing G_FPS can speed up the rest of the game. The default choice of 50 works well, but many people reduce it down to 20 with no ill effect.<br />
** Reducing G_FPS too far can make the game unresponsive and glitchy. Some people can cope with 5; most cannot.<br />
* PRINT_MODE is another init setting. It controls the method Dwarf Fortress uses to draw the screen.<br />
** More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card. STANDARD and VBO are good starting points.<br />
** More advanced methods may still have bugs. 2D is more likely to be reliable.<br />
* Using creature graphics may reduce FPS. (Using a custom ASCII tileset should have no effect)<br />
*PRIORITY represents how much importance the game is given when it makes a request of the CPU. From [[init.txt]]:<br />
**"Change this to make the dwarfort.exe process have a different priority. From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE."<br />
**While it's best to run DF with no other programs in the background if FPS is an issue, giving the priority a bump or two can help speed things up regardless.<br />
*TEXTURE_PARAM controls how the graphics are displayed, specifically how the color value of each pixel is smoothed. It is LINEAR by default. Turning this off gives the CPU one less thing to do, though the improvement in performance is so far unquantified.<br />
**From [[init.txt]]: "Change this to NEAREST if you want the texture values to use the nearest pixel without averaging. Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels."<br />
<br />
===With Game Alterations===<br />
All changes in this area have some effect on the game itself, use at your own discretion.<br />
<br />
====Game Settings====<br />
* Consider running an older version of DF. While lacking features, 40d, v0.31, or v0.34 ''may'' run faster than 2014. *Disputed* (See [http://www.bay12forums.com/smf/index.php?topic=122441.0 this topic] for a debate over FPS on 2012 vs v0.31, game settings, and other FPS issues.)<br />
* [[Temperature]] calculations place a significant load on the processor.<br />
** Disabling them, using the settings in d_init.txt, will speed things up.<br />
** Without temperature calculations, [[obsidian farming]] becomes unusable; as the tiles never cool down, dwarves refuse to step on the obsidian floor, preventing access for hauling dwarves.{{bug|6033}} You can re-enable temperature occasionally to allow tile temperatures to normalize. Alternatively, you can work around this issue by altering obsidian in the raws to give it [MAT_FIXED_TEMP:10000] (as [[nether-cap]] does normally), preventing it from being hot.<br />
** Disabling temperature calculations will cause [[fire]] to become glitchy, including creatures who can create it ([[fire imp]]s, [[dragon]]s, [[forgotten beast]]s, etc). Dwarves set on fire with temperature disabled will burn perpetually until exposed to water, though they won't receive any damage. Tiles exposed to fire with temperature calculations disabled will become entirely impassable, which may lead to significant parts of your map being blocked away. If confronted by fire or fire-based creatures, it may be worth turning temperature back on until they're dealt with.<br />
** Multiple users have reported an fps increase of 100% or better when disabling temperature calculations [http://www.bay12forums.com/smf/index.php?topic=86761.msg2352509#msg2352509].<br />
* Disabling [[weather]] ''might'' speed things up as well.<br />
** But then rain won't refill [[murky pool]]s, clean contaminants, kill dwarves, etc.<br />
* Each dwarf needs to keep track of where he's going.<br />
** Limit the number of dwarves by setting a [[immigration|population cap]].<br />
* Invaders also need to pathfind.<br />
** Turn off invasions using the option in [[D_init.txt]]. Or you can kill them all.<br />
* The game also has to track what is happening in the caverns.<br />
** You can disable cavern layers in [[advanced world generation]]. Without caverns you will have far fewer critters and threats pathfinding through winding passages. Unfortunately, you also lose underground [[plant]]s and [[tree]]s. Alternatively, you can reduce number of cavern layers to just one.<br />
** If you don't mind losing large amounts of [[fun]], you can also disable generation of the [[magma sea]] and [[HFS|the bottom layer]].<br />
<br />
====Mods and Utilities====<br />
* Accumulations of [[contaminant]]s can decrease FPS and they are somewhat buggy. (See {{bug|296}} and {{bug|3270}}.)<br />
** Sometimes contaminants are widespread or difficult to reach such that relying on the usual [[cleaning]] methods would be impractical or impossible. Or the player may lack the patience to deal with it that way. Some opt to use the "clean" and "spotclean" commands in the [[Utility:DFHack|DFhack]] utility to clear contaminants.<br />
<br />
* Constantly-growing piles of cast-off clothes and checking for clothing [[wear]] and unhappy [[thoughts]] can impact FPS.<br />
** One could [[Modding_guide|modify]] clothing to prevent [[wear]]. (This would require a [[DF2012:World_generation|world regen]].) This can be done by adding an [[DF2012:Armor_token|ARMORLEVEL:1]] token. Aside from a possible FPS gain, this has other benefits as well. This fix is part of the [[DF2012:List_of_mods#Modest_Mod|Modest Mod]] as an optional "Eternal Fashion module". It might also be found in other mods which are based around Modest Mod. (Search the [http://dffd.wimbli.com/ DFFD] for "Modest".) Also, [[DF2012:List_of_mods#Masterwork_Dwarf_Fortress_.28MDF.29|Masterwork Dwarf Fortress]] allows the creation of metal clothing.<br />
<br />
* Some mods have been created specifically to improve performance. They often reduce and standardize materials (like leather and bone) and may reduce the types of clothing available to control item count (especially for invaders).<br />
** [http://www.bay12forums.com/smf/index.php?topic=117954.0 Accelerated Dwarf Fortress] for v0.34.11<br />
** [http://www.bay12forums.com/smf/index.php?topic=141715.0 Modest Accelerated Mash] for v0.40.x<br />
** [http://www.bay12forums.com/smf/index.php?topic=148265.0 Modest Mod] for v0.42.x has the Accelerated module<br />
<br />
==DFHack commands==<br />
A list of [[Utility:DFHack|DFHack]] commands that can help with your framerate by fixing bugs and reducing items.<br />
<br />
*{{DFtext|autodump|white}} Useful for mass dumping or destroying items. Use {{DFtext|help autodump|white}} for options.<br />
*{{DFtext|cleanowned|white}} Confiscates and dumps garbage owned by dwarfs. Use {{DFtext|help cleanowned|white}} for options. Can cause unhappy thoughts if no replacement clothing is available.<br />
*{{DFtext|clean|white}} and {{DFtext|spotclean|white}} Removes contaminants from tiles/units/items or one tile. {{bug|296}}{{bug|1750}}{{bug|3270}} Use {{DFtext|help clean|white}} for options.<br />
*{{DFtext|flows|white}} Counts map blocks with flowing liquids, which slow the game down.<br />
<br />
*{{DFtext|tweak fast-heat|white}} Further improves temperature update performance.<br />
<br />
*{{DFtext|fastdwarf|white}} Causes dwarves and other creatures to move and work faster or causes them to teleport. Run {{DFtext|fastdwarf help|white}} for more information.<br />
<br />
==Mac OS X Specific==<br />
Spotlight indexes files on your mac. Since DF constantly changes files, spotlight will keep indexing them using 60-70% of your CPU. Exclude DF in system preferences: spotlight's privacy settings (by dragging the save folder into the list or pressing the {{K|+}} button) and you can get a factor of two in FPS. This can easily provide benefits of over 30 FPS, even on multicore computers that do not need to worry about CPU. This is due to the fact that DF is not multi-threaded in any significant way. <br />
<br />
Note that excluding the save folder from Spotlight means you can't use Spotlight or Finder to search through the raw files. If you need to for some reason, you can use "find" from the command line for this.<br />
<br />
==GNU/Linux Specific==<br />
Placing the whole df_linux directory in tmpfs using [https://github.com/graysky2/anything-sync-daemon Anything Sync Daemon] might improve FPS depending on your system.<br />
<br />
If you run any indexing, exclude DF directory.<br />
<br />
==Mac OS X or GNU/Linux Specific==<br />
===Setting process niceness===<br />
One thing that Unix-like systems feature is being able to control the priority of a process in relation to other processes running at the same time. This is its "niceness" value, with -20 being most favorable to the process. To set Dwarf Fortress's niceness, you can use the "renice" command as so:<br />
<br />
<nowiki>sudo renice -n -20 -p $(pgrep Dwarf_Fortress)</nowiki><br />
<br />
This command should work in most distributions of GNU/Linux. For macOS (whose Dwarf Fortress binary uses Windows's naming convention for some reason), use:<br />
<br />
<nowiki>sudo renice -n -20 -p $(pgrep dwarfort.exe)</nowiki><br />
<br />
{{Category|Guides}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=v0.31:Stories&diff=235181
v0.31:Stories
2018-02-16T18:21:20Z
<p>Alexchandel: /* Battlefailed */ add sequel names</p>
<hr />
<div>{{quality|Exceptional|18:23, 28 April 2011 (UTC)}}{{av}}<br />
[[category:Stories]]<br />
<br />
== The Hall of Legends ==<br />
<br />
[http://www.bay12forums.com/smf/index.php?topic=89305.0 The Hall of Legends] thread at the bay12games forums is an attempt to collect links to the best Dwarf Fortress stories.<br />
<br />
[http://dfstories.com/ Dwarf Fortress Stories] has a '''2010 Version''' category.<br />
<br />
== Individual stories ==<br />
<br />
=== [[v0.31:Stories/Bronzemurder|Illustrated battle report: Bronzemurder vs. Oggez Rashas]] ===<br />
A masterpiece engraving of dwarves and the forgotten beast Oggez Rashas. [http://bronzemurder.timdenee.com This engraving relates to the battle of the fortress of Bronzemurder].<br />
<br />
=== Legend of the Noble Staff of Whispermines ===<br />
The mountain home of Crystalhaven was destroyed long ago by the shrew devil Eyuca Frightcrumble the Insensitive Goad, and their bodies assembled into a grotesque pillar by her henchmen. A band of giants ransacked the the mountain home of Rainedhammers, picking over it like vultures at a dead carcass. All that remains is the mountain home of Workenjoys, which dwindles in numbers at the hands of goblin snatchers and evil dwarves from the dark fortress of Haterampart.<br />
<br />
Too many Nobles in the last of the mountain homes. I can feel political backbiting and carefully placed snide remarks working their vile magics, and it won't be long until the threat becomes a crossbow bolt from a masked assassin. The goblins of Haterampart must be stopped, but the nobles of Workenjoys are too absorbed in petty bickering to pay the matter its due attention. So I make plans to establish a new fortress east of the goblins, and build an army to defeat them. Thus is the beginning of Whispermines. [[User:AngleWyrm|- AngleWyrm]] 02:21, 28 April 2010 (UTC)<br />
<br />
=== The Legendary Trio, Farmer, Fishery Worker and Armourer ===<br />
The female dwarf adventurer Thikut Bufutast came across a huge pile of bodies outside of an abandoned fortress after she had read many notes on the battles that had happened there. The notes involved four people; a fishery Worker, a guard, a farmer (named Lor Zasitsil) and an Armourer. According to the notes, they had battled millions of enemies and slain that same amount minus a few who had run away in terror. The Guard was usually unconscious for the duration of the war, but he was alive.<br />
<br />
The three dwarves battled against hoards of goblins, imps, magma men, troglodytes, antmen, rat, goblins, you name it, they killed it. Even a dragon was foolish enough to attack them. He was successful in killing the Fishery Worker, and the farmer was left with the Armourer. When Thikut reached the massacre, it was too late. The Farmer, guard, fishery worker, and armourer were all dead, the last bodies on the pile.<br />
After grieving for a few minutes, Thikut noticed that Lor was not quite dead, so she dragged her away from the pile and brought her back. Once Lor had been revived she slept for a short while. In that time a giant rat attacked, and Thikut defended Lor to the death, dying in the process of killing the rat. Lor briefly grieved for Thikut, and then buried her next to the bodies of her friends. Lor was happy that she had survived, and set out on her new journey. She walked up onto the bridge leading over the great river nearby the fortress, and a lampray leapt up and ripped her brain out of the back of her skull.<br />
<br />
I guess 'Those that live by the sword, die by the sword' is true.<br />
<br />
Lor Zasitsil's Kills:<br />
10342<br />
<br />
Unknown's (Fishery Worker) Kills:<br />
3764<br />
<br />
Unknown's (Armourer) Kills:<br />
20343<br />
<br />
Unknown's (Guard) Kills:<br />
217<br />
<br />
Thikut Bufutast's Kills:<br />
2<br />
<br />
"Origin"<br />
This originated as I watched a miner discover a new fortress near my own (This was Thikut). I also found a massacre of bodies, as listed above, with two dragons. By searching the fortress and coffins, I discovered that the four that died were the last ones of the 'Shadowspiral' fortress, as it was named. It was also caused by the fact that a minor malfunction happened where the game believed Lor to be dead, but Thikut fixed it by walking over Lor's corpse. Lor then went to sleep, Thikut died defending her, and then Lor died as she migrated across to my fortress from a lampray pulling her brain out of the back of her head. Not a very suitable death for one so great. (Btw the other dragon, Sarvesh the blazing flame incinerated the Armourer after the Armourer grappled him about fifty times.)<br />
<br />
[[User:Thikut|- Thikut]] 3:51, 31 July 2010 (AU)<br />
<br />
=== Dwarf Flume ===<br />
<br />
A dwarf has died 'after colliding with an obstacle?' A glitch, surely. How could a dwarf run into a wall so fast as to be killed?<br />
'''<br />
But then another!'''<br />
<br />
On the third I see what is going on. A forgotten beast had earlier gone on a rampage through the fortress, destroying a door keeping back the waters of an underground river. As part of an effort to reclaim the flooded territory, drainage tunnels had been dug. Dwarves, on their way to dig more relief tunnels, were being caught up in the flow while wading - sucked through a hole in the floor into a labyrinth-like tunnel, twisting around as the water changed directions, and finally launched by the hydraulic pressure into the former water store cistern - to be smashed against the opposite wall, then dropped five levels into a pit of water.<br />
<br />
=== No that's YOUR job ===<br />
<br />
Momuz and Rigoth are walking from the fields, back to the new settlement. Momuz rubs his head, scowling. "Armok, I'm thirsty."<br />
<br />
Rigoth glares and flares his nostrils. "You never drink, that's why you're thirsty. You're always going on about the prickle berry season."<br />
<br />
"Yes, well, that's because I care about my work. Not like those jokers that called themselves the '40d' dwarves that were in here. They'd walk half way out to the berry field, then say 'you know, it's time for a drink' and you wouldn't see them for hours. Me, I'm a herbalist, and I'm serious about it."<br />
<br />
Rigoth grunts. "Yeah, those guys weren't worth much. Oh dwarf alive. I could use a drink too."<br />
<br />
Both dwarves enter the dining hall / tavern. All around are half dead dwarves, crying for drink.<br />
<br />
"WE'RE SO THIRSTY" they all say.<br />
<br />
"Yeah, well, you guys are always thirsty. Still... you're in a TAVERN... why aren't you all drinking?"<br />
<br />
"THERE'S NO ALCOHOL!"<br />
<br />
"Really? I didn't see any notes about that.... Why didn't you drink water? What happened to the stored water we had?"<br />
<br />
"Stored water? You mean that time we tried making a stairwell upwards under a lake? That stored water?"<br />
<br />
"Well yes!"<br />
<br />
"That's not a well, that's a flooded stairway. You can't expect me to drink water from a stairway. People walk there! YOUR CAT left a dead lizard on those stairs. Plus, I never did find out where you've been going to the bathroom..."<br />
<br />
"Oh. Well. I guess someone should make alcohol then... who's job was that anyways?"<br />
<br />
(both dwarves drop dead)<br />
<br />
=== "Weaponsmith and Cave Crocodile", a poem by Urist McShakeSpear. ===<br />
<br />
This is a story about a Cave Crocodile and Tulon Olonurrïth "GearedScarred", a Weaponsmithess, who were dramatically involved into fatal relationship.<br />
<br />
'''Chapter 1.'''<br />
<br />
Tulon rambled at a cavern forest, looking for logs that lazy woodcutter left laying on the ground. Suddenly an unknown voice called her - "Oh, lady dwarf, it must be Providence itself that led you here! I'm an ancient dwarven prince, who has been turned into a beast by evil witch, and only the kiss of charming dwarvess can transform me back!". And a large pale cave crocodile came out of the tower-cap tree. He crawled toward her and asked politely - "Oh, will you kiss me?"<br /><br />
And Tulon replied - "WHEEEEEEEEWWW! A LIZARD!!! WHEEEEEWWW!!! DON'T COME!!! I HATE LIZARDS!!! HEEEEEEEEEELP!!!!" - and ran back toward stairs back to her safe home.<br /><br />
Crocodile roared - "Wait! Wait!! You can't just run away and left me here! WAIT, YOU!!!" - and rushed after her.<br /><br />
...<br /><br />
After several hours of chase the Crocodile finally managed to knock her down on muddy floor and said - "Well, now you have no choise but to fulfill my needs. JUST. ONE. KISS. And you can leave safely wherever you want."<br /><br />
''Tulon'' - "NO! NO! GET AWAY! GET AWAY YOU SLIMY LIZARD!"<br /><br />
''Crocodile'' - " NO WAY! I'll get this damned kiss, even against your will! NOW!"<br /><br />
Tulon managed to stand up, but Crocodile jumped towards her with intention to get this kiss by force. He grab her head with his jaws... <br /><br />
...OOOOOPS... <br /><br />
The headless body of Tulon Olonurrïth slided down the muddy slope...<br /><br />
''Crocodile'' - "Oh f#$k. And what now? Centures of crawling at the darkness with only one hope, and now this imbecile riuned it all. Well, at least I hope she wasn't the only female at this hamlet above. And I hope they ain't such reptile-haters"<br /><br />
And Crocodile crawled to the narrow corridor. Suddenly a cage fell from above, locking him inside.<br /><br />
''Crocodile'' - "Oh, GREAT..."<br />
<br />
'''Chapter 2.'''<br />
<br />
After several hours of awaiting a dwarf peasant came.<br /><br />
''Crocodile'' - "Hey! Hey! Come here! Help me! I'm an enchanted prince, I need a woman who kiss me and transform back to dwarf form!"<br /><br />
''Peasant'' - "Talking beast?! Wow! Guys up there would be glad to see that.". He grabbed the cage and hauled it up to the quarters.<br /><br />
''Crocodile'' - "Hey! Did you hear that i say?! I'm a dwarf like you! Witch turned me into this! Damn, dwarfes grown REALLY dull, while i loafed down there."<br /><br />
...<br /><br />
''Peasant'' - "Hey! Guys! Look that i got! He is talking!"<br /><br />
''Crocodile'' - "Yes, talking, you dumbass! I'm telling you I'm dwarf, only looking like Crocodile! If a dwarf girl kiss me, I'll be dwarf again!"<br /><br />
''Bookkeeper'' - "Oh, I remember... I was a little boy and my granny took me to puppet show, and the fairytale was about a prince turned into a beast, and a girl must kiss him to turn him dwarf again..."<br /><br />
''Crocodile'' - "Oh, finally someone who shows a bit of common sence. That is exactly that happened to me! I need help!"<br /><br />
''Bookkeeper'' - "Let's put him into our meeting room, he will tell fairytales. What can be better - a nice loaf of cheese and a tale!"<br /><br />
''Crocodile'' - "OH SHI~"<br /><br />
''Bookkeeper'' - "We'll call him Theater Romance, he's always telling that stuff about kisses, sorcery, fate and that crap... I'll tell my wife to make nice silk curtain for him, ho-ho!"<br />
<br />
'''Chapter 3.'''<br />
<br />
Some days later<br /><br />
''Peasant'' - "Hey, that's with our Theater? He says no word other that "F#$K OFF!". Let he tell something funny - you know, dragons, knights and that crap..."<br /><br />
''Caretaker'' - "Hey, Theater! Tell us something!"<br /><br />
''Crocodile'' - "I SAID - F#$K OFF! Is it too difficult for your tiny oaken brain?!"<br /><br />
''Crowd sadly'' - "Oooohhhh...."<br /><br />
''Peasant'' - "What for we need him then? He just eats and shits, and does nothing!"<br /><br />
''Broker'' - "Guys! Take him and bring to depot. That's gonna be a brillant deal! Those merchants got planty of delicious drinks..."<br /><br />
''Crowd happily'' - "Hooray!"<br /><br />
''Crocodile'' - "FUUUUUUUUU~"<br /><br />
Crocodile breaks from his cage and runs away, and miners armed with their picks chase him all over the fortress. After a hours or rushing, beating, biting, wrestling the Crocodile falls down breathlessly.<br /><br />
''Broker'' - "Damn! Drinks!" - to the merchants packing their goods "Hey, wait a bit! We've got a lot of other cool things! Cmon, let's trade a bit more!"<br />
<br />
'''The End.'''<br />
<br />
'''The origin.'''<br />
<br />
A Weaponsmith (she realy detests lizards) went to cave forest to take a wod log to stockpile, and got chased by cave crocodile. Finally the crocodile torn her head apart in a single charge, and got the name Stinhädâbir, "Theaterromance". Then he got caught into a cage trap. Later, when i wanted to sell him to merchants, he broke out of cage while it was hauled, and i had to draft all miners into squad to struck him down. --[[User:Peregarrett|Peregarrett]] 12:07, 27 May 2010 (UTC)<br />
<br />
=== Legend of the Misunderstood Hero===<br />
<br />
In Early Spring of 1051 Human Adventurer Conrad Casser was given an arduous task. The task was to fell Ozor Sneakconfused the guise of seers. Ozor was a unique one of a kind skink brute. His enormous Skink body was twisted into the shape of a humanoid and lived in a nearby town. Well not willing to let a demon live Conrad set off to send this Demon back to hell. The fight was long and difficult. With every broken bone and limb Conrad delivered he received as well. Then the towns guard showed up. Thank heavens back up. But, No! it was to him that the guards fell upon. It Turned out the demon was a Law giver in the kingdom of guilds. The demon used this chance to release a blast of heat and steam throwing everyone nearby every which way. The Last thought to go through Conrad's head was "But he's a demon". The last thing to go through in head physically was the town guardsmen dead body thrown by the steam. The name of the city in which the humans unknowingly consort with a demon: Dotmerged.<br />
<br />
it wasn't till later in legends mode that i read what my biggest mistake was. Listed in the demon's entry it stated,<br />
"in 16 Ozor fooled the kingdom of guilds into believing it was a manifestation of the deity Bekor Cataura"<br />
<br />
I had attacked their god, and until they had interrupted, came pretty close to killing it.<br />
<br />
=== Chewedceiling'+-s short, painful existance ===<br />
<br />
:Day 1<br />
::We just arrived in this tundra! Back at the Mountainhomes, they say we're heroes! Everything here is frozen, but that's just fine. The map says this place is haunted, but I don't beleive that one bit.<br />
<br />
:Day 2<br />
::Well, the fish cleaner got torn apart by wolves today. We don't have any wood or stone, so we can't build furniture. I've been instructed to build a giant sign saying "HELP" out of ice. I think we'll pull together when the supplies come.<br />
<br />
:Day 3<br />
::I'm beilng chased by a blizzard man! I'm hiding in a secret room inside the "P", so I don't think he'll find me. Well the wall just smashed, and there he i-<br />
<br />
This journal was all that was recovered of Chewedceiling. It was written by Annoth Tailwing, a stoneworker.<br />
<br />
<br />
=== The Fall of Likotingtak ===<br />
There was once a fortress mysteriously abandoned. In this fortress was but a single Speardwarf, in what they think was the food storage room, standing there unmoving , who spoke not to anydwarf. In this fort there were materials to construct the perfect fort. There was underground farmland that was fertile, stoke piles of ore,and trade goods galore. Some dwarves theorize that the reason for the fort's original collapse was due to a famine, while others theorize that it was a social collapse that brought down the fort. There are no carvings or messages as of yet discovered. Sometime after the collapse the Queen sent a group of dwarves to reclaim and investigate this fort. To the surprise of the dwarves, the fort was completely safe, and even had prepared farmland and stockpiles of seeds. Soon the dwarves clear out the stockpiles of miscellaneous junk items and set up a a more then sustaining farm. The fort was perfect. Almost. The dwarves had reclaimed the fort and even improved it in certain respects. And then the goblins ambush came. They came in, tearing apart all that stood in their way and murdering anything that was in their general vicinity. Soon the Goblins came to food storage, where they were met with the sharp end of the mute speardwarf's spear. The speardwarf went through the fortress and systematically killed any goblins that the militia failed to defend themselves from. The only survivor of this ambush was the speardwarf, a jeweler who was distracted by the attack with all the gems he was cutting and a miner who was busy digging to his heart's content. The jeweler and the miner abandoned the fort in an attempt to save themselves, while the speardwarf returned to the food store and stood in place, unmoving and unaffected by time. Once the Queen got word of what happened to the fort, she sent a squad of soldiers to reclaim the fortress. In the fortress they found what was most shocking of all, an almost perfect gold coffin, with engravings of goblin coming into a fort and killing the residents. Was this a premonition of one of the dwarves or was this an object of mourning that was created by the speardwarf. The survivors were questioned, but recall nothing of this coffin's construction. Perhaps the soldiers will find the creator of this coffin but perhaps not. Only time will tell.<br />
<br />
=== Battlefailed ===<br />
<br />
A succession game with the claim of [http://www.bay12forums.com/smf/index.php?topic=57052.0 2010's Boatmurdered], and multiple reclaim attempts and sequels, including [http://www.bay12forums.com/smf/index.php?topic=64258.0 FailCannon] & [http://www.bay12forums.com/smf/index.php?topic=96005.0 Hellcannon].<br />
<br />
== Game Diaries ==<br />
<br />
Many [[Main:bloodline|bloodline]] games are chronicled on the wiki [{{fullurl:Special:PrefixIndex|namespace=100}} in their own namespace] and [[:Category:Bloodline_Games|as a category]]. Others are chronicled on external forums, [http://www.bay12forums.com/smf/index.php?board=14.0 particularly at bay12games]. They are both amusing and educational.<br />
<br />
Some individuals also document their own games. Below is a list of individual game diaries for your reading (and learning!) pleasure. Enjoy!<br />
<br />
{| class="wikitable" border="1" cellpadding="2"<br />
|-<br />
! Player<br />
! Fortress Diary<br />
! Status<br />
! Notes<br />
|-<br />
| [[User:Maunder|Maunder]] (new player)<br />
| [[User:Maunder/Cryptlustrous|Cryptlustrous]]<br />
| active. <br />
| about 2 years game time. max population: 64 adults.<br />
|-<br />
|}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=v0.31:Stories&diff=235180
v0.31:Stories
2018-02-16T18:19:01Z
<p>Alexchandel: /* Individual stories */ add Battlefailed</p>
<hr />
<div>{{quality|Exceptional|18:23, 28 April 2011 (UTC)}}{{av}}<br />
[[category:Stories]]<br />
<br />
== The Hall of Legends ==<br />
<br />
[http://www.bay12forums.com/smf/index.php?topic=89305.0 The Hall of Legends] thread at the bay12games forums is an attempt to collect links to the best Dwarf Fortress stories.<br />
<br />
[http://dfstories.com/ Dwarf Fortress Stories] has a '''2010 Version''' category.<br />
<br />
== Individual stories ==<br />
<br />
=== [[v0.31:Stories/Bronzemurder|Illustrated battle report: Bronzemurder vs. Oggez Rashas]] ===<br />
A masterpiece engraving of dwarves and the forgotten beast Oggez Rashas. [http://bronzemurder.timdenee.com This engraving relates to the battle of the fortress of Bronzemurder].<br />
<br />
=== Legend of the Noble Staff of Whispermines ===<br />
The mountain home of Crystalhaven was destroyed long ago by the shrew devil Eyuca Frightcrumble the Insensitive Goad, and their bodies assembled into a grotesque pillar by her henchmen. A band of giants ransacked the the mountain home of Rainedhammers, picking over it like vultures at a dead carcass. All that remains is the mountain home of Workenjoys, which dwindles in numbers at the hands of goblin snatchers and evil dwarves from the dark fortress of Haterampart.<br />
<br />
Too many Nobles in the last of the mountain homes. I can feel political backbiting and carefully placed snide remarks working their vile magics, and it won't be long until the threat becomes a crossbow bolt from a masked assassin. The goblins of Haterampart must be stopped, but the nobles of Workenjoys are too absorbed in petty bickering to pay the matter its due attention. So I make plans to establish a new fortress east of the goblins, and build an army to defeat them. Thus is the beginning of Whispermines. [[User:AngleWyrm|- AngleWyrm]] 02:21, 28 April 2010 (UTC)<br />
<br />
=== The Legendary Trio, Farmer, Fishery Worker and Armourer ===<br />
The female dwarf adventurer Thikut Bufutast came across a huge pile of bodies outside of an abandoned fortress after she had read many notes on the battles that had happened there. The notes involved four people; a fishery Worker, a guard, a farmer (named Lor Zasitsil) and an Armourer. According to the notes, they had battled millions of enemies and slain that same amount minus a few who had run away in terror. The Guard was usually unconscious for the duration of the war, but he was alive.<br />
<br />
The three dwarves battled against hoards of goblins, imps, magma men, troglodytes, antmen, rat, goblins, you name it, they killed it. Even a dragon was foolish enough to attack them. He was successful in killing the Fishery Worker, and the farmer was left with the Armourer. When Thikut reached the massacre, it was too late. The Farmer, guard, fishery worker, and armourer were all dead, the last bodies on the pile.<br />
After grieving for a few minutes, Thikut noticed that Lor was not quite dead, so she dragged her away from the pile and brought her back. Once Lor had been revived she slept for a short while. In that time a giant rat attacked, and Thikut defended Lor to the death, dying in the process of killing the rat. Lor briefly grieved for Thikut, and then buried her next to the bodies of her friends. Lor was happy that she had survived, and set out on her new journey. She walked up onto the bridge leading over the great river nearby the fortress, and a lampray leapt up and ripped her brain out of the back of her skull.<br />
<br />
I guess 'Those that live by the sword, die by the sword' is true.<br />
<br />
Lor Zasitsil's Kills:<br />
10342<br />
<br />
Unknown's (Fishery Worker) Kills:<br />
3764<br />
<br />
Unknown's (Armourer) Kills:<br />
20343<br />
<br />
Unknown's (Guard) Kills:<br />
217<br />
<br />
Thikut Bufutast's Kills:<br />
2<br />
<br />
"Origin"<br />
This originated as I watched a miner discover a new fortress near my own (This was Thikut). I also found a massacre of bodies, as listed above, with two dragons. By searching the fortress and coffins, I discovered that the four that died were the last ones of the 'Shadowspiral' fortress, as it was named. It was also caused by the fact that a minor malfunction happened where the game believed Lor to be dead, but Thikut fixed it by walking over Lor's corpse. Lor then went to sleep, Thikut died defending her, and then Lor died as she migrated across to my fortress from a lampray pulling her brain out of the back of her head. Not a very suitable death for one so great. (Btw the other dragon, Sarvesh the blazing flame incinerated the Armourer after the Armourer grappled him about fifty times.)<br />
<br />
[[User:Thikut|- Thikut]] 3:51, 31 July 2010 (AU)<br />
<br />
=== Dwarf Flume ===<br />
<br />
A dwarf has died 'after colliding with an obstacle?' A glitch, surely. How could a dwarf run into a wall so fast as to be killed?<br />
'''<br />
But then another!'''<br />
<br />
On the third I see what is going on. A forgotten beast had earlier gone on a rampage through the fortress, destroying a door keeping back the waters of an underground river. As part of an effort to reclaim the flooded territory, drainage tunnels had been dug. Dwarves, on their way to dig more relief tunnels, were being caught up in the flow while wading - sucked through a hole in the floor into a labyrinth-like tunnel, twisting around as the water changed directions, and finally launched by the hydraulic pressure into the former water store cistern - to be smashed against the opposite wall, then dropped five levels into a pit of water.<br />
<br />
=== No that's YOUR job ===<br />
<br />
Momuz and Rigoth are walking from the fields, back to the new settlement. Momuz rubs his head, scowling. "Armok, I'm thirsty."<br />
<br />
Rigoth glares and flares his nostrils. "You never drink, that's why you're thirsty. You're always going on about the prickle berry season."<br />
<br />
"Yes, well, that's because I care about my work. Not like those jokers that called themselves the '40d' dwarves that were in here. They'd walk half way out to the berry field, then say 'you know, it's time for a drink' and you wouldn't see them for hours. Me, I'm a herbalist, and I'm serious about it."<br />
<br />
Rigoth grunts. "Yeah, those guys weren't worth much. Oh dwarf alive. I could use a drink too."<br />
<br />
Both dwarves enter the dining hall / tavern. All around are half dead dwarves, crying for drink.<br />
<br />
"WE'RE SO THIRSTY" they all say.<br />
<br />
"Yeah, well, you guys are always thirsty. Still... you're in a TAVERN... why aren't you all drinking?"<br />
<br />
"THERE'S NO ALCOHOL!"<br />
<br />
"Really? I didn't see any notes about that.... Why didn't you drink water? What happened to the stored water we had?"<br />
<br />
"Stored water? You mean that time we tried making a stairwell upwards under a lake? That stored water?"<br />
<br />
"Well yes!"<br />
<br />
"That's not a well, that's a flooded stairway. You can't expect me to drink water from a stairway. People walk there! YOUR CAT left a dead lizard on those stairs. Plus, I never did find out where you've been going to the bathroom..."<br />
<br />
"Oh. Well. I guess someone should make alcohol then... who's job was that anyways?"<br />
<br />
(both dwarves drop dead)<br />
<br />
=== "Weaponsmith and Cave Crocodile", a poem by Urist McShakeSpear. ===<br />
<br />
This is a story about a Cave Crocodile and Tulon Olonurrïth "GearedScarred", a Weaponsmithess, who were dramatically involved into fatal relationship.<br />
<br />
'''Chapter 1.'''<br />
<br />
Tulon rambled at a cavern forest, looking for logs that lazy woodcutter left laying on the ground. Suddenly an unknown voice called her - "Oh, lady dwarf, it must be Providence itself that led you here! I'm an ancient dwarven prince, who has been turned into a beast by evil witch, and only the kiss of charming dwarvess can transform me back!". And a large pale cave crocodile came out of the tower-cap tree. He crawled toward her and asked politely - "Oh, will you kiss me?"<br /><br />
And Tulon replied - "WHEEEEEEEEWWW! A LIZARD!!! WHEEEEEWWW!!! DON'T COME!!! I HATE LIZARDS!!! HEEEEEEEEEELP!!!!" - and ran back toward stairs back to her safe home.<br /><br />
Crocodile roared - "Wait! Wait!! You can't just run away and left me here! WAIT, YOU!!!" - and rushed after her.<br /><br />
...<br /><br />
After several hours of chase the Crocodile finally managed to knock her down on muddy floor and said - "Well, now you have no choise but to fulfill my needs. JUST. ONE. KISS. And you can leave safely wherever you want."<br /><br />
''Tulon'' - "NO! NO! GET AWAY! GET AWAY YOU SLIMY LIZARD!"<br /><br />
''Crocodile'' - " NO WAY! I'll get this damned kiss, even against your will! NOW!"<br /><br />
Tulon managed to stand up, but Crocodile jumped towards her with intention to get this kiss by force. He grab her head with his jaws... <br /><br />
...OOOOOPS... <br /><br />
The headless body of Tulon Olonurrïth slided down the muddy slope...<br /><br />
''Crocodile'' - "Oh f#$k. And what now? Centures of crawling at the darkness with only one hope, and now this imbecile riuned it all. Well, at least I hope she wasn't the only female at this hamlet above. And I hope they ain't such reptile-haters"<br /><br />
And Crocodile crawled to the narrow corridor. Suddenly a cage fell from above, locking him inside.<br /><br />
''Crocodile'' - "Oh, GREAT..."<br />
<br />
'''Chapter 2.'''<br />
<br />
After several hours of awaiting a dwarf peasant came.<br /><br />
''Crocodile'' - "Hey! Hey! Come here! Help me! I'm an enchanted prince, I need a woman who kiss me and transform back to dwarf form!"<br /><br />
''Peasant'' - "Talking beast?! Wow! Guys up there would be glad to see that.". He grabbed the cage and hauled it up to the quarters.<br /><br />
''Crocodile'' - "Hey! Did you hear that i say?! I'm a dwarf like you! Witch turned me into this! Damn, dwarfes grown REALLY dull, while i loafed down there."<br /><br />
...<br /><br />
''Peasant'' - "Hey! Guys! Look that i got! He is talking!"<br /><br />
''Crocodile'' - "Yes, talking, you dumbass! I'm telling you I'm dwarf, only looking like Crocodile! If a dwarf girl kiss me, I'll be dwarf again!"<br /><br />
''Bookkeeper'' - "Oh, I remember... I was a little boy and my granny took me to puppet show, and the fairytale was about a prince turned into a beast, and a girl must kiss him to turn him dwarf again..."<br /><br />
''Crocodile'' - "Oh, finally someone who shows a bit of common sence. That is exactly that happened to me! I need help!"<br /><br />
''Bookkeeper'' - "Let's put him into our meeting room, he will tell fairytales. What can be better - a nice loaf of cheese and a tale!"<br /><br />
''Crocodile'' - "OH SHI~"<br /><br />
''Bookkeeper'' - "We'll call him Theater Romance, he's always telling that stuff about kisses, sorcery, fate and that crap... I'll tell my wife to make nice silk curtain for him, ho-ho!"<br />
<br />
'''Chapter 3.'''<br />
<br />
Some days later<br /><br />
''Peasant'' - "Hey, that's with our Theater? He says no word other that "F#$K OFF!". Let he tell something funny - you know, dragons, knights and that crap..."<br /><br />
''Caretaker'' - "Hey, Theater! Tell us something!"<br /><br />
''Crocodile'' - "I SAID - F#$K OFF! Is it too difficult for your tiny oaken brain?!"<br /><br />
''Crowd sadly'' - "Oooohhhh...."<br /><br />
''Peasant'' - "What for we need him then? He just eats and shits, and does nothing!"<br /><br />
''Broker'' - "Guys! Take him and bring to depot. That's gonna be a brillant deal! Those merchants got planty of delicious drinks..."<br /><br />
''Crowd happily'' - "Hooray!"<br /><br />
''Crocodile'' - "FUUUUUUUUU~"<br /><br />
Crocodile breaks from his cage and runs away, and miners armed with their picks chase him all over the fortress. After a hours or rushing, beating, biting, wrestling the Crocodile falls down breathlessly.<br /><br />
''Broker'' - "Damn! Drinks!" - to the merchants packing their goods "Hey, wait a bit! We've got a lot of other cool things! Cmon, let's trade a bit more!"<br />
<br />
'''The End.'''<br />
<br />
'''The origin.'''<br />
<br />
A Weaponsmith (she realy detests lizards) went to cave forest to take a wod log to stockpile, and got chased by cave crocodile. Finally the crocodile torn her head apart in a single charge, and got the name Stinhädâbir, "Theaterromance". Then he got caught into a cage trap. Later, when i wanted to sell him to merchants, he broke out of cage while it was hauled, and i had to draft all miners into squad to struck him down. --[[User:Peregarrett|Peregarrett]] 12:07, 27 May 2010 (UTC)<br />
<br />
=== Legend of the Misunderstood Hero===<br />
<br />
In Early Spring of 1051 Human Adventurer Conrad Casser was given an arduous task. The task was to fell Ozor Sneakconfused the guise of seers. Ozor was a unique one of a kind skink brute. His enormous Skink body was twisted into the shape of a humanoid and lived in a nearby town. Well not willing to let a demon live Conrad set off to send this Demon back to hell. The fight was long and difficult. With every broken bone and limb Conrad delivered he received as well. Then the towns guard showed up. Thank heavens back up. But, No! it was to him that the guards fell upon. It Turned out the demon was a Law giver in the kingdom of guilds. The demon used this chance to release a blast of heat and steam throwing everyone nearby every which way. The Last thought to go through Conrad's head was "But he's a demon". The last thing to go through in head physically was the town guardsmen dead body thrown by the steam. The name of the city in which the humans unknowingly consort with a demon: Dotmerged.<br />
<br />
it wasn't till later in legends mode that i read what my biggest mistake was. Listed in the demon's entry it stated,<br />
"in 16 Ozor fooled the kingdom of guilds into believing it was a manifestation of the deity Bekor Cataura"<br />
<br />
I had attacked their god, and until they had interrupted, came pretty close to killing it.<br />
<br />
=== Chewedceiling'+-s short, painful existance ===<br />
<br />
:Day 1<br />
::We just arrived in this tundra! Back at the Mountainhomes, they say we're heroes! Everything here is frozen, but that's just fine. The map says this place is haunted, but I don't beleive that one bit.<br />
<br />
:Day 2<br />
::Well, the fish cleaner got torn apart by wolves today. We don't have any wood or stone, so we can't build furniture. I've been instructed to build a giant sign saying "HELP" out of ice. I think we'll pull together when the supplies come.<br />
<br />
:Day 3<br />
::I'm beilng chased by a blizzard man! I'm hiding in a secret room inside the "P", so I don't think he'll find me. Well the wall just smashed, and there he i-<br />
<br />
This journal was all that was recovered of Chewedceiling. It was written by Annoth Tailwing, a stoneworker.<br />
<br />
<br />
=== The Fall of Likotingtak ===<br />
There was once a fortress mysteriously abandoned. In this fortress was but a single Speardwarf, in what they think was the food storage room, standing there unmoving , who spoke not to anydwarf. In this fort there were materials to construct the perfect fort. There was underground farmland that was fertile, stoke piles of ore,and trade goods galore. Some dwarves theorize that the reason for the fort's original collapse was due to a famine, while others theorize that it was a social collapse that brought down the fort. There are no carvings or messages as of yet discovered. Sometime after the collapse the Queen sent a group of dwarves to reclaim and investigate this fort. To the surprise of the dwarves, the fort was completely safe, and even had prepared farmland and stockpiles of seeds. Soon the dwarves clear out the stockpiles of miscellaneous junk items and set up a a more then sustaining farm. The fort was perfect. Almost. The dwarves had reclaimed the fort and even improved it in certain respects. And then the goblins ambush came. They came in, tearing apart all that stood in their way and murdering anything that was in their general vicinity. Soon the Goblins came to food storage, where they were met with the sharp end of the mute speardwarf's spear. The speardwarf went through the fortress and systematically killed any goblins that the militia failed to defend themselves from. The only survivor of this ambush was the speardwarf, a jeweler who was distracted by the attack with all the gems he was cutting and a miner who was busy digging to his heart's content. The jeweler and the miner abandoned the fort in an attempt to save themselves, while the speardwarf returned to the food store and stood in place, unmoving and unaffected by time. Once the Queen got word of what happened to the fort, she sent a squad of soldiers to reclaim the fortress. In the fortress they found what was most shocking of all, an almost perfect gold coffin, with engravings of goblin coming into a fort and killing the residents. Was this a premonition of one of the dwarves or was this an object of mourning that was created by the speardwarf. The survivors were questioned, but recall nothing of this coffin's construction. Perhaps the soldiers will find the creator of this coffin but perhaps not. Only time will tell.<br />
<br />
=== Battlefailed ===<br />
<br />
A succession game with the claim of [http://www.bay12forums.com/smf/index.php?topic=57052.0 2010's Boatmurdered], and multiple reclaim attempts.<br />
<br />
== Game Diaries ==<br />
<br />
Many [[Main:bloodline|bloodline]] games are chronicled on the wiki [{{fullurl:Special:PrefixIndex|namespace=100}} in their own namespace] and [[:Category:Bloodline_Games|as a category]]. Others are chronicled on external forums, [http://www.bay12forums.com/smf/index.php?board=14.0 particularly at bay12games]. They are both amusing and educational.<br />
<br />
Some individuals also document their own games. Below is a list of individual game diaries for your reading (and learning!) pleasure. Enjoy!<br />
<br />
{| class="wikitable" border="1" cellpadding="2"<br />
|-<br />
! Player<br />
! Fortress Diary<br />
! Status<br />
! Notes<br />
|-<br />
| [[User:Maunder|Maunder]] (new player)<br />
| [[User:Maunder/Cryptlustrous|Cryptlustrous]]<br />
| active. <br />
| about 2 years game time. max population: 64 adults.<br />
|-<br />
|}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Bloodline:Boatmurdered&diff=235179
Bloodline:Boatmurdered
2018-02-16T17:53:32Z
<p>Alexchandel: mention audiobook, breakout derived works section</p>
<hr />
<div>{{Translation<br />
| dwarven = Koganusân<br />
| elvish = Efeyerathi<br />
| goblin = Usaspustol<br />
| human = Letogulgud<br />
}}<br />
'''Boatmurdered''' was a [[succession game]] of Dwarf Fortress on the Something Awful forums from 2007. From this spawned an epic tale, incorporating hordes of belligerent dwarf-eating [[23a:elephant|elephant]]s, floods of biblical proportions, flaming [[23a:dog|puppies]], and more hilarious pranks. After many goblin raiders and elven traders were fried with floods of lava, there was a brief period of tranquility. Then one of the last few dwarves, unhappy from the recent defacement of a masterwork engraving, caught [[fire]] and started a fist fight with another dwarf (setting it on fire too), causing a [[tantrum]] and [[insanity]] spiral that eventually destroyed the whole fortress. To be fair, she'd given plenty of warnings that she was becoming unhinged, such as attempting to drink from the [[23a:magma flow|magma river]] and making numerous engravings depicting dwarves on fire, elephants killing dwarves, and a carving of a carving of cheese. How many other fortresses manage to create artifact caskets?<br />
<br />
The entire saga can be [http://lparchive.org/LetsPlay/Boatmurdered/ read online], or downloaded to read offline [http://dffd.wimbli.com/file.php?id=4120 in PDF format]. As the editor says, the madness surrounding Boatmurdered speaks for itself. Be warned: the language contained within can cause necrosis of the ears, and should be avoided by [[children]], the stunningly susceptible to disease, [[kitten]]s, and other worthless [[Syndrome|disease]] spreaders.<br />
<br />
==Works==<br />
<br />
The saga can also be heard as a [https://www.youtube.com/playlist?list=PLJtPFXAjo-GdOkFwQsC_5zyIHLaMFsaOM narrated tale], with screenshots and fan art.<br />
<br />
There was also an animation of Boatmurdered being made by LavaLevel a couple of years ago. [http://www.bay12forums.com/smf/index.php?topic=60750.0 Check its progress.] However the creator(s) have [http://www.bay12forums.com/smf/index.php?topic=60750.msg4628801#msg4628801 cancelled the project.]<br />
<br />
[[Category:Bloodline games]]<br />
[[ru:Boatmurdered]]</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Cheating&diff=234368
Cheating
2017-12-19T20:50:32Z
<p>Alexchandel: fix link to Main:exploits, which seems to redirect to an older version when used in an article</p>
<hr />
<div>{{Quality|Superior|06:14, 17 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
{{mod}}<br />
<br />
'''Cheating''' is altering the game to make Dwarf Fortress easier. This is distinctly different from [[exploit]]s. There are two main ways to alter the game: changing the game's raw source files (which are really just text files), and directly altering the game's memory (which requires special tools). As with using exploits, whether or not to cheat is down to personal taste—after all, the game is ''designed'' to be readily moddable. Too much cheating can spoil your experience of Dwarf Fortress, but there are no other players to cheat—only yourself.<br />
<br />
<br />
=Raw Editing=<br />
<br />
For making modifications to a newly generated world, edit the raw files located in the '''dwarffortress/raw/objects''' folder ''before'' generating the game. For making modifications to an existing world, edit the raw files located in the '''raw/objects''' sub-folder of the [[Main:saved game folder|saved game folder]] for that world.<br />
<br />
The most common use of editing raw files is to get free items, such as [[gem]]s, [[adamantine]], or [[flux]]. <br />
<br />
When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected.<br />
<br />
Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world. Altering existing reactions or creatures is an example of this.<br />
<br />
However, when adding or deleting entries, you need to create a new world for the changes to take place, and when deleting, it can and probably will render your old world unplayable as attempting to play worlds generated before the deletion will cause an error. <br />
<br />
[[Main:Shaostoul%27s Guide|Shaostoul's Guide]] contains several cut & paste examples for editing raw files specifically for the purpose of cheating. <br />
<br />
==Creature Token Modifications==<br />
Modifying creature files does not require the creation of a new world. You can modify the physical attributes of a creature, make animals tamable and trainable, make your dwarves into short little bearded terminators, and much more.<br />
<br />
===Instructions for use:===<br />
# Open creature_standard.txt<br />
# Find dwarven (or other creature) stats, which ought to resemble the sets below.<br />
# Delete those stats and replace with the new set.<br />
# Done.<br />
<br />
*[http://notepad-plus-plus.org/ Notepad++] is recommended for altering raw files on Windows.<br />
<br />
===Speedy Dwarves===<br />
Getting bored with slow dwarves? Open raw/objects/creature_standard.txt, look for <code>APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS</code>, and <br />
change the six numbers after it (0 is fastest). This can impact framerate in some cases - using 3 instead of 0 has been known to help.<br />
<pre><br />
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:0:0:0:0:0:0]<br />
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:0:0:0:0:0:0]<br />
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:0:0:0:0:0:0]<br />
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:0:0:0:0:0:0]<br />
</pre><br />
<br />
===No Needs Dwarves===<br />
<br />
Not wanting to care for your dwarves? Simply add [NO_EAT] [NO_SLEEP] and [NO_DRINK] to your dwarves' raws and never care for them again. (Warning when editing [NO_SLEEP], because sometimes dwarves will rest and just never wake up{{Verify}})<br />
<br />
As an added bonus, try adding [NOFEAR] [NOBREATHE] [NOSTUN] [NONAUSEA] [NOPAIN] [NO_DIZZINESS] [NO_FEVERS] and [NOEXERT] as well.<br />
<br />
(Warning, editing this may cause the game to crash.{{Verify}})<br />
<br />
Other potential problems include but are not limited to unhappiness due to never drinking any booze, and insane dwarves with no viable avenues for suicide; not that they can't be [[Unfortunate accident|assisted in such endeavors]].<br />
<br />
* Removing the [ALCOHOL_DEPENDENT] tag should alleviate the problem of unhappiness due to never drinking booze.<br />
* Removing the [CAVE_ADAPT] tag will eliminate [[cave adaptation]].<br />
<br />
===Pets for everyone===<br />
Ever want [[cave dragon]]s, [[giant cave spider]]s, or even [[helmet snake]]s for pets?<br /><br />
Simply add [PET] and [COMMON_DOMESTIC] to the creature of your choice then generate a new world. Enjoy killing the local elephant population with your army of giant cave spiders.<br />
Also if you want them to not be caged, cut out their raw file and transfer it to the bottom part of the creature_domestic.txt file and change the [FANCIFUL] token into the [NATURAL] token<br />
<br />
<br />
''Note: Pets may be '''expensive'''. '' Which is why you set [PETVALUE:1]<br />
<br />
===Non-Threatening Webs===<br />
Web-firing enemies (giant cave spiders, some forgotten beasts, titans and other super-fun things) are some of the most overpowered creatures in the game, able to easily tear an entire [[steel]]-clad militia apart no matter how well trained they might be. If you think that's not fair, add the [WEBIMMUNE] token to the dwarf creature's raws, which will make them unaffected by web attacks.<br />
<br />
===Tinkering with the Dwarven Soul===<br />
By messing with the soul of a dwarf, you can drastically increase attributes and learning rates. Below are notes and a copy-paste section of text that you can use in the creature_standard.txt file, in which you replace the existing dwarf attributes. Some of these tags ''must'' be placed in the section where castes are defined (ex: to speed learning rates, place the tags under the [CASTE:MALE] and [CASTE:FEMALE] tags) Using the Castes, it is very possible to specify what parts of your society get what (ex: adding a 'prodigy' caste of dwarves that learn 5 times faster than regular dwarves). The most easily adjustable portion of the castes is with the Males and Females.<br />
<br />
ATT_RANGE dictates the level of effectiveness a being receives in an ability. 5,000 is the max. Please note that the elves get "5,000" in the memory stat, for the entire range. Humans get a default of 1,000, and presumably the same goes for any other creature that doesn't have a specified range.<br />
<br />
Below, the ATT_RATES tag basically determines how quickly you gain and lose an attribute. The first value indicates cost. The lower it is, the better. The other values are for dictating the rate of decay, so keeping them at "NONE" basically nullifies that aspect. Don't use "0" for the first value, it crashes the game. Default for the first value is 500. If there is no number, the default will be used. I believe that you can use negative numbers (negative numbers DO NOT increase the speed of rate, tested for Splinterz Dwarf Therapist that uses CTI, set CTI to -5000, -300, -100, the count kept increasing well past 1500, but no increase in attribute), which further increases the gain of attributes, since the ceiling to the next attribute level is lowered by the negative percentage you use.<br />
<br />
ATT_RATES (Default is 500:2:3:2]<br />
* ATTRIBUTE Token<br />
* cost to improve <br />
* unused counter rate<br />
* rust counter rate<br />
* demotion counter rate<br />
<br />
[PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]<br />
<br />
The game comes pre-stocked with several sets of attribute ranges, some better than others. The signs that come after the numeral ranges indicate what level that range represents, but has no effect in of themselves.<br />
<br />
0:0:0:0:0:0:0 unattainable<br />
0:100:200:300:400:450:500 ---<br />
0:400:600:750:800:900:1100 --<br />
150:600:800:900:1000:1100:1500 -<br />
450:950:1150:1250:1350:1550:2250 +<br />
700:1200:1400:1500:1600:1800:2500 ++<br />
1250:1500:1750:2000:2500:3000:5000 +++<br />
5000:5000:5000:5000:5000:5000:5000 max<br />
<br />
Skill rates is a tag that grants you a % of skill improvement. The first number is the percentage, while the last three slots indicate decay. Skill rate increase is capped at 500%. Default is 100%, but creatures with Slow Learner tag will get half of that. <br />
<br />
SKILL_RATE (Default is 100:8:16:16]<br />
* % of improvement points you get<br />
* unused counter rate<br />
* rust counter rate<br />
* demotion counter rate<br />
<br />
Add this line under whichever castes you wish to receive the benefits.<br />
<br />
[SKILL_RATES:500:NONE:NONE:NONE]<br />
<br />
PHYS_ATT_CAP_PERC<br />
MENT_ATT_CAP_PERC<br />
<br />
The default value is 200% of a dwarf's median+starting stats. This tag caps the amount of improvement to be had in an attribute. Below, I have cranked it up to 5,000%, hoping that it would let all dwarves achieve maximum attributes.<br />
<br />
e.g.<br />
[PHYS_ATT_CAP_PERC:STRENGTH:5000]<br />
[MENT_ATT_CAP_PERC:FOCUS:5000]<br />
<br />
<br />
<div style="height:200px; overflow:scroll;"><br />
[SKILL_RATES:5000:NONE:NONE:NONE]<br />
[PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000] +++ <br />
[PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]<br />
[PHYS_ATT_CAP_PERC:STRENGTH:5000:NONE:NONE:NONE]<br />
[PHYS_ATT_RANGE:TOUGHNESS:1250:1500:1750:2000:2500:3000:5000] +++<br />
[PHYS_ATT_RATES:TOUGHNESS:-5000:NONE:NONE:NONE]<br />
[PHYS_ATT_CAP_PERC:TOUGHNESS:5000:NONE:NONE:NONE]<br />
[PHYS_ATT_RANGE:AGILITY:1250:1500:1750:2000:2500:3000:5000] +++<br />
[PHYS_ATT_RATES:AGILITY:-5000:NONE:NONE:NONE]<br />
[PHYS_ATT_CAP_PERC:AGILITY:5000:NONE:NONE:NONE]<br />
[PHYS_ATT_RANGE:ENDURANCE:1250:1500:1750:2000:2500:3000:5000] +++<br />
[PHYS_ATT_RATES:ENDURANCE:-5000:NONE:NONE:NONE]<br />
[PHYS_ATT_CAP_PERC:ENDURANCE:5000]<br />
[PHYS_ATT_RANGE:RECUPERATION:1250:1500:1750:2000:2500:3000:5000] +++ <br />
[PHYS_ATT_RATES:RECUPERATION:-5000:NONE:NONE:NONE]<br />
[PHYS_ATT_CAP_PERC:RECUPERATION:5000]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000] +++<br />
[PHYS_ATT_RATES:DISEASE_RESISTANCE:-5000:NONE:NONE:NONE]<br />
[PHYS_ATT_CAP_PERC:DISEASE_RESISTANCE:5000]<br />
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000] +++ <br />
[MENT_ATT_RATES:FOCUS:-5000:NONE:NONE:NONE]<br />
[MENT_ATT_CAP_PERC:FOCUS:5000]<br />
[MENT_ATT_RANGE:CREATIVITY:1250:1500:1750:2000:2500:3000:5000] +++ <br />
[MENT_ATT_RATES:CREATIVITY:-5000:NONE:NONE:NONE]<br />
[MENT_ATT_CAP_PERC:CREATIVITY:5000]<br />
[MENT_ATT_RANGE:PATIENCE:1250:1500:1750:2000:2500:3000:5000] +++ <br />
[MENT_ATT_RATES:PATIENCE:-5000:NONE:NONE:NONE]<br />
[MENT_ATT_CAP_PERC:PATIENCE:5000]<br />
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000] +++ <br />
[MENT_ATT_RATES:MEMORY:-5000:NONE:NONE:NONE]<br />
[MENT_ATT_CAP_PERC:MEMORY:5000]<br />
[MENT_ATT_RANGE:SPATIAL_SENSE:1250:1500:1750:2000:2500:3000:5000] +++<br />
[MENT_ATT_RATES:SPATIAL_SENSE:-5000:NONE:NONE:NONE]<br />
[MENT_ATT_CAP_PERC:SPATIAL_SENSE:5000]<br />
[MENT_ATT_RANGE:EMPATHY:1250:1500:1750:2000:2500:3000:5000] +++<br />
[MENT_ATT_RATES:EMPATHY:-5000:NONE:NONE:NONE]<br />
[MENT_ATT_CAP_PERC:EMPATHY:5000]<br />
[MENT_ATT_RANGE:MUSICALITY:1250:1500:1750:2000:2500:3000:5000] +++<br />
[MENT_ATT_RATES:MUSICALITY:-5000:NONE:NONE:NONE]<br />
[MENT_ATT_CAP_PERC:MUSICALITY:5000]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000] +++<br />
[MENT_ATT_RATES:ANALYTICAL_ABILITY:-5000:NONE:NONE:NONE]<br />
[MENT_ATT_CAP_PERC:ANALYTICAL_ABILITY:5000]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000] +++<br />
[MENT_ATT_RATES:LINGUISTIC_ABILITY:-5000:NONE:NONE:NONE]<br />
[MENT_ATT_CAP_PERC:LINGUISTIC_ABILITY:5000]<br />
[MENT_ATT_RANGE:INTUITION:1250:1500:1750:2000:2500:3000:5000] +++<br />
[MENT_ATT_RATES:INTUITION:-5000:NONE:NONE:NONE]<br />
