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Difference between revisions of "23a:Tile types in DF memory"

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{{quality|Unrated}}{{av}}
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{{quality|Exceptional|20:08, 13 May 2011 (UTC)}}{{av}}
  
 
==Table==
 
==Table==
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| title="fortification" |{{tile|╬|7:0:0}}
 
| title="fortification" |{{tile|╬|7:0:0}}
 
|42
 
|42
| title="campfire" |{{tile|☼|5:0:1}}
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| title="campfire" |{{tile|☼|4:0:1}}
 
|44
 
|44
 
|45
 
|45
| title="fire" |{{tile|.|5:0:1}}
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| title="fire" |{{tile|.|4:0:1}}
 
|47
 
|47
 
|48
 
|48
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Tiles additionally specify a color, and the color determines actual behavior for some tiles:
 
Tiles additionally specify a color, and the color determines actual behavior for some tiles:
* gem/coal cluster - dark gray for coal, color-coded for gems
+
* 0F (gem/coal cluster) - dark gray for coal, color-coded for gems (actual material specified by separate 'mineral cluster' descriptor)
* ore vein - color-coded to match the ore type (invalid colors produce invalid ores)
+
* 7E (ashes) - dark gray for ashes, brown for trampled dirt
* rough floor - gray/white for stone, brown for mud/dirt, green for grass
+
* 9C (ore vein) - color-coded to match the ore type; black for [[sphalerite]], dark green for [[malachite]], dark red for [[hematite]], brown for [[cassiterite]], dark gray for [[galena]], cyan for [[raw adamantine]], yellow for [[native gold]], and white for [[native platinum]] (invalid colors produce invalid ores)
* river - blue for river, teal for murky pool, red for magma flow, brown for mud, yellow for sand, and gray/white for waterfalls
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* 27/2C/2E/60 (rough floor) - gray/white for stone, brown for mud/dirt, dark/light green for grass
 +
* F7 (river) - dark blue for river, teal/cyan for murky pool, red/orange for magma flow, brown for mud, yellow for sand, and gray/white for waterfalls
 +
* 18/22/E7 (tree/shrub/sapling) - brown for dead, dark green for living
 +
 
 
[[Category:Hacking]]
 
[[Category:Hacking]]

Latest revision as of 17:18, 24 April 2014

This article is about an older version of DF.

Table[edit]

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 .A .B .C .D .E .F
0.   01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E
1. 10 11 12 13 14 15 16 17 19 1A 1B 1C 1D 1E 1F
2.   21 " # 25 26 ' 28 29 2A + , 2D . 2F
3. 30 31 32 33 34 35 36 37 38 39 3A 3B < 3D > 3F
4. 40 42 44 45 . 47 48 49 4A 4B 4C 4D 4E O
5. 50 51 52 53 54 55 56 X 59 5A 5B 5C 5D 5E _
6. ` 61 62 63 64 65 66 67 68 69 6A 6B 6C 6D 6E 6F
7. 70 71 72 73 74 75 76 77 78 79 7A 7B 7C 7D ~ 7F
8. 80 81 82 83 84 85 86 87 88 89 8A 8B 8C 8D 8E 8F
9. 90 91 92 93 94 95 96 97 98 99 9A 9B £ 9D 9E 9F
A. A0 A1 A2 A3 A4 A5 A6 A7 A8 A9 AA AB AC AD AE AF
B. B3 B4 B5 B6 BF
C. C0 C1 C2 C3 C4 C5 C6 C7 CF
D. D0 D1 D2 D7 D8 D9 DA DC DD DE DF
E. E0 E1 E2 E3 E4 E5 E6 τ E8 E9 EA EB EC ED EE EF
F. F1 F4 F5 F6 F8 F9 FA FB FC FD FE FF

Tiles additionally specify a color, and the color determines actual behavior for some tiles:

  • 0F (gem/coal cluster) - dark gray for coal, color-coded for gems (actual material specified by separate 'mineral cluster' descriptor)
  • 7E (ashes) - dark gray for ashes, brown for trampled dirt
  • 9C (ore vein) - color-coded to match the ore type; black for sphalerite, dark green for malachite, dark red for hematite, brown for cassiterite, dark gray for galena, cyan for raw adamantine, yellow for native gold, and white for native platinum (invalid colors produce invalid ores)
  • 27/2C/2E/60 (rough floor) - gray/white for stone, brown for mud/dirt, dark/light green for grass
  • F7 (river) - dark blue for river, teal/cyan for murky pool, red/orange for magma flow, brown for mud, yellow for sand, and gray/white for waterfalls
  • 18/22/E7 (tree/shrub/sapling) - brown for dead, dark green for living