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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Brrak</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Brrak"/>
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	<updated>2026-04-07T15:06:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=314000</id>
		<title>Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=314000"/>
		<updated>2026-01-12T22:39:39Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Removing buggy tag (no more bugs listed)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:pasture_icon_preview.png|right]]'''Pastures''' are [[activity zone]]s that the player creates to hold tame animals, especially [[grazer|grazing animals]].  Herbivorous animals require [[grass]] (or [[cave moss]], [[floor fungus]] and [[underlichen]] if stationed in underground pasturage) to graze upon, and larger herbivores need a greater amount of these to feed themselves. [[Panda]]s and their relatives require bamboo rather than other types of grass. Using pastures allows herbivorous animals to be restricted to areas where they will have plenty to eat.&lt;br /&gt;
&lt;br /&gt;
A pasture is defined using the {{menu icon|z}} Zone menu. Once created, you can then select which animals will graze there by clicking the rabbit icon with the yellow plus ([[File:Ui assign creature.png]]). Animals currently assigned to this pasture will have a yellow downwards arrow and a green checkmark left of them. Animals assigned to ''some'' pasture, the previously defined one or otherwise, will just have the yellow downwards arrow. If the brackets contain the 'cage' symbol (‼), it means that animal is currently caged. If that animal is selected for this pasture, they will be automatically uncaged and brought to the pasture by a dwarf (this is actually a good way to get animals you bought from a merchant uncaged quickly, without having to actually build the cage somewhere first). Note that an animal in a stockpiled cage within the defined pen/pasture area (i.e. stockpile overlaps pen/pasture zone) is considered to be within the pasture already and will not be released.&lt;br /&gt;
&lt;br /&gt;
Once all animals are selected, finish by pressing {{K|Esc}} or right clicking and idle [[Hauling#Animal_hauling|animal hauler]]s will lead the animals to pasture.&lt;br /&gt;
&lt;br /&gt;
Any animal may be assigned to a pasture, though wild and hostile animals won't reliably stay in one. You can also create pastures inside (on rock) and use them to confine animals that do not need to eat (like [[pig]]s) in certain areas. If there is fungus or moss on your indoor floors (e.g. on soil after breaching the caverns), the animals will consume that in place of grass. &lt;br /&gt;
&lt;br /&gt;
[[Grass]] on your pastures will replenish at different speeds, depending on [[biome]]; if, on embark, the biome reads &amp;quot;Thick&amp;quot; on &amp;quot;Other Vegetation&amp;quot;, it will regrow fast, if it read &amp;quot;Scarce&amp;quot;, it may not regenerate at all. Care should be taken to ensure that grass is not consumed more quickly than it can replenish, lest your livestock begin starving - if more than half of the pasture is devoid of grass, it's probably overloaded. Of special note is the fact that [[mountain]] biomes start covered with grass (and numerous [[boulder]]s), but said grass will ''never'' regrow once eaten, so when placing pastures, ensure that there are shrubs and saplings nearby, as their presence ensures that the environment is hospitable to plant (re)growth.&lt;br /&gt;
&lt;br /&gt;
Baby animals born to pastured mothers will automatically be assigned to their mother's pasture.&lt;br /&gt;
&lt;br /&gt;
If you need to get animals inside quickly when a [[siege]] or [[ambush]] hits, a quick way to do this is to simply make the pasture inactive (''before'' the animals see the invaders, if possible.) Animals without a pasture tend to gravitate to a meeting area, so most of them will head to your [[dining hall]] or other rest area. An inactive pasture retains its occupant list, so all you have to do is make it active again and your dwarves will return them to their correct areas.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding==&lt;br /&gt;
&lt;br /&gt;
{{Main|Overcrowding}}&lt;br /&gt;
&lt;br /&gt;
When a pasture is overcrowded, animals may become enraged and start fights, similarly to a dwarf throwing a [[tantrum]], which can be prevented by enlarging your pasture or keeping fewer animals in it.  Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with.&lt;br /&gt;
&lt;br /&gt;
==Other Applications==&lt;br /&gt;
Pasturing a [[cat]] in a food [[stockpile]] will make it more effective at keeping [[vermin]] away from your food (or any creature with a {{token|HUNTS_VERMIN|c}} or {{token|DIVE_HUNTS_VERMIN|c}} token).&lt;br /&gt;
&lt;br /&gt;
Lots of 1×1 pastures, each with a chicken and a nest box, is a way to make a [https://en.wikipedia.org/wiki/Battery_cage battery farm].&lt;br /&gt;
&lt;br /&gt;
A pasture can serve as a quick, limited replacement for a [[rope]] or [[restraint]], placing animals exactly in one defined area, even [[pet]]s and animals assigned to dwarves. However, it does not restrict the movement of an animal; if they are threatened by an enemy, the animal will flee as normal, which will trigger a task to re-pasture the animal once it leaves the border of the pasture. Dwarves with the [[Hauling#Animal_hauling|Animal Hauling]] labor enabled may then rush to put them back, probably putting themselves in danger; so maybe only enable that labor on the most durable…or replaceable.&lt;br /&gt;
&lt;br /&gt;
With that in mind, pastures can serve as an early-warning system and distraction for invaders and thieves when placed just outside or inside entrances to the fortress. Of course, this can result in injury to the animals, or even their death, and tame animals that die in ways other than specifically being slaughtered cannot be [[butcher]]ed.&lt;br /&gt;
&lt;br /&gt;
More effective ways of using pastures to get rid of unwanted animals include: placing them in chambers to be flooded (preferably with [[magma]]), in the path of [[Dwarven_atom_smasher|certain bridges]], or in battle arenas to face captured foes. Beware that the death of pets will likely cause unhappy [[thought]]s for their owners.&lt;br /&gt;
&lt;br /&gt;
{{Activity zones}}&lt;br /&gt;
{{Category|Fortress mode|Activity zones}}&lt;br /&gt;
[[ru:Pasture]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=313999</id>
		<title>Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=313999"/>
		<updated>2026-01-12T22:38:33Z</updated>

		<summary type="html">&lt;p&gt;Brrak: /* Bugs */ Not considered a bug. This behavior is documented in the description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
[[File:pasture_icon_preview.png|right]]'''Pastures''' are [[activity zone]]s that the player creates to hold tame animals, especially [[grazer|grazing animals]].  Herbivorous animals require [[grass]] (or [[cave moss]], [[floor fungus]] and [[underlichen]] if stationed in underground pasturage) to graze upon, and larger herbivores need a greater amount of these to feed themselves. [[Panda]]s and their relatives require bamboo rather than other types of grass. Using pastures allows herbivorous animals to be restricted to areas where they will have plenty to eat.&lt;br /&gt;
&lt;br /&gt;
A pasture is defined using the {{menu icon|z}} Zone menu. Once created, you can then select which animals will graze there by clicking the rabbit icon with the yellow plus ([[File:Ui assign creature.png]]). Animals currently assigned to this pasture will have a yellow downwards arrow and a green checkmark left of them. Animals assigned to ''some'' pasture, the previously defined one or otherwise, will just have the yellow downwards arrow. If the brackets contain the 'cage' symbol (‼), it means that animal is currently caged. If that animal is selected for this pasture, they will be automatically uncaged and brought to the pasture by a dwarf (this is actually a good way to get animals you bought from a merchant uncaged quickly, without having to actually build the cage somewhere first). Note that an animal in a stockpiled cage within the defined pen/pasture area (i.e. stockpile overlaps pen/pasture zone) is considered to be within the pasture already and will not be released.&lt;br /&gt;
&lt;br /&gt;
Once all animals are selected, finish by pressing {{K|Esc}} or right clicking and idle [[Hauling#Animal_hauling|animal hauler]]s will lead the animals to pasture.&lt;br /&gt;
&lt;br /&gt;
Any animal may be assigned to a pasture, though wild and hostile animals won't reliably stay in one. You can also create pastures inside (on rock) and use them to confine animals that do not need to eat (like [[pig]]s) in certain areas. If there is fungus or moss on your indoor floors (e.g. on soil after breaching the caverns), the animals will consume that in place of grass. &lt;br /&gt;
&lt;br /&gt;
[[Grass]] on your pastures will replenish at different speeds, depending on [[biome]]; if, on embark, the biome reads &amp;quot;Thick&amp;quot; on &amp;quot;Other Vegetation&amp;quot;, it will regrow fast, if it read &amp;quot;Scarce&amp;quot;, it may not regenerate at all. Care should be taken to ensure that grass is not consumed more quickly than it can replenish, lest your livestock begin starving - if more than half of the pasture is devoid of grass, it's probably overloaded. Of special note is the fact that [[mountain]] biomes start covered with grass (and numerous [[boulder]]s), but said grass will ''never'' regrow once eaten, so when placing pastures, ensure that there are shrubs and saplings nearby, as their presence ensures that the environment is hospitable to plant (re)growth.&lt;br /&gt;
&lt;br /&gt;
Baby animals born to pastured mothers will automatically be assigned to their mother's pasture.&lt;br /&gt;
&lt;br /&gt;
If you need to get animals inside quickly when a [[siege]] or [[ambush]] hits, a quick way to do this is to simply make the pasture inactive (''before'' the animals see the invaders, if possible.) Animals without a pasture tend to gravitate to a meeting area, so most of them will head to your [[dining hall]] or other rest area. An inactive pasture retains its occupant list, so all you have to do is make it active again and your dwarves will return them to their correct areas.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding==&lt;br /&gt;
&lt;br /&gt;
{{Main|Overcrowding}}&lt;br /&gt;
&lt;br /&gt;
When a pasture is overcrowded, animals may become enraged and start fights, similarly to a dwarf throwing a [[tantrum]], which can be prevented by enlarging your pasture or keeping fewer animals in it.  Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with.&lt;br /&gt;
&lt;br /&gt;
==Other Applications==&lt;br /&gt;
Pasturing a [[cat]] in a food [[stockpile]] will make it more effective at keeping [[vermin]] away from your food (or any creature with a {{token|HUNTS_VERMIN|c}} or {{token|DIVE_HUNTS_VERMIN|c}} token).&lt;br /&gt;
&lt;br /&gt;
Lots of 1×1 pastures, each with a chicken and a nest box, is a way to make a [https://en.wikipedia.org/wiki/Battery_cage battery farm].&lt;br /&gt;
&lt;br /&gt;
A pasture can serve as a quick, limited replacement for a [[rope]] or [[restraint]], placing animals exactly in one defined area, even [[pet]]s and animals assigned to dwarves. However, it does not restrict the movement of an animal; if they are threatened by an enemy, the animal will flee as normal, which will trigger a task to re-pasture the animal once it leaves the border of the pasture. Dwarves with the [[Hauling#Animal_hauling|Animal Hauling]] labor enabled may then rush to put them back, probably putting themselves in danger; so maybe only enable that labor on the most durable…or replaceable.&lt;br /&gt;
&lt;br /&gt;
With that in mind, pastures can serve as an early-warning system and distraction for invaders and thieves when placed just outside or inside entrances to the fortress. Of course, this can result in injury to the animals, or even their death, and tame animals that die in ways other than specifically being slaughtered cannot be [[butcher]]ed.&lt;br /&gt;
&lt;br /&gt;
More effective ways of using pastures to get rid of unwanted animals include: placing them in chambers to be flooded (preferably with [[magma]]), in the path of [[Dwarven_atom_smasher|certain bridges]], or in battle arenas to face captured foes. Beware that the death of pets will likely cause unhappy [[thought]]s for their owners.&lt;br /&gt;
&lt;br /&gt;
{{Activity zones}}&lt;br /&gt;
{{Category|Fortress mode|Activity zones}}&lt;br /&gt;
[[ru:Pasture]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=313998</id>
		<title>Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=313998"/>
		<updated>2026-01-12T22:36:30Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Hatched animals are now assigned to their mother's pasture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
[[File:pasture_icon_preview.png|right]]'''Pastures''' are [[activity zone]]s that the player creates to hold tame animals, especially [[grazer|grazing animals]].  Herbivorous animals require [[grass]] (or [[cave moss]], [[floor fungus]] and [[underlichen]] if stationed in underground pasturage) to graze upon, and larger herbivores need a greater amount of these to feed themselves. [[Panda]]s and their relatives require bamboo rather than other types of grass. Using pastures allows herbivorous animals to be restricted to areas where they will have plenty to eat.&lt;br /&gt;
&lt;br /&gt;
A pasture is defined using the {{menu icon|z}} Zone menu. Once created, you can then select which animals will graze there by clicking the rabbit icon with the yellow plus ([[File:Ui assign creature.png]]). Animals currently assigned to this pasture will have a yellow downwards arrow and a green checkmark left of them. Animals assigned to ''some'' pasture, the previously defined one or otherwise, will just have the yellow downwards arrow. If the brackets contain the 'cage' symbol (‼), it means that animal is currently caged. If that animal is selected for this pasture, they will be automatically uncaged and brought to the pasture by a dwarf (this is actually a good way to get animals you bought from a merchant uncaged quickly, without having to actually build the cage somewhere first). Note that an animal in a stockpiled cage within the defined pen/pasture area (i.e. stockpile overlaps pen/pasture zone) is considered to be within the pasture already and will not be released.&lt;br /&gt;
&lt;br /&gt;
Once all animals are selected, finish by pressing {{K|Esc}} or right clicking and idle [[Hauling#Animal_hauling|animal hauler]]s will lead the animals to pasture.&lt;br /&gt;
&lt;br /&gt;
Any animal may be assigned to a pasture, though wild and hostile animals won't reliably stay in one. You can also create pastures inside (on rock) and use them to confine animals that do not need to eat (like [[pig]]s) in certain areas. If there is fungus or moss on your indoor floors (e.g. on soil after breaching the caverns), the animals will consume that in place of grass. &lt;br /&gt;
&lt;br /&gt;
[[Grass]] on your pastures will replenish at different speeds, depending on [[biome]]; if, on embark, the biome reads &amp;quot;Thick&amp;quot; on &amp;quot;Other Vegetation&amp;quot;, it will regrow fast, if it read &amp;quot;Scarce&amp;quot;, it may not regenerate at all. Care should be taken to ensure that grass is not consumed more quickly than it can replenish, lest your livestock begin starving - if more than half of the pasture is devoid of grass, it's probably overloaded. Of special note is the fact that [[mountain]] biomes start covered with grass (and numerous [[boulder]]s), but said grass will ''never'' regrow once eaten, so when placing pastures, ensure that there are shrubs and saplings nearby, as their presence ensures that the environment is hospitable to plant (re)growth.&lt;br /&gt;
&lt;br /&gt;
Baby animals born to pastured mothers will automatically be assigned to their mother's pasture.&lt;br /&gt;
&lt;br /&gt;
If you need to get animals inside quickly when a [[siege]] or [[ambush]] hits, a quick way to do this is to simply make the pasture inactive (''before'' the animals see the invaders, if possible.) Animals without a pasture tend to gravitate to a meeting area, so most of them will head to your [[dining hall]] or other rest area. An inactive pasture retains its occupant list, so all you have to do is make it active again and your dwarves will return them to their correct areas.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding==&lt;br /&gt;
&lt;br /&gt;
{{Main|Overcrowding}}&lt;br /&gt;
&lt;br /&gt;
When a pasture is overcrowded, animals may become enraged and start fights, similarly to a dwarf throwing a [[tantrum]], which can be prevented by enlarging your pasture or keeping fewer animals in it.  Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with.&lt;br /&gt;
&lt;br /&gt;
==Other Applications==&lt;br /&gt;
Pasturing a [[cat]] in a food [[stockpile]] will make it more effective at keeping [[vermin]] away from your food (or any creature with a {{token|HUNTS_VERMIN|c}} or {{token|DIVE_HUNTS_VERMIN|c}} token).&lt;br /&gt;
&lt;br /&gt;
Lots of 1×1 pastures, each with a chicken and a nest box, is a way to make a [https://en.wikipedia.org/wiki/Battery_cage battery farm].&lt;br /&gt;
&lt;br /&gt;
A pasture can serve as a quick, limited replacement for a [[rope]] or [[restraint]], placing animals exactly in one defined area, even [[pet]]s and animals assigned to dwarves. However, it does not restrict the movement of an animal; if they are threatened by an enemy, the animal will flee as normal, which will trigger a task to re-pasture the animal once it leaves the border of the pasture. Dwarves with the [[Hauling#Animal_hauling|Animal Hauling]] labor enabled may then rush to put them back, probably putting themselves in danger; so maybe only enable that labor on the most durable…or replaceable.&lt;br /&gt;
&lt;br /&gt;
With that in mind, pastures can serve as an early-warning system and distraction for invaders and thieves when placed just outside or inside entrances to the fortress. Of course, this can result in injury to the animals, or even their death, and tame animals that die in ways other than specifically being slaughtered cannot be [[butcher]]ed.&lt;br /&gt;
&lt;br /&gt;
More effective ways of using pastures to get rid of unwanted animals include: placing them in chambers to be flooded (preferably with [[magma]]), in the path of [[Dwarven_atom_smasher|certain bridges]], or in battle arenas to face captured foes. Beware that the death of pets will likely cause unhappy [[thought]]s for their owners.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Grass does not grow back on mountain biomes.{{bug|4164}}&lt;br /&gt;
&lt;br /&gt;
{{Activity zones}}&lt;br /&gt;
{{Category|Fortress mode|Activity zones}}&lt;br /&gt;
[[ru:Pasture]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=313995</id>
		<title>Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=313995"/>
		<updated>2026-01-12T22:29:27Z</updated>

		<summary type="html">&lt;p&gt;Brrak: /* Bugs */ Bug 5990 resolved and Bug 6240 doesn't apply to this namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
[[File:pasture_icon_preview.png|right]]'''Pastures''' are [[activity zone]]s that the player creates to hold tame animals, especially [[grazer|grazing animals]].  Herbivorous animals require [[grass]] (or [[cave moss]], [[floor fungus]] and [[underlichen]] if stationed in underground pasturage) to graze upon, and larger herbivores need a greater amount of these to feed themselves. [[Panda]]s and their relatives require bamboo rather than other types of grass. Using pastures allows herbivorous animals to be restricted to areas where they will have plenty to eat.&lt;br /&gt;
&lt;br /&gt;
A pasture is defined using the {{menu icon|z}} Zone menu. Once created, you can then select which animals will graze there by clicking the rabbit icon with the yellow plus ([[File:Ui assign creature.png]]). Animals currently assigned to this pasture will have a yellow downwards arrow and a green checkmark left of them. Animals assigned to ''some'' pasture, the previously defined one or otherwise, will just have the yellow downwards arrow. If the brackets contain the 'cage' symbol (‼), it means that animal is currently caged. If that animal is selected for this pasture, they will be automatically uncaged and brought to the pasture by a dwarf (this is actually a good way to get animals you bought from a merchant uncaged quickly, without having to actually build the cage somewhere first). Note that an animal in a stockpiled cage within the defined pen/pasture area (i.e. stockpile overlaps pen/pasture zone) is considered to be within the pasture already and will not be released.&lt;br /&gt;
&lt;br /&gt;
Once all animals are selected, finish by pressing {{K|Esc}} or right clicking and idle [[Hauling#Animal_hauling|animal hauler]]s will lead the animals to pasture.&lt;br /&gt;
&lt;br /&gt;
Any animal may be assigned to a pasture, though wild and hostile animals won't reliably stay in one. You can also create pastures inside (on rock) and use them to confine animals that do not need to eat (like [[pig]]s) in certain areas. If there is fungus or moss on your indoor floors (e.g. on soil after breaching the caverns), the animals will consume that in place of grass. &lt;br /&gt;
&lt;br /&gt;
[[Grass]] on your pastures will replenish at different speeds, depending on [[biome]]; if, on embark, the biome reads &amp;quot;Thick&amp;quot; on &amp;quot;Other Vegetation&amp;quot;, it will regrow fast, if it read &amp;quot;Scarce&amp;quot;, it may not regenerate at all. Care should be taken to ensure that grass is not consumed more quickly than it can replenish, lest your livestock begin starving - if more than half of the pasture is devoid of grass, it's probably overloaded. Of special note is the fact that [[mountain]] biomes start covered with grass (and numerous [[boulder]]s), but said grass will ''never'' regrow once eaten, so when placing pastures, ensure that there are shrubs and saplings nearby, as their presence ensures that the environment is hospitable to plant (re)growth.&lt;br /&gt;
&lt;br /&gt;
Baby animals born to pastured mothers will automatically be assigned to their mother's pasture, but those hatched from [[egg]]s will not.&lt;br /&gt;
&lt;br /&gt;
If you need to get animals inside quickly when a [[siege]] or [[ambush]] hits, a quick way to do this is to simply make the pasture inactive (''before'' the animals see the invaders, if possible.) Animals without a pasture tend to gravitate to a meeting area, so most of them will head to your [[dining hall]] or other rest area. An inactive pasture retains its occupant list, so all you have to do is make it active again and your dwarves will return them to their correct areas.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding==&lt;br /&gt;
&lt;br /&gt;
{{Main|Overcrowding}}&lt;br /&gt;
&lt;br /&gt;
When a pasture is overcrowded, animals may become enraged and start fights, similarly to a dwarf throwing a [[tantrum]], which can be prevented by enlarging your pasture or keeping fewer animals in it.  Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with.&lt;br /&gt;
&lt;br /&gt;
==Other Applications==&lt;br /&gt;
Pasturing a [[cat]] in a food [[stockpile]] will make it more effective at keeping [[vermin]] away from your food (or any creature with a {{token|HUNTS_VERMIN|c}} or {{token|DIVE_HUNTS_VERMIN|c}} token).&lt;br /&gt;
&lt;br /&gt;
Lots of 1×1 pastures, each with a chicken and a nest box, is a way to make a [https://en.wikipedia.org/wiki/Battery_cage battery farm].&lt;br /&gt;
&lt;br /&gt;
A pasture can serve as a quick, limited replacement for a [[rope]] or [[restraint]], placing animals exactly in one defined area, even [[pet]]s and animals assigned to dwarves. However, it does not restrict the movement of an animal; if they are threatened by an enemy, the animal will flee as normal, which will trigger a task to re-pasture the animal once it leaves the border of the pasture. Dwarves with the [[Hauling#Animal_hauling|Animal Hauling]] labor enabled may then rush to put them back, probably putting themselves in danger; so maybe only enable that labor on the most durable…or replaceable.&lt;br /&gt;
&lt;br /&gt;
With that in mind, pastures can serve as an early-warning system and distraction for invaders and thieves when placed just outside or inside entrances to the fortress. Of course, this can result in injury to the animals, or even their death, and tame animals that die in ways other than specifically being slaughtered cannot be [[butcher]]ed.&lt;br /&gt;
&lt;br /&gt;
More effective ways of using pastures to get rid of unwanted animals include: placing them in chambers to be flooded (preferably with [[magma]]), in the path of [[Dwarven_atom_smasher|certain bridges]], or in battle arenas to face captured foes. Beware that the death of pets will likely cause unhappy [[thought]]s for their owners.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Grass does not grow back on mountain biomes.{{bug|4164}}&lt;br /&gt;
&lt;br /&gt;
{{Activity zones}}&lt;br /&gt;
{{Category|Fortress mode|Activity zones}}&lt;br /&gt;
[[ru:Pasture]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Announcements.txt&amp;diff=311010</id>
		<title>Announcements.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Announcements.txt&amp;diff=311010"/>
		<updated>2025-10-03T17:32:18Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Clarify this comment - probably could use a whole page dedicated to the User Data folder structure and what get used and not used&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{file|prefs/announcements.txt}}&lt;br /&gt;
'''Announcements.txt''' determines how and whether announcements appear and can be adjusted in game on that tab in the [[settings]]{{version|50.10}}; those settings are stored in the &amp;lt;code&amp;gt;announcements.txt&amp;lt;/code&amp;gt; files, with the defaults in &amp;lt;code&amp;gt;data/init/announcements.txt&amp;lt;/code&amp;gt;, and the current settings in &amp;lt;code&amp;gt;prefs/announcements.txt&amp;lt;/code&amp;gt;; the location of the &amp;lt;code&amp;gt;prefs&amp;lt;/code&amp;gt; [[Game folders and files|folder]] depends on the [[Settings#Portable_mode|portable mode setting]] (there can also be a &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder there, but if you put a &amp;lt;code&amp;gt;data/init/announcements.txt&amp;lt;/code&amp;gt; there it will not be read). These adjustments are mainly useful for changing whether an announcement pauses the game or recenters the view.&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
 ['''''EVENT_LABEL''''''':option:option''...]&lt;br /&gt;
=== Available options ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Settings]]&amp;lt;br&amp;gt;Options&lt;br /&gt;
! announcements.txt&amp;lt;br&amp;gt;'':options''&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Popup}}&lt;br /&gt;
| {{text anchor|BOX}} or {{text anchor|DO_MEGA}}&lt;br /&gt;