[MENT_ATT_CAP_PERC:INTUITION:5000]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000] +++<br />
[MENT_ATT_RATES:WILLPOWER:-5000:NONE:NONE:NONE]<br />
[MENT_ATT_CAP_PERC:WILLPOWER:5000]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1500:1750:2000:2500:3000:5000] +++<br />
[MENT_ATT_RATES:SOCIAL_AWARENESS:-5000:NONE:NONE:NONE]<br />
[MENT_ATT_CAP_PERC:SOCIAL_AWARENESS:5000]<br />
[MENT_ATT_RANGE:KINESTHETIC_SENSE:1250:1500:1750:2000:2500:3000:5000] +++<br />
[MENT_ATT_RATES:KINESTHETIC_SENSE:-5000:NONE:NONE:NONE]<br />
[MENT_ATT_CAP_PERC:KINESTHETIC_SENSE:5000]<br />
</div><br />
<br />
===No More skill loss===<br />
Are you tired of your dwarfs having red stats after a few years? If so, try adding this mod by [http://www.bay12forums.com/smf/index.php?topic=61016.0 LordSnow] to df_folder/data/save/region/raw/objects/creature_standard.txt in the "dwarf" section.<br />
<br />
<div style="height:200px; overflow:scroll;"><br />
Phys/Ment rate default: 500<br />
[PHYS_ATT_RATES:STRENGTH:50:NONE:NONE:NONE]<br />
[PHYS_ATT_RATES:AGILITY:50:NONE:NONE:NONE]<br />
[PHYS_ATT_RATES:TOUGHNESS:50:NONE:NONE:NONE]<br />
[PHYS_ATT_RATES:ENDURANCE:50:NONE:NONE:NONE]<br />
[PHYS_ATT_RATES:DISEASE_RESISTANCE:50:NONE:NONE:NONE]<br />
[PHYS_ATT_RATES:RECUPERATION:50:NONE:NONE:NONE]<br />
<br />
[MENT_ATT_RATES:ANALYTICAL_ABILITY:50:NONE:NONE:NONE]<br />
[MENT_ATT_RATES:CREATIVITY:50:NONE:NONE:NONE]<br />
[MENT_ATT_RATES:EMPATHY:50:NONE:NONE:NONE]<br />
[MENT_ATT_RATES:FOCUS:50:NONE:NONE:NONE]<br />
[MENT_ATT_RATES:INTUITION:50:NONE:NONE:NONE]<br />
[MENT_ATT_RATES:KINESTHETIC_SENSE:50:NONE:NONE:NONE]<br />
[MENT_ATT_RATES:LINGUISTIC_ABILITY:50:NONE:NONE:NONE]<br />
[MENT_ATT_RATES:MUSICALITY:50:NONE:NONE:NONE]<br />
[MENT_ATT_RATES:PATIENCE:50:NONE:NONE:NONE]<br />
[MENT_ATT_RATES:SOCIAL_AWARENESS:50:NONE:NONE:NONE]<br />
[MENT_ATT_RATES:MEMORY:50:NONE:NONE:NONE]<br />
[MENT_ATT_RATES:SPATIAL_SENSE:50:NONE:NONE:NONE]<br />
[MENT_ATT_RATES:WILLPOWER:50:NONE:NONE:NONE]<br />
</div><br />
<br />
===Enemy race dies in a pink cloud===<br />
Causes all creatures of a type to go *poof* in a little pink cloud. Put this under the creature you want to never appear again. Goodbye invasions! <br />
<br />
[SELECT_MATERIAL:ALL]<br />
[BOILING_POINT:0]<br />
[STATE_COLOR:ALL:PINK]<br />
[STATE_NAME_ADJ:GAS:poof!]<br />
<br />
Warning: As with all cheats that involve the words "[BOILING_POINT:0]", the mist created when the creature boils will be very cold. Such cold temperatures will rapidly degrade weak items like cloth and leather, and may pose a danger to dwarves caught in the cloud without adequate cold weather clothing. You might have to experiment to find a temperature that will guarantee boiling without posing a danger to your dwarves.<br />
<br />
Note: You must add this text after all the material you want to boil is defined. To be safe, just place it at the very end.<br />
<br />
===All Skills Legendary===<br />
Put this under Creature:Dwarf in creature_standard.txt<br />
<div style="height:200px; overflow:scroll;"><pre><br />
[NATURAL_SKILL:MINING:16]<br />
[NATURAL_SKILL:WOODCUTTING:16]<br />
[NATURAL_SKILL:CARPENTRY:16]<br />
[NATURAL_SKILL:DETAILSTONE:16]<br />
[NATURAL_SKILL:MASONRY:16]<br />
[NATURAL_SKILL:ANIMALTRAIN:16]<br />
[NATURAL_SKILL:ANIMALCARE:16]<br />
[NATURAL_SKILL:DISSECT_FISH:16]<br />
[NATURAL_SKILL:DISSECT_VERMIN:16]<br />
[NATURAL_SKILL:PROCESSFISH:16]<br />
[NATURAL_SKILL:BUTCHER:16]<br />
[NATURAL_SKILL:TRAPPING:16]<br />
[NATURAL_SKILL:TANNER:16]<br />
[NATURAL_SKILL:WEAVING:16]<br />
[NATURAL_SKILL:BREWING:16]<br />
[NATURAL_SKILL:ALCHEMY:16]<br />
[NATURAL_SKILL:CLOTHESMAKING:16]<br />
[NATURAL_SKILL:MILLING:16]<br />
[NATURAL_SKILL:PROCESSPLANTS:16]<br />
[NATURAL_SKILL:CHEESEMAKING:16]<br />
[NATURAL_SKILL:MILK:16]<br />
[NATURAL_SKILL:COOK:16]<br />
[NATURAL_SKILL:PLANT:16]<br />
[NATURAL_SKILL:HERBALISM:16]<br />
[NATURAL_SKILL:FISH:16]<br />
[NATURAL_SKILL:SMELT:16]<br />
[NATURAL_SKILL:EXTRACT_STRAND:16]<br />
[NATURAL_SKILL:FORGE_WEAPON:16]<br />
[NATURAL_SKILL:FORGE_ARMOR:16]<br />
[NATURAL_SKILL:FORGE_FURNITURE:16]<br />
[NATURAL_SKILL:CUTGEM:16]<br />
[NATURAL_SKILL:ENCRUSTGEM:16]<br />
[NATURAL_SKILL:WOODCRAFT:16]<br />
[NATURAL_SKILL:STONECRAFT:16]<br />
[NATURAL_SKILL:METALCRAFT:16]<br />
[NATURAL_SKILL:GLASSMAKER:16]<br />
[NATURAL_SKILL:LEATHERWORK:16]<br />
[NATURAL_SKILL:BONECARVE:16]<br />
[NATURAL_SKILL:AXE:16]<br />
[NATURAL_SKILL:SWORD:16]<br />
[NATURAL_SKILL:DAGGER:16]<br />
[NATURAL_SKILL:MACE:16]<br />
[NATURAL_SKILL:HAMMER:16]<br />
[NATURAL_SKILL:SPEAR:16]<br />
[NATURAL_SKILL:CROSSBOW:16]<br />
[NATURAL_SKILL:SHIELD:16]<br />
[NATURAL_SKILL:ARMOR:16]<br />
[NATURAL_SKILL:SIEGECRAFT:16]<br />
[NATURAL_SKILL:SIEGEOPERATE:16]<br />
[NATURAL_SKILL:BOWYER:16]<br />
[NATURAL_SKILL:PIKE:16]<br />
[NATURAL_SKILL:WHIP:16]<br />
[NATURAL_SKILL:BOW:16]<br />
[NATURAL_SKILL:BLOWGUN:16]<br />
[NATURAL_SKILL:THROW:16]<br />
[NATURAL_SKILL:MECHANICS:16]<br />
[NATURAL_SKILL:MAGIC_NATURE:16]<br />
[NATURAL_SKILL:SNEAK:16]<br />
[NATURAL_SKILL:DESIGNBUILDING:16]<br />
[NATURAL_SKILL:DRESS_WOUNDS:16]<br />
[NATURAL_SKILL:DIAGNOSE:16]<br />
[NATURAL_SKILL:SURGERY:16]<br />
[NATURAL_SKILL:SET_BONE:16]<br />
[NATURAL_SKILL:SUTURE:16]<br />
[NATURAL_SKILL:CRUTCH_WALK:16]<br />
[NATURAL_SKILL:WOOD_BURNING:16]<br />
[NATURAL_SKILL:LYE_MAKING:16]<br />
[NATURAL_SKILL:SOAP_MAKING:16]<br />
[NATURAL_SKILL:POTASH_MAKING:16]<br />
[NATURAL_SKILL:DYER:16]<br />
[NATURAL_SKILL:OPERATE_PUMP:16]<br />
[NATURAL_SKILL:SWIMMING:16]<br />
[NATURAL_SKILL:PERSUASION:16]<br />
[NATURAL_SKILL:NEGOTIATION:16]<br />
[NATURAL_SKILL:JUDGING_INTENT:16]<br />
[NATURAL_SKILL:APPRAISAL:16]<br />
[NATURAL_SKILL:ORGANIZATION:16]<br />
[NATURAL_SKILL:RECORD_KEEPING:16]<br />
[NATURAL_SKILL:LYING:16]<br />
[NATURAL_SKILL:INTIMIDATION:16]<br />
[NATURAL_SKILL:CONVERSATION:16]<br />
[NATURAL_SKILL:COMEDY:16]<br />
[NATURAL_SKILL:FLATTERY:16]<br />
[NATURAL_SKILL:CONSOLE:16]<br />
[NATURAL_SKILL:PACIFY:16]<br />
[NATURAL_SKILL:TRACKING:16]<br />
[NATURAL_SKILL:KNOWLEDGE_ACQUISITION:16]<br />
[NATURAL_SKILL:CONCENTRATION:16]<br />
[NATURAL_SKILL:DISCIPLINE:16]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:16]<br />
[NATURAL_SKILL:WRITING:16]<br />
[NATURAL_SKILL:PROSE:16]<br />
[NATURAL_SKILL:POETRY:16]<br />
[NATURAL_SKILL:READING:16]<br />
[NATURAL_SKILL:SPEAKING:16]<br />
[NATURAL_SKILL:COORDINATION:16]<br />
[NATURAL_SKILL:BALANCE:16]<br />
[NATURAL_SKILL:LEADERSHIP:16]<br />
[NATURAL_SKILL:TEACHING:16]<br />
[NATURAL_SKILL:MELEE_COMBAT:16]<br />
[NATURAL_SKILL:RANGED_COMBAT:16]<br />
[NATURAL_SKILL:WRESTLING:16]<br />
[NATURAL_SKILL:BITE:16]<br />
[NATURAL_SKILL:GRASP_STRIKE:16]<br />
[NATURAL_SKILL:STANCE_STRIKE:16]<br />
[NATURAL_SKILL:DODGING:16]<br />
[NATURAL_SKILL:MISC_WEAPON:16]<br />
[NATURAL_SKILL:KNAPPING:16]<br />
[NATURAL_SKILL:MILITARY_TACTICS:16]<br />
[NATURAL_SKILL:SHEARING:16]<br />
[NATURAL_SKILL:SPINNING:16]<br />
[NATURAL_SKILL:POTTERY:16]<br />
[NATURAL_SKILL:GLAZING:16]<br />
[NATURAL_SKILL:PRESSING:16]<br />
[NATURAL_SKILL:BEEKEEPING:16]<br />
[NATURAL_SKILL:WAX_WORKING:16]<br />
</pre></div><br />
<br />
===Syndrome Immunity===<br />
Generated syndromes act on creatures with the token [CREATURE_CLASS:GENERAL_POISON]. If this token is not in a creature's entry, then it is not a valid target for generated syndromes.<br />
<br />
To make a creature immune, remove [CREATURE_CLASS:GENERAL_POISON].<br />
<br />
===Child Labor===<br />
Tired of having children spend 12 years drinking your booze and eating your food without performing any work? Simply open creature_standard.txt, and under the dwarf entry replace [CHILD:12] with [CHILD:6], or whatever age you consider it appropriate for children to start working at.<br />
<br />
==Reaction Additions==<br />
There are now two reaction files: reaction_smelter and reaction_other. Additions to these lists will not take effect until you generate a new world. Note that if you edit an existing reaction entry (leaving the [REACTION:NAME] line unchanged) rather than add a new one, you will not need to generate a new world. Don't forget to add [PERMITTED_REACTION:(reaction)] under [ENTITY:MOUNTAIN] in entity_default raw.<br />
<br />
===Skill Practice Workshops===<br />
A useful application of the new workshop/reaction setup is the Practice Workshop: loaded with no-reagent no-product reactions tied to every quality-based skill, it's an excellent way to get the most out of scarce resources and to train workers who utilize said resources (Jewelers, Craftsdwarves, etc.).<br />
<br />
Create a new raw called building_practice_workshop in \raw\objects, and within it paste the following (ripped nigh-straight out of Lazureus' Crematorium package):<br />
<br />
<div style="height:200px; overflow:scroll;"><br />
<pre><br />
building_practice_workshop<br />
<br />
[OBJECT:BUILDING]<br />
<br />
[BUILDING_WORKSHOP:PRACTICE_WORKSHOP]<br />
[NAME:Practice Workshop]<br />
[NAME_COLOR:7:0:1]<br />
[DIM:3:3]<br />
[WORK_LOCATION:2:3]<br />
[BUILD_LABOR:MASON]<br />
[BUILD_KEY:CUSTOM_SHIFT_P]<br />
[BLOCK:1:0:0:0]<br />
[BLOCK:2:0:0:0]<br />
[BLOCK:3:0:0:0]<br />
[TILE:0:1:' ':' ':236]<br />
[TILE:0:2:' ':236:'/']<br />
[TILE:0:3:'|':' ':' ']<br />
[COLOR:0:1:0:0:0:0:0:0:0:0:1]<br />
[COLOR:0:2:0:0:0:0:0:1:6:0:0]<br />
[COLOR:0:3:6:0:0:0:0:0:0:0:0]<br />
[TILE:1:1:236:' ':227]<br />
[TILE:1:2:'|':' ':8]<br />
[TILE:1:3:' ':' ':236]<br />
[COLOR:1:1:0:0:1:0:0:0:0:0:1]<br />
[COLOR:1:2:6:0:0:0:0:0:0:0:1]<br />
[COLOR:1:3:0:0:0:0:0:0:0:0:1]<br />
[TILE:2:1:201:227:187]<br />
[TILE:2:2:200:8:188]<br />
[TILE:2:3:' ':' ':' ']<br />
[COLOR:2:1:0:0:1:0:0:1:0:0:1]<br />
[COLOR:2:2:0:0:1:0:0:1:0:0:1]<br />
[COLOR:2:3:0:0:0:0:0:0:0:0:0]<br />
[TILE:3:1:201:227:187]<br />
[TILE:3:2:200:8:188]<br />
[TILE:3:3:150:210:253]<br />
[COLOR:3:1:0:0:1:0:0:1:0:0:1]<br />
[COLOR:3:2:0:0:1:0:4:1:0:0:1]<br />
[COLOR:3:3:0:0:1:6:0:0:7:0:1]<br />
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]<br />
</pre><br />
</div><br />
<br />
Create a new raw called reaction_practice_workshop, and within it paste the following: (Fixed the process to only accept bars of coke instead of just ANY bar. Enjoy. -Anonymous)<br />
<br />
<div style="height:200px; overflow:scroll;"><br />
<pre><br />
reaction_practice_workshop<br />
<br />
[OBJECT:REACTION]<br />
<br />
[REACTION:PRACTICE_ARMORSMITHING]<br />
[NAME:practice armorsmithing]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:FORGE_ARMOR]<br />
<br />
[REACTION:PRACTICE_BEEKEEPING]<br />
[NAME:practice beekeeping]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:BEEKEEPING]<br />
<br />
[REACTION:PRACTICE_BONECARVING]<br />
[NAME:practice bonecarving]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:BONECARVE]<br />
<br />
[REACTION:PRACTICE_BONESETTING]<br />
[NAME:practice bonesetting]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:SET_BONE]<br />
<br />
[REACTION:PRACTICE_BOWMAKING]<br />
[NAME:practice bowmaking]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:BOWYER]<br />
<br />
[REACTION:PRACTICE_BREWING]<br />
[NAME:practice brewing]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:BREWING]<br />
<br />
[REACTION:PRACTICE_CARPENTRY]<br />
[NAME:practice carpentry]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:CARPENTRY]<br />
<br />
[REACTION:PRACTICE_CLOTHESMAKING]<br />
[NAME:practice clothesmaking]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:CLOTHESMAKING]<br />
<br />
[REACTION:PRACTICE_COOKING]<br />
[NAME:practice cooking]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:COOK]<br />
<br />
[REACTION:PRACTICE_DESIGNBUILDING]<br />
[NAME:practice architecture]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:DESIGNBUILDING]<br />
<br />
[REACTION:PRACTICE_DIAGNOSIS]<br />
[NAME:practice diagnosis]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:DIAGNOSE]<br />
<br />
[REACTION:PRACTICE_DYEING]<br />
[NAME:practice dyeing]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:DYER]<br />
<br />
[REACTION:PRACTICE_ENGRAVING]<br />
[NAME:practice engraving]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:DETAILSTONE]<br />
<br />
[REACTION:PRACTICE_GEM_CUTTING]<br />
[NAME:practice gem cutting]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:CUTGEM]<br />
<br />
[REACTION:PRACTICE_GEM_SETTING]<br />
[NAME:practice gem setting]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:ENCRUSTGEM]<br />
<br />
[REACTION:PRACTICE_GLASSMAKING]<br />
[NAME:practice glassmaking]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:GLASSMAKER]<br />
<br />
[REACTION:PRACTICE_GLAZING]<br />
[NAME:practice glazing]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:GLAZING]<br />
<br />
[REACTION:PRACTICE_GROWING]<br />
[NAME:practice growing]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:PLANT]<br />
<br />
[REACTION:PRACTICE_HERBALISM]<br />
[NAME:practice herbalism]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:HERBALISM]<br />
<br />
[REACTION:PRACTICE_LEATHERWORKING]<br />
[NAME:practice leatherworking]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:LEATHERWORK]<br />
<br />
[REACTION:PRACTICE_MASONRY]<br />
[NAME:practice masonry]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:MASONRY]<br />
<br />
[REACTION:PRACTICE_MECHANICS]<br />
[NAME:practice mechanics]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:MECHANICS]<br />
<br />
[REACTION:PRACTICE_METALCRAFTING]<br />
[NAME:practice metalcrafting]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:METALCRAFT]<br />
<br />
[REACTION:PRACTICE_METALSMITHING]<br />
[NAME:practice metalsmithing]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:FORGE_FURNITURE]<br />
<br />
[REACTION:PRACTICE_MINING]<br />
[NAME:practice mining]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:MINING]<br />
<br />
[REACTION:PRACTICE_POTTERY]<br />
[NAME:practice pottery]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:POTTERY]<br />
<br />
[REACTION:PRACTICE_SIEGE_ENGINEERING]<br />
[NAME:practice siege engineering]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:SIEGECRAFT]<br />
<br />
[REACTION:PRACTICE_STONECRAFTING]<br />
[NAME:practice stonecrafting]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:STONECRAFT]<br />
<br />
[REACTION:PRACTICE_SURGERY]<br />
[NAME:practice surgery]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:SURGERY]<br />
<br />
[REACTION:PRACTICE_SUTURING]<br />
[NAME:practice suturing]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:SUTURE]<br />
<br />
[REACTION:PRACTICE_WAX_WORKING]<br />
[NAME:practice wax working]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:WAX_WORKING]<br />
<br />
[REACTION:PRACTICE_WEAPONSMITHING]<br />
[NAME:practice weaponsmithing]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:FORGE_WEAPON]<br />
<br />
[REACTION:PRACTICE_WEAVING]<br />
[NAME:practice weaving]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:WEAVING]<br />
<br />
[REACTION:PRACTICE_WOODCRAFTING]<br />
[NAME:practice woodcrafting]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:WOODCRAFT]<br />
<br />
[REACTION:PRACTICE_WOUND_DRESSING]<br />
[NAME:practice wound dressing]<br />
[BUILDING:PRACTICE_WORKSHOP:NONE]<br />
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:COKE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:DRESS_WOUNDS]<br />
</pre><br />
</div><br />
<br />
Lastly, paste the following to their respective spots in the dwarf section of entity_default, and you're done:<br />
<div style="height:200px; overflow:scroll;"><br />
<pre><br />
[PERMITTED_BUILDING:PRACTICE_WORKSHOP]<br />
[PERMITTED_REACTION:PRACTICE_ARMORSMITHING]<br />
[PERMITTED_REACTION:PRACTICE_BEEKEEPING]<br />
[PERMITTED_REACTION:PRACTICE_BONECARVING]<br />
[PERMITTED_REACTION:PRACTICE_BONESETTING]<br />
[PERMITTED_REACTION:PRACTICE_BOWMAKING]<br />
[PERMITTED_REACTION:PRACTICE_BREWING]<br />
[PERMITTED_REACTION:PRACTICE_CARPENTRY]<br />
[PERMITTED_REACTION:PRACTICE_CLOTHESMAKING]<br />
[PERMITTED_REACTION:PRACTICE_DESIGNBUILDING]<br />
[PERMITTED_REACTION:PRACTICE_DIAGNOSIS]<br />
[PERMITTED_REACTION:PRACTICE_DYEING]<br />
[PERMITTED_REACTION:PRACTICE_ENGRAVING]<br />
[PERMITTED_REACTION:PRACTICE_GEM_CUTTING]<br />
[PERMITTED_REACTION:PRACTICE_GEM_SETTING]<br />
[PERMITTED_REACTION:PRACTICE_GLASSMAKING]<br />
[PERMITTED_REACTION:PRACTICE_GLAZING]<br />
[PERMITTED_REACTION:PRACTICE_GROWING]<br />
[PERMITTED_REACTION:PRACTICE_HERBALISM]<br />
[PERMITTED_REACTION:PRACTICE_LEATHERWORKING]<br />
[PERMITTED_REACTION:PRACTICE_MASONRY]<br />
[PERMITTED_REACTION:PRACTICE_MECHANICS]<br />
[PERMITTED_REACTION:PRACTICE_METALCRAFTING]<br />
[PERMITTED_REACTION:PRACTICE_METALSMITHING]<br />
[PERMITTED_REACTION:PRACTICE_MINING]<br />
[PERMITTED_REACTION:PRACTICE_POTTERY]<br />
[PERMITTED_REACTION:PRACTICE_SIEGE_ENGINEERING]<br />
[PERMITTED_REACTION:PRACTICE_SIEGE_OPERATION]<br />
[PERMITTED_REACTION:PRACTICE_STONECRAFTING]<br />
[PERMITTED_REACTION:PRACTICE_SURGERY]<br />
[PERMITTED_REACTION:PRACTICE_SUTURING]<br />
[PERMITTED_REACTION:PRACTICE_WAX_WORKING]<br />
[PERMITTED_REACTION:PRACTICE_WEAPONSMITHING]<br />
[PERMITTED_REACTION:PRACTICE_WEAVING]<br />
[PERMITTED_REACTION:PRACTICE_WOODCRAFTING]<br />
[PERMITTED_REACTION:PRACTICE_WOUND_DRESSING]<br />
</pre><br />
</div><br />
<br />
===Easy Vermin Disposal===<br />
Tired of vermin corpses lying around for months? Use this reaction to put them to a useful purpose:<br />
<div style="height:200px; overflow:scroll;"><br />
<pre><br />
[REACTION:BUGS_TO_COKE]<br />
[NAME:Cremate Vermin Corpses]<br />
[BUILDING:SMELTER:NONE]<br />
[REAGENT:A:5:REMAINS:NONE:NONE:NONE]<br />
[PRODUCT:20:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]<br />
[SKILL:SMELT]<br />
</pre><br />
</div><br />
<br />
Remember to add this to the appropriate entity files before generating a new world.<br />
<br />
==Easy Entity Editing==<br />
<br />
Here is the edited entity_default raw entry. Just copy and paste everything underneath the existing entries. You may add more by using the format: [PERMITTED_REACTION:(reaction)]<br />
<br />
<div style="height:200px; overflow:scroll;"><br />
<pre><br />
<br />
[PERMITTED_REACTION:FREE_DIAMOND_LY]<br />
[PERMITTED_REACTION:FREE_DIAMOND_FY]<br />
[PERMITTED_REACTION:FREE_EMERALD]<br />
[PERMITTED_REACTION:FREE_RUBY]<br />
[PERMITTED_REACTION:FREE_SAPPHIRE]<br />
[PERMITTED_REACTION:FREE_DIAMOND_CLEAR]<br />
[PERMITTED_REACTION:FREE_DIAMOND_RED]<br />
[PERMITTED_REACTION:FREE_DIAMOND_GREEN]<br />
[PERMITTED_REACTION:FREE_DIAMOND_BLUE]<br />
[PERMITTED_REACTION:FREE_DIAMOND_YELLOW]<br />
[PERMITTED_REACTION:FREE_DIAMOND_BLACK]<br />
[PERMITTED_REACTION:FREE_RUBY_STAR]<br />
[PERMITTED_REACTION:FREE_SAPPHIRE_STAR]<br />
[PERMITTED_REACTION:FREE_ADAMANTINE_THREAD]<br />
[PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS]<br />
[PERMITTED_REACTION:FREE_WOOD]<br />
<br />
</pre><br />
</div><br />
<br />
<br />
===Free Gems===<br />
Fill in the name of a gem from the inorganic_stone_gem file and paste this in the reaction_smelter file to make your smelter spew out gems.<br />
<pre><br />
[REACTION:FREE_(gem name here)]<br />
[NAME:make (gem name here)]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:(gem name {from raws})]<br />
[SKILL:SMELT]<br />
</pre><br />
Note: You can change the skill used and the workshop, but make sure to keep it in the correct reaction file.<br />
For convenience, here are all the precious gems in the game.<br />
<div style="height:200px; overflow:scroll;"><br />
<pre><br />
[REACTION:FREE_DIAMOND_LY]<br />
[NAME: make light yellow diamonds]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_LY]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_DIAMOND_FY]<br />
[NAME: make faint yellow diamonds]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_FY]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_EMERALD]<br />
[NAME: make emeralds]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:EMERALD]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_RUBY]<br />
[NAME: make rubies]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:RUBY]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_SAPPHIRE]<br />
[NAME: make sapphires]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:SAPPHIRE]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_DIAMOND_CLEAR]<br />
[NAME: make clear diamonds]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_CLEAR]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_DIAMOND_RED]<br />
[NAME: make red diamonds]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_RED]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_DIAMOND_GREEN]<br />
[NAME: make green diamond]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_GREEN]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_DIAMOND_BLUE]<br />
[NAME: make blue diamonds]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_BLUE]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_DIAMOND_YELLOW]<br />
[NAME: make yellow diamonds]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_YELLOW]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_DIAMOND_BLACK]<br />
[NAME: make black diamonds]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_BLACK]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_RUBY_STAR]<br />
[NAME: make star rubies]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:RUBY_STAR]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_SAPPHIRE_STAR]<br />
[NAME: make star sapphires]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:INORGANIC:SAPPHIRE_STAR]<br />
[SKILL:SMELT]<br />
</pre><br />
</div><br />
<br />
===Easy Adamantine===<br />
To get free adamantine wafers, add this to your reaction_smelter.<br />
<pre><br />
[REACTION:FREE_ADAMANTINE_WAFERS]<br />
[NAME:create adamantine wafers]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:BAR:NO_SUBTYPE:INORGANIC:ADAMANTINE][PRODUCT_DIMENSION:150]<br />
[SKILL:SMELT]<br />
</pre><br />
<br />
For adamantine thread it would be:<br />
<pre><br />
[REACTION:FREE_ADAMANTINE_THREAD]<br />
[NAME:create adamantine thread]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:1:THREAD:NO_SUBTYPE:INORGANIC:ADAMANTINE][PRODUCT_DIMENSION:15000]<br />
[SKILL:SMELT]<br />
</pre><br />
<br />
<br />
===Easy Flux, Sand, and Ore===<br />
Add [REACTION_CLASS:FLUX] to any stone you have to turn it into a flux. This is in inorganic_stone_mineral, or inorganic_stone_layer Or, add [METAL_ORE:{metal name}:100] to turn it into an ore. It also bears noting that the metal can easily be an alloy, like steel or brass. Likewise, open inorganic_stone_soil and add [SOIL_SAND] to any soil to turn it into sand suitable for making glass with. <br />
<br />
None of these cheats require creating a new world. Turn peat into glass, basalt into platinum, and combine iron, diorite, and coal to make steel.<br />
<br />
<br />
===Easy Metal===<br />
Open reaction_smelter and change any reactions you like. Remove the [FUEL] tag.<br />
to make them require no fuel. Remove the line(s) headed with [REAGENT:whatever] to make them require no reagents. You can pick any metal that exists in the game, as long as you pick the right raw name. (For example: IRON, PEWTER_LAY, and NICKEL_SILVER makes iron, lay pewter, and nickel silver respectively.)<br />
<pre><br />
[REACTION:FREE_(metal name here)]<br />
[NAME:create (metal name here)]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:(metal name {from raws})][PRODUCT_DIMENSION:150]<br />
[SKILL:SMELT]<br />
</pre><br />
These cheats do not require a new world (because they only modify existing reactions), and allow smelters to create steel and adamantine from nothing.<br />
<br />
===Create Wood===<br />
To create wood for free, Add this to reaction_smelter. (don't forget the wood type. Like OAK, PINE, TOWER_CAP, or FUNGIWOOD.)<br />
<pre><br />
[REACTION:FREE_WOOD]<br />
[NAME:create wood]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:(wood name {from raws}):WOOD]<br />
[SKILL:SMELT]<br />
</pre><br />
<br />
Some examples with very light wood, perfect for buckets, and a frozen wood. <br />
<br />
<pre><br />
[REACTION:FREE_FROZEN_WOOD]<br />
[NAME:create frozen wood]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:NETHER_CAP:WOOD]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_FEATHER_WOOD]<br />
[NAME:create light wood]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:FEATHER:WOOD]<br />
[SKILL:SMELT]<br />
<br />
</pre><br />
<br />
===Thread===<br />
<pre><br />
[REACTION:FREE_SILK_THREAD]<br />
[NAME:create silk thread]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:SILK]<br />
[PRODUCT_DIMENSION:15000]<br />
</pre><br />
Don't forget to add the PERMITTED_REACTION to entity_default too. Also works for yarn and plant thread if you change the materials.<br />
<br />
===Produce Food===<br />
To create food for free, add this to '''reaction_smelter'''. Fair warning, this will NOT allow you to grow these plants if you have not already discovered/obtained them. If you cannot get sun berries or similar through trade or gathering, you won't be able to plant the seeds and grow crops from them.<br />
<br />
<div style="height:200px; overflow:scroll;"><br />
<pre><br />
[REACTION:FREE_PLUMP_HELMET]<br />
[NAME:create plump helmets]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_CAVE_WHEAT]<br />
[NAME:create cave wheat]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_WHEAT_CAVE:STRUCTURAL]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_WILD_STRAWBERRIES]<br />
[NAME:create wild strawberries]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_STRAW_WILD:STRUCTURAL]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_PRICKLE_BERRIES]<br />
[NAME:create prickle berries]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_PRICKLE:STRUCTURAL]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_SWEET_PODS]<br />
[NAME:create sweet pods]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:POD_SWEET:STRUCTURAL]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:FREE_GRASS_TAIL_PIG]<br />
[NAME:create pig tail grass]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL]<br />
[SKILL:SMELT]<br />
</pre><br />
</div><br />
<BR /><br />
... and this to '''entity_default'''<br />
<div style="height:200px; overflow:scroll;"><br />
<pre><br />
[PERMITTED_REACTION:FREE_PLUMP_HELMET]<br />
[PERMITTED_REACTION:FREE_CAVE_WHEAT]<br />
[PERMITTED_REACTION:FREE_WILD_STRAWBERRIES]<br />
[PERMITTED_REACTION:FREE_CAVE_WHEAT]<br />
[PERMITTED_REACTION:FREE_PRICKLE_BERRIES]<br />
[PERMITTED_REACTION:FREE_SWEET_PODS]<br />
[PERMITTED_REACTION:FREE_GRASS_TAIL_PIG]<br />
</pre><br />
</div><br />
<br />
===Produce Water===<br />
This reaction will allow your Dwarves to draw water from the rock. Unfortunately, it will not allow them to part the Red Sea - for that, you'll need lots of [[screw pump]]s, but that's another story...<br />
<pre><br />
[REACTION:CHEAT_WATER]<br />
[NAME:make water]<br />
[BUILDING:SMELTER:NONE]<br />
[REAGENT:rock:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]<br />
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][EMPTY][DOES_NOT_ABSORB][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]<br />
[PRODUCT:100:1:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:bucket]<br />
</pre><br />
<br />
Slightly less cheaty, this reaction allows you to convert drinks to water at the brewery:<br />
<br />
<pre><br />
[REACTION:PURIFY_WATER]<br />
[NAME:purify water from booze]<br />
[BUILDING:STILL:CUSTOM_P]<br />
<br />
[REAGENT:booze:150:DRINK:NONE:NONE:NONE]<br />
[REAGENT:container1:1:NONE:NONE:NONE:NONE]<br />
[CONTAINS:booze]<br />
[PRESERVE_REAGENT]<br />
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]<br />
<br />
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE]<br />
[EMPTY]<br />
[DOES_NOT_ABSORB]<br />
[PRESERVE_REAGENT]<br />
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]<br />
<br />
[PRODUCT:100:1:LIQUID_MISC:NONE:WATER:NONE]<br />
[PRODUCT_DIMENSION:150]<br />
[PRODUCT_TO_CONTAINER:bucket]<br />
[SKILL:BREW]<br />
</pre><br />
<br />
===More cheats (Ore and Seeds)===<br />
<br />
Here are some not-so cheaty cheats that can be used to create vital ores and seeds. They are good for the conscience, and do not ruin the game experience.<br />
<br />
Don't forget to include the entity_default tags<br />
<br />
<pre><br />
[REACTION:HEMATITE_SONATA]<br />
[NAME:The Hematite Sonata]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:HEMATITE]<br />
[FUEL]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:CALCITE_CACOPHONY]<br />
[NAME:The Calcite Cacophony]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CALCITE]<br />
[FUEL]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:MICROCLINE_MELODY]<br />
[NAME:The Microcline Melody]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:MICROCLINE]<br />
[FUEL]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:MALACHITE_MUSE]<br />
[NAME:The Malachite Muse]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:MALACHITE]<br />
[FUEL]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:CASSITERITE_CAROL]<br />
[NAME:The Cassiterite Carol]<br />
[BUILDING:SMELTER:NONE]<br />
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CASSITERITE]<br />
[FUEL]<br />
[SKILL:SMELT]<br />
<br />
[REACTION:SEED_STEW]<br />
[NAME:The Stew of Seeds]<br />
[BUILDING:STILL:NONE]<br />
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]<br />
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]<br />
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]<br />
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]<br />
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]<br />
[PRODUCT:40:1:SEEDS:NONE:PLANT_MAT:TUBER_BLOATED:SEED]<br />
[FUEL]<br />
[SKILL:BREWING]<br />
</pre><br />
<br />
The entity_default tags:<br />
<br />
<pre><br />
[PERMITTED_REACTION:HEMATITE_SONATA]<br />
[PERMITTED_REACTION:CALCITE_CACOPHONY]<br />
[PERMITTED_REACTION:MICROCLINE_MELODY]<br />
[PERMITTED_REACTION:SEED_STEW]<br />
[PERMITTED_REACTION:MALACHITE_MUSE]<br />
[PERMITTED_REACTION:CASSITERITE_CAROL]<br />
</pre><br />
<br />
=Memory Hacking=<br />
Memory hacking is much harder than raw editing, and requires [[utilities|special tools]]. The most prevalent tool today is [[Utility:DFHack|DFHack]], which provides complete access to most of Dwarf Fortress's internal memory through C++ plugins as well as Lua and Ruby scripts.</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Announcement&diff=234367
Announcement
2017-12-19T20:28:02Z
<p>Alexchandel: /* Game-changing announcements */ obscure spoilers</p>
<hr />
<div>{{av}}<br />
{{Quality|Exceptional|07:53, 3 July 2011 (UTC)}}<br />
<br />
An '''announcement''' is a message displayed at the bottom of the game screen used to indicate something important. Major announcements will pause gameplay and center the camera on the event in question, and game-changing ones will both do that and provide a framed message box presenting the event in question. The announcements list ({{k|a}}) lists all game announcements in dated order; some (but not all) can be {{k|z}}oomed to. Announcements are not to be confused with [[reports|{{k|r}}eports]], which detail combat results.<br />
<br />
== Controlling which announcements pause and recenter ==<br />
{{main|announcements.txt}}<br />
<br />
You can control which types of announcements do and don't pause and/or recenter the game by editing the '''announcements.txt''' file, found at Dwarf Fortress/data/init/announcements.txt. An announcement type containing '''P''' will pause when that announcement type is made, and one containing '''R''' will re-center when that announcement type is made. For example,<br />
<br />
:<tt>[MIGRANT_ARRIVAL:A_D:D_D:P:R]</tt><br />
<br />
means that the game will pause and recenter upon the announcement of migrants arriving. You could change it to<br />
<br />
:<tt>[MIGRANT_ARRIVAL:A_D:D_D:R]</tt><br />
<br />
to cause the game to recenter on the arriving migrants, but to not pause the game.<br />
<br />
== Minor announcements ==<br />
These are the simplest and most common announcements, and will flicker through the announcements window very quickly:<br />
<br />
* Job cancellation with a stated reason (building site submerged, item blocking site, dangerous terrain, needs rough picture jaspers, etc.), followed by a [[suspend|suspension]] notice if the job is [[furniture]] placement or building a [[construction]]. The [[standing orders]] menu ({{key|o}}) allows you to filter job cancellation spam, between none, some, most, and all (default is some).<br />
<br />
* ''Normal'' changes in [[weather]]: "It has started raining," "The weather has cleared," or "A snow storm has arrived."<br />
* Changes in [[season]]. In certain tropical biomes, a "wet/dry" message will be displayed in addition to a "spring/fall/etc." message.<br />
* Freakish rain in [[Surroundings|evil biomes.]]<br />
* [[Creatures]] and [[dwarves]] (and apparently [[ghost]]s as well) [[age|growing up]] and progressing from baby to child to adult. Animals jump straight from babies to adults.<br />
* The creation of [[quality|masterpieces]]. Can get quite annoying in mature fortresses, when the announcements will stack up the products of legendary dwarves.<br />
* Striking new types of [[stone]]s, [[gem]]s, or [[ore]]s when [[mining]] (you don't want to dig through a [[vein]] of [[gold]] and fail to notice, do you?)<br />
* Changes in [[profession]], for both civilian and [[military]] dwarves. The start of every month is usually marked by rotations within your militia and thus a bevy of messages of this type.<br />
* When an animal is [[butcher's shop|slaughtered]] or a tame animal or dwarf struck down within view of other dwarves.<br />
* Animals giving birth.<br />
* Dwarves getting spooked by hostile creatures and cancelling their jobs. Interruptions by [[crow]]s are bothersome, interruptions by goblin crossbowmen extremely dangerous (and seldom survivable).<br />
* The promotion of your humble abode to a [[baron]]y/[[count]]y/[[duke|duchy]].<br />
* The raising of a [[ghost]].<br />
* Putting a dwarf (and an associated ghost) to rest with a memorial [[slab]] or a [[coffin]].<br />
* The announcement of the missing (after one week) or dead (after a dwarf sees their corpse) status of a dwarf or tame creature.<br />
* Dwarves growing [[weapon#attachment|attached]] to their weapons or armor.<br />
<br />
==Major announcements==<br />
These announcements are more important than minor announcements, and in addition to playing their message will pause the screen and zoom to the place of the event.<br />
<br />
* A [[animal training|trained]] creature going semi-wild (feral), the last stage before becoming wild again. Time to train your [[dragon]] again.<br />
* The arrival of a [[caravan]]. Best to get ready for [[thief|thieves]] and [[ambush]]es as well.<br />
* The arrival of the [[outpost liaison]], although this always happens at the same time as the arrival of the dwarven caravan.<br />
* The arrival of [[migrants]].<br />
* Uncovering of a [[thief]]. Quick, kill it!<br />
* Uncovering an [[ambush]]. Very nasty if the dwarf in question is just a poor old [[wood cutter]] out doing his job.<br />
* Discovering a [[gremlin]].<br />
* A dwarf entering a [[strange mood]], claiming a workshop, setting to work, and either completing a [[legendary artifact]] or going [[insanity|insane]] in the attempt. (Each step gets its own announcement.)<br />
* The birth of a dwarven baby, closely followed by "Urist McMom cancels Everything: seeking Infant."<br />
* The arrival of the [[king]] or queen.<br />
* The arrival of a [[semi-megabeast]].<br />
* The appearance of a [[Weather#Evil weather|creeping cloud]] in [[Surroundings|evil biomes]].<br />
<br />
==Game-changing announcements==<br />
<br />
{{minorspoiler}}<br />
{{spoil small|[[File:Eerie cavern.png|center|500px]]|An example of a game-changing announcement}}<br />
These announcements pause the game, zoom to the location, ''and'' present a message box detailing the occurrence, in addition to repeating the message contained therein in the main feed after you close the box, for good measure. <br />
* The creation of an [[artifact]], whether from a [[strange mood]] or from a [[soldier]] bestowing a name upon his/her equipment<br />
* The arrival of a big bad: be it a [[megabeast]], [[titan]], [[forgotten beast]], transformed [[werebeast]], or the [[undead]]. The announcement will give their [[profile|description]].<br />
* Discovering a [[cavern]] layer or the [[magma sea]]<br />
* Discovering a [[deep pit]], [[magma pool]], or downward passage in a cavern.<br />
* Discovering a pillar of [[candy]] - praise the miners!<br />
* Discovering [[HFS]], and another message a frame later when its [[clown|inhabitants]] come up to meet you. This is referred to as the "endgame" in the announcement file.<br />
<br />
{{Category|Interface}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&diff=234248
Dwarf Fortress webcomics
2017-12-10T21:52:30Z
<p>Alexchandel: /* Revenge of the FUN */ it's back</p>
<hr />
<div>{{DISPLAYTITLE:''Dwarf Fortress'' webcomics}}<br />
''Dwarf Fortress'', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized ''Dwarf Fortress'', sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to ''Dwarf Fortress''.<br />
<br />
[[File:DF_Cheese.jpg|208px|thumb|right|A ''Dwarf Fortress'' comic]]<br />
<br />
==Graphic sagas==<br />
<br />
===The Littlest Cheesemaker===<br />
[http://www.bay12forums.com/smf/index.php?topic=136384.0 The Littlest Cheesemaker] is an illustrated interactive story chronicling the adventures of Mistêm "Wheeldream" Kolnåzom (Misty) on her quest to become a legendary [[cheesemaker]]. <br />
<br />
===Bronzemurder===<br />
[[Bronzemurder]] is an epic illustrated saga by [http://timdenee.com/bronzemurder/ Tim Denee], concerning a [[forgotten beast]].<br />
<br />
===Oilfurnace===<br />
[http://www.timdenee.com/oilfurnace/ Oilfurnace] is another ''Dwarf Fortress'' illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first ''Dwarf Fortress'' comic in print. (Warning: contains minor spoilers)<br />
<br />
===Adventures of Likot Udendeb===<br />
[http://www.bay12forums.com/smf/index.php?topic=109582.0 Adventures of Likot Udendeb] is an illustrated, interactive saga originating from Russian ''Dwarf Fortress''-centered imageboard [http://chuck.dfwk.ru/ DFach]. The story is written and illustrated by several anonymous contributors based on suggestions of the imageboard's users. Starting as a story of one completely ordinary dwarf and his cruel fate of being the hero, it eventually evolved into an epic saga with multiple arcs, various characters and global setting that's loosely based on ''Dwarf Fortress'' game mechanics rich with DF-related memes and influence of general Russian imageboard culture. Permanently in indefinite state of being written/frozen and is being translated (badly) from Russian with a certain lag. Admired for its flexible storyline and several [http://www.youtube.com/channel/UC6Crmf54js5ZEyGlKtEbggg/feed animated episodes].<br />
<br />
===Matul Remrit (Bravemule) ===<br />
[http://www.bravemule.com/matulremrit Matul Remrit] is a tale of a band of dregs who struggle to build their new home amidst strife, internal politics, and a scourge of elf attacks.<br />
<br />
===Thabostobok===<br />
[http://www.seqimgs.com/comic/thabostobok Thabostobok] A fully illustrated comic based on a DF game session.<br />
<br />
<br />
==Ongoing ''Dwarf Fortress'' webcomics==<br />
Ongoing webcomics primarily about ''Dwarf Fortress''. Literally every one of them is dead, and none of them have more than twenty pages, so don't get your hopes up.<br />
<br />
===Revenge of the FUN===<br />
[http://rotf.thecomicseries.com/ Revenge of the FUN] is a recently rebirthed comic series with an outrageous and ever-growing plot line. '''IT'S BACK!'''<br />
<br />
===The Chronicles of Boatmurdered===<br />
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous [[succession game]] [[Boatmurdered]], with art by Deon. The webcomic began in November 2009 and stopped unfinished in may 2010.<br />
<br />
===''Dwarf Fortress'': Histories of...*===<br />
[http://dfstory.thecomicseries.com/comics/1/ ''Dwarf Fortress'': Histories of...*] is a DF chronicle with art and story by Elthar. The webcomic began in July 2010 and updates irregularly. May or may not be dead<br />
<br />
===Dwarven Trail===<br />
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&chapter=39442 Dwarven Trail: A ''Dwarf Fortress'' Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular [[Graphics set repository|''Dwarf Fortress'' graphic sets]]. It follows the journey and establishment of a new fortress. [[Urist]] is a recurring character.<br />
<br />
===Effigies===<br />
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on ''Dwarf Fortress'' Adventure Mode. The comic began in November 2009 and was ongoing, updating on a rough weekly schedule. It currently lays dormant.<br />
<br />
===KittyProblem===<br />
http://df-kittyproblem.smackjeeves.com/ Short comic created by two brothers about the dangers of [[catsplosion]]. Story began at 2nd Sep.<br />
<br />
===Ask Amxu===<br />
<i>Oi, My name is [http://askamxu.tumblr.com/ Amxu Osmösprosusm]. I'm a [[goblin]] and I work as a [[snatcher|compulsory freelance social worker]] for the dwarves in my region. I'm always happy to answer questions for the curious.</i><br />
<br />
===Lord of the Dwarfs===<br />
[http://www.dawnsomewhere.com/lotd/ Lord of the Dwarfs] is a webcomic produced by Dawn Somewhere about a group of dwarves attempting to find their way back to their fortress after am unusual encounter with HFS<br />
<br />
==One-Off ''Dwarf Fortress'' webcomics==<br />
Ongoing webcomics that are not primarily about ''Dwarf Fortress'', but which have a few ''Dwarf Fortress'' episodes. The relevant strips are linked to here.<br />
<br />
===Irritability===<br />
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about ''Dwarf Fortress'', mainly the [[Goblin]] menace.<br />
<br />
===Nerfnow===<br />
A manga-influenced webcomic by Josué Pereira. Included a brief ''Dwarf Fortress'' arc: [http://nerfnow.com/comic/352 352] [http://nerfnow.com/comic/370 370] [http://nerfnow.com/comic/371 371]<br />
<br />
===twistedspeedo===<br />
Created this comic about the game's motto, "losing is fun" : http://twistedspeedo.com/?p=478<br />
<br />
===Three Panel Soul===<br />
[[File:Dorf.jpg|thumb|right|3PS Dorf T-shirt]]<br />
<br />
This sequel comic to MacHall gives us five ''Dwarf Fortress'' strips, [http://www.threepanelsoul.com/comic/on-dwarven-fortresses On Dwarven Fortresses], [http://www.threepanelsoul.com/comic/on-trade-goods On Trade Goods], [http://www.threepanelsoul.com/comic/on-mixed-economies On Mixed Economies], and [http://www.threepanelsoul.com/comic/on-learning-curve On Learning Curve]. [http://www.threepanelsoul.com/comic/bug-fix Illustrated DF patch notes]. The first three comics deal with typical ''Dwarf Fortress'' [[fun]], such as [[catsplosion]], stereotypical Dwarf literal-mindedness, and the [[Dwarven economy]]. The fourth concerns a new player's introduction to the game.<br />
<br />
The ''Dwarf Fortress'' comics were so popular, they spawned a related t-shirt (see picture on right).<br />
<br />
===[ENGRAVERY:MISGUIDED]===<br />
A series of one-off, irregularly updated panel-style comics using altered ASCII graphics.<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-noble-mandates.html Noble Mandates]<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-selecting-site.html Selecting a Site]<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-artifact-rope.html Artifact Rope]<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-send-in-clowns.html Send in the Clowns]<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-creepy-forest.html Creepy Forest]<br />
*[http://alluvian.blogspot.com/2011/04/engraverymisguided-noble-rain.html Noble Rain]<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-and-dwarf-road-song.html Interrupted by Peacock] & Dwarf Road Song<br />
<br />
==Individual webcomics==<br />
Webcomics done by an individual that does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!<br />
<br />
===cdawg===<br />
Created a brief comic episode about [[fell mood]]s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]<br />
<br />
===Lord Licorice===<br />
Creates comics based around the ''Dwarf Fortress'' [[List of mods#Kobold Camp|mod Kobold camp]], mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].<br />
<br />
===Ran===<br />
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [http://i39.tinypic.com/2ldhzqp.jpg Miner Cancels Drink].<br />
<br />
===Valcan===<br />
Created this comic about the [[Bronze colossus]]: [http://i39.tinypic.com/258xf2w.jpg 1].<br />
<br />
===Unknown Creator===<br />
An awesome comic about [[fun]]: [http://i.imgur.com/mHXiz.png 1].<br />
<br />
A comic about [[Elf]] diplomacy: [http://i.imgur.com/I2Stz.jpg 2].<br />
<br />
<gallery caption="Some comics"><br />
File:1235703760028.png|First time DF player.<br />
File:Comic df3.png|DF has many types of players.<br />
File:Comic df4.gif<br />
File:Comic df5.png<br />
File:Dwarf-Fortress Poster.jpg<br />
File:FunComic.png<br />
</gallery><br />
<br />
==Defeated Webcomics==<br />
<br />
These are links to comics that once were, but now are not. They are lost in the great wasteland of The Barren 404 Desert.<br />
<br />
===PixelPainted===<br />
[http://www.dfa.webatu.com/?page=111001 PixelPainted A ''Dwarf Fortress'' Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.<br />
<br />
'''Dead:''' December 2014<br />
<br />
===Strike the Earth!===<br />
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a [[sinister]] terrain, including facing [[undead]] wildlife.<br />
<br />
'''Dead:''' December 2014<br />
<br />
===I'm Not Mad===<br />
A 3D model comic with three ''Dwarf Fortress'' strips, [http://www.notmadcomic.com/2009/03/24/dwarf-fortress-over-achiever/ ''Dwarf Fortress'': Overachiever],[http://www.notmadcomic.com/2009/03/26/dwarf-fortress-work-music/ ''Dwarf Fortress'': Work Music], and [http://www.notmadcomic.com/2010/12/31/dwarf-fortress-suspicion/ ''Dwarf Fortress'': Suspicion]. The first comic deals with [[Hidden Fun Stuff]], while the second deals with [[tantrum]]s.<br />
<br />
'''Dead:''' July/August 2015<br />
<br />
==Related pages==<br />
<br />
* [[List of Dwarf Fortress references|List of ''Dwarf Fortress'' references]]<br />
<br />
[[Category:Humor and stories]]<br />
[[Category:Community|webcomics]]</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Color&diff=233534
Color
2017-11-13T20:37:35Z
<p>Alexchandel: /* Color lists */ obscure spoilers</p>
<hr />
<div>{{Quality|Exceptional|15:26, 17 May 2015 (UTC)}}<br />
{{av}}<br />
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''<br />
:''(For user compiled colors see [[color scheme]])''<br />
DF can use 16 '''colors''' to give every tile a foreground and background color. These 16 colors make up the [[color scheme]]. Which of these colors are assigned to a given tile is often decided by values in its raw file. Whether a pixel shows foreground, background, black or anything in between is influenced by its brightness and opacity.<br />
Color is used to express various information, from a dwarf's [[profession]] to the natural color of a terrain feature to the material an item is made of.<br />
<br />
== Overview ==<br />
=== The tileset influences color display ===<br />
[[File:Tileset-color-processing.png|300px|thumb|right]]<br />
In the simplest case, a pixel on a tileset is either white (foreground) or transparent* (background). However, black, and anything in between is possible as well (even color):<br />
* a white pixel will show the foreground color<br />
* a transparent* pixel will show the background color<br />
* a black pixel will stay black <br />
The darker a white pixel is (i.e. a shade of grey), the darker the foreground color will be displayed. Similarly, a black pixel with lower opacity will result in a darker background color. <br />
A partially transparent, non-black pixel shows both the background and foreground color.{{verify}}<br />
<small>*magenta for .bmp files.</small><br />
=== Colors are assigned based on material and other raw values ===<br />
To decide which colors to use, DF looks at raw values for that object (color value or color token) and selects a foreground and background color from the 16 colors in the [[color scheme]]. When a color value is defined, it directly picks it from the 16. When instead a color token is defined, the game compares the color token definition to all 16 colors in the color scheme and picks the closest match.<br />
<br />
<!-- TODO<br />
clearly define somewhere when and how the article refers to background/foreground one one hand and pixels on the tileset on the other hand.<br />
== How the tileset influences color display ==<br />
TODO: look through commented out section of tileset page, correct it, update it, etc.<br />
adapt as section here.<br />
<br />
go into more detail about color in tilesets.<br />
<br />
=== tricks === (<- keep short, focus on tools/facts, not applications; those go into future "custom tileset" page)<br />
-tiles that are used for several things, one of which uses a black background others that don't can display different things:<br />
-mention walls/engravings as example.: smoothed walls use foreground color of material and black background. Engraved walls use foreground color and dark foreground color as background (actually, verify that. Isn't info on that in the old section right below?). So all black pixels (on the tileset) will be "invisible" on smooth walls (because the background is also black), but with engraved walls having a background color, you can see a pattern.<br />
-Other ("advanced") example with transparency: 50%opacity white pixels next to 100%opacity 50% grey pixels<br />
-other tricks I'm forgetting? check through old tileset threads on bay12<br />
insert images showing the examples<br />
<br />
--><br />
<br />
== How Colors are assigned ==<br />
Colors of [[Status icon]]s, [[profession]]s, text and the [[interface]] in general are hardcoded. [[Item]]s, [[furniture]], [[construction]]s, and geographic features get the color of their [[material]]. Dyes and material contaminants use color tokens.<br />
===Wall and floor color===<br />
[[image:Towercaps-sandy.jpg|thumb|[[Phyllite]] (to the left) has DISPLAY_COLOR:0:7:1 and BASIC_COLOR:7:0. The [[white sand]] present has DISPLAY_COLOR:7:6:1 and so the actual floor color is 7:1 (white).]]<br />
<br />
While the foreground, background and brightness shown in the [[Material definition token|RAW]] files will be applied to [[wall]]s, the [[stone|mineral]]'s "secondary" color will end up different. Here is how it works:<br />
* If the BASIC_COLOR tag is specified, it will use that color. Note that the BASIC_COLOR tag only has foreground and brightness as arguments.<br />
* If BASIC_COLOR is left out:<br />
** The background color is forced to 0 (effectively stripping it).<br />
** If the foreground color is 0, the game will display it as dark grey, color 8 (in other words, color 0 with brightness 1).<br />
This is effective for [[stairs]], [[floor]]s, [[ramp]]s, and [[construction]]s (in the case of stone). When stone is [[engraving|engraved]], it uses the material's TILE_COLOR (which is the same as the DISPLAY_COLOR unless overridden).<br />
<br />
=== Color values ===<br />
<br />
Colors are primarily defined using the [COLOR:x:y:z] or [DISPLAY_COLOR:x:y:z] tokens. The three arguments are:<br />
<br />
# Foreground color [0-7]<br />
# Background color [0-7]<br />
# Brightness of the foreground color [0 or 1]<br />
<br />
The brightness of the background color is always 0.<br />
<br />
By default*, the following 8 pairs of colors are displayed:<br />
<br />
{| style="margin: 0 auto; border-spacing: 0"<br />
|-<br />
| style="vertical-align: top; padding: 0" | <br />
{| style="text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black"<br />
|- style="background: #fff"<br />
! style="padding: 0.15em 0.4em; width: 3em" | Col.<br />
! style="padding: 0.15em 0.4em; width: 3em" | Bri.<br />
! style="padding: 0.15em 0.4em; width: 9em" | Name<br />
|- style="color: white; background: {{fgcolor|0:0}}"<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em; text-align: left" | Black<br />
|- style="color: white; background: {{fgcolor|1:0}}"<br />
| style="padding: 0.15em 0.4em" | 1<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em; text-align: left" | Blue<br />
|- style="color: white; background: {{fgcolor|2:0}}"<br />
| style="padding: 0.15em 0.4em" | 2<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em; text-align: left" | Green<br />
|- style="color: white; background: {{fgcolor|3:0}}"<br />
| style="padding: 0.15em 0.4em" | 3<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em; text-align: left" | Cyan<br />
|- style="color: white; background: {{fgcolor|4:0}}"<br />
| style="padding: 0.15em 0.4em" | 4<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em; text-align: left" | Red<br />
|- style="color: white; background: {{fgcolor|5:0}}"<br />
| style="padding: 0.15em 0.4em" | 5<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em; text-align: left" | Magenta<br />
|- style="color: white; background: {{fgcolor|6:0}}"<br />
| style="padding: 0.15em 0.4em" | 6<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em; text-align: left" | Brown<br />
|- style="color: black; background: {{fgcolor|7:0}}"<br />
| style="padding: 0.15em 0.4em" | 7<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em; text-align: left" | Light grey<br />
|}<br />
| style="vertical-align: top; padding: 0" | <br />
{| style="text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black"<br />
|- style="background: #fff"<br />
! style="padding: 0.15em 0.4em; width: 3em" | Col.<br />
! style="padding: 0.15em 0.4em; width: 3em" | Bri.<br />
! style="padding: 0.15em 0.4em; width: 9em" | Name<br />
! style="padding: 0.15em 0.4em; width: 3em" | Alt.<br />
|- style="color: white; background: {{fgcolor|0:1}}"<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 1<br />
| style="padding: 0.15em 0.4em; text-align: left" | Dark grey<br />
| style="padding: 0.15em 0.4em" | 8<br />
|- style="color: white; background: {{fgcolor|1:1}}"<br />
| style="padding: 0.15em 0.4em" | 1<br />
| style="padding: 0.15em 0.4em" | 1<br />
| style="padding: 0.15em 0.4em; text-align: left" | Light blue<br />
| style="padding: 0.15em 0.4em" | 9<br />
|- style="color: black; background: {{fgcolor|2:1}}"<br />
| style="padding: 0.15em 0.4em" | 2<br />
| style="padding: 0.15em 0.4em" | 1<br />
| style="padding: 0.15em 0.4em; text-align: left" | Light green<br />
| style="padding: 0.15em 0.4em" | 10<br />
|- style="color: black; background: {{fgcolor|3:1}}"<br />
| style="padding: 0.15em 0.4em" | 3<br />
| style="padding: 0.15em 0.4em" | 1<br />
| style="padding: 0.15em 0.4em; text-align: left" | Light cyan<br />
| style="padding: 0.15em 0.4em" | 11<br />
|- style="color: black; background: {{fgcolor|4:1}}"<br />
| style="padding: 0.15em 0.4em" | 4<br />
| style="padding: 0.15em 0.4em" | 1<br />
| style="padding: 0.15em 0.4em; text-align: left" | Light red<br />
| style="padding: 0.15em 0.4em" | 12<br />
|- style="color: black; background: {{fgcolor|5:1}}"<br />
| style="padding: 0.15em 0.4em" | 5<br />
| style="padding: 0.15em 0.4em" | 1<br />
| style="padding: 0.15em 0.4em; text-align: left" | Light magenta<br />
| style="padding: 0.15em 0.4em" | 13<br />
|- style="color: black; background: {{fgcolor|6:1}}"<br />
| style="padding: 0.15em 0.4em" | 6<br />
| style="padding: 0.15em 0.4em" | 1<br />
| style="padding: 0.15em 0.4em; text-align: left" | Yellow<br />
| style="padding: 0.15em 0.4em" | 14<br />
|- style="color: black; background: {{fgcolor|7:1}}"<br />
| style="padding: 0.15em 0.4em" | 7<br />
| style="padding: 0.15em 0.4em" | 1<br />
| style="padding: 0.15em 0.4em; text-align: left" | White<br />
| style="padding: 0.15em 0.4em" | 15<br />
|}<br />
|}<br />
::::''(* See [[color scheme]] for information about how to change the actual various colors as displayed.)''<br />
<br />
Sometimes the color numbers are part of another token, e.g. <code>[LEAVES:quarry bush leaf:quarry bush leaves:6:7:0:0:0:0:1:LOCAL_PLANT_MAT:LEAF]</code> specifies the colors "7:0:0" for quarry bush leaves and "0:0:1" for wilted quarry bush leaves.<br />
<br />
====Values 8-15====<br />
<br />
If the brightness value is 1 or another nonzero number, it adds 8 to the foreground color. If the final value of the foreground or background is 8-15, it appears as a "bright" color. <br />
<br />
As these values can be manually typed in instead of using the brightness value, you can also give the background a bright color with this method. For example, for a white background color, add 8 to 7 = 15. For a light green background color, you add 8 to 2 = 10.<br />
<br />
=== Color tokens ===<br />
<br />
Material contaminants and [[dye]]s do not use color flags; instead, they reference color tokens defined in descriptor_color_standard.txt. Color tokens are simply referenced by the token name, e.g. <code>[STATE_COLOR:SOLID:DARK_GREEN]</code> or <code>[POWDER_DYE:EMERALD]</code>. However, the defined RGB values are never actually displayed in-game - instead, the game uses one of the above 16 colors, choosing the one with the closest RGB values.<br />
<br />
The following colors are defined via tokens:<br />
<br />
{| style="margin: 0 auto; border-spacing: 0"<br />
|-<br />
| style="vertical-align: top; padding: 0" | <br />
{| style="text-align: right; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black"<br />
|- style="background: #fff"<br />
! style="text-align: center; padding: 0.15em 0.4em" | Token<br />
! style="text-align: center; padding: 0.15em 0.4em" colspan="3" | RGB<br />
|- style="color: white; background: rgb(0, 0, 0)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | BLACK<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 0<br />
|- style="color: white; background: rgb(128, 128, 128)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | CLEAR<br />
| style="padding: 0.15em 0.4em" | 128<br />
| style="padding: 0.15em 0.4em" | 128<br />
| style="padding: 0.15em 0.4em" | 128<br />
|- style="color: white; background: rgb(128, 128, 128)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | GRAY<br />
| style="padding: 0.15em 0.4em" | 128<br />
| style="padding: 0.15em 0.4em" | 128<br />
| style="padding: 0.15em 0.4em" | 128<br />
|- style="color: black; background: rgb(192, 192, 192)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | SILVER<br />
| style="padding: 0.15em 0.4em" | 192<br />
| style="padding: 0.15em 0.4em" | 192<br />
| style="padding: 0.15em 0.4em" | 192<br />
|- style="color: black; background: rgb(255, 255, 255)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | WHITE<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 255<br />
|- style="color: white; background: rgb(144, 93, 93)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | TAUPE_ROSE<br />
| style="padding: 0.15em 0.4em" | 144<br />
| style="padding: 0.15em 0.4em" | 93<br />
| style="padding: 0.15em 0.4em" | 93<br />
|- style="color: white; background: rgb(205, 92, 92)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | CHESTNUT<br />
| style="padding: 0.15em 0.4em" | 205<br />
| style="padding: 0.15em 0.4em" | 92<br />
| style="padding: 0.15em 0.4em" | 92<br />
|- style="color: white; background: rgb(128, 0, 0)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | MAROON<br />
| style="padding: 0.15em 0.4em" | 128<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 0<br />
|- style="color: white; background: rgb(255, 0, 0)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | RED<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 0<br />
|- style="color: white; background: rgb(178, 0, 75)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | RED_PURPLE<br />
| style="padding: 0.15em 0.4em" | 178<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 75<br />
|- style="color: white; background: rgb(244, 194, 194)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | ROSE<br />
| style="padding: 0.15em 0.4em" | 244<br />
