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Difference between revisions of "Tilesets"

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{{Quality|Exceptional}}{{av}}
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{{Quality|Exceptional}}
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{{av}}
 
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''
 
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''
 
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''
 
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''
 
:''(For user-created creature tilesets, see [[Main:Tileset repository|Tileset repository]].)''
 
:''(For user-created creature tilesets, see [[Main:Tileset repository|Tileset repository]].)''
 
:''(For information about Graphic sets, see [[Graphic set|Graphic set]])''
 
:''(For information about Graphic sets, see [[Graphic set|Graphic set]])''
:''(For information on how tilesets get colored, see [[color]])''
+
:''(For information on how tilesets get colored, see [[Color]])''
 
----
 
----
 +
'''Tilesets''' are images the game uses to display its graphics when "Use Classic ASCII Glyphs" is set to "Yes"; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: "'''character sets'''" (or simply "tilesets") and "'''graphics sets'''". This article is only about tilesets.
  
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: "'''character sets'''" (or simply "tilesets") and "'''graphics sets'''". This article is only about tilesets.
+
== Overview ==
 +
A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16×16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. (If "Use Classic ASCII Glyphs" is set to "No", the tileset must be 128×192 pixels (tiles 8×12 pixels) in order to render the customs tiles properly. See [[Graphic set]])
  
== Overview ==
+
UI scaling will only work if the tileset is 128×192px (8×12px tiles).
  
A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size.  
+
As the tileset is limited to only 256 tiles, some objects share the same tile. Below is a detailed list.
  
As the tileset is limited to only 256 tiles, some objects share the same tile. Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded. Below is a detailed list.
+
In previous versions of Dwarf Fortress (v0.47 and below), some of the tiles could be changed in the raws and init files, and creatures could have separate graphics (see [[DF2014:Graphic set]], this functionality has been removed in v0.50 (and above) with separate graphics being controlled by mods with "Use Classic ASCII Glyphs" set to "No".
  
 
== Installation and creation of custom tilesets ==
 
== Installation and creation of custom tilesets ==
 
=== Installation ===
 
=== Installation ===
[[Main:Tileset repository|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:
+
[[Tileset repository]] is a list of user-made standard tilesets, and provides [[Tileset_repository#Installation|installation instructions]].
 +
 
 +
=== Creating a custom tileset ===
 +
Scaling occurs automatically based on the size of the tiles and the window.
 +
The desired grid, interface scaling and percentage settings only work when using 8x12 tiles.
  
# Download the tileset via right-click-save-as on the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:Tileset repository|here]])
+
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into two categories: rectangular tilesets and square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable.  
# Convert it into a 24-bit BMP file<sup>V0.28.181.40d</sup> file or PNG file<sup>v0.31.06</sup>. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.
 
# Put it in the data/art directory of your Dwarf Fortress installation.
 
# Open data/init/init.txt
 
# There are 4 values you can change: [FULLFONT], [FONT], [GRAPHICS_FONT], and [GRAPHICS_FULLFONT]*. Usually you just set all 4 to the same filename of the tileset you just downloaded ('''[FONT:mytileset.png]''' for example).
 
# [FULLSCREENX:800] and [FULLSCREENY:600] set your resolution, but it is recommended to let the game decide that automatically by setting it to 0; Similarly, [WINDOWEDX:800] and [WINDOWEDY:600] denote your windowed resolution in pixels (but in tiles if set below a value of 256).
 
# It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.
 
# Save the .txt file, then you're ready to play!
 
  
<small>*They're used for the tileset used in fullscreen and windowed mode and the two GRAPHICS_ values are for tilesets used together with [[graphic_set]]s when [GRAPHICS] is set to YES. You can set them to different file names, if you want to use different tilesets for each.</small>
+
The graphics in Dwarf Fortress can be enhanced by setting "Use Classic ASCII Glyphs" to "No" and installing a [[Graphics set]] mod. (A default is provided in the premium version, but has been removed in the classic "free" version.)
  
=== Creating a custom tileset ===
+
Mifki created a [http://mifki.com/df/fontgen/ tool] to make a tileset from any font, which can be used as starting point or as is.{{cite forum|140250}}
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:
+
 
 +
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface.
 +
 
 +
Some of these issues could be fixed by the third-party Text Will Be Text (TWBT) plugin for the [[DF2014:DFHack]] modding API. This has not been updated for compatibility with v0.50.
 +
 
 +
=== Generating a custom tileset from a font in Linux ===
 +
In Linux, it is possible to create tileset from a .ttf font programmatically in the terminal. The following command will open a terminal window with your desired font, rendered appropriately for ''Dwarf Fortress'', and screenshots it. It requires xterm, the screenshot utility xwd, and a text file containing the code page 437 characters in the appropriate order.
  
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.
+
<pre>xterm -fa "FONTFAMILY:pixelsize:SIZE:antialias=false" -bg magenta -geometry 16x16 -e "setterm -cursor off && printf '%s' \"\$(<PATH/TO/CODE437.txt)\" && sleep 0.1 && xwd -id \$WINDOWID | xwdtopnm | pnmtopng > \"FONTFAMILY-SIZE.png\""</pre>
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.
 
  
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[graphics set|object tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.
+
This will generate an image in your current directory, so it might be a good idea to cd into your /data/art directory beforehand.
  
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface.
+
'''This works ''much'' better for bitmap fonts, in their native size.''' For a list of such fonts on your system and their sizes, you can run
  
<!--=== How colors other than white and magenta work ===
+
<pre>fc-list :scalable=false:spacing=mono family pixelsize</pre>
  
 +
=== How colors other than white and magenta work ===
 
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.
 
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.
  
As of the current version of the game (v0.43.04), alpha values are supported in png fonts, allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.
+
Alpha values are supported in png fonts (since v0.43.04), allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.
  
 
In general, just remember these rules:
 
In general, just remember these rules:
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As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.
 
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.
  
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.-->
+
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.
  
 
== What tiles are used for what ==
 
== What tiles are used for what ==
 
+
* Items marked with * can have their tile changed in the [[modding|raw data]] files. <small>[This list need validating for v0.50]</small>
* Items marked with * can have their tile changed in the [[modding|raw data]] files.
 
 
* Items marked with <sup>#</sup> can have their tile replaced by a [[graphic set]] image, in addition to having their tile changed in the raw data.
 
* Items marked with <sup>#</sup> can have their tile replaced by a [[graphic set]] image, in addition to having their tile changed in the raw data.
 
* Items marked with <sup>$</sup> can be changed in the [[d_init.txt]] file.
 
* Items marked with <sup>$</sup> can be changed in the [[d_init.txt]] file.
 +
* Items marked with <sup>¢</sup> use dual colors.
 +
* Items marked with <sup>÷</sup> use inverted tile
  
 
For a graphical table, go to the [[Main:Character Table|Character Table]].
 