| Causes a box to appear in the middle of the screen, requiring a click on the Okay button to close it. If multiple boxes are displayed at the same time, the button says More and displays the next box.&lt;br /&gt;
| This is often used with [[Announcement#Game-changing announcements|game-changing announcements]].&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Pause}}&lt;br /&gt;
| {{text anchor|P}} or {{text anchor|PAUSE}}&lt;br /&gt;
| Pauses the game when the announcement occurs.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Recenter}}&lt;br /&gt;
| {{text anchor|R}} or {{text anchor|RECENTER}}&lt;br /&gt;
| Recenters the game to the location of the announcement when the announcement occurs.&lt;br /&gt;
| Commonly used for [[baby|births]], [[caravan]] arrivals, and [[ambush]]es. Use of this without the [[#PAUSE|pause]] option is not recommended, since your screen will recenter without warning.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Adv}}&lt;br /&gt;
| {{text anchor|A_D}} or {{text anchor|A_DISPLAY}}&lt;br /&gt;
| Causes the announcement to be displayed at the bottom of the screen in [[adventure mode]] (and be viewable in the {{k|a}}nnouncements list).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Fort}}&lt;br /&gt;
| {{text anchor|D_D}} or {{text anchor|D_DISPLAY}}&lt;br /&gt;
| Causes the announcement to appear under one of the categories at the left side of the screen in [[fortress mode]].&lt;br /&gt;
| The default for [[Announcement#Minor announcements|minor announcements]] including profession changes, [[weather]], job cancellations, and striking new minerals while [[mining]].&amp;lt;br&amp;gt;While playing in Fortress mode, enabling/disabling Adv has no impact on your announcement experience.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Report}}&lt;br /&gt;
| {{text anchor|UCR}} or {{text anchor|UNIT_COMBAT_REPORT}}&lt;br /&gt;
| Causes the announcement to appear in all [[reports]]. A new report will be created if none are active.&lt;br /&gt;
| Commonly used for logging combat details. &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Report (Active)}}&lt;br /&gt;
| {{text anchor|UCR_A}} or {{text anchor|UNIT_COMBAT_REPORT_ALL_ACTIVE}}&lt;br /&gt;
| Nearly identical to [[#UCR|UNIT_COMBAT_REPORT]], but does not create a new report if none are active.&lt;br /&gt;
| There is no difference between having 'Report (Active)/UCR_A' and 'Report/UCR' enabled verse having only 'Report/UCR' enabled. Use Report (Active)/UCR_A for things you want in the combat reports that would be too chatty to always generate a combat report for (Urist Falls down) but don't forget to disable 'Report/UCR' or you won't get the benefit.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Alert}}&lt;br /&gt;
| {{text anchor|ALERT}}&lt;br /&gt;
| Causes the announcement to appear under the alert button at the left side of the screen in [[fortress mode]].&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== {{text anchor|List of announcements}} ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Settings]]&amp;lt;br&amp;gt;Name&lt;br /&gt;
! announcements.txt&amp;lt;br&amp;gt;EVENT_LABEL&lt;br /&gt;
! Example&lt;br /&gt;
! Description/Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Reached peak}}&lt;br /&gt;
| {{text anchor|REACHED_PEAK}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=2 | See [[calendar]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Era change}}&lt;br /&gt;
| {{text anchor|ERA_CHANGE}}&lt;br /&gt;
| {{DFtext|The world has passed into The Dwarven Age.|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Endgame event 1}}&lt;br /&gt;
| {{text anchor|ENDGAME_EVENT_1}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=3 | Discovery of the [[HFS]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Endgame event 1B}}&lt;br /&gt;
| {{text anchor|ENDGAME_EVENT_1B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Endgame event 2}}&lt;br /&gt;
| {{text anchor|ENDGAME_EVENT_2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Found a feature}}&lt;br /&gt;
| {{text anchor|FEATURE_DISCOVERY}}&lt;br /&gt;
| {{DFtext|You have discovered an expansive cavern deep underground.|7:1}}&lt;br /&gt;
| Discovery of [[cavern]]s and their various features&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Praise the miners}}&lt;br /&gt;
| {{text anchor|STRUCK_DEEP_METAL}}&lt;br /&gt;
| {{DFtext|Raw adamantine! Praise the miners!|3:1}}&lt;br /&gt;
| Striking [[adamantine]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Struck mineral}}&lt;br /&gt;
| {{text anchor|STRUCK_MINERAL}}&lt;br /&gt;
| {{DFtext|You have struck mica!|6:1}}&lt;br /&gt;
| rowspan=2 | Striking a mineral while [[mining]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Struck economic mineral}}&lt;br /&gt;
| {{text anchor|STRUCK_ECONOMIC_MINERAL}}&lt;br /&gt;
| {{DFtext|You have struck hematite!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Weapon twist}}&lt;br /&gt;
| {{text anchor|COMBAT_TWIST_WEAPON}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=43 | Used in [[combat]], most often in [[adventure mode]] (also in the [[object testing arena|arena]])&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Drop item}}&lt;br /&gt;
| {{text anchor|COMBAT_LET_ITEM_DROP}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Charge}}&lt;br /&gt;
| {{text anchor|COMBAT_START_CHARGE}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf charges at The Wolf!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Surprised}}&lt;br /&gt;
| {{text anchor|COMBAT_SURPRISE_CHARGE}}&lt;br /&gt;
| {{DFtext|The Wolf looks suprised by the ferocity of The Swordsdwarf's onslaught!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Jump-dodge (proj)}}&lt;br /&gt;
| {{text anchor|COMBAT_JUMP_DODGE_PROJ}}&lt;br /&gt;
| {{DFtext|The Wolf jumps away from the flying +bronze bolt+!|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Jump-dodge (strike)}}&lt;br /&gt;
| {{text anchor|COMBAT_JUMP_DODGE_STRIKE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Dodge}}&lt;br /&gt;
| {{text anchor|COMBAT_DODGE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Counterstrike}}&lt;br /&gt;
| {{text anchor|COMBAT_COUNTERSTRIKE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Block}}&lt;br /&gt;
| {{text anchor|COMBAT_BLOCK}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Parry}}&lt;br /&gt;
| {{text anchor|COMBAT_PARRY}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Charge) Collision}}&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_COLLISION}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf collides with The Wolf!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Charge) (D) Tumble}}&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_DEFENDER_TUMBLES}}&lt;br /&gt;
| {{DFtext|The Wolf is knocked over and tumbles backwards!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Charge) (D) Knocked over}}&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_DEFENDER_KNOCKED_OVER}}&lt;br /&gt;
| {{DFtext|The Wolf is knocked over!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Charge) (A) Tumble}}&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_ATTACKER_TUMBLES}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Charge) (A) Knocked over}}&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_ATTACKER_BOUNCE_BACK}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf bounces backwards!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Charge) Tangle}}&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_TANGLE_TOGETHER}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Charge) Tangle/tumble}}&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_TANGLE_TUMBLE}}&lt;br /&gt;
| {{DFtext|They tangle together and tumble forward!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_RUSH_BY}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_MANAGE_STOP}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_OBSTACLE_SLAM}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Joint lock}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_LOCK}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Chokehold}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_CHOKEHOLD}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Takedown}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_TAKEDOWN}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf takes The Wolf down by the neck with The Swordsdwarf's right lower arm!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Throw}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_THROW}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf throws The Wolf by the neck with The Swordsdwarf's right lower arm!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Release lock}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_LOCK}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Release choke}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_CHOKE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Release}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_GRIP}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Struggle}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_STRUGGLE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Latch on}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_LATCH}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Strangle}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_STRANGLE_KO}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Adjust grip}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_ADJUST_GRIP}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestle) Part ripped away}}&lt;br /&gt;
| {{text anchor|COMBAT_GRAB_TEAR}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Strike}}&lt;br /&gt;
| {{text anchor|COMBAT_STRIKE_DETAILS}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Wounds}}&lt;br /&gt;
| {{text anchor|COMBAT_STRIKE_DETAILS_2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Enraged}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_ENRAGED}}&lt;br /&gt;
| {{DFtext|The Wolf has become enraged!|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Attack stuck in}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_STUCKIN}}&lt;br /&gt;
| {{DFtext|The *bronze spear* has lodged firmly in the wound!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Natural attack latched}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_LATCH_BP}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Attack latched}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_LATCH_GENERAL}}&lt;br /&gt;
| {{DFtext|The Wolf latches on firmly!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Propelling blow}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_PROPELLED_AWAY}}&lt;br /&gt;
| {{DFtext|The Wolf is propelled away by the force of the blow!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Knocked out}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_KNOCKED_OUT}}&lt;br /&gt;
| {{DFtext|The Wolf has been knocked unconscious!|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Stunned}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_STUNNED}}&lt;br /&gt;
| {{DFtext|The Wolf has been stunned!|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Winded}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_WINDED}}&lt;br /&gt;
| {{DFtext|The Wolf is having trouble breathing!|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Nauseated}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_NAUSEATED}}&lt;br /&gt;
| {{DFtext|The Wolf looks sick!|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| {{text anchor|MIGRANT_ARRIVAL_NAMED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| {{text anchor|MIGRANT_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
| The arrival of [[migrants]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Dig canceled (warm)}}&lt;br /&gt;
| {{text anchor|DIG_CANCEL_WARM}}&lt;br /&gt;
| {{DFtext|Digging designation cancelled: warm stone located.|6:1}}&lt;br /&gt;
| rowspan=2 | The [[Main:Digging designation canceled|cancellation]] of a mining task due to potentially dangerous stone.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Dig canceled (wet)}}&lt;br /&gt;
| {{text anchor|DIG_CANCEL_DAMP}}&lt;br /&gt;
| {{DFtext|Digging designation cancelled: damp stone located.|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Regular beast}}&lt;br /&gt;
| {{text anchor|BEAST_AMBUSH}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| {{text anchor|AMBUSH_DEFENDER}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=14 | Discovering an [[ambush]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (resident)}}&lt;br /&gt;
| {{text anchor|AMBUSH_RESIDENT}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Thief (villain)}}&lt;br /&gt;
| {{text anchor|AMBUSH_HERO}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (thief)}}&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF}}&lt;br /&gt;
| {{DFtext|Thief! Protect the hoard from skulking filth!|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (thief, sulking)}}&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT_SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (thief, nature)}}&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT_NATURE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (thief, other)}}&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Gremlin}}&lt;br /&gt;
| {{text anchor|AMBUSH_MISCHIEVOUS}}&lt;br /&gt;
| {{DFtext|A gremlin! Drive it away!|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Snatcher}}&lt;br /&gt;
| {{text anchor|AMBUSH_SNATCHER}}&lt;br /&gt;
| {{DFtext|Snatcher! Protect the children!|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (snatcher)}}&lt;br /&gt;
| {{text anchor|AMBUSH_SNATCHER_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (nature)}}&lt;br /&gt;
| {{text anchor|AMBUSH_AMBUSHER_NATURE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush}}&lt;br /&gt;
| {{text anchor|AMBUSH_AMBUSHER}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (injured creature)}}&lt;br /&gt;
| {{text anchor|AMBUSH_INJURED}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (uninjured creature)}}&lt;br /&gt;
| {{text anchor|AMBUSH_OTHER}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ambush (incapacitated creature)}}&lt;br /&gt;
| {{text anchor|AMBUSH_INCAPACITATED}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Caravan}}&lt;br /&gt;
| {{text anchor|CARAVAN_ARRIVAL}}&lt;br /&gt;
| {{DFtext|A caravan from Sarvesh Langgud has arrived.|1:1}}&lt;br /&gt;
| Arrival of a [[caravan]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Noble}}&lt;br /&gt;
| {{text anchor|NOBLE_ARRIVAL}}&lt;br /&gt;
|&lt;br /&gt;
| Arrival of a [[noble]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Migrants}}&lt;br /&gt;
| {{text anchor|D_MIGRANTS_ARRIVAL}}&lt;br /&gt;
| {{DFtext|Some migrants have arrived.|7:0}}&lt;br /&gt;
| rowspan=3| Arrival of a [[migrant]] wave&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Migrant (one)}}&lt;br /&gt;
| {{text anchor|D_MIGRANT_ARRIVAL}}&lt;br /&gt;
| {{DFtext|A migrant has arrived.|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Migrants (danger)}}&lt;br /&gt;
| {{text anchor|D_MIGRANT_ARRIVAL_DISCOURAGED}}&lt;br /&gt;
| {{DFtext|Some migrants have arrived, despite the danger.|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No migrants}}&lt;br /&gt;
| {{text anchor|D_NO_MIGRANT_ARRIVAL}}&lt;br /&gt;
| {{DFtext|The fortress attracted no migrants this season.|6:0}}&lt;br /&gt;
| The failure of [[migrants]] to show up in Fortress mode&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Animal trapped}}&lt;br /&gt;
| {{text anchor|ANIMAL_TRAP_CATCH}}&lt;br /&gt;
|&lt;br /&gt;
| A [[vermin]] was caught in an [[animal trap]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Animal trap robbed}}&lt;br /&gt;
| {{text anchor|ANIMAL_TRAP_ROBBED}}&lt;br /&gt;
|&lt;br /&gt;
| Failure to catch a [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Gremlin pulled lever}}&lt;br /&gt;
| {{text anchor|MISCHIEF_LEVER}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=4| Fun caused by a [[gremlin|certain mischievous creature]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Gremlin triggered plate}}&lt;br /&gt;
| {{text anchor|MISCHIEF_PLATE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Gremlin opened cage}}&lt;br /&gt;
| {{text anchor|MISCHIEF_CAGE}}&lt;br /&gt;
| {{DFtext|Something has emptied in a cage!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Gremlin unshackled something}}&lt;br /&gt;
| {{text anchor|MISCHIEF_CHAIN}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Diplomat}}&lt;br /&gt;
| {{text anchor|DIPLOMAT_ARRIVAL}}&lt;br /&gt;
|&lt;br /&gt;
| Arrival of a [[diplomat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Liaison}}&lt;br /&gt;
| {{text anchor|LIAISON_ARRIVAL}}&lt;br /&gt;
| {{DFtext|The outpost liaison Tun Unnostobul from Sarvesh Langgud has arrived.|7:1}}&lt;br /&gt;
| Arrival of an [[outpost liaison]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Trade diplomat}}&lt;br /&gt;
| {{text anchor|TRADE_DIPLOMAT_ARRIVAL}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cave-in}}&lt;br /&gt;
| {{text anchor|CAVE_COLLAPSE}}&lt;br /&gt;
| {{DFtext|A section of the cavern has collapsed!|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen birth}}&lt;br /&gt;
| {{text anchor|BIRTH_CITIZEN}}&lt;br /&gt;
| {{DFtext|Fath Ikudäs, Miner has given birth to a girl.|2:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Animal birth}}&lt;br /&gt;
| {{text anchor|BIRTH_ANIMAL}}&lt;br /&gt;
| {{DFtext|Stray Dog (Tame) has given birth to puppies.|2:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Wild animal gave birth}}&lt;br /&gt;
| {{text anchor|BIRTH_WILD_ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Strange mood}}&lt;br /&gt;
| {{text anchor|STRANGE_MOOD}}&lt;br /&gt;
| {{DFtext|Zon Urabasub, Metalcrafter is taken by a fey mood!|5:1}}&lt;br /&gt;
{{DFtext|Logem Stinthdkithn, Bowyer has been possessed!|5:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Artifact made}}&lt;br /&gt;
| {{text anchor|MADE_ARTIFACT}}&lt;br /&gt;
| {{DFtext|Zon Urabasub, Metalcrafter has created Lonsust Stato, a platinum amulet!|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Item given name}}&lt;br /&gt;
| {{text anchor|NAMED_ARTIFACT}}&lt;br /&gt;
| {{DFtext|Urdim Arbanerib, Mace Lord has bestowed the name Ostar Kinem upon a iron buckler!|3:1}}&lt;br /&gt;
| A soldier named their equipment.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Attachment to item}}&lt;br /&gt;
| {{text anchor|ITEM_ATTACHMENT}}&lt;br /&gt;
| {{DFtext|Kirkrost Inethnosig, mayor has grown attached to a steel crossbow!|3:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Vermin escaped from cage}}&lt;br /&gt;
| {{text anchor|VERMIN_CAGE_ESCAPE}}&lt;br /&gt;
|&lt;br /&gt;
| A [[vermin]] escapes from a [[cage]]/[[animal trap]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Entangled in hidden web}}&lt;br /&gt;
| {{text anchor|TRIGGER_WEB}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Strange mood) Building claimed}}&lt;br /&gt;
| {{text anchor|MOOD_BUILDING_CLAIMED}}&lt;br /&gt;
| {{DFtext|Zon Urabasub, Metalcrafter has claimed a Metalsmith's Forge.|0:1}}&lt;br /&gt;
| A [[strange mood|moody]] dwarf has claimed a workshop&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Artifact construction begun}}&lt;br /&gt;
| {{text anchor|ARTIFACT_BEGUN}}&lt;br /&gt;
| {{DFtext|Zon Urabasub, Metalcrafter has begun a mysterious construction!|7:1}}&lt;br /&gt;
| A dwarf has begun construction of an [[artifact]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Megabeast}}&lt;br /&gt;
| {{text anchor|MEGABEAST_ARRIVAL}}&lt;br /&gt;
| {{DFtext|The Forgotten Beast Smespu has come! An enormous hairy ceratopsoid. It has an enormous shell and it is slavering. Its sea green hair is patchy. Beware its deadly dust!|4:1}}&lt;br /&gt;
| Arrival of a [[megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Werebeast}}&lt;br /&gt;
| {{text anchor|WEREBEAST_ARRIVAL}}&lt;br /&gt;
| {{DFtext|The Werepanda Onget Râlukerib has come! A large panda twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow spring green. Its sepia hair is long and straight. Now you will know why you fear the night.|4:1}}&lt;br /&gt;
| Arrival of a [[werebeast]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Berserk}}&lt;br /&gt;
| {{text anchor|BERSERK_CITIZEN}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith has gone berserk!|4:1}}&lt;br /&gt;
| A citizen has gone [[berserk]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Magma defaces engraving}}&lt;br /&gt;
| {{text anchor|MAGMA_DEFACES_ENGRAVING}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=2| An [[engraving]] has melted in magma&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Engraving melted}}&lt;br /&gt;
| {{text anchor|ENGRAVING_MELTS}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterwork made}}&lt;br /&gt;
| {{text anchor|MASTERPIECE_CONSTRUCTION}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterwork architecture lost}}&lt;br /&gt;
| {{text anchor|MASTER_ARCHITECTURE_LOST}}&lt;br /&gt;
|&lt;br /&gt;
| A [[masterwork|masterpiece]] [[building]] has been destroyed&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterwork construction lost}}&lt;br /&gt;
| {{text anchor|MASTER_CONSTRUCTION_LOST}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Adventure) Awaken}}&lt;br /&gt;
| {{text anchor|ADV_AWAKEN}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=3| Related to [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Adventure) Sleep interrupted}}&lt;br /&gt;
| {{text anchor|ADV_SLEEP_INTERRUPTED}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Adventure) Made item}}&lt;br /&gt;
| {{text anchor|ADV_REACTION_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Job cancellation}}&lt;br /&gt;
| {{text anchor|CANCEL_JOB}}&lt;br /&gt;
| {{DFtext|Sibrek ùshrireshon, Mechanic cancels Load Cage Trap: Needs empty cage.|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Adventure) Death}}&lt;br /&gt;
| {{text anchor|ADV_CREATURE_DEATH}}&lt;br /&gt;
| {{DFtext|The Wolf has been struck down.|5:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen death}}&lt;br /&gt;
| {{text anchor|CITIZEN_DEATH}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith has been found dead.|5:1}}&lt;br /&gt;
| Death of a citizen in [[fortress mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Pet death}}&lt;br /&gt;
| {{text anchor|PET_DEATH}}&lt;br /&gt;
| {{DFtext|The Stray Boar (Tame) has been slaughtered.|5:1}}&lt;br /&gt;
| The death of a [[pet]], causing a negative [[thought]] for its owner Also used when a butcher slaughters unadopted [[livestock]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Fall over}}&lt;br /&gt;
| {{text anchor|FALL_OVER}}&lt;br /&gt;
| {{DFtext|The Wolf falls over.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Caught in flame}}&lt;br /&gt;
| {{text anchor|CAUGHT_IN_FLAMES}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf is caught in a burst of forgotten beast flames!|4:1}}&lt;br /&gt;
| Also used when a creature is caught in poison gas/vapors or cave-in dust.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Caught in web}}&lt;br /&gt;
| {{text anchor|CAUGHT_IN_WEB}}&lt;br /&gt;
| {{DFtext|The Wolf is caught up in a web!|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Slam into obstacle (blow apart)}}&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM_BLOW_APART}}&lt;br /&gt;
| {{DFtext|The Wolf slams into an obstacle and blows apart!|5:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Slam into obstacle}}&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM}}&lt;br /&gt;
| {{DFtext|The Wolf slams into an obstacle!|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Slam into unit}}&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM_INTO_UNIT}}&lt;br /&gt;
| {{DFtext|The Wolf slams into the Wolf!|1:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Vomit}}&lt;br /&gt;
| {{text anchor|VOMIT}}&lt;br /&gt;
| {{DFtext|The Wolf vomits.|2:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Lose hold of item}}&lt;br /&gt;
| {{text anchor|LOSE_HOLD_OF_ITEM}}&lt;br /&gt;
| {{DFtext|The Goblin Bowman loses the hold of the (bismuth bronze bow).|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Regain consciousness}}&lt;br /&gt;
| {{text anchor|REGAIN_CONSCIOUSNESS}}&lt;br /&gt;
| {{DFtext|The Wolf regains consciousness.|7:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Free from web}}&lt;br /&gt;
| {{text anchor|FREE_FROM_WEB}}&lt;br /&gt;
| {{DFtext|The Wolf is partially free from the web.|7:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Paralyzed}}&lt;br /&gt;
| {{text anchor|PARALYZED}}&lt;br /&gt;
| {{DFtext|The Wolf is completely paralyzed!|3:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Overcome paralysis}}&lt;br /&gt;
| {{text anchor|OVERCOME_PARALYSIS}}&lt;br /&gt;
|&lt;br /&gt;
| A creature is no longer [[syndrome|paralyzed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No longer stunned}}&lt;br /&gt;
| {{text anchor|NOT_STUNNED}}&lt;br /&gt;
| {{DFtext|The Wolf is no longer stunned.|3:1}}&lt;br /&gt;
| A creature is no longer [[stun]]ned&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Exhausted}}&lt;br /&gt;
| {{text anchor|EXHAUSTION}}&lt;br /&gt;
|&lt;br /&gt;
| [[Exhaustion]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Give into pain}}&lt;br /&gt;
| {{text anchor|PAIN_KO}}&lt;br /&gt;
| {{DFtext|The Wolf gives in to pain.|6:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestling) Break grip}}&lt;br /&gt;
| {{text anchor|BREAK_GRIP}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf breaks the grip of the Wolf's teeth on the Swordsdwarf's left upper arm.|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Wrestling) Cannot break grip}}&lt;br /&gt;
| {{text anchor|NO_BREAK_GRIP}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf struggles in vain against the grip of the Wolf's teeth on the Swordsdwarf's left upper arm.|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Block fire}}&lt;br /&gt;
| {{text anchor|BLOCK_FIRE}}&lt;br /&gt;
|&lt;br /&gt;
| Blocking a [[fire]] attack&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Breathe fire}}&lt;br /&gt;
| {{text anchor|BREATHE_FIRE}}&lt;br /&gt;
| {{DFtext|The Fire Imp breathes fire!|4:1}}&lt;br /&gt;
| A creature breathes [[fire]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Shoot web}}&lt;br /&gt;
| {{text anchor|SHOOT_WEB}}&lt;br /&gt;
| {{DFtext|The Giant Cave Spider shoots out thick strands of webbing!|4:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Pull out and drop item}}&lt;br /&gt;
| {{text anchor|PULL_OUT_DROP}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Stand up}}&lt;br /&gt;
| {{text anchor|STAND_UP}}&lt;br /&gt;
| {{DFtext|The Wolf stands up.|7:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Martial trance}}&lt;br /&gt;
| {{text anchor|MARTIAL_TRANCE}}&lt;br /&gt;
| {{DFtext|Mörul Bardumoslan, Hammerdwarf has entered a martial trance!|2:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Breath attack}}&lt;br /&gt;
| {{text anchor|MAT_BREATH}}&lt;br /&gt;
