# Difference between revisions of "DF2014:Tile"

Tiles are the squares that form a map. They are approximately two meters long, two meters wide, and three meters high.[1](However, the physics calculations assume a tile size of 2.8 meters high, and a tick rate of 10 ticks per second) There are 48×48 tiles in a a 1×1 embark; this is also the scale of overland travel tiles in adventure mode. 16×16 region tiles, the maximum embark size, covers a world map tile. A single world map tile would contain 768×768, or 589824 local tiles (approx. 1536 meters across). As worlds can have between 17 and 257 world map tiles, a world in DF is between 26 and 400 kilometers across with a maximum area of ~155,829 square kilometers - slightly larger than England and Wales.

A tile consists of two sections—a wall section and a floor section, shown in cross-section like this:

```▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> Wall Section
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor Section
```

When digging and building this is important, since some designations and constructions will only be done in wall tiles and some others will only be done in floor tiles.

## Stairs

Building a stairway consists of two elements: an up stair and a down stair, each element is built only in the matching tile section, across two z-levels, like this:

```▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> Wall Section                   |--> Open Space
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor          ▓      ▓▓▓▓▓▓▓ ----> Down Stair
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ▒▒▒            -|
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                     ▒▒▒           |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> Wall Section       ▒▒▒         |--> Up Stair
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                         ▒▒▒       |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                           ▒▒▒     |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                             ▒▒▒  -|
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor          ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor
```

An up-down stair or building both up and down stairs in the same tile, works like this:

```▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ▒▒▒            -|               -|
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                     ▒▒▒           |                |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> Wall Section       ▒▒▒         |--> Up Stair    | Up/Down
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                         ▒▒▒       |                |  Stair
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                           ▒▒▒     |                |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                             ▒▒▒  -|                |
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor          ▓      ▓▓▓▓▓▓▓ ----> Down Stair -|
```

## Walls

Both natural occurring and constructed walls span across two z-levels, the bottom wall section and floor and the top floor section:

```               -|
|
|--> Open Space Wall
|
|
-|
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor       -|
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> Wall Section |--> <material> Wall
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor       -|
```

Smoothed and engraved walls span across only one z-level, the bottom wall section and floor. The floor above the wall can become "open space" by two methods: felling a tree above the wall, and digging a down stair above the wall, which is technically "open" (by exposing the tile below).

```               -|                                                       -|
|                                                        |
|--> Open Space Wall                                     |--> Open Space Wall
|                                                        |
|                                                        |
-|                                                       -|
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Natural or Constructed Floor                       ----> Open Space Floor (or Down Stair)
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                -|                      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                -|
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> Wall Section |--> <material> Wall   ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> Wall Section |--> <material> Wall
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor       -|                      ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor       -|
```

## Supports and Fortifications

Unlike walls, supports span only one z-level, allow liquids and movement, and don't create a floor on top. Constructed fortifications are basically the same but block movement as well. Note, however, that fully submerged (depth of 7/7) fortifications no longer block creature movement.

```      ▒▒       -|                 |                                     -|                 |
▒▒        |                 |                      ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |                 |
▒▒        |--> Wall Section |--> <material> Wall   ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |--> Wall Section |--> <material> Fortification
▒▒        |                 |                      ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |                 |
▒▒        |                 |                      ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |                 |
▒▒       -|                 |                      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor       -|                      ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor       -|
```

## Statues

Statues block normal movement, but not unintended movement (dodging, being thrown, swept by current, etc.). Statues do not block fluids.

```▒▒▒▒▒░░░░▒▒▒▒▒ -|                 |
▒▒▒▒▒▓░░▓▒▒▒▒▒  |                 |
▒▒░░░▓▓▓▓░░░▒▒  |--> Wall Section |--> <material> Statue
▒░░▒░░▓▓░░▒░░▒  |                 |
▒▒▒▒░░▒▒░░▒▒▒▒  |                 |
▒▒░░░░▒▒░░░░▒▒ -|                 |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor       -|
```

## Furniture

### Doors and Windows

Windows and doors both block fluids (doors only when closed).

```▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |
▒░░░░░░░░░░░░▒  |                 |                     ▒░░░░░░░░░░░░▒  |                 |
▒░░░░░░░░░░░░▒  |--> Wall Section |--> <material> Door  ▒░░░░░░░░░░░░▒  |--> Wall Section |--> <material> Window
▒░░░░░░░░░░░░▒  |                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |
▒░░░░░░░░░▒▒░▒  |                 |                     ▒░░░░░░░░░░░░▒  |                 |
▒░░░░░░░░░░░░▒ -|                 |                     ▒░░░░░░░░░░░░▒ -|                 |
▒░░░░░░░░░░░░▒ -|                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor       -|                     ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor       -|
```

...

# Special Tiles

There are some naturally occurring special tiles, these can't be recreatedVerify:

## Murky Pool tile

Occur on at leastVerify 2 z-levels, as an open space wall section with an open space floor section, and in the lowest z-level another open space wall section (filled with water) with a murky pool floor section, the lower open space wall section can fill with rain water and during winter with an ice wallVerify

```▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> Wall Section                   |--> Open Space Wall
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor                         ----> Open Space Floor (an Ice wall creates an Ice floor here)
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ~~~~~~w7~~~~~~ -|
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   ~~~~~~w6~~~~~~  |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> Wall Section   ~~~~~~w5~~~~~~  |--> Open Space Wall (can be filled with Water or Ice)
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   ~~~~~~w4~~~~~~  |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   ~~~~~~w3~~~~~~  |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ~~~~~~w2~~~~~~ -|
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor          ▓▓▓▓▓▓w1▓▓▓▓▓▓ ----> Murky Pool ----> 1/1 Water or Ice floor{{verify}

w# = water level
```

## River

Verify under construction...

River Source tiles: generate infinite flowing water for both rivers and brooks??Verify

## Brook tile

Occur on at leastVerify 2 z-levels, as an open space wall section with a brook floor section, and in the lowest z-level another open space wall section (filled with water) with another brook (or river source) floor section, the lower open space wall section can fill with rain waterVerify and during winter with an ice wallVerify

```▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> Wall Section                   |--> Open Space Wall
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor          ▓▓  ▓▓  ▓▓  ▓▓ ----> Brook (freezing effects?Verify)
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ~~~~~~w7~~~~~~ -|
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   ~~~~~~w6~~~~~~  |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> Wall Section   ~~~~~~w5~~~~~~  |--> Open Space Wall (can be filled with flowingVerify water or Ice)
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   ~~~~~~w4~~~~~~  |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   ~~~~~~w3~~~~~~  |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ~~~~~~w2~~~~~~ -|
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor          ▓▓  ▓▓w1▓▓  ▓▓ ----> Brook / River Source ----> 1/1 Water or Ice floor{{verify}
```

The brook tiles works like a floor grate, can be walked on, can be fished through, allows fluids and missiles through, etc...

"Tile" in other Languages
Dwarven: bot çile garspo lir