For a graphical table, go to the [[Main:Character Table|Character Table]].
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|-
 
|-
 
|<small>006</small> {{TST|♠}}
 
|<small>006</small> {{TST|♠}}
| [[Forest|Broadleaf Forest]], [[Tilesets#Trees_on_map|various forest trees]]*, various leaf items*, [[Plump helmet]]s*
+
| [[Forest|Broadleaf forest]], [[Tilesets#Trees_on_map|various forest trees]]*, various leaf items*, [[Plump helmet]]s*
 
|-
 
|-
 
|<small>007</small> {{TST|•}}
 
|<small>007</small> {{TST|•}}
| Mined out [[stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], [[river]] sources on world map, [[cave]]s on world map, [[lair]]s on world map, moon on travel map, flower buds*
+
| Mined-out [[stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], filled [[nest box]] building, [[river]] sources on world map, [[cave]]s on world map, [[lair]]s on world map, moon on travel map, flower buds*
 
|-
 
|-
 
|<small>008</small> {{TST|◘}}
 
|<small>008</small> {{TST|◘}}
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner's shop]], [[catapult]] cup, fortress keeps on travel map, [[nest box]] tool*, [[nest box]] building, [[book]]
+
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner's shop]], [[catapult]] cup, [[nest box]] tool*, empty [[nest box]] building, [[codex|codices]], [[die|dice]]
 
|-
 
|-
 
|<small>009</small> {{TST|○}}
 
|<small>009</small> {{TST|○}}
| [[Well]], [[vermin]] colony, [[millstone]], [[quern]], vertical [[axle]], fortress walls on travel map, sun behind clouds on travel map, fortresses on world map, [[creeping eye]] out of view (adventure mode)*, [[staring eyeball]]*, [[bubble bulb]]*
+
| [[Well]], [[vermin]] colony, [[millstone]], [[quern]], vertical [[axle]], fortress walls on travel map, sun behind clouds on travel map, [[castle]]s on world map, [[monastery|monasteries]] on world map, [[creeping eye]] out of view (adventure mode)*, [[staring eyeball]]*, [[bubble bulb]]*
 
|-
 
|-
 
|<small>010</small> {{TST|◙}}
 
|<small>010</small> {{TST|◙}}
| trunk interior<sup>$</sup>
+
| trunk interior<sup>$</sup>, [[fort|forts]] on world map
 
|-
 
|-
 
|<small>011</small> {{TST|♂}}
 
|<small>011</small> {{TST|♂}}
| [[Gender|Male]] sign, [[bag]]s, [[Tilesets#Creatures|Various Cephalopods]]<sup>#</sup>
+
| [[Gender|Male]] sign, [[bag]]s, [[Tilesets#Creatures|various cephalopods]]<sup>#</sup>
 
|-
 
|-
 
|<small>012</small> {{TST|♀}}
 
|<small>012</small> {{TST|♀}}
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|-
 
|-
 
|<small>013</small> {{TST|♪}}
 
|<small>013</small> {{TST|♪}}
| [[Tool|Ladle]]s*
+
| [[Tool|Ladle]]s*, [[dancer]]s dancing
 
|-
 
|-
 
|<small>014</small> {{TST|♫}}
 
|<small>014</small> {{TST|♫}}
| [[Armor stand]]s
+
| [[Armor stand]]s, playing [[instrument]]s
 
|-
 
|-
 
|<small>015</small> {{TST|☼}}
 
|<small>015</small> {{TST|☼}}
| Masterpiece [[Item quality|quality]] tags, unmined [[Gem]] Cluster*, Rough [[Gem]]s and Raw [[Glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, spider [[web]]s, [[pond turtle]]*, sun, [[gear assembly|gear assemblies]], paralyzed [[Status icon|indicator]], fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem [[door]]s
+
| Masterpiece [[Item quality|quality]] tags, unmined [[Gem|gem]] cluster*, Rough [[Gem|gem]]s and Raw [[Glass|glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, spider [[web]]s, [[pond turtle]]*, sun, [[gear assembly|gear assemblies]], paralyzed [[Status icon|indicator]], fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem [[door]]s<sup>¢</sup>
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
|<small>019</small> {{TST|‼}}
 
|<small>019</small> {{TST|‼}}
| [[Cage]]s, on-[[fire]] tags, vertical [[bars]]
+
| [[Cage]]s<sup>¢</sup>, on-[[fire]] tags, vertical [[bars]]
 
|-
 
|-
 
|<small>020</small> {{TST|¶}}
 
|<small>020</small> {{TST|¶}}
| [[Finished_goods#Goblets|Mug]]s, largest forest retreats, cumulonimbus clouds on travel map, [[Highwood]] forests*
+
| [[Finished_goods#Goblets|Mug]]s, [http://www.bay12forums.com/smf/index.php?topic=161047.msg7660465#msg7660465 drinking] in-progress, largest forest retreats, cumulonimbus clouds on travel map, [[Highwood]] forests*
 
|-
 
|-
 
|<small>021</small> {{TST|§}}
 
|<small>021</small> {{TST|§}}
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|-
 
|-
 
|<small>034</small> {{TST|"}}
 
|<small>034</small> {{TST|"}}
| Text, [[shrub]]*, [[Status icon|various status icons]], quotation marks, Carpenter's workshop tile, [[kobold]] out of view*, [[goblin]] out of view*, [[blizzard man]] out of view*, fallen leaves{{verify}}, tracks (bent vegetation) in sneaking mode, [[Tilesets#Stones|various stones]]*, savanna, swamp, shrubland, marsh
+
| Text, [[shrub]]*, [[Status icon|various status icons]], quotation marks, Carpenter's workshop tile, [[kobold]] out of view*, [[goblin]] out of view*, [[blizzard man]] out of view*, tracks (bent vegetation) in sneaking mode, [[Tilesets#Stones|various stones]]*, savanna, swamp, shrubland, marsh
 
|-
 
|-
 
|<small>035</small> {{TST|#}}
 
|<small>035</small> {{TST|#}}
| Text, [[Grate#Floor_Grate|floor grates]], [[Tilesets#Stones|various stones]]*, smoothed branches in elven forest retreats, labyrinths on travel map
+
| Text, [[Grate#Floor_Grate|floor grates]], [[Tilesets#Stones|various stones]]*, smoothed branches in elven forest retreats, labyrinths on travel map, towns on world map
 
|-
 
|-
 
|<small>036</small> {{TST|$}}
 
|<small>036</small> {{TST|$}}
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| Text, rough [[floor]]s, unexplored underground, [[Tilesets#Stones|various stones]], one eyed creatures with GLOWTILE " (kobold, goblins, and blizzard in vanilla), various [[grass|grasses]]*
 
| Text, rough [[floor]]s, unexplored underground, [[Tilesets#Stones|various stones]], one eyed creatures with GLOWTILE " (kobold, goblins, and blizzard in vanilla), various [[grass|grasses]]*
 
|-
 
|-
|<small>040</small> {{TST|(}}
+
|style="white-space:nowrap"|<small>040</small> {{TST|(}}
| Text, foreign object opening tag, tile in [[bowyer's workshop]], waxing moon on travel map
+
| Text, foreign object opening tag, tile in [[bowyer's workshop]], waning moon on travel map
 
|-
 
|-
 
|<small>041</small> {{TST|)}}
 
|<small>041</small> {{TST|)}}
| Text, foreign object closing tag, waning moon on travel map
+
| Text, foreign object closing tag, waxing moon on travel map
 
|-
 
|-
 
|<small>042</small> {{TST|*}}
 
|<small>042</small> {{TST|*}}
| Interface text, superior [[Item quality|quality]] tags, Unmined [[ore]]*, [[Hell|glowing pits]], key reference, working [[gear assembly]], [[gem]] [[floodgate]], [[Tilesets#Stones|various stones]]*, chestnut fruit*, other fruits and flowers*, moving armies on quick travel map
+
| Interface text, superior [[Item quality|quality]] tags, Unmined [[ore]]*, [[Hell|glowing pits]], key reference, working [[gear assembly]], [[gem]] [[floodgate]], [[Tilesets#Stones|various stones]]*, chestnut fruit*, other fruits and flowers*, moving armies on quick travel map, towns on world map
 