| {{DFtext|The Forgotten Beast breathes a cloud of Mirgur Sealhorse the Infinite Shadows's forgotten beast extract!|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Adventure) Night Creature Attack}}&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_STARTS}}&lt;br /&gt;
| {{DFtext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
| rowspan=3| [[Bogeymen]] attack&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Adventure) Cackling fades}}&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_ENDS}}&lt;br /&gt;
| {{DFtext|The cackling fades away.|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_TRAVEL}}&lt;br /&gt;
| {{DFtext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Ghost attack}}&lt;br /&gt;
| {{text anchor|GHOST_ATTACK}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Ghostly Weaponsmith has arisen and is haunting the fortress!|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Discovered site}}&lt;br /&gt;
| {{text anchor|TRAVEL_SITE_DISCOVERY}}&lt;br /&gt;
| {{DFtext|You have discovered a lair.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot travel through site}}&lt;br /&gt;
| {{text anchor|TRAVEL_SITE_BUMP}}&lt;br /&gt;
| {{DFtext|You cannot travel through the Lair.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Intro}}&lt;br /&gt;
| {{text anchor|ADVENTURE_INTRO}}&lt;br /&gt;
| {{DFtext|You've finally got your equipment together, such as it is. Now it's time for action and adventure! In the rush of excitement, you've forgotten where you're going to go. Perhaps some of your friends might have ideas.|7:1}}&lt;br /&gt;
| Beginning [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Creature sound}}&lt;br /&gt;
| {{text anchor|CREATURE_SOUND}}&lt;br /&gt;
| {{DFtext|The capybara barks.|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Mechanism sounds}}&lt;br /&gt;
| {{text anchor|MECHANISM_SOUND}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Creature stolen object}}&lt;br /&gt;
| {{text anchor|CREATURE_STEALS_OBJECT}}&lt;br /&gt;
| {{DFtext|A gray langur has stolen a -giant bat bone amulet-!|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Found trap}}&lt;br /&gt;
| {{text anchor|FOUND_TRAP}}&lt;br /&gt;
|&lt;br /&gt;
| Discovery of a [[trap]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Transformation}}&lt;br /&gt;
| {{text anchor|BODY_TRANSFORMATION}}&lt;br /&gt;
| {{DFtext|Iden Ustuthod, Fisherdwarf has transformed into a wereskink!|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Interaction (user)}}&lt;br /&gt;
| {{text anchor|INTERACTION_ACTOR}}&lt;br /&gt;
|&lt;br /&gt;
| See [[Interaction token#VERB]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Interaction (target)}}&lt;br /&gt;
| {{text anchor|INTERACTION_TARGET}}&lt;br /&gt;
|&lt;br /&gt;
| See [[Interaction token#TARGET_VERB]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Undead attack}}&lt;br /&gt;
| {{text anchor|UNDEAD_ATTACK}}&lt;br /&gt;
| {{DFtext|The dead walk. Hide while you still can!|5:1}}&lt;br /&gt;
| Arrival of a horde of [[undead]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen missing}}&lt;br /&gt;
| {{text anchor|CITIZEN_MISSING}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith has been missing for a week.|5:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Pet missing}}&lt;br /&gt;
| {{text anchor|PET_MISSING}}&lt;br /&gt;
| &lt;br /&gt;
| A pet has gone missing&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Weird weather}}&lt;br /&gt;
| {{text anchor|STRANGE_RAIN_SNOW}}&lt;br /&gt;
| {{DFtext|It is raining rotten sludge!|4:1}}&lt;br /&gt;
| rowspan=2 | The appearance of unusual [[weather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Evil cloud}}&lt;br /&gt;
| {{text anchor|STRANGE_CLOUD}}&lt;br /&gt;
| {{DFtext|A cloud of haunting fog has drifted nearby!|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Animal Action}}&lt;br /&gt;
| {{text anchor|SIMPLE_ANIMAL_ACTION}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Flounder in water}}&lt;br /&gt;
| {{text anchor|FLOUNDER_IN_LIQUID}}&lt;br /&gt;
| {{DFtext|You flounder in the water!|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Semi-wild}}&lt;br /&gt;
| {{text anchor|TRAINING_DOWN_TO_SEMI_WILD}}&lt;br /&gt;
| {{DFtext|The Stray war Cave Dragon (Semi-Wild) has forgotten its training!|6:1}}&lt;br /&gt;
| A trained animal has reverted to a semi-wild state (Fortress mode). If the animal is not [[animal trainer|trained]] properly, it will become wild and possibly attack your dwarves.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Full reversion}}&lt;br /&gt;
| {{text anchor|TRAINING_FULL_REVERSION}}&lt;br /&gt;
| {{DFtext|The war Cave Dragon has reverted to a wild state!|4:1}}&lt;br /&gt;
| An animal has reverted to a wild state (follows the previous announcement)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Gained knowledge}}&lt;br /&gt;
| {{text anchor|ANIMAL_TRAINING_KNOWLEDGE}}&lt;br /&gt;
| {{DFtext|The dwarves of the Monastery of Tin are now quite knowledgable cave dragon trainers.|3:1}}&lt;br /&gt;
| See [[Animal trainer#Taming|Animal trainer]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Skipped on liquid}}&lt;br /&gt;
| {{text anchor|SKIP_ON_LIQUID}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Dodge projectile}}&lt;br /&gt;
| {{text anchor|DODGE_FLYING_OBJECT}}&lt;br /&gt;
|&lt;br /&gt;
| Dodging a shot [[arrow]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Conversation}}&lt;br /&gt;
| {{text anchor|REGULAR_CONVERSATION}}&lt;br /&gt;
| {{DFtext|Caspa Linkon, Human Swordsman: I must pray to Uspram Boldyell the Contest of Stability. I'm uneasy.|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Conversation (conflict)}}&lt;br /&gt;
| {{text anchor|CONFLICT_CONVERSATION}}&lt;br /&gt;
| {{DFtext|Caspa Linkon, Human Swordsman: This is my fight too. I will take revenge!|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Hit by ball of flames}}&lt;br /&gt;
| {{text anchor|FLAME_HIT}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Embrace}}&lt;br /&gt;
| {{text anchor|EMBRACE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Bandit empties container}}&lt;br /&gt;
| {{text anchor|BANDIT_EMPTY_CONTAINER}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Bandit grabs item}}&lt;br /&gt;
| {{text anchor|BANDIT_GRAB_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Attack interrupted}}&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_ATTACK_INTERRUPTED}}&lt;br /&gt;
| {{DFtext|The Wolf's attack is interrupted!|4:1}}&lt;br /&gt;
| [[Wrestling]] interrupts opponent's attack&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Attack caught}}&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_CATCH_ATTACK}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Fail to grab hold}}&lt;br /&gt;
| {{text anchor|FAIL_TO_GRAB_SURFACE}}&lt;br /&gt;
|&lt;br /&gt;
| Failing to grab a tile&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Lose hold of surface}}&lt;br /&gt;
| {{text anchor|LOSE_HOLD_OF_SURFACE}}&lt;br /&gt;
|&lt;br /&gt;
| Losing hold of a surface while [[climb]]ing&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Travel complaint}}&lt;br /&gt;
| {{text anchor|TRAVEL_COMPLAINT}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No longer overwhelmed}}&lt;br /&gt;
| {{text anchor|LOSE_EMOTION}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Reorganize possessions}}&lt;br /&gt;
| {{text anchor|REORGANIZE_POSSESSIONS}}&lt;br /&gt;
| {{DFtext|The Human Pikeman reorganizes his possessions.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Push item}}&lt;br /&gt;
| {{text anchor|PUSH_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Draw item}}&lt;br /&gt;
| {{text anchor|DRAW_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Strap item}}&lt;br /&gt;
| {{text anchor|STRAP_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Gained site control}}&lt;br /&gt;
| {{text anchor|GAIN_SITE_CONTROL}}&lt;br /&gt;
| {{DFtext|You are now in control of Tanfield, ruling The Ignition of Churches from The Holy Saturninity.|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Assumed position}}&lt;br /&gt;
| {{text anchor|FORT_POSITION_SUCCESSION}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen overwhelmed by stress}}&lt;br /&gt;
| {{text anchor|STRESSED_CITIZEN}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith is stumbling obliviously!|3:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen lost to stress}}&lt;br /&gt;
| {{text anchor|CITIZEN_LOST_TO_STRESS}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith has gone stark raving mad!|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Tantrum}}&lt;br /&gt;
| {{text anchor|CITIZEN_TANTRUM}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith is throwing a tantrum!|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Enemy moved out of range}}&lt;br /&gt;
| {{text anchor|MOVED_OUT_OF_RANGE}}&lt;br /&gt;
| {{DFtext|The Wolf has moved out of range!|7:1}}&lt;br /&gt;
| An [[attack]]ed creature has moved out of range&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot jump}}&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| {{DFtext|You cannot jump while prone.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No tracks}}&lt;br /&gt;
| {{text anchor|NO_TRACKS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Already searched}}&lt;br /&gt;
| {{text anchor|ALREADY_SEARCHED_AREA}}&lt;br /&gt;
| {{DFtext|You've already searched this area recently.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Search found something}}&lt;br /&gt;
| {{text anchor|SEARCH_FOUND_SOMETHING}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Search found nothing}}&lt;br /&gt;
| {{text anchor|SEARCH_FOUND_NOTHING}}&lt;br /&gt;
| {{DFtext|Your intense search turns up nothing.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Nothing to interact}}&lt;br /&gt;
| {{text anchor|NOTHING_TO_INTERACT}}&lt;br /&gt;
| {{DFtext|You have nothing with which to interact.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Nothing to examine}}&lt;br /&gt;
| {{text anchor|NOTHING_TO_EXAMINE}}&lt;br /&gt;
| {{DFtext|You have nothing to examine.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You yield}}&lt;br /&gt;
| {{text anchor|YOU_YIELDED}}&lt;br /&gt;
| {{DFtext|You assume a submissive posture.|6:1}}&lt;br /&gt;
| rowspan=2| [[Yield]]ing in adventure mode&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You unyield}}&lt;br /&gt;
| {{text anchor|YOU_UNYIELDED}}&lt;br /&gt;
| {{DFtext|You no longer assume a submissive posture.|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You strap item}}&lt;br /&gt;
| {{text anchor|YOU_STRAP_ITEM}}&lt;br /&gt;
| {{DFtext|You strap the steel short sword to your Upper body.|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You draw}}&lt;br /&gt;
| {{text anchor|YOU_DRAW_ITEM}}&lt;br /&gt;
| {{DFtext|You draw the steel short sword with your Right hand.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No grasp to draw}}&lt;br /&gt;
| {{text anchor|NO_GRASP_TO_DRAW_ITEM}}&lt;br /&gt;
| {{DFtext|You do not have a free grasp for the steel short sword.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to strap}}&lt;br /&gt;
| {{text anchor|NO_ITEM_TO_STRAP}}&lt;br /&gt;
| {{DFtext|You have nothing left to draw or put away.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to remove}}&lt;br /&gt;
| {{text anchor|NO_INV_TO_REMOVE}}&lt;br /&gt;
| {{DFtext|You have nothing left to remove.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to wear}}&lt;br /&gt;
| {{text anchor|NO_INV_TO_WEAR}}&lt;br /&gt;
| {{DFtext|You have nothing left to wear.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to eat}}&lt;br /&gt;
| {{text anchor|NO_INV_TO_EAT}}&lt;br /&gt;
| {{DFtext|You have nothing left to eat or drink.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to contain}}&lt;br /&gt;
| {{text anchor|NO_INV_TO_CONTAIN}}&lt;br /&gt;
| {{DFtext|You have nothing to put inside a container.|6:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to drop}}&lt;br /&gt;
| {{text anchor|NO_INV_TO_DROP}}&lt;br /&gt;
| {{DFtext|You have nothing left to drop.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to pick up}}&lt;br /&gt;
| {{text anchor|NOTHING_TO_PICK_UP}}&lt;br /&gt;
| {{DFtext|There is nothing to pick up here.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to throw}}&lt;br /&gt;
| {{text anchor|NO_INV_TO_THROW}}&lt;br /&gt;
| {{DFtext|You have nothing left to throw.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No item to throw}}&lt;br /&gt;
| {{text anchor|NO_INV_TO_FIRE}}&lt;br /&gt;
| {{DFtext|You have nothing left to fire.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Check smells}}&lt;br /&gt;
| {{text anchor|CURRENT_SMELL}}&lt;br /&gt;
|&lt;br /&gt;
| [[Smell]]ing in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Check weather}}&lt;br /&gt;
| {{text anchor|CURRENT_WEATHER}}&lt;br /&gt;
| {{DFtext|The sky is clear above you.|7:1}}&lt;br /&gt;
| Checking [[weather]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Check temperature}}&lt;br /&gt;
| {{text anchor|CURRENT_TEMPERATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Checking [[temperature]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Check date}}&lt;br /&gt;
| {{text anchor|CURRENT_DATE}}&lt;br /&gt;
| {{DFtext|It is the 14th of Granite, 250.|7:1}}&lt;br /&gt;
| Checking [[time]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No hands to pick up}}&lt;br /&gt;
| {{text anchor|NO_GRASP_FOR_PICKUP}}&lt;br /&gt;
| {{DFtext|You do not have a free grasp.|6:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot climb}}&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
|&lt;br /&gt;
| You are unable to [[climb]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot stand}}&lt;br /&gt;
| {{text anchor|CANNOT_STAND}}&lt;br /&gt;
|&lt;br /&gt;
| You are unable to stand up&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Must unretract first}}&lt;br /&gt;
| {{text anchor|MUST_UNRETRACT_FIRST}}&lt;br /&gt;
| {{DFtext|You must unroll.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot rest}}&lt;br /&gt;
| {{text anchor|CANNOT_REST}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot make campfire}}&lt;br /&gt;
| {{text anchor|CANNOT_MAKE_CAMPFIRE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Made a campfire}}&lt;br /&gt;
| {{text anchor|MADE_CAMPFIRE}}&lt;br /&gt;
|&lt;br /&gt;
| You make a [[campfire]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot set a fire}}&lt;br /&gt;
| {{text anchor|CANNOT_SET_FIRE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Set fire}}&lt;br /&gt;
| {{text anchor|SET_FIRE}}&lt;br /&gt;
|&lt;br /&gt;
| You set a [[fire]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Break of dawn}}&lt;br /&gt;
| {{text anchor|DAWN_BREAKS}}&lt;br /&gt;
| {{DFtext|The dawn is breaking.|6:1}}&lt;br /&gt;
| rowspan=3| Change of the time of day&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Noon}}&lt;br /&gt;
| {{text anchor|NOON}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Nightfall}}&lt;br /&gt;
| {{text anchor|NIGHTFALL}}&lt;br /&gt;
| {{DFtext|The night is falling.|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Nothing to do with item}}&lt;br /&gt;
| {{text anchor|NO_INV_INTERACTION}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Empty a container}}&lt;br /&gt;
| {{text anchor|EMPTY_CONTAINER}}&lt;br /&gt;
| {{DFtext|You empty your giant moon snail leather backpack.|6:0}}&lt;br /&gt;
| Emptying a container in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Take out of a container}}&lt;br /&gt;
| {{text anchor|TAKE_OUT_OF_CONTAINER}}&lt;br /&gt;
|&lt;br /&gt;
| Taking an item out of container in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No container to insert item}}&lt;br /&gt;
| {{text anchor|NO_CONTAINER_FOR_ITEM}}&lt;br /&gt;
| {{DFtext|You don't have a suitable container.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Put into container}}&lt;br /&gt;
| {{text anchor|PUT_INTO_CONTAINER}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Eat}}&lt;br /&gt;
| {{text anchor|EAT_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| You eat an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Drink}}&lt;br /&gt;
| {{text anchor|DRINK_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| You drink an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Failed to eat/drink}}&lt;br /&gt;
| {{text anchor|CONSUME_FAILURE}}&lt;br /&gt;
|&lt;br /&gt;
| You lick an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Drop}}&lt;br /&gt;
| {{text anchor|DROP_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| You drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Pick up}}&lt;br /&gt;
| {{text anchor|PICK_UP_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| You pick up an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You interact with building}}&lt;br /&gt;
| {{text anchor|YOU_BUILDING_INTERACTION}}&lt;br /&gt;
|&lt;br /&gt;
| Interaction with a [[building]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You interact with item}}&lt;br /&gt;
| {{text anchor|YOU_ITEM_INTERACTION}}&lt;br /&gt;
|&lt;br /&gt;
| Interaction with an [[item]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You feel hot/cold}}&lt;br /&gt;
| {{text anchor|YOU_TEMPERATURE_EFFECTS}}&lt;br /&gt;
| {{DFtext|You are melting!|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|(Combat) Gain/lose possession of item}}&lt;br /&gt;
| {{text anchor|RESOLVE_SHARED_ITEMS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cough blood}}&lt;br /&gt;
| {{text anchor|COUGH_BLOOD}}&lt;br /&gt;
|&lt;br /&gt;
| [[Syndrome|Coughing blood]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Vomit blood}}&lt;br /&gt;
| {{text anchor|VOMIT_BLOOD}}&lt;br /&gt;
|&lt;br /&gt;
| [[Syndrome|Vomiting blood]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Learned a power}}&lt;br /&gt;
| {{text anchor|POWER_LEARNED}}&lt;br /&gt;
|&lt;br /&gt;
| Learning a new power&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You feed on victim}}&lt;br /&gt;
| {{text anchor|YOU_FEED_ON_SUCKEE}}&lt;br /&gt;
|&lt;br /&gt;
| [[Vampire|Sucking blood]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Profession change}}&lt;br /&gt;
| {{text anchor|PROFESSION_CHANGES}}&lt;br /&gt;
|&lt;br /&gt;
| Changing a profession&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Recruit gains skill}}&lt;br /&gt;
| {{text anchor|RECRUIT_PROMOTED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Soldier becomes a master}}&lt;br /&gt;
| {{text anchor|SOLDIER_BECOMES_MASTER}}&lt;br /&gt;
|&lt;br /&gt;
| A [[soldier]] has mastered a weapon [[skill]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Merchants unloading}}&lt;br /&gt;
| {{text anchor|MERCHANTS_UNLOADING}}&lt;br /&gt;
| {{DFtext|The merchants from Sarvesh Langgud have arrived and are unloading their goods.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Merchants need depot}}&lt;br /&gt;
| {{text anchor|MERCHANTS_NEED_DEPOT}}&lt;br /&gt;
| {{DFtext|The merchants need a trade depot to unload their goods.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Wagons bypassed inaccessible site}}&lt;br /&gt;
| {{text anchor|MERCHANT_WAGONS_BYPASSED}}&lt;br /&gt;
|&lt;br /&gt;
| The [[merchants]]' wagons have bypassed the site&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Merchants leaving soon}}&lt;br /&gt;
| {{text anchor|MERCHANTS_LEAVING_SOON}}&lt;br /&gt;
| {{DFtext|The merchants from Sarvesh Langgud will be leaving soon.|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Merchants leaving now}}&lt;br /&gt;
| {{text anchor|MERCHANTS_EMBARKED}}&lt;br /&gt;
| {{DFtext|The merchants from Sarvesh Langgud have embarked on their journey.|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Pet loses dead owner}}&lt;br /&gt;
| {{text anchor|PET_LOSES_DEAD_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Pet adopts owner}}&lt;br /&gt;
| {{text anchor|PET_ADOPTS_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Vermin bite}}&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| {{DFtext|The Stray Cow (Tame) has been stung by a honey bee!|6:1}}&lt;br /&gt;
| A [[vermin]] bites/stings a creature&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Unable to complete building}}&lt;br /&gt;
| {{text anchor|UNABLE_TO_COMPLETE_BUILDING}}&lt;br /&gt;
| {{DFtext|The dwarves were unable to complete the Wall.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Job removed from unpowered building}}&lt;br /&gt;
| {{text anchor|JOBS_REMOVED_FROM_UNPOWERED_BUILDING}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen kidnapped}}&lt;br /&gt;
| {{text anchor|CITIZEN_SNATCHED}}&lt;br /&gt;
| {{DFtext|A kidnapper has made off with the Dwarven child Ustuth Therlethendok!|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Vermin disturbed}}&lt;br /&gt;
| {{text anchor|VERMIN_DISTURBED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Land gains a status}}&lt;br /&gt;
| {{text anchor|LAND_GAINS_STATUS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Land's status elevated}}&lt;br /&gt;
| {{text anchor|LAND_ELEVATED_STATUS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterpiece crafted}}&lt;br /&gt;
| {{text anchor|MASTERPIECE_CRAFTED}}&lt;br /&gt;
| {{DFtext|Fikod Razulban has created a masterpiece ☼Juwog Minedscratch's forgotten beast silk cloth☼|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterpiece defaced}}&lt;br /&gt;
| {{text anchor|ARTWORK_DEFACED}}&lt;br /&gt;
| {{DFtext|A foolish builder defaced a Edëm Stinzas!|4:0}}&lt;br /&gt;
| A [[masterwork]] was destroyed&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Animal trained}}&lt;br /&gt;
| {{text anchor|ANIMAL_TRAINED}}&lt;br /&gt;
| {{DFtext|An animal has become a Stray war Dog.|2:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterful dye}}&lt;br /&gt;
| {{text anchor|DYED_MASTERPIECE}}&lt;br /&gt;
|&lt;br /&gt;
| An item has been [[masterwork|masterfully]] [[dyer|dyed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterwork food}}&lt;br /&gt;
| {{text anchor|COOKED_MASTERPIECE}}&lt;br /&gt;
| {{DFtext|Atír Sigunzlir has cooked a masterful meal!|3:1}}&lt;br /&gt;
| Cooking a [[masterwork|masterful]] [[prepared meal|meal]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Mandate ends}}&lt;br /&gt;
| {{text anchor|MANDATE_ENDS}}&lt;br /&gt;
| {{DFtext| Medtob Aludineth, mayor has ended a mandate.|3:1}}&lt;br /&gt;
| A [[noble]] ended a [[mandate]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|SLOWDOWN_ENDS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Diplomat bids farewell}}&lt;br /&gt;
| {{text anchor|FAREWELL_HELPER}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Election}}&lt;br /&gt;
| {{text anchor|ELECTION_RESULTS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Site located}}&lt;br /&gt;
| {{text anchor|SITE_PRESENT}}&lt;br /&gt;
|&lt;br /&gt;
| A site already exists at the location you are trying to embark to&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Construction suspended}}&lt;br /&gt;
| {{text anchor|CONSTRUCTION_SUSPENDED}}&lt;br /&gt;
|&lt;br /&gt;
| Construction of a [[building]] was suspended&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Machine link suspended}}&lt;br /&gt;
| {{text anchor|LINKAGE_SUSPENDED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Work order completed}}&lt;br /&gt;
| {{text anchor|QUOTA_FILLED}}&lt;br /&gt;
|&lt;br /&gt;
| A [[manager|work order]] was completed&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Job overwritten}}&lt;br /&gt;
| {{text anchor|JOB_OVERWRITTEN}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No fish to catch}}&lt;br /&gt;
| {{text anchor|NOTHING_TO_CATCH_IN_WATER}}&lt;br /&gt;
| {{DFtext|There is nothing to catch in the river.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Demand forgotten}}&lt;br /&gt;
| {{text anchor|DEMAND_FORGOTTEN}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|New demand}}&lt;br /&gt;
| {{text anchor|NEW_DEMAND}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|New mandate}}&lt;br /&gt;
| {{text anchor|NEW_MANDATE}}&lt;br /&gt;
| {{DFtext|Medtob Aludineth, mayor has imposed a ban on certain exports.|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|PRICES_ALTERED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Local resident creature named}}&lt;br /&gt;
| {{text anchor|NAMED_RESIDENT_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Somebody grows up}}&lt;br /&gt;
| {{text anchor|SOMEBODY_GROWS_UP}}&lt;br /&gt;
|&lt;br /&gt;
| Somebody has grown up&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|GUILD_REQUEST_TAKEN}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|GUILD_WAGES_CHANGED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|NEW_WORK_MANDATE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen becomes soldier}}&lt;br /&gt;
| {{text anchor|CITIZEN_BECOMES_SOLDIER}}&lt;br /&gt;
|&lt;br /&gt;
| Shown when dwarves assume soldier role, for standing orders or direct orders&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Citizen becomes civilian}}&lt;br /&gt;
| {{text anchor|CITIZEN_BECOMES_NONSOLDIER}}&lt;br /&gt;
|&lt;br /&gt;
| Shown when soldier dwarves no longer have active military orders, and return to civilian life&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Party organized}}&lt;br /&gt;
| {{text anchor|PARTY_ORGANIZED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Trantrum (possessed by ghost)}}&lt;br /&gt;
| {{text anchor|POSSESSED_TANTRUM}}&lt;br /&gt;
|&lt;br /&gt;
| A dwarf possessed by a [[ghost]] is throwing a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Building toppled by ghost}}&lt;br /&gt;
| {{text anchor|BUILDING_TOPPLED_BY_GHOST}}&lt;br /&gt;
|&lt;br /&gt;
| A building was toppled by a [[ghost]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterwork improvement}}&lt;br /&gt;
| {{text anchor|MASTERFUL_IMPROVEMENT}}&lt;br /&gt;
|&lt;br /&gt;
| An item has been [[masterwork|masterfully]] decorated&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Masterwork engraving}}&lt;br /&gt;
| {{text anchor|MASTERPIECE_ENGRAVING}}&lt;br /&gt;
|&lt;br /&gt;
| A [[masterwork|masterpiece]] [[engraving]] was created&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Wedding}}&lt;br /&gt;
| {{text anchor|MARRIAGE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{text anchor|NO_MARRIAGE_CELEBRATION}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Beast guzzles drink}}&lt;br /&gt;
| {{text anchor|CURIOUS_GUZZLER}}&lt;br /&gt;
|&lt;br /&gt;
| An animal drank stockpiled [[booze]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Clear weather}}&lt;br /&gt;
| {{text anchor|WEATHER_BECOMES_CLEAR}}&lt;br /&gt;
| {{DFtext|The weather has cleared.|7:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Snow}}&lt;br /&gt;
| {{text anchor|WEATHER_BECOMES_SNOW}}&lt;br /&gt;
| {{DFtext|A snow storm has come.|7:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Rain}}&lt;br /&gt;
| {{text anchor|WEATHER_BECOMES_RAIN}}&lt;br /&gt;
| {{DFtext|It has started raining.|1:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Wet season}}&lt;br /&gt;
| {{text anchor|SEASON_WET}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Dry season}}&lt;br /&gt;