| style="padding: 0.15em 0.4em" | 194<br />
| style="padding: 0.15em 0.4em" | 194<br />
|- style="color: white; background: rgb(227, 66, 52)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | VERMILION<br />
| style="padding: 0.15em 0.4em" | 227<br />
| style="padding: 0.15em 0.4em" | 66<br />
| style="padding: 0.15em 0.4em" | 52<br />
|- style="color: white; background: rgb(117, 90, 87)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | RUSSET<br />
| style="padding: 0.15em 0.4em" | 117<br />
| style="padding: 0.15em 0.4em" | 90<br />
| style="padding: 0.15em 0.4em" | 87<br />
|- style="color: white; background: rgb(255, 36, 0)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | SCARLET<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 36<br />
| style="padding: 0.15em 0.4em" | 0<br />
|- style="color: white; background: rgb(138, 51, 36)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | BURNT_UMBER<br />
| style="padding: 0.15em 0.4em" | 138<br />
| style="padding: 0.15em 0.4em" | 51<br />
| style="padding: 0.15em 0.4em" | 36<br />
|- style="color: white; background: rgb(103, 76, 71)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | TAUPE_MEDIUM<br />
| style="padding: 0.15em 0.4em" | 103<br />
| style="padding: 0.15em 0.4em" | 76<br />
| style="padding: 0.15em 0.4em" | 71<br />
|- style="color: white; background: rgb(152, 105, 96)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | DARK_CHESTNUT<br />
| style="padding: 0.15em 0.4em" | 152<br />
| style="padding: 0.15em 0.4em" | 105<br />
| style="padding: 0.15em 0.4em" | 96<br />
|- style="color: black; background: rgb(233, 116, 81)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | BURNT_SIENNA<br />
| style="padding: 0.15em 0.4em" | 233<br />
| style="padding: 0.15em 0.4em" | 116<br />
| style="padding: 0.15em 0.4em" | 81<br />
|- style="color: white; background: rgb(183, 65, 14)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | RUST<br />
| style="padding: 0.15em 0.4em" | 183<br />
| style="padding: 0.15em 0.4em" | 65<br />
| style="padding: 0.15em 0.4em" | 14<br />
|- style="color: white; background: rgb(111, 53, 26)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | AUBURN<br />
| style="padding: 0.15em 0.4em" | 111<br />
| style="padding: 0.15em 0.4em" | 53<br />
| style="padding: 0.15em 0.4em" | 26<br />
|- style="color: white; background: rgb(192, 64, 0)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | MAHOGANY<br />
| style="padding: 0.15em 0.4em" | 192<br />
| style="padding: 0.15em 0.4em" | 64<br />
| style="padding: 0.15em 0.4em" | 0<br />
|- style="color: black; background: rgb(255, 117, 24)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | PUMPKIN<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 117<br />
| style="padding: 0.15em 0.4em" | 24<br />
|- style="color: white; background: rgb(210, 105, 30)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | CHOCOLATE<br />
| style="padding: 0.15em 0.4em" | 210<br />
| style="padding: 0.15em 0.4em" | 105<br />
| style="padding: 0.15em 0.4em" | 30<br />
|- style="color: black; background: rgb(188, 152, 126)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | TAUPE_PALE<br />
| style="padding: 0.15em 0.4em" | 188<br />
| style="padding: 0.15em 0.4em" | 152<br />
| style="padding: 0.15em 0.4em" | 126<br />
|- style="color: white; background: rgb(72, 60, 50)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | TAUPE_DARK<br />
| style="padding: 0.15em 0.4em" | 72<br />
| style="padding: 0.15em 0.4em" | 60<br />
| style="padding: 0.15em 0.4em" | 50<br />
|- style="color: black; background: rgb(255, 218, 185)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | DARK_PEACH<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 218<br />
| style="padding: 0.15em 0.4em" | 185<br />
|- style="color: black; background: rgb(184, 115, 51)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | COPPER<br />
| style="padding: 0.15em 0.4em" | 184<br />
| style="padding: 0.15em 0.4em" | 115<br />
| style="padding: 0.15em 0.4em" | 51<br />
|- style="color: black; background: rgb(205, 133, 63)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | LIGHT_BROWN<br />
| style="padding: 0.15em 0.4em" | 205<br />
| style="padding: 0.15em 0.4em" | 133<br />
| style="padding: 0.15em 0.4em" | 63<br />
|- style="color: black; background: rgb(205, 127, 50)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | BRONZE<br />
| style="padding: 0.15em 0.4em" | 205<br />
| style="padding: 0.15em 0.4em" | 127<br />
| style="padding: 0.15em 0.4em" | 50<br />
|- style="color: white; background: rgb(152, 118, 84)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | PALE_BROWN<br />
| style="padding: 0.15em 0.4em" | 152<br />
| style="padding: 0.15em 0.4em" | 118<br />
| style="padding: 0.15em 0.4em" | 84<br />
|- style="color: white; background: rgb(101, 67, 33)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | DARK_BROWN<br />
| style="padding: 0.15em 0.4em" | 101<br />
| style="padding: 0.15em 0.4em" | 67<br />
| style="padding: 0.15em 0.4em" | 33<br />
|- style="color: white; background: rgb(112, 66, 20)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | SEPIA<br />
| style="padding: 0.15em 0.4em" | 112<br />
| style="padding: 0.15em 0.4em" | 66<br />
| style="padding: 0.15em 0.4em" | 20<br />
|- style="color: black; background: rgb(204, 119, 34)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | OCHRE<br />
| style="padding: 0.15em 0.4em" | 204<br />
| style="padding: 0.15em 0.4em" | 119<br />
| style="padding: 0.15em 0.4em" | 34<br />
|- style="color: white; background: rgb(150, 75, 0)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | BROWN<br />
| style="padding: 0.15em 0.4em" | 150<br />
| style="padding: 0.15em 0.4em" | 75<br />
| style="padding: 0.15em 0.4em" | 0<br />
|- style="color: white; background: rgb(123, 63, 0)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | CINNAMON<br />
| style="padding: 0.15em 0.4em" | 123<br />
| style="padding: 0.15em 0.4em" | 63<br />
| style="padding: 0.15em 0.4em" | 0<br />
|- style="color: black; background: rgb(210, 180, 140)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | TAN<br />
| style="padding: 0.15em 0.4em" | 210<br />
| style="padding: 0.15em 0.4em" | 180<br />
| style="padding: 0.15em 0.4em" | 140<br />
|- style="color: white; background: rgb(115, 74, 18)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | RAW_UMBER<br />
| style="padding: 0.15em 0.4em" | 115<br />
| style="padding: 0.15em 0.4em" | 74<br />
| style="padding: 0.15em 0.4em" | 18<br />
|- style="color: black; background: rgb(255, 165, 0)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | ORANGE<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 165<br />
| style="padding: 0.15em 0.4em" | 0<br />
|- style="color: black; background: rgb(255, 229, 180)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | PEACH<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 229<br />
| style="padding: 0.15em 0.4em" | 180<br />
|- style="color: white; background: rgb(150, 113, 23)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | TAUPE_SANDY<br />
| style="padding: 0.15em 0.4em" | 150<br />
| style="padding: 0.15em 0.4em" | 113<br />
| style="padding: 0.15em 0.4em" | 23<br />
|}<br />
| style="vertical-align: top; padding: 0" | <br />
{| style="text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black"<br />
|- style="background: #fff"<br />
! style="text-align: center; padding: 0.15em 0.4em" | Token<br />
! style="text-align: center; padding: 0.15em 0.4em" colspan="3" | RGB<br />
|- style="color: black; background: rgb(218, 165, 32)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | GOLDENROD<br />
| style="padding: 0.15em 0.4em" | 218<br />
| style="padding: 0.15em 0.4em" | 165<br />
| style="padding: 0.15em 0.4em" | 32<br />
|- style="color: black; background: rgb(255, 191, 0)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | AMBER<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 191<br />
| style="padding: 0.15em 0.4em" | 0<br />
|- style="color: black; background: rgb(145, 129, 81)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | DARK_TAN<br />
| style="padding: 0.15em 0.4em" | 145<br />
| style="padding: 0.15em 0.4em" | 129<br />
| style="padding: 0.15em 0.4em" | 81<br />
|- style="color: black; background: rgb(244, 196, 48)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | SAFFRON<br />
| style="padding: 0.15em 0.4em" | 244<br />
| style="padding: 0.15em 0.4em" | 196<br />
| style="padding: 0.15em 0.4em" | 48<br />
|- style="color: black; background: rgb(194, 178, 128)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | ECRU<br />
| style="padding: 0.15em 0.4em" | 194<br />
| style="padding: 0.15em 0.4em" | 178<br />
| style="padding: 0.15em 0.4em" | 128<br />
|- style="color: black; background: rgb(212, 175, 55)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | GOLD<br />
| style="padding: 0.15em 0.4em" | 212<br />
| style="padding: 0.15em 0.4em" | 175<br />
| style="padding: 0.15em 0.4em" | 55<br />
|- style="color: black; background: rgb(240, 234, 214)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | PEARL<br />
| style="padding: 0.15em 0.4em" | 240<br />
| style="padding: 0.15em 0.4em" | 234<br />
| style="padding: 0.15em 0.4em" | 214<br />
|- style="color: black; background: rgb(240, 220, 130)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | BUFF<br />
| style="padding: 0.15em 0.4em" | 240<br />
| style="padding: 0.15em 0.4em" | 220<br />
| style="padding: 0.15em 0.4em" | 130<br />
|- style="color: black; background: rgb(238, 220, 130)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | FLAX<br />
| style="padding: 0.15em 0.4em" | 238<br />
| style="padding: 0.15em 0.4em" | 220<br />
| style="padding: 0.15em 0.4em" | 130<br />
|- style="color: black; background: rgb(181, 166, 66)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | BRASS<br />
| style="padding: 0.15em 0.4em" | 181<br />
| style="padding: 0.15em 0.4em" | 166<br />
| style="padding: 0.15em 0.4em" | 66<br />
|- style="color: black; background: rgb(255, 223, 0)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | GOLDEN_YELLOW<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 223<br />
| style="padding: 0.15em 0.4em" | 0<br />
|- style="color: black; background: rgb(253, 233, 16)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | LEMON<br />
| style="padding: 0.15em 0.4em" | 253<br />
| style="padding: 0.15em 0.4em" | 233<br />
| style="padding: 0.15em 0.4em" | 16<br />
|- style="color: black; background: rgb(255, 253, 208)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | CREAM<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 253<br />
| style="padding: 0.15em 0.4em" | 208<br />
|- style="color: black; background: rgb(245, 245, 220)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | BEIGE<br />
| style="padding: 0.15em 0.4em" | 245<br />
| style="padding: 0.15em 0.4em" | 245<br />
| style="padding: 0.15em 0.4em" | 220<br />
|- style="color: white; background: rgb(128, 128, 0)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | OLIVE<br />
| style="padding: 0.15em 0.4em" | 128<br />
| style="padding: 0.15em 0.4em" | 128<br />
| style="padding: 0.15em 0.4em" | 0<br />
|- style="color: black; background: rgb(255, 255, 0)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | YELLOW<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 0<br />
|- style="color: black; background: rgb(255, 255, 240)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | IVORY<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 240<br />
|- style="color: black; background: rgb(204, 255, 0)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | LIME<br />
| style="padding: 0.15em 0.4em" | 204<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 0<br />
|- style="color: black; background: rgb(154, 205, 50)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | YELLOW_GREEN<br />
| style="padding: 0.15em 0.4em" | 154<br />
| style="padding: 0.15em 0.4em" | 205<br />
| style="padding: 0.15em 0.4em" | 50<br />
|- style="color: white; background: rgb(85, 104, 50)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | DARK_OLIVE<br />
| style="padding: 0.15em 0.4em" | 85<br />
| style="padding: 0.15em 0.4em" | 104<br />
| style="padding: 0.15em 0.4em" | 50<br />
|- style="color: black; background: rgb(173, 255, 47)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | GREEN-YELLOW<br />
| style="padding: 0.15em 0.4em" | 173<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 47<br />
|- style="color: black; background: rgb(127, 255, 0)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | CHARTREUSE<br />
| style="padding: 0.15em 0.4em" | 127<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 0<br />
|- style="color: white; background: rgb(79, 121, 66)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | FERN_GREEN<br />
| style="padding: 0.15em 0.4em" | 79<br />
| style="padding: 0.15em 0.4em" | 121<br />
| style="padding: 0.15em 0.4em" | 66<br />
|- style="color: black; background: rgb(173, 223, 173)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | MOSS_GREEN<br />
| style="padding: 0.15em 0.4em" | 173<br />
| style="padding: 0.15em 0.4em" | 223<br />
| style="padding: 0.15em 0.4em" | 173<br />
|- style="color: black; background: rgb(0, 255, 0)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | GREEN<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 0<br />
|- style="color: black; background: rgb(152, 255, 152)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | MINT_GREEN<br />
| style="padding: 0.15em 0.4em" | 152<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 152<br />
|- style="color: black; background: rgb(178, 190, 181)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | ASH_GRAY<br />
| style="padding: 0.15em 0.4em" | 178<br />
| style="padding: 0.15em 0.4em" | 190<br />
| style="padding: 0.15em 0.4em" | 181<br />
|- style="color: black; background: rgb(80, 200, 120)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | EMERALD<br />
| style="padding: 0.15em 0.4em" | 80<br />
| style="padding: 0.15em 0.4em" | 200<br />
| style="padding: 0.15em 0.4em" | 120<br />
|- style="color: white; background: rgb(46, 139, 87)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | SEA_GREEN<br />
| style="padding: 0.15em 0.4em" | 46<br />
| style="padding: 0.15em 0.4em" | 139<br />
| style="padding: 0.15em 0.4em" | 87<br />
|- style="color: black; background: rgb(0, 255, 127)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | SPRING_GREEN<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 127<br />
|- style="color: white; background: rgb(1, 50, 32)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | DARK_GREEN<br />
| style="padding: 0.15em 0.4em" | 1<br />
| style="padding: 0.15em 0.4em" | 50<br />
| style="padding: 0.15em 0.4em" | 32<br />
|- style="color: white; background: rgb(0, 168, 107)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | JADE<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 168<br />
| style="padding: 0.15em 0.4em" | 107<br />
|- style="color: black; background: rgb(127, 255, 212)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | AQUAMARINE<br />
| style="padding: 0.15em 0.4em" | 127<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 212<br />
|- style="color: white; background: rgb(1, 121, 111)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | PINE_GREEN<br />
| style="padding: 0.15em 0.4em" | 1<br />
| style="padding: 0.15em 0.4em" | 121<br />
| style="padding: 0.15em 0.4em" | 111<br />
|- style="color: black; background: rgb(48, 213, 200)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | TURQUOISE<br />
| style="padding: 0.15em 0.4em" | 48<br />
| style="padding: 0.15em 0.4em" | 213<br />
| style="padding: 0.15em 0.4em" | 200<br />
|- style="color: black; background: rgb(175, 238, 238)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | PALE_BLUE<br />
| style="padding: 0.15em 0.4em" | 175<br />
| style="padding: 0.15em 0.4em" | 238<br />
| style="padding: 0.15em 0.4em" | 238<br />
|- style="color: white; background: rgb(0, 128, 128)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | TEAL<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 128<br />
| style="padding: 0.15em 0.4em" | 128<br />
|}<br />
| style="vertical-align: top; padding: 0" | <br />
{| style="text-align: right; border-spacing: 0 1px; margin: 0 auto; margin-left: 1px; background: black; border-left: 1px solid black; border-right: 1px solid black"<br />
|- style="background: #fff"<br />
! style="text-align: center; padding: 0.15em 0.4em" | Token<br />
! style="text-align: center; padding: 0.15em 0.4em" colspan="3" | RGB<br />
|- style="color: black; background: rgb(0, 255, 255)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | AQUA<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 255<br />
|- style="color: black; background: rgb(173, 216, 230)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | LIGHT_BLUE<br />
| style="padding: 0.15em 0.4em" | 173<br />
| style="padding: 0.15em 0.4em" | 216<br />
| style="padding: 0.15em 0.4em" | 230<br />
|- style="color: white; background: rgb(0, 123, 167)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | CERULEAN<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 123<br />
| style="padding: 0.15em 0.4em" | 167<br />
|- style="color: black; background: rgb(135, 206, 235)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | SKY_BLUE<br />
| style="padding: 0.15em 0.4em" | 135<br />
| style="padding: 0.15em 0.4em" | 206<br />
| style="padding: 0.15em 0.4em" | 235<br />
|- style="color: white; background: rgb(54, 69, 79)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | CHARCOAL<br />
| style="padding: 0.15em 0.4em" | 54<br />
| style="padding: 0.15em 0.4em" | 69<br />
| style="padding: 0.15em 0.4em" | 79<br />
|- style="color: white; background: rgb(112, 128, 144)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | SLATE_GRAY<br />
| style="padding: 0.15em 0.4em" | 112<br />
| style="padding: 0.15em 0.4em" | 128<br />
| style="padding: 0.15em 0.4em" | 144<br />
|- style="color: white; background: rgb(0, 51, 102)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | MIDNIGHT_BLUE<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 51<br />
| style="padding: 0.15em 0.4em" | 102<br />
|- style="color: white; background: rgb(0, 127, 255)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | AZURE<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 127<br />
| style="padding: 0.15em 0.4em" | 255<br />
|- style="color: white; background: rgb(0, 71, 171)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | COBALT<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 71<br />
| style="padding: 0.15em 0.4em" | 171<br />
|- style="color: black; background: rgb(230, 230, 250)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | LAVENDER<br />
| style="padding: 0.15em 0.4em" | 230<br />
| style="padding: 0.15em 0.4em" | 230<br />
| style="padding: 0.15em 0.4em" | 250<br />
|- style="color: white; background: rgb(0, 0, 139)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | DARK_BLUE<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 139<br />
|- style="color: white; background: rgb(0, 0, 255)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | BLUE<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 255<br />
|- style="color: black; background: rgb(204, 204, 255)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | PERIWINKLE<br />
| style="padding: 0.15em 0.4em" | 204<br />
| style="padding: 0.15em 0.4em" | 204<br />
| style="padding: 0.15em 0.4em" | 255<br />
|- style="color: white; background: rgb(66, 49, 137)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | DARK_VIOLET<br />
| style="padding: 0.15em 0.4em" | 66<br />
| style="padding: 0.15em 0.4em" | 49<br />
| style="padding: 0.15em 0.4em" | 137<br />
|- style="color: black; background: rgb(153, 102, 204)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | AMETHYST<br />
| style="padding: 0.15em 0.4em" | 153<br />
| style="padding: 0.15em 0.4em" | 102<br />
| style="padding: 0.15em 0.4em" | 204<br />
|- style="color: white; background: rgb(49, 0, 98)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | DARK_INDIGO<br />
| style="padding: 0.15em 0.4em" | 49<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 98<br />
|- style="color: white; background: rgb(139, 0, 255)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | VIOLET<br />
| style="padding: 0.15em 0.4em" | 139<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 255<br />
|- style="color: white; background: rgb(75, 0, 130)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | INDIGO<br />
| style="padding: 0.15em 0.4em" | 75<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 130<br />
|- style="color: white; background: rgb(102, 0, 153)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | PURPLE<br />
| style="padding: 0.15em 0.4em" | 102<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 153<br />
|- style="color: black; background: rgb(223, 115, 255)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | HELIOTROPE<br />
| style="padding: 0.15em 0.4em" | 223<br />
| style="padding: 0.15em 0.4em" | 115<br />
| style="padding: 0.15em 0.4em" | 255<br />
|- style="color: black; background: rgb(200, 162, 200)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | LILAC<br />
| style="padding: 0.15em 0.4em" | 200<br />
| style="padding: 0.15em 0.4em" | 162<br />
| style="padding: 0.15em 0.4em" | 200<br />
|- style="color: white; background: rgb(102, 0, 102)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | PLUM<br />
| style="padding: 0.15em 0.4em" | 102<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 102<br />
|- style="color: white; background: rgb(80, 64, 77)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | TAUPE_PURPLE<br />
| style="padding: 0.15em 0.4em" | 80<br />
| style="padding: 0.15em 0.4em" | 64<br />
| style="padding: 0.15em 0.4em" | 77<br />
|- style="color: black; background: rgb(139, 133, 137)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | TAUPE_GRAY<br />
| style="padding: 0.15em 0.4em" | 139<br />
| style="padding: 0.15em 0.4em" | 133<br />
| style="padding: 0.15em 0.4em" | 137<br />
|- style="color: white; background: rgb(244, 0, 161)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | FUCHSIA<br />
| style="padding: 0.15em 0.4em" | 244<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 161<br />
|- style="color: white; background: rgb(153, 51, 102)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | MAUVE<br />
| style="padding: 0.15em 0.4em" | 153<br />
| style="padding: 0.15em 0.4em" | 51<br />
| style="padding: 0.15em 0.4em" | 102<br />
|- style="color: black; background: rgb(255, 240, 245)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | LAVENDER_BLUSH<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 240<br />
| style="padding: 0.15em 0.4em" | 245<br />
|- style="color: black; background: rgb(231, 84, 128)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | DARK_PINK<br />
| style="padding: 0.15em 0.4em" | 231<br />
| style="padding: 0.15em 0.4em" | 84<br />
| style="padding: 0.15em 0.4em" | 128<br />
|- style="color: white; background: rgb(145, 95, 109)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | MAUVE_TAUPE<br />
| style="padding: 0.15em 0.4em" | 145<br />
| style="padding: 0.15em 0.4em" | 95<br />
| style="padding: 0.15em 0.4em" | 109<br />
|- style="color: white; background: rgb(86, 3, 25)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | DARK_SCARLET<br />
| style="padding: 0.15em 0.4em" | 86<br />
| style="padding: 0.15em 0.4em" | 3<br />
| style="padding: 0.15em 0.4em" | 25<br />
|- style="color: black; background: rgb(204, 136, 153)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | PUCE<br />
| style="padding: 0.15em 0.4em" | 204<br />
| style="padding: 0.15em 0.4em" | 136<br />
| style="padding: 0.15em 0.4em" | 153<br />
|- style="color: white; background: rgb(220, 20, 60)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | CRIMSON<br />
| style="padding: 0.15em 0.4em" | 220<br />
| style="padding: 0.15em 0.4em" | 20<br />
| style="padding: 0.15em 0.4em" | 60<br />
|- style="color: black; background: rgb(255, 192, 203)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | PINK<br />
| style="padding: 0.15em 0.4em" | 255<br />
| style="padding: 0.15em 0.4em" | 192<br />
| style="padding: 0.15em 0.4em" | 203<br />
|- style="color: white; background: rgb(196, 30, 58)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | CARDINAL<br />
| style="padding: 0.15em 0.4em" | 196<br />
| style="padding: 0.15em 0.4em" | 30<br />
| style="padding: 0.15em 0.4em" | 58<br />
|- style="color: white; background: rgb(150, 0, 24)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | CARMINE<br />
| style="padding: 0.15em 0.4em" | 150<br />
| style="padding: 0.15em 0.4em" | 0<br />
| style="padding: 0.15em 0.4em" | 24<br />
|- style="color: black; background: rgb(250, 218, 221)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | PALE_PINK<br />
| style="padding: 0.15em 0.4em" | 250<br />
| style="padding: 0.15em 0.4em" | 218<br />
| style="padding: 0.15em 0.4em" | 221<br />
|- style="color: black; background: rgb(221, 173, 175)"<br />
| style="padding: 0.15em 0.4em; text-align: left" | PALE_CHESTNUT<br />
| style="padding: 0.15em 0.4em" | 221<br />
| style="padding: 0.15em 0.4em" | 173<br />
| style="padding: 0.15em 0.4em" | 175<br />
|}<br />
|}<br />
<br />
{{gamedata|[COLOR:AMBER]<br />
[NAME:amber]<br />
[WORD:AMBER]<br />
[RGB:255:191:0]<br />
<br />
[COLOR:AMETHYST]<br />
[NAME:amethyst]<br />
[WORD:AMETHYST]<br />
[RGB:153:102:204]<br />
<br />
[COLOR:AQUA]<br />
[NAME:aqua]<br />
[WORD:AQUA]<br />
[RGB:0:255:255]<br />
<br />
[COLOR:AQUAMARINE]<br />
[NAME:aquamarine]<br />
[WORD:AQUAMARINE]<br />
[RGB:127:255:212]<br />
<br />
[COLOR:ASH_GRAY]<br />
[NAME:ash gray]<br />
[WORD:GRAY]<br />
[RGB:178:190:181]<br />
<br />
[COLOR:AUBURN]<br />
[NAME:auburn]<br />
[WORD:AUBURN]<br />
[RGB:111:53:26]<br />
<br />
[COLOR:AZURE]<br />
[NAME:azure]<br />
[WORD:AZURE]<br />
[RGB:0:127:255]<br />
<br />
[COLOR:BEIGE]<br />
[NAME:beige]<br />
[WORD:BEIGE]<br />
[RGB:245:245:220]<br />
<br />
[COLOR:BLACK]<br />
[NAME:black]<br />
[WORD:BLACK]<br />
[RGB:0:0:0]<br />
<br />
[COLOR:BLUE]<br />
[NAME:blue]<br />
[WORD:BLUE]<br />
[RGB:0:0:255]<br />
<br />
[COLOR:BRASS]<br />
[NAME:brass]<br />
[WORD:BRASS]<br />
[RGB:181:166:66]<br />
<br />
[COLOR:BRONZE]<br />
[NAME:bronze]<br />
[WORD:BRONZE]<br />
[RGB:205:127:50]<br />
<br />
[COLOR:BROWN]<br />
[NAME:brown]<br />
[WORD:BROWN]<br />
[RGB:150:75:0]<br />
<br />
[COLOR:BUFF]<br />
[NAME:buff]<br />
[WORD:BUFF]<br />
[RGB:240:220:130]<br />
<br />
[COLOR:BURNT_SIENNA]<br />
[NAME:burnt sienna]<br />
[WORD:SIENNA]<br />
[RGB:233:116:81]<br />
<br />
[COLOR:BURNT_UMBER]<br />
[NAME:burnt umber]<br />
[WORD:UMBER]<br />
[RGB:138:51:36]<br />
<br />
[COLOR:CARDINAL]<br />
[NAME:cardinal]<br />
[WORD:CARDINAL_COLOR]<br />
[RGB:196:30:58]<br />
<br />
[COLOR:CARMINE]<br />
[NAME:carmine]<br />
[WORD:CARMINE]<br />
[RGB:150:0:24]<br />
<br />
[COLOR:CERULEAN]<br />
[NAME:cerulean]<br />
[WORD:CERULEAN]<br />
[RGB:0:123:167]<br />
<br />
[COLOR:CHARCOAL]<br />
[NAME:charcoal]<br />
[WORD:CHARCOAL]<br />
[RGB:54:69:79]<br />
<br />
[COLOR:CHARTREUSE]<br />
[NAME:chartreuse]<br />
[WORD:CHARTREUSE]<br />
[RGB:127:255:0]<br />
<br />
[COLOR:CHESTNUT]<br />
[NAME:chestnut]<br />
[WORD:CHESTNUT]<br />
[RGB:205:92:92]<br />
<br />
[COLOR:CHOCOLATE]<br />
[NAME:chocolate]<br />
[WORD:CHOCOLATE]<br />
[RGB:210:105:30]<br />
<br />
[COLOR:CINNAMON]<br />
[NAME:cinnamon]<br />
[WORD:CINNAMON]<br />
[RGB:123:63:0]<br />
<br />
[COLOR:CLEAR]<br />
[NAME:clear]<br />
[WORD:CLEAR]<br />
[RGB:128:128:128]<br />
<br />
[COLOR:COBALT]<br />
[NAME:cobalt]<br />
[WORD:COBALT]<br />
[RGB:0:71:171]<br />
<br />
[COLOR:COPPER]<br />
[NAME:copper]<br />
[WORD:COPPER]<br />
[RGB:184:115:51]<br />
<br />
[COLOR:CREAM]<br />
[NAME:cream]<br />
[WORD:CREAM]<br />
[RGB:255:253:208]<br />
<br />
[COLOR:CRIMSON]<br />
[NAME:crimson]<br />
[WORD:CRIMSON]<br />
[RGB:220:20:60]<br />
<br />
[COLOR:DARK_BLUE]<br />
[NAME:dark blue]<br />
[WORD:BLUE]<br />
[RGB:0:0:139]<br />
<br />
[COLOR:DARK_BROWN]<br />
[NAME:dark brown]<br />
[WORD:BROWN]<br />
[RGB:101:67:33]<br />
<br />
[COLOR:DARK_CHESTNUT]<br />
[NAME:dark chestnut]<br />
[WORD:CHESTNUT]<br />
[RGB:152:105:96]<br />
<br />
[COLOR:DARK_GREEN]<br />
[NAME:dark green]<br />
[WORD:GREEN]<br />
[RGB:1:50:32]<br />
<br />
[COLOR:DARK_INDIGO]<br />
[NAME:dark indigo]<br />
[WORD:INDIGO]<br />
[RGB:49:0:98]<br />
<br />
[COLOR:DARK_OLIVE]<br />
[NAME:dark olive]<br />
[WORD:OLIVE]<br />
[RGB:85:104:50]<br />
<br />
[COLOR:DARK_PEACH]<br />
[NAME:dark peach]<br />
[WORD:PEACH]<br />
[RGB:255:218:185]<br />
<br />
[COLOR:DARK_PINK]<br />
[NAME:dark pink]<br />
[WORD:PINK]<br />
[RGB:231:84:128]<br />
<br />
[COLOR:DARK_SCARLET]<br />
[NAME:dark scarlet]<br />
[WORD:SCARLET]<br />
[RGB:86:3:25]<br />
<br />
[COLOR:DARK_TAN]<br />
[NAME:dark tan]<br />
[WORD:TAN]<br />
[RGB:145:129:81]<br />
<br />
[COLOR:DARK_VIOLET]<br />
[NAME:dark violet]<br />
[WORD:VIOLET]<br />
[RGB:66:49:137]<br />
<br />
[COLOR:ECRU]<br />
[NAME:ecru]<br />
[WORD:ECRU]<br />
[RGB:194:178:128]<br />
<br />
[COLOR:EMERALD]<br />
[NAME:emerald]<br />
[WORD:EMERALD]<br />
[RGB:80:200:120]<br />
<br />
[COLOR:FERN_GREEN]<br />
[NAME:fern green]<br />
[WORD:GREEN]<br />
[RGB:79:121:66]<br />
<br />
[COLOR:FLAX]<br />
[NAME:flax]<br />
[WORD:FLAX]<br />
[RGB:238:220:130]<br />
<br />
[COLOR:FUCHSIA]<br />
[NAME:fuchsia]<br />
[WORD:FUCHSIA]<br />
[RGB:244:0:161]<br />
<br />
[COLOR:GOLD]<br />
[NAME:gold]<br />
[WORD:GOLD]<br />
[RGB:212:175:55]<br />
<br />
[COLOR:GOLDEN_YELLOW]<br />
[NAME:golden yellow]<br />
[WORD:GOLD]<br />
[WORD:YELLOW]<br />
[RGB:255:223:0]<br />
<br />
[COLOR:GOLDENROD]<br />
[NAME:goldenrod]<br />
[WORD:GOLDENROD]<br />
[RGB:218:165:32]<br />
<br />
[COLOR:GRAY]<br />
[NAME:gray]<br />
[WORD:GRAY]<br />
[RGB:128:128:128]<br />
<br />
[COLOR:GREEN]<br />
[NAME:green]<br />
[WORD:GREEN]<br />
[RGB:0:255:0]<br />
<br />
[COLOR:GREEN-YELLOW]<br />
[NAME:green-yellow]<br />
[WORD:GREEN]<br />
[WORD:YELLOW]<br />
[RGB:173:255:47]<br />
<br />
[COLOR:HELIOTROPE]<br />
[NAME:heliotrope]<br />
[WORD:HELIOTROPE]<br />
[RGB:223:115:255]<br />
<br />
[COLOR:INDIGO]<br />
[NAME:indigo]<br />
[WORD:INDIGO]<br />
[RGB:75:0:130]<br />
<br />
[COLOR:IVORY]<br />
[NAME:ivory]<br />
[WORD:IVORY]<br />
[RGB:255:255:240]<br />
<br />
[COLOR:JADE]<br />
[NAME:jade]<br />
[WORD:JADE]<br />
[RGB:0:168:107]<br />
<br />
[COLOR:LAVENDER]<br />
[NAME:lavender]<br />
[WORD:LAVENDER]<br />
[RGB:230:230:250]<br />
<br />
[COLOR:LAVENDER_BLUSH]<br />
[NAME:lavender blush]<br />
[WORD:LAVENDER]<br />
[RGB:255:240:245]<br />
<br />
[COLOR:LEMON]<br />
[NAME:lemon]<br />
[WORD:LEMON]<br />
[RGB:253:233:16]<br />
<br />
[COLOR:LIGHT_BLUE]<br />
[NAME:light blue]<br />
[WORD:BLUE]<br />
[RGB:173:216:230]<br />
<br />
[COLOR:LIGHT_BROWN]<br />
[NAME:light brown]<br />
[WORD:BROWN]<br />
[RGB:205:133:63]<br />
<br />
[COLOR:LILAC]<br />
[NAME:lilac]<br />
[WORD:LILAC]<br />
[RGB:200:162:200]<br />
<br />
[COLOR:LIME]<br />
[NAME:lime]<br />
[WORD:LIME]<br />
[RGB:204:255:0]<br />
<br />
[COLOR:MAHOGANY]<br />
[NAME:mahogany]<br />
[WORD:MAHOGANY]<br />
[RGB:192:64:0]<br />
<br />
[COLOR:MAROON]<br />
[NAME:maroon]<br />
[WORD:MAROON_COLOR]<br />
[RGB:128:0:0]<br />
<br />
[COLOR:MAUVE]<br />
[NAME:mauve]<br />
[WORD:MAUVE]<br />
[RGB:153:51:102]<br />
<br />
[COLOR:MAUVE_TAUPE]<br />
[NAME:mauve taupe]<br />
[WORD:MAUVE]<br />
[WORD:TAUPE]<br />
[RGB:145:95:109]<br />
<br />
[COLOR:MIDNIGHT_BLUE]<br />
[NAME:midnight blue]<br />
[WORD:BLUE]<br />
[RGB:0:51:102]<br />
<br />
[COLOR:MINT_GREEN]<br />
[NAME:mint green]<br />
[WORD:GREEN]<br />
[RGB:152:255:152]<br />
<br />
[COLOR:MOSS_GREEN]<br />
[NAME:moss green]<br />
[WORD:GREEN]<br />
[RGB:173:223:173]<br />
<br />
[COLOR:OCHRE]<br />
[NAME:ochre]<br />
[WORD:OCHRE]<br />
[RGB:204:119:34]<br />
<br />
[COLOR:OLIVE]<br />
[NAME:olive]<br />
[WORD:OLIVE]<br />
[RGB:128:128:0]<br />
<br />
[COLOR:ORANGE]<br />
[NAME:orange]<br />
[WORD:ORANGE]<br />
[RGB:255:165:0]<br />
<br />
[COLOR:PALE_BLUE]<br />
[NAME:pale blue]<br />
[WORD:BLUE]<br />
[RGB:175:238:238]<br />
<br />
[COLOR:PALE_BROWN]<br />
[NAME:pale brown]<br />
[WORD:BROWN]<br />
[RGB:152:118:84]<br />
<br />
[COLOR:PALE_CHESTNUT]<br />
[NAME:pale chestnut]<br />
[WORD:CHESTNUT]<br />
[RGB:221:173:175]<br />
<br />
[COLOR:PALE_PINK]<br />
[NAME:pale pink]<br />
[WORD:PINK]<br />
[RGB:250:218:221]<br />
<br />
[COLOR:PEACH]<br />
[NAME:peach]<br />
[WORD:PEACH]<br />
[RGB:255:229:180]<br />
<br />
[COLOR:PEARL]<br />
[NAME:pearl]<br />
[WORD:PEARL]<br />
[RGB:240:234:214]<br />
<br />
[COLOR:PERIWINKLE]<br />
[NAME:periwinkle]<br />
[WORD:PERIWINKLE]<br />
[RGB:204:204:255]<br />
<br />
[COLOR:PINE_GREEN]<br />
[NAME:pine green]<br />
[WORD:GREEN]<br />
[WORD:PINE]<br />
[RGB:1:121:111]<br />
<br />
[COLOR:PINK]<br />
[NAME:pink]<br />
[WORD:PINK]<br />
[RGB:255:192:203]<br />
<br />
[COLOR:PLUM]<br />
[NAME:plum]<br />
[WORD:PLUM]<br />
[RGB:102:0:102]<br />
<br />
[COLOR:PUCE]<br />
[NAME:puce]<br />
[WORD:PUCE]<br />
[RGB:204:136:153]<br />
<br />
[COLOR:PUMPKIN]<br />
[NAME:pumpkin]<br />
[WORD:PUMPKIN]<br />
[RGB:255:117:24]<br />
<br />
[COLOR:PURPLE]<br />
[NAME:purple]<br />
[WORD:PURPLE]<br />
[RGB:102:0:153]<br />
<br />
[COLOR:RAW_UMBER]<br />
[NAME:raw umber]<br />
[WORD:UMBER]<br />
[RGB:115:74:18]<br />
<br />
[COLOR:RED]<br />
[NAME:red]<br />
[WORD:RED]<br />
[RGB:255:0:0]<br />
<br />
[COLOR:RED_PURPLE]<br />
[NAME:red-purple]<br />
[WORD:RED]<br />
[WORD:PURPLE]<br />
[RGB:178:0:75]<br />
<br />
[COLOR:ROSE]<br />
[NAME:rose]<br />
[WORD:ROSE]<br />
[RGB:244:194:194] went with tea rose<br />
<br />
[COLOR:RUSSET]<br />
[NAME:russet]<br />
[WORD:RUSSET]<br />
[RGB:117:90:87]<br />
<br />
[COLOR:RUST]<br />
[NAME:rust]<br />
[WORD:RUST]<br />
[RGB:183:65:14]<br />
<br />
[COLOR:SAFFRON]<br />
[NAME:saffron]<br />
[WORD:SAFFRON]<br />
[RGB:244:196:48]<br />
<br />
[COLOR:SCARLET]<br />
[NAME:scarlet]<br />
[WORD:SCARLET]<br />
[RGB:255:36:0]<br />
<br />
[COLOR:SEA_GREEN]<br />
[NAME:sea green]<br />
[WORD:GREEN]<br />
[WORD:SEA]<br />
[WORD:OCEAN]<br />
[RGB:46:139:87]<br />
<br />
[COLOR:SEPIA]<br />
[NAME:sepia]<br />
[WORD:SEPIA]<br />
[RGB:112:66:20]<br />
<br />
[COLOR:SILVER]<br />
[NAME:silver]<br />
[WORD:SILVER]<br />
[RGB:192:192:192]<br />
<br />
[COLOR:SKY_BLUE]<br />
[NAME:sky blue]<br />
[WORD:BLUE]<br />
[RGB:135:206:235]<br />
<br />
[COLOR:SLATE_GRAY]<br />
[NAME:slate gray]<br />
[WORD:GRAY]<br />
[RGB:112:128:144]<br />
<br />
[COLOR:SPRING_GREEN]<br />
[NAME:spring green]<br />
[WORD:GREEN]<br />
[RGB:0:255:127]<br />
<br />
[COLOR:TAN]<br />
[NAME:tan]<br />
[WORD:TAN]<br />
[RGB:210:180:140]<br />
<br />
[COLOR:TAUPE_DARK]<br />
[NAME:dark taupe]<br />
[WORD:TAUPE]<br />
[RGB:72:60:50]<br />
<br />
[COLOR:TAUPE_GRAY]<br />
[NAME:taupe gray]<br />
[WORD:TAUPE]<br />
[WORD:GRAY]<br />
[RGB:139:133:137]<br />
<br />
[COLOR:TAUPE_MEDIUM]<br />
[NAME:taupe]<br />
[WORD:TAUPE]<br />
[RGB:103:76:71]<br />
<br />
[COLOR:TAUPE_PURPLE]<br />
[NAME:purple taupe]<br />
[WORD:PURPLE]<br />
[WORD:TAUPE]<br />
[RGB:80:64:77]<br />
<br />
[COLOR:TAUPE_PALE]<br />
[NAME:pale taupe]<br />
[WORD:TAUPE]<br />
[RGB:188:152:126]<br />
<br />
[COLOR:TAUPE_ROSE]<br />
[NAME:rose taupe]<br />
[WORD:TAUPE]<br />
[RGB:144:93:93]<br />
<br />
[COLOR:TAUPE_SANDY]<br />
[NAME:sandy taupe]<br />
[WORD:TAUPE]<br />
[RGB:150:113:23]<br />
<br />
[COLOR:TEAL]<br />
[NAME:teal]<br />
[WORD:TEAL]<br />
[RGB:0:128:128]<br />
<br />
[COLOR:TURQUOISE]<br />
[NAME:turquoise]<br />
[WORD:TURQUOISE]<br />
[RGB:48:213:200]<br />
<br />
[COLOR:VERMILION]<br />
[NAME:vermilion]<br />
[WORD:VERMILION]<br />
[RGB:227:66:52]<br />
<br />
[COLOR:VIOLET]<br />
[NAME:violet]<br />
[WORD:VIOLET]<br />
[RGB:139:0:255]<br />
<br />
[COLOR:WHITE]<br />
[NAME:white]<br />
[WORD:WHITE]<br />
[RGB:255:255:255]<br />
<br />
[COLOR:YELLOW]<br />
[NAME:yellow]<br />
[WORD:YELLOW]<br />
[RGB:255:255:0]<br />
<br />
[COLOR:YELLOW_GREEN]<br />
[NAME:yellow-green]<br />
[WORD:GREEN]<br />
[WORD:YELLOW]<br />
[RGB:154:205:50]<br />
}}<br />
<br />
'''Note:''' These numbers may need to be expressed in "hexadecimal" (base 16) notation – a couple good converters can be found [http://www.rgbtohex.net/ here] and [http://www.javascripter.net/faq/rgbtohex.htm here]. For further information, see [http://en.wikipedia.org/wiki/Web_colors this article].<br />
<br />
== Color lists ==<br />
:''For the different colors used to represent different professions, see [[Skill#Professions, colors, & skill categories|Skill categories]].''<br />
:''For a list of the colors of items listed in the z-stocks menu, see [[Stocks#Color_Code|Stocks]].''<br />
:''For the colors of the various creatures, see [[creature]]''<br />
:''For the colors of status icons, see [[status icon]]''<br />
<br />
=== Material by color ===<br />
{{Material properties}}<br />
For those concerned with aesthetics and want to know which materials are available in each color.<br />
{{clear}}<br />
{| border = 1 cellspacing="0" cellpadding="5"<br />
|-<br />
!width="90"| Color<br />
! Stones<br />
! Ores<br />
! Metals<br />
! Other<br />
|-valign="top"<br />
|{{Raw Tile|•|7:1}} White<br />
|[[Alabaster]], [[Alunite]], [[Borax]], [[Calcite]], [[Chalk]], [[Cryolite]], [[Dolomite]], [[Limestone]], [[Marble]], [[Marcasite]], [[Periclase]], [[Quartzite]], [[Rock salt]], [[Satinspar]], [[Selenite]], [[Talc]]<br />
|[[Galena]], [[Horn silver]], [[Native aluminum]], [[Native platinum]], [[Native silver]]<br />
|[[Silver]], [[Platinum]], [[Aluminum]], [[Fine pewter]], [[Nickel silver]], [[Sterling silver]]<br />
|[[Crystal glass]], [[Feather tree]], [[Tower-cap]]<br />
|-valign="top"<br />
|{{Raw Tile|•|7:0}} Light Gray<br />
|[[Anhydrite]], [[Dacite]], [[Gneiss]], [[Granite]], [[Phyllite]], [[Stibnite]]<br />
|[[Bismuthinite]]<br />
|[[Nickel]], [[Tin]], [[Zinc]], [[Billon]], [[Trifle pewter]]<br />
|<br />
|-valign="top"<br />
|{{Raw Tile|•|0:1}} Dark Gray<br />
|[[Andesite]], [[Basalt]], [[Claystone]], [[Chromite]], [[Diorite]], [[Gabbro]], [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Mica]], [[Pyrolusite]], [[Rhyolite]], [[Shale]], [[Slate]], [[Obsidian]]<br />
|[[Bituminous coal]], [[Lignite]], [[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]<br />
|[[Iron]], [[Steel]], [[Lead]], [[Pig iron]]<br />
|[[Black-cap]]<br />
|-valign="top"<br />
|{{Raw Tile|•|6:0}} Brown<br />
|[[Chert]], [[Conglomerate]], [[Mudstone]], [[Puddingstone]], [[Sandstone]], [[Schist]], [[Siltstone]]<br />
|[[Cassiterite]], [[Native copper]]<br />
|[[Copper]], [[Bronze]]<br />
|[[Tree|All other aboveground trees]]<br />
|-valign="top"<br />
|{{Raw Tile|•|6:1}} Yellow<br />
|[[Brimstone]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]], [[Gypsum]]<br />
|[[Limonite]], [[Native gold]]<br />
|[[Gold]], [[Bismuth bronze]], [[Brass]], [[Electrum]]<br />
|[[Fungiwood]]<br />
|-valign="top"<br />
|{{Raw Tile|•|4:0}} Dark Red<br />
|[[Bauxite]], [[Kaolinite]]<br />
|[[Hematite]]<br />
|<br />
|[[Blood thorn]]<br />
|-valign="top"<br />
|{{Raw Tile|•|4:1}} Red<br />
|[[Cinnabar]], [[Petrified wood]], [[Realgar]]<br />
|<br />
|<br />
|[[Goblin-cap]]<br />
|-valign="top"<br />
|{{Raw Tile|•|2:0}} Green<br />
|[[Olivine]], [[Serpentine]]<br />
|[[Malachite]]<br />
|<br />
|[[Green glass]]<br />
|-valign="top"<br />
|{{Raw Tile|•|2:1}} Bright Green<br />
|<br />
|[[Garnierite]]<br />
|<br />
|<br />
|-valign="top"<br />
|{{Raw Tile|•|3:0}} Cyan<br />
|<br />
|<br />
|[[Lay pewter]]<br />
|[[Clear glass]], [[Spore tree]]<br />
|-valign="top"<br />
|{{Raw Tile|•|3:1}} Light Cyan<br />
|[[Microcline]]<br />
|[[Raw candy]]<br />
|[[Candy]]<br />
|[[Ice]]<br />
|-valign="top"<br />
|{{Raw Tile|•|1:0}} Dark Blue<br />
|[[Kimberlite]]<br />
|<br />
|<br />
|[[Nether-cap]]<br />
|-valign="top"<br />
|{{Raw Tile|•|1:1}} Blue<br />
|[[Cobaltite]]<br />
|<br />
|<br />
|<br />
|-valign="top"<br />
|{{Raw Tile|•|5:0}} Purple<br />
|[[Pitchblende]], [[Rutile]]<br />
|<br />
|[[Black bronze]]<br />
|[[Glumprong]]<br />
|-valign="top"<br />
|{{Raw Tile|•|5:1}} Magenta<br />
|<br />
|<br />
|[[Bismuth]], [[Rose gold]]<br />
|[[Tunnel tube]]<br />
|}<br />
<br />
{{Translation<br />
| dwarven = dakas<br />
| elvish = mima<br />
| goblin = zon<br />
| human = rusna<br />
}}<br />
<br />
{{Category|Stone|*}}<br />
{{Category|Metals|*}}<br />
{{Category|Materials}}<br />
{{Category|Modding}}<br />
{{Category|Interface}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Density&diff=233533
Density
2017-11-13T20:31:42Z
<p>Alexchandel: obscure spoilers</p>
<hr />
<div>{{Quality|Superior|07:11, 17 May 2015 (UTC)}}<br />
{{av}}<br />
{{Material properties}}<br />
'''Density''' is a [[material]] property that, along with the volume of the object, affects the [[weight]] of an object made from the [[material]].<br />
<br />
Density influences weight, and tests show that weight affects how much damage blunt-force [[weapon|weapons]] do. Additionally, lightweight edged weapons or attacking parts made of certain materials seem to have difficulty piercing tissue layers. Apparently, density in dwarf fortress is in kg/m<sup>3</sup>*. Density also affects fall damage. DF simulates falling by shooting the ground at you, so denser floors do more damage.<br />
<br />
: ''(* For example, in the real world, the density of pure gold is 19.32 grams/cm<sup>3</sup>, which works out to be 19,320 kg/m<sup>3</sup>, the same numeric value as the density of DF Gold (see table below).)''<br />
== Density of some materials ==<br />
<br />
Note that not all forms of items are the same size, and so are not comparable when considering actual [[weight]] for practical applications, such as a [[Trap#Stone-fall_trap|door prize]]. A [[stone]] (including raw ore) has a size of 10,000 cm<sup>3</sup> and a [[log]] of wood 5,000 cm<sup>3</sup>, while a [[bar]] of metal ''(or a block of stone or wood)'' have a size of only 600 cm<sup>3</sup>, a difference of ~16.67:1 for stone vs. metals, or ~8.33:1 for wood vs. metals. <br />
<br />
<!-- TABLE NEEDS A NEW COLUMN TO REFLECT THIS. CURRENT DATA IS MISLEADING w/ REGARD TO WEIGHT IN PRACTICAL APPLICATIONS.--><br />
<br />
{| class="wikitable sortable" cellspacing="0" border="1" cellpadding="5"<br />
|-<br />
! Name<br />
! Type<br />
! Density<br />
! Notes<br />
|-<br />
|[[Feather tree]]||Wood||100||Least dense wood, found only in dry, good biomes<br />
|- <br />
|[[Candlenut]]||Wood||140||Second least dense wood, found only in dry, tropical biomes<br />
|-<br />
|[[Candy]]||Metal||200||Least dense metal<br />
|-<br />
|[[Raw candy]]||Stone||200||Least dense stone<br />
|- <br />
|[[Kapok]]||Wood||260||Third least dense wood, found only in dry, tropical biomes<br />
|- <br />
|[[Willow]]||Wood||390||Fourth lightest, found in "wet" biomes, most widespread of "light" wood<br />
|-<br />
||[[Bone]]||Organics||500<br />
|-<br />
|[[Leather]]||Organics||500<br />
|-<br />
|[[Silk]]||Organics||500<br />
|-<br />
|[[Yarn]]||Organics||500<br />
|-<br />
|[[Tunnel tube]]||Wood||500||Least dense [[underground]] wood, found only in caverns<br />
|-<br />
|"typical" [[wood]]||Wood||600|| ''There are about 4 dozen varieties of wood at 600, about a dozen (unlisted here) that weight less,<br>and a half-dozen (sim) that weigh more. See [[Wood]] for a full list and discussion.''<br />
|-<br />
|[[Oak]]||Wood||700||Densest "common" wood, temperate/dry<br />
|-<br />
|[[Mangrove]]||Wood||830||Densest "normal" wood, found only in wet swamp biomes<br />
|- <br />
|[[Divine metal]]||Metal||1000||Second least dense metal<br />
|-<br />
|[[Glumprong]]||Wood||1200||Densest above-ground wood ''(by far)'', found only in dry, evil biomes<br />
|-<br />
|[[Blood thorn]]||Wood||1250||Densest wood, underground, found only in caverns<br />
|-<br />
|[[Lignite]]||Stone||1250<br />
|-<br />
|[[Jet]]||Stone||1320||Least dense non-economic stone<br />
|-<br />
|[[Earthenware]]||Ceramic||1360<br />
|-<br />
|[[Plant fiber|Plant cloth]]||Organics||1520<br />
|-<br />
|[[Stoneware]]||Ceramic||2000<br />
|-<br />
|[[Saltpeter]]||Stone||2105<br />
|-<br />
|[[Petrified wood]]||Stone||2200||Least dense "magma-safe" stone<br />
|-<br />
|[[Gypsum]] relatives||Stone||2300<br />
|-<br />
|[[Gypsum]]||Stone||2320<br />
|-<br />
|[[Porcelain]]||Ceramic||2403<br />
|-<br />
|[[Glass]]||Gem||2600<br />
|-<br />
|(General) [[stone]]||Stone||2670<br />
|-<br />
|Ordinary [[gem]]||Gem||2670<br />
|-<br />
|[[Aluminum]]||Metal||2700||Least dense "normal" metal<br />
|-<br />
|[[Limestone]]||Stone||2710<br />
|-<br />
|[[Marble]]||Stone||2780<br />
|-<br />
|[[Calcite]]||Stone||2930<br />
|-<br />
|[[Gem|Diamond]] (any)||Gem||3520<br />
|-<br />
|[[Cobaltite]]||Stone||6295<br />
|-<br />
|[[Lay pewter]]||Metal||7280<br />
|-<br />
|[[Galena]]||Metal||7500|| Ore of [[lead]]<br />
|-<br />
|[[Pitchblende]]||Stone||7600||Most dense "magma-safe" stone<br />
|-<br />
|[[Iron]]||Metal||7850<br />
|-<br />
|[[Steel]]||Metal||7850<br />
|-<br />
|[[Cinnabar]]||Stone||8100||Densest non-economic stone<br />
|-<br />
|[[Bronze]]||Metal||8250<br />
|-<br />
|[[Copper]]||Metal||8930<br />
|-<br />
|[[Silver]]||Metal||10490<br />
|-<br />
|[[Lead]]||Metal||11340|| <br />
|-<br />
|[[Gold]]||Metal||19320<br />
|-<br />
|[[Platinum]]||Metal||21400||Densest metal<br />
|-<br />
|[[Native platinum]]||Stone||21400||Densest [[economic]] stone (and [[ore]])<br />
|-<br />
|[[Slade]]||Stone||200,000<br />
||Densest stone, difficult to mine, brutally slow to carry if you do<br />
|-<br />
<br />
{{Category|Physics}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=DF2014:Raw_candy&diff=233532
DF2014:Raw candy
2017-11-13T20:29:06Z
<p>Alexchandel: Create a redirect for raw candy, to avoid spoiling it in mineral lists</p>
<hr />
<div>#REDIRECT [[cv:Raw_adamantine]]</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Magma-safe&diff=233531
Magma-safe
2017-11-13T20:27:21Z
<p>Alexchandel: missed some spoilers</p>
<hr />
<div>{{Quality|Exceptional|01:12, 4 February 2015 (UTC)}}<br />
{{av}}<br />
{{Material properties}}<br />
'''Magma-safe materials''' are materials which will not melt, burn, evaporate, or otherwise take damage when in close contact with [[magma]]. Most frequently, this comes into play when using [[floodgate]]s operated by [[mechanism]]s, or when operating a [[screw pump|magma pump]].<br />
<br />
For [[reaction]]s and custom buildings using the [MAGMA_BUILD_SAFE] token, only a material which is solid and stable at the temperature {{ct|12000}} (i.e. MELTING_POINT/BOILING_POINT/IGNITE_POINT/HEATDAM_POINT greater than 12000 and COLDDAM_POINT less than 12000) is considered magma-safe. <br />
<br />
In order to construct mechanisms, blocks or other pump components from a magma-safe material, you have several choices:<br />
# You can specify a magma-safe rock for your [[mechanisms]] and other components at the workshops by highlighting a listed job and selecting {{k|d}}etail.{{version|0.42.06}}<br />
# Build your mechanisms out of [[iron]] or [[steel]].<br />
# Build your pump components out of iron, steel, [[glass]], or [[nether-cap]].<br />
# Place a [[stockpile]] with the desired stones around your [[mechanic's workshop]] and set it to "Give To a Pile/Workshop".<br />
# Use a [[burrow]] that contains only the workshop and the desired materials.<br />
# Simply ensure that the desired materials are the closest available to your worker. This does not always work, but is usually good enough if you request several jobs, hoping that at least one uses the correct material.<br />
<br />
When linking a trigger to an object, the ''first'' mechanism selected is attached to the object, and the ''second'' is attached to the trigger. Unless the trigger itself will be submerged in magma (as could be the case with a [[pressure plate]]), only the first mechanism (attached to the object that will be submerged) needs to be magma-safe. If you do not have any magma-safe stones available, you can also work around floodgate-based flow control by using [[screw pump]]s to pump the magma over [[wall]]-barriers, or using water to form [[obsidian]] to plug flows and channel through them to reopen them (necessity and invention and all that).<br />
<br />
This property is also relevant when choosing the appropriate method for disposing of unneeded items, which can impact [[FPS]] when in large numbers. Items made of non magma-safe materials can be simply dumped into magma, which is the easiest disposal method; however, magma-safe items will need more [[Dwarven atom smasher|drastic]] measures.<br />
<br />
Constructions that resist magma are:<br />
<br />
* Constructions ([[Wall]], [[Floor]], [[Ramp]], and [[Stairs]]) of any material can never melt or burn - there is nothing wrong with a [[wood]]en magma reservoir. Natural (i.e. non-constructed) [[ice]] walls/floors/ramps/stairs will melt if exposed to sufficient heat.<br />
* [[Fortification]]s will allow the passage of [[magma]]; however, if fortifications fill up to 7/7 depth, magma creatures will be able to swim freely through them.<br />
* If not submerged (that is, not opened to let magma flow over/past/around them), [[door]]s, [[floodgate]]s, and raised [[bridge]]s (provided that there is no magma on the space the bridge would occupy when lowered) of non-magma-safe stone or metal are safe. So long as they are just in contact with magma, only acting as a passive "wall", they are fine. If opened, they will melt.<br />
** Raised drawbridges have a notable exception, in that allowing magma to flow over the center of the area that the bridge would normally occupy when lowered ''will'' cause the bridge's components to heat up and potentially melt.<br />
* A [[pump]] made with magma-safe material for pipes, screws and blocks is fully magma-safe, and will not melt even when submerged in magma. Pumps containing any item that is not magma safe will be destroyed after prolonged operation.<br />
<br />
== Game calculations ==<br />
In the game, magma's temperature is exactly {{ct|12000}}.<br />
<br />
The chance of striking a magma-safe stone is roughly around 32%, not including the natural abundance of certain stone. It is important to note whether or not your fortress may already have access to magma-safe resources before attempting to deliberately find some.<br />
<br />
==Magma-safe material==<br />
<br />
The following materials will not melt when submerged in magma. Although true for any item/construction, it's worth specifically mentioning that this includes [[door]]s, [[floor hatch]]es, [[floodgate]]s, [[bridge]]s, [[screw pump]]s, [[pipe section]]s, and [[mechanism]]s.<br />
<br />
<!--Editors: For your convenience, a BLANK ROW TEMPLATE:<br />
<br />
{{MS table row|Type= |Matl= |Appear= |Temp= |Where= |Notes= }}<br />
<br />
--><br />
{{MS table head}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Alunite]]|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=13,690°U (3722°F/2051°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Anhydrite]]|Appear={{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}|Temp=12,610°U (2642°F/1450°C)|Where=[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Basalt]]|Appear={{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Bauxite]]|Appear={{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,600°U (3632°F/2000°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Calcite]]|Appear={{Raw Tile|"|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,902°U (2934°F/1613°C)|Where=[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|Notes=[[flux]] stone}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Chert]]|Appear={{Raw Tile|&#61;|6:7:0}} {{Raw Tile|•|6:0}}|Temp=13,101°U (3133°F/1723°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Chromite]]|Appear={{Raw Tile|&#61;|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,645°U (3677°F/2026°C)|Where=[[Olivine]]'''(V)'''}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Dolomite]]|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=16,507°U (6539°F/3619°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone|Notes=[[Flux]], Highest melting point of any common stone.}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Gabbro]]|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous intrusive layer|Igneous intrusive]] layer stone}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Ilmenite]]|Appear={{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,457°U (2489°F/1365°C)|Where=[[Gabbro]]'''(S)'''}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Kaolinite]]|Appear={{Raw Tile|&#61;|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,150°U (3182°F/1751°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red, [[porcelain]]}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Mica]]|Appear={{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,295°U (2327°F/1275°C)|Where=All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Obsidian]]|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,600°U (3632°F/2001°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone|Notes=value 3, can be "[[obsidian farming|manufactured]]"}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Olivine]]|Appear={{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}|Temp=13,168°U (3200°F/1761°C)|Where=[[Gabbro]]'''(L)'''|Notes=green}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Orthoclase]]|Appear={{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}|Temp=12,250°U (2282°F/1250°C)|Where=All [[Igneous intrusive layer|Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|Notes=yellow}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Periclase]]|Appear={{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}|Temp=15,040°U (5072°F/2803°C)|Where=[[Marble]]'''(S)'''}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Petrified wood]]|Appear={{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}|Temp=12,970°U (3002°F/1650°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(S)'''|Notes=bright red, least dense magma-safe non-economic stone}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Pitchblende]]|Appear={{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Granite]]'''(S)'''|Notes=purple}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Quartzite]]|Appear={{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,970°U (3002°F/1650°C)|Where=[[Metamorphic]] layer stone}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Rutile]]|Appear={{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}|Temp=13,285°U (3214°F/1826°C)|Where=All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|Notes=purple}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Sandstone]]|Appear={{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Talc]]|Appear={{Raw Tile|&#124;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,700°U (2732°F/1500°C)|Where=[[Dolomite]]'''(L)'''}}<br />
<br />
{{MS table row|Type=Metal|Matl=[[Candy]]|Appear={{Raw Tile|X|3:3:1}} {{Raw Tile|≡|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Notes=Highest value/utility material in game}}<br />
<br />
{{MS table row|Type=Metal|Matl=[[Iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,768°U (2800°F/1538°C)|Notes=Armor/weapons}}<br />
<br />
{{MS table row|Type=Metal|Matl=[[Nickel]]|Appear={{Raw Tile|X|7:3:0}} {{Raw Tile|≡|7:0}}|Temp=12,619°U (2651°F/1455°C)}}<br />
<br />
{{MS table row|Type=Metal|Matl=[[Pig iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,106°U (2138°F/1170°C)|Notes=used in steel making process}}<br />
<br />
{{MS table row|Type=Metal|Matl=[[Platinum]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:1}}|Temp=13,182°U (3214°F/1768°C)|Notes=High value metal}}<br />
<br />
{{MS table row|Type=Metal|Matl=[[Steel]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,718°U (2750°F/1510°C)|Notes=Armor/weapons}}<br />
<br />
{{MS table row|Type=Metal|Matl=[[Divine metal]]|Appear={{Raw Tile|X|7:0:0}} {{Raw Tile|≡|7:0}}|Temp=None|Notes=Found only in [[vault]]s}}<br />
<br />
{{MS table row|Type=Ore|Matl=[[Cassiterite]]|Appear={{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}|Temp=12,025°U (2057°F/1124°C)|Where=[[Granite]]'''(V)'''|Notes=Ore of [[tin]]}}<br />
<br />
{{MS table row|Type=Ore|Matl=[[Galena]]|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=12,005°U (2037°F/1113°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(V)''', All [[Metamorphic]]'''(V)''', [[Granite]]'''(V)''', [[Limestone]]'''(V)'''|Notes=Ore of [[lead]] and [[silver]]}}<br />
<br />
{{MS table row|Type=Ore|Matl=[[Hematite]]<sup>3</sup>|Appear={{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}|Temp=12,736°U (2768°F/1520°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(V)''', All [[Igneous extrusive layer|Igneous extrusive]]'''(V)'''|Notes=Ore of [[iron]]<sup>3</sup>}}<br />
<br />
{{MS table row|Type=Ore|Matl=[[Magnetite]]<sup>3</sup>|Appear={{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}|Temp=12,768°U (2800°F/1538°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=Ore of [[iron]]<sup>3</sup>}}<br />
<br />
{{MS table row|Type=Ore|Matl=[[Native platinum]]|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=13,182°U (3214°F/1768°C)|Where=[[Olivine]]'''(V)''', [[Magnetite]]'''(V)''', [[Chromite]]'''(S)'''|Notes=Ore of [[platinum]]}}<br />
<br />
{{MS table row|Type=Ore|Matl=''[[Sphalerite]]''<sup>4</sup>|Appear={{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}|Temp=''12,133°U (2165°F/1185°C)''|Where=All [[Metamorphic]]'''(V)'''|Notes=Ore of [[zinc]]<sup>4</sup>}}<br />
<br />
{{MS table row|Type=Wood|Matl=[[Nether-cap]]<sup>5</sup>|Appear={{Raw Tile|â™ |1:0:0}} {{Raw Tile|â–¬|1:0:0}}|Temp=N/A|Where=[[Cavern]] (depth 3)|Notes=Naturally cold<sup>5</sup>}}<br />
<br />
{{MS table row|Type=Special|Matl=[[Raw candy]]|Appear={{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Where=The depths|Notes=Ore of [[candy]]}}<br />
{{MS table row|Type=Special|Matl=[[Slade]]|Appear={{Raw Tile|â–‘|0:0:1}} {{Raw Tile|*|0:1}}|Temp=None|Where=The depths|Notes=Intended to be unmineable}}<br />
<br />
{{MS table row|Type=Leather|Matl=[[Fire imp]]|Appear={{Raw Tile|ß|6:0:0}}|Temp=None|Notes=}}<br />
<br />
{{MS table row|Type=Bone|Matl=[[Fire imp]]|Appear={{Raw Tile|²|7:1}}|Temp=None|Notes=}}<br />
{{MS table row|Type=Bone|Matl=[[Dragon]]|Appear={{Raw Tile|²|7:1}}|Temp=None|Notes=}}<br />
<br />
{{MS table row|Type=Soap|Matl=[[Fire imp]]|Appear={{Raw Tile|≡|7:1}}|Temp=15,000°U (5032°F/2780°C)|Notes=}}<br />
{{MS table row|Type=Soap|Matl=[[Dragon]]|Appear={{Raw Tile|≡|7:1}}|Temp=55,000°U (45032°F/25,044°C)|Notes=}}<br />
<br />
{{MS table row|Type=Glass|Matl=[[Glass|Green glass]]|Appear={{Raw Tile|X|2:2:1}} {{Raw Tile|■|2:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}<br />
{{MS table row|Type=Glass|Matl=[[Glass|Clear glass]]|Appear={{Raw Tile|X|3:3:1}} {{Raw Tile|■|3:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}<br />
{{MS table row|Type=Glass|Matl=[[Glass|Crystal glass]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|■|7:1}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}<br />
<br />
{{MS table row|Type=Ash|Matl=[[Ash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:0}}|Temp=None|Notes=}}<br />
{{MS table row|Type=Ash|Matl=[[Potash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}<br />
{{MS table row|Type=Ash|Matl=[[Pearlash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}<br />
|}<br />
<br />
'''Notes:'''<br />
:1. Each stone is one of 16 [[color scheme|colors]] in the game. Different un-mined stone of the same color have a different symbol to distinguish between them. Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.<br />
:2. '''°U''' = degrees in [[Main:Urist|Urist]], the measure of temperature within the Dwarf Fortress world. As far as is known, there is no functional difference between a material that melts at {{ct|12005}} or {{ct|55000}} &mdash; they are both equally "magma safe".<br />
:3. There are three iron ores in the game (four if you count [[Goblinite]]). Of these, only [[hematite]] and [[magnetite]] are magma safe.<br />