|-
 
|-
 
|<small>043</small> {{TST|+}}
 
|<small>043</small> {{TST|+}}
| Text, finely-crafted [[Item quality|quality]] tags, Smooth/constructed [[floor]]s, [[block]]/[[bar]] [[bridge]] or [[road]], [[Bauxite]]*, [[wound|injury]] [[Status icon|indicator]], towns on world map
+
| Text, finely-crafted [[Item quality|quality]] tags, Smooth/constructed [[floor]]s, [[block]]/[[bar]] [[bridge]] or [[road]], [[Bauxite]]*, [[wound|injury]] [[Status icon|indicator]], towns on world map, mining designation
 
|-
 
|-
 
|<small>044</small> {{TST|,}}
 
|<small>044</small> {{TST|,}}
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|-
 
|-
 
|<small>045</small> {{TST|-}}
 
|<small>045</small> {{TST|-}}
| Text, well-crafted [[Item quality|quality]] tags, [[Finished_goods#Crafts|Scepters]], [[arrow]]s in flight, keyboard reference, [[Tilesets#Stones|various stones]]*, [[Status icon|overlapping creatures animation]]
+
| Text, well-crafted [[Item quality|quality]] tags, [[Finished_goods#Crafts|Scepters]], keyboard reference, [[Tilesets#Stones|various stones]]*, [[Status icon|overlapping creatures animation]]
 
|-
 
|-
 
|<small>046</small> {{TST|.}}
 
|<small>046</small> {{TST|.}}
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|-
 
|-
 
|<small>047</small> {{TST|/}}
 
|<small>047</small> {{TST|/}}
| Text, [[weapon]]s, [[bolt]]s, [[Ballista]] tile, [[Tool|Pestle]], [[Status icon|overlapping creatures animation]], [[Tool#Tools_Usable_as_Weapons|stone axe]]
+
| Text, [[weapon]]s, [[bolt]]s, [[Ballista]] tile, [[Tool|Pestle]], [[Status icon|overlapping creatures animation]], [[Tool#Tools_Usable_as_Weapons|stone axe]]{{version|0.43.01}}, active [[Windmill|windmill]] blade
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
|<small>056</small> {{TST|8}}
 
|<small>056</small> {{TST|8}}
| Text Fortress gates on travel map
+
| Text, Fortress gates on travel map
 
|-
 
|-
 
|<small>057</small> {{TST|9}}
 
|<small>057</small> {{TST|9}}
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|-
 
|-
 
|<small>060</small> {{TST|<}}
 
|<small>060</small> {{TST|<}}
| Interface text (trading screen "Less than 1 unit weight"), brackets around squad names, [[Stairs]] up
+
| Interface text (trading screen "Less than 1 unit weight"), brackets around squad names, [[Stairs]] up, west move indicator (adventure mode)
 
|-
 
|-
 
|<small>061</small> {{TST|&#61;}}
 
|<small>061</small> {{TST|&#61;}}
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|-
 
|-
 
|<small>062</small> {{TST|>}}
 
|<small>062</small> {{TST|>}}
| Brackets around squad names, [[Stairs]] down
+
| Brackets around squad names, [[Stairs]] down, east move indicator (adventure mode)
 
|-
 
|-
 
|<small>063</small> {{TST|?}}
 
|<small>063</small> {{TST|?}}
| [[Status icon|various status icons]]
+
| Text, [[Status icon|various status icons]]
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
|<small>067</small>&nbsp;{{TST|C}}
 
|<small>067</small>&nbsp;{{TST|C}}
| Text, [[Tilesets#Creatures|various creatures]]<sup>#</sup>
+
| Text, [[Tilesets#Creatures|various creatures]]<sup>#</sup>, construction designations
 
|-
 
|-
 
|<small>068</small>&nbsp;{{TST|D}}
 
|<small>068</small>&nbsp;{{TST|D}}
Line 336: Line 343:
 
|-
 
|-
 
|<small>072</small>&nbsp;{{TST|H}}
 
|<small>072</small>&nbsp;{{TST|H}}
| Text, [[Tilesets#Creatures|various creatures]]<sup>#</sup>
+
| Text, [[Tilesets#Creatures|various creatures]]<sup>#</sup>, high traffic designation
 
|-
 
|-
 
|<small>073</small>&nbsp;{{TST|I}}
 
|<small>073</small>&nbsp;{{TST|I}}
Line 348: Line 355:
 
|-
 
|-
 
|<small>076</small>&nbsp;{{TST|L}}
 
|<small>076</small>&nbsp;{{TST|L}}
| Text, [[Tilesets#Creatures|various creatures]]<sup>#</sup>
+
| Text, [[Tilesets#Creatures|various creatures]]<sup>#</sup>, low traffic designation
 
|-
 
|-
 
|<small>077</small>&nbsp;{{TST|M}}
 
|<small>077</small>&nbsp;{{TST|M}}
Line 357: Line 364:
 
|-
 
|-
 
|<small>079</small>&nbsp;{{TST|O}}
 
|<small>079</small>&nbsp;{{TST|O}}
| Text, [[Tilesets#Creatures|various creatures]]<sup>#</sup>, [[trade depot]] post, glass portal, Tile in Farm Workshop, column<sup>$</sup>, wall construction, full moon on travel map and dwarf mode, trunk<sup>$</sup>, [[staring eyeball]]*, [[bubble bulb]]*
+
| Text, [[Tilesets#Creatures|various creatures]]<sup>#</sup>, [[trade depot]] post, glass portal, Tile in Farm Workshop, column<sup>$</sup>, wall construction, full moon on travel map and dwarf mode, trunk<sup>$</sup>, [[staring eyeball]]*, [[bubble bulb]]*, [[Windmill|windmill]] hub
 
|-
 
|-
 
|}
 
|}
Line 371: Line 378:
 
|-
 
|-
 
|<small>082</small>&nbsp;{{TST|R}}
 
|<small>082</small>&nbsp;{{TST|R}}
| Text, [[Tilesets#Creatures|various creatures]]<sup>#</sup>
+
| Text, [[Tilesets#Creatures|various creatures]]<sup>#</sup>, restricted traffic designation
 
|-
 
|-
 
|<small>083</small>&nbsp;{{TST|S}}
 
|<small>083</small>&nbsp;{{TST|S}}
Line 389: Line 396:
 
|-
 
|-
 
|<small>088</small>&nbsp;{{TST|X}}
 
|<small>088</small>&nbsp;{{TST|X}}
| Text, [[wear]] tags, keyboard cursor, [[Bin]], [[floodgate]], shop post, building footprint, Depot Access Display, up/down stairs, Tile in Ashery, [[Archery target]], [[Status icon|various status indicators]]
+
| Text, [[wear]] tags, keyboard cursor, [[Bin]]<sup>¢</sup>, [[floodgate]]<sup>¢</sup>, shop post, building footprint, Depot Access Display, up/down stairs, Tile in Ashery, [[Archery target]], [[Status icon|various status indicators]]
 
|-
 
|-
 
|<small>089</small>&nbsp;{{TST|Y}}
 
|<small>089</small>&nbsp;{{TST|Y}}
Line 401: Line 408:
 
|-
 
|-
 
|<small>092</small>&nbsp;{{TST|\}}
 
|<small>092</small>&nbsp;{{TST|\}}
| [[Status icon|Overlapping creatures animation]], [[Ballista]] tile, [[Tool#Other_Tools|helves]]*
+
| [[Status icon|Overlapping creatures animation]], [[Ballista]] tile, [[Tool#Other_Tools|helves]]*{{version|0.43.01}}, active [[Windmill|windmill]] blade
 