| {{text anchor|SEASON_DRY}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Spring}}&lt;br /&gt;
| {{text anchor|SEASON_SPRING}}&lt;br /&gt;
| {{DFtext|Spring has arrived!|2:1}}&lt;br /&gt;
| rowspan=4| Change of a season&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Summer}}&lt;br /&gt;
| {{text anchor|SEASON_SUMMER}}&lt;br /&gt;
| {{DFtext|It is now summer.|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Autumn}}&lt;br /&gt;
| {{text anchor|SEASON_AUTUMN}}&lt;br /&gt;
| {{DFtext|Autumn has come.|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Winter}}&lt;br /&gt;
| {{text anchor|SEASON_WINTER}}&lt;br /&gt;
| {{DFtext|Winter is here.|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Guest arrives}}&lt;br /&gt;
| {{text anchor|GUEST_ARRIVAL}}&lt;br /&gt;
| {{DFtext|Vusdom Ilerane, Human Spearman is visiting.|2:1}}&lt;br /&gt;
| Arrival of visitors, and also squads returning from missions.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You cannot speak}}&lt;br /&gt;
| {{text anchor|CANNOT_SPEAK}}&lt;br /&gt;
| {{DFtext|A troglodyte cannot speak.|6:0}}&lt;br /&gt;
| When playing adventure mode as a creature that doesn't speak.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Research breakthrough}}&lt;br /&gt;
| {{text anchor|RESEARCH_BREAKTHROUGH}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Your order delivered}}&lt;br /&gt;
| {{text anchor|SERVICE_ORDER_DELIVERY}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You cannot perform}}&lt;br /&gt;
| {{text anchor|PERFORMANCE_START_FAILURE}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Begin activity}}&lt;br /&gt;
| {{text anchor|BEGIN_ACTIVITY}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Activity ongoing}}&lt;br /&gt;
| {{text anchor|MIDDLE_OF_ACTIVITY}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Activity section change}}&lt;br /&gt;
| {{text anchor|ACTIVITY_SECTION_CHANGE}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Activity end}}&lt;br /&gt;
| {{text anchor|CONCLUDE_ACTIVITY}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Learned written content}}&lt;br /&gt;
| {{text anchor|LEARNED_WRITTEN_CONTENT}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Learned art form}}&lt;br /&gt;
| {{text anchor|LEARNED_ART_FORM}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Performance quality}}&lt;br /&gt;
| {{text anchor|PERFORMER_UPDATE}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Building destroyed/toppled}}&lt;br /&gt;
| {{text anchor|BUILDING_DESTROYED_OR_TOPPLED}}&lt;br /&gt;
|&lt;br /&gt;
| A [[creature]] destroyed a [[building]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cursed by deity}}&lt;br /&gt;
| {{text anchor|DEITY_CURSE}}&lt;br /&gt;
|&lt;br /&gt;
| Being cursed by a [[deity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Composition complete}}&lt;br /&gt;
| {{text anchor|COMPOSITION_COMPLETE}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Composition failed}}&lt;br /&gt;
| {{text anchor|COMPOSITION_FAILED}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|New apprenticeship}}&lt;br /&gt;
| {{text anchor|NEW_APPRENTICESHIP}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Petition ignored}}&lt;br /&gt;
| {{text anchor|PETITION_IGNORED}}&lt;br /&gt;
| {{DFtext|The petition of Vusdom Ilerane, Human Spearman has been ignored.|4:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Cannot chop tree}}&lt;br /&gt;
| {{text anchor|CANNOT_CHOP_TREE}}&lt;br /&gt;
| {{DFtext|You cannot fell trees in the arena.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Tree chopped}}&lt;br /&gt;
| {{text anchor|CHOP_TREE}}&lt;br /&gt;
|&lt;br /&gt;
| Chopping [[tree]]s in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You cannot construct here}}&lt;br /&gt;
| {{text anchor|CANNOT_CONSTRUCT}}&lt;br /&gt;
| {{DFtext|You cannot construct at this site.|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Rumor spread by citizen}}&lt;br /&gt;
| {{text anchor|RUMOR_SPREAD}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Visitor shared rumor(s)}}&lt;br /&gt;
| {{text anchor|SERVICE_ORDER_RUMOR_RECEIVED}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Returning soldiers bring rumor(s)}}&lt;br /&gt;
| {{text anchor|RETURNING_RUMOR_RECEIVED}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|New site founded nearby}}&lt;br /&gt;
| {{text anchor|NEW_HOLDING}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Nearby site linked economically}}&lt;br /&gt;
| {{text anchor|NEW_MARKET_LINK}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You given emergency tactical control}}&lt;br /&gt;
| {{text anchor|EMERGENCY_TACTICAL_CONTROL}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Agreement satisfied}}&lt;br /&gt;
| {{text anchor|AGREEMENT_SATISFIED}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Priesthood needs recognized}}&lt;br /&gt;
| {{text anchor|AGREEMENT_WARNING}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Agreement abandoned}}&lt;br /&gt;
| {{text anchor|AGREEMENT_ABANDONED}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Guild founded}}&lt;br /&gt;
| {{text anchor|NEW_GUILD}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Witnessed item handoff}}&lt;br /&gt;
| {{text anchor|CRIME_WITNESS_HANDOFF}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Witnessed item stolen}}&lt;br /&gt;
| {{text anchor|CRIME_WITNESS_STOLEN}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Witnessed item has been moved}}&lt;br /&gt;
| {{text anchor|CRIME_WITNESS_ITEM_MOVED}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Witnessed item missing}}&lt;br /&gt;
| {{text anchor|CRIME_WITNESS_ITEM_MISSING}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Mount}}&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You cannot mount}}&lt;br /&gt;
| {{text anchor|CANNOT_MOUNT}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You failed to mount}}&lt;br /&gt;
| {{text anchor|FAILED_MOUNT}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Dismount}}&lt;br /&gt;
| {{text anchor|DISMOUNT}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|You failed to dismount}}&lt;br /&gt;
| {{text anchor|FAILED_DISMOUNT}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Diplomat left unhappy}}&lt;br /&gt;
| {{text anchor|DIPLOMAT_LEFT_UNHAPPY}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Embark}}&lt;br /&gt;
| {{text anchor|EMBARK_MESSAGE}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|First caravan}}&lt;br /&gt;
| {{text anchor|FIRST_CARAVAN_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Monarch arrived}}&lt;br /&gt;
| {{text anchor|MONARCH_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Monarch arrived early}}&lt;br /&gt;
| {{text anchor|HASTY_MONARCH}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Satisfied monarch}}&lt;br /&gt;
| {{text anchor|SATISFIED_MONARCH}}&lt;br /&gt;
| {{DFtext|The queen Fikod Rîsennikot is satisfied with their position here. Everything is properly royal, properly furnished. And yet? A true Mountainhome must have a true throne! And a true ruler requires seven symbols, symbols not of this world. Mere steel will not suffice. Deeper. We must dig deeper.|7:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|Mountainhome achieved}}&lt;br /&gt;
| {{text anchor|MOUNTAINHOME}}&lt;br /&gt;
| &lt;br /&gt;
| You have acquired the status of mountainhome, the new dwarven capital&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|No food}}&lt;br /&gt;
| {{text anchor|FOOD_WARNING}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Removing an '':option'' from &amp;lt;code&amp;gt;DF'''/prefs/'''announcements.txt&amp;lt;/code&amp;gt; will not disable that option if it is enabled by &amp;lt;code&amp;gt;DF'''/data/init/'''announcements.txt&amp;lt;/code&amp;gt;; the workaround is to remove the option from both &amp;lt;code&amp;gt;DF'''/prefs/'''announcements.txt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;DF'''/data/init/'''announcements.txt&amp;lt;/code&amp;gt;.{{bug|13034}}{{verify|is this what is causing this bug?}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:Announcements.txt]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Interface.txt&amp;diff=311008</id>
		<title>Interface.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Interface.txt&amp;diff=311008"/>
		<updated>2025-10-03T17:26:41Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Clarify this comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{file|prefs/interface.txt}}&lt;br /&gt;
: ''See [[Controls]] for the default key binds.''&lt;br /&gt;
&lt;br /&gt;
'''Key bindings''' determine how the game responds to the user (you) pressing different keys on their keyboard, numberpad, laptop, whatever. &lt;br /&gt;
&lt;br /&gt;
The game key bindings are stored in '''interface.txt'''. They can be configured in the {{DFtext|Key Bindings}} section of the in-game options screen or by editing this file directly. &lt;br /&gt;
&lt;br /&gt;
Each action can be bound to any number of keys, either by keyboard location or letter. They can also be given a repeat style which specified what happens when any of the bound keys are held:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Repeat Style&lt;br /&gt;
! Behavior&lt;br /&gt;
|-&lt;br /&gt;
| Don't repeat&lt;br /&gt;
| The action does not repeat at all; pressing the key performs the action exactly once, no matter how long it is held.&lt;br /&gt;
|-&lt;br /&gt;
| Delayed repeat&lt;br /&gt;
| The action repeats after a delay of [[Technical tricks#Keyboard|&amp;lt;code&amp;gt;KEY_HOLD_MS&amp;lt;/code&amp;gt;]] milliseconds.&lt;br /&gt;
|-&lt;br /&gt;
| Immediate repeat&lt;br /&gt;
| The action repeats immediately.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Changing key bindings in-game==&lt;br /&gt;
When in-game, press {{k|Esc}} to open the options screen and select {{DFtext|Key Bindings}}. This shows the various game mode/screen categories (and [[Macros]]).&lt;br /&gt;
&lt;br /&gt;
Selecting one shows all of the bindable game commands in that category. On the left is a list of bindable commands and on the right are options to add bindings and change the action's repeat style. Use the left and right selection keys to move between them.&lt;br /&gt;
&lt;br /&gt;
Use {{k|Backspace}} on a binding to remove it.&lt;br /&gt;
&lt;br /&gt;
For example if you wanted to add {{k|9}} to &amp;quot;Select&amp;quot; command (odd, but your choice) you would then select the General category, press right on the first command(Select) and hit {{k|Enter}} on the &amp;quot;Add binding&amp;quot; option to open a key registration prompt and then press {{k|9}} and select whether you want to bind [[#Differences_between_KEY_and_SYM|by position or by key]] and hit {{k|Enter}} or if you hit the wrong button {{k|Esc}} (or whatever you have set to &amp;quot;Main menu&amp;quot; or &amp;quot;Leave screen&amp;quot; keys) to abort.&lt;br /&gt;
&lt;br /&gt;
Adding bindings does not remove any other binding that also uses this key. This is almost never what you want, so you'd then have to find any command that is also bound to your added key, or you'll be sending both commands every time.&lt;br /&gt;
&lt;br /&gt;
== Useful custom bindings ==&lt;br /&gt;
&lt;br /&gt;
===Scrolling without keypad===&lt;br /&gt;
&lt;br /&gt;
If you're on a laptop or using a restricted keyboard, using {{k|+}} and {{k|*}} to scroll on some menus is inconvenient since it requires the Shift key. To scroll with &amp;lt;code&amp;gt;-=[]&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;-+/*&amp;lt;/code&amp;gt;, add:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Command !! Key&lt;br /&gt;
|-&lt;br /&gt;
| General || Move secondary selector down || {{k|&amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
| General || Page secondary selector up || {{k|[}}&lt;br /&gt;
|-&lt;br /&gt;
| General || Page secondary selector down || {{k|]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Change z-level without shift===&lt;br /&gt;
&lt;br /&gt;
You can use the comma {{k|,}} and period {{k|.}}, rather than {{k|&amp;lt;}} and {{k|&amp;gt;}} (the same keys + {{k|Shift}}) for up/down [[z-level]]s, thus avoiding the need to use two hands/keys for this common action.&lt;br /&gt;
&lt;br /&gt;
Add the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Command !! Key&lt;br /&gt;
|-&lt;br /&gt;
| General || Move view/cursor up (z) || {{k|,}}&lt;br /&gt;
|-&lt;br /&gt;
| General || Move view/cursor down (z) || {{k|.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Then remove the following to avoid clashing:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Command !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf mode || Main: One-Step || {{k|.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== interface.txt ==&lt;br /&gt;
The current key bindings are stored in the &amp;lt;code&amp;gt;prefs/interface.txt&amp;lt;/code&amp;gt; file, and the defaults in &amp;lt;code&amp;gt;data/init/interface.txt&amp;lt;/code&amp;gt;: the location of the &amp;lt;code&amp;gt;prefs&amp;lt;/code&amp;gt; [[Game folders and files|folder]] depends on the [[Settings#Portable_mode|portable mode setting]] (there can also be a &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder there, but if you put a &amp;lt;code&amp;gt;data/init/interface.txt&amp;lt;/code&amp;gt; there it will not be read).&lt;br /&gt;
&lt;br /&gt;
=== Default settings ===&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
&lt;br /&gt;
=== Key syntax ===&lt;br /&gt;
A key bindings block has this structure:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BIND:Action:Repeat_Style]&lt;br /&gt;
[SYM:Modifiers:Key]&lt;br /&gt;
[KEY:Key]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It is made of two parts:&lt;br /&gt;
*The &amp;lt;code&amp;gt;BIND&amp;lt;/code&amp;gt; part, which defines what the key does,&lt;br /&gt;
*And the &amp;lt;code&amp;gt;SYM/KEY&amp;lt;/code&amp;gt; part, which defines which key the action is mapped to.&lt;br /&gt;
&lt;br /&gt;
====BIND====&lt;br /&gt;
&amp;lt;code&amp;gt;BIND&amp;lt;/code&amp;gt; begins a block of key bindings for a specified action in the Key Bindings menu.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[BIND:Action:Repeat_Style]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each &amp;lt;code&amp;gt;BIND&amp;lt;/code&amp;gt; is followed by a block of one or more key bindings (&amp;lt;code&amp;gt;SYM&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;KEY&amp;lt;/code&amp;gt;; see below) terminated either by the next &amp;lt;code&amp;gt;BIND&amp;lt;/code&amp;gt; or by the end of file.&lt;br /&gt;
&lt;br /&gt;
The repeat style is given as one of the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! String&lt;br /&gt;
! Repeat Style&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;REPEAT_NOT&amp;lt;/code&amp;gt;&lt;br /&gt;
| Don't repeat&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;REPEAT_SLOW&amp;lt;/code&amp;gt;&lt;br /&gt;
| Delayed repeat&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;REPEAT_FAST&amp;lt;/code&amp;gt;&lt;br /&gt;
| Immediate repeat&lt;br /&gt;
|}&lt;br /&gt;
It is not possible to specify key bindings with different repeat styles for the same action; if more than one &amp;lt;code&amp;gt;BIND&amp;lt;/code&amp;gt; exists for the same action, the repeat style of the last &amp;lt;code&amp;gt;BIND&amp;lt;/code&amp;gt; is used for all bound keys.&lt;br /&gt;
&lt;br /&gt;
Vanilla interface.txt already includes &amp;lt;code&amp;gt;BIND&amp;lt;/code&amp;gt; entries for all valid actions. It is possible to remove all key bindings for a given action by removing all &amp;lt;code&amp;gt;SYM&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;KEY&amp;lt;/code&amp;gt; entries after the action's &amp;lt;code&amp;gt;BIND&amp;lt;/code&amp;gt;, and (optionally) removing the &amp;lt;code&amp;gt;BIND&amp;lt;/code&amp;gt; itself. This, however, can result in frequent warnings output to the terminal if the game wants to display a key binding for the action (e.g. {{DFtext|;: Movies}} in the Dwarf Mode side bar; one can mitigate this by closing the side bar with {{k|Tab}}).&lt;br /&gt;
&lt;br /&gt;
====SYM====&lt;br /&gt;
&amp;lt;code&amp;gt;SYM&amp;lt;/code&amp;gt; is used for keys listed as {{DFtext|By position}} in the Key Bindings menu.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;[SYM:Modifiers:Key]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The modifiers are represented as the sum of their codes listed below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Modifier&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Shift&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Alt&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, &amp;lt;code&amp;gt;[SYM:0:A]&amp;lt;/code&amp;gt; represents {{k|a}}, &amp;lt;code&amp;gt;[SYM:1:Enter]&amp;lt;/code&amp;gt; represents {{k|Shift}}-{{k|Enter}}, and &amp;lt;code&amp;gt;[SYM:6:Left]&amp;lt;/code&amp;gt; represents {{k|Ctrl}}-{{k|Alt}}-{{k|&amp;amp;larr;}}.&lt;br /&gt;
&lt;br /&gt;
The key can be any letter or number, or can be listed by name. This is useful when typing the actual symbol would cause a syntax error (for example, &amp;lt;code&amp;gt;[SYM:0:]]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[SYM:0::]&amp;lt;/code&amp;gt; cause errors instead of representing {{k|]}} and {{k|&amp;amp;#58;}}), or when the symbol isn't type-able (it's hard to insert a backspace character in a basic text editor without deleting something).&lt;br /&gt;
&lt;br /&gt;
====KEY====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;KEY&amp;lt;/code&amp;gt; is a simpler version of &amp;lt;code&amp;gt;SYM&amp;lt;/code&amp;gt;, only allowing plain keys (no modifiers). These are listed as {{DFtext|By letter}} in the Key Bindings menu.&lt;br /&gt;
&lt;br /&gt;
Syntax: &amp;lt;pre&amp;gt;[KEY:Key]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, &amp;lt;code&amp;gt;[KEY:a]&amp;lt;/code&amp;gt; represents the {{k|a}} key.&lt;br /&gt;
&lt;br /&gt;
Unlike the above, the key must be given as an actual symbol. Entries such as &amp;lt;code&amp;gt;[KEY:]]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[KEY::]&amp;lt;/code&amp;gt; work as one might expect, i.e., representing {{k|]}} and {{k|&amp;amp;#58;}}, respectively.&lt;br /&gt;
&lt;br /&gt;
====Differences between &amp;lt;code&amp;gt;KEY&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SYM&amp;lt;/code&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;KEY&amp;lt;/code&amp;gt; '''does''' allow special characters '''if''' they are able to be typed. For example, &amp;lt;code&amp;gt;[KEY:%]&amp;lt;/code&amp;gt; is equivalent to &amp;lt;code&amp;gt;[SYM:1:5]&amp;lt;/code&amp;gt;. Note that &amp;lt;code&amp;gt;SYM&amp;lt;/code&amp;gt; requires the key on the keyboard, while &amp;lt;code&amp;gt;KEY&amp;lt;/code&amp;gt; requires the letter generated.&lt;br /&gt;
&lt;br /&gt;
===Mac-specific===&lt;br /&gt;
* Some keys unavailable on the keyboard (such as {{k|PgDown}}) can be generated with the {{k|fn}} key. Dwarf fortress sees these as ''independent keys''; the {{k|fn}} key is essentially invisible to DF. There is no modifier code for {{k|fn}}.&lt;br /&gt;
* Characters like {{k|å}} aren't recognized when typed as {{k|alt}}-{{k|a}}.&lt;br /&gt;
* The {{k|Command}} key is unrecognized by DF and can't be used as a modifier.&lt;br /&gt;
&lt;br /&gt;
{{files}}&lt;br /&gt;
{{Category|Mods}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:interface.txt]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=D_init.txt&amp;diff=311006</id>
		<title>D init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=D_init.txt&amp;diff=311006"/>
		<updated>2025-10-03T17:24:35Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Clarify this comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
:''These settings are covered in more detail in [[Settings]].''&lt;br /&gt;
{{file|prefs/d_init.txt}}&lt;br /&gt;
Most of these can be changed in the in game settings, with the current settings stored in the file &amp;lt;code&amp;gt;prefs/d_init.txt&amp;lt;/code&amp;gt;, and the default settings with an explanation of each at &amp;lt;code&amp;gt;data/init/d_init_default.txt&amp;lt;/code&amp;gt;; the location of the &amp;lt;code&amp;gt;prefs&amp;lt;/code&amp;gt; [[Game folders and files|folder]] depends on the [[Settings#Portable_mode|portable mode setting]] (there is also a &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder there, but if you put &amp;lt;code&amp;gt;data/init/d_init_default.txt&amp;lt;/code&amp;gt; it will not be read). Changes made directly to these files take effect the next time ''Dwarf Fortress'' is run, and apply to all worlds. Files in both &amp;lt;code&amp;gt;data/init/&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;prefs/&amp;lt;/code&amp;gt; are read when ''Dwarf Fortress'' starts, in that order, with the last value read for an option being used.&lt;br /&gt;
&lt;br /&gt;
The contents of the default '''d_init_default.txt''' file can be found below.&lt;br /&gt;
&lt;br /&gt;
==Default settings==&lt;br /&gt;
{{gamedata|title=d_init_default.txt|whitespace=pre-wrap}}&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* The text in the file says you need a population of 80 for a [[monarch]], but you actually need 140.&lt;br /&gt;
&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:d_init.txt]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Init.txt&amp;diff=311005</id>
		<title>Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Init.txt&amp;diff=311005"/>
		<updated>2025-10-03T17:23:50Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Clarify this comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{file|prefs/init.txt}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''Most of these settings are covered in detail at [[Settings]].''&lt;br /&gt;
The '''init.txt''' files store the settings of much of the presentation and feel of the game, like [[Technical tricks#Screen_sizes|screen size]], or [[tilesets]]. Most of these can be changed in game, the few that are not there are described in [[Technical_tricks#init.txt|technical tricks]]. The default settings with an explanation of each can be found at &amp;lt;code&amp;gt;data/init/init_default.txt&amp;lt;/code&amp;gt; (and below) and current settings at &amp;lt;code&amp;gt;prefs/init.txt&amp;lt;/code&amp;gt;, the location of the &amp;lt;code&amp;gt;prefs&amp;lt;/code&amp;gt; [[Game folders and files|folder]] depends on the [[Settings#Portable_mode|portable mode setting]] (there is also a &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder there, but if you put a &amp;lt;code&amp;gt;data/init/init_default.txt&amp;lt;/code&amp;gt; there it will not be read). Changes made to these files take effect the next time ''Dwarf Fortress'' is run, and apply to all worlds. Files in both &amp;lt;code&amp;gt;data/init/&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;prefs/&amp;lt;/code&amp;gt; are read when ''Dwarf Fortress'' starts, in that order, with the last value read for an option being used.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{/raw/premium}}|title=[[/raw/premium|init_default.txt (Premium)]]|whitespace=pre-wrap}}&lt;br /&gt;
{{gamedata|{{/raw/classic}}|title=[[/raw/classic|init_default.txt (Classic)]]|whitespace=pre-wrap}}&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:init.txt]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Colors.txt&amp;diff=311004</id>
		<title>Colors.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Colors.txt&amp;diff=311004"/>
		<updated>2025-10-03T17:20:08Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Clarify this comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{file|prefs/colors.txt}}&lt;br /&gt;
The '''colors.txt''' file defines the [[color scheme]] used by DF, in standard RGB color code. The default settings can be found at ``data/init/colors.txt`` and can be changed by manually placing your own file at ``prefs/colors.txt``{{version|52.02}}; the location of the ``prefs`` [[Game folders and files|folder]] depends on the [[Settings#Portable mode|portable mode setting]] (there is also a ``data`` folder there, but if you put a ``data/init/colors.txt`` there it will not be read). Changes made to these files take effect the next time ''Dwarf Fortress'' is run, and apply to all worlds. Files in both ``data/init/`` and ``prefs/`` are read when ''Dwarf Fortress'' starts, in that order, with the last value read for an option being used.&lt;br /&gt;
&lt;br /&gt;
== Default colors.txt ==&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#a0a0a0&lt;br /&gt;
|blue=#207df1&lt;br /&gt;
|lblue=#8c66ff&lt;br /&gt;
|green=#a2dc34&lt;br /&gt;
|lgreen=#13fd65&lt;br /&gt;
|cyan=#71bbb0&lt;br /&gt;
|lcyan=#12fecf&lt;br /&gt;
|red=#ff113a&lt;br /&gt;
|lred=#ff7111&lt;br /&gt;
|magenta=#a73cd5&lt;br /&gt;
|lmagenta=#e811ff&lt;br /&gt;
|brown=#d79b2d&lt;br /&gt;
|yellow=#ffe111&lt;br /&gt;
|lgray=#c0c0c0&lt;br /&gt;
|white=#ffffff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Color scheme]] for example color schemes&lt;br /&gt;
&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:Colors.txt]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Game_folders_and_files&amp;diff=311003</id>
		<title>Talk:Game folders and files</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Game_folders_and_files&amp;diff=311003"/>
		<updated>2025-10-03T16:55:13Z</updated>

		<summary type="html">&lt;p&gt;Brrak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Keep or merge? ==&lt;br /&gt;
&lt;br /&gt;
With Steam and Itch release there are many more possibilities for game\save\mods locations. Should we keep this page for quick reference for the nuances for each release location (and on the way to link to other related articles) or merge all the details to relevant pages. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:13, 15 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rename ==&lt;br /&gt;
&lt;br /&gt;
Maybe 'Game locations' or 'Game file locations' would be better? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:49, 20 December 2022 (UTC)&lt;br /&gt;
:'Game directory structure' or just 'Directory structure'? More exact, and allows a subsection on file locations, detailing possible alternative setups as mentioned above. --[[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 20:22, 12 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-Portable ==&lt;br /&gt;
&lt;br /&gt;
Non-portable is a confusing way to refer to the default User Data folder. Seem like we need common terms for both the ''installation'' folder location and the ''user data'' folder location with a note that it can be in &amp;quot;Portable mode&amp;quot; which means that the user data folder is inside the installation folder.--[[User:Brrak|Brrak]] ([[User talk:Brrak|talk]])&lt;br /&gt;
:The term &amp;quot;Portable mode&amp;quot; comes directly from the game's own Settings screen. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 16:20, 3 October 2025 (UTC)&lt;br /&gt;
:: Yes, but calling the default mode &amp;quot;Non-portable&amp;quot; is confusing. That's what I mean. Portable Mode seems totally reasonable. --[[User:Brrak|Brrak]] ([[User talk:Brrak|talk]])&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Game_folders_and_files&amp;diff=311001</id>