:4. Sphalerite has ''no'' melting point, but ''sublimates'' at {{ct|12133}}. This still qualifies as being magma-safe.<br />
:5. [[Nether-cap]] logs have a fixed temperature of {{ct|10000}}, rendering them fully magma safe, except that nether-cap products [[dump]]ed into magma are destroyed.<br />
<br />
{{Category|Physics}}<br />
{{Category|Magma safe materials| }}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Faction&diff=233515
Faction
2017-11-12T08:51:10Z
<p>Alexchandel: /* Miscellaneous */ obscure spoiler</p>
<hr />
<div>{{Quality|Exceptional|16:20, 8 September 2013 (UTC)}}<br />
{{av}}<br />
'''Factions''' govern how [[creature]]s will react upon each other's presence. The world is full of dangers for your unfortunate dwarves and it seems that nearly everything is trying to kill them; fortunately, said dangers are also hostile to each other most of the time. Confrontations between such opposed factions happen in both fortress and [[adventurer mode]]; the wise player will see to it that they weaken each other instead of ganging up against one's fort or adventurer.<br />
<br />
In the [[object testing arena]], each creature created can be tied to a faction(referred to in-game as a "side"). Creatures will be friendly to other creatures within their faction, and will be hostile to any other creature. There are a total of 99 factions, and an "independent" option which is hostile to all other creatures.<br />
<br />
==Faction relative hostility==<br />
<br />
The table below shows the behavior of different factions when confronted:<br />
<br />
{| class="wikitable"<br />
|- bgcolor="#dddddd"<br />
|<br />
| '''[[Dwarf|Dwarves]]'''<br />
| '''[[Elf|Elves]]'''<br />
| '''[[Human]]s'''<br />
| '''[[Goblin]]s'''<br />
| '''[[Kobold]]s'''<br />
| '''[[Necromancer]]s'''<br />
| '''[[Undead]]'''<br />
| '''[[Surroundings|Wildlife]]'''<br />
| '''[[Animal people|Cave civs]]'''<sup>2</sup><br />
| '''[[Semi-megabeast|(Semi-)]][[Megabeast]]s'''<br />
| '''[[Demon|HFSf]]s'''<br />
| '''[[Werebeast]]s'''<sup>3</sup><br />
<br />
|-<br />
| '''Dwarves'''<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#cfc"| Friendly<sup>1</sup><br />
|style="background-color:#cfc"| Friendly<sup>1</sup><br />
|style="background-color:#fcc"| Hostile<sup>1</sup><br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
| Variable<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Elves'''<br />
|style="background-color:#cfc"| Friendly<sup>1</sup><br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#cfc"| Friendly<sup>1</sup><br />
|style="background-color:#fcc"| Hostile<sup>1</sup><br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
| Variable<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Humans'''<br />
|style="background-color:#cfc"| Friendly<sup>1</sup><br />
|style="background-color:#cfc"| Friendly<sup>1</sup><br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<sup>1</sup><br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
| Variable<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<sup>4</sup><br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Goblins'''<br />
|style="background-color:#fcc"| Hostile<sup>1</sup><br />
|style="background-color:#fcc"| Hostile<sup>1</sup><br />
|style="background-color:#fcc"| Hostile<sup>1</sup><br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
| Variable<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<sup>4</sup><br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Kobolds'''<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Necromancers'''<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Undead'''<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Wildlife'''<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
| Variable<sup>5</sup><br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|- <br />
| '''Cave civs'''<br />
| Variable<br />
| Variable<br />
| Variable<br />
| Variable<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''(Semi-)Megabeasts'''<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''HFS'''<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Werebeasts'''<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
| Variable<sup>3</sup><br />
|}<br />
<br />
<sup>1</sup><small>Advanced civilizations are subject to the mechanisms of [[diplomat|diplomacy]] and may routinely go at [[war]] and conclude peace treaties depending on [[world-gen]] and according to each civilization's [[ethics]]. On the one hand, war against elves or humans is not that uncommon; on the other hand, goblins will almost always be hostile toward everyone else.</small><br />
<br />
<sup>2</sup><small>Cave civilizations are always friendly toward adventurers and they can be either hostile or friendly toward your dwarves. They often become friendly when confronted with a [[megabeast]]. Note that this behavior does not apply to most [[animal people]], who are simply treated as wildlife.</small><br />
<br />
<sup>3</sup><small>[[Werebeast]]s will switch factions from whatever civilization they belong to under their normal form to a special, species-dependent faction on full moon. Different species of werebeasts will be hostile to each other.</small><br />
<br />
<sup>4</sup><small>A [[HFS]] denizen often takes control of a goblin civilization, and sometimes becomes the ruler of a human civilization by posing as their god. Other HFS denizens are typically hostile.</small><br />
<br />
<sup>5</sup><small>[LARGE_PREDATOR]s will attack anything significantly smaller than themselves. In most other cases, wildlife will flee from non-[BENIGN] wildlife. Two [BENIGN] wild animals will ignore each other.</small><br />
<br />
==Entities and civilizations==<br />
<br />
There are four entity 'factions' that can be created in Dwarf Fortress, although vanilla only uses three of them. These factions are determined by the presence or absence of the [BABYSNATCHER] or [ITEM_THIEF] tags, so the four factions can be called the Civilized (with neither tag), the Babysnatchers, the Item Thieves, and the Babysnatching Item Thieves. Members of the same faction will trade with you in fort mode, and members of all other factions may invade you. This is separate from civs at [[war]], which is determined by having opposing [[ethics]].<br />
<br />
Generally, civilization relationships override whatever loyalty a creature may have to begin with. Most notably, foreign creatures kidnapped by goblins and raised by them will be loyal to their goblin civ and hostile against non-goblin civs, including your fort. This also includes their descendants, which means some goblin civs can be potentially ''deplete'' of goblins but still send sieges (composed of humans, dwarves, elves, etc.) and ambushes to your fort. More amusingly, foreign creatures occupying a [[noble]] position in a civ for whatever reason (e.g. demons that have impersonated a god to take control of human civs, demon law-givers ruling goblin civs, or necromancer kings) will behave the same way any other civ member would toward your dwarves or adventurer. Hence the ludicrous possibilities for a demon to visit your fortress as a [[diplomat]] (or join you in your adventures) or a friendly necromancer inadvertently wreaking havoc on your fortress by raising corpses whenever it can. <br />
<br />
Some caveats: creatures without the ability to communicate will always be hostile, even if they technically would be considered the same faction. They will also wage endless wars, since they lack the ability to form treaties. This includes creatures without CAN_SPEAK (or INTELLIGENT, which is functionally CAN_LEARN and CAN_SPEAK combined). Creatures with UTTERANCES cannot communicate with other civs, however if they have both UTTERANCES and CAN_SPEAK they will be able to communicate. For instance [[kobold]]s are unable to speak besides in [[Creature token#UTTERANCES|utterances]] and are thus at war with everyone else - note that if you start as a kobold in Adventure Mode when they are available, you will be unable to speak to anyone and other kobolds will attack you on sight because they won't be able to talk to you either.<br />
<br />
==Undead and night creatures==<br />
<br />
The rule of thumb is that [[undead]] creatures will attack every creature that is living. This is due to their {{token|OPPOSED_TO_LIFE|c}} tag, which overrides all other relationships. [[Undead]] just ignore [[necromancer]]s or fellow undead, but the necromancers themselves will lash out at each other if they belong to enemy [[civilization]]s or [[Tower (necromancy)|tower]]s. This is because necromancers and other night creatures such as [[vampires]] or [[werebeasts]] are consided {{token|NONLIVING}}, but their civilization overrides whatever relationships they have with other civilized nonliving beings (namely fellow night creatures). Werebeasts are hostile toward each other except if they belong to the same were-species (except baby werebeasts, which are generally neutral with everyone). <br />
<br />
This is important in adventure mode - should you learn the secrets of life and death or become a night creature yourself, all zombies will become neutral to you, letting you seize the opportunity to make short work of their squishy and unarmed masters. Undead you raise will follow you as if they were companions; however, they will '''all''' turn neutral if you purposely attack one of them. However, apart from the aforementioned caveats, there seems to be a worldwide solidarity among night creatures, and becoming one will allow you to just chat with various necromancers or [[mummies]], take quests from them, and taking them as companions. <br />
<br />
In fortress mode, [[vampire]] dwarves (and humans) will also be neutral toward undead even when not exposed. You can take advantage of this, ordering your vampires to kill necromancers when facing a siege; a vampire can and will path toward a necromancer unhindered and usually beat him to death. You can also order vampires to kill zombies one by one as they won't react unless attacked.<br />
<br />
==[[Levels of conflict]]==<br />
<br />
In adventure mode, while all hostile nonsapient beings are No Quarter by default (because they do not understand the concept of surrender), sapient creatures that are able of speech (that means creatures with both [CAN_LEARN] and [CAN_SPEAK], or [INTELLIGENT]) can be talked out of a Lethal fight, either by surrendering to them or making them yield. Non-lethal and below types of fighting (often happening at a [[tavern]] or as the result of a spat due to differing values or other grudges) can also be easily de-escalated. This makes conflicts with other hostile sapient beings much easier to manage.<br />
<br />
In fortress mode, invaders and your dwarves are No Quarter toward each other (the only exception is elven or human diplomats offering peace treaties). Brawls may also happen at your tavern if non-dwarves drink more alcohol than their liver can handle, but these don't escalate into full blown war, although they do result in sometimes lethal injuries.<br />
<br />
==Bandits and criminals==<br />
<br />
Outlaws (called [[bandits]] when harassing towns from [[camps]] in the countryside, and [[criminal organizations]] if harassing them from the town's [[dungeon]]) form groups that are hostile toward most of their parent civ itself. Bandits may lay small scale sieges to you in fortress mode and are often given as quest targets in adventure mode. However, as they effectively own sites (camps and dungeons) with a [[boss]] acting as its lord, it means you can try and de-escalate any [[level of conflict]] you may have with them, talk to the boss and join them as lieutenant, effectively shifting your loyalty.<br />
<br />
==Insurrections==<br />
<br />
Several civilizations may lay claim to a single site. When a site belonging to a civilization gets occupied by another, there is a chance for the site's inhabitants to revolt, treating their current parent civ as enemies (and their former civ as friendly). This shift of loyalty often translates in a bunch of fights erupting out of nowhere in adventure mode.<br />
<br />
==Intelligent wildlife==<br />
<br />
Random non-civilized intelligent beings (gorlaks, gremlins, animal people) are hostile (as wildlife would be) in fortress mode. In adventure mode, their behavior depends on their alignment - evil-aligned ones like [[trolls]] or [[ogres]] will attack you, while neutral and good-aligned ones like animal people or gorlaks can start conversations with you. They won't have much to say if they are not part of a civilization though. [[Gremlins]] are special as they can be tamed in fortress mode, which means they are able to become pet citizens, which in turns triggers all sorts of weirdness.<br />
<br />
Benign wildlife isn't really hostile in that they generally flee conflict if able but they '''will''' put up a fight if cornered. <br />
<br />
==Miscellaneous==<br />
<br />
[[Megabeast]]s and [[semi-megabeast]]s are neutral toward each other, but will try to kill everything else they can find - whether it be in [[World generation|worldgen]], [[adventurer mode]] or [[fortress mode]]. <br />
<br />
[[Insanity|Berserk]] dwarves are hostile to everyone, including each other. <br />
<br />
[[Clowns]] that didn't escape from the circus are hostile to every non-clown, and [[anti-clowns]] are hostile to every non-anti-clown. Clowns you have bound into servitude using their true name are obviously friendly to your adventurer though.<br />
<br />
Enemy [[mounts]] are always hostile to your fortress regardless of training level because they belong to an enemy civilization. Their descendants, however, are not. This leads to extremely disturbing situations where a mother either massacres her offspring as soon as she gives birth, or said offspring overwhelm them as soon as they come out of her. Note that this only ever happens if the species does not lay eggs - enemy mounts do not use your nest boxes and simply demolish them if you provide them with some. <br />
<br />
[[Visitors]] side with their parent civ if it goes to war with you.<br />
<br />
==Loyalty cascade==<br />
<br />
Loyalty cascades are the result of entity members attacking each other. The conflict will escalate into a full civil war (hence Toady One referring to it as the "civil war bug") and won't resolve until one side of the conflict is wiped out. Loyalty cascades can be triggered in both fortress and adventure mode.<br />
<br />
===Attacking [[Trade|merchants]] from your mountain-home===<br />
<br />
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but remain members of your fort's government (dwarves of this faction will henceforth be referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.<br />
<br />
===Attempting to tame enemy [[mount]]s===<br />
<br />
If you use [[cage]] [[trap]]s against goblin sieges, you are likely to capture [[Giant bat|a]] [[Cave crocodile|few]] [[Giant cave swallow|mounts]] [[Rutherer|from]] [[Jabberer|various]] [[Voracious cave crawler|species]]. You may assign them to your [[animal trainer]]s and attempt to tame them, thus gaining a few facts about each specific species; but under no circumstances should you ever release them from their cages, as they are always considered enemies to your civilization and will wreak havoc as soon as they are free. Not only that, but they will trigger a similar loyalty cascade as soon as they attack your citizens, leading your fort to its demise through a never-ending civil war - as well as some copious jabberer-chomping. The best course of action is to keep re-training the mounts in their cages over and over again, thus facilitating future taming of their '''wild''' counterparts.<br />
<br />
===Attacking a [[werebeast]] in dwarven form===<br />
<br />
If one of your dwarves turns into a [[werebeast]] and you send your military to kill them while shapeshifted, failing to kill (and allowing the dwarf to revert to normal) may cause a loyalty cascade.<br />
<br />
===Attacking a berserk citizen or werebeast in wereform===<br />
<br />
Dwarven military can no longer be relied upon to put an end to the rampages of citizens gone [[insane|berserk]] or transformed into a beast. Fighting such a threat is treated as assaulting a citizen and will cause ''the defenders of your fort'' to lose loyalty and be hunted down as traitors. {{bug|7107}} Seems fixed in 0.42{{Verify}}<br />
<br />
===How to deal with loyalty cascades===<br />
<br />
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.<br />
<br />
Dwarves from these different "factions" will cancel jobs if they ever come across one another, each running away. This will likely lead to a massive number of job interruption announcements reading ''Urist McDwarf cancels Eat: Interrupted by Farmer''<br />
<br />
'''NOTE:''' Tame Animals are loyal to civilizations and fortresses indefinitely due to a bug, so they can be used to kill off separatists/loyalists without repercussions.<br />
<br />
====DFHack====<br />
For those who are using [[Utility:DFHack|DFHack]], the command {{DFtext|fix/loyaltycascade|white}} can be used to immediately end a loyalty cascade.<br />
<br />
{{Translation<br />
| dwarven = uzlir<br />
| elvish = anoni<br />
| goblin = osmrur<br />
| human = ozo<br />
}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Faction&diff=233514
Faction
2017-11-12T08:50:45Z
<p>Alexchandel: /* Miscellaneous */ obscure spoilers</p>
<hr />
<div>{{Quality|Exceptional|16:20, 8 September 2013 (UTC)}}<br />
{{av}}<br />
'''Factions''' govern how [[creature]]s will react upon each other's presence. The world is full of dangers for your unfortunate dwarves and it seems that nearly everything is trying to kill them; fortunately, said dangers are also hostile to each other most of the time. Confrontations between such opposed factions happen in both fortress and [[adventurer mode]]; the wise player will see to it that they weaken each other instead of ganging up against one's fort or adventurer.<br />
<br />
In the [[object testing arena]], each creature created can be tied to a faction(referred to in-game as a "side"). Creatures will be friendly to other creatures within their faction, and will be hostile to any other creature. There are a total of 99 factions, and an "independent" option which is hostile to all other creatures.<br />
<br />
==Faction relative hostility==<br />
<br />
The table below shows the behavior of different factions when confronted:<br />
<br />
{| class="wikitable"<br />
|- bgcolor="#dddddd"<br />
|<br />
| '''[[Dwarf|Dwarves]]'''<br />
| '''[[Elf|Elves]]'''<br />
| '''[[Human]]s'''<br />
| '''[[Goblin]]s'''<br />
| '''[[Kobold]]s'''<br />
| '''[[Necromancer]]s'''<br />
| '''[[Undead]]'''<br />
| '''[[Surroundings|Wildlife]]'''<br />
| '''[[Animal people|Cave civs]]'''<sup>2</sup><br />
| '''[[Semi-megabeast|(Semi-)]][[Megabeast]]s'''<br />
| '''[[Demon|HFSf]]s'''<br />
| '''[[Werebeast]]s'''<sup>3</sup><br />
<br />
|-<br />
| '''Dwarves'''<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#cfc"| Friendly<sup>1</sup><br />
|style="background-color:#cfc"| Friendly<sup>1</sup><br />
|style="background-color:#fcc"| Hostile<sup>1</sup><br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
| Variable<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Elves'''<br />
|style="background-color:#cfc"| Friendly<sup>1</sup><br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#cfc"| Friendly<sup>1</sup><br />
|style="background-color:#fcc"| Hostile<sup>1</sup><br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
| Variable<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Humans'''<br />
|style="background-color:#cfc"| Friendly<sup>1</sup><br />
|style="background-color:#cfc"| Friendly<sup>1</sup><br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<sup>1</sup><br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
| Variable<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<sup>4</sup><br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Goblins'''<br />
|style="background-color:#fcc"| Hostile<sup>1</sup><br />
|style="background-color:#fcc"| Hostile<sup>1</sup><br />
|style="background-color:#fcc"| Hostile<sup>1</sup><br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
| Variable<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<sup>4</sup><br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Kobolds'''<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Necromancers'''<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Undead'''<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Wildlife'''<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
| Variable<sup>5</sup><br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|- <br />
| '''Cave civs'''<br />
| Variable<br />
| Variable<br />
| Variable<br />
| Variable<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''(Semi-)Megabeasts'''<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''HFS'''<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#cfc"| Friendly<br />
|style="background-color:#fcc"| Hostile<br />
<br />
|-<br />
| '''Werebeasts'''<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
|style="background-color:#fcc"| Hostile<br />
| Variable<sup>3</sup><br />
|}<br />
<br />
<sup>1</sup><small>Advanced civilizations are subject to the mechanisms of [[diplomat|diplomacy]] and may routinely go at [[war]] and conclude peace treaties depending on [[world-gen]] and according to each civilization's [[ethics]]. On the one hand, war against elves or humans is not that uncommon; on the other hand, goblins will almost always be hostile toward everyone else.</small><br />
<br />
<sup>2</sup><small>Cave civilizations are always friendly toward adventurers and they can be either hostile or friendly toward your dwarves. They often become friendly when confronted with a [[megabeast]]. Note that this behavior does not apply to most [[animal people]], who are simply treated as wildlife.</small><br />
<br />
<sup>3</sup><small>[[Werebeast]]s will switch factions from whatever civilization they belong to under their normal form to a special, species-dependent faction on full moon. Different species of werebeasts will be hostile to each other.</small><br />
<br />
<sup>4</sup><small>A [[HFS]] denizen often takes control of a goblin civilization, and sometimes becomes the ruler of a human civilization by posing as their god. Other HFS denizens are typically hostile.</small><br />
<br />
<sup>5</sup><small>[LARGE_PREDATOR]s will attack anything significantly smaller than themselves. In most other cases, wildlife will flee from non-[BENIGN] wildlife. Two [BENIGN] wild animals will ignore each other.</small><br />
<br />
==Entities and civilizations==<br />
<br />
There are four entity 'factions' that can be created in Dwarf Fortress, although vanilla only uses three of them. These factions are determined by the presence or absence of the [BABYSNATCHER] or [ITEM_THIEF] tags, so the four factions can be called the Civilized (with neither tag), the Babysnatchers, the Item Thieves, and the Babysnatching Item Thieves. Members of the same faction will trade with you in fort mode, and members of all other factions may invade you. This is separate from civs at [[war]], which is determined by having opposing [[ethics]].<br />
<br />
Generally, civilization relationships override whatever loyalty a creature may have to begin with. Most notably, foreign creatures kidnapped by goblins and raised by them will be loyal to their goblin civ and hostile against non-goblin civs, including your fort. This also includes their descendants, which means some goblin civs can be potentially ''deplete'' of goblins but still send sieges (composed of humans, dwarves, elves, etc.) and ambushes to your fort. More amusingly, foreign creatures occupying a [[noble]] position in a civ for whatever reason (e.g. demons that have impersonated a god to take control of human civs, demon law-givers ruling goblin civs, or necromancer kings) will behave the same way any other civ member would toward your dwarves or adventurer. Hence the ludicrous possibilities for a demon to visit your fortress as a [[diplomat]] (or join you in your adventures) or a friendly necromancer inadvertently wreaking havoc on your fortress by raising corpses whenever it can. <br />
<br />
Some caveats: creatures without the ability to communicate will always be hostile, even if they technically would be considered the same faction. They will also wage endless wars, since they lack the ability to form treaties. This includes creatures without CAN_SPEAK (or INTELLIGENT, which is functionally CAN_LEARN and CAN_SPEAK combined). Creatures with UTTERANCES cannot communicate with other civs, however if they have both UTTERANCES and CAN_SPEAK they will be able to communicate. For instance [[kobold]]s are unable to speak besides in [[Creature token#UTTERANCES|utterances]] and are thus at war with everyone else - note that if you start as a kobold in Adventure Mode when they are available, you will be unable to speak to anyone and other kobolds will attack you on sight because they won't be able to talk to you either.<br />
<br />
==Undead and night creatures==<br />
<br />
The rule of thumb is that [[undead]] creatures will attack every creature that is living. This is due to their {{token|OPPOSED_TO_LIFE|c}} tag, which overrides all other relationships. [[Undead]] just ignore [[necromancer]]s or fellow undead, but the necromancers themselves will lash out at each other if they belong to enemy [[civilization]]s or [[Tower (necromancy)|tower]]s. This is because necromancers and other night creatures such as [[vampires]] or [[werebeasts]] are consided {{token|NONLIVING}}, but their civilization overrides whatever relationships they have with other civilized nonliving beings (namely fellow night creatures). Werebeasts are hostile toward each other except if they belong to the same were-species (except baby werebeasts, which are generally neutral with everyone). <br />
<br />
This is important in adventure mode - should you learn the secrets of life and death or become a night creature yourself, all zombies will become neutral to you, letting you seize the opportunity to make short work of their squishy and unarmed masters. Undead you raise will follow you as if they were companions; however, they will '''all''' turn neutral if you purposely attack one of them. However, apart from the aforementioned caveats, there seems to be a worldwide solidarity among night creatures, and becoming one will allow you to just chat with various necromancers or [[mummies]], take quests from them, and taking them as companions. <br />
<br />
In fortress mode, [[vampire]] dwarves (and humans) will also be neutral toward undead even when not exposed. You can take advantage of this, ordering your vampires to kill necromancers when facing a siege; a vampire can and will path toward a necromancer unhindered and usually beat him to death. You can also order vampires to kill zombies one by one as they won't react unless attacked.<br />
<br />
==[[Levels of conflict]]==<br />
<br />
In adventure mode, while all hostile nonsapient beings are No Quarter by default (because they do not understand the concept of surrender), sapient creatures that are able of speech (that means creatures with both [CAN_LEARN] and [CAN_SPEAK], or [INTELLIGENT]) can be talked out of a Lethal fight, either by surrendering to them or making them yield. Non-lethal and below types of fighting (often happening at a [[tavern]] or as the result of a spat due to differing values or other grudges) can also be easily de-escalated. This makes conflicts with other hostile sapient beings much easier to manage.<br />
<br />
In fortress mode, invaders and your dwarves are No Quarter toward each other (the only exception is elven or human diplomats offering peace treaties). Brawls may also happen at your tavern if non-dwarves drink more alcohol than their liver can handle, but these don't escalate into full blown war, although they do result in sometimes lethal injuries.<br />
<br />
==Bandits and criminals==<br />
<br />
Outlaws (called [[bandits]] when harassing towns from [[camps]] in the countryside, and [[criminal organizations]] if harassing them from the town's [[dungeon]]) form groups that are hostile toward most of their parent civ itself. Bandits may lay small scale sieges to you in fortress mode and are often given as quest targets in adventure mode. However, as they effectively own sites (camps and dungeons) with a [[boss]] acting as its lord, it means you can try and de-escalate any [[level of conflict]] you may have with them, talk to the boss and join them as lieutenant, effectively shifting your loyalty.<br />
<br />
==Insurrections==<br />
<br />
Several civilizations may lay claim to a single site. When a site belonging to a civilization gets occupied by another, there is a chance for the site's inhabitants to revolt, treating their current parent civ as enemies (and their former civ as friendly). This shift of loyalty often translates in a bunch of fights erupting out of nowhere in adventure mode.<br />
<br />
==Intelligent wildlife==<br />
<br />
Random non-civilized intelligent beings (gorlaks, gremlins, animal people) are hostile (as wildlife would be) in fortress mode. In adventure mode, their behavior depends on their alignment - evil-aligned ones like [[trolls]] or [[ogres]] will attack you, while neutral and good-aligned ones like animal people or gorlaks can start conversations with you. They won't have much to say if they are not part of a civilization though. [[Gremlins]] are special as they can be tamed in fortress mode, which means they are able to become pet citizens, which in turns triggers all sorts of weirdness.<br />
<br />
Benign wildlife isn't really hostile in that they generally flee conflict if able but they '''will''' put up a fight if cornered. <br />
<br />
==Miscellaneous==<br />
<br />
[[Megabeast]]s and [[semi-megabeast]]s are neutral toward each other, but will try to kill everything else they can find - whether it be in [[World generation|worldgen]], [[adventurer mode]] or [[fortress mode]]. <br />
<br />
[[Insanity|Berserk]] dwarves are hostile to everyone, including each other. <br />
<br />
[[Clowns]] that didn't escape from the underworld are hostile to every non-clown, and [[anti-clowns]] are hostile to every non-anti-clown. Clowns you have bound into servitude using their true name are obviously friendly to your adventurer though.<br />
<br />
Enemy [[mounts]] are always hostile to your fortress regardless of training level because they belong to an enemy civilization. Their descendants, however, are not. This leads to extremely disturbing situations where a mother either massacres her offspring as soon as she gives birth, or said offspring overwhelm them as soon as they come out of her. Note that this only ever happens if the species does not lay eggs - enemy mounts do not use your nest boxes and simply demolish them if you provide them with some. <br />
<br />
[[Visitors]] side with their parent civ if it goes to war with you.<br />
<br />
==Loyalty cascade==<br />
<br />
Loyalty cascades are the result of entity members attacking each other. The conflict will escalate into a full civil war (hence Toady One referring to it as the "civil war bug") and won't resolve until one side of the conflict is wiped out. Loyalty cascades can be triggered in both fortress and adventure mode.<br />
<br />
===Attacking [[Trade|merchants]] from your mountain-home===<br />
<br />
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but remain members of your fort's government (dwarves of this faction will henceforth be referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.<br />
<br />
===Attempting to tame enemy [[mount]]s===<br />
<br />
If you use [[cage]] [[trap]]s against goblin sieges, you are likely to capture [[Giant bat|a]] [[Cave crocodile|few]] [[Giant cave swallow|mounts]] [[Rutherer|from]] [[Jabberer|various]] [[Voracious cave crawler|species]]. You may assign them to your [[animal trainer]]s and attempt to tame them, thus gaining a few facts about each specific species; but under no circumstances should you ever release them from their cages, as they are always considered enemies to your civilization and will wreak havoc as soon as they are free. Not only that, but they will trigger a similar loyalty cascade as soon as they attack your citizens, leading your fort to its demise through a never-ending civil war - as well as some copious jabberer-chomping. The best course of action is to keep re-training the mounts in their cages over and over again, thus facilitating future taming of their '''wild''' counterparts.<br />
<br />
===Attacking a [[werebeast]] in dwarven form===<br />
<br />
If one of your dwarves turns into a [[werebeast]] and you send your military to kill them while shapeshifted, failing to kill (and allowing the dwarf to revert to normal) may cause a loyalty cascade.<br />
<br />
===Attacking a berserk citizen or werebeast in wereform===<br />
<br />
Dwarven military can no longer be relied upon to put an end to the rampages of citizens gone [[insane|berserk]] or transformed into a beast. Fighting such a threat is treated as assaulting a citizen and will cause ''the defenders of your fort'' to lose loyalty and be hunted down as traitors. {{bug|7107}} Seems fixed in 0.42{{Verify}}<br />
<br />
===How to deal with loyalty cascades===<br />
<br />
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.<br />
<br />
Dwarves from these different "factions" will cancel jobs if they ever come across one another, each running away. This will likely lead to a massive number of job interruption announcements reading ''Urist McDwarf cancels Eat: Interrupted by Farmer''<br />
<br />
'''NOTE:''' Tame Animals are loyal to civilizations and fortresses indefinitely due to a bug, so they can be used to kill off separatists/loyalists without repercussions.<br />
<br />
====DFHack====<br />
For those who are using [[Utility:DFHack|DFHack]], the command {{DFtext|fix/loyaltycascade|white}} can be used to immediately end a loyalty cascade.<br />
<br />
{{Translation<br />
| dwarven = uzlir<br />
| elvish = anoni<br />
| goblin = osmrur<br />
| human = ozo<br />
}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Magma-safe&diff=233513
Magma-safe
2017-11-12T04:48:50Z
<p>Alexchandel: /* Magma-safe material */ obscure spoiler</p>
<hr />
<div>{{Quality|Exceptional|01:12, 4 February 2015 (UTC)}}<br />
{{av}}<br />
{{Material properties}}<br />
'''Magma-safe materials''' are materials which will not melt, burn, evaporate, or otherwise take damage when in close contact with [[magma]]. Most frequently, this comes into play when using [[floodgate]]s operated by [[mechanism]]s, or when operating a [[screw pump|magma pump]].<br />
<br />
For [[reaction]]s and custom buildings using the [MAGMA_BUILD_SAFE] token, only a material which is solid and stable at the temperature {{ct|12000}} (i.e. MELTING_POINT/BOILING_POINT/IGNITE_POINT/HEATDAM_POINT greater than 12000 and COLDDAM_POINT less than 12000) is considered magma-safe. <br />
<br />
In order to construct mechanisms, blocks or other pump components from a magma-safe material, you have several choices:<br />
# You can specify a magma-safe rock for your [[mechanisms]] and other components at the workshops by highlighting a listed job and selecting {{k|d}}etail.{{version|0.42.06}}<br />
# Build your mechanisms out of [[iron]] or [[steel]].<br />
# Build your pump components out of iron, steel, [[glass]], or [[nether-cap]].<br />
# Place a [[stockpile]] with the desired stones around your [[mechanic's workshop]] and set it to "Give To a Pile/Workshop".<br />
# Use a [[burrow]] that contains only the workshop and the desired materials.<br />
# Simply ensure that the desired materials are the closest available to your worker. This does not always work, but is usually good enough if you request several jobs, hoping that at least one uses the correct material.<br />
<br />
When linking a trigger to an object, the ''first'' mechanism selected is attached to the object, and the ''second'' is attached to the trigger. Unless the trigger itself will be submerged in magma (as could be the case with a [[pressure plate]]), only the first mechanism (attached to the object that will be submerged) needs to be magma-safe. If you do not have any magma-safe stones available, you can also work around floodgate-based flow control by using [[screw pump]]s to pump the magma over [[wall]]-barriers, or using water to form [[obsidian]] to plug flows and channel through them to reopen them (necessity and invention and all that).<br />
<br />
This property is also relevant when choosing the appropriate method for disposing of unneeded items, which can impact [[FPS]] when in large numbers. Items made of non magma-safe materials can be simply dumped into magma, which is the easiest disposal method; however, magma-safe items will need more [[Dwarven atom smasher|drastic]] measures.<br />
<br />
Constructions that resist magma are:<br />
<br />
* Constructions ([[Wall]], [[Floor]], [[Ramp]], and [[Stairs]]) of any material can never melt or burn - there is nothing wrong with a [[wood]]en magma reservoir. Natural (i.e. non-constructed) [[ice]] walls/floors/ramps/stairs will melt if exposed to sufficient heat.<br />
* [[Fortification]]s will allow the passage of [[magma]]; however, if fortifications fill up to 7/7 depth, magma creatures will be able to swim freely through them.<br />
* If not submerged (that is, not opened to let magma flow over/past/around them), [[door]]s, [[floodgate]]s, and raised [[bridge]]s (provided that there is no magma on the space the bridge would occupy when lowered) of non-magma-safe stone or metal are safe. So long as they are just in contact with magma, only acting as a passive "wall", they are fine. If opened, they will melt.<br />
** Raised drawbridges have a notable exception, in that allowing magma to flow over the center of the area that the bridge would normally occupy when lowered ''will'' cause the bridge's components to heat up and potentially melt.<br />
* A [[pump]] made with magma-safe material for pipes, screws and blocks is fully magma-safe, and will not melt even when submerged in magma. Pumps containing any item that is not magma safe will be destroyed after prolonged operation.<br />
<br />
== Game calculations ==<br />
In the game, magma's temperature is exactly {{ct|12000}}.<br />
<br />
The chance of striking a magma-safe stone is roughly around 32%, not including the natural abundance of certain stone. It is important to note whether or not your fortress may already have access to magma-safe resources before attempting to deliberately find some.<br />
<br />
==Magma-safe material==<br />
<br />
The following materials will not melt when submerged in magma. Although true for any item/construction, it's worth specifically mentioning that this includes [[door]]s, [[floor hatch]]es, [[floodgate]]s, [[bridge]]s, [[screw pump]]s, [[pipe section]]s, and [[mechanism]]s.<br />
<br />
<!--Editors: For your convenience, a BLANK ROW TEMPLATE:<br />
<br />
{{MS table row|Type= |Matl= |Appear= |Temp= |Where= |Notes= }}<br />
<br />
--><br />
{{MS table head}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Alunite]]|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=13,690°U (3722°F/2051°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Anhydrite]]|Appear={{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}|Temp=12,610°U (2642°F/1450°C)|Where=[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Basalt]]|Appear={{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Bauxite]]|Appear={{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,600°U (3632°F/2000°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Calcite]]|Appear={{Raw Tile|"|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,902°U (2934°F/1613°C)|Where=[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|Notes=[[flux]] stone}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Chert]]|Appear={{Raw Tile|&#61;|6:7:0}} {{Raw Tile|•|6:0}}|Temp=13,101°U (3133°F/1723°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Chromite]]|Appear={{Raw Tile|&#61;|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,645°U (3677°F/2026°C)|Where=[[Olivine]]'''(V)'''}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Dolomite]]|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=16,507°U (6539°F/3619°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone|Notes=[[Flux]], Highest melting point of any common stone.}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Gabbro]]|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous intrusive layer|Igneous intrusive]] layer stone}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Ilmenite]]|Appear={{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,457°U (2489°F/1365°C)|Where=[[Gabbro]]'''(S)'''}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Kaolinite]]|Appear={{Raw Tile|&#61;|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,150°U (3182°F/1751°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red, [[porcelain]]}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Mica]]|Appear={{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,295°U (2327°F/1275°C)|Where=All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Obsidian]]|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,600°U (3632°F/2001°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone|Notes=value 3, can be "[[obsidian farming|manufactured]]"}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Olivine]]|Appear={{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}|Temp=13,168°U (3200°F/1761°C)|Where=[[Gabbro]]'''(L)'''|Notes=green}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Orthoclase]]|Appear={{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}|Temp=12,250°U (2282°F/1250°C)|Where=All [[Igneous intrusive layer|Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|Notes=yellow}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Periclase]]|Appear={{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}|Temp=15,040°U (5072°F/2803°C)|Where=[[Marble]]'''(S)'''}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Petrified wood]]|Appear={{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}|Temp=12,970°U (3002°F/1650°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(S)'''|Notes=bright red, least dense magma-safe non-economic stone}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Pitchblende]]|Appear={{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Granite]]'''(S)'''|Notes=purple}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Quartzite]]|Appear={{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,970°U (3002°F/1650°C)|Where=[[Metamorphic]] layer stone}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Rutile]]|Appear={{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}|Temp=13,285°U (3214°F/1826°C)|Where=All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|Notes=purple}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Sandstone]]|Appear={{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}<br />
<br />
{{MS table row|Type=Stone|Matl=[[Talc]]|Appear={{Raw Tile|&#124;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,700°U (2732°F/1500°C)|Where=[[Dolomite]]'''(L)'''}}<br />
<br />
{{MS table row|Type=Metal|Matl=[[Adamantine|Candy]]|Appear={{Raw Tile|X|3:3:1}} {{Raw Tile|≡|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Notes=Highest value/utility material in game}}<br />
<br />
{{MS table row|Type=Metal|Matl=[[Iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,768°U (2800°F/1538°C)|Notes=Armor/weapons}}<br />
<br />
{{MS table row|Type=Metal|Matl=[[Nickel]]|Appear={{Raw Tile|X|7:3:0}} {{Raw Tile|≡|7:0}}|Temp=12,619°U (2651°F/1455°C)}}<br />
<br />
{{MS table row|Type=Metal|Matl=[[Pig iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,106°U (2138°F/1170°C)|Notes=used in steel making process}}<br />
<br />
{{MS table row|Type=Metal|Matl=[[Platinum]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:1}}|Temp=13,182°U (3214°F/1768°C)|Notes=High value metal}}<br />
<br />
{{MS table row|Type=Metal|Matl=[[Steel]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,718°U (2750°F/1510°C)|Notes=Armor/weapons}}<br />
<br />
{{MS table row|Type=Metal|Matl=[[Divine metal]]|Appear={{Raw Tile|X|7:0:0}} {{Raw Tile|≡|7:0}}|Temp=None|Notes=Found only in [[vault]]s}}<br />
<br />
{{MS table row|Type=Ore|Matl=[[Cassiterite]]|Appear={{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}|Temp=12,025°U (2057°F/1124°C)|Where=[[Granite]]'''(V)'''|Notes=Ore of [[tin]]}}<br />
<br />
{{MS table row|Type=Ore|Matl=[[Galena]]|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=12,005°U (2037°F/1113°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(V)''', All [[Metamorphic]]'''(V)''', [[Granite]]'''(V)''', [[Limestone]]'''(V)'''|Notes=Ore of [[lead]] and [[silver]]}}<br />
<br />
{{MS table row|Type=Ore|Matl=[[Hematite]]<sup>3</sup>|Appear={{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}|Temp=12,736°U (2768°F/1520°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(V)''', All [[Igneous extrusive layer|Igneous extrusive]]'''(V)'''|Notes=Ore of [[iron]]<sup>3</sup>}}<br />
<br />
{{MS table row|Type=Ore|Matl=[[Magnetite]]<sup>3</sup>|Appear={{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}|Temp=12,768°U (2800°F/1538°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=Ore of [[iron]]<sup>3</sup>}}<br />
<br />
{{MS table row|Type=Ore|Matl=[[Native platinum]]|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=13,182°U (3214°F/1768°C)|Where=[[Olivine]]'''(V)''', [[Magnetite]]'''(V)''', [[Chromite]]'''(S)'''|Notes=Ore of [[platinum]]}}<br />
<br />
{{MS table row|Type=Ore|Matl=''[[Sphalerite]]''<sup>4</sup>|Appear={{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}|Temp=''12,133°U (2165°F/1185°C)''|Where=All [[Metamorphic]]'''(V)'''|Notes=Ore of [[zinc]]<sup>4</sup>}}<br />
<br />
{{MS table row|Type=Wood|Matl=[[Nether-cap]]<sup>5</sup>|Appear={{Raw Tile|â™ |1:0:0}} {{Raw Tile|â–¬|1:0:0}}|Temp=N/A|Where=[[Cavern]] (depth 3)|Notes=Naturally cold<sup>5</sup>}}<br />
<br />
{{MS table row|Type=Special|Matl=[[Raw adamantine]]|Appear={{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Where=The depths|Notes=Ore of [[adamantine]]}}<br />
{{MS table row|Type=Special|Matl=[[Slade]]|Appear={{Raw Tile|â–‘|0:0:1}} {{Raw Tile|*|0:1}}|Temp=None|Where=The depths|Notes=Intended to be unmineable}}<br />
<br />
{{MS table row|Type=Leather|Matl=[[Fire imp]]|Appear={{Raw Tile|ß|6:0:0}}|Temp=None|Notes=}}<br />
<br />
{{MS table row|Type=Bone|Matl=[[Fire imp]]|Appear={{Raw Tile|²|7:1}}|Temp=None|Notes=}}<br />
{{MS table row|Type=Bone|Matl=[[Dragon]]|Appear={{Raw Tile|²|7:1}}|Temp=None|Notes=}}<br />
<br />
{{MS table row|Type=Soap|Matl=[[Fire imp]]|Appear={{Raw Tile|≡|7:1}}|Temp=15,000°U (5032°F/2780°C)|Notes=}}<br />
{{MS table row|Type=Soap|Matl=[[Dragon]]|Appear={{Raw Tile|≡|7:1}}|Temp=55,000°U (45032°F/25,044°C)|Notes=}}<br />
<br />
{{MS table row|Type=Glass|Matl=[[Glass|Green glass]]|Appear={{Raw Tile|X|2:2:1}} {{Raw Tile|■|2:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}<br />
{{MS table row|Type=Glass|Matl=[[Glass|Clear glass]]|Appear={{Raw Tile|X|3:3:1}} {{Raw Tile|■|3:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}<br />
{{MS table row|Type=Glass|Matl=[[Glass|Crystal glass]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|■|7:1}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}<br />
<br />
{{MS table row|Type=Ash|Matl=[[Ash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:0}}|Temp=None|Notes=}}<br />
{{MS table row|Type=Ash|Matl=[[Potash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}<br />
{{MS table row|Type=Ash|Matl=[[Pearlash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}<br />
|}<br />
<br />
'''Notes:'''<br />
:1. Each stone is one of 16 [[color scheme|colors]] in the game. Different un-mined stone of the same color have a different symbol to distinguish between them. Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.<br />
:2. '''°U''' = degrees in [[Main:Urist|Urist]], the measure of temperature within the Dwarf Fortress world. As far as is known, there is no functional difference between a material that melts at {{ct|12005}} or {{ct|55000}} &mdash; they are both equally "magma safe".<br />
:3. There are three iron ores in the game (four if you count [[Goblinite]]). Of these, only [[hematite]] and [[magnetite]] are magma safe.<br />
:4. Sphalerite has ''no'' melting point, but ''sublimates'' at {{ct|12133}}. This still qualifies as being magma-safe.<br />
:5. [[Nether-cap]] logs have a fixed temperature of {{ct|10000}}, rendering them fully magma safe, except that nether-cap products [[dump]]ed into magma are destroyed.<br />
<br />
{{Category|Physics}}<br />
{{Category|Magma safe materials| }}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&diff=231265
Dwarf Fortress webcomics
2017-06-13T23:09:51Z
<p>Alexchandel: /* Oilfurnace */ minor spoiler warning</p>
<hr />
<div>{{DISPLAYTITLE:''Dwarf Fortress'' webcomics}}<br />
''Dwarf Fortress'', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized ''Dwarf Fortress'', sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to ''Dwarf Fortress''.<br />
<br />
[[File:DF_Cheese.jpg|208px|thumb|right|A ''Dwarf Fortress'' comic]]<br />
<br />
==Graphic sagas==<br />
<br />
===The Littlest Cheesemaker===<br />
[http://www.bay12forums.com/smf/index.php?topic=136384.0 The Littlest Cheesemaker] is an illustrated interactive story chronicling the adventures of Mistêm "Wheeldream" Kolnåzom (Misty) on her quest to become a legendary [[cheesemaker]]. <br />
<br />
===Bronzemurder===<br />
[[Bronzemurder]] is an epic illustrated saga by [http://timdenee.com/bronzemurder/ Tim Denee], concerning a [[forgotten beast]].<br />
<br />
===Oilfurnace===<br />
[http://www.timdenee.com/oilfurnace/ Oilfurnace] is another ''Dwarf Fortress'' illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first ''Dwarf Fortress'' comic in print. (Warning: contains minor spoilers)<br />
<br />
===Adventures of Likot Udendeb===<br />
[http://www.bay12forums.com/smf/index.php?topic=109582.0 Adventures of Likot Udendeb] is an illustrated, interactive saga originating from Russian ''Dwarf Fortress''-centered imageboard [http://chuck.dfwk.ru/ DFach]. The story is written and illustrated by several anonymous contributors based on suggestions of the imageboard's users. Starting as a story of one completely ordinary dwarf and his cruel fate of being the hero, it eventually evolved into an epic saga with multiple arcs, various characters and global setting that's loosely based on ''Dwarf Fortress'' game mechanics rich with DF-related memes and influence of general Russian imageboard culture. Permanently in indefinite state of being written/frozen and is being translated (badly) from Russian with a certain lag. Admired for its flexible storyline and several [http://www.youtube.com/channel/UC6Crmf54js5ZEyGlKtEbggg/feed animated episodes].<br />
<br />
===Matul Remrit (Bravemule) ===<br />
[http://www.bravemule.com/matulremrit Matul Remrit] is a tale of a band of dregs who struggle to build their new home amidst strife, internal politics, and a scourge of elf attacks.<br />
<br />
===Thabostobok===<br />
[http://www.seqimgs.com/comic/thabostobok Thabostobok] A fully illustrated comic based on a DF game session.<br />
<br />
<br />
==Ongoing ''Dwarf Fortress'' webcomics==<br />
Ongoing webcomics primarily about ''Dwarf Fortress''. Literally every one of them is dead, and none of them have more than twenty pages, so don't get your hopes up.<br />
<br />
===Revenge of the FUN===<br />
[http://rotf.thecomicseries.com/ Revenge of the FUN] is a recently rebirthed comic series with an outrageous and ever-growing plot line.<br />
<br />
===The Chronicles of Boatmurdered===<br />
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous [[succession game]] [[Boatmurdered]], with art by Deon. The webcomic began in November 2009 and stopped unfinished in may 2010.<br />
<br />
===''Dwarf Fortress'': Histories of...*===<br />
[http://dfstory.thecomicseries.com/comics/1/ ''Dwarf Fortress'': Histories of...*] is a DF chronicle with art and story by Elthar. The webcomic began in July 2010 and updates irregularly. May or may not be dead<br />
<br />
===Dwarven Trail===<br />
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&chapter=39442 Dwarven Trail: A ''Dwarf Fortress'' Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular [[Graphics set repository|''Dwarf Fortress'' graphic sets]]. It follows the journey and establishment of a new fortress. [[Urist]] is a recurring character.<br />
<br />
===Effigies===<br />
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on ''Dwarf Fortress'' Adventure Mode. The comic began in November 2009 and was ongoing, updating on a rough weekly schedule. It currently lays dormant.<br />
<br />
===KittyProblem===<br />
http://df-kittyproblem.smackjeeves.com/ Short comic created by two brothers about the dangers of [[catsplosion]]. Story began at 2nd Sep.<br />
<br />
===Ask Amxu===<br />
<i>Oi, My name is [http://askamxu.tumblr.com/ Amxu Osmösprosusm]. I'm a [[goblin]] and I work as a [[snatcher|compulsory freelance social worker]] for the dwarves in my region. I'm always happy to answer questions for the curious.</i><br />
<br />
===Lord of the Dwarfs===<br />
[http://www.dawnsomewhere.com/lotd/ Lord of the Dwarfs] is a webcomic produced by Dawn Somewhere about a group of dwarves attempting to find their way back to their fortress after am unusual encounter with HFS<br />
<br />
==One-Off ''Dwarf Fortress'' webcomics==<br />
Ongoing webcomics that are not primarily about ''Dwarf Fortress'', but which have a few ''Dwarf Fortress'' episodes. The relevant strips are linked to here.<br />
<br />
===Irritability===<br />
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about ''Dwarf Fortress'', mainly the [[Goblin]] menace.<br />
<br />
===Nerfnow===<br />
A manga-influenced webcomic by Josué Pereira. Included a brief ''Dwarf Fortress'' arc: [http://nerfnow.com/comic/352 352] [http://nerfnow.com/comic/370 370] [http://nerfnow.com/comic/371 371]<br />
<br />
===twistedspeedo===<br />
Created this comic about the game's motto, "losing is fun" : http://twistedspeedo.com/?p=478<br />
<br />
===Three Panel Soul===<br />
[[File:Dorf.jpg|thumb|right|3PS Dorf T-shirt]]<br />
<br />
This sequel comic to MacHall gives us five ''Dwarf Fortress'' strips, [http://www.threepanelsoul.com/comic/on-dwarven-fortresses On Dwarven Fortresses], [http://www.threepanelsoul.com/comic/on-trade-goods On Trade Goods], [http://www.threepanelsoul.com/comic/on-mixed-economies On Mixed Economies], and [http://www.threepanelsoul.com/comic/on-learning-curve On Learning Curve]. [http://www.threepanelsoul.com/comic/bug-fix Illustrated DF patch notes]. The first three comics deal with typical ''Dwarf Fortress'' [[fun]], such as [[catsplosion]], stereotypical Dwarf literal-mindedness, and the [[Dwarven economy]]. The fourth concerns a new player's introduction to the game.<br />
<br />
The ''Dwarf Fortress'' comics were so popular, they spawned a related t-shirt (see picture on right).<br />
<br />
===[ENGRAVERY:MISGUIDED]===<br />
A series of one-off, irregularly updated panel-style comics using altered ASCII graphics.<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-noble-mandates.html Noble Mandates]<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-selecting-site.html Selecting a Site]<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-artifact-rope.html Artifact Rope]<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-send-in-clowns.html Send in the Clowns]<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-creepy-forest.html Creepy Forest]<br />
*[http://alluvian.blogspot.com/2011/04/engraverymisguided-noble-rain.html Noble Rain]<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-and-dwarf-road-song.html Interrupted by Peacock] & Dwarf Road Song<br />
<br />
==Individual webcomics==<br />
Webcomics done by an individual that does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!<br />
<br />
===cdawg===<br />
Created a brief comic episode about [[fell mood]]s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]<br />
<br />
===Lord Licorice===<br />
Creates comics based around the ''Dwarf Fortress'' [[List of mods#Kobold Camp|mod Kobold camp]], mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].<br />
<br />
===Ran===<br />
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [http://i39.tinypic.com/2ldhzqp.jpg Miner Cancels Drink].<br />
<br />
===Valcan===<br />
Created this comic about the [[Bronze colossus]]: [http://i39.tinypic.com/258xf2w.jpg 1].<br />
<br />
===Unknown Creator===<br />
An awesome comic about [[fun]]: [http://i.imgur.com/mHXiz.png 1].<br />
<br />
A comic about [[Elf]] diplomacy: [http://i.imgur.com/I2Stz.jpg 2].<br />
<br />
<gallery caption="Some comics"><br />
File:1235703760028.png|First time DF player.<br />
File:Comic df3.png|DF has many types of players.<br />
File:Comic df4.gif<br />
File:Comic df5.png<br />
File:Dwarf-Fortress Poster.jpg<br />
File:FunComic.png<br />
</gallery><br />
<br />
==Defeated Webcomics==<br />
<br />
These are links to comics that once were, but now are not. They are lost in the grate wasteland of The Barren 404 Desert.<br />
<br />
===PixelPainted===<br />
[http://www.dfa.webatu.com/?page=111001 PixelPainted A ''Dwarf Fortress'' Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.<br />
<br />
'''Dead:''' December 2014<br />
<br />
===Strike the Earth!===<br />
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a [[sinister]] terrain, including facing [[undead]] wildlife.<br />
<br />
'''Dead:''' December 2014<br />
<br />
===I'm Not Mad===<br />
A 3D model comic with three ''Dwarf Fortress'' strips, [http://www.notmadcomic.com/2009/03/24/dwarf-fortress-over-achiever/ ''Dwarf Fortress'': Overachiever],[http://www.notmadcomic.com/2009/03/26/dwarf-fortress-work-music/ ''Dwarf Fortress'': Work Music], and [http://www.notmadcomic.com/2010/12/31/dwarf-fortress-suspicion/ ''Dwarf Fortress'': Suspicion]. The first comic deals with [[Hidden Fun Stuff]], while the second deals with [[tantrum]]s.<br />
<br />
'''Dead:''' July/August 2015<br />
<br />
==Related pages==<br />
<br />
* [[List of Dwarf Fortress references|List of ''Dwarf Fortress'' references]]<br />
<br />
[[Category:Humor and stories]]<br />
[[Category:Community|webcomics]]</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Tileset_repository&diff=230838
Tileset repository
2017-05-12T20:34:54Z
<p>Alexchandel: /* 14&times;16 */ add description</p>
<hr />
<div>:''You may be looking for general information on [[tilesets]] or the [[Graphics set repository]].''<br />
<br />
A '''character set''', or simply '''tileset''', is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII). They are used to display the main graphics.<br />
<br />
=Background=<br />
The default tilesets (640x300 and 800x600) render 8x12 and 10x12 characters respectively, with majuscule latin letters occupying a 7x9 box, and appear broadly similar to the IBM MDA font based on the shape of the "0", "g", and "f" characters (but with slight differences including the "0", "W", and "y"). The exact origin of the DF font is unknown.<br />
<br />
=Installation=<br />
To use a specific tileset with Dwarf Fortress you must perform the following steps:<br />
<br />
# Download the tileset to your computer. Each tileset is just an image, so there is no separate download link. ('''Right-Click''' on the tileset image and '''Save-As'''.)<br />
# If necessary, convert the tileset to the correct image format for the version of DF you are using:<br />
## For ''DF 0.28.181.40d'' or older: Open the file in an image editor and save it as a '''24-bit bitmap''' (BMP) if it isn't already in that format.<br />
## For ''DF 0.31'' or newer: Open the file in an image editor and save it as a '''PNG''' with ''transparency'' if it isn't already in that format.<br />
# Move/Copy the file to the DF art directory (''<DF Dir>/data/art'').<br />
# Edit the initialization configuration file (''<DF Dir>/data/init/init.txt'') to specify the tileset file to use. There are four locations that can be changed:<br />
## Specify the tileset for a windowed display by setting the filename in the '''[FONT:''<filename>'']''' tag.<br />
## Specify the tileset for a full-screen display by setting the filename in the '''[FULLFONT:''<filename>'']''' tag.<br />
## Specify the tileset for a windowed graphical display by setting the filename in the '''[GRAPHICS_FONT:''<filename>'']''' tag.<br />
## Specify the tileset for a full-screen graphical display by setting the filename in the '''[GRAPHICS_FULLFONT:''<filename>'']''' tag.<br />
## Once you have made the changes you need to remember to save the file.<br />
<br />
