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Difference between revisions of "Tile"

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'''Tiles''' are the squares that form a map. They are ''approximately'' two meters long, two meters wide, and three meters high.<sup>[http://www.bay12forums.com/smf/index.php?topic=140544.msg6700479#msg6700479 <nowiki>[1]</nowiki>]</sup> There are 48x48 tiles in a a 1x1 [[embark]]; this is also the scale of overland travel tiles in [[Adventure Mode]]. 16x16 region tiles, the maximum embark size, covers a world map tile. A single world map tile would contain 768x768, 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.
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'''Tiles''' are the squares that form a map. They are ''approximately'' two meters long, two meters wide, and three meters high.<sup>[http://www.bay12forums.com/smf/index.php?topic=140544.msg6700479#msg6700479 <nowiki>[1]</nowiki>]</sup> There are 48x48 tiles in a a 1x1 [[embark]]; this is also the scale of overland travel tiles in [[adventure mode]]. 16x16 region tiles, the maximum embark size, covers a world map tile. A single world map tile would contain 768x768, 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:
 
A tile consists of two sections—a wall section and a floor section, shown in cross-section like this:

Revision as of 17:15, 6 July 2017

This article is about the current version of DF.
Note that some content may still need to be updated.

Tiles are the squares that form a map. They are approximately two meters long, two meters wide, and three meters high.[1] There are 48x48 tiles in a a 1x1 embark; this is also the scale of overland travel tiles in adventure mode. 16x16 region tiles, the maximum embark size, covers a world map tile. A single world map tile would contain 768x768, 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       -|                     

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 natural occurring special tiles, these can't be recreated[Verify]:

Murky Pool tile

Occur on at least[Verify] 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 wall[Verify]

▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> 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 least[Verify] 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 water[Verify] and during winter with an ice wall[Verify]

▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> Wall Section                   |--> Open Space Wall
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor          ▓▓  ▓▓  ▓▓  ▓▓ ----> Brook (freezing effects?[Verify])
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ~~~~~~w7~~~~~~ -|
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   ~~~~~~w6~~~~~~  |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> Wall Section   ~~~~~~w5~~~~~~  |--> Open Space Wall (can be filled with flowing[Verify] 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 Books-aj.svg aj ashton 01.svg
Dwarven: bot
Elvish: çile
Goblin: garspo
Human: lir