		<title>Talk:Game folders and files</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Game_folders_and_files&amp;diff=311001"/>
		<updated>2025-10-03T16:45:36Z</updated>

		<summary type="html">&lt;p&gt;Brrak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Keep or merge? ==&lt;br /&gt;
&lt;br /&gt;
With Steam and Itch release there are many more possibilities for game\save\mods locations. Should we keep this page for quick reference for the nuances for each release location (and on the way to link to other related articles) or merge all the details to relevant pages. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:13, 15 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rename ==&lt;br /&gt;
&lt;br /&gt;
Maybe 'Game locations' or 'Game file locations' would be better? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:49, 20 December 2022 (UTC)&lt;br /&gt;
:'Game directory structure' or just 'Directory structure'? More exact, and allows a subsection on file locations, detailing possible alternative setups as mentioned above. --[[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 20:22, 12 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-Portable ==&lt;br /&gt;
&lt;br /&gt;
Non-portable is a confusing way to refer to the default User Data folder. Seem like we need common terms forth the ''installation'' folder location and the ''user data'' folder location with a note that it can be in &amp;quot;Portable mode&amp;quot; which means that the user data folder is inside the installation folder.--[[User:Brrak|Brrak]] ([[User talk:Brrak|talk]])&lt;br /&gt;
:The term &amp;quot;Portable mode&amp;quot; comes directly from the game's own Settings screen. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 16:20, 3 October 2025 (UTC)&lt;br /&gt;
:: Yes, but calling the default mode &amp;quot;Non-portable&amp;quot; is confusing. That's what I mean. Portable Mode seems totally reasonable. --[[User:Brrak|Brrak]] ([[User talk:Brrak|talk]])&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Game_folders_and_files&amp;diff=310997</id>
		<title>Talk:Game folders and files</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Game_folders_and_files&amp;diff=310997"/>
		<updated>2025-10-03T16:16:41Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Thoughts on the term &amp;quot;portable&amp;quot; and &amp;quot;non-portable&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Keep or merge? ==&lt;br /&gt;
&lt;br /&gt;
With Steam and Itch release there are many more possibilities for game\save\mods locations. Should we keep this page for quick reference for the nuances for each release location (and on the way to link to other related articles) or merge all the details to relevant pages. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:13, 15 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rename ==&lt;br /&gt;
&lt;br /&gt;
Maybe 'Game locations' or 'Game file locations' would be better? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:49, 20 December 2022 (UTC)&lt;br /&gt;
:'Game directory structure' or just 'Directory structure'? More exact, and allows a subsection on file locations, detailing possible alternative setups as mentioned above. --[[User:Alpacalypse|Alpacalypse]] ([[User talk:Alpacalypse|talk]]) 20:22, 12 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-Portable ==&lt;br /&gt;
&lt;br /&gt;
Non-portable is a confusing way to refer to the default User Data folder. Seem like we need common terms forth the ''installation'' folder location and the ''user data'' folder location with a note that it can be in &amp;quot;Portable mode&amp;quot; which means that the user data folder is inside the installation folder.&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Game_folders_and_files&amp;diff=310992</id>
		<title>Game folders and files</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Game_folders_and_files&amp;diff=310992"/>
		<updated>2025-10-03T07:01:23Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Update old location (may still be a symlink after updated install). Latest default location for Linux Steam install is in .local/share/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
The location of Dwarf Fortress's '''game folders''' depends on the game version, preferences, and operating system. It is also possible for users to change the install drive or directory, like in Steam settings, thus these locations may vary.&lt;br /&gt;
&lt;br /&gt;
Non-portable, user specific data folders were added in version 52.01, and allow different users to maintain their own settings and saves.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[File:Windows logo - 2012.svg|18px|link=]] &lt;br /&gt;
[[File:Icons8 flat linux.svg|18px|link=]] &lt;br /&gt;
[[File:Apple logo dark grey.svg|18px|link=]] &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Game installation folder==&lt;br /&gt;
The game's installation folder is where all the game's content is stored. You might want to go to this folder to browse [[raw file]]s, or to check logs. &lt;br /&gt;
&lt;br /&gt;
* '''Dwarf Fortress Classic''' is [[Installation|distributed]] in a zip archive. Depending on the operating system, the game folder is either &amp;lt;code&amp;gt;df_##_##_win&amp;lt;/code&amp;gt; (with the version number, or the name chosen for the folder during extraction), &amp;lt;code&amp;gt;df_osx&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;df_linux&amp;lt;/code&amp;gt; and will be located where you choose to [[installation|extract it]]. This is where the game is run from. For example: &amp;lt;code&amp;gt;C:\Games\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Steam''': The default locations are listed below. You can also find it through Steam by right-clicking &amp;quot;Dwarf Fortress&amp;quot; in your library and choosing Properties, then go to the Local files tab and click Browse local files. If you set a custom library location in Steam, it will end up there instead.&lt;br /&gt;
** '''Windows''': &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
** '''Linux''': &amp;lt;code&amp;gt;~/.local/share/Steam/steamapps/common/Dwarf Fortress/&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Itch.io''': is also distributed as an archive file, so where you chose to extract it.&lt;br /&gt;
&lt;br /&gt;
== Game user data folder ==&lt;br /&gt;
The game's user data folder contains the saved games, preferences, and mods for the game. The location of this depends on the settings, defaulting to non-portable{{v|52.01}}. Adding ``portable.txt`` to ``\(gamefolder)\prefs\`` (or setting the corresponding option in-game) makes the game store files in the above installation directory.&lt;br /&gt;
&lt;br /&gt;
* '''Non-Portable''': &lt;br /&gt;
**Windows: &amp;lt;code&amp;gt;C:\Users\(Your username)\AppData\Roaming\Bay 12 Games\Dwarf Fortress\&amp;lt;/code&amp;gt; &lt;br /&gt;
**Linux: &amp;lt;code&amp;gt;/home/(Your username)/.local/share/Bay 12 Games/Dwarf Fortress/&amp;lt;/code&amp;gt;.&lt;br /&gt;
* '''Portable''':&lt;br /&gt;
**All folders are located within the ''Dwarf Fortress'' game installation folder above.&lt;br /&gt;
Note: On Windows, &amp;lt;code&amp;gt;%APPDATA%&amp;lt;/code&amp;gt; is an environment variable that points to &amp;lt;code&amp;gt;C:\Users\(Username)\AppData\Roaming&amp;lt;/code&amp;gt;. You can use winkey+R and type '%appdata%' to quickly jump there.&lt;br /&gt;
&lt;br /&gt;
=== Saves folder ===&lt;br /&gt;
{{main|Saved game folder}}&lt;br /&gt;
Saves are stored in the &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; folder in the above user data folder, each folder in that folder is a save (except &amp;lt;code&amp;gt;current&amp;lt;/code&amp;gt; which is used by the game and should be left alone). All the files in each folder are part of the save. The saves list for each world in game has a Files button that opens a menu that allows you to delete the save or open the folder location.{{version|52.03}}&lt;br /&gt;
&lt;br /&gt;
=== Mods folders ===&lt;br /&gt;
:''Further information: [[Modding]]''&lt;br /&gt;
There are two folders where mods are stored, both in the above user data folder.&lt;br /&gt;
&lt;br /&gt;
* Downloaded mods are stored in &amp;lt;code&amp;gt;mods&amp;lt;/code&amp;gt;&lt;br /&gt;
* Mods actually used in saves are stored in &amp;lt;code&amp;gt;data\installed_mods&amp;lt;/code&amp;gt;&lt;br /&gt;
When sharing modded saves, you probably want to include the installed mods folder.&lt;br /&gt;
&lt;br /&gt;
=== Settings folder ===&lt;br /&gt;
{{main|Settings}}&lt;br /&gt;
Called settings in game, user preferences are stored in the &amp;lt;code&amp;gt;prefs&amp;lt;/code&amp;gt; folder in the above user data folder. Many of the defaults are stored in the &amp;lt;code&amp;gt;data\init&amp;lt;/code&amp;gt; folder in the installation folder.&lt;br /&gt;
&lt;br /&gt;
== Key ==&lt;br /&gt;
{| &lt;br /&gt;
| [[File:Folder-orange.svg|20px|link=]] Dwarf Fortress &lt;br /&gt;
| : Game folder&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] crashlogs         &lt;br /&gt;
| : Created by the game when needed, the files it places here can be uploaded to the [https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-Updated-Nov-2023-b5e2ca19dabe408897d1c2669599b7a2 Dwarf Fortress Bug Tracker] or the [[Kitfox Games]] discord.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] data         &lt;br /&gt;
| : Contains game content.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] art         &lt;br /&gt;
| : Any images not loaded from vanilla graphics modules, for the main menu and classic ASCII mode.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] init        &lt;br /&gt;
| : Default game settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] installed_mods &lt;br /&gt;
| : Folder of mod copies used when loading a world, actual location used depends on above portable mode setting.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] sound       &lt;br /&gt;
| : Contains all audio and music files used in the game.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] vanilla     &lt;br /&gt;
| : Contains all the vanilla modules and raw files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] licenses         &lt;br /&gt;
| : Contains licenses for software libraries used in the game.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] mods         &lt;br /&gt;
| : Folder for downloaded mods before being used.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] mod_upload  &lt;br /&gt;
| : Folder for uploading mods to Steam.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] prefs        &lt;br /&gt;
| : Contains current game settings files, actual location used depends on above portable mode setting.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] macros&lt;br /&gt;
| : Folder where macros are saved, actual location used depends on above portable mode setting.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] save         &lt;br /&gt;
| : Contains all save game files.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:Game folders and files]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Brrak/TilesAndColors&amp;diff=310991</id>
		<title>User:Brrak/TilesAndColors</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Brrak/TilesAndColors&amp;diff=310991"/>
		<updated>2025-10-03T06:33:24Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Fix typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Using Tilesets and Colors =&lt;br /&gt;
&lt;br /&gt;
The location of user-contributed tilesets and colors is changing as the developers update the Dwarf Fortress to handle rolling updates.&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, a &amp;quot;non-portable&amp;quot; user-specific location is used to store preferences and mods. On Linux, it it is located here:&lt;br /&gt;
 ~/.local/share/Bay 12 Games/Dwarf Fortress/&lt;br /&gt;
&lt;br /&gt;
It has the the following sub-folders:&lt;br /&gt;
 data&lt;br /&gt;
 mods&lt;br /&gt;
 prefs&lt;br /&gt;
 save &lt;br /&gt;
&lt;br /&gt;
The basic behavior seems to be that files and settings are read from the default location in the game directory and then any files or settings in this user directory are read with the last value or file read being used.&lt;br /&gt;
&lt;br /&gt;
In practice this means the easiest way to install user contributed colors and tilesets is to copy them to the following locations:&lt;br /&gt;
 ~/.local/share/Bay 12 Games/Dwarf Fortress/prefs/colors.txt&lt;br /&gt;
 ~/.local/share/Bay 12 Games/Dwarf Fortress/data/art/curses_640x300.png&lt;br /&gt;
&lt;br /&gt;
These two files will override the defaults in the game directory and survive reloads and version updates from Steam or new downloads.&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Brrak/TilesAndColors&amp;diff=310990</id>
		<title>User:Brrak/TilesAndColors</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Brrak/TilesAndColors&amp;diff=310990"/>
		<updated>2025-10-03T06:30:19Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Quick-start for updating Tileset and Colors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Using Tilesets and Colors =&lt;br /&gt;
&lt;br /&gt;
The location of user-contributed Tilesets and colors is changing as the developers update the Dwarf Fortress to handle rolling updates.&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, a &amp;quot;non-portable&amp;quot; user-specific location is used to store preferences and mods. In a Linux install it is located here:&lt;br /&gt;
 ~/.local/share/Bay 12 Games/Dwarf Fortress/&lt;br /&gt;
&lt;br /&gt;
It has the the following sub-folders:&lt;br /&gt;
 data&lt;br /&gt;
 mods&lt;br /&gt;
 prefs&lt;br /&gt;
 save &lt;br /&gt;
&lt;br /&gt;
The basic behavior seems to be that files and settings are read from the default location in the game directory and then any files or settings in this user directory are read with the last value or file read being used.&lt;br /&gt;
&lt;br /&gt;
In practice this means the easiest way to install user contributed colors is to copy them to the following locations:&lt;br /&gt;
 ~/.local/share/Bay 12 Games/Dwarf Fortress/prefs/colors.txt&lt;br /&gt;
 ~/.local/share/Bay 12 Games/Dwarf Fortress/data/art/curses_640x300.png&lt;br /&gt;
&lt;br /&gt;
These two files will override the defaults in the game directory and survive reloads and version updates from Steam or new downloads.&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Brrak&amp;diff=310989</id>
		<title>User:Brrak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Brrak&amp;diff=310989"/>
		<updated>2025-10-03T06:08:56Z</updated>

		<summary type="html">&lt;p&gt;Brrak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've been fine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Within the last season, was annoyed when caught in the rain. Was content after having a pretty decent drink.&lt;br /&gt;
&lt;br /&gt;
When possible prefers to consume dwarven ale and almonds. Detests Mussels.&lt;br /&gt;
&lt;br /&gt;
Likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
&lt;br /&gt;
Has an active imagination. Is slow to anger. Occasionally overindulges.&lt;br /&gt;
&lt;br /&gt;
A short, study creature fond of drink and industry.&lt;br /&gt;
&lt;br /&gt;
== Pages in Progress ==&lt;br /&gt;
&lt;br /&gt;
* [[/SteamDeck]]&lt;br /&gt;
* [[/TilesAndColors]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Brrak&amp;diff=310988</id>
		<title>User:Brrak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Brrak&amp;diff=310988"/>
		<updated>2025-10-03T06:08:42Z</updated>

		<summary type="html">&lt;p&gt;Brrak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've been fine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Within the last season, was annoyed when caught in the rain. Was content after having a pretty decent drink.&lt;br /&gt;
&lt;br /&gt;
When possible prefers to consume dwarven ale and almonds. Detests Mussels.&lt;br /&gt;
&lt;br /&gt;
Likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
&lt;br /&gt;
Has an active imagination. Is slow to anger. Occasionally overindulges.&lt;br /&gt;
&lt;br /&gt;
A short, study creature fond of drink and industry.&lt;br /&gt;
&lt;br /&gt;
== Pages in Progress ==&lt;br /&gt;
&lt;br /&gt;
[[/SteamDeck]]&lt;br /&gt;
[[/TilesAndColors]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=310987</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=310987"/>
		<updated>2025-10-03T04:23:32Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Tilesets installed in the local user data folder will override the install directory -- but font options aren't saved in prefs unfortunately&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{For/see|user-created graphic sets|[[Graphics set repository]]}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Mod}}&lt;br /&gt;
&lt;br /&gt;
A character set, or simply [[tilesets|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 text elements in graphics mode and everything in ASCII mode. This page serves as a repository for custom tilesets made by users, including instructions on how to install them.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The default tilesets (640×300 and 800×600) render 8×12 and 10×12 characters respectively, with majuscule latin letters occupying a 7×9 box, and appear broadly similar to the IBM MDA font based on the shape of the &amp;quot;0&amp;quot;, &amp;quot;g&amp;quot;, and &amp;quot;f&amp;quot; characters (but with slight differences including the &amp;quot;0&amp;quot;, &amp;quot;W&amp;quot;, and &amp;quot;y&amp;quot;). The exact origin of the DF font is unknown.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
{{TipBox|#fb0|float=center|'''Currently{{version|50.11}}, using some tilesets can cause the lower and right edges of the screen to not react to the mouse.''' This is dependent on size; the 8×12 and 10×12 that come with the game are fine, but the 16×16 is not. Maximizing the window or [[Settings|setting]] the game to fullscreen may avoid this.}}&lt;br /&gt;
Other issues that can appear when using a different tileset:&lt;br /&gt;
* In graphics mode, the minimap frame will scale to the tileset, but the minimap image will not.&lt;br /&gt;
* In graphics mode, using a tileset with a different aspect ratio will stretch UI elements.&lt;br /&gt;
* In graphics mode, some UI elements do not scale to the tileset.&lt;br /&gt;
* In either mode, and even with the default tileset at some scales and game display sizes, some menus may not have enough space to display all elements; the [[Noble#Menu|Nobles menu]] especially.&lt;br /&gt;
&lt;br /&gt;
To use a specific tileset with ''Dwarf Fortress'', you must perform the following steps:&lt;br /&gt;
&lt;br /&gt;
# 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'''.)&lt;br /&gt;
# If necessary, convert the tileset to the correct image format for the version of DF you are using:&lt;br /&gt;
## Do '''not''' just change the extension to .bmp or .png; you must use a program like MS paint to save it properly.&lt;br /&gt;
## For ''[[40d:Release information/0.28.181.40d|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.&lt;br /&gt;
## For ''[[v0.31:Release information/0.31.01|DF 0.31.01]] 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.&lt;br /&gt;
# Move or copy the file to the DF art directory ({{tt|data/art}}), which is in the game installation folder.&lt;br /&gt;
## Alternatively, depending on the the [[Settings#Portable_mode|portable mode setting]], files in the ''Local User''{{tt|/data/art}} folder will override the files in the installation folder.&lt;br /&gt;
# Edit the {{tt|data/init/init_default.txt}} file to specify the tileset file to use. There are three lines that can be changed:&lt;br /&gt;
## '''[FONT:''&amp;lt;filename&amp;gt;'']''' — the tileset for a windowed display.&lt;br /&gt;
## '''[FULLFONT:''&amp;lt;filename&amp;gt;'']''' — the tileset for a full-screen display.&lt;br /&gt;
## '''[BASIC_FONT:''&amp;lt;filename&amp;gt;'']''' — the tileset for initial loading and menu display.&lt;br /&gt;
## All three can be set to the same file. In fact, setting them to different files can give unexpected results.&lt;br /&gt;
## Once you have made the changes you need to remember to save the file.&lt;br /&gt;
# If the selected tileset requires modifications to the [[Raw]]s, you will have to make those edits.  What those changes are will depend on the tileset itself, and may only be valid for older versions. Likewise, some tilesets may suggest changes to {{tt|d_init.txt}}, such as {{tt|[PILLAR_TILE:255]}}, but those options no longer exist.&lt;br /&gt;
&lt;br /&gt;
Once the file is saved and the required changes are made, you are ready to play DF with your new tileset! The game does not save these FONT options in {{tt|prefs/init.txt}}, so adding them there will only be temporary.&lt;br /&gt;
&lt;br /&gt;
=Square tilesets=&lt;br /&gt;
&lt;br /&gt;
==1&amp;amp;times;1==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Monoscii_Lite.png]]&lt;br /&gt;
|author=Loud Whispers&lt;br /&gt;
|dated=2015-03-30&lt;br /&gt;
|size=1&amp;amp;times;1&lt;br /&gt;
|resolution=80&amp;amp;times;25&lt;br /&gt;
|comments=So on suggestion I made the new version of Monoscii which has every tile be 1 pixel, the entire map nearly fits into the screen just fine. Monoscii Lite is superior in every way, the information is denser, crisper and cleaner. pUrists will finally be one step closer to the most pUrist DF possible. ([http://www.bay12forums.com/smf/index.php?topic=149759.msg6131651#msg6131651 forum post link])&lt;br /&gt;
|demo=[[Image:Monoscii lite large world screenshot.png|thumb|right|Monoscii Lite]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;5==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kein_400x125.png&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|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 Abbeyverse succession game.&lt;br /&gt;
|demo=[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom_5x5.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Geti_custom_6x6.png&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most glyphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord Nightmare 6x6font01.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a separator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord Nightmare 6x6font02.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Mkv_curses_480x150.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version of the tiny tileset, superseded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Mkv_curses_480x150_v2.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
|demo=[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nobbins6x6.png&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nobbin_ts_v2.png&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|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.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==7&amp;amp;times;7==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Herrbdog_7x7_tileset.gif&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=terbert_7x7.png&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_8x8.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|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]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_square_16x16.png|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
|demo=[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8&lt;br /&gt;
|filename=cheepicus_8x8.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.&lt;br /&gt;
|demo=[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Jdpage_8x8.png&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki_square_8x8.png|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=CGA8x8thick.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=CGA8x8thin.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=LN_EGA8x8.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=RDE_8x8.png&lt;br /&gt;
|author=[[User:RedDeadElite|RedDeadElite]]&lt;br /&gt;
|dated=2018-08-17&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Meant to resemble the vanilla curses tileset, which itself is similar to Microsoft's 8x12 Terminal font. Glyphs sourced from various bitmap fonts and/or modified by hand.&lt;br /&gt;
|demo=[[Image:RDE_8x8_screencap.png|thumb|right|RedDeadElite's 8x8 tileset with [[Graphics_set_repository#Phoebus.27_Graphics_Set|Phoebus's color scheme]].]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Pastiche_8x8.png&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Potash_8x8.png&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Acorntileset8x8.png&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|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.bay12games.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=yayo_c64_640x200.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|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&amp;amp;times;16 version [[#Yayo_c64_1280x400_83b157.png|below]]. :)&lt;br /&gt;
|demo=[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_msx.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
|demo=[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=720x225_SmoothWalls.PNG&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
|demo=[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=720x225_SmoothWalls7.png&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Nostalgia_720x225.png&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modelled 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]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DortenSolid.png&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
|demo=[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_720x225_8d6752.png&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|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 [[#720x225_SmoothWalls.PNG|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;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.&lt;br /&gt;
|demo=[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_10x10.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|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]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
|demo=[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=buddy.png&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[PILLAR_TILE:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=buddy--graphical.png&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-16&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=The graphical version of my tileset.&lt;br /&gt;
&lt;br /&gt;
data/init/d_init.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[PILLAR_TILE:10]&amp;lt;br/&amp;gt;&lt;br /&gt;
[TREE_BRANCHES:171]&lt;br /&gt;
&lt;br /&gt;
raw/objects/creature_standard.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=ddw.png&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on [[#Anikki_square_10x10.png|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] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Paul_10x10.png&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Potash_10x10.png&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; 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&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Taffer 10x10.png&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|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://www.bay12forums.com/smf/index.php?topic=107924.0], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