If the selected tileset requires modifications to the Raws, you will have to make those edits. What those changes are will depend on the tileset itself.<br />
<br />
Once the file is saved and the required changes are made, you are ready to play DF with your new tileset!<br />
<br />
=Square Tilesets=<br />
<br />
==5&times;5==<br />
<br />
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] <br />
<br />
{{Tileset|<br />
|image=[[Image:Kein_400x125.png]]<br />
|author=[[User:Kein|Kein]]<br />
|dated=2008-8-7<br />
|size=5&times;5<br />
|resolution=400&times;125<br />
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom_5x5.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2008-11-20<br />
|size=5&times;5<br />
|resolution=400&times;125, 800&times;250, 800&times;500<br />
|comments=<br />
}}<br />
<br />
==6&times;6==<br />
<br />
{{Tileset|<br />
|image=[[Image:Geti_custom_6x6.png]]<br />
|author=[[User:Geti|Geti]]<br />
|dated=2010-08-04<br />
|size=6&times;6<br />
|resolution=480&times;150, 960times;300<br />
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most gliphs, aiming for a crisper look. Best at 2x2 pixels.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord Nightmare 6x6font01.png]]<br />
|author=Lord Nightmare<br />
|dated=2007-11-5<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&times;6, with a seperator column.<br />
}}<br />
<br />
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]<br />
{{Tileset|<br />
|image=[[Image:Lord Nightmare 6x6font02.png]]<br />
|author=Lord Nightmare<br />
|dated=2007-11-12<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Mkv_curses_480x150.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-10-30<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=The first version the tiny tileset, superceded by the version below.<br />
}}<br />
<br />
<br />
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]<br />
{{Tileset|<br />
|image=[[Image:Mkv_curses_480x150_v2.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-10-30<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.<br />
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&times;12 and 6&times;6 v2.zip].<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:nobbins6x6.png]]<br />
|author=[[User:Nobbins|Nobbins]]<br />
|dated=2010-01-10<br />
|size=6&times;6<br />
|resolution=480&times;150, 960&times;300<br />
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:nobbin_ts_v2.png]]<br />
|author=[[User:Nobbins|Nobbins]]<br />
|dated=2010-06-28<br />
|size=6&times;6<br />
|resolution=480&times;150, 960&times;300<br />
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]<br />
}}<br />
<br />
==7&times;7==<br />
<br />
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]<br />
<br />
{{Tileset|<br />
image=[[Image:Herrbdog_7x7_tileset.gif]]<br />
|author=[[User:herrbdog|herrbdog]]<br />
|dated=2007-10-30<br />
|size=7&times;7<br />
|resolution=560&times;175<br />
|comments=<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:terbert_7x7.png]]<br />
|author=[[User:Terbert|Terbert]]<br />
|dated=2009-6-30<br />
|size=7&times;7<br />
|resolution=560&times;175<br />
|comments=This is a 7x7 tileset made for overseeing large constructions <br />
}}<br />
<br />
==8&times;8==<br />
[[Image:df_anikki_2.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_8x8.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=8&times;8<br />
|resolution=640&times;200 native.<br />
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]<br />
<br />
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.<br />
}}<br />
<br />
[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]<br />
<br />
{{Tileset|<br />
|title=cheepicus_8x8<br />
|image=[[Image:cheepicus_8x8.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2014-4-3<br />
|size=8&times;8<br />
|resolution=640&times;200<br />
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Jdpage_8x8.png]]<br />
|author=[[User:Jdpage|Jdpage]]<br />
|dated=2010-09-15<br />
|size=8&times;8<br />
|resolution=640&times;200 native.<br />
|comments=Modified version of the [[#Anikki|Anikki]] 8x8 tileset. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:CGA8x8thick.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;400<br />
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.<br />
}}<br />
<br />
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&times;8 CGA tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:CGA8x8thin.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2008-6-6<br />
|size=8&times;8<br />
|resolution=640&times;400<br />
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:LN_EGA8x8.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;400<br />
|comments=The IBM EGA 8&times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Pastiche_8x8.png]]<br />
|author=[[User:Tejón|tejón]]<br />
|dated=2012-6-12<br />
|size=8&times;8<br />
|resolution=640&times;200 @ 80&times;25.<br />
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Potash_8x8.png]]<br />
|author=[[User:Tejón|tejón]]<br />
|dated=2012-6-12<br />
|size=8&times;8<br />
|resolution=640&times;200 @ 80&times;25.<br />
|comments=I like packing as much on the screen as I can, but 8&times;8 is just too crowded for 1920&times;1080 fullscreen. I intended to make a 10&times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of Dwarf Fortress should you happen to find yourself stuck in 1985.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Acorntileset8x8.png]]<br />
|author=[[User:Xenomorph|Xenomorph]]<br />
|dated=2008-8-9<br />
|size=8&times;8<br />
|resolution=640&times;200<br />
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro. This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437). It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]<br />
}}<br />
<br />
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:yayo_c64_640x200.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;200<br />
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&times;16 version [[#Yayo_2|below]]. :)<br />
}}<br />
<br />
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&times;8 tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_msx.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;200 or 640&times;400<br />
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.<br />
}}<br />
<br />
<br />
==9&times;9==<br />
<br />
[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]<br />
{{Tileset|<br />
|image=[[Image:720x225_SmoothWalls.PNG]]<br />
|author=[[User:Dorten|Dorten]]<br />
|dated=2009-2-13<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:720x225_SmoothWalls7.png]]<br />
|author=[[User:Dorten|Dorten]]<br />
|dated=2009-2-13<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=Minor tweak so the 7's don't look like question marks.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Nostalgia_720x225.png]]<br />
|author=[[User:Maus|maus]]<br />
|dated=2007-10-30<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].<br />
}}<br />
<br />
[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]<br />
{{Tileset|<br />
|image=[[Image:DortenSolid.png]]<br />
|author=[[User:Qjet|Qjet]]<br />
|dated=2009-2-13<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.<br />
}}<br />
<br />
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]<br />
{{Tileset|<br />
|image=[[Image:Curses_720x225_8d6752.png]]<br />
|author=[[User:Savok|Savok]]<br />
|dated=2007-10-30<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:<br>I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.<br />
}}<br />
<br />
==10&times;10==<br />
<br />
<br />
[[Image:df_anikki_1.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_10x10.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=10&times;10<br />
|resolution=800&times;250 native.<br />
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]<br />
(Note: The up and down ramps are reversed.)<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:buddy.png]]<br />
|author=buddy<br />
|dated=2014-07-12<br />
|size=10&times;10<br />
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.<br />
<br />
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.<br />
<br />
[PILLAR_TILE:10]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:buddy--graphical.png]]<br />
|author=buddy<br />
|dated=2014-07-16<br />
|size=10&times;10<br />
|comments=The graphical version of my tileset.<br />
<br />
data/init/d_init.txt:<br/><br />
[PILLAR_TILE:10]<br/><br />
[TREE_BRANCHES:171]<br />
<br />
raw/objects/creature_standard.txt:<br/><br />
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:ddw.png]]<br />
|author=[[User:Ddw|Ddw]]<br />
|dated=2011-03-10<br />
|size=10&times;10<br />
|resolution=800&times;250 native<br />
|comments=Based on Anikki, with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] <br />
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Paul_10x10.png]]<br />
|author=[[User:Paul|Paul]]<br />
|dated=2008-9-5<br />
|size=10&times;10<br />
|resolution=800&times;250 for 80&times;25 grid size, others just multiply grid by 10.<br />
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Potash_10x10.png]]<br />
|author=[[User:Tejón|tejón]]<br />
|dated=2012-6-12<br />
|size=10&times;10<br />
|resolution=800&times;250 @ 80&times;25.<br />
|comments=The "full size" version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.<br />
}}<br />
<br />
[[Image:Taffer.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Taffer 10x10.png]]<br />
|author=[[User:Taffer|Taffer]]<br />
|dated=2017-01-10<br />
|size=10&times;10<br />
|resolution=Looks decent at almost any resolution.<br />
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities. I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Terbert_10x10.png]]<br />
|author=[[User:Terbert|Terbert]]<br />
|dated=2009-6-30<br />
|size=10&times;10<br />
|resolution=800&times;250<br />
|comments=This is Terbert's First tileset<br />
}}<br />
<br />
[[Image:Df_tock10_1.PNG|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Tocky_square_10x10.png]]<br />
|author=[[User:Tocky|Tocky]]<br />
|dated=2007-11-15<br />
|size=10&times;10<br />
|resolution=800&times;250 native, 800&times;500 for fullscreen.<br />
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '<' and '>', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. <br />
}}<br />
<br />
==11&times;11==<br />
<br />
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:terminus.png]]<br />
|author=[[User:Gekz|Gekz]]<br />
|dated=2010-1-08<br />
|size=11&times;11<br />
|resolution=880&times;275<br />
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.<br />
<br />
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.<br />
}}<br />
<br />
==12&times;12==<br />
<br />
{{Tileset|<br />
|image=[[Image:Alloy_curses_12x12.png]]<br />
|author=[[User:Alloy|Alloy]]<br />
|dated=2010-12-3 - v1.1<br />
|size=12&times;12<br />
|resolution=960&times;300 native.<br />
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.<br />
}}<br />
<br />
<br />
[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]<br />
<br />
{{Tileset|<br />
|title=cheepicus_12x12<br />
|image=[[Image:cheepicus_12x12.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2010-8-4<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.<br />
<br />
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)<br />
}}<br />
<br />
<br />
[[Image:Unknown curses 12x12 & Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Unknown curses 12x12 & Markvii Walls.png]]<br />
|author=DDR & Others<br />
|dated=2010-9-3<br />
|size=12&times;12<br />
|resolution=960&times;300 native<br />
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Haberdash_curses_12x12.png]]<br />
|author=[[User:Haberdash|Haberdash]]<br />
|dated=2014-07-24<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:DB_curses_12x12.PNG]]<br />
|author=[[User:Hanuman|Hanuman]]<br />
|dated=2008-7-23<br />
|size=12&times;12<br />
|resolution=900&times;300<br />
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]<br />
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Herrbdog_144.png]]<br />
|author=Herrbdog<br />
|dated=2007-10-30<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Dullard_Exponent_12x12.png]]<br />
|author=Lord Dullard/Exponent<br />
|dated=2009-3-30<br />
|size=12&times;12<br />
|resolution=960&times;300 native<br />
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-12-4<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.<br> Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Mkv_solidcurses_960x300.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-10-30<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.<br> <br />
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].<br />
}}<br />
<br />
[[Image:Rev7.PNG|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Markvii.png]]<br />
|author=[[User:Turnip|Turnip]]<br />
|dated=2009-7-9<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=My revision of Markavian's tileset, made to be more "curvy"<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Tileset_unknown_960x300_02.png]]<br />
|author=Unknown<br />
|dated=2007-10-30<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. <!-- no need to say that for the default characters --><br />
}}<br />
<br />
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&times;12 v2]]<br />
{{Tileset|<br />
|image=[[Image:Unknown_curses_12x12.png]]<br />
|author=Unknown<br />
|dated=2007-11-24<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]<br />
}}<br />
<br />
[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:nice_curses_12x12.png]]<br />
|author=[[User:Vidumec|Vidumec]]<br />
|dated=2013-01-30<br />
|size=12&times;12<br />
|resolution=960&times;300 native<br />
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.<br />
}}<br />
<br />
==13&times;13==<br />
<br />
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:yayo_tunur_1040x325.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2007-10-30<br />
|size=13&times;13<br />
|resolution=1040&times;325<br />
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means "style" in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kren_13x13.png]]<br />
|author=[[User:Krenshala|krenshala]]<br />
|dated=2015-12-27<br />
|size=13&times;13<br />
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&times;768), but still be clearly legible. I think I have succeeded in that goal. On a 1680&times;1050 display the resolution is 129&times;80 with this tileset.<br />
}}<br />
<br />
==15&times;15==<br />
<br />
[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]<br />
<br />
{{Tileset|<br />
|title=cheepicus_15x15<br />
|image=[[Image:cheepicus_15x15.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2012-5-6<br />
|size=15&times;15<br />
|resolution=1200&times;375<br />
|comments=I find the text hard to read in most other tilesets, so I made a new one. Mostly ASCII with a few graphical nods. Lower right char is for PILLAR:255 in df_init.<br />
<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Talryth_square_15x15.png]]<br />
|author=[[User:Talryth|Talryth]]<br />
|dated=2010-06-18<br />
|size=15&times;15<br />
|resolution=1440&times;900 (96&times;60 grid size)<br/>1680&times;1050 (112&times;70 grid size)<br />
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.<br />
}}<br />
<br />
[[Image:Df_screen1.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Vidumec_15x15.png]]<br />
|author=[[User:Vidumec|Vidumec]]<br />
|dated=2011-09-05<br />
|size=15&times;15<br />
|resolution=1440&times;900 (96&times;60 grid size)<br/>1680&times;1050 (112&times;70 grid size)<br/>Actually looks good on any resolution<br />
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!<br />
}}<br />
<br />
==16&times;16==<br />
<br />
{{Tileset|<br />
|image=[[Image:Aesomatica_16x16.png]]<br />
|author=[[User:Aesomatica|Aesomatica]]<br />
|dated=2008-11-29<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.<br />
}}<br />
<br />
[[Image:df_anikki_2.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_16x16.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Anno_16x16.png]]<br />
|author=[[User:AbuDhabi|AbuDhabi]]<br />
|dated=2011-03-19<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Based on Anikki's 16x16 tileset, but smoothed/enhanced and with the dwarf images reworked.<br />
}}<br />
<br />
[[Image:Bisasam_16x16_preview.png|thumb|right]]<br />
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_16x16.png]]<br />
|author=Bisasam<br />
|dated=2010-01-11<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.<br />
}}<br />
<br />
[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]<br />
{{Tileset|<br />
|title=cheepicus_8x8x2<br />
|image=[[Image:cheepicus_8x8x2.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2014-4-3<br />
|size=16&times;16 (doubled 8x8)<br />
|resolution=1280&times;400 native.<br />
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel. Hand-made, mostly ASCII.<br />
}}<br />
<br />
[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]<br />
[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]<br />
{{Tileset|<br />
|title=cheepicus_16x16<br />
|image=[[Image:cheepicus_16x16.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2014-5-10<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.<br />
}}<br />
<br />
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]<br />
{{Tileset|<br />
|image=[[Image:Cooz_curses_square_16x16.png]]<br />
|author=[[User:Cooz|Cooz]]<br />
|dated=2009-2-28<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].<br />
}}<br />
<br />
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]<br />
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]<br />
<br />
{{Tileset|<br />
image=[[Image:Guybrush_square_16x16.png]]<br />
|author=[[User:Guybrush|Guybrush]]<br />
|dated=2007-11-15<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A 16&times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut & paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.<br />
<br />
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}<br />
<br />
{{Tileset|<br />
image=[[Image:GuybrushASCII_curses_square_16x16.png]]<br />
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Herrbdog_16x16_tileset.gif]]<br />
|author=Herrbdog<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=The 16&times;16 version of Herrbdog's tileset.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:MRC_square_16x16.png]]<br />
|author=Inquisitor Saturn<br />
|dated=2008-5-18<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kai-1280x400-v2 7512b5.png]]<br />
|author=Kaishaku<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A square 1280&times;400 font. Simple and legible. Converted from roarl's 16&times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kelora_16x16_diagonal.png]]<br />
|author=[[User:Kelora|Kelora]]<br />
|dated=2009-7-26<br />
|size=16&times;16<br />
|resolution=<br />
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.<br />
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kelora_16x16_diagonal-clouds.png]]<br />
|author=[[User:Kelora|Kelora]]<br />
|size=16&times;16<br />
|resolution=<br />
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.<br />
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kenran.png]]<br />
|author=[[User:Kenran|Kenran]]<br />
|size=16&times;16<br />
|resolution=<br />
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kjammer square 16x16 v02.png]]<br />
|author=[[User:Klokjammer|Klokjammer]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Name: ''"Masked Adventurer"'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kjammer square 16x16 v00.png]]<br />
|author=[[User:Klokjammer|Klokjammer]]<br />
|dated=2007-10-31<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A "clean" version of the above set, one without any fancy tiles (except for the dwarves).<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Md_curses_16x16.png]]<br />
|author=[[User:Marble Dice|Marble Dice]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:DF-Nordic_v1.png]]<br />
|author=[[User:Techhead|Techhead]]<br />
|dated=2009-3-26<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:PTTGV2tiles.png]]<br />
|author=[[User:PTTG|PTTG]]<br />
|dated=2007-11-21<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Msgothic.png]]<br />
|author=[[User:Random832]]<br />
|dated=2009-4-22<br />
|size=16&times;16<br />
|resolution=1280&times;800 etc<br />
|comments=Based on the ï¼ï¼³ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Raving_1280x400.png]]<br />
|author=[[User:RavingManiac|RavingManiac]]<br />
|dated=2010-3-13<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.<br />
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
image=[[Image:Redjack17.png]]<br />
|author=[[User:Jackard|Jackard]]<br />
|dated=2008-7-22<br />
|size=16x16<br />
|resolution=1280x400<br />
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look. ''Note: Bins are hard to see using this tileset because the "bin" tile is also used as the "up/down staircase" tile. [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''<br />
<br />
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}<br />
<br />
{{Tileset|<br />
|image=[[Image:16x16_sm.png]]<br />
|author=[[User:RogueYun|Rogue Yun]]<br />
|dated=2015-06-09<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Sapphos_square_16x16.png]]<br />
|author=Sappho<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Another square font, target resolution 1280&times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Savok_curses_1280x400_517caa.png]]<br />
|author=[[User:Savok|Savok]]<br />
|dated=2008-6-16<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.<br>In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.<br>If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.<br>Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:SFE_Curses_square_16x16.png]]<br />
|author=Super Foul Egg<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Tahin_16x16_rounded.png]]<br />
|author=[[User:Tahin|Tahin]]<br />
|dated=2007-12-28<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Based on Marble Dice's tileset, above. Smoothed corners are "rounded", which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard "L" tiles to fit together nicely, but "T" and "+" don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Tyr_1280x400.PNG]]<br />
|author=[[User:Tyrving|Tyrving]]<br />
|dated=2008-2-15<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.<br />
}}<br />
<br />
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]<br />
|author=[[User:Winterwing|Winterwing]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Like usual, lucida console with cleartype. Creative, huh. :)<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Yayo_c64_1280x400_83b157.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Name: Yayo's C64; The 16&times;16 version of Yayo's tileset.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_16x16.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-11-10<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Because everyone is making one.<br />
}}<br />
<br />
[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]<br />
{{Tileset|<br />
|image=[[Image:Zilk_16x16.png]]<br />
|author=[[User:Zilk|Zilk]]<br />
|dated=2015-7-15<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.<br />
}}<br />
<br />
==18&times;18==<br />
<br />
{{Tileset|<br />
|image=[[Image:Haowan_Curses_1440x450.png]]<br />
|author=Haowan<br />
|dated=2007-11-2<br />
|size=18&times;18<br />
|resolution=1440&times;450<br />
|comments=An enlarged version of a square version of the default set.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Teeto_K_18x18.PNG]]<br />
|author=[[User:Teeto_K|Teeto_K]]<br />
|dated=2008-10-24<br />
|size=18&times;18<br />
|resolution=1440&times;450<br />
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his "Nostalgia" tileset]], however, it has been heavily revised. The entire font has been "smoothed over", and many of the symbols changed to more "graphical" representations of the items they represent. An attempt to fill the void of "graphic heavy" tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a "graphics enhanced" play area. Special thanks to Maus for the font, and Guybrush for the inspiration.<br />
}}<br />
<br />
==20&times;20==<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_20x20.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=20&times;20<br />
|resolution=1600&times;500 native.<br />
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]<br />
(Note: The up and down ramps are reversed.)<br />
}}<br />
<br />
[[Image:Bisasam_20x20_preview.png|thumb|right]]<br />
[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_20x20.png]]<br />
|author=Bisasam<br />
|dated=2010-05-15<br />
|size=20&times;20<br />
|resolution=1600&times;500 (80x25 grid size); 1600&times;1000 (80x50 grid size)<br />
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.<br />
}}<br />
<br />
[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]<br />
[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_20x20_ascii.png]]<br />
|author=Bisasam<br />
|dated=2010-05-15<br />
|size=20&times;20<br />
|resolution=1600&times;500 (80x25 grid size); 1600&times;1000 (80x50 grid size)<br />
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Taffer_20x20.png]]<br />
|author=[[User:Taffer|Taffer]]<br />
|dated=2017-01-10<br />
|size=20&times;20<br />
|resolution=Looks best at high resolutions, or on very large monitors.<br />
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities. I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.<br />
}}<br />
<br />
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Oreslam_1920x1200_20x20.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2009-09-12<br />
|size=20&times;20<br />
|resolution=1920&times;1200<br />
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means "Large Clear Stone". I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}<br />
<br />
[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_20x20_mod_T.png]]<br />
|author=yobbo<br />
|dated=2014-07-13<br />
|size=20&times;20<br />
|resolution=1600&times;500 (80x25 grid size); 1600&times;1000 (80x50 grid size)<br />
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.<br />
}}<br />
<br />
==24&times;24==<br />
<br />
{{Tileset|<br />
|image=[[File:Curses square 24.png]]<br />
|author=DragonDePlatino<br />
|dated=2015-06-01<br />
|size=24&times;24<br />
|resolution=1920&times;600<br />
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.}}<br />
[[Image:Bisasam_24x24_preview.png|thumb|right]]<br />
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]<br />
|author=Bisasam<br />
|dated=2010-01-01<br />
|size=24&times;24<br />
|resolution=1920&times;600 (80x25 grid size); 1920&times;1200 (80x50 grid size)<br />
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.<br />
}}<br />
<br />
[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&times;24 tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Nagidal24x24shade.png]]<br />
|author=[[User:Nagidal|Nagidal]]<br />
|dated=2012-06-07<br />
|size=24&times;24<br />
|resolution=1920&times;600 (80&times;25 grid size); 1920&times;1080 (80&times;45 grid size)<br />
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].<br />
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].}}<br />
<br />
==32&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]<br />
|author=Sir Henry<br />
|dated=2009-8-19<br />
|size=32&times;32<br />
|resolution=2560&times;800<br />
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. <br />
}}<br />
<br />
<br />
==64&times;64==<br />
<br />
{{Tileset|<br />
|image=[[:Image:hack_square_64x64.png|Not shown due to size]]<br />
|author=Taywee<br />
|dated=2016-06-21<br />
|size=64&times;64<br />
|resolution=1024&times;1024<br />
|comments=Built this from the fantastic [https://github.com/chrissimpkins/Hack Hack] font, as I have a high-dpi monitor and wanted a good-looking text tileset of a decent resolution.<br />
}}<br />
<br />
=Square Tilesets for Edited Raws=<br />
<br />
:''If you cannot find the altered raws of a tileset for your version of Dwarf Fortress have a look at the [[Raw tile selector]] tool.''<br />
<br />
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.<br />
<br />
==8&times;8==<br />
<br />
[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Crazy 8x8s.png]]<br />
|author=PigtailLlama<br />
|dated=2012-6-14<br />
|size=8&times;8<br />
|resolution=640&times;200 or 640&times;400<br />
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!<br />
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''<br />
}}<br />
<br />
==12&times;12==<br />
<br />
[[Image:Grim Fortress Logo.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[File:Grim Fortress sample tileset.png]]<br />
|author=Lightrow<br />
|dated=2013-2-3<br />
|size=12&times;12 (also available in 9&times;12<br />
|resolution=1024&times;768<br />
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified "BLACK" value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name "Grim Fortress" fits well. <br />
:''See [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''<br />
}}<br />
<br />
[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Jolly12x12.png]]<br />
|author=Alexander Ocias<br />
|dated=2012-3-11<br />
|size=12&times;12 (also available in 9&times;12)<br />
|resolution=1024&times;768<br />
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D<br />
:''See [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''<br />
}}<br />
<br />
==16&times;16==<br />
<br />
[[Image:Belal_Example.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Belal_Smooth_Walls.png]]<br />
|author=[[User:Belal|Belal]]<br />
|dated=2009-1-9<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset. I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] <br />
}}<br />
[[Image:DarkondDigsDeeper_16x16.png |thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:DarkondDigsDeeper_16x16.png ]]<br />
|author=[[User:Darkond2100|Darkond2100]]<br />
|dated=2010-3-6<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla. <br />
}}<br />
<br />
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]<br />
<!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]<br />
[[Image:Dwarfletter3.png|thumb|right|Foliage]]<br />
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--><br />
<br />
{{Tileset|<br />
image=[[Image:DwarfletterGothic.PNG]]<br />
|author=LordZorinthrox<br />
|dated=2009-7-20<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]<br /><br />
;see also <br />
:[[:File:Dwarfletter2.png|Status screen - Font]]<br />
:[[:File:Dwarfletter3.png|Foliage]]<br />
:[[:File:Dwarfletter4.png|Ballista]]<br />
}}<br />
<br />
{{Tileset|<br />
image=[[Image:Flying_Mage_square_16x16.png]]<br />
|author=[[User:Flying Mage|Flying Mage]]<br />
|dated=2008-4-12<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A 16&times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)<br><br />
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]<br><br />
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]<br />
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]<br />
}}<br />
<br />
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]<br />
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]<br />
{{Tileset|<br />
|image=[[Image:Gold_plated_16x16_v2.png]]<br />
|author=[[User:DrD_AVEL|DrD_AVEL]]<br />
|dated=2010-Jun-17 <br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.<br />
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)<br />
<br />
[[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]]<br />
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]<br />
}}<br />
<br />
'''Gold Plated (bmp-version)'''<br />
[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]<br />
{{Tileset|<br />
|image=[[Image:Gold-plated-bmp-16x16.png]]<br />
|author=[[User:DrD_AVEL|DrD_AVEL]]<br />
|dated=2010-Apr-02 <br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) <br />
}}<br />
<br />
[[Image:Hermano example.png|thumb|right|example]]<br />
{{Tileset|<br />
|image=[[Image:Hermano.png]]<br />
|author=[[User:hermano|hermano]]<br />
|dated=2010-2-6<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. <br />
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].<br />
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].<br />
}}<br />
<br />
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:16x16_isenhertz_v2.png]]<br />
|author=[[User:Isenhertz|Isenhertz]]<br />
|dated=2008-7-14<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).<br />
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)<br />
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].<br />
}}<br />
<br />
<br />
[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Lemunde_16x16.png]]<br />
|author=[[User:Lemunde|Lemunde]]<br />
|dated=2010-6-11<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic. You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here]. I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.<br />
<br />
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set. It will probably not look right using it with vanilla Dwarf Fortress.<br />
}}<br />
<br />
[[Image:Martin_16x16_sample.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Martin_16x16.png]]<br />
|author=[[User:Martin|Martin]]<br />
|dated=2009-8-8<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. <br />
<br />
[http://dffd.wimbli.com/file.php?id=1316 Download]<br />
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Phoebus_16x16.png]]<br />
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]<br />
|author=[[User:Phoebus|Phoebus]]<br />
|dated=2011-04-04<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Phssthpok_16x16.png]]<br />
|author=[[User:Phssthpok|Phssthpok]]<br />
|dated=2010-03-07<br />
|size=16&times;16, 24&times;24, 32&times;32<br />
|resolution=2560&times;800<br />
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].<br />
<br />
[[:Image:Phssthpok 32x32.png|32x32 version]]<br />
<br />
[[:Image:Phssthpok 24x24.png|24x24 version]]<br />
<br />
[[:Image:Phssthpok 16x16.png|16x16 version]]<br />
<br />
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]<br />
}}<br />
<br />
{{Tileset|<br />
image=[[Image:SL_square_16x16.png]]<br />
|author=[[User:SL]]<br />
|dated=2008-8-3<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]<br />
}}<br />
<br />
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Autonomous_Font.png]]<br />
|author=Spreggo<br />
|dated=2009-2-2<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Synergy.png]]<br />
|author=[[User:Dvorovic|Dvorovic]]<br />
|dated=2010-10-8<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]<br />
}}<br />
<br />
[[Image:SS_moons_square_16x16.PNG|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Moons_square_16x16.PNG]]<br />
|author=[[User:The-Moon|The-Moon]]<br />
|dated=2008-3-24<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}<br />
<br />
{{Tileset|<br />
|image=[[Image:tigrex3d.PNG]]<br />
|author=[[User:Tigrex|Tigrex]]<br />
|dated=2009-2-22<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set. It incorporates many original creations of mine, and I hope you like it.}}<br />
<br />
{{Tileset|<br />
|image=[[Image:tigrex3drunes.PNG]]<br />
|author=[[User:Tigrex|Tigrex]]<br />
|dated=2009-4-10<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience. CAUTION! This tileset has little practical value, and may induce myopia, blindness, or death.}}<br />
<br />
[[Image:example_tims.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Tims_16x16.png]]<br />
|author=[[User:Timmeh|Timmeh]]<br />
|dated=2009-8-12<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets. Replaces the black box that normally surrounds the walls with a copy of the floor tile. [http://mkv25.net/dfma/map-5740-foresthold Example Fort]<br />
}}<br />
<br />
<br />
=Non-Square Tilesets=<br />
<br />
==4&times;6==<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]<br />
|author=Lord Nightmare/Microsoft<br />
|dated=2008-1-27<br />
|size=4&times;6<br />
|resolution=320&times;150<br />
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!<br />
}}<br />
<br />
<br />
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] <br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom_4x6.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=4&times;6<br />
|resolution=320&times;150<br />
|comments=<br />
}}<br />
<br />
==5&times;6==<br />
<br />
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] <br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom_5x6.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=5&times;6<br />
|resolution=400&times;150, 800&times;300, 800&times;600<br />
|comments=<br />
}}<br />
<br />
==6&times;8==<br />
<br />
{{Tileset|<br />
|image=[[Image:Font6x8.png]]<br />
|author=[[User:Thief^|Thief^]]<br />
|dated=2011-04-05<br />
|size=6&times;8<br />
|resolution=480&times;200, 960&times;400, 1152&times;864<br />
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]<br />
}}<br />
<br />
==6&times;9==<br />
<br />
{{Tileset|<br />
|image=[[Image:Curses6x9.png]]<br />
|author=Madk<br />
|dated=2010-6-21<br />
|size=6&times;9<br />
|resolution=480&times;225<br />
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.<br />
}}<br />
<br />
==6&times;10==<br />
<br />
{{Tileset|<br />
|image=[[File:Bedstead-10-df.png]]<br />
|author=[[User:Bjh21|Ben Harris]]<br />
|dated=2013-11-24<br />
|size=6&times;10<br />
|resolution=480&times;250<br />
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design. There is a larger version below.<br />
}}<br />
<br />
==8&times;12==<br />
<br />
{{Tileset|<br />
|image=[[File:Andux_cp866ish.png]]<br />
|author=[[User:Andux|Andux]]<br />
|dated=2011-05-03<br />
|size=8&times;12<br />
|resolution=640&times;480<br />
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[File:Andux_sleipnir_8x12_tf.png]]<br />
|author=[[User:Andux|Andux]]<br />
|dated=2012-08-07<br />
|size=8&times;12<br />
|resolution=640&times;480<br />
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [http://www.myfonts.com/fonts/facetype/loki/ Loki] by Marcus Sterz/FaceType.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[File:DF+Tileset.png]]<br />
|author=[[User:Coaldiamond|Coaldiamond]]<br />
|dated=2010-6-18<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{k|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. <br />
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.<br />
}}<br />
<br />
<br />
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Kein_640x300.png]]<br />
|author=Kein<br />
|dated=2008-8-9<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&times;300, everything completely shaded.<br />
}}<br />
<br />
<br />
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Plac1d_640x300tileset.png]]<br />
|author=[[User:Plac1d|Plac1d]]<br />
|dated=2008-3-13<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments=A tweaked version of [[#Tocky|Tocky's 10&times;10 tileset]] converted to 8&times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!<br />
<br />
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Curses 640x300diag.png]]<br />
|author=Taritus<br />
|dated=2009-03-23<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments=Yuppers. I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request. I decided, "Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that." And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)<br />
}}<br />
<br />
==8&times;14==<br />
<br />
{{Tileset|<br />
|image=[[Image:MDA8x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:EGA8x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.<br />
Thanks to Zaratustra for poking me into getting this done, and for related help.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:CP850.png]]<br />
|author=Tae/IBM<br />
|dated=2009-9-06<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=Play the Dwarf Fortress game in CP 850.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_megazeux2.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=EGA font with added Megazeux modifications.<br />
}}<br />
<br />
==8&times;15==<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]<br />
|author=Lord Nightmare/Microsoft<br />
|dated=2007-12-20<br />
|size=8&times;15<br />
|resolution=640&times;375<br />
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.<br />
}}<br />
<br />
==8&times;16==<br />
<br />
{{Tileset|<br />
|image=[[Image:VGA8x16.png]]<br />
|author=Lord Nightmare/IBM?<br />
|dated=2007-10-30<br />
|size=8&times;16<br />
|resolution=640&times;400<br />
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]<br />
|author=Lord Nightmare/Microsoft<br />
|dated=2007-12-20<br />
|size=8&times;16<br />
|resolution=640&times;400<br />
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Acorntileset.png]]<br />
|author=[[User:Xenomorph|Xenomorph]]<br />
|dated=2008-8-9<br />
|size=8&times;16<br />
|resolution=640&times;400<br />
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro. This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]<br />
}}<br />
<br />
==9&times;12==<br />
<br />
{{Tileset|<br />
|image=[[Image:Yoshis_island.png]]<br />
|author=[[User:Nobbins|Nobbins]]<br />
|dated=2011-03-20<br />
|size=9&times;12<br />
|resolution=720&times;300, 720&times;600 (non-recommended)<br />
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. <br />
}}<br />
<br />
==9&times;14==<br />
<br />
{{Tileset|<br />
|image=[[Image:MDA9x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=9&times;14<br />
|resolution=720&times;350<br />
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:EGA9x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=9&times;14<br />
|resolution=720&times;350<br />
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '"', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).<br />
}}<br />
<br />
==9&times;16==<br />
<br />
{{Tileset|<br />
|image=[[Image:VGA9x16.png]]<br />
|author=Quietust/IBM?<br />
|dated=2009-7-24<br />
|size=9&times;16<br />
|resolution=720&times;400<br />
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.<br />
}}<br />
<br />
==10&times;12==<br />
<br />
{{Tileset|<br />
|image=[[File:Curses_800x600_shade.png]]<br />
|author=[[User:Chinkeeyong|Chinkeeyong]]<br />
|dated=2009-6-11<br />
|size=10&times;12<br />
|resolution=800&times;600<br />
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:eofshaded800x600pb9_f64ded.png]]<br />
|author=[[User:Eagle of Fire|Eagle of Fire]]<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;600<br />
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same "curses" default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a "beta". I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=11&t=000645 here].<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Sleroux_800x300.png]]<br />
|author=Sergius<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;300<br />
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:nice_curses_10x12.png]]<br />
|author=[[User:Vidumec|Vidumec]]<br />
|dated=2013-01-31<br />
|size=10&times;12<br />
|resolution=800&times;300 <br />
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.<br />
}}<br />
<br />
<br />
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] <br />
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:UncleSporky_curses_800x600.png]]<br />
|author=UncleSporky<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;300<br />
|comments=<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom800x300ca3.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;300, 800&times;600 (non-recommended)<br />
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. <br />
}}<br />
<br />
==10&times;16==<br />
<br />
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]<br />
|author=Lord Nightmare<br />
|dated=2007-12-23<br />
|size=10&times;16<br />
|resolution=800&times;400<br />
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club<br />
}}<br />
<br />
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]<br />
|author=Lord Nightmare<br />
|dated=2008-3-28<br />
|size=10&times;16<br />
|resolution=800&times;400<br />
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Vintl01.png]]<br />
|author=Lord Nightmare/Victor-Sirius<br />
|dated=2007-12-19<br />
|size=10&times;16<br />
|resolution=800&times;400<br />
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.<br />
}}<br />
<br />
==12&times;20==<br />
<br />
{{Tileset|<br />
|image=[[File:Bedstead-20-df.png]]<br />
|author=[[User:Bjh21|Ben Harris]]<br />
|dated=2013-11-24<br />
|size=12&times;20<br />
|resolution=960&times;500<br />
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design. There's a smaller version above.<br />
}}<br />
<br />
==14&times;16==<br />
<br />
{{Tileset|<br />
|image=[[File:Cooz_curses_14x16.png]]<br />
|author=Anonymous/[[User:Cooz|Cooz]]<br />
|dated=2017-05-12<br />
|size=14&times;16<br />
|resolution=1120&times;400<br />
|comments=I was looking for a narrower, more readable tileset with the aesthetic of Cooz's shaded square 16x16 one and didn't see one, so I made this from it. Like the original, it's just rounded ASCII characters with no special glyphs.<br />
}}<br />
<br />
==16&times;20==<br />
<br />
[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Shizzle_1280x500.png]]<br />
|author=[[User:MasterShizzle|MasterShizzle]]<br />
|dated=2012-12-10<br />
|size=16&times;20<br />
|resolution=1280&times;500<br />
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.<br />
}}<br />
<br />
==16&times;24==<br />
<br />
{{Tileset|<br />
|image=[[Image:MRC_1280x600.png]]<br />
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]<br />
|dated=2008-2-28<br />
|size=16&times;24<br />
|resolution=1280&times;600<br />
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.<br />
}}<br />
<br />
==16&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]<br />
|author=Lumin<br />
|dated=2007-10-30<br />
|size=16&times;32<br />
|resolution=1280&times;800<br />
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.<br />
}}<br />
<br />
==20&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]<br />
|author=Herrbdog<br />
|dated=2007-10-30<br />
|size=20&times;32<br />
|resolution=1600&times;800<br />
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...<br>I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]<br>Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main "problem" is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) <br><font color=white>. . .<br />
}}<br />
<br />
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]<br />
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]<br />
<br />
{{Tileset|<br />
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]<br />
|author=[[User:Shaja|Shaja]]<br />
|dated=2008-3-27<br />
|size=20&times;32<br />
|resolution=1600&times;800<br />
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.<br />
}}<br />
<br />
==24&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Terminus24.png|Not shown due to size]]<br />
|author=[[User:Shaja|Shaja]]<br />
|dated=2008-5-19<br />
|size=24&times;32<br />
|resolution=1920&times;800<br />
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.<br />
}}<br />
<br />
==24&times;36==<br />
{{Tileset|<br />
|image=[[Image:Curses_1920x900.png]]<br />
|author=IBM, I think<br />
|dated=2017-02-28<br />
|size=24&times;36<br />
|resolution=1920&times;900 (80&times;25 grid size); 1920&times;1080 (80&times;30 grid size)<br />
|comments=Original curses_640x300.png enlarged to 300%. Good for FullHD displays.}}<br />
<br />
==48&times;72==<br />
{{Tileset|<br />
|image=[[:Image:Vector square 48x72.png|Not shown due to size]]<br />
|author=[[User:DragonDePlatino|DragonDePlatino]]<br />
|dated=2016-11-22<br />
|size=48&times;72<br />
|resolution=3820&times;1920 (4k)<br />
|comments=A resolution-independent tileset based off of curses_640x300.bmp. The tileset was hand-vectorized in Inkscape then exported in multiple resolutions up to 4k. More information and resolutions can be found at the forum thread [http://www.bay12forums.com/smf/index.php?topic=161328.0 here].<br />
}}<br />
<br />
[[Category:Mods]]<br />
[[Category:Interface]]</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Tileset_repository&diff=230837
Tileset repository
2017-05-12T20:25:28Z
<p>Alexchandel: /* 14&times;16 */</p>
<hr />
<div>:''You may be looking for general information on [[tilesets]] or the [[Graphics set repository]].''<br />
<br />
A '''character set''', or simply '''tileset''', is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII). They are used to display the main graphics.<br />
<br />
=Background=<br />
The default tilesets (640x300 and 800x600) render 8x12 and 10x12 characters respectively, with majuscule latin letters occupying a 7x9 box, and appear broadly similar to the IBM MDA font based on the shape of the "0", "g", and "f" characters (but with slight differences including the "0", "W", and "y"). The exact origin of the DF font is unknown.<br />
<br />
=Installation=<br />
To use a specific tileset with Dwarf Fortress you must perform the following steps:<br />
<br />
# Download the tileset to your computer. Each tileset is just an image, so there is no separate download link. ('''Right-Click''' on the tileset image and '''Save-As'''.)<br />
# If necessary, convert the tileset to the correct image format for the version of DF you are using:<br />
## For ''DF 0.28.181.40d'' or older: Open the file in an image editor and save it as a '''24-bit bitmap''' (BMP) if it isn't already in that format.<br />
## For ''DF 0.31'' or newer: Open the file in an image editor and save it as a '''PNG''' with ''transparency'' if it isn't already in that format.<br />
# Move/Copy the file to the DF art directory (''<DF Dir>/data/art'').<br />
# Edit the initialization configuration file (''<DF Dir>/data/init/init.txt'') to specify the tileset file to use. There are four locations that can be changed:<br />
## Specify the tileset for a windowed display by setting the filename in the '''[FONT:''<filename>'']''' tag.<br />
## Specify the tileset for a full-screen display by setting the filename in the '''[FULLFONT:''<filename>'']''' tag.<br />
## Specify the tileset for a windowed graphical display by setting the filename in the '''[GRAPHICS_FONT:''<filename>'']''' tag.<br />
## Specify the tileset for a full-screen graphical display by setting the filename in the '''[GRAPHICS_FULLFONT:''<filename>'']''' tag.<br />
## Once you have made the changes you need to remember to save the file.<br />
<br />
If the selected tileset requires modifications to the Raws, you will have to make those edits. What those changes are will depend on the tileset itself.<br />
<br />
Once the file is saved and the required changes are made, you are ready to play DF with your new tileset!<br />
<br />
=Square Tilesets=<br />
<br />
==5&times;5==<br />
<br />
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] <br />
<br />
{{Tileset|<br />
|image=[[Image:Kein_400x125.png]]<br />
|author=[[User:Kein|Kein]]<br />
|dated=2008-8-7<br />
|size=5&times;5<br />
|resolution=400&times;125<br />
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom_5x5.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2008-11-20<br />
|size=5&times;5<br />
|resolution=400&times;125, 800&times;250, 800&times;500<br />
|comments=<br />
}}<br />
<br />
==6&times;6==<br />
<br />
{{Tileset|<br />
|image=[[Image:Geti_custom_6x6.png]]<br />
|author=[[User:Geti|Geti]]<br />
|dated=2010-08-04<br />
|size=6&times;6<br />
|resolution=480&times;150, 960times;300<br />
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most gliphs, aiming for a crisper look. Best at 2x2 pixels.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord Nightmare 6x6font01.png]]<br />
|author=Lord Nightmare<br />
|dated=2007-11-5<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&times;6, with a seperator column.<br />
}}<br />
<br />
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]<br />
{{Tileset|<br />
|image=[[Image:Lord Nightmare 6x6font02.png]]<br />
|author=Lord Nightmare<br />
|dated=2007-11-12<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Mkv_curses_480x150.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-10-30<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=The first version the tiny tileset, superceded by the version below.<br />
}}<br />
<br />
<br />
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]<br />
{{Tileset|<br />
|image=[[Image:Mkv_curses_480x150_v2.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-10-30<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.<br />
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&times;12 and 6&times;6 v2.zip].<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:nobbins6x6.png]]<br />
|author=[[User:Nobbins|Nobbins]]<br />
|dated=2010-01-10<br />
|size=6&times;6<br />
|resolution=480&times;150, 960&times;300<br />
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:nobbin_ts_v2.png]]<br />
|author=[[User:Nobbins|Nobbins]]<br />
|dated=2010-06-28<br />
|size=6&times;6<br />
|resolution=480&times;150, 960&times;300<br />
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]<br />
}}<br />
<br />
==7&times;7==<br />
<br />
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]<br />
<br />
{{Tileset|<br />
image=[[Image:Herrbdog_7x7_tileset.gif]]<br />
|author=[[User:herrbdog|herrbdog]]<br />
|dated=2007-10-30<br />
|size=7&times;7<br />
|resolution=560&times;175<br />
|comments=<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:terbert_7x7.png]]<br />
|author=[[User:Terbert|Terbert]]<br />
|dated=2009-6-30<br />
|size=7&times;7<br />
|resolution=560&times;175<br />
|comments=This is a 7x7 tileset made for overseeing large constructions <br />
}}<br />
<br />
==8&times;8==<br />
[[Image:df_anikki_2.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_8x8.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=8&times;8<br />
|resolution=640&times;200 native.<br />
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]<br />
<br />
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.<br />
}}<br />
<br />
[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]<br />
<br />
{{Tileset|<br />
|title=cheepicus_8x8<br />
|image=[[Image:cheepicus_8x8.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2014-4-3<br />
|size=8&times;8<br />
|resolution=640&times;200<br />
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Jdpage_8x8.png]]<br />
|author=[[User:Jdpage|Jdpage]]<br />
|dated=2010-09-15<br />
|size=8&times;8<br />
|resolution=640&times;200 native.<br />
|comments=Modified version of the [[#Anikki|Anikki]] 8x8 tileset. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:CGA8x8thick.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;400<br />
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.<br />
}}<br />
<br />
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&times;8 CGA tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:CGA8x8thin.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2008-6-6<br />
|size=8&times;8<br />
|resolution=640&times;400<br />
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:LN_EGA8x8.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;400<br />
|comments=The IBM EGA 8&times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Pastiche_8x8.png]]<br />
|author=[[User:Tejón|tejón]]<br />
|dated=2012-6-12<br />
|size=8&times;8<br />
|resolution=640&times;200 @ 80&times;25.<br />
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Potash_8x8.png]]<br />
|author=[[User:Tejón|tejón]]<br />
|dated=2012-6-12<br />
|size=8&times;8<br />
|resolution=640&times;200 @ 80&times;25.<br />
|comments=I like packing as much on the screen as I can, but 8&times;8 is just too crowded for 1920&times;1080 fullscreen. I intended to make a 10&times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of Dwarf Fortress should you happen to find yourself stuck in 1985.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Acorntileset8x8.png]]<br />
|author=[[User:Xenomorph|Xenomorph]]<br />
|dated=2008-8-9<br />
|size=8&times;8<br />
|resolution=640&times;200<br />
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro. This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437). It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]<br />
}}<br />
<br />
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:yayo_c64_640x200.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;200<br />
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&times;16 version [[#Yayo_2|below]]. :)<br />
}}<br />
<br />
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&times;8 tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_msx.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;200 or 640&times;400<br />
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.<br />
}}<br />
<br />
<br />
==9&times;9==<br />
<br />
[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]<br />
{{Tileset|<br />
|image=[[Image:720x225_SmoothWalls.PNG]]<br />
|author=[[User:Dorten|Dorten]]<br />
|dated=2009-2-13<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:720x225_SmoothWalls7.png]]<br />
|author=[[User:Dorten|Dorten]]<br />
|dated=2009-2-13<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=Minor tweak so the 7's don't look like question marks.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Nostalgia_720x225.png]]<br />
|author=[[User:Maus|maus]]<br />
|dated=2007-10-30<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].<br />
}}<br />
<br />
[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]<br />
{{Tileset|<br />
|image=[[Image:DortenSolid.png]]<br />
|author=[[User:Qjet|Qjet]]<br />
|dated=2009-2-13<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.<br />
}}<br />
<br />
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]<br />
{{Tileset|<br />
|image=[[Image:Curses_720x225_8d6752.png]]<br />
|author=[[User:Savok|Savok]]<br />
|dated=2007-10-30<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:<br>I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.<br />
}}<br />
<br />
==10&times;10==<br />
<br />
<br />
[[Image:df_anikki_1.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_10x10.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=10&times;10<br />
|resolution=800&times;250 native.<br />
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]<br />
(Note: The up and down ramps are reversed.)<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:buddy.png]]<br />
|author=buddy<br />
|dated=2014-07-12<br />
|size=10&times;10<br />
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.<br />
<br />
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.<br />
<br />
[PILLAR_TILE:10]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:buddy--graphical.png]]<br />
|author=buddy<br />
|dated=2014-07-16<br />
|size=10&times;10<br />
|comments=The graphical version of my tileset.<br />
<br />
data/init/d_init.txt:<br/><br />
[PILLAR_TILE:10]<br/><br />
[TREE_BRANCHES:171]<br />
<br />
raw/objects/creature_standard.txt:<br/><br />
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:ddw.png]]<br />
|author=[[User:Ddw|Ddw]]<br />
|dated=2011-03-10<br />
|size=10&times;10<br />
|resolution=800&times;250 native<br />
|comments=Based on Anikki, with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] <br />
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Paul_10x10.png]]<br />
|author=[[User:Paul|Paul]]<br />
|dated=2008-9-5<br />
|size=10&times;10<br />
|resolution=800&times;250 for 80&times;25 grid size, others just multiply grid by 10.<br />
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Potash_10x10.png]]<br />