|-
 
|-
 
|<small>093</small>&nbsp;{{TST|]}}
 
|<small>093</small>&nbsp;{{TST|]}}
Line 407: Line 414:
 
|-
 
|-
 
|<small>094</small>&nbsp;{{TST|^}}
 
|<small>094</small>&nbsp;{{TST|^}}
| [[Trap]], [[Alabaster]]*, [[Aluminum]]*, [[Volcano]] on world map
+
| [[Trap]], [[Alabaster]]*, [[Aluminum]]*, [[Volcano]] on world map, north move indicator (adventure mode), Mechanic Workshop center-south tile (in light cyan)
 
|-
 
|-
 
|<small>095</small>&nbsp;{{TST|_}}
 
|<small>095</small>&nbsp;{{TST|_}}
Line 489: Line 496:
 
|-
 
|-
 
|<small>118</small> {{TST|v}}
 
|<small>118</small> {{TST|v}}
| Text, [[Tilesets#Creatures|various creatures]]<sup>#</sup>, [[Tilesets#Stones|various stones]]*
+
| Text, [[Tilesets#Creatures|various creatures]]<sup>#</sup>, [[Tilesets#Stones|various stones]]*, south move indicator (adventure mode)
 
|-
 
|-
 
|<small>119</small> {{TST|w}}
 
|<small>119</small> {{TST|w}}
Line 557: Line 564:
 
|-
 
|-
 
|<small>139</small> {{TST|ï}}
 
|<small>139</small> {{TST|ï}}
| Text
+
| Text, [[Pedestal]]*
 
|-
 
|-
 
|<small>140</small> {{TST|î}}
 
|<small>140</small> {{TST|î}}
Line 566: Line 573:
 
|-
 
|-
 
|<small>142</small> {{TST|Ä}}
 
|<small>142</small> {{TST|Ä}}
| Deities, [[Angel]]s
+
| Text, [[Angel]]s
 
|-
 
|-
 
|<small>143</small> {{TST|Å}}
 
|<small>143</small> {{TST|Å}}
Line 577: Line 584:
 
|-
 
|-
 
|<small>144</small> {{TST|É}}
 
|<small>144</small> {{TST|É}}
| Text
+
| Text, [[altar]]s
 
|-
 
|-
 
|<small>145</small> {{TST|æ}}
 
|<small>145</small> {{TST|æ}}
Line 610: Line 617:
 
|-
 
|-
 
|<small>155</small> {{TST|¢}}
 
|<small>155</small> {{TST|¢}}
| [[Hatch cover]]s, musical [[instrument]] pieces{{version|0.42.01}}
+
| [[Hatch cover]]s<sup>¢</sup>, musical [[instrument]] pieces{{version|0.42.01}}
 
|-
 
|-
 
|<small>156</small> {{TST|£}}
 
|<small>156</small> {{TST|£}}
Line 619: Line 626:
 
|-
 
|-
 
|<small>158</small> {{TST|₧}}
 
|<small>158</small> {{TST|₧}}
| [[Stepladder]]*
+
| [[Stepladder]]*, largest forest retreat ruins
 
|-
 
|-
 
|<small>159</small> {{TST|ƒ}}
 
|<small>159</small> {{TST|ƒ}}
Line 649: Line 656:
 
|-
 
|-
 
|<small>166</small> {{TST|ª}}
 
|<small>166</small> {{TST|ª}}
| [[Goblin]] settlements on world map
+
| dark pit ruins
 
|-
 
|-
 
|<small>167</small> {{TST|º}}
 
|<small>167</small> {{TST|º}}
Line 684: Line 691:
 
|-
 
|-
 
|<small>176</small>&nbsp;{{TST|░}}
 
|<small>176</small>&nbsp;{{TST|░}}
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), [[Fishery]], fog on travel map, [[Semi-molten_rock|Semi-molten Rock]], [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various soils]]*, fallen leaves, vermin swarm
+
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), [[Fishery]], fog on travel map, [[Semi-molten_rock|Semi-molten Rock]], [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various soils]]*,  Workshop wall tiles (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), fallen leaves, vermin swarm
 
|-
 
|-
 
|<small>177</small>&nbsp;{{TST|▒}}
 
|<small>177</small>&nbsp;{{TST|▒}}
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), side tiles for catapult, [[window]], fog on travel map, Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various kinds of soil]]*, fallen leaves, vermin swarm
+
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), side tiles for catapult, [[window]], fog on travel map, [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various kinds of soil]]*, fallen leaves, vermin swarm
 
|-
 
|-
 
|<small>178</small>&nbsp;{{TST|▓}}
 
|<small>178</small>&nbsp;{{TST|▓}}
Line 693: Line 700:
 
|-
 
|-
 
|<small>179</small>&nbsp;{{TST|│}}
 
|<small>179</small>&nbsp;{{TST|│}}
| Overworld [[river]]s, [[well]] [[Restraint|chain/rope]], rotating horizontal [[axle]]s, branches<sup>$</sup>
+
| Overworld [[river]]s, [[well]] [[Restraint|chain/rope]], [[bolt]]s in flight, rotating horizontal [[axle]]s, branches<sup>$</sup>, active EW [[Water_wheel|water wheel]], active [[Windmill|windmill]] blade, upright weapon trap
 
|-
 
|-
 
|<small>180</small>&nbsp;{{TST|┤}}
 
|<small>180</small>&nbsp;{{TST|┤}}
Line 702: Line 709:
 
|-
 
|-
 
|<small>182</small>&nbsp;{{TST|╢}}
 
|<small>182</small>&nbsp;{{TST|╢}}
| Branches<sup>$</sup>
+
| Branches<sup>$</sup>, east [[Roller|roller]]
 
|-
 
|-
 
|<small>183</small>&nbsp;{{TST|╖}}
 
|<small>183</small>&nbsp;{{TST|╖}}
Line 714: Line 721:
 
|-
 
|-
 
|<small>186</small>&nbsp;{{TST|║}}
 
|<small>186</small>&nbsp;{{TST|║}}
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks<sup>$</sup>, fortress walls on travel map, trunk<sup>$</sup>
+
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s<sup>¢</sup>, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks<sup>$</sup>, fortress walls on travel map, trunk<sup>$</sup>, NS [[Water_wheel|water wheel]], [[Windmill|windmill]] blade
 
|-
 
|-
 
|<small>187</small>&nbsp;{{TST|╗}}
 
|<small>187</small>&nbsp;{{TST|╗}}
Line 729: Line 736:
 
|-
 
|-
 
|<small>191</small>&nbsp;{{TST|┐}}
 
|<small>191</small>&nbsp;{{TST|┐}}
| Overworld [[river]]s, branches<sup>$</sup>
+
| Overworld [[river]]s, branches<sup>$</sup>, northeast move indicator (adventure mode)
 
|-
 
|-
 
|}
 
|}
Line 737: Line 744:
 
|-
 
|-
 
|<small>192</small>&nbsp;{{TST|└}}
 
|<small>192</small>&nbsp;{{TST|└}}
| Overworld rivers/Roads, branches<sup>$</sup>
+
| Overworld rivers/Roads, branches<sup>$</sup>, southwest move indicator (adventure mode)
 