|demo=[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Terbert_10x10.png&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tocky_square_10x10.png&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|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, '&amp;lt;' and '&amp;gt;', 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. &lt;br /&gt;
|demo=[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==11&amp;amp;times;11==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=terminus.png&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
[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.&lt;br /&gt;
|demo=[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DB_curses_12x12.PNG&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|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.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Alloy_curses_12x12.png&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Haberdash_curses_12x12.png&lt;br /&gt;
|author=[[User:Haberdash|Haberdash]]&lt;br /&gt;
|dated=2014-07-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_classic_square_12x12.png&lt;br /&gt;
|author=DPh Kraken&lt;br /&gt;
|dated=2025-1-1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments=The vanilla tileset, resized to 12x12 with no added frills. Some non-text characters have been additionally centered within the wider margins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_12x12&lt;br /&gt;
|filename=cheepicus_12x12.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
|demo=[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Unknown curses 12x12 &amp;amp; Markvii Walls.png&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
|demo=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Herrbdog_144.png&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog_16x16_tileset.gif|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Dullard_Exponent_12x12.png&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|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].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=mkv_solidcurses_stairs_960x300.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|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.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Mkv_solidcurses_960x300.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|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.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Markvii.png&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
|demo=[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tileset_unknown_960x300_02.png&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Unknown_curses_12x12.png&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|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]]&lt;br /&gt;
|demo=[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nice_curses_12x12.png&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
|demo=[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=zesty_curses_12x12.png&lt;br /&gt;
|author=[[User:ZesT|ZesT]]&lt;br /&gt;
|dated=2022-11-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments= A fresh spin on Vidumec's &amp;quot;nice curses&amp;quot; tileset - includes a couple different graphics that both keep the ASCII feel and provide better visual representations while preventing text artefacts, including new graphics for sheets, plus a Moai statue since making the statue specifically humanoid didn't feel generalisable enough.&amp;lt;br&amp;gt;A [[Tileset repository#zesty_curses_24x24.png|24x24 version]] is available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==13&amp;amp;times;13==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kren_13x13.png&lt;br /&gt;
|author=[[User:Krenshala|krenshala]]&lt;br /&gt;
|dated=2015-12-27 (Updated 2017-08-27)&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&amp;amp;times;768), but still be clearly legible.  I think I have succeeded in that goal.  On a 1680&amp;amp;times;1050 display the resolution is 129&amp;amp;times;80 with this tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=yayo_tunur_1040x325.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; 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)&lt;br /&gt;
|demo=[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==14&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_14x14&lt;br /&gt;
|filename=cheepicus_14x14.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2018-11-28&lt;br /&gt;
|size=14&amp;amp;times;14&lt;br /&gt;
|resolution=1120&amp;amp;times;350&lt;br /&gt;
|comments=Back on my bullshit. I made this because I wanted a bold, low-eyestrain tileset.&lt;br /&gt;
|demo=[[Image:cheepicus_14x14_ss2.png|thumb|right|cheepicus_14x14 sample]]&lt;br /&gt;
|demo2=[[Image:cheepicus_14x14_ss1.png|thumb|right|cheepicus_14x14 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_15x15&lt;br /&gt;
|filename=cheepicus_15x15.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Talryth_square_15x15.png&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Vidumec_15x15.png&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|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!&lt;br /&gt;
|demo=[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anno_16x16.png&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on [[#Anikki_square_16x16.png|Anikki's 16x16 tileset]], but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Aesomatica_16x16.png&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=LCD_Tileset.png&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2020-02-07&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Semi-graphical ASCII tileset, original work. Font used is Kelora. Suggested that you set [PILLAR_TILE:255] in d_init.txt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16-RogueYun-AgmEdit.png&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2017-10-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=ASCII Edit of [[User:RogueYun|Rogue Yun]]'s tileset with diagonal walls and other edited tiles. Suggested that you set [PILLAR_TILE:255] in d_init.txt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_16x16.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|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]&lt;br /&gt;
|demo=[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_16x16.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8x2&lt;br /&gt;
|filename=cheepicus_8x8x2.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=16&amp;amp;times;16 (doubled 8x8)&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_16x16&lt;br /&gt;
|filename=cheepicus_16x16.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-5-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.&lt;br /&gt;
|demo=[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
|demo2=[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Cooz_curses_square_16x16.png&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|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&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
|demo=[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Guybrush_square_16x16.png&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;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 &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
|demo=[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
|demo2=[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=GuybrushASCII_curses_square_16x16.png&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Herrbdog_16x16_tileset.gif&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Oddball_16x16.png&lt;br /&gt;
|author=[[User:HexaBlu|HexaBlu]]&lt;br /&gt;
|title=Oddball-16&lt;br /&gt;
|dated=2021-07-05&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=&amp;quot;A silly and whimsical 16x16 Tileset focused on unique graphics, Made completely from scratch. The font is designed off of my bad handwriting. &amp;quot;[http://www.bay12forums.com/smf/index.php?topic=178707 Forum Page]&lt;br /&gt;
|demo=[[Image:Oddball_16x16_Gameplay.png|thumb|right|A screenshot of what the landscape looks like using Oddball-16.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MRC_square_16x16.png&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Redjack17.png&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|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 &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kai-1280x400-v2 7512b5.png&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;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].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kelora_16x16_diagonal.png&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|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.&lt;br /&gt;
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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kelora_16x16_diagonal-clouds.png&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|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.&lt;br /&gt;
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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kenran.png&lt;br /&gt;
|author=[[User:Kenran|Kenran]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kjammer square 16x16 v02.png&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - 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]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kjammer square 16x16 v00.png&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Md_curses_16x16.png&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many roguelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Runeset_16x16.png&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=256&amp;amp;times;256&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=PTTGV2tiles.png&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Fnord 16x16.png&lt;br /&gt;
|author=PopTart&lt;br /&gt;
|dated=2016-5-08&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=&amp;quot;FnordSet contributes a bold Roman font that takes advantage of the square tile. Baskerville served as the main model. This set was also inspired by (and borrows from) the bold geometry of Rogue Yun's Simple Mood and the seriffed grace of the Duerer set. It also draws inspiration from the Ishmeria tileset, which I think complements it nicely as text in TWBT. (Nowadays I use the nicely contrasting sans serif tileset Jecfox for the text font.)&amp;quot; [http://www.bay12forums.com/smf/index.php?topic=158009 Forum thread]&lt;br /&gt;
|demo=[[Image:Fnordgameplay.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Msgothic.png&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ 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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Raving_1280x400.png&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16_sm.png&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2015-06-09&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16_sb_ascii.png&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2018-11-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A good solid ASCII Tileset. See the [http://www.bay12forums.com/smf/index.php?topic=172536.0 Something Boxy] thread for more information and updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Sapphos_square_16x16.png&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Savok_curses_1280x400_517caa.png&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&amp;lt;br&amp;gt;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.&amp;lt;br&amp;gt;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.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=SFE_Curses_square_16x16.png&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tahin_16x16_rounded.png&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; 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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DF-Nordic_v1.png&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Markx.png&lt;br /&gt;
|author=[[User:TurnipII|TurnipII]]&lt;br /&gt;
|dated=2018-8-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Descended from the original MarkVII tileset. Has Markavian inspired walls, and many of Anikki's characters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tyr_1280x400.PNG&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Winterwing_Curses_16x16_lucon.png&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
|demo=[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Yayo_c64_1280x400_83b157.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_16x16.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zilk_16x16.png&lt;br /&gt;
|author=[[User:Zilk|Zilk]]&lt;br /&gt;
|dated=2015-7-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18&amp;amp;times;18==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Haowan_Curses_1440x450.png&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Teeto_K_18x18.PNG&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_20x20.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled-up version of [[#Anikki_square_10x10.png|the 10x10 tileset]] for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_20x20.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_20x20_ascii.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Rose_20x20.png&lt;br /&gt;
|author=[[User:Japa|Rose]]&lt;br /&gt;
|dated=2019-04-29&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of the default curses_800x600 tileset, hand-tweaked to give as similar a feel to the original as possible, while still being square and larger, without any resizing artifacts. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Taffer_20x20.png&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=Looks best at high resolutions, or on very large monitors.&lt;br /&gt;
|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://www.bay12forums.com/smf/index.php?topic=107924.0], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Oreslam_1920x1200_20x20.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. 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.&lt;br /&gt;
|demo=[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_20x20_mod_T.png&lt;br /&gt;
|author=yobbo&lt;br /&gt;
|dated=2014-07-13&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses square 24.png&lt;br /&gt;
|author=DragonDePlatino&lt;br /&gt;
|dated=2015-06-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_24x24.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Nagidal24x24shade.png&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|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]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].&lt;br /&gt;
|demo=[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Runeset_24x24.png&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=384&amp;amp;times;384&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
|demo2=[[Image:Runeset Gameplay.jpg|thumb|right|Runeset Example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=zesty_curses_24x24.png&lt;br /&gt;
|author=[[User:ZesT|ZesT]]&lt;br /&gt;
|dated=2022-11-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments= An upscaled alternative to [[Tileset_repository#zesty_curses_12x12.png|my 12x12 tileset]].&amp;lt;br&amp;gt;'''Original description:''' A fresh spin on Vidumec's &amp;quot;nice curses&amp;quot; tileset - includes a couple different graphics that both keep the ASCII feel and provide better visual representations while preventing text artefacts, including new graphics for sheets, plus a Moai statue since making the statue specifically humanoid didn't feel generalisable enough.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==32&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Runeset_32x32.png&lt;br /&gt;
|image=[[:Image:Runeset_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=512&amp;amp;times;512&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
|demo2=[[Image:Runeset Gameplay.jpg|thumb|right|Runeset Example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Sir_Henry's_32x32.png&lt;br /&gt;
|image=[[:Image:Sir_Henry's_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|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. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==48&amp;amp;times;48==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=RDE_vector_48x48.png&lt;br /&gt;
|image=[[:Image:RDE_vector_48x48.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:RedDeadElite|RedDeadElite]]&lt;br /&gt;
|dated=2021-04-21&lt;br /&gt;
|size=48&amp;amp;times;48&lt;br /&gt;
|resolution=3840&amp;amp;times;1200&lt;br /&gt;
|comments=A render of a vectorized version of [[:File:RDE_8x8.png|RDE_8x8]], with ASCII smileys substituting bearded dwarves.&amp;lt;/br&amp;gt;Original vector image and additional renders available at the [https://dffd.bay12games.com/file.php?id=15509 DF File Depot].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==64&amp;amp;times;64==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=hack_square_64x64.png&lt;br /&gt;
|image=[[:Image:hack_square_64x64.png|Not shown due to size]]&lt;br /&gt;
|author=Taywee&lt;br /&gt;
|dated=2016-06-21&lt;br /&gt;
|size=64&amp;amp;times;64&lt;br /&gt;
|resolution=1024&amp;amp;times;1024&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Square tilesets for edited raws=&lt;br /&gt;
&lt;br /&gt;
:''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.''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Crazy 8x8s.png&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|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!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Jolly12x12.png&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|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&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Grim Fortress sample tileset.png&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|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 vermin 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 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 &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and I think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Belal_Smooth_Walls.png&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|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] &lt;br /&gt;
|demo=[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DarkondDigsDeeper_16x16.png &lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|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.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Gold_plated_16x16_v2.png&lt;br /&gt;
|title = '''Gold Plated'''&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
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. ;)&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]&lt;br /&gt;
|demo=[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
|demo2=[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Gold-plated-bmp-16x16.png&lt;br /&gt;
|title = '''Gold Plated (bmp-version)'''&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|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! ;) &lt;br /&gt;
|demo=[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Synergy.png&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Flying_Mage_square_16x16.png&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;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 :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Hermano.png&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
|demo=[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16_isenhertz_v2.png&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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).&lt;br /&gt;
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.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
|demo=[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lemunde_16x16.png&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
|demo=[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=DwarfletterGothic.PNG&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[http://dffd.wimbli.com/file.php?id=1205|Download here]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
|demo=[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--|demo2=[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
|demo3=[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
|demo4=[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Martin_16x16.png&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
|demo=[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Phoebus_16x16.png&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Phssthpok_16x16.png&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|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].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=SL_square_16x16.png&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Autonomous_Font.png&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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).&lt;br /&gt;
|demo=[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Moons_square_16x16.PNG&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]&lt;br /&gt;
|demo=[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=tigrex3d.PNG&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=tigrex3drunes.PNG&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tims_16x16.png&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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]&lt;br /&gt;
|demo=[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Non-Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==1&amp;amp;times;1.1875==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=analfabetico_80x60.png&lt;br /&gt;
|author=Fitmoos&lt;br /&gt;
|dated=2021-01-01&lt;br /&gt;
|size=1&amp;amp;times;1.1875&lt;br /&gt;
|resolution=80x60 (at 80x50 window size)&lt;br /&gt;
|comments= [http://www.bay12forums.com/smf/index.php?topic=177855.0 Based on the idea] of Monoscii, this is a blank tileset, with an analphabetic aspect ratio.&lt;br /&gt;
See [[#Analfabetico_640x300.png]] for a large version as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==4&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord-Nightmare-Terminal-4x6.png&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|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!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom_4x6.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom_5x6.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Ti84.png&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2018-01-12&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=Based on Texas Instruments graphing calculators TI83/TI84/+. [https://pastebin.com/EWuDXjbg Color scheme] [https://pastebin.com/YhgiP0kq Inverted (dark) color scheme)]&lt;br /&gt;
|demo=[[Image:Ti84-demo-BothColorSchemes.png|thumb|right|6x8 tileset based on the TI84 graphing calculator.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Font6x8.png&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|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]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses6x9.png&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bedstead-10-df.png&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24, updated 2020-03-29&lt;br /&gt;
|size=6&amp;amp;times;10&lt;br /&gt;
|resolution=480&amp;amp;times;250&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Andux_cp866ish.png&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Andux_sleipnir_8x12_tf.png&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07 (updated 2024-10-01)&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [https://www.myfonts.com/collections/loki-font-facetype Loki] by Marcus Sterz/FaceType.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DF+Tileset.png&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|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. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Analfabetico_640x300.png&lt;br /&gt;
|author=Fitmoos&lt;br /&gt;
|dated=2021-01-01&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= [http://www.bay12forums.com/smf/index.php?topic=177855.0 Based on the idea] of Monoscii, this is a blank tileset, with an analphabetic aspect ratio.&lt;br /&gt;
See [[#analfabetico_80x60.png]] for a tiny version as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kein_640x300.png&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|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 [[40d:Graphics set repository#Plac1d's graphics set|Plac1d's character graphic set]]. My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
|demo=[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Plac1d_640x300tileset.png&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky_square_10x10.png|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[40d:Graphics set repository#Plac1d's graphics set|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
|demo=[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=SyrenalianVeidancyr_8x12.png&lt;br /&gt;
|author=[[User:AvenkyrPakacit|Avenkyr Pakacit]]&lt;br /&gt;
|dated=2025-4-28&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A graphical tileset that combines style &amp;amp; design. The official repository can be found [https://github.com/AvenkyrPakacit/Syrenalian-Veidancyr/tree/main/Tilesets here].&lt;br /&gt;
|demo=[[Image:SV_Tileset_image.png|thumb|right|Syrenalian Veidancyr 8x12 Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses 640x300diag.png&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|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, &amp;quot;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.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MDA8x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=EGA8x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|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.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=CP850.png&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_megazeux2.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare-Fixedsys-02.png&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=VGA8x16.png&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare-Fixedsys-03.png&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Acorntileset.png&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|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.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Yoshis_island.png&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MDA9x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=EGA9x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|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&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', '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).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=VGA9x16.png&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_800x600_shade.png&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|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'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=eofshaded800x600pb9_f64ded.png&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|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 &amp;quot;curses&amp;quot; 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 &amp;quot;beta&amp;quot;. 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&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Sleroux_800x300.png&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|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).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kyzers_thin.png&lt;br /&gt;