|author=[[User:Tejón|tejón]]<br />
|dated=2012-6-12<br />
|size=10&times;10<br />
|resolution=800&times;250 @ 80&times;25.<br />
|comments=The "full size" version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.<br />
}}<br />
<br />
[[Image:Taffer.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Taffer 10x10.png]]<br />
|author=[[User:Taffer|Taffer]]<br />
|dated=2017-01-10<br />
|size=10&times;10<br />
|resolution=Looks decent at almost any resolution.<br />
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities. I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Terbert_10x10.png]]<br />
|author=[[User:Terbert|Terbert]]<br />
|dated=2009-6-30<br />
|size=10&times;10<br />
|resolution=800&times;250<br />
|comments=This is Terbert's First tileset<br />
}}<br />
<br />
[[Image:Df_tock10_1.PNG|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Tocky_square_10x10.png]]<br />
|author=[[User:Tocky|Tocky]]<br />
|dated=2007-11-15<br />
|size=10&times;10<br />
|resolution=800&times;250 native, 800&times;500 for fullscreen.<br />
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '<' and '>', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. <br />
}}<br />
<br />
==11&times;11==<br />
<br />
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:terminus.png]]<br />
|author=[[User:Gekz|Gekz]]<br />
|dated=2010-1-08<br />
|size=11&times;11<br />
|resolution=880&times;275<br />
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.<br />
<br />
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.<br />
}}<br />
<br />
==12&times;12==<br />
<br />
{{Tileset|<br />
|image=[[Image:Alloy_curses_12x12.png]]<br />
|author=[[User:Alloy|Alloy]]<br />
|dated=2010-12-3 - v1.1<br />
|size=12&times;12<br />
|resolution=960&times;300 native.<br />
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.<br />
}}<br />
<br />
<br />
[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]<br />
<br />
{{Tileset|<br />
|title=cheepicus_12x12<br />
|image=[[Image:cheepicus_12x12.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2010-8-4<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.<br />
<br />
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)<br />
}}<br />
<br />
<br />
[[Image:Unknown curses 12x12 & Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Unknown curses 12x12 & Markvii Walls.png]]<br />
|author=DDR & Others<br />
|dated=2010-9-3<br />
|size=12&times;12<br />
|resolution=960&times;300 native<br />
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Haberdash_curses_12x12.png]]<br />
|author=[[User:Haberdash|Haberdash]]<br />
|dated=2014-07-24<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:DB_curses_12x12.PNG]]<br />
|author=[[User:Hanuman|Hanuman]]<br />
|dated=2008-7-23<br />
|size=12&times;12<br />
|resolution=900&times;300<br />
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]<br />
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Herrbdog_144.png]]<br />
|author=Herrbdog<br />
|dated=2007-10-30<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Dullard_Exponent_12x12.png]]<br />
|author=Lord Dullard/Exponent<br />
|dated=2009-3-30<br />
|size=12&times;12<br />
|resolution=960&times;300 native<br />
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-12-4<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.<br> Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Mkv_solidcurses_960x300.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-10-30<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.<br> <br />
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].<br />
}}<br />
<br />
[[Image:Rev7.PNG|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Markvii.png]]<br />
|author=[[User:Turnip|Turnip]]<br />
|dated=2009-7-9<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=My revision of Markavian's tileset, made to be more "curvy"<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Tileset_unknown_960x300_02.png]]<br />
|author=Unknown<br />
|dated=2007-10-30<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. <!-- no need to say that for the default characters --><br />
}}<br />
<br />
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&times;12 v2]]<br />
{{Tileset|<br />
|image=[[Image:Unknown_curses_12x12.png]]<br />
|author=Unknown<br />
|dated=2007-11-24<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]<br />
}}<br />
<br />
[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:nice_curses_12x12.png]]<br />
|author=[[User:Vidumec|Vidumec]]<br />
|dated=2013-01-30<br />
|size=12&times;12<br />
|resolution=960&times;300 native<br />
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.<br />
}}<br />
<br />
==13&times;13==<br />
<br />
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:yayo_tunur_1040x325.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2007-10-30<br />
|size=13&times;13<br />
|resolution=1040&times;325<br />
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means "style" in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kren_13x13.png]]<br />
|author=[[User:Krenshala|krenshala]]<br />
|dated=2015-12-27<br />
|size=13&times;13<br />
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&times;768), but still be clearly legible. I think I have succeeded in that goal. On a 1680&times;1050 display the resolution is 129&times;80 with this tileset.<br />
}}<br />
<br />
==15&times;15==<br />
<br />
[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]<br />
<br />
{{Tileset|<br />
|title=cheepicus_15x15<br />
|image=[[Image:cheepicus_15x15.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2012-5-6<br />
|size=15&times;15<br />
|resolution=1200&times;375<br />
|comments=I find the text hard to read in most other tilesets, so I made a new one. Mostly ASCII with a few graphical nods. Lower right char is for PILLAR:255 in df_init.<br />
<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Talryth_square_15x15.png]]<br />
|author=[[User:Talryth|Talryth]]<br />
|dated=2010-06-18<br />
|size=15&times;15<br />
|resolution=1440&times;900 (96&times;60 grid size)<br/>1680&times;1050 (112&times;70 grid size)<br />
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.<br />
}}<br />
<br />
[[Image:Df_screen1.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Vidumec_15x15.png]]<br />
|author=[[User:Vidumec|Vidumec]]<br />
|dated=2011-09-05<br />
|size=15&times;15<br />
|resolution=1440&times;900 (96&times;60 grid size)<br/>1680&times;1050 (112&times;70 grid size)<br/>Actually looks good on any resolution<br />
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!<br />
}}<br />
<br />
==16&times;16==<br />
<br />
{{Tileset|<br />
|image=[[Image:Aesomatica_16x16.png]]<br />
|author=[[User:Aesomatica|Aesomatica]]<br />
|dated=2008-11-29<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.<br />
}}<br />
<br />
[[Image:df_anikki_2.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_16x16.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Anno_16x16.png]]<br />
|author=[[User:AbuDhabi|AbuDhabi]]<br />
|dated=2011-03-19<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Based on Anikki's 16x16 tileset, but smoothed/enhanced and with the dwarf images reworked.<br />
}}<br />
<br />
[[Image:Bisasam_16x16_preview.png|thumb|right]]<br />
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_16x16.png]]<br />
|author=Bisasam<br />
|dated=2010-01-11<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.<br />
}}<br />
<br />
[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]<br />
{{Tileset|<br />
|title=cheepicus_8x8x2<br />
|image=[[Image:cheepicus_8x8x2.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2014-4-3<br />
|size=16&times;16 (doubled 8x8)<br />
|resolution=1280&times;400 native.<br />
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel. Hand-made, mostly ASCII.<br />
}}<br />
<br />
[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]<br />
[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]<br />
{{Tileset|<br />
|title=cheepicus_16x16<br />
|image=[[Image:cheepicus_16x16.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2014-5-10<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.<br />
}}<br />
<br />
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]<br />
{{Tileset|<br />
|image=[[Image:Cooz_curses_square_16x16.png]]<br />
|author=[[User:Cooz|Cooz]]<br />
|dated=2009-2-28<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].<br />
}}<br />
<br />
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]<br />
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]<br />
<br />
{{Tileset|<br />
image=[[Image:Guybrush_square_16x16.png]]<br />
|author=[[User:Guybrush|Guybrush]]<br />
|dated=2007-11-15<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A 16&times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut & paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.<br />
<br />
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}<br />
<br />
{{Tileset|<br />
image=[[Image:GuybrushASCII_curses_square_16x16.png]]<br />
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Herrbdog_16x16_tileset.gif]]<br />
|author=Herrbdog<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=The 16&times;16 version of Herrbdog's tileset.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:MRC_square_16x16.png]]<br />
|author=Inquisitor Saturn<br />
|dated=2008-5-18<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kai-1280x400-v2 7512b5.png]]<br />
|author=Kaishaku<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A square 1280&times;400 font. Simple and legible. Converted from roarl's 16&times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kelora_16x16_diagonal.png]]<br />
|author=[[User:Kelora|Kelora]]<br />
|dated=2009-7-26<br />
|size=16&times;16<br />
|resolution=<br />
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.<br />
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kelora_16x16_diagonal-clouds.png]]<br />
|author=[[User:Kelora|Kelora]]<br />
|size=16&times;16<br />
|resolution=<br />
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.<br />
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kenran.png]]<br />
|author=[[User:Kenran|Kenran]]<br />
|size=16&times;16<br />
|resolution=<br />
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kjammer square 16x16 v02.png]]<br />
|author=[[User:Klokjammer|Klokjammer]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Name: ''"Masked Adventurer"'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kjammer square 16x16 v00.png]]<br />
|author=[[User:Klokjammer|Klokjammer]]<br />
|dated=2007-10-31<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A "clean" version of the above set, one without any fancy tiles (except for the dwarves).<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Md_curses_16x16.png]]<br />
|author=[[User:Marble Dice|Marble Dice]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:DF-Nordic_v1.png]]<br />
|author=[[User:Techhead|Techhead]]<br />
|dated=2009-3-26<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:PTTGV2tiles.png]]<br />
|author=[[User:PTTG|PTTG]]<br />
|dated=2007-11-21<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Msgothic.png]]<br />
|author=[[User:Random832]]<br />
|dated=2009-4-22<br />
|size=16&times;16<br />
|resolution=1280&times;800 etc<br />
|comments=Based on the ï¼ï¼³ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Raving_1280x400.png]]<br />
|author=[[User:RavingManiac|RavingManiac]]<br />
|dated=2010-3-13<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.<br />
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
image=[[Image:Redjack17.png]]<br />
|author=[[User:Jackard|Jackard]]<br />
|dated=2008-7-22<br />
|size=16x16<br />
|resolution=1280x400<br />
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look. ''Note: Bins are hard to see using this tileset because the "bin" tile is also used as the "up/down staircase" tile. [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''<br />
<br />
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}<br />
<br />
{{Tileset|<br />
|image=[[Image:16x16_sm.png]]<br />
|author=[[User:RogueYun|Rogue Yun]]<br />
|dated=2015-06-09<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Sapphos_square_16x16.png]]<br />
|author=Sappho<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Another square font, target resolution 1280&times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Savok_curses_1280x400_517caa.png]]<br />
|author=[[User:Savok|Savok]]<br />
|dated=2008-6-16<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.<br>In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.<br>If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.<br>Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:SFE_Curses_square_16x16.png]]<br />
|author=Super Foul Egg<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Tahin_16x16_rounded.png]]<br />
|author=[[User:Tahin|Tahin]]<br />
|dated=2007-12-28<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Based on Marble Dice's tileset, above. Smoothed corners are "rounded", which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard "L" tiles to fit together nicely, but "T" and "+" don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Tyr_1280x400.PNG]]<br />
|author=[[User:Tyrving|Tyrving]]<br />
|dated=2008-2-15<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.<br />
}}<br />
<br />
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]<br />
|author=[[User:Winterwing|Winterwing]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Like usual, lucida console with cleartype. Creative, huh. :)<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Yayo_c64_1280x400_83b157.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Name: Yayo's C64; The 16&times;16 version of Yayo's tileset.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_16x16.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-11-10<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Because everyone is making one.<br />
}}<br />
<br />
[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]<br />
{{Tileset|<br />
|image=[[Image:Zilk_16x16.png]]<br />
|author=[[User:Zilk|Zilk]]<br />
|dated=2015-7-15<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.<br />
}}<br />
<br />
==18&times;18==<br />
<br />
{{Tileset|<br />
|image=[[Image:Haowan_Curses_1440x450.png]]<br />
|author=Haowan<br />
|dated=2007-11-2<br />
|size=18&times;18<br />
|resolution=1440&times;450<br />
|comments=An enlarged version of a square version of the default set.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Teeto_K_18x18.PNG]]<br />
|author=[[User:Teeto_K|Teeto_K]]<br />
|dated=2008-10-24<br />
|size=18&times;18<br />
|resolution=1440&times;450<br />
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his "Nostalgia" tileset]], however, it has been heavily revised. The entire font has been "smoothed over", and many of the symbols changed to more "graphical" representations of the items they represent. An attempt to fill the void of "graphic heavy" tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a "graphics enhanced" play area. Special thanks to Maus for the font, and Guybrush for the inspiration.<br />
}}<br />
<br />
==20&times;20==<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_20x20.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=20&times;20<br />
|resolution=1600&times;500 native.<br />
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]<br />
(Note: The up and down ramps are reversed.)<br />
}}<br />
<br />
[[Image:Bisasam_20x20_preview.png|thumb|right]]<br />
[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_20x20.png]]<br />
|author=Bisasam<br />
|dated=2010-05-15<br />
|size=20&times;20<br />
|resolution=1600&times;500 (80x25 grid size); 1600&times;1000 (80x50 grid size)<br />
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.<br />
}}<br />
<br />
[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]<br />
[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_20x20_ascii.png]]<br />
|author=Bisasam<br />
|dated=2010-05-15<br />
|size=20&times;20<br />
|resolution=1600&times;500 (80x25 grid size); 1600&times;1000 (80x50 grid size)<br />
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Taffer_20x20.png]]<br />
|author=[[User:Taffer|Taffer]]<br />
|dated=2017-01-10<br />
|size=20&times;20<br />
|resolution=Looks best at high resolutions, or on very large monitors.<br />
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities. I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.<br />
}}<br />
<br />
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Oreslam_1920x1200_20x20.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2009-09-12<br />
|size=20&times;20<br />
|resolution=1920&times;1200<br />
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means "Large Clear Stone". I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}<br />
<br />
[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_20x20_mod_T.png]]<br />
|author=yobbo<br />
|dated=2014-07-13<br />
|size=20&times;20<br />
|resolution=1600&times;500 (80x25 grid size); 1600&times;1000 (80x50 grid size)<br />
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.<br />
}}<br />
<br />
==24&times;24==<br />
<br />
{{Tileset|<br />
|image=[[File:Curses square 24.png]]<br />
|author=DragonDePlatino<br />
|dated=2015-06-01<br />
|size=24&times;24<br />
|resolution=1920&times;600<br />
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.}}<br />
[[Image:Bisasam_24x24_preview.png|thumb|right]]<br />
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]<br />
|author=Bisasam<br />
|dated=2010-01-01<br />
|size=24&times;24<br />
|resolution=1920&times;600 (80x25 grid size); 1920&times;1200 (80x50 grid size)<br />
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.<br />
}}<br />
<br />
[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&times;24 tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Nagidal24x24shade.png]]<br />
|author=[[User:Nagidal|Nagidal]]<br />
|dated=2012-06-07<br />
|size=24&times;24<br />
|resolution=1920&times;600 (80&times;25 grid size); 1920&times;1080 (80&times;45 grid size)<br />
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].<br />
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].}}<br />
<br />
==32&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]<br />
|author=Sir Henry<br />
|dated=2009-8-19<br />
|size=32&times;32<br />
|resolution=2560&times;800<br />
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. <br />
}}<br />
<br />
<br />
==64&times;64==<br />
<br />
{{Tileset|<br />
|image=[[:Image:hack_square_64x64.png|Not shown due to size]]<br />
|author=Taywee<br />
|dated=2016-06-21<br />
|size=64&times;64<br />
|resolution=1024&times;1024<br />
|comments=Built this from the fantastic [https://github.com/chrissimpkins/Hack Hack] font, as I have a high-dpi monitor and wanted a good-looking text tileset of a decent resolution.<br />
}}<br />
<br />
=Square Tilesets for Edited Raws=<br />
<br />
:''If you cannot find the altered raws of a tileset for your version of Dwarf Fortress have a look at the [[Raw tile selector]] tool.''<br />
<br />
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.<br />
<br />
==8&times;8==<br />
<br />
[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Crazy 8x8s.png]]<br />
|author=PigtailLlama<br />
|dated=2012-6-14<br />
|size=8&times;8<br />
|resolution=640&times;200 or 640&times;400<br />
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!<br />
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''<br />
}}<br />
<br />
==12&times;12==<br />
<br />
[[Image:Grim Fortress Logo.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[File:Grim Fortress sample tileset.png]]<br />
|author=Lightrow<br />
|dated=2013-2-3<br />
|size=12&times;12 (also available in 9&times;12<br />
|resolution=1024&times;768<br />
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified "BLACK" value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name "Grim Fortress" fits well. <br />
:''See [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''<br />
}}<br />
<br />
[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Jolly12x12.png]]<br />
|author=Alexander Ocias<br />
|dated=2012-3-11<br />
|size=12&times;12 (also available in 9&times;12)<br />
|resolution=1024&times;768<br />
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D<br />
:''See [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''<br />
}}<br />
<br />
==16&times;16==<br />
<br />
[[Image:Belal_Example.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Belal_Smooth_Walls.png]]<br />
|author=[[User:Belal|Belal]]<br />
|dated=2009-1-9<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset. I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] <br />
}}<br />
[[Image:DarkondDigsDeeper_16x16.png |thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:DarkondDigsDeeper_16x16.png ]]<br />
|author=[[User:Darkond2100|Darkond2100]]<br />
|dated=2010-3-6<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla. <br />
}}<br />
<br />
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]<br />
<!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]<br />
[[Image:Dwarfletter3.png|thumb|right|Foliage]]<br />
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--><br />
<br />
{{Tileset|<br />
image=[[Image:DwarfletterGothic.PNG]]<br />
|author=LordZorinthrox<br />
|dated=2009-7-20<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]<br /><br />
;see also <br />
:[[:File:Dwarfletter2.png|Status screen - Font]]<br />
:[[:File:Dwarfletter3.png|Foliage]]<br />
:[[:File:Dwarfletter4.png|Ballista]]<br />
}}<br />
<br />
{{Tileset|<br />
image=[[Image:Flying_Mage_square_16x16.png]]<br />
|author=[[User:Flying Mage|Flying Mage]]<br />
|dated=2008-4-12<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A 16&times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)<br><br />
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]<br><br />
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]<br />
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]<br />
}}<br />
<br />
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]<br />
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]<br />
{{Tileset|<br />
|image=[[Image:Gold_plated_16x16_v2.png]]<br />
|author=[[User:DrD_AVEL|DrD_AVEL]]<br />
|dated=2010-Jun-17 <br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.<br />
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)<br />
<br />
[[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]]<br />
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]<br />
}}<br />
<br />
'''Gold Plated (bmp-version)'''<br />
[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]<br />
{{Tileset|<br />
|image=[[Image:Gold-plated-bmp-16x16.png]]<br />
|author=[[User:DrD_AVEL|DrD_AVEL]]<br />
|dated=2010-Apr-02 <br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) <br />
}}<br />
<br />
[[Image:Hermano example.png|thumb|right|example]]<br />
{{Tileset|<br />
|image=[[Image:Hermano.png]]<br />
|author=[[User:hermano|hermano]]<br />
|dated=2010-2-6<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. <br />
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].<br />
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].<br />
}}<br />
<br />
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:16x16_isenhertz_v2.png]]<br />
|author=[[User:Isenhertz|Isenhertz]]<br />
|dated=2008-7-14<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).<br />
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)<br />
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].<br />
}}<br />
<br />
<br />
[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Lemunde_16x16.png]]<br />
|author=[[User:Lemunde|Lemunde]]<br />
|dated=2010-6-11<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic. You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here]. I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.<br />
<br />
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set. It will probably not look right using it with vanilla Dwarf Fortress.<br />
}}<br />
<br />
[[Image:Martin_16x16_sample.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Martin_16x16.png]]<br />
|author=[[User:Martin|Martin]]<br />
|dated=2009-8-8<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. <br />
<br />
[http://dffd.wimbli.com/file.php?id=1316 Download]<br />
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Phoebus_16x16.png]]<br />
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]<br />
|author=[[User:Phoebus|Phoebus]]<br />
|dated=2011-04-04<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Phssthpok_16x16.png]]<br />
|author=[[User:Phssthpok|Phssthpok]]<br />
|dated=2010-03-07<br />
|size=16&times;16, 24&times;24, 32&times;32<br />
|resolution=2560&times;800<br />
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].<br />
<br />
[[:Image:Phssthpok 32x32.png|32x32 version]]<br />
<br />
[[:Image:Phssthpok 24x24.png|24x24 version]]<br />
<br />
[[:Image:Phssthpok 16x16.png|16x16 version]]<br />
<br />
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]<br />
}}<br />
<br />
{{Tileset|<br />
image=[[Image:SL_square_16x16.png]]<br />
|author=[[User:SL]]<br />
|dated=2008-8-3<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]<br />
}}<br />
<br />
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Autonomous_Font.png]]<br />
|author=Spreggo<br />
|dated=2009-2-2<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Synergy.png]]<br />
|author=[[User:Dvorovic|Dvorovic]]<br />
|dated=2010-10-8<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]<br />
}}<br />
<br />
[[Image:SS_moons_square_16x16.PNG|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Moons_square_16x16.PNG]]<br />
|author=[[User:The-Moon|The-Moon]]<br />
|dated=2008-3-24<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}<br />
<br />
{{Tileset|<br />
|image=[[Image:tigrex3d.PNG]]<br />
|author=[[User:Tigrex|Tigrex]]<br />
|dated=2009-2-22<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set. It incorporates many original creations of mine, and I hope you like it.}}<br />
<br />
{{Tileset|<br />
|image=[[Image:tigrex3drunes.PNG]]<br />
|author=[[User:Tigrex|Tigrex]]<br />
|dated=2009-4-10<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience. CAUTION! This tileset has little practical value, and may induce myopia, blindness, or death.}}<br />
<br />
[[Image:example_tims.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Tims_16x16.png]]<br />
|author=[[User:Timmeh|Timmeh]]<br />
|dated=2009-8-12<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets. Replaces the black box that normally surrounds the walls with a copy of the floor tile. [http://mkv25.net/dfma/map-5740-foresthold Example Fort]<br />
}}<br />
<br />
<br />
=Non-Square Tilesets=<br />
<br />
==4&times;6==<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]<br />
|author=Lord Nightmare/Microsoft<br />
|dated=2008-1-27<br />
|size=4&times;6<br />
|resolution=320&times;150<br />
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!<br />
}}<br />
<br />
<br />
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] <br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom_4x6.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=4&times;6<br />
|resolution=320&times;150<br />
|comments=<br />
}}<br />
<br />
==5&times;6==<br />
<br />
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] <br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom_5x6.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=5&times;6<br />
|resolution=400&times;150, 800&times;300, 800&times;600<br />
|comments=<br />
}}<br />
<br />
==6&times;8==<br />
<br />
{{Tileset|<br />
|image=[[Image:Font6x8.png]]<br />
|author=[[User:Thief^|Thief^]]<br />
|dated=2011-04-05<br />
|size=6&times;8<br />
|resolution=480&times;200, 960&times;400, 1152&times;864<br />
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]<br />
}}<br />
<br />
==6&times;9==<br />
<br />
{{Tileset|<br />
|image=[[Image:Curses6x9.png]]<br />
|author=Madk<br />
|dated=2010-6-21<br />
|size=6&times;9<br />
|resolution=480&times;225<br />
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.<br />
}}<br />
<br />
==6&times;10==<br />
<br />
{{Tileset|<br />
|image=[[File:Bedstead-10-df.png]]<br />
|author=[[User:Bjh21|Ben Harris]]<br />
|dated=2013-11-24<br />
|size=6&times;10<br />
|resolution=480&times;250<br />
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design. There is a larger version below.<br />
}}<br />
<br />
==8&times;12==<br />
<br />
{{Tileset|<br />
|image=[[File:Andux_cp866ish.png]]<br />
|author=[[User:Andux|Andux]]<br />
|dated=2011-05-03<br />
|size=8&times;12<br />
|resolution=640&times;480<br />
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[File:Andux_sleipnir_8x12_tf.png]]<br />
|author=[[User:Andux|Andux]]<br />
|dated=2012-08-07<br />
|size=8&times;12<br />
|resolution=640&times;480<br />
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [http://www.myfonts.com/fonts/facetype/loki/ Loki] by Marcus Sterz/FaceType.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[File:DF+Tileset.png]]<br />
|author=[[User:Coaldiamond|Coaldiamond]]<br />
|dated=2010-6-18<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{k|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. <br />
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.<br />
}}<br />
<br />
<br />
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Kein_640x300.png]]<br />
|author=Kein<br />
|dated=2008-8-9<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&times;300, everything completely shaded.<br />
}}<br />
<br />
<br />
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Plac1d_640x300tileset.png]]<br />
|author=[[User:Plac1d|Plac1d]]<br />
|dated=2008-3-13<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments=A tweaked version of [[#Tocky|Tocky's 10&times;10 tileset]] converted to 8&times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!<br />
<br />
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Curses 640x300diag.png]]<br />
|author=Taritus<br />
|dated=2009-03-23<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments=Yuppers. I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request. I decided, "Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that." And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)<br />
}}<br />
<br />
==8&times;14==<br />
<br />
{{Tileset|<br />
|image=[[Image:MDA8x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:EGA8x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.<br />
Thanks to Zaratustra for poking me into getting this done, and for related help.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:CP850.png]]<br />
|author=Tae/IBM<br />
|dated=2009-9-06<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=Play the Dwarf Fortress game in CP 850.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_megazeux2.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=EGA font with added Megazeux modifications.<br />
}}<br />
<br />
==8&times;15==<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]<br />
|author=Lord Nightmare/Microsoft<br />
|dated=2007-12-20<br />
|size=8&times;15<br />
|resolution=640&times;375<br />
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.<br />
}}<br />
<br />
==8&times;16==<br />
<br />
{{Tileset|<br />
|image=[[Image:VGA8x16.png]]<br />
|author=Lord Nightmare/IBM?<br />
|dated=2007-10-30<br />
|size=8&times;16<br />
|resolution=640&times;400<br />
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]<br />
|author=Lord Nightmare/Microsoft<br />
|dated=2007-12-20<br />
|size=8&times;16<br />
|resolution=640&times;400<br />
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Acorntileset.png]]<br />
|author=[[User:Xenomorph|Xenomorph]]<br />
|dated=2008-8-9<br />
|size=8&times;16<br />
|resolution=640&times;400<br />
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro. This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]<br />
}}<br />
<br />
==9&times;12==<br />
<br />
{{Tileset|<br />
|image=[[Image:Yoshis_island.png]]<br />
|author=[[User:Nobbins|Nobbins]]<br />
|dated=2011-03-20<br />
|size=9&times;12<br />
|resolution=720&times;300, 720&times;600 (non-recommended)<br />
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. <br />
}}<br />
<br />
==9&times;14==<br />
<br />
{{Tileset|<br />
|image=[[Image:MDA9x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=9&times;14<br />
|resolution=720&times;350<br />
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:EGA9x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=9&times;14<br />
|resolution=720&times;350<br />
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '"', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).<br />
}}<br />
<br />
==9&times;16==<br />
<br />
{{Tileset|<br />
|image=[[Image:VGA9x16.png]]<br />
|author=Quietust/IBM?<br />
|dated=2009-7-24<br />
|size=9&times;16<br />
|resolution=720&times;400<br />
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.<br />
}}<br />
<br />
==10&times;12==<br />
<br />
{{Tileset|<br />
|image=[[File:Curses_800x600_shade.png]]<br />
|author=[[User:Chinkeeyong|Chinkeeyong]]<br />
|dated=2009-6-11<br />
|size=10&times;12<br />
|resolution=800&times;600<br />
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:eofshaded800x600pb9_f64ded.png]]<br />
|author=[[User:Eagle of Fire|Eagle of Fire]]<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;600<br />
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same "curses" default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a "beta". I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=11&t=000645 here].<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Sleroux_800x300.png]]<br />
|author=Sergius<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;300<br />
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:nice_curses_10x12.png]]<br />
|author=[[User:Vidumec|Vidumec]]<br />
|dated=2013-01-31<br />
|size=10&times;12<br />
|resolution=800&times;300 <br />
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.<br />
}}<br />
<br />
<br />
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] <br />
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:UncleSporky_curses_800x600.png]]<br />
|author=UncleSporky<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;300<br />
|comments=<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom800x300ca3.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;300, 800&times;600 (non-recommended)<br />
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. <br />
}}<br />
<br />
==10&times;16==<br />
<br />
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]<br />
|author=Lord Nightmare<br />
|dated=2007-12-23<br />
|size=10&times;16<br />
|resolution=800&times;400<br />
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club<br />
}}<br />
<br />
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]<br />
|author=Lord Nightmare<br />
|dated=2008-3-28<br />
|size=10&times;16<br />
|resolution=800&times;400<br />
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Vintl01.png]]<br />
|author=Lord Nightmare/Victor-Sirius<br />
|dated=2007-12-19<br />
|size=10&times;16<br />
|resolution=800&times;400<br />
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.<br />
}}<br />
<br />
==12&times;20==<br />
<br />
{{Tileset|<br />
|image=[[File:Bedstead-20-df.png]]<br />
|author=[[User:Bjh21|Ben Harris]]<br />
|dated=2013-11-24<br />
|size=12&times;20<br />
|resolution=960&times;500<br />
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design. There's a smaller version above.<br />
}}<br />
<br />
==14&times;16==<br />
<br />
{{Tileset|<br />
|image=[[File:Cooz_curses_14x16.png]]<br />
|author=Anonymous/[[User:Cooz|Cooz]]<br />
|dated=2017-05-12<br />
|size=14&times;16<br />
|resolution=1120&times;400<br />
|comments=I was looking for a narrower, more readable tileset with the aesthetic of Cooz's shaded square 16x16 one and didn't see one, so I made this from the original.<br />
}}<br />
<br />
==16&times;20==<br />
<br />
[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Shizzle_1280x500.png]]<br />
|author=[[User:MasterShizzle|MasterShizzle]]<br />
|dated=2012-12-10<br />
|size=16&times;20<br />
|resolution=1280&times;500<br />
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.<br />
}}<br />
<br />
==16&times;24==<br />
<br />
{{Tileset|<br />
|image=[[Image:MRC_1280x600.png]]<br />
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]<br />
|dated=2008-2-28<br />
|size=16&times;24<br />
|resolution=1280&times;600<br />
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.<br />
}}<br />
<br />
==16&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]<br />
|author=Lumin<br />
|dated=2007-10-30<br />
|size=16&times;32<br />
|resolution=1280&times;800<br />
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.<br />
}}<br />
<br />
==20&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]<br />
|author=Herrbdog<br />
|dated=2007-10-30<br />
|size=20&times;32<br />
|resolution=1600&times;800<br />
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...<br>I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]<br>Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main "problem" is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) <br><font color=white>. . .<br />
}}<br />
<br />
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]<br />
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]<br />
<br />
{{Tileset|<br />
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]<br />
|author=[[User:Shaja|Shaja]]<br />
|dated=2008-3-27<br />
|size=20&times;32<br />
|resolution=1600&times;800<br />
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.<br />
}}<br />
<br />
==24&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Terminus24.png|Not shown due to size]]<br />
|author=[[User:Shaja|Shaja]]<br />
|dated=2008-5-19<br />
|size=24&times;32<br />
|resolution=1920&times;800<br />
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.<br />
}}<br />
<br />
==24&times;36==<br />
{{Tileset|<br />
|image=[[Image:Curses_1920x900.png]]<br />
|author=IBM, I think<br />
|dated=2017-02-28<br />
|size=24&times;36<br />
|resolution=1920&times;900 (80&times;25 grid size); 1920&times;1080 (80&times;30 grid size)<br />
|comments=Original curses_640x300.png enlarged to 300%. Good for FullHD displays.}}<br />
<br />
==48&times;72==<br />
{{Tileset|<br />
|image=[[:Image:Vector square 48x72.png|Not shown due to size]]<br />
|author=[[User:DragonDePlatino|DragonDePlatino]]<br />
|dated=2016-11-22<br />
|size=48&times;72<br />
|resolution=3820&times;1920 (4k)<br />
|comments=A resolution-independent tileset based off of curses_640x300.bmp. The tileset was hand-vectorized in Inkscape then exported in multiple resolutions up to 4k. More information and resolutions can be found at the forum thread [http://www.bay12forums.com/smf/index.php?topic=161328.0 here].<br />
}}<br />
<br />
[[Category:Mods]]<br />
[[Category:Interface]]</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Tileset_repository&diff=230836
Tileset repository
2017-05-12T20:24:20Z
<p>Alexchandel: /* Non-Square Tilesets */ add 14x16 version of Cooz square 16x16</p>
<hr />
<div>:''You may be looking for general information on [[tilesets]] or the [[Graphics set repository]].''<br />
<br />
A '''character set''', or simply '''tileset''', is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII). They are used to display the main graphics.<br />
<br />
=Background=<br />
The default tilesets (640x300 and 800x600) render 8x12 and 10x12 characters respectively, with majuscule latin letters occupying a 7x9 box, and appear broadly similar to the IBM MDA font based on the shape of the "0", "g", and "f" characters (but with slight differences including the "0", "W", and "y"). The exact origin of the DF font is unknown.<br />
<br />
=Installation=<br />
To use a specific tileset with Dwarf Fortress you must perform the following steps:<br />
<br />
# Download the tileset to your computer. Each tileset is just an image, so there is no separate download link. ('''Right-Click''' on the tileset image and '''Save-As'''.)<br />
# If necessary, convert the tileset to the correct image format for the version of DF you are using:<br />
## For ''DF 0.28.181.40d'' or older: Open the file in an image editor and save it as a '''24-bit bitmap''' (BMP) if it isn't already in that format.<br />
## For ''DF 0.31'' or newer: Open the file in an image editor and save it as a '''PNG''' with ''transparency'' if it isn't already in that format.<br />
# Move/Copy the file to the DF art directory (''<DF Dir>/data/art'').<br />
# Edit the initialization configuration file (''<DF Dir>/data/init/init.txt'') to specify the tileset file to use. There are four locations that can be changed:<br />
## Specify the tileset for a windowed display by setting the filename in the '''[FONT:''<filename>'']''' tag.<br />
## Specify the tileset for a full-screen display by setting the filename in the '''[FULLFONT:''<filename>'']''' tag.<br />
## Specify the tileset for a windowed graphical display by setting the filename in the '''[GRAPHICS_FONT:''<filename>'']''' tag.<br />
## Specify the tileset for a full-screen graphical display by setting the filename in the '''[GRAPHICS_FULLFONT:''<filename>'']''' tag.<br />
## Once you have made the changes you need to remember to save the file.<br />
<br />
If the selected tileset requires modifications to the Raws, you will have to make those edits. What those changes are will depend on the tileset itself.<br />
<br />
Once the file is saved and the required changes are made, you are ready to play DF with your new tileset!<br />
<br />
=Square Tilesets=<br />
<br />
==5&times;5==<br />
<br />
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] <br />
<br />
{{Tileset|<br />
|image=[[Image:Kein_400x125.png]]<br />
|author=[[User:Kein|Kein]]<br />
|dated=2008-8-7<br />
|size=5&times;5<br />
|resolution=400&times;125<br />
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom_5x5.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2008-11-20<br />
|size=5&times;5<br />
|resolution=400&times;125, 800&times;250, 800&times;500<br />
|comments=<br />
}}<br />
<br />
==6&times;6==<br />
<br />
{{Tileset|<br />
|image=[[Image:Geti_custom_6x6.png]]<br />
|author=[[User:Geti|Geti]]<br />
|dated=2010-08-04<br />
|size=6&times;6<br />
|resolution=480&times;150, 960times;300<br />
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most gliphs, aiming for a crisper look. Best at 2x2 pixels.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord Nightmare 6x6font01.png]]<br />
|author=Lord Nightmare<br />
|dated=2007-11-5<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&times;6, with a seperator column.<br />
}}<br />
<br />
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]<br />
{{Tileset|<br />
|image=[[Image:Lord Nightmare 6x6font02.png]]<br />
|author=Lord Nightmare<br />
|dated=2007-11-12<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Mkv_curses_480x150.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-10-30<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=The first version the tiny tileset, superceded by the version below.<br />
}}<br />
<br />
<br />
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]<br />
{{Tileset|<br />
|image=[[Image:Mkv_curses_480x150_v2.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-10-30<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.<br />
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&times;12 and 6&times;6 v2.zip].<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:nobbins6x6.png]]<br />
|author=[[User:Nobbins|Nobbins]]<br />
|dated=2010-01-10<br />
|size=6&times;6<br />
|resolution=480&times;150, 960&times;300<br />
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:nobbin_ts_v2.png]]<br />
|author=[[User:Nobbins|Nobbins]]<br />
|dated=2010-06-28<br />
|size=6&times;6<br />
|resolution=480&times;150, 960&times;300<br />
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]<br />
}}<br />
<br />
==7&times;7==<br />
<br />
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]<br />
<br />
{{Tileset|<br />
image=[[Image:Herrbdog_7x7_tileset.gif]]<br />
|author=[[User:herrbdog|herrbdog]]<br />
|dated=2007-10-30<br />
|size=7&times;7<br />
|resolution=560&times;175<br />
|comments=<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:terbert_7x7.png]]<br />
|author=[[User:Terbert|Terbert]]<br />
|dated=2009-6-30<br />
|size=7&times;7<br />
|resolution=560&times;175<br />
|comments=This is a 7x7 tileset made for overseeing large constructions <br />
}}<br />
<br />
==8&times;8==<br />
[[Image:df_anikki_2.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_8x8.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=8&times;8<br />
|resolution=640&times;200 native.<br />
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]<br />
<br />
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.<br />
}}<br />
<br />
[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]<br />
<br />
{{Tileset|<br />
|title=cheepicus_8x8<br />
|image=[[Image:cheepicus_8x8.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2014-4-3<br />
|size=8&times;8<br />
|resolution=640&times;200<br />
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Jdpage_8x8.png]]<br />
|author=[[User:Jdpage|Jdpage]]<br />
|dated=2010-09-15<br />
|size=8&times;8<br />
|resolution=640&times;200 native.<br />
|comments=Modified version of the [[#Anikki|Anikki]] 8x8 tileset. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:CGA8x8thick.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;400<br />
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.<br />
}}<br />
<br />
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&times;8 CGA tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:CGA8x8thin.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2008-6-6<br />
|size=8&times;8<br />
|resolution=640&times;400<br />
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:LN_EGA8x8.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;400<br />
|comments=The IBM EGA 8&times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Pastiche_8x8.png]]<br />
|author=[[User:Tejón|tejón]]<br />
|dated=2012-6-12<br />
|size=8&times;8<br />
|resolution=640&times;200 @ 80&times;25.<br />
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Potash_8x8.png]]<br />
|author=[[User:Tejón|tejón]]<br />
|dated=2012-6-12<br />
|size=8&times;8<br />
|resolution=640&times;200 @ 80&times;25.<br />
|comments=I like packing as much on the screen as I can, but 8&times;8 is just too crowded for 1920&times;1080 fullscreen. I intended to make a 10&times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of Dwarf Fortress should you happen to find yourself stuck in 1985.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Acorntileset8x8.png]]<br />
|author=[[User:Xenomorph|Xenomorph]]<br />
|dated=2008-8-9<br />
|size=8&times;8<br />
|resolution=640&times;200<br />
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro. This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437). It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]<br />
}}<br />
<br />
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:yayo_c64_640x200.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;200<br />
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&times;16 version [[#Yayo_2|below]]. :)<br />
}}<br />
<br />
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&times;8 tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_msx.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;200 or 640&times;400<br />
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.<br />
}}<br />
<br />
<br />
==9&times;9==<br />
<br />
[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]<br />
{{Tileset|<br />
|image=[[Image:720x225_SmoothWalls.PNG]]<br />
|author=[[User:Dorten|Dorten]]<br />
|dated=2009-2-13<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:720x225_SmoothWalls7.png]]<br />
|author=[[User:Dorten|Dorten]]<br />
|dated=2009-2-13<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=Minor tweak so the 7's don't look like question marks.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Nostalgia_720x225.png]]<br />
|author=[[User:Maus|maus]]<br />
|dated=2007-10-30<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].<br />
}}<br />
<br />
[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]<br />
{{Tileset|<br />
|image=[[Image:DortenSolid.png]]<br />
|author=[[User:Qjet|Qjet]]<br />
|dated=2009-2-13<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.<br />
}}<br />
<br />
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]<br />
{{Tileset|<br />
|image=[[Image:Curses_720x225_8d6752.png]]<br />
|author=[[User:Savok|Savok]]<br />
|dated=2007-10-30<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:<br>I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.<br />
}}<br />
<br />
==10&times;10==<br />
<br />
<br />
[[Image:df_anikki_1.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_10x10.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=10&times;10<br />
|resolution=800&times;250 native.<br />
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]<br />
(Note: The up and down ramps are reversed.)<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:buddy.png]]<br />
|author=buddy<br />
|dated=2014-07-12<br />
|size=10&times;10<br />
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.<br />
<br />
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.<br />
<br />
[PILLAR_TILE:10]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:buddy--graphical.png]]<br />
|author=buddy<br />
|dated=2014-07-16<br />
|size=10&times;10<br />
|comments=The graphical version of my tileset.<br />
<br />
data/init/d_init.txt:<br/><br />
[PILLAR_TILE:10]<br/><br />
[TREE_BRANCHES:171]<br />
<br />
raw/objects/creature_standard.txt:<br/><br />
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:ddw.png]]<br />
|author=[[User:Ddw|Ddw]]<br />
|dated=2011-03-10<br />
|size=10&times;10<br />
|resolution=800&times;250 native<br />
|comments=Based on Anikki, with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] <br />
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Paul_10x10.png]]<br />
|author=[[User:Paul|Paul]]<br />
|dated=2008-9-5<br />
|size=10&times;10<br />
|resolution=800&times;250 for 80&times;25 grid size, others just multiply grid by 10.<br />
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Potash_10x10.png]]<br />
|author=[[User:Tejón|tejón]]<br />
|dated=2012-6-12<br />
|size=10&times;10<br />
|resolution=800&times;250 @ 80&times;25.<br />
|comments=The "full size" version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.<br />
}}<br />
<br />
[[Image:Taffer.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Taffer 10x10.png]]<br />
|author=[[User:Taffer|Taffer]]<br />
|dated=2017-01-10<br />
|size=10&times;10<br />
|resolution=Looks decent at almost any resolution.<br />
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities. I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Terbert_10x10.png]]<br />
|author=[[User:Terbert|Terbert]]<br />
|dated=2009-6-30<br />
|size=10&times;10<br />
|resolution=800&times;250<br />
|comments=This is Terbert's First tileset<br />
}}<br />
<br />
[[Image:Df_tock10_1.PNG|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Tocky_square_10x10.png]]<br />
|author=[[User:Tocky|Tocky]]<br />
|dated=2007-11-15<br />
|size=10&times;10<br />
|resolution=800&times;250 native, 800&times;500 for fullscreen.<br />
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '<' and '>', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. <br />
}}<br />
<br />
==11&times;11==<br />
<br />
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:terminus.png]]<br />
|author=[[User:Gekz|Gekz]]<br />
|dated=2010-1-08<br />
|size=11&times;11<br />
|resolution=880&times;275<br />
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.<br />
<br />
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.<br />
}}<br />
<br />
==12&times;12==<br />
<br />
{{Tileset|<br />
|image=[[Image:Alloy_curses_12x12.png]]<br />
|author=[[User:Alloy|Alloy]]<br />
|dated=2010-12-3 - v1.1<br />
|size=12&times;12<br />
|resolution=960&times;300 native.<br />
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.<br />
}}<br />
<br />
<br />
[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]<br />
<br />
{{Tileset|<br />
|title=cheepicus_12x12<br />
|image=[[Image:cheepicus_12x12.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2010-8-4<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.<br />
<br />
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)<br />
}}<br />
<br />
<br />
[[Image:Unknown curses 12x12 & Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Unknown curses 12x12 & Markvii Walls.png]]<br />
|author=DDR & Others<br />
|dated=2010-9-3<br />
|size=12&times;12<br />
|resolution=960&times;300 native<br />
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Haberdash_curses_12x12.png]]<br />
|author=[[User:Haberdash|Haberdash]]<br />
|dated=2014-07-24<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:DB_curses_12x12.PNG]]<br />
|author=[[User:Hanuman|Hanuman]]<br />
|dated=2008-7-23<br />
|size=12&times;12<br />
|resolution=900&times;300<br />
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]<br />
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Herrbdog_144.png]]<br />
|author=Herrbdog<br />
|dated=2007-10-30<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Dullard_Exponent_12x12.png]]<br />
|author=Lord Dullard/Exponent<br />
|dated=2009-3-30<br />
|size=12&times;12<br />
|resolution=960&times;300 native<br />
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-12-4<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.<br> Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Mkv_solidcurses_960x300.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-10-30<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.<br> <br />
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].<br />
}}<br />
<br />
[[Image:Rev7.PNG|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Markvii.png]]<br />
|author=[[User:Turnip|Turnip]]<br />
|dated=2009-7-9<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=My revision of Markavian's tileset, made to be more "curvy"<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Tileset_unknown_960x300_02.png]]<br />
|author=Unknown<br />
|dated=2007-10-30<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. <!-- no need to say that for the default characters --><br />
}}<br />
<br />
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&times;12 v2]]<br />
{{Tileset|<br />
|image=[[Image:Unknown_curses_12x12.png]]<br />
|author=Unknown<br />
|dated=2007-11-24<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]<br />
}}<br />
<br />
[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:nice_curses_12x12.png]]<br />
|author=[[User:Vidumec|Vidumec]]<br />
|dated=2013-01-30<br />
|size=12&times;12<br />
|resolution=960&times;300 native<br />
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.<br />
}}<br />
<br />
==13&times;13==<br />
<br />
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:yayo_tunur_1040x325.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2007-10-30<br />
|size=13&times;13<br />
|resolution=1040&times;325<br />
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means "style" in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kren_13x13.png]]<br />
|author=[[User:Krenshala|krenshala]]<br />
|dated=2015-12-27<br />
|size=13&times;13<br />
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&times;768), but still be clearly legible. I think I have succeeded in that goal. On a 1680&times;1050 display the resolution is 129&times;80 with this tileset.<br />
}}<br />
<br />
==15&times;15==<br />
<br />
[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]<br />
<br />
{{Tileset|<br />
|title=cheepicus_15x15<br />
|image=[[Image:cheepicus_15x15.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2012-5-6<br />
|size=15&times;15<br />
|resolution=1200&times;375<br />
|comments=I find the text hard to read in most other tilesets, so I made a new one. Mostly ASCII with a few graphical nods. Lower right char is for PILLAR:255 in df_init.<br />
<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Talryth_square_15x15.png]]<br />
|author=[[User:Talryth|Talryth]]<br />
|dated=2010-06-18<br />
|size=15&times;15<br />
|resolution=1440&times;900 (96&times;60 grid size)<br/>1680&times;1050 (112&times;70 grid size)<br />
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.<br />
}}<br />
<br />
[[Image:Df_screen1.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Vidumec_15x15.png]]<br />
|author=[[User:Vidumec|Vidumec]]<br />
|dated=2011-09-05<br />
|size=15&times;15<br />
|resolution=1440&times;900 (96&times;60 grid size)<br/>1680&times;1050 (112&times;70 grid size)<br/>Actually looks good on any resolution<br />
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!<br />
}}<br />
<br />
==16&times;16==<br />
<br />
{{Tileset|<br />
|image=[[Image:Aesomatica_16x16.png]]<br />
|author=[[User:Aesomatica|Aesomatica]]<br />
|dated=2008-11-29<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.<br />
}}<br />
<br />
[[Image:df_anikki_2.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_16x16.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Anno_16x16.png]]<br />
|author=[[User:AbuDhabi|AbuDhabi]]<br />
|dated=2011-03-19<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Based on Anikki's 16x16 tileset, but smoothed/enhanced and with the dwarf images reworked.<br />
}}<br />
<br />
[[Image:Bisasam_16x16_preview.png|thumb|right]]<br />
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_16x16.png]]<br />
|author=Bisasam<br />
|dated=2010-01-11<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.<br />
}}<br />
<br />
[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]<br />
{{Tileset|<br />
|title=cheepicus_8x8x2<br />
|image=[[Image:cheepicus_8x8x2.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2014-4-3<br />
|size=16&times;16 (doubled 8x8)<br />
|resolution=1280&times;400 native.<br />
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel. Hand-made, mostly ASCII.<br />
}}<br />
<br />
[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]<br />
[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]<br />
{{Tileset|<br />
|title=cheepicus_16x16<br />
|image=[[Image:cheepicus_16x16.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2014-5-10<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.<br />
}}<br />
<br />
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]<br />
{{Tileset|<br />
|image=[[Image:Cooz_curses_square_16x16.png]]<br />
|author=[[User:Cooz|Cooz]]<br />
|dated=2009-2-28<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].<br />
}}<br />
<br />
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]<br />
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]<br />
<br />
{{Tileset|<br />
image=[[Image:Guybrush_square_16x16.png]]<br />
|author=[[User:Guybrush|Guybrush]]<br />
|dated=2007-11-15<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A 16&times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut & paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.<br />
<br />
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}<br />
<br />
{{Tileset|<br />
image=[[Image:GuybrushASCII_curses_square_16x16.png]]<br />
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Herrbdog_16x16_tileset.gif]]<br />
|author=Herrbdog<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=The 16&times;16 version of Herrbdog's tileset.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:MRC_square_16x16.png]]<br />
|author=Inquisitor Saturn<br />
|dated=2008-5-18<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kai-1280x400-v2 7512b5.png]]<br />
|author=Kaishaku<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A square 1280&times;400 font. Simple and legible. Converted from roarl's 16&times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kelora_16x16_diagonal.png]]<br />
|author=[[User:Kelora|Kelora]]<br />
|dated=2009-7-26<br />