|-
 
|-
 
|<small>193</small>&nbsp;{{TST|┴}}
 
|<small>193</small>&nbsp;{{TST|┴}}
Line 749: Line 756:
 
|-
 
|-
 
|<small>196</small>&nbsp;{{TST|─}}
 
|<small>196</small>&nbsp;{{TST|─}}
| Overworld rivers/Roads, rotating [[axle]]s, branches<sup>$</sup>
+
| Overworld rivers/Roads, [[bolt]]s in flight, rotating [[axle]]s, branches<sup>$</sup>, active NS [[Water_wheel|water wheel]], active [[Windmill|windmill]] blade
 
|-
 
|-
 
|<small>197</small>&nbsp;{{TST|┼}}
 
|<small>197</small>&nbsp;{{TST|┼}}
| [[Door]]s, overworld rivers/Roads, floor [[Stone detailing|detailing]]/[[engraving]] in progress, branches<sup>$</sup>
+
| [[Door]]s<sup>¢</sup>, overworld rivers/Roads, floor [[Stone detailing|detailing]]/[[engraving]] in progress, branches<sup>$</sup>
 
|-
 
|-
 
|<small>198</small>&nbsp;{{TST|╞}}
 
|<small>198</small>&nbsp;{{TST|╞}}
Line 758: Line 765:
 
|-
 
|-
 
|<small>199</small>&nbsp;{{TST|╟}}
 
|<small>199</small>&nbsp;{{TST|╟}}
| branches<sup>$</sup>
+
| branches<sup>$</sup>, west [[Roller|roller]]
 
|-
 
|-
 
|<small>200</small>&nbsp;{{TST|╚}}
 
|<small>200</small>&nbsp;{{TST|╚}}
Line 776: Line 783:
 
|-
 
|-
 
|<small>205</small>&nbsp;{{TST|═}}
 
|<small>205</small>&nbsp;{{TST|═}}
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks<sup>$</sup>, fortress walls on travel map, trunk<sup>$</sup>
+
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks<sup>$</sup>, fortress walls on travel map, trunk<sup>$</sup>, EW [[Water_wheel|water wheel]], [[Windmill|windmill]] blade
 
|-
 
|-
 
|<small>206</small>&nbsp;{{TST|╬}}
 
|<small>206</small>&nbsp;{{TST|╬}}
Line 782: Line 789:
 
|-
 
|-
 
|<small>207</small>&nbsp;{{TST|╧}}
 
|<small>207</small>&nbsp;{{TST|╧}}
| Tail of [[Ballista arrow]] facing north, [[screw press]] building, branches<sup>$</sup>
+
| Tail of [[Ballista arrow]] facing north, [[screw press]] building, branches<sup>$</sup>, south [[Roller|roller]]
 
|-
 
|-
 
|}
 
|}
Line 793: Line 800:
 
|-
 
|-
 
|<small>209</small> {{TST|╤}}
 
|<small>209</small> {{TST|╤}}
| [[Table]], tail of [[Ballista arrow]] facing south, branches<sup>$</sup>
+
| [[Table]], tail of [[Ballista arrow]] facing south, branches<sup>$</sup>, north [[Roller|roller]]
 
|-
 
|-
 
|<small>210</small> {{TST|╥}}
 
|<small>210</small> {{TST|╥}}
Line 817: Line 824:
 
|-
 
|-
 
|<small>217</small> {{TST|┘}}
 
|<small>217</small> {{TST|┘}}
| Overworld [[river]]s, branches<sup>$</sup>
+
| Overworld [[river]]s, branches<sup>$</sup>, southeast move indicator (adventure mode)
 
|-
 
|-
 
|<small>218</small> {{TST|┌}}
 
|<small>218</small> {{TST|┌}}
| Overworld rivers, branches<sup>$</sup>
+
| Overworld rivers, branches<sup>$</sup>, northwest move indicator (adventure mode)
 
|-
 
|-
 
|<small>219</small> {{TST|█}}
 
|<small>219</small> {{TST|█}}
Line 852: Line 859:
 
|-
 
|-
 
|<small>227</small>&nbsp;{{TST|π}}
 
|<small>227</small>&nbsp;{{TST|π}}
| [[Cabinet]], [[goblin|dark fortress]]es
+
| [[Cabinet]], [[Display case]]s<sup>÷</sup>*, [[goblin|dark fortress]]es
 
|-
 
|-
 
|<small>228</small>&nbsp;{{TST|Σ}}
 
|<small>228</small>&nbsp;{{TST|Σ}}
Line 861: Line 868:
 
|-
 
|-
 
|<small>230</small>&nbsp;{{TST|µ}}
 
|<small>230</small>&nbsp;{{TST|µ}}
| [[Finished_goods#Crafts|Crown]], [[ruin]]s on world map
+
| [[Finished_goods#Crafts|Crown]], [[ruin]]s on world map, shop signs (adventure mode)
 
|-
 
|-
 
|<small>231</small>&nbsp;{{TST|τ}}
 
|<small>231</small>&nbsp;{{TST|τ}}
Line 879: Line 886:
 
|-
 
|-
 
|<small>236</small>&nbsp;{{TST|∞}}
 
|<small>236</small>&nbsp;{{TST|∞}}
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Tilesets#Stones|various stones]]*, sea foam, images of clouds, fortress gates on travel map, [[honeycomb]]*, [[scroll|scrolls]]*
+
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Tilesets#Stones|various stones]]*, sea foam, images of clouds, fortress gates on travel map, [[honeycomb]]*, [[scroll|scrolls]]*{{version|0.42.01}}
 
|-
 
|-
 
|<small>237</small>&nbsp;{{TST|φ}}
 
|<small>237</small>&nbsp;{{TST|φ}}
Line 896: Line 903:
 
|-
 
|-
 
|<small>240</small>&nbsp;{{TST|≡}}
 
|<small>240</small>&nbsp;{{TST|≡}}
| [[Bar]]s, exceptional [[Item quality|quality]] tags, [[activity zone]]s, metal [[door]]s, floor [[bars]], track stops, cirrus clouds on travel map, hamlets on world map, [[quire]]*, [[bookcase]]*
+
| [[Bar]]s, exceptional [[Item quality|quality]] tags, [[activity zone]]s, metal [[door]]s<sup>¢</sup>, floor [[bars]], track stops, cirrus clouds on travel map, hamlets on world map, [[quire]]*{{version|0.42.01}}, [[bookcase]]*<sup>÷</sup>{{version|0.42.01}}
 
|-
 
|-
 
|<small>241</small>&nbsp;{{TST|±}}
 
|<small>241</small>&nbsp;{{TST|±}}
Line 914: Line 921:
 
|-
 
|-
 
|<small>246</small>&nbsp;{{TST|÷}}
 
|<small>246</small>&nbsp;{{TST|÷}}
| [[Barrel]], [[screw pump]], upper left tile of [[still]], [[scroll rollers]]*, [[book binding]]*
+
| [[Barrel]]<sup>¢</sup>, [[screw pump]], upper left tile of [[still]], center tile of [[ashery]], upper left tile of [[kitchen]], [[scroll rollers]]*{{version|0.42.01}}, [[book binding]]*{{version|0.42.01}}
 
|-
 
|-
 
|<small>247</small>&nbsp;{{TST|≈}}
 
|<small>247</small>&nbsp;{{TST|≈}}
Line 920: Line 927:
 