|author=[[User:KyzerB|KyzerB]]&lt;br /&gt;
|dated=2018-11-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=853&amp;amp;times;480, 1280&amp;amp;times;720, 1920&amp;amp;times;1080, 3840&amp;amp;times;2160; looks fine at most others, legible down to 240p (for the most part).&lt;br /&gt;
|comments=Tileset designed to be a little easier to read and crisp. Very useful for lower resolutions, as it stays crisp down to 480p. 98% of the sprites have been changed, many received changes to their white-space, and the Dwarves have new and easily distinguishable sprites. Took about a week to make.&lt;br /&gt;
|demo=[[Image:Kyzers_thin_medmap.png|thumb|right|Kyzer's Thin Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=UncleSporky_curses_800x600.png&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
|demo2=[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nice_curses_10x12.png&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom800x300ca3.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare_Freehand_10x16.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|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&lt;br /&gt;
|demo=[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare_Freehand^2_10x16.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Vintl01.png&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Andux_SleipnirLt_10x16_tf.png&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2024-10-01&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;768&lt;br /&gt;
|comments=Larger variant of my 8&amp;amp;times;12 Sleipnir tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bedstead-20-df.png&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24, updated 2020-03-29&lt;br /&gt;
|size=12&amp;amp;times;20&lt;br /&gt;
|resolution=960&amp;amp;times;500&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==14&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Cooz_curses_14x16.png&lt;br /&gt;
|author=Anonymous/[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2017-05-12&lt;br /&gt;
|size=14&amp;amp;times;16&lt;br /&gt;
|resolution=1120&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Shizzle_1280x500.png&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MRC_1280x600.png&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bmac smooth 16x24.png&lt;br /&gt;
|author=[[User:BMacZero|BMacZero]]&lt;br /&gt;
|dated=2020-11-07&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=A smaller version of [[:File:Kyzsmooth.png]] (24x32), with standard curses dwarf icons. Effectively, curses_640x300.png at 200% and smoothed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lumin_Graphical_1280x800.png&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_24pt_cleartype_ThomModifications.PNG&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|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...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;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 &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=TerminusAliased_handedit_gal.png&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
|demo2=[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Terminus24.png&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;36==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_1920x900.png&lt;br /&gt;
|author=IBM, I think&lt;br /&gt;
|dated=2017-02-28&lt;br /&gt;
|size=24&amp;amp;times;36&lt;br /&gt;
|resolution=1920&amp;amp;times;900 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;30 grid size, double for 4k)&lt;br /&gt;
|comments=Original curses_640x300.png enlarged to 300%. Good for FullHD displays.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kyzsmooth.png&lt;br /&gt;
|author=KyzerB&lt;br /&gt;
|dated=2019-07-02&lt;br /&gt;
|size=24&amp;amp;times;36&lt;br /&gt;
|resolution=1920&amp;amp;times;900 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;30 grid size, double for 4k)&lt;br /&gt;
|comments=Original curses_640x300.png enlarged to 300%, intricately smoothed for readability and a lack of chunkiness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==48&amp;amp;times;72==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Vector square 48x72.png&lt;br /&gt;
|image=[[:Image:Vector square 48x72.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:DragonDePlatino|DragonDePlatino]]&lt;br /&gt;
|dated=2016-11-22&lt;br /&gt;
|size=48&amp;amp;times;72&lt;br /&gt;
|resolution=3820&amp;amp;times;1920 (4k)&lt;br /&gt;
|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].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
[[ru:Tileset repository]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Colors.txt&amp;diff=310889</id>
		<title>Colors.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Colors.txt&amp;diff=310889"/>
		<updated>2025-09-23T21:29:36Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Fix format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{file|DF/data/init/colors.txt}}&lt;br /&gt;
&lt;br /&gt;
The '''colors.txt''' file defines the [[color scheme]] used by DF, in standard RGB color code. The file is sourced in both &amp;lt;code&amp;gt;data/init/&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;prefs/&amp;lt;/code&amp;gt; when Dwarf Fortress starts, in that order, with the last value read being used.&lt;br /&gt;
&lt;br /&gt;
== Default colors.txt ==&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#a0a0a0&lt;br /&gt;
|blue=#207df1&lt;br /&gt;
|lblue=#8c66ff&lt;br /&gt;
|green=#a2dc34&lt;br /&gt;
|lgreen=#13fd65&lt;br /&gt;
|cyan=#71bbb0&lt;br /&gt;
|lcyan=#12fecf&lt;br /&gt;
|red=#ff113a&lt;br /&gt;
|lred=#ff7111&lt;br /&gt;
|magenta=#a73cd5&lt;br /&gt;
|lmagenta=#e811ff&lt;br /&gt;
|brown=#d79b2d&lt;br /&gt;
|yellow=#ffe111&lt;br /&gt;
|lgray=#c0c0c0&lt;br /&gt;
|white=#ffffff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Color scheme]] for example color schemes&lt;br /&gt;
&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:Colors.txt]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Colors.txt&amp;diff=310888</id>
		<title>Colors.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Colors.txt&amp;diff=310888"/>
		<updated>2025-09-23T21:26:01Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Update for 52.02. Now reads from prefs/ folder.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{file|DF/data/init/colors.txt}}&lt;br /&gt;
&lt;br /&gt;
The '''colors.txt''' file defines the [[color scheme]] used by DF, in standard RGB color code. File is sourced in both data/init/ and prefs/ when Dwarf Fortress starts, in that order, with the last value read being used.&lt;br /&gt;
&lt;br /&gt;
== Default colors.txt ==&lt;br /&gt;
{{color scheme&lt;br /&gt;
|black=#000000&lt;br /&gt;
|dgray=#a0a0a0&lt;br /&gt;
|blue=#207df1&lt;br /&gt;
|lblue=#8c66ff&lt;br /&gt;
|green=#a2dc34&lt;br /&gt;
|lgreen=#13fd65&lt;br /&gt;
|cyan=#71bbb0&lt;br /&gt;
|lcyan=#12fecf&lt;br /&gt;
|red=#ff113a&lt;br /&gt;
|lred=#ff7111&lt;br /&gt;
|magenta=#a73cd5&lt;br /&gt;
|lmagenta=#e811ff&lt;br /&gt;
|brown=#d79b2d&lt;br /&gt;
|yellow=#ffe111&lt;br /&gt;
|lgray=#c0c0c0&lt;br /&gt;
|white=#ffffff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Color scheme]] for example color schemes&lt;br /&gt;
&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:Colors.txt]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Brrak/SteamDeck&amp;diff=310390</id>
		<title>User:Brrak/SteamDeck</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Brrak/SteamDeck&amp;diff=310390"/>
		<updated>2025-07-31T20:09:49Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Minor updates -- mention using the Steam Linux Runtime&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= SteamOS / Steam Deck =&lt;br /&gt;
'''A Work in Progress -- Notes for running Dwarf Fortress (various versions) on a Steam Deck'''&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress Versions ==&lt;br /&gt;
There are a lot of different versions and they all run nicely in the SteamOS/Steam Deck environment. I usually break them into three categories.&lt;br /&gt;
&lt;br /&gt;
* Premium (Steam)&lt;br /&gt;
* Classic (Free Download)&lt;br /&gt;
* Legacy (Free Download v47)&lt;br /&gt;
&lt;br /&gt;
Since all these versions run well with Steam and the Steam Linux Runtime, one trick if you're having problems getting Dwarf Fortress running on your Linux Distro is to ensure you have *Steam* running and then configure Dwarf Fortress to use the proper Steam Linux Runtime (1.0 Scout). That will skip a lot of dependency issues, particularly for the older, Legacy version.&lt;br /&gt;
&lt;br /&gt;
=== Premium ===&lt;br /&gt;
For our purposes, this is the version that you would purchase from the Steam Store. It's excellent. It runs perfectly and the community controller support is great. You can also purchase the premium version and run it with classic glyphs. &lt;br /&gt;
&lt;br /&gt;
=== Classic ===&lt;br /&gt;
The current version you download directly from the Bay12 Games site. Basically the premium version but with the classics glyphs. Runs great on the Steam Deck though the default Tiles and Colors really need to be adjusted for the best experience. Also, if not using a keyboard/mouse, you will need to setup the controller yourself.&lt;br /&gt;
&lt;br /&gt;
=== Legacy ===&lt;br /&gt;
Before premium, fancy graphics, and a mouse interface there was the Legacy version. Currently that's v0.47.5 and it's available from the Bay 12 Games site. This wiki refers to it as DF2014.  The Controller support on the deck is pretty great so even if you aren't runnign with a keyboard/mouse you can easily create a custom controller layout for most of the keyboard controls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Installation&amp;diff=310374</id>
		<title>DF2014:Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Installation&amp;diff=310374"/>
		<updated>2025-07-27T20:22:36Z</updated>

		<summary type="html">&lt;p&gt;Brrak: /* Non-Steam Install */ Fix typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
In order to install [[Dwarf Fortress]], simply download the latest version, extract its contents, and play. &lt;br /&gt;
{{quick download|{{current/version/ns}}}}&lt;br /&gt;
&lt;br /&gt;
= Download =&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress Classic'' is freely available directly from the developers, Bay 12 Games, at http://www.bay12games.com/dwarves/ . Simply find the version that matches your operating system and click the link.  You will be prompted to save an archive file, do so and follow the installation instructions bellow.&lt;br /&gt;
&lt;br /&gt;
: The three downloads linked at the top of the main page are 64-bit versions of DF for Windows, macOS, and Linux. &amp;quot;All versions&amp;quot; links to a page with additional choices, including 32-bit builds for all platforms, &amp;quot;small&amp;quot; builds for Windows (which lack sound files), and &amp;quot;legacy&amp;quot; builds for Windows. Generally, the SDL builds for Windows should be preferred, although the Legacy builds may be necessary on some older computers. &lt;br /&gt;
&lt;br /&gt;
''[[Dwarf Fortress|Dwarf Fortress Premium]]'' can be download and installed from [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam] and [https://kitfoxgames.itch.io/dwarf-fortress itch.io] platforms like you would install any other game there.  &lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
{{main|Utility:Lazy Newb Pack}}&lt;br /&gt;
&lt;br /&gt;
There are several packages which bundle the game with several utilities and graphics sets, usually configurable with an included launcher. These are listed on the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] page.&lt;br /&gt;
&lt;br /&gt;
The ''Dwarf Fortress'' community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].  Most notable graphics sets are included in the packs mentioned above.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply right-click the zip archive you downloaded and choose &amp;lt;code&amp;gt;Extract All...&amp;lt;/code&amp;gt;, then choose a destination folder, and click &amp;lt;code&amp;gt;Extract&amp;lt;/code&amp;gt; (or maybe &amp;lt;code&amp;gt;Unzip&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Next&amp;lt;/code&amp;gt; on older versions of Windows). By default Windows uses the name of the archive as the folder name, in the folder the archive is in, so something like &amp;lt;code&amp;gt;C:\Users\yourusername\Downloads\df_47_05_win&amp;lt;/code&amp;gt;. You should change that to something like &amp;lt;code&amp;gt;C:\Users\yourusername\Desktop\Dwarf Fortress&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;C:\games\Dwarf Fortress&amp;lt;/code&amp;gt;. After the files have been extracted, double-click the &amp;lt;code&amp;gt;Dwarf Fortress.exe&amp;lt;/code&amp;gt; file within the folder you chose to start the game.&lt;br /&gt;
&lt;br /&gt;
* Make sure to actually ''extract'' the archive; do not just double-click the archive and run the game from the window that appears. If you do this, then it may appear to work, but your save game data will get discarded - the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. &lt;br /&gt;
* The game needs to be able to write to its own folder, choose a game folder your user has write access to without requiring administrator rights for example: your &amp;lt;code&amp;gt;Downloads&amp;lt;/code&amp;gt; folder, &amp;lt;code&amp;gt;Desktop&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;C:\games\..&amp;lt;/code&amp;gt;; do '''not''' install it in &amp;lt;code&amp;gt;C:\Program Files\..&amp;lt;/code&amp;gt; if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting: &lt;br /&gt;
&lt;br /&gt;
* If you have an error stating that MSVCP140.dll is missing, it can be obtained by downloading [https://www.microsoft.com/en-us/download/details.aspx?id=48145 Visual C++ Redistributable for Visual Studio 2015]. When prompted choose the x64 version for 64-bit DF, or the x86 version for 32-bit DF.&lt;br /&gt;
* If Windows is set to scale the display, you may need to disable that for DF. Right-click the ''Dwarf Fortress.exe'' icon, select '''Properties''', select the '''Compatibility''' tab, and then activate the '''Disable display scaling on high DPI settings''' (or '''Override high DPI scaling behavior, scaling performed by: Application''') check box.[https://support.microsoft.com/en-us/help/3025083/windows-scaling-issues-for-high-dpi-devices]&lt;br /&gt;
&lt;br /&gt;
Creating shortcuts:&lt;br /&gt;
&lt;br /&gt;
* Right-click the &amp;lt;code&amp;gt;Dwarf Fortress.exe&amp;lt;/code&amp;gt; file and choose any of &amp;lt;code&amp;gt;Pin to Start&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Pin to taskbar&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;Send To &amp;gt; Desktop (create shortcut)&amp;lt;/code&amp;gt;. (The availability of these options may vary depending on the version of Windows.)&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not an application bundle. Like the Windows version, it consists of a folder containing the application and data files; there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game, execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
There are alternative installation options, such as [[Utility:Lazy newb pack|pre-packaged bundles]] and [https://github.com/Bachsau/DF-Mac-Launcher this third-party app launcher], that may make the game easier to start and fix some of the issues listed below.&lt;br /&gt;
&lt;br /&gt;
=== Fixes for common issues ===&lt;br /&gt;
&lt;br /&gt;
Changing the ``PRINT_MODE`` setting in data/init/[[init.txt]] from ``2D`` to ``STANDARD`` is necessary on some systems, particularly macOS 11+ (see below) and machines with Retina displays {{bug|6031}}. Doing this on any macOS system can improve performance significantly {{bug|10052}}. Other values for this setting, like ``FRAME_BUFFER``, may also help.&lt;br /&gt;
&lt;br /&gt;
On macOS 10.15 (Catalina) and above, if you encounter gatekeeper security-related warnings that prevent DF from starting, one solution (from [https://github.com/DFHack/dfhack/issues/1465 here]) is to run the following command from the terminal in the folder containing &amp;lt;code&amp;gt;dwarfort.exe&amp;lt;/code&amp;gt;:&lt;br /&gt;
* &amp;lt;code&amp;gt;find . -print0 | xargs -0 xattr -d com.apple.quarantine&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On macOS 11 (Big Sur) and above, if you see a blank white window when starting the game, you will need to change ``[PRINT_MODE:2D]`` to ``[PRINT_MODE:STANDARD]`` in [[init.txt]]. {{bug|11680}}&lt;br /&gt;
&lt;br /&gt;
On case-sensitive filesystems, a freshly-installed version of the game will not launch. {{bug|11136}}&lt;br /&gt;
* Rename &amp;quot;libs/SDL_ttf.framework/Versions/A/Frameworks/FreeType.framework&amp;quot; to &amp;quot;libs/SDL_ttf.framework/Versions/A/Frameworks/freetype.framework&amp;quot; to fix this.&lt;br /&gt;
&lt;br /&gt;
If you are using Parallels Desktop, you might need to change the file association for ``*.exe`` files to prevent the script from opening Parallels automatically. To do this:&lt;br /&gt;
* Right click ``dwarfort.exe`` then click &amp;quot;Get Info&amp;quot;&lt;br /&gt;
* Then click on &amp;quot;Open with:&amp;quot;, select &amp;quot;Other...&amp;quot;&lt;br /&gt;
* Then and select &amp;quot;Finder&amp;quot;&lt;br /&gt;
* Change &amp;quot;Enable: Recommended Applications&amp;quot; to &amp;quot;Enabled: All Applications&amp;quot;&lt;br /&gt;
* Select &amp;quot;Finder&amp;quot; and then click &amp;quot;Add&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
You may want to check if the package manager for the Linux distribution you are using has a ''Dwarf Fortress'' package. A package will get the correct build of DF for your system, handle all the dependencies and configuration, make any necessary system-specific fixes, probably add an entry to the system application launcher or menu, and handle updates. Note that in some cases, these packages can lag behind official DF releases, and they typically only support a single system-wide installation of DF. If you want a version of DF newer than what your package manager provides, or if you want a portable installation, follow the instructions in the rest of this section instead.&lt;br /&gt;
&lt;br /&gt;
As of 0.43.05, both 64-bit and 32-bit compiled builds of ''Dwarf Fortress'' are available for Linux. Note, to get the 32-bit edition, click the All Versions button on the ''Dwarf Fortress'' download page. Older 32-bit only versions can possibly run on a 64-bit system if the system has the required (32-bit) shared libraries, see below.&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' for Linux is expected to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to log in and get to a command prompt. By default, however, ''Dwarf Fortress'' is a graphical desktop program (an X client), so you should be in a terminal emulator (inside an X session) before starting the game. (See [[Installation#TEXT mode]] for an alternative.) ''Dwarf Fortress'' will create a new window outside of the terminal window by default, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
When you installed Linux, you chose either a 32-bit (i386, x86) or 64-bit (amd64, x86_64) architecture. Some systems are able to run programs for either, but it is best to use a version of DF compiled for the same architecture. If you've forgotten which one you have, you can check by running the command &amp;lt;code&amp;gt;uname -m&amp;lt;/code&amp;gt; in a terminal. A result of &amp;lt;code&amp;gt;x86_64&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;i686&amp;lt;/code&amp;gt; would indicate 64-bit or 32-bit respectively.&lt;br /&gt;
&lt;br /&gt;
'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage] with a web browser, or with one of these terminal commands, replacing &amp;quot;XX_YY&amp;quot; with the numbers in the desired ''Dwarf Fortress'' file version, found on the [http://www.bay12games.com/dwarves/ site]:&lt;br /&gt;
 wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2&lt;br /&gt;
or, for the 32-bit version:&lt;br /&gt;
 wget http://www.bay12games.com/dwarves/df_XX_YY_linux32.tar.bz2&lt;br /&gt;
&lt;br /&gt;
'''Unpacking''': ''Dwarf Fortress'' is shipped as a (bzip2) compressed tar archive. It will extract into a new directory called '''df_linux'''.  So, &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; to wherever you want the game to be unpacked, perhaps &amp;lt;code&amp;gt;~/games&amp;lt;/code&amp;gt;, and then run&lt;br /&gt;
 tar -xjf /path/to/df_XX_YY_linux.tar.bz2&lt;br /&gt;
where /path/to/df_XX_YY_linux.tar.bz2 is the path and filename of the actual file you downloaded.&lt;br /&gt;
&lt;br /&gt;
(note: &amp;lt;code&amp;gt;tar -xjvf ./df_XX_YY_linux.tar.bz2&amp;lt;/code&amp;gt; may be needed in some cases. [what cases? all this does is add verbosity and assume the file is in the current dir])&lt;br /&gt;
&lt;br /&gt;
'''Running''': First, change to the new directory&lt;br /&gt;
 cd df_linux&lt;br /&gt;
then execute the launcher script.&lt;br /&gt;
 ./df&lt;br /&gt;
&lt;br /&gt;
Now you need to ensure that the required dependencies are installed. If you try to run the game and get errors about missing SDL_image libraries (etc.) then you need to install them. Use your distribution's package manager for this - details will be extremely distribution-specific. Specific installation commands for some distributions are in the sections below. You don't need the development versions of the packages with the headers (although that won't hurt) - you just need the runtime versions, with the actual shared libraries.&lt;br /&gt;
&lt;br /&gt;
If you see any errors related to libstdc++ when starting DF (for example, &amp;quot;version `CXXABI_1.3.8' not found&amp;quot;), try removing libstdc++.so.6 and libgcc_s.so.1 from the &amp;quot;libs&amp;quot; folder. This will cause DF to use the system version of these libraries, which are more up-to-date on many modern systems than the libraries that DF includes.&lt;br /&gt;
&lt;br /&gt;
Since ''Dwarf Fortress'' 0.43.05 and later are compiled for both architectures, running natively shouldn't be an issue. However if you're wanting to run an older version of ''Dwarf Fortress'' on a 64-bit system, things get a bit trickier. Since older DF is only a 32-bit application, it will need 32-bit versions of the shared libraries. Some Linux distributions provide these in one or more packages that you can download. For example, in Debian, you'll need to enable the 32bit architecture in your package manager and install the relevant 32-bit libraries like libSDL. If your distribution does not include these, then you may have to supply them manually. Though, at that point it may just be easier to run the old windows version of DF in Wine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Debian-based ===&lt;br /&gt;
&lt;br /&gt;
Installing the dependencies for ''Dwarf Fortress'' is simple, but varies slightly depending on whether you're running a 32-bit OS, a 64-bit OS, or a 32-bit version of ''Dwarf Fortress'' on a 64-bit OS.&lt;br /&gt;
&lt;br /&gt;
==== 64-bit (recent version of ''Dwarf Fortress'', most modern machines) ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libopenal1 libsndfile1 libncursesw5&lt;br /&gt;
&lt;br /&gt;
This will install the SDL image and font libraries necessary, as well as libopenal and libsndfile, which are needed to get the sound working. It will also install libncursesw5, which is needed if you want to run ''Dwarf Fortress'' in ''TEXT'' mode.&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
In some old versions, ''Dwarf Fortress'' does not quite look in the correct place for the sound libraries it needs to play the wonderful music. This is easily fixed.&lt;br /&gt;
&lt;br /&gt;
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/x86_64-linux-gnu/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/x86_64-linux-gnu/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
Sometimes OpenAL uses PulseAudio instead of ALSA as the output device breaking the sound.&lt;br /&gt;
&lt;br /&gt;
  $ sudo echo &amp;quot;drivers = alsa,&amp;quot; &amp;gt; .alsoftrc&lt;br /&gt;
&lt;br /&gt;
==== Running 32-bit ''Dwarf Fortress'' on 64-bit Debian ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
If you're trying to run a version of ''Dwarf Fortress'' older than 0.43.05, you'll need to install the 32-bit versions of the libraries. You can do this with:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl1.2debian:i386 libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libopenal1:i386 libsndfile1:i386 libncursesw5:i386&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
Almost the same as above, but the libraries will be in a different location as you're looking for the 32-bit versions:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
Just as above sometimes OpenAL uses PulseAudio instead of ALSA as the output device breaking the sound.&lt;br /&gt;
&lt;br /&gt;
  $ sudo echo &amp;quot;drivers = alsa,&amp;quot; &amp;gt; .alsoftrc&lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libopenal1 libsndfile1 libncursesw5&lt;br /&gt;
&lt;br /&gt;
As above, this will install the SDL image and font libraries, sound libraries, and text libraries.&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Standard package ====&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is also available as a package in the (non-free) Debian repositories. You can install it (with all dependencies) with a simple&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' has been packaged in [https://rpmfusion.org/ RPM Fusion Nonfree], using a similar method as it is done in Arch Linux (see below). After [https://rpmfusion.org/Configuration installing RPM Fusion] you can simply run the following commands to install and run ''Dwarf Fortress'', which will pull in all the required dependencies:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install dwarffortress&lt;br /&gt;
  $ dwarffortress&lt;br /&gt;
&lt;br /&gt;
The Fedora package is configured to use &amp;lt;code&amp;gt;~/.dwarffortress&amp;lt;/code&amp;gt; for per user configuration. Most importantly, your saves and configuration files are in the &amp;lt;code&amp;gt;~/.dwarffortress/data&amp;lt;/code&amp;gt; folder. &lt;br /&gt;
&lt;br /&gt;