|size=16&times;16<br />
|resolution=<br />
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.<br />
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kelora_16x16_diagonal-clouds.png]]<br />
|author=[[User:Kelora|Kelora]]<br />
|size=16&times;16<br />
|resolution=<br />
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.<br />
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kenran.png]]<br />
|author=[[User:Kenran|Kenran]]<br />
|size=16&times;16<br />
|resolution=<br />
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kjammer square 16x16 v02.png]]<br />
|author=[[User:Klokjammer|Klokjammer]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Name: ''"Masked Adventurer"'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kjammer square 16x16 v00.png]]<br />
|author=[[User:Klokjammer|Klokjammer]]<br />
|dated=2007-10-31<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A "clean" version of the above set, one without any fancy tiles (except for the dwarves).<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Md_curses_16x16.png]]<br />
|author=[[User:Marble Dice|Marble Dice]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:DF-Nordic_v1.png]]<br />
|author=[[User:Techhead|Techhead]]<br />
|dated=2009-3-26<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:PTTGV2tiles.png]]<br />
|author=[[User:PTTG|PTTG]]<br />
|dated=2007-11-21<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Msgothic.png]]<br />
|author=[[User:Random832]]<br />
|dated=2009-4-22<br />
|size=16&times;16<br />
|resolution=1280&times;800 etc<br />
|comments=Based on the ï¼ï¼³ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Raving_1280x400.png]]<br />
|author=[[User:RavingManiac|RavingManiac]]<br />
|dated=2010-3-13<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.<br />
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
image=[[Image:Redjack17.png]]<br />
|author=[[User:Jackard|Jackard]]<br />
|dated=2008-7-22<br />
|size=16x16<br />
|resolution=1280x400<br />
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look. ''Note: Bins are hard to see using this tileset because the "bin" tile is also used as the "up/down staircase" tile. [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''<br />
<br />
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}<br />
<br />
{{Tileset|<br />
|image=[[Image:16x16_sm.png]]<br />
|author=[[User:RogueYun|Rogue Yun]]<br />
|dated=2015-06-09<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Sapphos_square_16x16.png]]<br />
|author=Sappho<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Another square font, target resolution 1280&times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Savok_curses_1280x400_517caa.png]]<br />
|author=[[User:Savok|Savok]]<br />
|dated=2008-6-16<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.<br>In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.<br>If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.<br>Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:SFE_Curses_square_16x16.png]]<br />
|author=Super Foul Egg<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Tahin_16x16_rounded.png]]<br />
|author=[[User:Tahin|Tahin]]<br />
|dated=2007-12-28<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Based on Marble Dice's tileset, above. Smoothed corners are "rounded", which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard "L" tiles to fit together nicely, but "T" and "+" don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Tyr_1280x400.PNG]]<br />
|author=[[User:Tyrving|Tyrving]]<br />
|dated=2008-2-15<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.<br />
}}<br />
<br />
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]<br />
|author=[[User:Winterwing|Winterwing]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Like usual, lucida console with cleartype. Creative, huh. :)<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Yayo_c64_1280x400_83b157.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Name: Yayo's C64; The 16&times;16 version of Yayo's tileset.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_16x16.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-11-10<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Because everyone is making one.<br />
}}<br />
<br />
[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]<br />
{{Tileset|<br />
|image=[[Image:Zilk_16x16.png]]<br />
|author=[[User:Zilk|Zilk]]<br />
|dated=2015-7-15<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.<br />
}}<br />
<br />
==18&times;18==<br />
<br />
{{Tileset|<br />
|image=[[Image:Haowan_Curses_1440x450.png]]<br />
|author=Haowan<br />
|dated=2007-11-2<br />
|size=18&times;18<br />
|resolution=1440&times;450<br />
|comments=An enlarged version of a square version of the default set.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Teeto_K_18x18.PNG]]<br />
|author=[[User:Teeto_K|Teeto_K]]<br />
|dated=2008-10-24<br />
|size=18&times;18<br />
|resolution=1440&times;450<br />
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his "Nostalgia" tileset]], however, it has been heavily revised. The entire font has been "smoothed over", and many of the symbols changed to more "graphical" representations of the items they represent. An attempt to fill the void of "graphic heavy" tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a "graphics enhanced" play area. Special thanks to Maus for the font, and Guybrush for the inspiration.<br />
}}<br />
<br />
==20&times;20==<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_20x20.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=20&times;20<br />
|resolution=1600&times;500 native.<br />
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]<br />
(Note: The up and down ramps are reversed.)<br />
}}<br />
<br />
[[Image:Bisasam_20x20_preview.png|thumb|right]]<br />
[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_20x20.png]]<br />
|author=Bisasam<br />
|dated=2010-05-15<br />
|size=20&times;20<br />
|resolution=1600&times;500 (80x25 grid size); 1600&times;1000 (80x50 grid size)<br />
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.<br />
}}<br />
<br />
[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]<br />
[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_20x20_ascii.png]]<br />
|author=Bisasam<br />
|dated=2010-05-15<br />
|size=20&times;20<br />
|resolution=1600&times;500 (80x25 grid size); 1600&times;1000 (80x50 grid size)<br />
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Taffer_20x20.png]]<br />
|author=[[User:Taffer|Taffer]]<br />
|dated=2017-01-10<br />
|size=20&times;20<br />
|resolution=Looks best at high resolutions, or on very large monitors.<br />
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities. I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.<br />
}}<br />
<br />
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Oreslam_1920x1200_20x20.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2009-09-12<br />
|size=20&times;20<br />
|resolution=1920&times;1200<br />
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means "Large Clear Stone". I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}<br />
<br />
[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_20x20_mod_T.png]]<br />
|author=yobbo<br />
|dated=2014-07-13<br />
|size=20&times;20<br />
|resolution=1600&times;500 (80x25 grid size); 1600&times;1000 (80x50 grid size)<br />
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.<br />
}}<br />
<br />
==24&times;24==<br />
<br />
{{Tileset|<br />
|image=[[File:Curses square 24.png]]<br />
|author=DragonDePlatino<br />
|dated=2015-06-01<br />
|size=24&times;24<br />
|resolution=1920&times;600<br />
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.}}<br />
[[Image:Bisasam_24x24_preview.png|thumb|right]]<br />
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]<br />
|author=Bisasam<br />
|dated=2010-01-01<br />
|size=24&times;24<br />
|resolution=1920&times;600 (80x25 grid size); 1920&times;1200 (80x50 grid size)<br />
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.<br />
}}<br />
<br />
[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&times;24 tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Nagidal24x24shade.png]]<br />
|author=[[User:Nagidal|Nagidal]]<br />
|dated=2012-06-07<br />
|size=24&times;24<br />
|resolution=1920&times;600 (80&times;25 grid size); 1920&times;1080 (80&times;45 grid size)<br />
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].<br />
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].}}<br />
<br />
==32&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]<br />
|author=Sir Henry<br />
|dated=2009-8-19<br />
|size=32&times;32<br />
|resolution=2560&times;800<br />
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. <br />
}}<br />
<br />
<br />
==64&times;64==<br />
<br />
{{Tileset|<br />
|image=[[:Image:hack_square_64x64.png|Not shown due to size]]<br />
|author=Taywee<br />
|dated=2016-06-21<br />
|size=64&times;64<br />
|resolution=1024&times;1024<br />
|comments=Built this from the fantastic [https://github.com/chrissimpkins/Hack Hack] font, as I have a high-dpi monitor and wanted a good-looking text tileset of a decent resolution.<br />
}}<br />
<br />
=Square Tilesets for Edited Raws=<br />
<br />
:''If you cannot find the altered raws of a tileset for your version of Dwarf Fortress have a look at the [[Raw tile selector]] tool.''<br />
<br />
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.<br />
<br />
==8&times;8==<br />
<br />
[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Crazy 8x8s.png]]<br />
|author=PigtailLlama<br />
|dated=2012-6-14<br />
|size=8&times;8<br />
|resolution=640&times;200 or 640&times;400<br />
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!<br />
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''<br />
}}<br />
<br />
==12&times;12==<br />
<br />
[[Image:Grim Fortress Logo.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[File:Grim Fortress sample tileset.png]]<br />
|author=Lightrow<br />
|dated=2013-2-3<br />
|size=12&times;12 (also available in 9&times;12<br />
|resolution=1024&times;768<br />
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified "BLACK" value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name "Grim Fortress" fits well. <br />
:''See [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''<br />
}}<br />
<br />
[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Jolly12x12.png]]<br />
|author=Alexander Ocias<br />
|dated=2012-3-11<br />
|size=12&times;12 (also available in 9&times;12)<br />
|resolution=1024&times;768<br />
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D<br />
:''See [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''<br />
}}<br />
<br />
==16&times;16==<br />
<br />
[[Image:Belal_Example.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Belal_Smooth_Walls.png]]<br />
|author=[[User:Belal|Belal]]<br />
|dated=2009-1-9<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset. I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] <br />
}}<br />
[[Image:DarkondDigsDeeper_16x16.png |thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:DarkondDigsDeeper_16x16.png ]]<br />
|author=[[User:Darkond2100|Darkond2100]]<br />
|dated=2010-3-6<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla. <br />
}}<br />
<br />
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]<br />
<!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]<br />
[[Image:Dwarfletter3.png|thumb|right|Foliage]]<br />
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--><br />
<br />
{{Tileset|<br />
image=[[Image:DwarfletterGothic.PNG]]<br />
|author=LordZorinthrox<br />
|dated=2009-7-20<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]<br /><br />
;see also <br />
:[[:File:Dwarfletter2.png|Status screen - Font]]<br />
:[[:File:Dwarfletter3.png|Foliage]]<br />
:[[:File:Dwarfletter4.png|Ballista]]<br />
}}<br />
<br />
{{Tileset|<br />
image=[[Image:Flying_Mage_square_16x16.png]]<br />
|author=[[User:Flying Mage|Flying Mage]]<br />
|dated=2008-4-12<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A 16&times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)<br><br />
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]<br><br />
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]<br />
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]<br />
}}<br />
<br />
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]<br />
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]<br />
{{Tileset|<br />
|image=[[Image:Gold_plated_16x16_v2.png]]<br />
|author=[[User:DrD_AVEL|DrD_AVEL]]<br />
|dated=2010-Jun-17 <br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.<br />
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)<br />
<br />
[[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]]<br />
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]<br />
}}<br />
<br />
'''Gold Plated (bmp-version)'''<br />
[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]<br />
{{Tileset|<br />
|image=[[Image:Gold-plated-bmp-16x16.png]]<br />
|author=[[User:DrD_AVEL|DrD_AVEL]]<br />
|dated=2010-Apr-02 <br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) <br />
}}<br />
<br />
[[Image:Hermano example.png|thumb|right|example]]<br />
{{Tileset|<br />
|image=[[Image:Hermano.png]]<br />
|author=[[User:hermano|hermano]]<br />
|dated=2010-2-6<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. <br />
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].<br />
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].<br />
}}<br />
<br />
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:16x16_isenhertz_v2.png]]<br />
|author=[[User:Isenhertz|Isenhertz]]<br />
|dated=2008-7-14<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).<br />
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)<br />
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].<br />
}}<br />
<br />
<br />
[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Lemunde_16x16.png]]<br />
|author=[[User:Lemunde|Lemunde]]<br />
|dated=2010-6-11<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic. You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here]. I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.<br />
<br />
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set. It will probably not look right using it with vanilla Dwarf Fortress.<br />
}}<br />
<br />
[[Image:Martin_16x16_sample.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Martin_16x16.png]]<br />
|author=[[User:Martin|Martin]]<br />
|dated=2009-8-8<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. <br />
<br />
[http://dffd.wimbli.com/file.php?id=1316 Download]<br />
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Phoebus_16x16.png]]<br />
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]<br />
|author=[[User:Phoebus|Phoebus]]<br />
|dated=2011-04-04<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Phssthpok_16x16.png]]<br />
|author=[[User:Phssthpok|Phssthpok]]<br />
|dated=2010-03-07<br />
|size=16&times;16, 24&times;24, 32&times;32<br />
|resolution=2560&times;800<br />
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].<br />
<br />
[[:Image:Phssthpok 32x32.png|32x32 version]]<br />
<br />
[[:Image:Phssthpok 24x24.png|24x24 version]]<br />
<br />
[[:Image:Phssthpok 16x16.png|16x16 version]]<br />
<br />
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]<br />
}}<br />
<br />
{{Tileset|<br />
image=[[Image:SL_square_16x16.png]]<br />
|author=[[User:SL]]<br />
|dated=2008-8-3<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]<br />
}}<br />
<br />
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Autonomous_Font.png]]<br />
|author=Spreggo<br />
|dated=2009-2-2<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Synergy.png]]<br />
|author=[[User:Dvorovic|Dvorovic]]<br />
|dated=2010-10-8<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]<br />
}}<br />
<br />
[[Image:SS_moons_square_16x16.PNG|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Moons_square_16x16.PNG]]<br />
|author=[[User:The-Moon|The-Moon]]<br />
|dated=2008-3-24<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}<br />
<br />
{{Tileset|<br />
|image=[[Image:tigrex3d.PNG]]<br />
|author=[[User:Tigrex|Tigrex]]<br />
|dated=2009-2-22<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set. It incorporates many original creations of mine, and I hope you like it.}}<br />
<br />
{{Tileset|<br />
|image=[[Image:tigrex3drunes.PNG]]<br />
|author=[[User:Tigrex|Tigrex]]<br />
|dated=2009-4-10<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience. CAUTION! This tileset has little practical value, and may induce myopia, blindness, or death.}}<br />
<br />
[[Image:example_tims.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Tims_16x16.png]]<br />
|author=[[User:Timmeh|Timmeh]]<br />
|dated=2009-8-12<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets. Replaces the black box that normally surrounds the walls with a copy of the floor tile. [http://mkv25.net/dfma/map-5740-foresthold Example Fort]<br />
}}<br />
<br />
<br />
=Non-Square Tilesets=<br />
<br />
==4&times;6==<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]<br />
|author=Lord Nightmare/Microsoft<br />
|dated=2008-1-27<br />
|size=4&times;6<br />
|resolution=320&times;150<br />
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!<br />
}}<br />
<br />
<br />
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] <br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom_4x6.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=4&times;6<br />
|resolution=320&times;150<br />
|comments=<br />
}}<br />
<br />
==5&times;6==<br />
<br />
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] <br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom_5x6.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=5&times;6<br />
|resolution=400&times;150, 800&times;300, 800&times;600<br />
|comments=<br />
}}<br />
<br />
==6&times;8==<br />
<br />
{{Tileset|<br />
|image=[[Image:Font6x8.png]]<br />
|author=[[User:Thief^|Thief^]]<br />
|dated=2011-04-05<br />
|size=6&times;8<br />
|resolution=480&times;200, 960&times;400, 1152&times;864<br />
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]<br />
}}<br />
<br />
==6&times;9==<br />
<br />
{{Tileset|<br />
|image=[[Image:Curses6x9.png]]<br />
|author=Madk<br />
|dated=2010-6-21<br />
|size=6&times;9<br />
|resolution=480&times;225<br />
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.<br />
}}<br />
<br />
==6&times;10==<br />
<br />
{{Tileset|<br />
|image=[[File:Bedstead-10-df.png]]<br />
|author=[[User:Bjh21|Ben Harris]]<br />
|dated=2013-11-24<br />
|size=6&times;10<br />
|resolution=480&times;250<br />
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design. There is a larger version below.<br />
}}<br />
<br />
==8&times;12==<br />
<br />
{{Tileset|<br />
|image=[[File:Andux_cp866ish.png]]<br />
|author=[[User:Andux|Andux]]<br />
|dated=2011-05-03<br />
|size=8&times;12<br />
|resolution=640&times;480<br />
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[File:Andux_sleipnir_8x12_tf.png]]<br />
|author=[[User:Andux|Andux]]<br />
|dated=2012-08-07<br />
|size=8&times;12<br />
|resolution=640&times;480<br />
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [http://www.myfonts.com/fonts/facetype/loki/ Loki] by Marcus Sterz/FaceType.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[File:DF+Tileset.png]]<br />
|author=[[User:Coaldiamond|Coaldiamond]]<br />
|dated=2010-6-18<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{k|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. <br />
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.<br />
}}<br />
<br />
<br />
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Kein_640x300.png]]<br />
|author=Kein<br />
|dated=2008-8-9<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&times;300, everything completely shaded.<br />
}}<br />
<br />
<br />
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Plac1d_640x300tileset.png]]<br />
|author=[[User:Plac1d|Plac1d]]<br />
|dated=2008-3-13<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments=A tweaked version of [[#Tocky|Tocky's 10&times;10 tileset]] converted to 8&times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!<br />
<br />
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Curses 640x300diag.png]]<br />
|author=Taritus<br />
|dated=2009-03-23<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments=Yuppers. I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request. I decided, "Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that." And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)<br />
}}<br />
<br />
==8&times;14==<br />
<br />
{{Tileset|<br />
|image=[[Image:MDA8x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:EGA8x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.<br />
Thanks to Zaratustra for poking me into getting this done, and for related help.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:CP850.png]]<br />
|author=Tae/IBM<br />
|dated=2009-9-06<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=Play the Dwarf Fortress game in CP 850.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_megazeux2.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=EGA font with added Megazeux modifications.<br />
}}<br />
<br />
==8&times;15==<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]<br />
|author=Lord Nightmare/Microsoft<br />
|dated=2007-12-20<br />
|size=8&times;15<br />
|resolution=640&times;375<br />
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.<br />
}}<br />
<br />
==8&times;16==<br />
<br />
{{Tileset|<br />
|image=[[Image:VGA8x16.png]]<br />
|author=Lord Nightmare/IBM?<br />
|dated=2007-10-30<br />
|size=8&times;16<br />
|resolution=640&times;400<br />
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]<br />
|author=Lord Nightmare/Microsoft<br />
|dated=2007-12-20<br />
|size=8&times;16<br />
|resolution=640&times;400<br />
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Acorntileset.png]]<br />
|author=[[User:Xenomorph|Xenomorph]]<br />
|dated=2008-8-9<br />
|size=8&times;16<br />
|resolution=640&times;400<br />
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro. This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]<br />
}}<br />
<br />
==9&times;12==<br />
<br />
{{Tileset|<br />
|image=[[Image:Yoshis_island.png]]<br />
|author=[[User:Nobbins|Nobbins]]<br />
|dated=2011-03-20<br />
|size=9&times;12<br />
|resolution=720&times;300, 720&times;600 (non-recommended)<br />
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. <br />
}}<br />
<br />
==9&times;14==<br />
<br />
{{Tileset|<br />
|image=[[Image:MDA9x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=9&times;14<br />
|resolution=720&times;350<br />
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:EGA9x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=9&times;14<br />
|resolution=720&times;350<br />
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '"', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).<br />
}}<br />
<br />
==9&times;16==<br />
<br />
{{Tileset|<br />
|image=[[Image:VGA9x16.png]]<br />
|author=Quietust/IBM?<br />
|dated=2009-7-24<br />
|size=9&times;16<br />
|resolution=720&times;400<br />
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.<br />
}}<br />
<br />
==10&times;12==<br />
<br />
{{Tileset|<br />
|image=[[File:Curses_800x600_shade.png]]<br />
|author=[[User:Chinkeeyong|Chinkeeyong]]<br />
|dated=2009-6-11<br />
|size=10&times;12<br />
|resolution=800&times;600<br />
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:eofshaded800x600pb9_f64ded.png]]<br />
|author=[[User:Eagle of Fire|Eagle of Fire]]<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;600<br />
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same "curses" default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a "beta". I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=11&t=000645 here].<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Sleroux_800x300.png]]<br />
|author=Sergius<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;300<br />
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:nice_curses_10x12.png]]<br />
|author=[[User:Vidumec|Vidumec]]<br />
|dated=2013-01-31<br />
|size=10&times;12<br />
|resolution=800&times;300 <br />
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.<br />
}}<br />
<br />
<br />
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] <br />
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:UncleSporky_curses_800x600.png]]<br />
|author=UncleSporky<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;300<br />
|comments=<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom800x300ca3.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;300, 800&times;600 (non-recommended)<br />
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. <br />
}}<br />
<br />
==10&times;16==<br />
<br />
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]<br />
|author=Lord Nightmare<br />
|dated=2007-12-23<br />
|size=10&times;16<br />
|resolution=800&times;400<br />
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club<br />
}}<br />
<br />
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]<br />
|author=Lord Nightmare<br />
|dated=2008-3-28<br />
|size=10&times;16<br />
|resolution=800&times;400<br />
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Vintl01.png]]<br />
|author=Lord Nightmare/Victor-Sirius<br />
|dated=2007-12-19<br />
|size=10&times;16<br />
|resolution=800&times;400<br />
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.<br />
}}<br />
<br />
==12&times;20==<br />
<br />
{{Tileset|<br />
|image=[[File:Bedstead-20-df.png]]<br />
|author=[[User:Bjh21|Ben Harris]]<br />
|dated=2013-11-24<br />
|size=12&times;20<br />
|resolution=960&times;500<br />
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design. There's a smaller version above.<br />
}}<br />
<br />
==14&times;16==<br />
<br />
{{Tileset|<br />
|image=[[File:Cooz_curses_14x16.png]]<br />
|author=Anonymous/[[User:Cooz|Cooz]]<br />
|dated=2017-05-12<br />
|size=14&times;16<br />
|resolution=1120&times;400<br />
|comments=I was looking for a narrower, more readable tileset with the aesthetic of Cooz's square 16x16 one and didn't see one, so I made this from the original.<br />
}}<br />
<br />
==16&times;20==<br />
<br />
[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Shizzle_1280x500.png]]<br />
|author=[[User:MasterShizzle|MasterShizzle]]<br />
|dated=2012-12-10<br />
|size=16&times;20<br />
|resolution=1280&times;500<br />
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.<br />
}}<br />
<br />
==16&times;24==<br />
<br />
{{Tileset|<br />
|image=[[Image:MRC_1280x600.png]]<br />
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]<br />
|dated=2008-2-28<br />
|size=16&times;24<br />
|resolution=1280&times;600<br />
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.<br />
}}<br />
<br />
==16&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]<br />
|author=Lumin<br />
|dated=2007-10-30<br />
|size=16&times;32<br />
|resolution=1280&times;800<br />
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.<br />
}}<br />
<br />
==20&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]<br />
|author=Herrbdog<br />
|dated=2007-10-30<br />
|size=20&times;32<br />
|resolution=1600&times;800<br />
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...<br>I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]<br>Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main "problem" is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) <br><font color=white>. . .<br />
}}<br />
<br />
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]<br />
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]<br />
<br />
{{Tileset|<br />
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]<br />
|author=[[User:Shaja|Shaja]]<br />
|dated=2008-3-27<br />
|size=20&times;32<br />
|resolution=1600&times;800<br />
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.<br />
}}<br />
<br />
==24&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Terminus24.png|Not shown due to size]]<br />
|author=[[User:Shaja|Shaja]]<br />
|dated=2008-5-19<br />
|size=24&times;32<br />
|resolution=1920&times;800<br />
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.<br />
}}<br />
<br />
==24&times;36==<br />
{{Tileset|<br />
|image=[[Image:Curses_1920x900.png]]<br />
|author=IBM, I think<br />
|dated=2017-02-28<br />
|size=24&times;36<br />
|resolution=1920&times;900 (80&times;25 grid size); 1920&times;1080 (80&times;30 grid size)<br />
|comments=Original curses_640x300.png enlarged to 300%. Good for FullHD displays.}}<br />
<br />
==48&times;72==<br />
{{Tileset|<br />
|image=[[:Image:Vector square 48x72.png|Not shown due to size]]<br />
|author=[[User:DragonDePlatino|DragonDePlatino]]<br />
|dated=2016-11-22<br />
|size=48&times;72<br />
|resolution=3820&times;1920 (4k)<br />
|comments=A resolution-independent tileset based off of curses_640x300.bmp. The tileset was hand-vectorized in Inkscape then exported in multiple resolutions up to 4k. More information and resolutions can be found at the forum thread [http://www.bay12forums.com/smf/index.php?topic=161328.0 here].<br />
}}<br />
<br />
[[Category:Mods]]<br />
[[Category:Interface]]</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=File:Cooz_curses_14x16.png&diff=230835
File:Cooz curses 14x16.png
2017-05-12T20:19:38Z
<p>Alexchandel: 14x16 tileset derived from :File:Cooz_curses_square_16x16.png</p>
<hr />
<div>== Summary ==<br />
14x16 tileset derived from [[:File:Cooz_curses_square_16x16.png]]<br />
== Licensing ==<br />
{{self|cc-zero}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Climate&diff=230832
Climate
2017-05-12T04:57:47Z
<p>Alexchandel: +wl</p>
<hr />
<div>{{Quality|Superior|20:02, 30 October 2013 (UTC)}}<br />
{{av}}'''Climate''' in Dwarf Fortress is a [[temperature]] rating used as a tool to define the [[weather]] patterns of a region. Most importantly, this will determine how the weather patterns of an area will affect above ground water sources. Overview of the temperature of an area is important for the lives of your dwarves and animals, as too cold or too hot of temperatures will discourage or kill organic beings. Climate is a temperature rating only; actual ground cover is called a [[Biome|biome]].<br />
<br />
''Note: If temperature is turned off, none of the mentioned effects will occur.''<br />
<br />
=== <span style="background-color:black;color:{{fgcolor|4:1}};font-family:Courier New">Scorching</span> ===<br />
<br />
'''Temperature:''' +++<br />
<br />
'''Availability of water:'''<br />
Any existing [[Murky pool]] will dry up immediately. [[River]]s are unaffected.<br />
<br />
'''When embarking in this Region:'''<br />
If no river or [[ocean]] is available, it is hard to survive in this climate. Your only chance is to find a cave with water.<br />
<br />
In extremely hot regions (above {{ct|10078}}), [[dwarves]] and livestock may die from the heat (specifically, the fat in their bodies will ''melt'', causing them to bleed to death) if they remain outdoors for extended periods of time.<br />
<br />
=== <span style="background-color:black;color:{{fgcolor|4:1}};font-family:Courier New">Hot</span>===<br />
<br />
'''Temperature''': ++<br />
<br />
'''Availability of water''':<br />
In dry biomes, [[Murky pool]]s may evaporate during dry [[season]]s (usually [[summer]]) but can be refilled by [[rain]].<br />
[[River]]s are unaffected.<br />
<br />
'''When embarking in this Region''':<br />
If you lack a [[river]], be sure to dig out a [[reservoir|cistern]] before summer is upon you.<br />
<br />
=== <span style="background-color:black;color:{{fgcolor|6:1}};font-family:Courier New">Warm</span>===<br />
<br />
'''Temperature''': +<br />
<br />
'''Availability of water''':<br />
Any water source can be used during the whole year. This makes it the easiest climate to embark on. Very rarely, especially when very close to the edge of a Temperate biome, one can have an extremely brief period of water freezing, usually only lasting a few days, thus providing no danger of death by thirst.<br />
<br />
'''When embarking in this Region''':<br />
Nothing of note.<br />
<br />
=== <span style="background-color:black;color:{{fgcolor|2:0}};font-family:Courier New">Temperate</span>===<br />
<br />
'''Temperature''': -<br />
<br />
'''Availability of water''':<br />
Surface pools and rivers will freeze for part of the year. The length of the freeze varies: They may start out frozen, thaw sometime during [[spring]], and remain liquid until [[winter]], or they may start out liquid and freeze for only a month or so in winter.<br />
<br />
'''When embarking in this Region''':<br />
If you lack a [[river]], you can dig out a [[reservoir|cistern]] in the non-freezing seasons. You can also use a source of heat (such as [[magma]]) to obtain liquid [[water]]. If the ground is covered in snow when you arrive, be sure to scout out the surface pools so that none of your dwarves find themselves [[Swimming|suddenly submerged]] when the pools thaw later in the spring.<br />
<br />
=== <span style="background-color:black;color:{{fgcolor|1:1}};font-family:Courier New">Cold</span>===<br />
<br />
'''Temperature''': --<br />
<br />
'''Availability of water''':<br />
Surface pools and rivers are usually frozen but can thaw for a few months each year.<br />
<br />
'''When embarking in this Region''':<br />
The same measures as in temperate biomes can be taken.<br />
<br />
=== <span style="background-color:black;color:{{fgcolor|3:1}};font-family:Courier New">Freezing</span>===<br />
<br />
'''Temperature:''' ---<br />
<br />
'''Availability of water:'''<br />
Surface pools and rivers remain frozen throughout the year in the majority of maps. <br />
<br />
'''When embarking in this Region:'''<br />
:''See the [[Freezing|main article]] for more details.''<br />
You must use a source of heat ([[magma]]) to obtain liquid [[water]]. Glacial ice can also be melted. Another option is an underground source of water.<br />
<br />
In extremely cold regions (below {{ct|9964}}), [[dwarves]] and livestock may succumb to frostbite if they remain outdoors for extended periods of time. [[trade goods|Goods]] left outdoors may experience [[wear]] at an accelerated rate. [[Embark]] goods should be stored below ground as soon as possible, and [[trade depot]]s should be built below ground.<br />
<br />
== Warning ==<br />
Occasionally biomes may make claims to be hotter or colder than they really are. For example: some "Freezing" biomes may occasionally thaw {{verify}}.<br />
<br />
==See also==<br />
*[[Weather]]<br />
*[[Biome]]s<br />
<br />
{{Translation<br />
| dwarven = darùd<br />
| elvish = eslo<br />
| goblin = lang<br />
| human = quinbor<br />
}}<br />
<br />
{{World}}<br />
{{Category|World}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Tileset_repository&diff=230829
Tileset repository
2017-05-11T23:00:45Z
<p>Alexchandel: add details & similarities of default tileset</p>
<hr />
<div>:''You may be looking for general information on [[tilesets]] or the [[Graphics set repository]].''<br />
<br />
A '''character set''', or simply '''tileset''', is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII). They are used to display the main graphics.<br />
<br />
=Background=<br />
The default tilesets (640x300 and 800x600) render 8x12 and 10x12 characters respectively, with majuscule latin letters occupying a 7x9 box, and appear broadly similar to the IBM MDA font based on the shape of the "0", "g", and "f" characters (but with slight differences including the "0", "W", and "y"). The exact origin of the DF font is unknown.<br />
<br />
=Installation=<br />
To use a specific tileset with Dwarf Fortress you must perform the following steps:<br />
<br />
# Download the tileset to your computer. Each tileset is just an image, so there is no separate download link. ('''Right-Click''' on the tileset image and '''Save-As'''.)<br />
# If necessary, convert the tileset to the correct image format for the version of DF you are using:<br />
## For ''DF 0.28.181.40d'' or older: Open the file in an image editor and save it as a '''24-bit bitmap''' (BMP) if it isn't already in that format.<br />
## For ''DF 0.31'' or newer: Open the file in an image editor and save it as a '''PNG''' with ''transparency'' if it isn't already in that format.<br />
# Move/Copy the file to the DF art directory (''<DF Dir>/data/art'').<br />
# Edit the initialization configuration file (''<DF Dir>/data/init/init.txt'') to specify the tileset file to use. There are four locations that can be changed:<br />
## Specify the tileset for a windowed display by setting the filename in the '''[FONT:''<filename>'']''' tag.<br />
## Specify the tileset for a full-screen display by setting the filename in the '''[FULLFONT:''<filename>'']''' tag.<br />
## Specify the tileset for a windowed graphical display by setting the filename in the '''[GRAPHICS_FONT:''<filename>'']''' tag.<br />
## Specify the tileset for a full-screen graphical display by setting the filename in the '''[GRAPHICS_FULLFONT:''<filename>'']''' tag.<br />
## Once you have made the changes you need to remember to save the file.<br />
<br />
If the selected tileset requires modifications to the Raws, you will have to make those edits. What those changes are will depend on the tileset itself.<br />
<br />
Once the file is saved and the required changes are made, you are ready to play DF with your new tileset!<br />
<br />
=Square Tilesets=<br />
<br />
==5&times;5==<br />
<br />
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] <br />
<br />
{{Tileset|<br />
|image=[[Image:Kein_400x125.png]]<br />
|author=[[User:Kein|Kein]]<br />
|dated=2008-8-7<br />
|size=5&times;5<br />
|resolution=400&times;125<br />
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom_5x5.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2008-11-20<br />
|size=5&times;5<br />
|resolution=400&times;125, 800&times;250, 800&times;500<br />
|comments=<br />
}}<br />
<br />
==6&times;6==<br />
<br />
{{Tileset|<br />
|image=[[Image:Geti_custom_6x6.png]]<br />
|author=[[User:Geti|Geti]]<br />
|dated=2010-08-04<br />
|size=6&times;6<br />
|resolution=480&times;150, 960times;300<br />
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most gliphs, aiming for a crisper look. Best at 2x2 pixels.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord Nightmare 6x6font01.png]]<br />
|author=Lord Nightmare<br />
|dated=2007-11-5<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&times;6, with a seperator column.<br />
}}<br />
<br />
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]<br />
{{Tileset|<br />
|image=[[Image:Lord Nightmare 6x6font02.png]]<br />
|author=Lord Nightmare<br />
|dated=2007-11-12<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Mkv_curses_480x150.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-10-30<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=The first version the tiny tileset, superceded by the version below.<br />
}}<br />
<br />
<br />
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]<br />
{{Tileset|<br />
|image=[[Image:Mkv_curses_480x150_v2.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-10-30<br />
|size=6&times;6<br />
|resolution=480&times;150<br />
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.<br />
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&times;12 and 6&times;6 v2.zip].<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:nobbins6x6.png]]<br />
|author=[[User:Nobbins|Nobbins]]<br />
|dated=2010-01-10<br />
|size=6&times;6<br />
|resolution=480&times;150, 960&times;300<br />
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:nobbin_ts_v2.png]]<br />
|author=[[User:Nobbins|Nobbins]]<br />
|dated=2010-06-28<br />
|size=6&times;6<br />
|resolution=480&times;150, 960&times;300<br />
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]<br />
}}<br />
<br />
==7&times;7==<br />
<br />
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]<br />
<br />
{{Tileset|<br />
image=[[Image:Herrbdog_7x7_tileset.gif]]<br />
|author=[[User:herrbdog|herrbdog]]<br />
|dated=2007-10-30<br />
|size=7&times;7<br />
|resolution=560&times;175<br />
|comments=<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:terbert_7x7.png]]<br />
|author=[[User:Terbert|Terbert]]<br />
|dated=2009-6-30<br />
|size=7&times;7<br />
|resolution=560&times;175<br />
|comments=This is a 7x7 tileset made for overseeing large constructions <br />
}}<br />
<br />
==8&times;8==<br />
[[Image:df_anikki_2.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_8x8.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=8&times;8<br />
|resolution=640&times;200 native.<br />
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]<br />
<br />
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.<br />
}}<br />
<br />
[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]<br />
<br />
{{Tileset|<br />
|title=cheepicus_8x8<br />
|image=[[Image:cheepicus_8x8.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2014-4-3<br />
|size=8&times;8<br />
|resolution=640&times;200<br />
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Jdpage_8x8.png]]<br />
|author=[[User:Jdpage|Jdpage]]<br />
|dated=2010-09-15<br />
|size=8&times;8<br />
|resolution=640&times;200 native.<br />
|comments=Modified version of the [[#Anikki|Anikki]] 8x8 tileset. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:CGA8x8thick.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;400<br />
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.<br />
}}<br />
<br />
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&times;8 CGA tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:CGA8x8thin.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2008-6-6<br />
|size=8&times;8<br />
|resolution=640&times;400<br />
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:LN_EGA8x8.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;400<br />
|comments=The IBM EGA 8&times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Pastiche_8x8.png]]<br />
|author=[[User:Tejón|tejón]]<br />
|dated=2012-6-12<br />
|size=8&times;8<br />
|resolution=640&times;200 @ 80&times;25.<br />
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Potash_8x8.png]]<br />
|author=[[User:Tejón|tejón]]<br />
|dated=2012-6-12<br />
|size=8&times;8<br />
|resolution=640&times;200 @ 80&times;25.<br />
|comments=I like packing as much on the screen as I can, but 8&times;8 is just too crowded for 1920&times;1080 fullscreen. I intended to make a 10&times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of Dwarf Fortress should you happen to find yourself stuck in 1985.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Acorntileset8x8.png]]<br />
|author=[[User:Xenomorph|Xenomorph]]<br />
|dated=2008-8-9<br />
|size=8&times;8<br />
|resolution=640&times;200<br />
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro. This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437). It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]<br />
}}<br />
<br />
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:yayo_c64_640x200.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;200<br />
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&times;16 version [[#Yayo_2|below]]. :)<br />
}}<br />
<br />
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&times;8 tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_msx.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=8&times;8<br />
|resolution=640&times;200 or 640&times;400<br />
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.<br />
}}<br />
<br />
<br />
==9&times;9==<br />
<br />
[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]<br />
{{Tileset|<br />
|image=[[Image:720x225_SmoothWalls.PNG]]<br />
|author=[[User:Dorten|Dorten]]<br />
|dated=2009-2-13<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:720x225_SmoothWalls7.png]]<br />
|author=[[User:Dorten|Dorten]]<br />
|dated=2009-2-13<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=Minor tweak so the 7's don't look like question marks.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Nostalgia_720x225.png]]<br />
|author=[[User:Maus|maus]]<br />
|dated=2007-10-30<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].<br />
}}<br />
<br />
[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]<br />
{{Tileset|<br />
|image=[[Image:DortenSolid.png]]<br />
|author=[[User:Qjet|Qjet]]<br />
|dated=2009-2-13<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.<br />
}}<br />
<br />
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]<br />
{{Tileset|<br />
|image=[[Image:Curses_720x225_8d6752.png]]<br />
|author=[[User:Savok|Savok]]<br />
|dated=2007-10-30<br />
|size=9&times;9<br />
|resolution=720&times;225<br />
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:<br>I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.<br />
}}<br />
<br />
==10&times;10==<br />
<br />
<br />
[[Image:df_anikki_1.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_10x10.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=10&times;10<br />
|resolution=800&times;250 native.<br />
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]<br />
(Note: The up and down ramps are reversed.)<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:buddy.png]]<br />
|author=buddy<br />
|dated=2014-07-12<br />
|size=10&times;10<br />
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.<br />
<br />
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.<br />
<br />
[PILLAR_TILE:10]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:buddy--graphical.png]]<br />
|author=buddy<br />
|dated=2014-07-16<br />
|size=10&times;10<br />
|comments=The graphical version of my tileset.<br />
<br />
data/init/d_init.txt:<br/><br />
[PILLAR_TILE:10]<br/><br />
[TREE_BRANCHES:171]<br />
<br />
raw/objects/creature_standard.txt:<br/><br />
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:ddw.png]]<br />
|author=[[User:Ddw|Ddw]]<br />
|dated=2011-03-10<br />
|size=10&times;10<br />
|resolution=800&times;250 native<br />
|comments=Based on Anikki, with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] <br />
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Paul_10x10.png]]<br />
|author=[[User:Paul|Paul]]<br />
|dated=2008-9-5<br />
|size=10&times;10<br />
|resolution=800&times;250 for 80&times;25 grid size, others just multiply grid by 10.<br />
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Potash_10x10.png]]<br />
|author=[[User:Tejón|tejón]]<br />
|dated=2012-6-12<br />
|size=10&times;10<br />
|resolution=800&times;250 @ 80&times;25.<br />
|comments=The "full size" version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.<br />
}}<br />
<br />
[[Image:Taffer.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Taffer 10x10.png]]<br />
|author=[[User:Taffer|Taffer]]<br />
|dated=2017-01-10<br />
|size=10&times;10<br />
|resolution=Looks decent at almost any resolution.<br />
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities. I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Terbert_10x10.png]]<br />
|author=[[User:Terbert|Terbert]]<br />
|dated=2009-6-30<br />
|size=10&times;10<br />
|resolution=800&times;250<br />
|comments=This is Terbert's First tileset<br />
}}<br />
<br />
[[Image:Df_tock10_1.PNG|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Tocky_square_10x10.png]]<br />
|author=[[User:Tocky|Tocky]]<br />
|dated=2007-11-15<br />
|size=10&times;10<br />
|resolution=800&times;250 native, 800&times;500 for fullscreen.<br />
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '<' and '>', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. <br />
}}<br />
<br />
==11&times;11==<br />
<br />
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:terminus.png]]<br />
|author=[[User:Gekz|Gekz]]<br />
|dated=2010-1-08<br />
|size=11&times;11<br />
|resolution=880&times;275<br />
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.<br />
<br />
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.<br />
}}<br />
<br />
==12&times;12==<br />
<br />
{{Tileset|<br />
|image=[[Image:Alloy_curses_12x12.png]]<br />
|author=[[User:Alloy|Alloy]]<br />
|dated=2010-12-3 - v1.1<br />
|size=12&times;12<br />
|resolution=960&times;300 native.<br />
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.<br />
}}<br />
<br />
<br />
[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]<br />
<br />
{{Tileset|<br />
|title=cheepicus_12x12<br />
|image=[[Image:cheepicus_12x12.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2010-8-4<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.<br />
<br />
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)<br />
}}<br />
<br />
<br />
[[Image:Unknown curses 12x12 & Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Unknown curses 12x12 & Markvii Walls.png]]<br />
|author=DDR & Others<br />
|dated=2010-9-3<br />
|size=12&times;12<br />
|resolution=960&times;300 native<br />
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Haberdash_curses_12x12.png]]<br />
|author=[[User:Haberdash|Haberdash]]<br />
|dated=2014-07-24<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:DB_curses_12x12.PNG]]<br />
|author=[[User:Hanuman|Hanuman]]<br />
|dated=2008-7-23<br />
|size=12&times;12<br />
|resolution=900&times;300<br />
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]<br />
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Herrbdog_144.png]]<br />
|author=Herrbdog<br />
|dated=2007-10-30<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Dullard_Exponent_12x12.png]]<br />
|author=Lord Dullard/Exponent<br />
|dated=2009-3-30<br />
|size=12&times;12<br />
|resolution=960&times;300 native<br />
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-12-4<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.<br> Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Mkv_solidcurses_960x300.png]]<br />
|author=[[User:Markavian|Markavian]]<br />
|dated=2007-10-30<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.<br> <br />
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].<br />
}}<br />
<br />
[[Image:Rev7.PNG|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Markvii.png]]<br />
|author=[[User:Turnip|Turnip]]<br />
|dated=2009-7-9<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=My revision of Markavian's tileset, made to be more "curvy"<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Tileset_unknown_960x300_02.png]]<br />
|author=Unknown<br />
|dated=2007-10-30<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. <!-- no need to say that for the default characters --><br />
}}<br />
<br />
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&times;12 v2]]<br />
{{Tileset|<br />
|image=[[Image:Unknown_curses_12x12.png]]<br />
|author=Unknown<br />
|dated=2007-11-24<br />
|size=12&times;12<br />
|resolution=960&times;300<br />
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]<br />
}}<br />
<br />
[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:nice_curses_12x12.png]]<br />
|author=[[User:Vidumec|Vidumec]]<br />
|dated=2013-01-30<br />
|size=12&times;12<br />
|resolution=960&times;300 native<br />
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.<br />
}}<br />
<br />
==13&times;13==<br />
<br />
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:yayo_tunur_1040x325.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2007-10-30<br />
|size=13&times;13<br />
|resolution=1040&times;325<br />
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means "style" in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kren_13x13.png]]<br />
|author=[[User:Krenshala|krenshala]]<br />
|dated=2015-12-27<br />
|size=13&times;13<br />
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&times;768), but still be clearly legible. I think I have succeeded in that goal. On a 1680&times;1050 display the resolution is 129&times;80 with this tileset.<br />
}}<br />
<br />
==15&times;15==<br />
<br />
[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]<br />
<br />
{{Tileset|<br />
|title=cheepicus_15x15<br />
|image=[[Image:cheepicus_15x15.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2012-5-6<br />
|size=15&times;15<br />
|resolution=1200&times;375<br />
|comments=I find the text hard to read in most other tilesets, so I made a new one. Mostly ASCII with a few graphical nods. Lower right char is for PILLAR:255 in df_init.<br />
<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Talryth_square_15x15.png]]<br />
|author=[[User:Talryth|Talryth]]<br />
|dated=2010-06-18<br />
|size=15&times;15<br />
|resolution=1440&times;900 (96&times;60 grid size)<br/>1680&times;1050 (112&times;70 grid size)<br />
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.<br />
}}<br />
<br />
[[Image:Df_screen1.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Vidumec_15x15.png]]<br />
|author=[[User:Vidumec|Vidumec]]<br />
|dated=2011-09-05<br />
|size=15&times;15<br />
|resolution=1440&times;900 (96&times;60 grid size)<br/>1680&times;1050 (112&times;70 grid size)<br/>Actually looks good on any resolution<br />
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!<br />
}}<br />
<br />
==16&times;16==<br />
<br />
{{Tileset|<br />
|image=[[Image:Aesomatica_16x16.png]]<br />
|author=[[User:Aesomatica|Aesomatica]]<br />
|dated=2008-11-29<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.<br />
}}<br />
<br />
[[Image:df_anikki_2.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_16x16.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Anno_16x16.png]]<br />
|author=[[User:AbuDhabi|AbuDhabi]]<br />
|dated=2011-03-19<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Based on Anikki's 16x16 tileset, but smoothed/enhanced and with the dwarf images reworked.<br />
}}<br />
<br />
[[Image:Bisasam_16x16_preview.png|thumb|right]]<br />
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_16x16.png]]<br />
|author=Bisasam<br />
|dated=2010-01-11<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.<br />
}}<br />
<br />
[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]<br />
{{Tileset|<br />
|title=cheepicus_8x8x2<br />
|image=[[Image:cheepicus_8x8x2.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2014-4-3<br />
|size=16&times;16 (doubled 8x8)<br />
|resolution=1280&times;400 native.<br />
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel. Hand-made, mostly ASCII.<br />
}}<br />
<br />
[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]<br />
[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]<br />
{{Tileset|<br />
|title=cheepicus_16x16<br />
|image=[[Image:cheepicus_16x16.png]]<br />
|author=[[User:Cheepicus|Cheepicus]]<br />
|dated=2014-5-10<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.<br />
}}<br />
<br />
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]<br />
{{Tileset|<br />
|image=[[Image:Cooz_curses_square_16x16.png]]<br />
|author=[[User:Cooz|Cooz]]<br />
|dated=2009-2-28<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].<br />
}}<br />
<br />
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]<br />
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]<br />
<br />
{{Tileset|<br />
image=[[Image:Guybrush_square_16x16.png]]<br />
|author=[[User:Guybrush|Guybrush]]<br />
|dated=2007-11-15<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A 16&times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut & paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.<br />
<br />
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}<br />
<br />
{{Tileset|<br />
image=[[Image:GuybrushASCII_curses_square_16x16.png]]<br />
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Herrbdog_16x16_tileset.gif]]<br />
|author=Herrbdog<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=The 16&times;16 version of Herrbdog's tileset.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:MRC_square_16x16.png]]<br />
|author=Inquisitor Saturn<br />
|dated=2008-5-18<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kai-1280x400-v2 7512b5.png]]<br />
|author=Kaishaku<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A square 1280&times;400 font. Simple and legible. Converted from roarl's 16&times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kelora_16x16_diagonal.png]]<br />
|author=[[User:Kelora|Kelora]]<br />
|dated=2009-7-26<br />
|size=16&times;16<br />
|resolution=<br />
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.<br />
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kelora_16x16_diagonal-clouds.png]]<br />
|author=[[User:Kelora|Kelora]]<br />
|size=16&times;16<br />
|resolution=<br />
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.<br />
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kenran.png]]<br />
|author=[[User:Kenran|Kenran]]<br />
|size=16&times;16<br />
|resolution=<br />
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kjammer square 16x16 v02.png]]<br />
|author=[[User:Klokjammer|Klokjammer]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Name: ''"Masked Adventurer"'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Kjammer square 16x16 v00.png]]<br />
|author=[[User:Klokjammer|Klokjammer]]<br />
|dated=2007-10-31<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A "clean" version of the above set, one without any fancy tiles (except for the dwarves).<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Md_curses_16x16.png]]<br />
|author=[[User:Marble Dice|Marble Dice]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:DF-Nordic_v1.png]]<br />
|author=[[User:Techhead|Techhead]]<br />
|dated=2009-3-26<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:PTTGV2tiles.png]]<br />
|author=[[User:PTTG|PTTG]]<br />
|dated=2007-11-21<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Msgothic.png]]<br />
|author=[[User:Random832]]<br />
|dated=2009-4-22<br />
|size=16&times;16<br />
|resolution=1280&times;800 etc<br />
|comments=Based on the ï¼ï¼³ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Raving_1280x400.png]]<br />
|author=[[User:RavingManiac|RavingManiac]]<br />
|dated=2010-3-13<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.<br />
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
image=[[Image:Redjack17.png]]<br />
|author=[[User:Jackard|Jackard]]<br />
|dated=2008-7-22<br />
|size=16x16<br />
|resolution=1280x400<br />
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look. ''Note: Bins are hard to see using this tileset because the "bin" tile is also used as the "up/down staircase" tile. [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''<br />
<br />
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}<br />
<br />
{{Tileset|<br />
|image=[[Image:16x16_sm.png]]<br />
|author=[[User:RogueYun|Rogue Yun]]<br />
|dated=2015-06-09<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Sapphos_square_16x16.png]]<br />
|author=Sappho<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Another square font, target resolution 1280&times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Savok_curses_1280x400_517caa.png]]<br />
|author=[[User:Savok|Savok]]<br />
|dated=2008-6-16<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.<br>In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.<br>If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.<br>Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:SFE_Curses_square_16x16.png]]<br />
|author=Super Foul Egg<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Tahin_16x16_rounded.png]]<br />
|author=[[User:Tahin|Tahin]]<br />
|dated=2007-12-28<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Based on Marble Dice's tileset, above. Smoothed corners are "rounded", which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard "L" tiles to fit together nicely, but "T" and "+" don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Tyr_1280x400.PNG]]<br />
|author=[[User:Tyrving|Tyrving]]<br />
|dated=2008-2-15<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.<br />
}}<br />
<br />
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]<br />