|-
 
|-
 
|<small>248</small>&nbsp;{{TST|°}}
 
|<small>248</small>&nbsp;{{TST|°}}
| Sea foam, [[egg]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[Tool|Bowl]], [[Tool|Mortar]]
+
| Sea foam, [[egg]]s, [[staring eyeball]]*, [[bubble bulb]]*, [[Tool|Bowl]], [[Tool|Mortar]], dark pits on world map
 
|-
 
|-
 
|<small>249</small>&nbsp;{{TST|∙}}
 
|<small>249</small>&nbsp;{{TST|∙}}
| [[Vermin]]*, Boulders at lower elevation, trees at lower elevation, tundra on world map
+
| [[Vermin]]*, Boulders at lower elevation, trees at lower elevation, tundra on world map, move indicator frame 2 (adventure mode)
 
|-
 
|-
 
|<small>250</small>&nbsp;{{TST|·}}
 
|<small>250</small>&nbsp;{{TST|·}}
| [[Seed]]s, micro-vermin, open space, terrain at lower elevation, plants at lower elevation, tundra on world map
+
| [[Seed]]s, micro-vermin, open space, terrain at lower elevation, plants at lower elevation, tundra on world map, move indicator frame 1 (adventure mode)
 
|-
 
|-
 
|<small>251</small>&nbsp;{{TST|√}}
 
|<small>251</small>&nbsp;{{TST|√}}
Line 938: Line 945:
 
|-
 
|-
 
|<small>254</small>&nbsp;{{TST|■}}
 
|<small>254</small>&nbsp;{{TST|■}}
| [[Block]]s, [[minecart]]s*, [[vault]]s on world map, human houses/shops on travel map, progress bars
+
| [[Block]]s, [[minecart]]s*<sup>÷</sup>, [[vault]]s on world map, human houses/shops on travel map, progress bars, move indicator frame 3 (adventure mode)
 
|-
 
|-
 
|<small>255</small>&nbsp;{{TST|&nbsp;}}
 
|<small>255</small>&nbsp;{{TST|&nbsp;}}
Line 945: Line 952:
  
 
== Detailed use list by type ==
 
== Detailed use list by type ==
 +
The tile used by each entity is defined in each entity's vanilla object files. These can be overridden by using a mod. (See [[Modding]]) Changing the vanilla files is not recommended.
 +
 
=== Creatures ===
 
=== Creatures ===
 
==== Main creature tiles ====
 
==== Main creature tiles ====
This is a list of tiles used by [[creature]]s. In all cases the tile can be changed in the raws, and a graphic can be assigned.
+
This is a list of tiles used by [[creature]]s.  
 
 
 
<small>001</small> {{TST|☺}}
 
<small>001</small> {{TST|☺}}
 
(Civilian) [[dwarves]]
 
(Civilian) [[dwarves]]
Line 1,118: Line 1,126:
  
 
<small>234</small> {{TST|Ω}}
 
<small>234</small> {{TST|Ω}}
[[sea nettle jellyfish]]
+
[[Sea nettle jellyfish]]
 +
 
 +
==== Vermin ====
 +
These creatures are classified as "vermin" and cannot have their tiles changed.
  
<small>249</small> {{TST|ù}}
+
<small>249</small> {{TST|}}
 
[[Anole]], [[Ant]], [[Axolotl]], [[Bark scorpion]], [[Bat]], [[Blue jay]], [[Brown recluse spider]], [[Bushtit]], [[Cap hopper]], [[Cardinal]], [[Cave spider]], [[Cave swallow]], [[Chameleon]], [[Chipmunk]], [[Cockatiel]], [[Crow]], [[Damselfly]], [[Demon rat]], [[Dragonfly]], [[Fairy]], [[Fire snake]], [[Firefly]], [[Fluffy wambler]], [[Flying squirrel]], [[Fox squirrel]], [[Giant damselfly]], [[Grackle]], [[Gray squirrel]], [[Green tree frog]], [[Hamster]], [[Hedgehog]], [[Large roach]], [[Leopard gecko]], [[Lion tamarin]], [[Lizard]], [[Lorikeet]], [[Magpie]], [[Masked lovebird]], [[Moghopper]], [[Moon snail]], [[Olm]], [[Oriole]], [[Parakeet]], [[Peach-faced lovebird]], [[Phantom spider]], [[Rat]], [[Red squirrel]], [[Red-winged blackbird]], [[Skink]], [[Snail]], [[Sparrow]], [[Toad]], [[Two-legged rhino lizard]], [[Wren]]
 
[[Anole]], [[Ant]], [[Axolotl]], [[Bark scorpion]], [[Bat]], [[Blue jay]], [[Brown recluse spider]], [[Bushtit]], [[Cap hopper]], [[Cardinal]], [[Cave spider]], [[Cave swallow]], [[Chameleon]], [[Chipmunk]], [[Cockatiel]], [[Crow]], [[Damselfly]], [[Demon rat]], [[Dragonfly]], [[Fairy]], [[Fire snake]], [[Firefly]], [[Fluffy wambler]], [[Flying squirrel]], [[Fox squirrel]], [[Giant damselfly]], [[Grackle]], [[Gray squirrel]], [[Green tree frog]], [[Hamster]], [[Hedgehog]], [[Large roach]], [[Leopard gecko]], [[Lion tamarin]], [[Lizard]], [[Lorikeet]], [[Magpie]], [[Masked lovebird]], [[Moghopper]], [[Moon snail]], [[Olm]], [[Oriole]], [[Parakeet]], [[Peach-faced lovebird]], [[Phantom spider]], [[Rat]], [[Red squirrel]], [[Red-winged blackbird]], [[Skink]], [[Snail]], [[Sparrow]], [[Toad]], [[Two-legged rhino lizard]], [[Wren]]
  
<small>250</small> {{TST|ú}}
+
<small>250</small> {{TST|·}}
 
[[Acorn fly]], [[Beetle]], [[Blood gnat]], [[Bumblebee]], [[Fly]], [[Grasshopper]], [[Honey bee]], [[Jumping spider]], [[Louse]], [[Mantis]], [[Mosquito]], [[Pixie]], [[Termite]], [[Thrips]], [[Tick]]
 
[[Acorn fly]], [[Beetle]], [[Blood gnat]], [[Bumblebee]], [[Fly]], [[Grasshopper]], [[Honey bee]], [[Jumping spider]], [[Louse]], [[Mantis]], [[Mosquito]], [[Pixie]], [[Termite]], [[Thrips]], [[Tick]]
  
 
==== Additional Tiles Used by Creatures ====
 
==== Additional Tiles Used by Creatures ====
Some creature raw specify secondary tiles. They are listed here
+
Some creature specify secondary tiles. They are listed here
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,160: Line 1,171:
 
|can be removed, reassigned, or overridden by graphics
 
|can be removed, reassigned, or overridden by graphics
 
|}
 
|}
 +
 +
<small> This table needs updating to v0.50 object file specifics </small>
  
 
=== Plants ===
 
=== Plants ===
 
==== Trees on map ====
 
==== Trees on map ====
The tiles can all be changed in the raws.
 
  
 
<small>005</small>&nbsp;{{TST|♣}}
 
<small>005</small>&nbsp;{{TST|♣}}
Line 1,257: Line 1,269:
 
|}
 
|}
  
==== crops ====
+
==== Crops ====
 
{|
 
{|
 
|-
 
|-
Line 1,307: Line 1,319:
  
 
==== Grasses ====
 
==== Grasses ====
Grass tiles can be changed in the plant raws. Most grasses have 4 tiles that are alternatively used.
+
Most grasses have 4 tiles that are alternatively used.
  