|author=[[User:Winterwing|Winterwing]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Like usual, lucida console with cleartype. Creative, huh. :)<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Yayo_c64_1280x400_83b157.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2007-10-30<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Name: Yayo's C64; The 16&times;16 version of Yayo's tileset.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_16x16.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-11-10<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Because everyone is making one.<br />
}}<br />
<br />
[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]<br />
{{Tileset|<br />
|image=[[Image:Zilk_16x16.png]]<br />
|author=[[User:Zilk|Zilk]]<br />
|dated=2015-7-15<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.<br />
}}<br />
<br />
==18&times;18==<br />
<br />
{{Tileset|<br />
|image=[[Image:Haowan_Curses_1440x450.png]]<br />
|author=Haowan<br />
|dated=2007-11-2<br />
|size=18&times;18<br />
|resolution=1440&times;450<br />
|comments=An enlarged version of a square version of the default set.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Teeto_K_18x18.PNG]]<br />
|author=[[User:Teeto_K|Teeto_K]]<br />
|dated=2008-10-24<br />
|size=18&times;18<br />
|resolution=1440&times;450<br />
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his "Nostalgia" tileset]], however, it has been heavily revised. The entire font has been "smoothed over", and many of the symbols changed to more "graphical" representations of the items they represent. An attempt to fill the void of "graphic heavy" tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a "graphics enhanced" play area. Special thanks to Maus for the font, and Guybrush for the inspiration.<br />
}}<br />
<br />
==20&times;20==<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Anikki_square_20x20.png]]<br />
|author=[[User:Anikki|Anikki]]<br />
|dated=2008-7-27<br />
|size=20&times;20<br />
|resolution=1600&times;500 native.<br />
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]<br />
(Note: The up and down ramps are reversed.)<br />
}}<br />
<br />
[[Image:Bisasam_20x20_preview.png|thumb|right]]<br />
[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_20x20.png]]<br />
|author=Bisasam<br />
|dated=2010-05-15<br />
|size=20&times;20<br />
|resolution=1600&times;500 (80x25 grid size); 1600&times;1000 (80x50 grid size)<br />
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.<br />
}}<br />
<br />
[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]<br />
[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_20x20_ascii.png]]<br />
|author=Bisasam<br />
|dated=2010-05-15<br />
|size=20&times;20<br />
|resolution=1600&times;500 (80x25 grid size); 1600&times;1000 (80x50 grid size)<br />
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Taffer_20x20.png]]<br />
|author=[[User:Taffer|Taffer]]<br />
|dated=2017-01-10<br />
|size=20&times;20<br />
|resolution=Looks best at high resolutions, or on very large monitors.<br />
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities. I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.<br />
}}<br />
<br />
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Oreslam_1920x1200_20x20.png]]<br />
|author=[[User:Yayo|Yayo]]<br />
|dated=2009-09-12<br />
|size=20&times;20<br />
|resolution=1920&times;1200<br />
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means "Large Clear Stone". I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}<br />
<br />
[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Bisasam_20x20_mod_T.png]]<br />
|author=yobbo<br />
|dated=2014-07-13<br />
|size=20&times;20<br />
|resolution=1600&times;500 (80x25 grid size); 1600&times;1000 (80x50 grid size)<br />
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.<br />
}}<br />
<br />
==24&times;24==<br />
<br />
{{Tileset|<br />
|image=[[File:Curses square 24.png]]<br />
|author=DragonDePlatino<br />
|dated=2015-06-01<br />
|size=24&times;24<br />
|resolution=1920&times;600<br />
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.}}<br />
[[Image:Bisasam_24x24_preview.png|thumb|right]]<br />
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]<br />
|author=Bisasam<br />
|dated=2010-01-01<br />
|size=24&times;24<br />
|resolution=1920&times;600 (80x25 grid size); 1920&times;1200 (80x50 grid size)<br />
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.<br />
}}<br />
<br />
[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&times;24 tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Nagidal24x24shade.png]]<br />
|author=[[User:Nagidal|Nagidal]]<br />
|dated=2012-06-07<br />
|size=24&times;24<br />
|resolution=1920&times;600 (80&times;25 grid size); 1920&times;1080 (80&times;45 grid size)<br />
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].<br />
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].}}<br />
<br />
==32&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]<br />
|author=Sir Henry<br />
|dated=2009-8-19<br />
|size=32&times;32<br />
|resolution=2560&times;800<br />
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. <br />
}}<br />
<br />
<br />
==64&times;64==<br />
<br />
{{Tileset|<br />
|image=[[:Image:hack_square_64x64.png|Not shown due to size]]<br />
|author=Taywee<br />
|dated=2016-06-21<br />
|size=64&times;64<br />
|resolution=1024&times;1024<br />
|comments=Built this from the fantastic [https://github.com/chrissimpkins/Hack Hack] font, as I have a high-dpi monitor and wanted a good-looking text tileset of a decent resolution.<br />
}}<br />
<br />
=Square Tilesets for Edited Raws=<br />
<br />
:''If you cannot find the altered raws of a tileset for your version of Dwarf Fortress have a look at the [[Raw tile selector]] tool.''<br />
<br />
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.<br />
<br />
==8&times;8==<br />
<br />
[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Crazy 8x8s.png]]<br />
|author=PigtailLlama<br />
|dated=2012-6-14<br />
|size=8&times;8<br />
|resolution=640&times;200 or 640&times;400<br />
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!<br />
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''<br />
}}<br />
<br />
==12&times;12==<br />
<br />
[[Image:Grim Fortress Logo.png|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[File:Grim Fortress sample tileset.png]]<br />
|author=Lightrow<br />
|dated=2013-2-3<br />
|size=12&times;12 (also available in 9&times;12<br />
|resolution=1024&times;768<br />
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified "BLACK" value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name "Grim Fortress" fits well. <br />
:''See [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''<br />
}}<br />
<br />
[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Jolly12x12.png]]<br />
|author=Alexander Ocias<br />
|dated=2012-3-11<br />
|size=12&times;12 (also available in 9&times;12)<br />
|resolution=1024&times;768<br />
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D<br />
:''See [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''<br />
}}<br />
<br />
==16&times;16==<br />
<br />
[[Image:Belal_Example.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Belal_Smooth_Walls.png]]<br />
|author=[[User:Belal|Belal]]<br />
|dated=2009-1-9<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset. I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] <br />
}}<br />
[[Image:DarkondDigsDeeper_16x16.png |thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:DarkondDigsDeeper_16x16.png ]]<br />
|author=[[User:Darkond2100|Darkond2100]]<br />
|dated=2010-3-6<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla. <br />
}}<br />
<br />
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]<br />
<!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]<br />
[[Image:Dwarfletter3.png|thumb|right|Foliage]]<br />
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--><br />
<br />
{{Tileset|<br />
image=[[Image:DwarfletterGothic.PNG]]<br />
|author=LordZorinthrox<br />
|dated=2009-7-20<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]<br /><br />
;see also <br />
:[[:File:Dwarfletter2.png|Status screen - Font]]<br />
:[[:File:Dwarfletter3.png|Foliage]]<br />
:[[:File:Dwarfletter4.png|Ballista]]<br />
}}<br />
<br />
{{Tileset|<br />
image=[[Image:Flying_Mage_square_16x16.png]]<br />
|author=[[User:Flying Mage|Flying Mage]]<br />
|dated=2008-4-12<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A 16&times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)<br><br />
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]<br><br />
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]<br />
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]<br />
}}<br />
<br />
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]<br />
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]<br />
{{Tileset|<br />
|image=[[Image:Gold_plated_16x16_v2.png]]<br />
|author=[[User:DrD_AVEL|DrD_AVEL]]<br />
|dated=2010-Jun-17 <br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.<br />
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)<br />
<br />
[[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]]<br />
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]<br />
}}<br />
<br />
'''Gold Plated (bmp-version)'''<br />
[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]<br />
{{Tileset|<br />
|image=[[Image:Gold-plated-bmp-16x16.png]]<br />
|author=[[User:DrD_AVEL|DrD_AVEL]]<br />
|dated=2010-Apr-02 <br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) <br />
}}<br />
<br />
[[Image:Hermano example.png|thumb|right|example]]<br />
{{Tileset|<br />
|image=[[Image:Hermano.png]]<br />
|author=[[User:hermano|hermano]]<br />
|dated=2010-2-6<br />
|size=16&times;16<br />
|resolution=1280&times;400 native.<br />
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. <br />
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].<br />
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].<br />
}}<br />
<br />
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:16x16_isenhertz_v2.png]]<br />
|author=[[User:Isenhertz|Isenhertz]]<br />
|dated=2008-7-14<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).<br />
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)<br />
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].<br />
}}<br />
<br />
<br />
[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Lemunde_16x16.png]]<br />
|author=[[User:Lemunde|Lemunde]]<br />
|dated=2010-6-11<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic. You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here]. I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.<br />
<br />
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set. It will probably not look right using it with vanilla Dwarf Fortress.<br />
}}<br />
<br />
[[Image:Martin_16x16_sample.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Martin_16x16.png]]<br />
|author=[[User:Martin|Martin]]<br />
|dated=2009-8-8<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. <br />
<br />
[http://dffd.wimbli.com/file.php?id=1316 Download]<br />
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Phoebus_16x16.png]]<br />
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]<br />
|author=[[User:Phoebus|Phoebus]]<br />
|dated=2011-04-04<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Phssthpok_16x16.png]]<br />
|author=[[User:Phssthpok|Phssthpok]]<br />
|dated=2010-03-07<br />
|size=16&times;16, 24&times;24, 32&times;32<br />
|resolution=2560&times;800<br />
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].<br />
<br />
[[:Image:Phssthpok 32x32.png|32x32 version]]<br />
<br />
[[:Image:Phssthpok 24x24.png|24x24 version]]<br />
<br />
[[:Image:Phssthpok 16x16.png|16x16 version]]<br />
<br />
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]<br />
}}<br />
<br />
{{Tileset|<br />
image=[[Image:SL_square_16x16.png]]<br />
|author=[[User:SL]]<br />
|dated=2008-8-3<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]<br />
}}<br />
<br />
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Autonomous_Font.png]]<br />
|author=Spreggo<br />
|dated=2009-2-2<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Synergy.png]]<br />
|author=[[User:Dvorovic|Dvorovic]]<br />
|dated=2010-10-8<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]<br />
}}<br />
<br />
[[Image:SS_moons_square_16x16.PNG|thumb|right]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Moons_square_16x16.PNG]]<br />
|author=[[User:The-Moon|The-Moon]]<br />
|dated=2008-3-24<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}<br />
<br />
{{Tileset|<br />
|image=[[Image:tigrex3d.PNG]]<br />
|author=[[User:Tigrex|Tigrex]]<br />
|dated=2009-2-22<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set. It incorporates many original creations of mine, and I hope you like it.}}<br />
<br />
{{Tileset|<br />
|image=[[Image:tigrex3drunes.PNG]]<br />
|author=[[User:Tigrex|Tigrex]]<br />
|dated=2009-4-10<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience. CAUTION! This tileset has little practical value, and may induce myopia, blindness, or death.}}<br />
<br />
[[Image:example_tims.png|thumb|right]]<br />
{{Tileset|<br />
|image=[[Image:Tims_16x16.png]]<br />
|author=[[User:Timmeh|Timmeh]]<br />
|dated=2009-8-12<br />
|size=16&times;16<br />
|resolution=1280&times;400<br />
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets. Replaces the black box that normally surrounds the walls with a copy of the floor tile. [http://mkv25.net/dfma/map-5740-foresthold Example Fort]<br />
}}<br />
<br />
<br />
=Non-Square Tilesets=<br />
<br />
==4&times;6==<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]<br />
|author=Lord Nightmare/Microsoft<br />
|dated=2008-1-27<br />
|size=4&times;6<br />
|resolution=320&times;150<br />
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!<br />
}}<br />
<br />
<br />
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] <br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom_4x6.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=4&times;6<br />
|resolution=320&times;150<br />
|comments=<br />
}}<br />
<br />
==5&times;6==<br />
<br />
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] <br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom_5x6.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=5&times;6<br />
|resolution=400&times;150, 800&times;300, 800&times;600<br />
|comments=<br />
}}<br />
<br />
==6&times;8==<br />
<br />
{{Tileset|<br />
|image=[[Image:Font6x8.png]]<br />
|author=[[User:Thief^|Thief^]]<br />
|dated=2011-04-05<br />
|size=6&times;8<br />
|resolution=480&times;200, 960&times;400, 1152&times;864<br />
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]<br />
}}<br />
<br />
==6&times;9==<br />
<br />
{{Tileset|<br />
|image=[[Image:Curses6x9.png]]<br />
|author=Madk<br />
|dated=2010-6-21<br />
|size=6&times;9<br />
|resolution=480&times;225<br />
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.<br />
}}<br />
<br />
==6&times;10==<br />
<br />
{{Tileset|<br />
|image=[[File:Bedstead-10-df.png]]<br />
|author=[[User:Bjh21|Ben Harris]]<br />
|dated=2013-11-24<br />
|size=6&times;10<br />
|resolution=480&times;250<br />
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design. There is a larger version below.<br />
}}<br />
<br />
==8&times;12==<br />
<br />
{{Tileset|<br />
|image=[[File:Andux_cp866ish.png]]<br />
|author=[[User:Andux|Andux]]<br />
|dated=2011-05-03<br />
|size=8&times;12<br />
|resolution=640&times;480<br />
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[File:Andux_sleipnir_8x12_tf.png]]<br />
|author=[[User:Andux|Andux]]<br />
|dated=2012-08-07<br />
|size=8&times;12<br />
|resolution=640&times;480<br />
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [http://www.myfonts.com/fonts/facetype/loki/ Loki] by Marcus Sterz/FaceType.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[File:DF+Tileset.png]]<br />
|author=[[User:Coaldiamond|Coaldiamond]]<br />
|dated=2010-6-18<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{k|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. <br />
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.<br />
}}<br />
<br />
<br />
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Kein_640x300.png]]<br />
|author=Kein<br />
|dated=2008-8-9<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&times;300, everything completely shaded.<br />
}}<br />
<br />
<br />
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Plac1d_640x300tileset.png]]<br />
|author=[[User:Plac1d|Plac1d]]<br />
|dated=2008-3-13<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments=A tweaked version of [[#Tocky|Tocky's 10&times;10 tileset]] converted to 8&times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!<br />
<br />
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Curses 640x300diag.png]]<br />
|author=Taritus<br />
|dated=2009-03-23<br />
|size=8&times;12<br />
|resolution=640&times;300<br />
|comments=Yuppers. I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request. I decided, "Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that." And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)<br />
}}<br />
<br />
==8&times;14==<br />
<br />
{{Tileset|<br />
|image=[[Image:MDA8x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:EGA8x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.<br />
Thanks to Zaratustra for poking me into getting this done, and for related help.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:CP850.png]]<br />
|author=Tae/IBM<br />
|dated=2009-9-06<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=Play the Dwarf Fortress game in CP 850.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_megazeux2.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=8&times;14<br />
|resolution=640&times;350<br />
|comments=EGA font with added Megazeux modifications.<br />
}}<br />
<br />
==8&times;15==<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]<br />
|author=Lord Nightmare/Microsoft<br />
|dated=2007-12-20<br />
|size=8&times;15<br />
|resolution=640&times;375<br />
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.<br />
}}<br />
<br />
==8&times;16==<br />
<br />
{{Tileset|<br />
|image=[[Image:VGA8x16.png]]<br />
|author=Lord Nightmare/IBM?<br />
|dated=2007-10-30<br />
|size=8&times;16<br />
|resolution=640&times;400<br />
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]<br />
|author=Lord Nightmare/Microsoft<br />
|dated=2007-12-20<br />
|size=8&times;16<br />
|resolution=640&times;400<br />
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Acorntileset.png]]<br />
|author=[[User:Xenomorph|Xenomorph]]<br />
|dated=2008-8-9<br />
|size=8&times;16<br />
|resolution=640&times;400<br />
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro. This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]<br />
}}<br />
<br />
==9&times;12==<br />
<br />
{{Tileset|<br />
|image=[[Image:Yoshis_island.png]]<br />
|author=[[User:Nobbins|Nobbins]]<br />
|dated=2011-03-20<br />
|size=9&times;12<br />
|resolution=720&times;300, 720&times;600 (non-recommended)<br />
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. <br />
}}<br />
<br />
==9&times;14==<br />
<br />
{{Tileset|<br />
|image=[[Image:MDA9x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=9&times;14<br />
|resolution=720&times;350<br />
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:EGA9x14.png]]<br />
|author=Lord Nightmare/IBM<br />
|dated=2007-10-30<br />
|size=9&times;14<br />
|resolution=720&times;350<br />
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '"', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).<br />
}}<br />
<br />
==9&times;16==<br />
<br />
{{Tileset|<br />
|image=[[Image:VGA9x16.png]]<br />
|author=Quietust/IBM?<br />
|dated=2009-7-24<br />
|size=9&times;16<br />
|resolution=720&times;400<br />
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.<br />
}}<br />
<br />
==10&times;12==<br />
<br />
{{Tileset|<br />
|image=[[File:Curses_800x600_shade.png]]<br />
|author=[[User:Chinkeeyong|Chinkeeyong]]<br />
|dated=2009-6-11<br />
|size=10&times;12<br />
|resolution=800&times;600<br />
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:eofshaded800x600pb9_f64ded.png]]<br />
|author=[[User:Eagle of Fire|Eagle of Fire]]<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;600<br />
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same "curses" default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a "beta". I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=11&t=000645 here].<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Sleroux_800x300.png]]<br />
|author=Sergius<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;300<br />
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:nice_curses_10x12.png]]<br />
|author=[[User:Vidumec|Vidumec]]<br />
|dated=2013-01-31<br />
|size=10&times;12<br />
|resolution=800&times;300 <br />
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.<br />
}}<br />
<br />
<br />
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] <br />
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:UncleSporky_curses_800x600.png]]<br />
|author=UncleSporky<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;300<br />
|comments=<br />
}}<br />
<br />
<br />
{{Tileset|<br />
|image=[[Image:Zaratustra_custom800x300ca3.png]]<br />
|author=[[User:Zaratustra|Zaratustra]]<br />
|dated=2007-10-30<br />
|size=10&times;12<br />
|resolution=800&times;300, 800&times;600 (non-recommended)<br />
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. <br />
}}<br />
<br />
==10&times;16==<br />
<br />
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]<br />
|author=Lord Nightmare<br />
|dated=2007-12-23<br />
|size=10&times;16<br />
|resolution=800&times;400<br />
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club<br />
}}<br />
<br />
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]<br />
|author=Lord Nightmare<br />
|dated=2008-3-28<br />
|size=10&times;16<br />
|resolution=800&times;400<br />
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.<br />
}}<br />
<br />
{{Tileset|<br />
|image=[[Image:Vintl01.png]]<br />
|author=Lord Nightmare/Victor-Sirius<br />
|dated=2007-12-19<br />
|size=10&times;16<br />
|resolution=800&times;400<br />
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.<br />
}}<br />
<br />
==12&times;20==<br />
<br />
{{Tileset|<br />
|image=[[File:Bedstead-20-df.png]]<br />
|author=[[User:Bjh21|Ben Harris]]<br />
|dated=2013-11-24<br />
|size=12&times;20<br />
|resolution=960&times;500<br />
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design. There's a smaller version above.<br />
}}<br />
<br />
==16&times;20==<br />
<br />
[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]<br />
<br />
{{Tileset|<br />
|image=[[Image:Shizzle_1280x500.png]]<br />
|author=[[User:MasterShizzle|MasterShizzle]]<br />
|dated=2012-12-10<br />
|size=16&times;20<br />
|resolution=1280&times;500<br />
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.<br />
}}<br />
<br />
==16&times;24==<br />
<br />
{{Tileset|<br />
|image=[[Image:MRC_1280x600.png]]<br />
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]<br />
|dated=2008-2-28<br />
|size=16&times;24<br />
|resolution=1280&times;600<br />
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.<br />
}}<br />
<br />
==16&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]<br />
|author=Lumin<br />
|dated=2007-10-30<br />
|size=16&times;32<br />
|resolution=1280&times;800<br />
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.<br />
}}<br />
<br />
==20&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]<br />
|author=Herrbdog<br />
|dated=2007-10-30<br />
|size=20&times;32<br />
|resolution=1600&times;800<br />
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...<br>I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]<br>Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main "problem" is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) <br><font color=white>. . .<br />
}}<br />
<br />
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]<br />
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]<br />
<br />
{{Tileset|<br />
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]<br />
|author=[[User:Shaja|Shaja]]<br />
|dated=2008-3-27<br />
|size=20&times;32<br />
|resolution=1600&times;800<br />
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.<br />
}}<br />
<br />
==24&times;32==<br />
<br />
{{Tileset|<br />
|image=[[:Image:Terminus24.png|Not shown due to size]]<br />
|author=[[User:Shaja|Shaja]]<br />
|dated=2008-5-19<br />
|size=24&times;32<br />
|resolution=1920&times;800<br />
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.<br />
}}<br />
<br />
==24&times;36==<br />
{{Tileset|<br />
|image=[[Image:Curses_1920x900.png]]<br />
|author=IBM, I think<br />
|dated=2017-02-28<br />
|size=24&times;36<br />
|resolution=1920&times;900 (80&times;25 grid size); 1920&times;1080 (80&times;30 grid size)<br />
|comments=Original curses_640x300.png enlarged to 300%. Good for FullHD displays.}}<br />
<br />
==48&times;72==<br />
{{Tileset|<br />
|image=[[:Image:Vector square 48x72.png|Not shown due to size]]<br />
|author=[[User:DragonDePlatino|DragonDePlatino]]<br />
|dated=2016-11-22<br />
|size=48&times;72<br />
|resolution=3820&times;1920 (4k)<br />
|comments=A resolution-independent tileset based off of curses_640x300.bmp. The tileset was hand-vectorized in Inkscape then exported in multiple resolutions up to 4k. More information and resolutions can be found at the forum thread [http://www.bay12forums.com/smf/index.php?topic=161328.0 here].<br />
}}<br />
<br />
[[Category:Mods]]<br />
[[Category:Interface]]</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=World_generation&diff=230824
World generation
2017-05-11T03:24:12Z
<p>Alexchandel: /* World size */ add size of region & local tiles in overworld</p>
<hr />
<div>{{Quality|Masterwork|15:09, 18 May 2015 (UTC)}}<br />
{{av}}<br />
{{buggy}}<br />
<br />
<br />
<br />
To begin playing ''[[Dwarf Fortress]]'', you must first create a '''world''' to play in. At the game's main menu, you can choose to either {{DFtext|Create New World!}} or {{DFtext|Design New World With Advanced Parameters}}.<br />
<br />
World Generation can take long and may seem like a nuisance, but it is the actual heart of the game. This is where [[Main:Toady One|Toady]] invests most of his time, this is the piece of art that makes ''Dwarf Fortress'' unique enough for the Museum of Modern Art in New York City. While you wait for the counter to finish, an entire fantasy world with unique geography, history and even language is created. Entire civilizations rise, wage war, fall, rise again, and fall. Countless characters, each with unique appearance and personality, live their lives, some of them a calm one, some go out and influence history. The world's complexity could rival the works of Tolkien himself. ''Dwarf Fortress'' is not only a game, it is a gigantic fantasy world simulator. [[Fortress mode|Fortress]] and [[adventurer mode]] allow you to influence a tiny part of that tale and write your own chapter. One chapter in an enormous bookshelf.<br />
<br />
This article will cover basic world generation using the first option.<br />
<br />
:''For information on advanced parameters, see [[advanced world generation]].''<br />
<br />
== Basic world generation menu ==<br />
<br />
The basic world generation menu looks like this.<br />
<br />
[[File:BasicWorldGen.png]]<br />
=== Parameters ===<br />
<br />
Each of the parameters is described below.<br />
<br />
==== World size ====<br />
<br />
"This controls the size of the world map" as it says at the bottom of the screen when this option is highlighted. Also at the bottom of the screen is shown the dimensions of the world that will be generated given the currently selected size. Using Basic World Generation, the size options are:<br />
<br />
* Pocket (17x17 region tiles)<br />
* Smaller (33x33)<br />
* Small (65x65)<br />
* Medium (129x129)<br />
* Large (257x257)<br />
<br />
Each region tile corresponds to 16x16 local area blocks of 48x48 [[tile]]s each.<br />
<br />
Setting this to a larger value will cause world generation to take longer, as more events will need to be calculated per step. In v0.40 selecting bigger worlds will reduce the [[Frames per second|framerate]] (update speed) of the game in fortress mode. Selecting small or smaller worlds is recommended.<br />
<br />
The world size also affects the maximum amount of [[civilization]]s, new civilization sites limit and the number of existing [[forgotten beast]]s.<br />
<br />
{| border = 1 cellspacing="0" cellpadding="5"<br />
|-<br />
!<br />
!width="80"| Pocket<br />
!width="80"| Smaller<br />
!width="80"| Small<br />
!width="80"| Medium<br />
!width="80"| Large<br />
|-<br />
! Forgotten beasts<br />
| style="text-align:center;" | 12<br />
| style="text-align:center;" | 27<br />
| style="text-align:center;" | 75<br />
| style="text-align:center;" | 243<br />
| style="text-align:center;" | 867<br />
|}<br />
<br />
==== History ====<br />
<br />
"This is the length of pre-generated history." The number of years for the currently selected length will be shown in the lower right. Essentially this means the amount of time that civilizations will have to grow, attack each other, and starve to death before the player can start playing. It also determines the amount of time that [[megabeast]]s will have to roam and kill things, get killed, etc. The longer the history, the more historical events will be generated by the time game-play begins.<br />
<br />
Setting this parameter to a higher value will cause world generation to take longer as more events need to be determined. Setting it to a very low value is OK, but will reduce the size of civilizations at game start.<br />
<br />
Higher values will also increase the number of abandoned (sacked) towns and fortresses which can matter for adventure mode, but doesn't matter that much for fortress mode. Recommend value for worlds you plan to use for adventure mode are Short or Medium.<br />
<br />
History will still progress after world generation, concurrently with normal game-play, but this will of course be much slower. Therefore it is recommended to set the history length so that the number of sites, megabeasts, and historical events is roughly what one wants it to be during game-play.<br />
<br />
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].<br />
<br />
==== Number of civilizations ====<br />
<br />
This controls the number of distinct civilizations exist in a world.<br />
<br />
Civilizations are [[Dwarf|dwarves]], [[human]]s, [[goblin]]s, [[kobold]]s and [[Elf|elves]].<br />
<br />
It should be noted that this would refer to different kingdoms of the same races. A smaller number of civilizations (smaller than 5 - 7) may exclude one or two races from your world but less civilizations will reduce the amount of time history generation takes. Larger numbers of civilizations would increase history generation time and make historical events happen much more often.<br />
<br />
The maximum amount of civilizations is affected by the world size. At higher numbers (> 40) humans, kobolds and elves are more frequent than dwarves and goblins.<br />
<br />
{| border = 1 cellspacing="0" cellpadding="5"<br />
|-<br />
!<br />
!width="80"| Pocket<br />
!width="80"| Smaller<br />
!width="80"| Small<br />
!width="80"| Medium<br />
!width="80"| Large<br />
|-<br />
! Very Low<br />
| style="text-align:center;" | 3<br />
| style="text-align:center;" | 3<br />
| style="text-align:center;" | 5<br />
| style="text-align:center;" | 10<br />
| style="text-align:center;" | 10<br />
|-<br />
! Low<br />
| style="text-align:center;" | 4<br />
| style="text-align:center;" | 4<br />
| style="text-align:center;" | 7<br />
| style="text-align:center;" | 20<br />
| style="text-align:center;" | 20<br />
|-<br />
! Medium<br />
| style="text-align:center;" | 5<br />
| style="text-align:center;" | 5<br />
| style="text-align:center;" | 10<br />
| style="text-align:center;" | 40<br />
| style="text-align:center;" | 40<br />
|-<br />
! High<br />
| style="text-align:center;" | 7<br />
| style="text-align:center;" | 8<br />
| style="text-align:center;" | 15<br />
| style="text-align:center;" | 80<br />
| style="text-align:center;" | 80<br />
|-<br />
! Very High<br />
| style="text-align:center;" | 10<br />
| style="text-align:center;" | 12<br />
| style="text-align:center;" | 20<br />
| style="text-align:center;" | 160<br />
| style="text-align:center;" | 160<br />
|}<br />
<br />
==== Maximum number of sites ====<br />
<br />
This affects the maximum number of [[Advanced_world_generation#Site_cap_after_civ_creation|new sites]] such as [[town]]s, [[hamlet]]s, [[forest retreat]]s, etc. existing civilizations can expand to during world generation combined. New sites increase the maximum amount of members of the civilization founding the site.<br />
<br />
High site numbers increase the duration of history generation by a huge amount of time.<br />
With very low site numbers only the civilization's home settlements may exist after a few years of history with a high probability of getting eradicated by some event.<br />
<br />
Turning this up is advised for adventure mode games.<br />
<br />
The total amount of sites is affected by the selected world size.<br />
<br />
{| border = 1 cellspacing="0" cellpadding="5"<br />
|-<br />
!<br />
!width="80"| Pocket<br />
!width="80"| Smaller<br />
!width="80"| Small<br />
!width="80"| Medium<br />
!width="80"| Large<br />
|-<br />
! Very Low<br />
| style="text-align:center;" | 4<br />
| style="text-align:center;" | 17<br />
| style="text-align:center;" | 66<br />
| style="text-align:center;" | 260<br />
| style="text-align:center;" | 375<br />
|-<br />
! Low<br />
| style="text-align:center;" | 13<br />
| style="text-align:center;" | 51<br />
| style="text-align:center;" | 198<br />
| style="text-align:center;" | 780<br />
| style="text-align:center;" | 1125<br />
|-<br />
! Medium<br />
| style="text-align:center;" | 18<br />
| style="text-align:center;" | 68<br />
| style="text-align:center;" | 264<br />
| style="text-align:center;" | 1040<br />
| style="text-align:center;" | 1500<br />
|-<br />
! High<br />
| style="text-align:center;" | 27<br />
| style="text-align:center;" | 102<br />
| style="text-align:center;" | 396<br />
| style="text-align:center;" | 1560<br />
| style="text-align:center;" | 2000<br />
|-<br />
! Very High<br />
| style="text-align:center;" | 36<br />
| style="text-align:center;" | 136<br />
| style="text-align:center;" | 528<br />
| style="text-align:center;" | 2000<br />
| style="text-align:center;" | 2000<br />
|}<br />
<br />
==== Number of beasts ====<br />
<br />
This controls the number of megabeasts, [[semi-megabeast]]s and [[titan]]s that exist at the beginning of the world. They can later die (get killed) due to historical events, so the longer the history the more likely some of these will die.<br />
<br />
The number of beasts does not appear to impact how often your fortress will be attacked by beasts in fortress mode. In adventure mode it means it will be easier to find more megabeasts. If set very low then you may actually run out of beasts during a game.<br />
<br />
Since beasts can attack civilizations, more beasts may reduce the population of the world a little bit.<br />
<br />
The total amount of beasts is affected by the selected world size.<br />
<br />
{| border = 1 cellspacing="0" cellpadding="5"<br />
|-<br />
!<br />
!width="80"| Pocket<br />
!width="80"| Smaller<br />
!width="80"| Small<br />
!width="80"| Medium<br />
!width="80"| Large<br />
|-<br />
! Very Low<br />
| style="text-align:center;" | 0 / 1 / 0<br />
| style="text-align:center;" | 0 / 1 / 0<br />
| style="text-align:center;" | 2 / 4 / 1<br />
| style="text-align:center;" | 9 / 18 / 4<br />
| style="text-align:center;" | 37 / 75 / 16<br />
|-<br />
! Low<br />
| style="text-align:center;" | 0 / 1 / 0<br />
| style="text-align:center;" | 0 / 1 / 0<br />
| style="text-align:center;" | 3 / 6 / 2<br />
| style="text-align:center;" | 13 / 27 / 6<br />
| style="text-align:center;" | 56 / 112 / 24<br />
|-<br />
! Medium<br />
| style="text-align:center;" | 1 / 2 / 1<br />
| style="text-align:center;" | 1 / 2 / 1<br />
| style="text-align:center;" | 4 / 9 / 3<br />
| style="text-align:center;" | 18 / 37 / 9<br />
| style="text-align:center;" | 75 / 150 / 33<br />
|-<br />
! High<br />
| style="text-align:center;" | 1 / 3 / 1<br />
| style="text-align:center;" | 1 / 3 / 1<br />
| style="text-align:center;" | 6 / 13 / 4<br />
| style="text-align:center;" | 27 / 55 / 13<br />
| style="text-align:center;" | 112 / 225 / 49<br />
|-<br />
! Very High<br />
| style="text-align:center;" | 2 / 4 / 2<br />
| style="text-align:center;" | 2 / 4 / 2<br />
| style="text-align:center;" | 8 / 18 / 6<br />
| style="text-align:center;" | 36 / 74 / 18<br />
| style="text-align:center;" | 150 / 300 / 66<br />
|}<br />
*Read numbers as: Megabeasts // Semi-megabeasts // Titans<br />
<br />
==== Natural savagery ====<br />
<br />
Increasing this value increases the number of [[Surroundings#Savage|savage]] [[biome]]s in the world. In short, this means that more areas are likely to have aggressive animals which may try to kill dwarves immediately upon embark and attack adventurers more often while traveling.<br />
<br />
New players may want to just leave this at the Medium setting (which isn't that hard) or set it lower. Turn this up to make the game more [[losing|fun]].<br />
<br />
==== Mineral occurrence ====<br />
<br />
This is a rather important parameter for fortress mode. Sparse means that many areas will only have one or two types of metal ore, if any, which can be very annoying to people until the economy is fully implemented and other metals can more easily be obtained via trade. New players should probably turn this up to Frequent.<br />
<br />
More details: [[Advanced_world_generation#Mineral_Scarcity|Mineral Scarcity]]<br />
<br />
In adventure mode this can impact the types of metals that civilizations have access to, which can affect the types of items that are available in shops. Therefore it may not be a bad idea to turn this up for worlds in which you plan to play adventure mode games.<br />
<br />
== The generation process ==<br />
<br />
Once you're satisfied with your parameter selections, hit {{k|y}} to proceed.<br />
<br />
The screen will show something like this:<br />
<br />
[[File:WorldGenerationScreen.png]]<br />
<br />
The name of the world will be random in basic world generation mode.<br />
<br />
=== Rejections ===<br />
<br />
You may notice that during various phases of the world generation process worlds will be rejected, leading to the rejection count going up and the process starting over. This happens because certain factors such as number of mountain tiles can't be determined ahead of time by the generation process. Instead worlds are generated with parameters which are likely to produce worlds that can support a required number of mountains, and are then checked to make sure they meet the criteria. For example, the random generation of the topography of the land may result in too few high elevation areas to place mountains.<br />
<br />
In practice you don't need to worry about this for basic world generation because the preset hidden values that determine acceptable criteria are designed to decrease the chance of rejections, but certain combinations of basic parameters (especially with very large worlds) may make it harder for the process to generate "acceptable" worlds. Basically what this amounts to is that world generation will just take longer for certain parameter selections that are more difficult for the generator to satisfy.<br />
<br />
=== History ===<br />
<br />
Once the world itself has been generated, the process of generating historical events will begin. This can take a ''very'' long time for large, heavily populated worlds with very long 2,000 year histories.<br />
<br />
=== Finishing ===<br />
<br />
Once everything is complete, you can take a look around using the directional keys. (Using {{k|Shift}}+directional key will make this faster.) If you find yourself confused about what all the characters actually mean, you are not alone. Check out the [[map legend]]. At this point you can either abort the process or hit {{k|Enter}} to save the world to disk.<br />
<br />
Unfortunately the post-generation-process viewer doesn't give you a way to view much information about the world, so unless you really hate the look of the map or something you probably want to just save the world and load it up in [[Legends]] mode to view more information.<br />
<br />
== Getting more advanced ==<br />
<br />
At first you will probably be satisfied with basic world generation, but later you may find that you want to create worlds with specific more extreme conditions. Check out the documentation on [[advanced world generation]] for help with this.<br />
<br />
== Easter Eggs ==<br />
*On the 86th rejected world an error report will appear with four options, this is in reference to the term "86ing" something, which is defined in the Urban Dictionary as "To remove, end usage, or take something out or away." [http://www.urbandictionary.com/define.php?term=86]<br />
<br />
== Bugs ==<br />
*Magma sea breaching into [[HFS]]{{bug|1791}}<br />
*Anti-Gravity Ants - Floating ant hills above river{{bug|3054}}<br />
<br />
{{World}}</div>
Alexchandel
http://dwarffortresswiki.org/index.php?title=Technical_tricks&diff=230558
Technical tricks
2017-04-25T22:03:15Z
<p>Alexchandel: /* Video Card Options */ mention that PRINT_MODE:TEXT uses ANSI 8-color mode + bold to represent 16 colors.</p>
<hr />
<div>{{Quality|Superior|02:41, 9 April 2015 (UTC)}}<br />
{{av}}<br />
<br />
In order to configure Dwarf Fortress to your liking there are two files you can edit, init.txt and d_init.txt. The first file, init.txt, contains mostly the settings pertaining to the window, rendering and sound of Dwarf Fortress. The second file, d_init.txt, contains settings that affect game features such as saving and population controls.<br />
<br />
== Locating your configuration file ==<br />
In most cases, the configuration files for Dwarf Fortress are in the <tt>data/init</tt> folder of the directory you installed it to.<br />
<br />
If you installed Dwarf Fortress on Arch Linux using <tt>pacman</tt>, then running <tt>dwarffortress</tt> will dump the configuration files you should edit into your home directory under <tt>.dwarffortress</tt> - editing the files under <tt>/opt/dwarffortress/data/init</tt> will ''not'' change how the game behaves.<br />
<br />
== Editing the configuration file ==<br />
You can edit the configuration files with any word processing software or text editing software. On Windows, either Notepad or Wordpad will suffice.<br />
All data in these files is contained in what are called tokens. Each token is defined by the text between an opening square bracket, '[', and the first closing square bracket, ']'. Arguments to the various tokens are separated from a token identifier by a colon, ':'.<br />
<br />
== Settings - init.txt ==<br />
<br />
=== Sound ===<br />
*[SOUND:YES]<br />
Change the argument from "YES" to "NO" to completely remove sound and music from the game. If this is "NO", it will not be possible to change the volume from the in game options menu.<br />
<br />
*[VOLUME:255]<br />
Changes the default volume of sound in Dwarf Fortress. The argument can be any value from 0 to 255, with 255 representing 100% volume.<br />
<br />
=== Intro Movie ===<br />
*[INTRO:YES]<br />
Change the argument from "YES" to "NO" to turn off the [[intro movie]].<br />
<br />
=== Window ===<br />
*[WINDOWED:PROMPT]<br />
Changes the window mode that Dwarf Fortress runs in. If this is "PROMPT" the game will ask you if you want to run in windowed or fullscreen mode. If this is "NO" the game will be fullscreen with no prompt, and if this is "YES" the game will be in windowed mode with no prompt.<br />
<br />
*[WINDOWEDX:80]<br />
If this is below 256, this specifies the width of the grid used by Dwarf Fortress with a minimum of 80. As such, the width of the window used will be the product of this value and the width of the font used. If this value is 256 or above, it specifies the width of the window used directly.<br />
<br />
*[WINDOWEDY:25]<br />
If this is below 256, this specifies the height of the grid used by Dwarf Fortress with a minimum of 25. As such, the height of the window used will be the product of this value and the height of the font use. If this value is 256 or above, it specifies the height of the window used directly.<br />
<br />
[WINDOWEDX:98][WINDOWEDY:98] will make window big enough to display whole 2x2 [[embark]] [[site]] with 8x8 [[tileset]] or one embark tile with 16x16 tileset.<br />
<br />
*[FONT:curses_640x300.png]<br />
The font file that Dwarf Fortress uses. This value can be any .bmp or .png image in the data/art folder.<br />
<br />
*[RESIZABLE:YES]<br />
Can be "YES" or "NO". If this is "YES" you can resize the window while Dwarf Fortress is running.<br />
<br />
*[TOPMOST:NO]<br />
If this is set to "YES", the window is kept above all other windows.<br />
<br />
=== Fullscreen ===<br />
These settings are used if the [WINDOWED:PROMPT/YES/NO] token is either "NO", or "PROMPT" and the fullscreen option is chosen.<br />
<br />
*[FULLSCREENX:0]<br />
The width of the screen in fullscreen mode. If the value are 0, Dwarf Fortress chooses the best resolution for you.<br />
<br />
*[FULLSCREENY:0]<br />
The height of the screen in fullscreen mode. If the value is 0, Dwarf Fortress chooses the best resolution for you.<br />
<br />
*[FULLFONT:curses_800x600.png]<br />
The font file that Dwarf Fortress uses. This value can be any .bmp or .png image in the data/art folder.<br />
<br />
*[BLACK_SPACE:YES]<br />
If this is "NO", tiles will be stretched to fit to the screen if there is a resolution mismatch. If this is "YES", the extra space around the grid is filled with black space and the tiles are left unstretched.<br />
<br />
=== Graphics ===<br />
*[GRAPHICS:NO]<br />
Can be "YES" or "NO". If this is "YES", Dwarf Fortress will use the raw/graphics folder for certain tile graphics. Currently this is limited to [[Graphics set repository|creature graphics]].<br />
<br />
*[GRAPHICS_WINDOWEDX:0]<br />
The window width used when Dwarf Fortress is in windowed mode.<br />
<br />
*[GRAPHICS_WINDOWEDY:0]<br />
The window height used when Dwarf Fortress is in windowed mode.<br />
<br />
*[GRAPHICS_FONT:curses_square_16x16.png]<br />
The [[Main:Tileset repository|font]] used by Dwarf Fortress when in windowed mode and [GRAPHICS:YES/NO] is "YES".<br />
<br />
*[GRAPHICS_FULLSCREENX:0]<br />
The width of the screen used by Dwarf Fortress if in fullscreen mode.<br />
<br />
*[GRAPHICS_FULLSCREENY:0]<br />
The height of the screen used by Dwarf Fortress if in fullscreen mode.<br />
<br />
*[GRAPHICS_FULLFONT:curses_square_16x16.png]<br />
The font used by Dwarf Fortress when in fullscreen mode and [GRAPHICS:YES/NO] is "YES".<br />
<br />
*[GRAPHICS_BLACK_SPACE:YES]<br />
If this is "NO", tiles are stretched to fit window in the case of a resolution mismatch. If this is "YES", the extra space is filled with black space and the tiles are left unstretched.<br />
<br />
=== Video Card Options ===<br />
<br />
*[PRINT_MODE:2D]<br />
This value changes how Dwarf Fortress draws to the screen. As such, changing this value can significantly change the performance of Dwarf Fortress on your computer. Possible values for this are "2D", "2DSW", "2DASYNC", "STANDARD", "TEXT", "ACCUM_BUFFER", "FRAME_BUFFER", "VBO" and "PARTIAL". A technical description of what these do can be found [http://www.bay12forums.com/smf/index.php?topic=63667.msg1478550#msg1478550 in this post].<br />
"PARTIAL" print mode takes an additional argument similar to how the PARTIAL_PRINT value worked in previous versions, with the number representing the number of frames a changed tile is rendered before it is skipped.<br />
"TEXT" is only available on OSX and Linux, and uses the 8 ANSI colors with emboldening. OSX users should enable "Use bright colors for bold text" in the Profile tab of their Terminal preferences.<br />
<br />
*[SINGLE_BUFFER:NO]<br />
If this is "NO" Dwarf Fortress will use double buffering, which may reduce flickering of the screen at the expense of a possible (small) drop in frame rate. If this is "YES", double buffering is turned off.<br />
<br />
*[ARB_SYNC:NO]<br />
On video cards that support the OpenGL ARB_sync extension, turning this on can greatly improve performance in GPU overload conditions. However, this can cause Dwarf Fortress to crash on some video cards.<br />
<br />
*[VSYNC:NO]<br />
If this is set to "YES", when Dwarf Fortress redraws the screen it will wait for the monitor to finish its vertical retrace. This can negatively impact your FPS if G_FPS is set high, as the game is forced to suspend calculating game frames to wait for the monitor to finish. The main reason to change this to "YES" is if tearing of the game image occurs regularly for you.<br />
<br />
*[TEXTURE_PARAM:LINEAR]<br />
Can be either "LINEAR" or "NEAREST". If it is "NEAREST", the texture values use the nearest pixel value without averaging. If it is "LINEAR", the texture values use the average of the adjacent pixels. In terms of what the two options do to the graphics, the "LINEAR" option will appear to blur adjacent pixels and can result in a fuzzy appearance. The "NEAREST" option will produce a sharp, pixelated look but may result in images looking clipped at some different screen resolutions.<br />
<br />
=== FPS ===<br />
*[FPS:NO]<br />
If this is "YES" a FPS counter is displayed on the top left corner.<br />
<br />
*[FPS_CAP:100]<br />
The game frames per second the game limits itself to. This changes the number of turns calculated per second, not the graphical frames displayed. If this value is 0 the FPS is uncapped.<br />
<br />
*[G_FPS_CAP:50]<br />
The graphical frames per second the game attempts to draw. This changes the number of times Dwarf Fortress draws itself to the screen per second. Lower numbers will cause Dwarf Fortress to run faster but skip displaying more game frames between each redraw.<br />
To find the number of game frames that are calculated per redraw done by Dwarf Fortress, divide the value for FPS_CAP by the value of G_FPS_CAP. In the default case, this is 100/50=2, so every second frame calculated dwarf fortress will redraw to the screen.<br />
<br />
=== Priority ===<br />
*[PRIORITY:NORMAL]<br />
Change this to affect the process priority of Dwarf Fortress. Higher priorities mean that Dwarf Fortress will run faster and other programs will run slower. Possible values are "REALTIME", "HIGH", "ABOVE_NORMAL", "NORMAL", "BELOW_NORMAL" and "IDLE".<br />
<br />
=== Game Options ===<br />
*[ZOOM_SPEED:10]<br />
How fast the game zooms. A value of 10 corresponds to increasing grid size by 10 units each time you zoom.<br />
<br />
[RECENTER_INTERFACE_SHUTDOWN_MS:0]<br />
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.<br />
<br />
[COMPRESSED_SAVES:YES]<br />
Change this to "NO" if you want to leave save uncompressed. If "YES", saves are compressed in the .zip format to save space.<br />
<br />
=== Mouse ===<br />
*[MOUSE:YES]<br />
Determines if the game accepts mouse input.<br />
<br />
*[MOUSE_PICTURE:NO]<br />
If the game should display a picture in place of the system mouse icon. The picture lags if Dwarf Fortress is lagging.<br />
<br />
=== Keyboard ===<br />
*[KEY_HOLD_MS:250]<br />
The number of milliseconds before holding a key causes it to be repeated.<br />
<br />
*[KEY_REPEAT_MS:150]<br />
The number of milliseconds between consecutive repetitions of a held key.<br />
<br />
*[KEY_REPEAT_ACCEL_LIMIT:8]<br />
*[KEY_REPEAT_ACCEL_START:10]<br />
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.<br />
<br />
*[MACRO_MS:150]<br />
The number of milliseconds between macro instructions.<br />
<br />
== Settings - d_init.txt ==<br />
<br />
=== Save Behavior ===<br />
*[AUTOSAVE:NONE]<br />
When Dwarf Fortress should automatically save your game. If this is "NONE", Dwarf Fortress never saves your game for you. Possible values are "NONE", "SEASONAL" and "YEARLY".<br />
<br />
*[AUTOBACKUP:NO]<br />
If this is "YES", Dwarf Fortress will back up your save file each time it autosaves your game.<br />
<br />
*[AUTOSAVE_PAUSE:NO]<br />
If Dwarf Fortress should pause the game each time it autosaves for you.<br />
<br />
*[INITIAL_SAVE:NO]<br />
If this is "YES", Dwarf Fortress will save the game immediately after you embark.<br />
<br />
=== More Game Options ===<br />
*[IDLERS:TOP]<br />
Where to display the number of idling dwarves. The value can be either "TOP", "BOTTOM", or "OFF".<br />
<br />
*[PAUSE_ON_LOAD:YES]<br />
If "YES", Dwarf Fortress starts Fortress mode paused.<br />
<br />
*[TEMPERATURE:YES]<br />
Turns on or off [[temperature]] ''calculations''. If temperature calculations are off, only a few direct temperature changes will take place. For example, [[magma]] will set tiles and creatures to high temperatures, but those tiles will never cool and those creatures will not catch fire. Effects that rely on temperature calculations, such as water freezing, melting, or evaporating, or creatures and items taking temperature-related damage, will not occur. <br />
<br />
*[WEATHER:YES]<br />
Turns on or off [[weather]]. If weather is off it will never rain or snow.<br />
<br />
*[ECONOMY:YES]<br />
Turns on or off the fortress mode dwarven economy. This has no effect, since the economy does not function in v0.40.<br />
<br />
*[INVADERS:YES]<br />
Turns on or off fortress mode [[siege]]s. Turning this off for your first couple of games may make the game easier to start with.<br />
<br />
*[CAVEINS:YES]<br />
If this is "YES" it is possible for [[cave-in]]s to occur.<br />
<br />
*[ARTIFACTS:YES]<br />
Turns on or off [[strange mood]]s and the resulting [[artifact]]s.<br />
<br />
*[ZERO_RENT:NO]<br />
If this is "YES", when the dwarven economy kicks in all rooms will cost nothing, allowing even the poorest of haulers to have a room fit for a king. This has no effect, since the economy does not function in the current version.<br />
<br />
*[TESTING_ARENA:YES]<br />
Turns on or off the testing arena.<br />
<br />
*[WALKING_SPREADS_SPATTER_DWF:NO]<br />
Turns on or off the spread of blood spatter and other contaminants between creatures and ground tiles in [[Fortress mode]]. As contaminants are [[Blood|buggy]] and can have a major negative impact on [[FPS]] in [[Fortress mode]], it is recommended to leave this set at "NO" for now.<br />
<br />
*[WALKING_SPREADS_SPATTER_ADV:YES]<br />
Turns on or off the spread of blood spatter and other contaminants between creatures and ground tiles in [[Adventurer mode]].<br />
<br />
*[PATH_COST:1:2:5:25]<br />
The path finding costs associated with different [[traffic]] values. <br />
<br />
*[COFFIN_NO_PETS_DEFAULT:NO]<br />
When building a [[coffin|burial receptacle]], the option to allow pets to be buried in it will default to NO if this is set to "YES".<br />
<br />
*[STORE_DIST_ITEM_DECREASE:20]<br />
*[STORE_DIST_SEED_COMBINE:1000]<br />
*[STORE_DIST_BUCKET_COMBINE:1000]<br />
*[STORE_DIST_BARREL_COMBINE:1000]<br />
*[STORE_DIST_BIN_COMBINE:1000]<br />
<br />
*[SHOW_IMP_QUALITY:YES]<br />
If "YES" Dwarf Fortress will display the [[quality]] of an item's improvements in the name. If you get annoyed by seeing items like *<*sword*>* you can<br />
get rid of the outside ** by setting this to NO.<br />
<br />
*[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]<br />
If "YES", inspecting engravings and artifacts in Fortress Mode will have an extended history displayed.<br />
<br />
*[LOG_MAP_REJECTS:NO]<br />
If this is "YES", Dwarf Fortress will log the reason why maps were rejected during world gen in the log.txt file.<br />
<br />
*[GRAZE_COEFFICIENT:100]<br />
<br />
=== Adventure Mode ===<br />
*[MORE:YES]<br />
*[DISPLAY_LENGTH:23]<br />
*[ADVENTURER_TRAPS:NO]<br />
If you set this to "YES" your adventurer will trigger the traps of your old fortresses<br />
*[ADVENTURER_ALWAYS_CENTER:YES]<br />
*[ADVENTURER_Z_VIEWS:UNHIDDEN:9]<br />
<br />
=== Nicknames ===<br />
*[NICKNAME_DWARF:REPLACE_FIRST]<br />
*[NICKNAME_ADVENTURE:REPLACE_FIRST]<br />
*[NICKNAME_LEGENDS:REPLACE_FIRST]<br />
<br />
=== Embark Options ===<br />
*[EMBARK_WARNING_ALWAYS:NO]<br />
If this value is YES, then it will always pop up a warning screen when you embark (Like you get when you have [[DF2012:Water#Salt Water|Salt Water]] or an [[DF2012:Aquifer|Aquifer]] on-site)<br />
*[SHOW_EMBARK_TUNNEL:FINDER]<br />
*[EMBARK_RECTANGLE:4:4]<br />
The size of the default embark site.<br />
<br />
=== Wounds ===<br />
*[WOUND_COLOR_NONE:7:0:1]<br />
The color of body parts when there are no recorded active wounds on the part.<br />
Default = white<br />
<br />
*[WOUND_COLOR_MINOR:6:0:0]<br />
The color of body parts when there is any damage that doesn't have functional/structural consequences (might be heavy bleeding though).<br />
Default = brown<br />
<br />
*[WOUND_COLOR_INHIBITED:6:0:1]<br />
The color of body parts when there is any muscular, structural or functional damage without total loss.<br />
Default = yellow<br />
<br />
*[WOUND_COLOR_FUNCTION_LOSS:3:0:1]<br />
The color of body parts when an important function of the part is completely lost, but the part is structurally sound (or at least partially intact).<br />
Default = bright cyan<br />
<br />
*[WOUND_COLOR_BROKEN:4:0:1]<br />
The color of body parts when the part has lost all structural integrity or muscular ability.<br />
Default = bright red<br />
<br />
*[WOUND_COLOR_MISSING:0:0:1]<br />
The color of body parts when the part is completely gone.<br />
Default = dark gray<br />
<br />
=== Tiles ===<br />
<br />
*[SKY:178:3:0:0]<br />
The tile and color of areas that are far below the currently displayed z level.<br />
The format is SKY:<character>:<foreground color>:<background color>:<brightness>. <character> can be either an ASCII number or a character in single quotes, like '#'.<br />
<br />
*[CHASM:250:0:0:1]<br />
The tile and color of areas that are far below the currently displayed z level while indoors.<br />
The format is the same as for SKY above.<br />
<br />
*[PILLAR_TILE:'O']<br />
The tile displayed for pillars. Pillars are created at the ends of strings of wall tiles.<br />
<br />
*[VARIED_GROUND_TILES:YES]<br />
If this is "YES" the ground will be varied randomly using the tiles ,.`'.<br />
If this is "NO", only the period will be used for ground tiles.<br />
<br />
*[ENGRAVINGS_START_OBSCURED:NO]<br />
If this is "YES", all [[engravings]] are displayed initially looking the same, like highlighted smooth walls/floors. Otherwise, they'll be displayed as a tile of one of the things they depict. Either way, a given engraving's behavior can be changed through designation.<br />
<br />
*[SHOW_FLOW_AMOUNTS:NO]<br />
If "YES" Dwarf Fortress displays water as numbers from 1-7 indicating depth.<br />
<br />
=== Resolution to Grid Ratios ===<br />
Taken from [http://www.bay12games.com/forum/index.php?topic=22302.msg241991#msg241991]<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! colspan="2" | Geometry<br />
! colspan="3" | Character Size<br />
|-<br />
! Resolution<br />
! Aspect<br />
! 8x8<br />
! 12x12<br />
! 16x16<br />
|-<br />
| 800x600<br />
| 4:3<br />
| 100 x 75<br />
| 66 x 50<br />
| 50 x 37<br />
|-<br />
| 1024x768<br />
| 4:3<br />
| 128 x 96<br />
| 85 x 64<br />
| 64 x 48<br />
|-<br />
| 1152x864<br />
| 4:3<br />
| 144 x 108<br />
| 96 x 72<br />
| 72 x 54<br />
|-<br />
| 1280x960<br />
| 4:3<br />
| 160 x 120<br />
| 106 x 80<br />
| 80 x 60<br />
|-<br />
| 1600x1200<br />
| 4:3<br />
| 200 x 150<br />
| 133 x 100<br />
| 100 x 75<br />
|-<br />
| 1280x1024<br />
| 5:4<br />
| 160 x 128<br />
| 106 x 85<br />
| 80 x 64<br />
|-<br />
| 1440x900<br />
| 16:10<br />
| 180 x 75<br />
| 135 x 56.25<br />
| 90 x 37.5<br />
|-<br />
| 1680x1050<br />
| 16:10<br />
| 210 x 131<br />
| 140 x 87<br />
| 105 x 65<br />
|-<br />
| 1920x1080<br />
| 16:9<br />
| 240 x 135<br />
| 160 x 90<br />
| 120 x 67<br />
|-<br />
| 1920x1200<br />
| 16:10<br />
| 240 x 150<br />
| 160 x 100<br />
| 120 x 75<br />
|}<br />
<br />
{{Category|Game}}</div>
Alexchandel