 
{|
 
{|
Line 1,359: Line 1,371:
  
 
=== Unmined inorganic material ===
 
=== Unmined inorganic material ===
The tiles can all be changed in the raws.
 
 
==== Stones ====
 
==== Stones ====
 
{|
 
{|
 
|-
 
|-
 
|<small>015</small> {{TST|☼}}
 
|<small>015</small> {{TST|☼}}
| [[bituminous coal]]
+
| [[Bituminous coal]]
 
|-
 
|-
 
|<small>034</small> {{TST|"}}
 
|<small>034</small> {{TST|"}}
Line 1,444: Line 1,455:
 
|-
 
|-
 
|<small>094</small> {{TST|^}}
 
|<small>094</small> {{TST|^}}
| [[Aluminum]]
+
| [[Native aluminum]]
 
|-
 
|-
 
|<small>126</small> {{TST|~}}
 
|<small>126</small> {{TST|~}}
Line 1,450: Line 1,461:
 
|-
 
|-
 
|<small>156</small> {{TST|£}}
 
|<small>156</small> {{TST|£}}
| [[Adamantine]], [[Cassiterite]], [[Copper]], [[Galena]], [[Gold]], [[Hematite]], [[Horn silver]], [[Limonite]], [[Malachite]], [[Platinum]], [[Silver]], [[Sphalerite]], [[Tetrahedrite]]
+
| [[Adamantine]], [[Cassiterite]], [[Galena]], [[Garnierite]], [[Hematite]], [[Horn silver]], [[Limonite]], [[Malachite]], [[Native copper]], [[Native gold]], [[Native platinum]], [[Native silver]], [[Sphalerite]], [[Tetrahedrite]]
 
|-
 
|-
 
|}
 
|}
Line 1,472: Line 1,483:
  
 
=== Characters used in text and interface ===
 
=== Characters used in text and interface ===
Changes to these may make text look strange or be difficult to understand, unless you are using the TrueType font feature.
+
Changes to these may make text look strange or be difficult to understand.
  
 
* " ! _ + , - . 0 1 2 3 4 5 6 7 8 9 /
 
* " ! _ + , - . 0 1 2 3 4 5 6 7 8 9 /
Line 1,495: Line 1,506:
  
 
=== No known use ===
 
=== No known use ===
These are ideal for using to change tiles in the raw data or init.txt.
+
These are ideal for using to change tiles in a mod.
  
 
↕ ∟ ↔ ½ 255
 
↕ ∟ ↔ ½ 255
 
  
 
<!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ -->
 
<!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ -->
 
{{Game Interface FAQ}}
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Interface}}
 
{{Category|Interface}}
 +
[[ru:Tilesets]]

Latest revision as of 04:48, 3 March 2024

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

(For an overview of graphics in DF, see Graphics)
(For a chart with the default ASCII characters, see Character table.)
(For user-created creature tilesets, see Tileset repository.)
(For information about Graphic sets, see Graphic set)
(For information on how tilesets get colored, see Color)

Tilesets are images the game uses to display its graphics when "Use Classic ASCII Glyphs" is set to "Yes"; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: "character sets" (or simply "tilesets") and "graphics sets". This article is only about tilesets.

Overview[edit]

A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the IBM Code Page 437 (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16×16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. (If "Use Classic ASCII Glyphs" is set to "No", the tileset must be 128×192 pixels (tiles 8×12 pixels) in order to render the customs tiles properly. See Graphic set)

UI scaling will only work if the tileset is 128×192px (8×12px tiles).

As the tileset is limited to only 256 tiles, some objects share the same tile. Below is a detailed list.

In previous versions of Dwarf Fortress (v0.47 and below), some of the tiles could be changed in the raws and init files, and creatures could have separate graphics (see DF2014:Graphic set, this functionality has been removed in v0.50 (and above) with separate graphics being controlled by mods with "Use Classic ASCII Glyphs" set to "No".

Installation and creation of custom tilesets[edit]

Installation[edit]

Tileset repository is a list of user-made standard tilesets, and provides installation instructions.

Creating a custom tileset[edit]

Scaling occurs automatically based on the size of the tiles and the window. The desired grid, interface scaling and percentage settings only work when using 8x12 tiles.

When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into two categories: rectangular tilesets and square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable.

The graphics in Dwarf Fortress can be enhanced by setting "Use Classic ASCII Glyphs" to "No" and installing a Graphics set mod. (A default is provided in the premium version, but has been removed in the classic "free" version.)

Mifki created a tool to make a tileset from any font, which can be used as starting point or as is.[1]

Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface.

Some of these issues could be fixed by the third-party Text Will Be Text (TWBT) plugin for the DF2014:DFHack modding API. This has not been updated for compatibility with v0.50.

Generating a custom tileset from a font in Linux[edit]

In Linux, it is possible to create tileset from a .ttf font programmatically in the terminal. The following command will open a terminal window with your desired font, rendered appropriately for Dwarf Fortress, and screenshots it. It requires xterm, the screenshot utility xwd, and a text file containing the code page 437 characters in the appropriate order.

xterm -fa "FONTFAMILY:pixelsize:SIZE:antialias=false" -bg magenta -geometry 16x16 -e "setterm -cursor off && printf '%s' \"\$(<PATH/TO/CODE437.txt)\" && sleep 0.1 && xwd -id \$WINDOWID | xwdtopnm | pnmtopng > \"FONTFAMILY-SIZE.png\""

This will generate an image in your current directory, so it might be a good idea to cd into your /data/art directory beforehand.

This works much better for bitmap fonts, in their native size. For a list of such fonts on your system and their sizes, you can run

fc-list :scalable=false:spacing=mono family pixelsize

How colors other than white and magenta work[edit]

When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn. The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255). All other colors in the tile will be treated as a mask against the foreground color. Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color. Black (#000000) will always be black. It is impossible to use different shades of the background color.

Alpha values are supported in png fonts (since v0.43.04), allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.

In general, just remember these rules:

  • Bright magenta (#FF00FF) is the background.
  • Bright white (#FFFFFF) is the foreground.
  • Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color. It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.
  • Black (#000000) will always be black.
  • It's probably best to avoid color in normal tilesets.

For an example, the game is drawing an exposed turquoise cluster with color bright blue (#0000FF). While loading the tile image, it encounters the color light grey (#CCCCCC). The color used in its place will be:

Color component Foreground color Color mask from tile Calculation in hex Calculation in decimal
Red #0000FF #CCCCCC 0016 * CC16 / 10016 = 0016 0 * 204 / 256 = 0
Green #0000FF #CCCCCC 0016 * CC16 / 10016 = 0016 0 * 204 / 256 = 0
Blue #0000FF #CCCCCC FF16 * CC16 / 10016 = CB16 255 * 204 / 256 = 203
Final Color #0000CB 0 0 203

Color masks with unequal amounts of R, G and B are calculated in the same fashion. The game is now drawing a speardwarf with color brown (#C0C000). It encounters the color cyan while loading the tile (#008080). The color used instead of cyan will be:

Color component Foreground color Color mask from tile Calculation in hex Calculation in decimal
Red #C0C000 #008080 C016 * 0016 / 10016 = 0016 192 * 0 / 256 = 0
Green #C0C000 #008080 C016 * 8016 / 10016 = 6016 192 * 128 / 256 = 96
Blue #C0C000 #008080 0016 * 8016 / 10016 = 0016 0 * 128 / 256 = 0
Final Color #006000 0 96 0

As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic. In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.

Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels). For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use. In this fashion the two objects that share a tile would look completely different. In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.

What tiles are used for what[edit]

  • Items marked with * can have their tile changed in the raw data files. [This list need validating for v0.50]
  • Items marked with # can have their tile replaced by a graphic set image, in addition to having their tile changed in the raw data.
  • Items marked with $ can be changed in the d_init.txt file.
  • Items marked with ¢ use dual colors.
  • Items marked with ÷ use inverted tile

For a graphical table, go to the Character Table.

Row 01 (000-015)[edit]

000   Used for background tiles in the intro CMV and background tiles of interface screens
001 Civilian dwarves#, various status indicators
002 Military dwarves#
003 Dimple cups*
004 Cut gems, large gems
005 Quarry bush leaves*, blossoms*, various forest trees*
006 Broadleaf forest, various forest trees*, various leaf items*, Plump helmets*
007 Mined-out stone*, solid workshop tile for several workshops like the magma smelter, filled nest box building, river sources on world map, caves on world map, lairs on world map, moon on travel map, flower buds*
008 Solid workshop tile for several other workshops like the magma forge, tanner's shop, catapult cup, nest box tool*, empty nest box building, codices, dice
009 Well, vermin colony, millstone, quern, vertical axle, fortress walls on travel map, sun behind clouds on travel map, castles on world map, monasteries on world map, creeping eye out of view (adventure mode)*, staring eyeball*, bubble bulb*
010 trunk interior$, forts on world map
011 Male sign, bags, various cephalopods#
012 Female sign, amulet
013 Ladles*, dancers dancing
014 Armor stands, playing instruments
015 Masterpiece quality tags, unmined gem cluster*, Rough gems and Raw glass, unmined bituminous coal*, mined bituminous coal*, currency symbol, spider webs, pond turtle*, sun, gear assemblies, paralyzed indicator, fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem doors¢

Row 02 (016-031)[edit]

016 Head of Ballista arrow facing east, manta ray#
017 Head of Ballista arrow facing west
018
019 Cages¢, on-fire tags, vertical bars
020 Mugs, drinking in-progress, largest forest retreats, cumulonimbus clouds on travel map, Highwood forests*
021 § Restraints, whip vine*
022 Logs, hive tool*, hive building
023 Cedar forest*
024 Interface text (bridge direction), conifer forests, various forest trees*
025 Interface text (bridge direction), Various status indicators
026 Interface text (bridge direction)
027 Interface text (bridge direction)
028
029
030 Head of Ballista arrow facing north, ramp, track ramp up$, mountain on world map
031 Head of Ballista arrow facing south, ramp on level below, trackramp on level below$

Row 03 (032-047)[edit]

032   Spaces in text messages, Unexplored underground, black background on the title screen and interface menu
033 ! Text, various status icons, sound indicator in sneaking mode, tracks (footprints) in sneaking mode
034 " Text, shrub*, various status icons, quotation marks, Carpenter's workshop tile, kobold out of view*, goblin out of view*, blizzard man out of view*, tracks (bent vegetation) in sneaking mode, various stones*, savanna, swamp, shrubland, marsh
035 # Text, floor grates, various stones*, smoothed branches in elven forest retreats, labyrinths on travel map, towns on world map
036 $ Coins
037 % Prepared meal, unexplored underground, screw pump in action, footprints in sneaking mode, various fruits*, various buds*, various stones*, Bismuthinite*, Floating guts#
038 & Demons#
039 ' Text, rough floors, unexplored underground, various stones, one eyed creatures with GLOWTILE " (kobold, goblins, and blizzard in vanilla), various grasses*
040 ( Text, foreign object opening tag, tile in bowyer's workshop, waning moon on travel map
041 ) Text, foreign object closing tag, waxing moon on travel map
042 * Interface text, superior quality tags, Unmined ore*, glowing pits, key reference, working gear assembly, gem floodgate, various stones*, chestnut fruit*, other fruits and flowers*, moving armies on quick travel map, towns on world map
043 + Text, finely-crafted quality tags, Smooth/constructed floors, block/bar bridge or road, Bauxite*, injury indicator, towns on world map, mining designation
044 , Text, rough floors, Claystone*, unexplored underground, various grasses*
045 - Text, well-crafted quality tags, Scepters, keyboard reference, various stones*, overlapping creatures animation
046 . Text, rough floors, various stones*, unexplored underground, various grasses*
047 / Text, weapons, bolts, Ballista tile, Pestle, overlapping creatures animation, stone axev0.43.01, active windmill blade

Row 04 (048-063)[edit]

048 0 Text, coffins, tombs on world map
049 1 Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
050 2 Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
051 3 Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
052 4 Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
053 5 Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
054 6 Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
055 7 Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
056 8 Text, Fortress gates on travel map
057 9 Text
058 : Interface text, strawberry*, prickle berry*, fisher berry*, sun berry*, snowstorms, underground shrubs*
059 ; Interface text (command menu Movies key), Mason's workshop, Kitchen, Selenite*, twigs$
060 < Interface text (trading screen "Less than 1 unit weight"), brackets around squad names, Stairs up, west move indicator (adventure mode)
061 = Empty Stockpiles, hamlets on world map, various stones*, middle-left tile of Furnaces, up-right tile of Carpenter's workshop
062 > Brackets around squad names, Stairs down, east move indicator (adventure mode)
063 ? Text, various status icons

Row 05 (064-079)[edit]

064 @ berserk dwarf#, adventurer#, dwarven merchants#, dwarven caravan guards#, dwarven diplomat#, adventurer's location on map
065 A Text, various creatures#, Tile in Farm Workshop
066 B Text, various creatures#
067 C Text, various creatures#, construction designations
068 D Text, various creatures#, Depot Access Display
069 E Text, various creatures#
070 F Text, various creatures#
071 G Text, various creatures#
072 H Text, various creatures#, high traffic designation
073 I Text, various creatures#, support, Necromancer's tower on world map
074 J Text, various creatures#
075 K Text, various creatures#
076 L Text, various creatures#, low traffic designation
077 M Text, various creatures#
078 N Text, various creatures#
079 O Text, various creatures#, trade depot post, glass portal, Tile in Farm Workshop, column$, wall construction, full moon on travel map and dwarf mode, trunk$, staring eyeball*, bubble bulb*, windmill hub

Row 06 (080-095)[edit]

080 P Text, various creatures#
081 Q Text
082 R Text, various creatures#, restricted traffic designation
083 S Text, various creatures#
084 T Text, various creatures#
085 U Text, various creatures#
086 V Text, Badlands on map
087 W Text, various creatures#, Depot Access Display
088 X Text, wear tags, keyboard cursor, Bin¢, floodgate¢, shop post, building footprint, Depot Access Display, up/down stairs, Tile in Ashery, Archery target, various status indicators
089 Y Text, Yak#, Yeti#
090 Z Text, Sleep indicator
091 [ Text, Floor tile in workshops, Clothing, armor, item stack opening tag, moon on travel map, tracks (bootprints) in sneaking mode
092 \ Overlapping creatures animation, Ballista tile, helves*v0.43.01, active windmill blade
093 ] Text, Floor tile in workshops and furnaces, item stack closing tag
094 ^ Trap, Alabaster*, Aluminum*, Volcano on world map, north move indicator (adventure mode), Mechanic Workshop center-south tile (in light cyan)
095 _ Text, Channel designation

Row 07 (096-111)[edit]

096 ` Rough floors, unexplored underground*, various stones*, various grasses*
097 a Text, various creatures#
098 b Text, various creatures#
099