Some other tools are provided by the same packager in the [https://mars.arosser.com/fedora/dwarffortress/dwarffortress.repo &amp;quot;Dwarf Fortress for Fedora&amp;quot;] repository. For more information please [http://www.bay12forums.com/smf/index.php?topic=158289.msg7009116#msg7009116 see this forum thread].&lt;br /&gt;
&lt;br /&gt;
If you want to install 64-bit ''Dwarf Fortress'' manually, you can run the following:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL SDL_image SDL_ttf gtk2-devel openal-soft alsa-lib alsa-plugins-pulseaudio mesa-dri-drivers&lt;br /&gt;
&lt;br /&gt;
On 64-bit Fedora installations, to install 32-bit ''Dwarf Fortress'' you can install 32-bit libraries by appending &amp;quot;.i686&amp;quot; to the package name:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers.i686&lt;br /&gt;
&lt;br /&gt;
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
A 64-bit ''Dwarf Fortress'' package is available in the [https://wiki.archlinux.org/index.php/Official_repositories#community community repository]. There are also [https://aur.archlinux.org/packages/?O=0&amp;amp;K=dwarffortress other packages] available in the Arch User Repository ([https://wiki.archlinux.org/index.php/Arch_User_Repository AUR]).&lt;br /&gt;
&lt;br /&gt;
==== Official package installation ====&lt;br /&gt;
Install the official package like any other&lt;br /&gt;
  # pacman -Syu dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
You can then launch ''Dwarf Fortress'' by running 'dwarffortress' in your terminal emulator. The package also includes a .desktop file so the game should appear in whatever application launcher or menu you might use.&lt;br /&gt;
&lt;br /&gt;
The first time a user launches the game, the directory .dwarffortress will be created in that user's home directory. Game settings and files can be changed there. Note that some of the directories in there are links to common directories and changes to them will effect all users. Also, any changes to common files should be backed up since they will be overwritten when the package updates. You can find the locations of files installed by the package with the command&lt;br /&gt;
  $ pacman -Ql dwarffortress&lt;br /&gt;
&lt;br /&gt;
If you use tools like dfhack you might want to [https://wiki.archlinux.org/index.php/Pacman#Skip_package_from_being_upgraded configure pacman to not update] ''Dwarf Fortress'' until the tools are updated.&lt;br /&gt;
&lt;br /&gt;
==== AUR package installation ====&lt;br /&gt;
Install an AUR package [https://wiki.archlinux.org/index.php/Arch_User_Repository#Installing_packages manually] or using an [https://wiki.archlinux.org/index.php/AUR_helpers AUR helper]. The different AUR packages may or may not install the game similarly to the official package - use the previous pacman command to check game file locations.&lt;br /&gt;
&lt;br /&gt;
==== Manual or multiple installations ====&lt;br /&gt;
You can also manually install ''Dwarf Fortress'' in case you want to try other versions or with and without mods. Just follow the generic Linux instructions above with a different directory for each install. If you've installed one of the above packages, all the dependencies should already be installed, except maybe GTK2. The package in the official repositories patches ``libgraphics.so`` to remove the GTK2 dependency. If you get an error that ``libgtk-x11-2.0.so.0`` cannot be opened, you can either use the ``libgraphics.so`` from the official package, by copying it to the ``libs`` folder in the new install or linking to it from there, or install GTK2.&lt;br /&gt;
&lt;br /&gt;
To launch this version: in a terminal emulator, ``cd`` to that directory, and run ``./df``. If you get a permission error, you may need to mark the script and executable as being executable with:&lt;br /&gt;
  $ chmod u+x df libs/Dwarf_Fortress&lt;br /&gt;
Once you get an install working you can create a [https://wiki.archlinux.org/index.php/Desktop_entries custom .desktop file] to launch it.&lt;br /&gt;
&lt;br /&gt;
If you want to install a 32-bit version of ''Dwarf Fortress'' you will have to enable the [https://wiki.archlinux.org/index.php/Official_repositories#multilib multilib repository], install the 32-bit system libraries, and install the 32-bit game dependencies manually (check the Arch wiki for more information).&lt;br /&gt;
&lt;br /&gt;
=== CentOS 7 ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is now 64-bit, so simply run:&lt;br /&gt;
&lt;br /&gt;
  sudo yum install SDL SDL_image SDL_ttf openal&lt;br /&gt;
&lt;br /&gt;
Note that CentOS 7 ships with glibc 2.17, but ''Dwarf Fortress'' by default would like 2.18. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9893 This bug] has a fix, simply copy the [http://pastebin.com/jX4Wf062 Pastebin script], then move the libraries into a new folder.&lt;br /&gt;
&lt;br /&gt;
  cd df_linux&lt;br /&gt;
  curl -L http://pastebin.com/raw/jX4Wf062 &amp;gt; df&lt;br /&gt;
  mkdir c_libs&lt;br /&gt;
  mv libs/libgcc_s.so.1 libs/libstdc++.so.6 c_libs/&lt;br /&gt;
  chmod a+x df&lt;br /&gt;
&lt;br /&gt;
Then run it!&lt;br /&gt;
  ./df&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
&lt;br /&gt;
There is a ''Dwarf Fortress'' [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.&lt;br /&gt;
&lt;br /&gt;
  # emerge -av games-roguelike/dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Solus ===&lt;br /&gt;
&lt;br /&gt;
Download ''Dwarf Fortress'' from the Bay 12 Games website. If you encounter the following error upon launch:&lt;br /&gt;
&lt;br /&gt;
  ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory&lt;br /&gt;
&lt;br /&gt;
then simply run the following command to install the missing libraries:&lt;br /&gt;
&lt;br /&gt;
  sudo eopkg install sdl-ttf&lt;br /&gt;
&lt;br /&gt;
If you are running a 32bit version of ''Dwarf Fortress'', simply replace &amp;lt;code&amp;gt;sdl-ttf&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;sdl-ttf-32bit&amp;lt;/code&amp;gt; in the above command. You're all set!&lt;br /&gt;
&lt;br /&gt;
=== OpenSuse Tumbleweed ===&lt;br /&gt;
These instructions should work for OpenSuse Leap as well, they just haven't been tested yet.&lt;br /&gt;
==== Dependencies ====&lt;br /&gt;
   $ sudo zypper in libGLU1 libSDL_image-1_2-0 libSDL_ttf-2_0-0&lt;br /&gt;
==== Remove the included c++ library ====&lt;br /&gt;
The included library isn't compatible with OpenSuse's &amp;lt;code&amp;gt;libGLU1&amp;lt;/code&amp;gt; package&lt;br /&gt;
   $ cd path/to/df_linux/libs&lt;br /&gt;
   $ rm libstdc++.so.6&lt;br /&gt;
&lt;br /&gt;
cd back to df_linux/ and run the game!&lt;br /&gt;
   $ cd ../&lt;br /&gt;
   $ ./df&lt;br /&gt;
&lt;br /&gt;
=== SteamOS / Steam Deck ===&lt;br /&gt;
&lt;br /&gt;
SteamOS is an Arch Linux-based Linux distribution that comes preinstalled on the Steam Deck.&lt;br /&gt;
&lt;br /&gt;
The latest version of ''Dwarf Fortress'' is available on the Steam Store and runs on most Linux distributions without much difficulty. It is also Steam Deck compatible. You can also download older versions of ''Dwarf Fortress'' from the Bay12 Games and install them directly on the Steam Deck.&lt;br /&gt;
&lt;br /&gt;
==== Non-Steam Install ====&lt;br /&gt;
&lt;br /&gt;
To install and run a non-Steam version of ''Dwarf Fortress'' you first need to switch to ''Desktop Mode'' on your Steam Deck by selecting ''Steam'' &amp;gt; ''Power'' &amp;gt; ''Switch to Desktop''. We are going to assume that you have a working keyboard for everything at this point.&lt;br /&gt;
&lt;br /&gt;
If you've already installed Firefox or some other browser then go to the site and download the Linux version. Otherwise, open the Konsole terminal emulator and use the following commands (or something like it):&lt;br /&gt;
&lt;br /&gt;
 $ mkdir Apps; cd Apps                                             # Create a folder for our downloaded games and apps&lt;br /&gt;
 $ wget https://www.bay12games.com/dwarves/df_47_05_linux.tar.bz2  # We want 47.05 :)&lt;br /&gt;
 $ bunzip2 df_47_05_linux.tar.bz2                                  # Unzip the file&lt;br /&gt;
 $ tar xvf df_47_05_linux.tar                                      # Extract the files&lt;br /&gt;
 $ mv df_linux DwarfFortress                                       # Give it a friendly name&lt;br /&gt;
 $ cd DwarfFortress                                                # Change directory&lt;br /&gt;
 $ mkdir -p libs/old                                               # Create a dir for some old files&lt;br /&gt;
 $ mv libs/libgcc_s.so.1 libs/libstdc++.so.6 libs/old              # Stash these old libraries&lt;br /&gt;
&lt;br /&gt;
==== Application Launcher and Runtime Configuration====&lt;br /&gt;
&lt;br /&gt;
At this point we're ready to configure our Launcher. Open the Steam client and choose ''Add a Game'' &amp;gt; ''Add a Non-Steam Game ...'' from the bottom left. Then ''Browse'' to open a file selection menu and browse to the ''df'' executable in the &amp;lt;code&amp;gt;~/Apps/DwarfFortress&amp;lt;/code&amp;gt; folder. You will need to change the filter to ''All Files''. After that choose ''Add Selected Programs''. You should now have a new Steam Game called ''df'' in your Game Library.&lt;br /&gt;
&lt;br /&gt;
Let's clean that up that name. Choose the ''df'' game and select its ''Settings'' icon and choose ''Properties''. Rename it something like ''Dwarf Fortress Legacy''.&lt;br /&gt;
&lt;br /&gt;
Next we need to tell Steam to run the game with its older runtime. Click the ''Compatibility'' tab and choose ''Force the use of a specific Steam Play compatibility tool'' then choose ''Steam Linux Runtime 1.0 (Scout)''. This is also the runtime that's used with when you run newer Classic and Premium versions.&lt;br /&gt;
&lt;br /&gt;
That's it! You should now have a nicely running version of ''Dwarf Fortress'' on your Steam Deck. At this point you can switch back to Gaming Mode and everything should work. But, there are a couple quality-of-life settings you might want to do first.&lt;br /&gt;
&lt;br /&gt;
==== Extra Settings ====&lt;br /&gt;
&lt;br /&gt;
You probably want to update the Controller settings for the game. By default it will choose ''Gamepad with Joystick Trackpad'' so you want to change that to something like ''Keyboard (WASD) and Mouse''.&lt;br /&gt;
&lt;br /&gt;
Next, you should edit the &amp;lt;code&amp;gt;~/Apps/DwarfFortress/data/init/init.txt&amp;lt;/code&amp;gt; file and force fullscreen on startup. You can also download a nice [[Tileset]] (16x16 seems to work pretty well). But for now you can run these commands in your &amp;lt;Code&amp;gt;DwarfFortress&amp;lt;/code&amp;gt; folder and it will update the screen and use the default &amp;lt;code&amp;gt;curses_square_16x16.png&amp;lt;/code&amp;gt; tileset.&lt;br /&gt;
&lt;br /&gt;
 $ cd data/init                                                     # Go to init folder&lt;br /&gt;
 $ cp init.txt init.txt.orig                                        # Make a backup!&lt;br /&gt;
 $ sed -i 's/WINDOWED:YES/WINDOWED:NO/g' init.txt                   # Go fullscreen (1280x800)&lt;br /&gt;
 $ sed -i 's/curses_800x600.png/curses_square_16x16.png/g` init.txt # Better font&lt;br /&gt;
&lt;br /&gt;
Obviously there are lots of additional Dwarf Fortress and Steam Deck configurations but this should get you started.&lt;br /&gt;
&lt;br /&gt;
=== Wine ===&lt;br /&gt;
Downloading the windows version and running it with Wine works fine ([https://appdb.winehq.org/objectManager.php?sClass=version&amp;amp;iId=32503 platinum] on 1.7.47 as of .4x.xx, which means the program runs flawlessly without any initial user configuration). This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
==== Sound ====&lt;br /&gt;
&lt;br /&gt;
After installing, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== TEXT mode ====&lt;br /&gt;
In this mode - which can be activated in [[init.txt]] - DF uses a terminal as its display, much like classic roguelikes such as Rogue, Moria, and Nethack originally did. There are some caveats for using this mode.&lt;br /&gt;
&lt;br /&gt;
Some key combinations in the default DF configuration will not work. These can be changed in game by pressing {{k|ESC}} then choosing the Key Bindings option or out of the game by editing the [[interface.txt]] file. This is due to the way terminal emulators handle input, the [https://en.wikipedia.org/wiki/Ncurses ncurses] library, and the way DF interfaces with them.{{bug|5494}} Some examples are the keypad keys with modifiers or {{k|Shift+Enter}}.&lt;br /&gt;
&lt;br /&gt;
DF uses the CP437 [[Character_table|character set]] and TEXT mode translates those to UTF-8. Characters will only be displayed correctly if the font the terminal emulator is using has glyphs for all of the set. A UTF-8 encoded text file to test glyph coverage can be found [http://www.orenwatson.be/cp437.htm here]. Download the text file, view it in the terminal (using more, less, cat, etc.), and check if the font the terminal is using includes all the characters shown on the HTML version. Some terminals may be configured to use a [https://en.wikipedia.org/wiki/Fallback_font fallback font] if the main one lacks a glyph - that may result in different sized glyphs being used.&lt;br /&gt;
&lt;br /&gt;
There is a [http://www.bay12forums.com/smf/index.php?topic=59983.0 utility] to convert a DF [[tileset]] to a TTF file. That thread also has downloads for some already converted sets. This does not work for graphics sets. This is one way to get a square font that includes all the characters. [https://www.kreativekorp.com/software/fonts/ksquare.shtml Kreative Square] is another though it has many more glyphs than are needed.&lt;br /&gt;
&lt;br /&gt;
DF's [[colors.txt]] file will have no effect. However, many terminal emulators have settings to change the colors they display. See the terminal emulator's man page for details. Note that the order of the [[Color#Color_values|colors]] is different - the position of the blues and reds are switched as are the cyans and brown/yellow. So, when copying DF color schemes into terminal emulator settings, be sure to change them to the correct order or you'll get yellow &amp;quot;sky&amp;quot;, red water, and blue blood.&lt;br /&gt;
&lt;br /&gt;
Many terminal emulators have a setting to treat bright colored text as bold instead. This will cause dark grey text to be &amp;quot;displayed&amp;quot; as bold, black text - usually on a black background - making it unreadable. See the terminal emulator's man page for an option to disable this behavior. (Note that LXTerminal's disallowbold option does not currently seem to work.)&lt;br /&gt;
&lt;br /&gt;
If the [[intro movie]] is enabled, DF will not use the full terminal size unless it receives a resize event. If the intro movie is disabled, DF will use the full size from the start. Note, however, that some DF screens do not use the full size of the window under any circumstance.&lt;br /&gt;
&lt;br /&gt;
==== Upgrading ====&lt;br /&gt;
&lt;br /&gt;
Since every new version of ''Dwarf Fortress'' unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources. Here are the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; ====&lt;br /&gt;
===== Fix 1: Preload zlib=====&lt;br /&gt;
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of &amp;lt;code&amp;gt;/your/path/df_linux/df&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/your/path/df_linux/dfhack&amp;lt;/code&amp;gt; if you use [[DFHack]]):&lt;br /&gt;
 export LD_PRELOAD=/usr/lib/libz.so.1&lt;br /&gt;
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.&lt;br /&gt;
===== Fix 2: Use bmp instead =====&lt;br /&gt;
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of &amp;quot;png&amp;quot; to &amp;quot;bmp&amp;quot;. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
==== libGL error ====&lt;br /&gt;
&lt;br /&gt;
''libGL error: MESA-LOADER: failed to open i965''&lt;br /&gt;
&lt;br /&gt;
''libGL error: failed to load driver: swrast''&lt;br /&gt;
&lt;br /&gt;
This can be caused by incompatible libgcc_s.so.1&lt;br /&gt;
&lt;br /&gt;
===== Fix 1: change print mode =====&lt;br /&gt;
&lt;br /&gt;
* Go to /data/init/init.txt&lt;br /&gt;
* Edit PRINT_MODE to be any of the 2D modes or TEXT instead of openGL-based modes like STANDARD, VBO or TWBT.&lt;br /&gt;
&lt;br /&gt;
===== Fix 2: change library =====&lt;br /&gt;
&lt;br /&gt;
* Open df_linux/libs folder&lt;br /&gt;
* Rename  libgcc_s.so.1 to libgcc_s.so.1.bak so that DF will be unable to find it and will default to system libraries.&lt;br /&gt;
* If DF still doesn't launch, find and install suitable libgcc with your package manager.&lt;br /&gt;
* If you have multiple libgccs, you may need to make a shortcut like with libopenal and libsndfile above.&lt;br /&gt;
&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&lt;br /&gt;
Although there is no official version ported to FreeBSD, ''Dwarf Fortress'' can nevertheless be run using either Wine or FreeBSD's compatibility with Linux. There is now an [https://www.freshports.org/games/linux-dwarffortress/ official port] and installing it can be done the following way (with ports):&lt;br /&gt;
&lt;br /&gt;
  cd /usr/ports/games/linux-dwarffortress/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
&lt;br /&gt;
or, with pkg:&lt;br /&gt;
&lt;br /&gt;
  pkg install linux-dwarffortress&lt;br /&gt;
&lt;br /&gt;
You may also wish to download and run it manually. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:&lt;br /&gt;
&lt;br /&gt;
===linux-c6===&lt;br /&gt;
  sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \&lt;br /&gt;
  linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss&lt;br /&gt;
&lt;br /&gt;
===linux-f10===&lt;br /&gt;
If you don't have the linux-c6 ports available in your system, you can still run ''Dwarf Fortress'' (albeit without sound) using the following packages:&lt;br /&gt;
  sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \&lt;br /&gt;
  linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \&lt;br /&gt;
  linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU&lt;br /&gt;
linux_dri might be optional if you have the NVIDIA driver. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you install the required packages, copy (or symlink) DF's own library files to the linux-compatible directory:&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo cp libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
Or&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo ln -s libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
&lt;br /&gt;
You can then run DF normally. Although it will likely display a bunch of warnings and errors about fonts, it should work.&lt;br /&gt;
&lt;br /&gt;
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:&lt;br /&gt;
  LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df&lt;br /&gt;
&lt;br /&gt;
== Chrome OS (Crostini) ==&lt;br /&gt;
&lt;br /&gt;
It is possible to add ''Dwarf Fortress'' to Chrome OS using the Linux (Beta), to add Linux to Chrome OS, [https://support.google.com/chromebook/answer/9145439?p=chromebook_linuxapps check here to enable it]&lt;br /&gt;
You will need to edit the sources list to include the &amp;quot;non-free&amp;quot; repository, this is done by adding &amp;quot;non-free&amp;quot; to the end of the main sources file found at /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
e.g.&lt;br /&gt;
  # Generated by distrobuilder&lt;br /&gt;
  deb https://deb.debian.org/debian buster main non-free&lt;br /&gt;
  deb https://deb.debian.org/debian-security buster/updates main non-free&lt;br /&gt;
Followed by running&lt;br /&gt;
  sudo apt-get update&lt;br /&gt;
Then just follow the Debian instructions above&lt;br /&gt;
&lt;br /&gt;
== Android ==&lt;br /&gt;
&lt;br /&gt;
There is no Android version, but the Windows version can be run on it using ExaGear, Eltech's Windows emulator (which is essentially Wine for Android), as documented [http://www.bay12forums.com/smf/index.php?topic=174983.0 here]. The app isn't free though.&lt;br /&gt;
&lt;br /&gt;
== iOS ==&lt;br /&gt;
&lt;br /&gt;
There is no iOS version, but you may remotely connect to a computer running DF through an app called [https://mifki.com/df/ Dwarf Fortress Remote]. This requires a special version of [[DFHack]] to be run on the target computer which you may download at the same time. It also provides a subscription where you connect to an already set up remote server.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately, the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
[[ru:Installation]][[zh:Installation]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Installation&amp;diff=310373</id>
		<title>DF2014:Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Installation&amp;diff=310373"/>
		<updated>2025-07-27T20:21:04Z</updated>

		<summary type="html">&lt;p&gt;Brrak: /* Application Launcher Configuration */  Add a few more details about the Runtime&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
In order to install [[Dwarf Fortress]], simply download the latest version, extract its contents, and play. &lt;br /&gt;
{{quick download|{{current/version/ns}}}}&lt;br /&gt;
&lt;br /&gt;
= Download =&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress Classic'' is freely available directly from the developers, Bay 12 Games, at http://www.bay12games.com/dwarves/ . Simply find the version that matches your operating system and click the link.  You will be prompted to save an archive file, do so and follow the installation instructions bellow.&lt;br /&gt;
&lt;br /&gt;
: The three downloads linked at the top of the main page are 64-bit versions of DF for Windows, macOS, and Linux. &amp;quot;All versions&amp;quot; links to a page with additional choices, including 32-bit builds for all platforms, &amp;quot;small&amp;quot; builds for Windows (which lack sound files), and &amp;quot;legacy&amp;quot; builds for Windows. Generally, the SDL builds for Windows should be preferred, although the Legacy builds may be necessary on some older computers. &lt;br /&gt;
&lt;br /&gt;
''[[Dwarf Fortress|Dwarf Fortress Premium]]'' can be download and installed from [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam] and [https://kitfoxgames.itch.io/dwarf-fortress itch.io] platforms like you would install any other game there.  &lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
{{main|Utility:Lazy Newb Pack}}&lt;br /&gt;
&lt;br /&gt;
There are several packages which bundle the game with several utilities and graphics sets, usually configurable with an included launcher. These are listed on the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] page.&lt;br /&gt;
&lt;br /&gt;
The ''Dwarf Fortress'' community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].  Most notable graphics sets are included in the packs mentioned above.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply right-click the zip archive you downloaded and choose &amp;lt;code&amp;gt;Extract All...&amp;lt;/code&amp;gt;, then choose a destination folder, and click &amp;lt;code&amp;gt;Extract&amp;lt;/code&amp;gt; (or maybe &amp;lt;code&amp;gt;Unzip&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Next&amp;lt;/code&amp;gt; on older versions of Windows). By default Windows uses the name of the archive as the folder name, in the folder the archive is in, so something like &amp;lt;code&amp;gt;C:\Users\yourusername\Downloads\df_47_05_win&amp;lt;/code&amp;gt;. You should change that to something like &amp;lt;code&amp;gt;C:\Users\yourusername\Desktop\Dwarf Fortress&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;C:\games\Dwarf Fortress&amp;lt;/code&amp;gt;. After the files have been extracted, double-click the &amp;lt;code&amp;gt;Dwarf Fortress.exe&amp;lt;/code&amp;gt; file within the folder you chose to start the game.&lt;br /&gt;
&lt;br /&gt;
* Make sure to actually ''extract'' the archive; do not just double-click the archive and run the game from the window that appears. If you do this, then it may appear to work, but your save game data will get discarded - the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. &lt;br /&gt;
* The game needs to be able to write to its own folder, choose a game folder your user has write access to without requiring administrator rights for example: your &amp;lt;code&amp;gt;Downloads&amp;lt;/code&amp;gt; folder, &amp;lt;code&amp;gt;Desktop&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;C:\games\..&amp;lt;/code&amp;gt;; do '''not''' install it in &amp;lt;code&amp;gt;C:\Program Files\..&amp;lt;/code&amp;gt; if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting: &lt;br /&gt;
&lt;br /&gt;
* If you have an error stating that MSVCP140.dll is missing, it can be obtained by downloading [https://www.microsoft.com/en-us/download/details.aspx?id=48145 Visual C++ Redistributable for Visual Studio 2015]. When prompted choose the x64 version for 64-bit DF, or the x86 version for 32-bit DF.&lt;br /&gt;
* If Windows is set to scale the display, you may need to disable that for DF. Right-click the ''Dwarf Fortress.exe'' icon, select '''Properties''', select the '''Compatibility''' tab, and then activate the '''Disable display scaling on high DPI settings''' (or '''Override high DPI scaling behavior, scaling performed by: Application''') check box.[https://support.microsoft.com/en-us/help/3025083/windows-scaling-issues-for-high-dpi-devices]&lt;br /&gt;
&lt;br /&gt;
Creating shortcuts:&lt;br /&gt;
&lt;br /&gt;
* Right-click the &amp;lt;code&amp;gt;Dwarf Fortress.exe&amp;lt;/code&amp;gt; file and choose any of &amp;lt;code&amp;gt;Pin to Start&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Pin to taskbar&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;Send To &amp;gt; Desktop (create shortcut)&amp;lt;/code&amp;gt;. (The availability of these options may vary depending on the version of Windows.)&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not an application bundle. Like the Windows version, it consists of a folder containing the application and data files; there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game, execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
There are alternative installation options, such as [[Utility:Lazy newb pack|pre-packaged bundles]] and [https://github.com/Bachsau/DF-Mac-Launcher this third-party app launcher], that may make the game easier to start and fix some of the issues listed below.&lt;br /&gt;
&lt;br /&gt;
=== Fixes for common issues ===&lt;br /&gt;
&lt;br /&gt;
Changing the ``PRINT_MODE`` setting in data/init/[[init.txt]] from ``2D`` to ``STANDARD`` is necessary on some systems, particularly macOS 11+ (see below) and machines with Retina displays {{bug|6031}}. Doing this on any macOS system can improve performance significantly {{bug|10052}}. Other values for this setting, like ``FRAME_BUFFER``, may also help.&lt;br /&gt;
&lt;br /&gt;
On macOS 10.15 (Catalina) and above, if you encounter gatekeeper security-related warnings that prevent DF from starting, one solution (from [https://github.com/DFHack/dfhack/issues/1465 here]) is to run the following command from the terminal in the folder containing &amp;lt;code&amp;gt;dwarfort.exe&amp;lt;/code&amp;gt;:&lt;br /&gt;
* &amp;lt;code&amp;gt;find . -print0 | xargs -0 xattr -d com.apple.quarantine&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On macOS 11 (Big Sur) and above, if you see a blank white window when starting the game, you will need to change ``[PRINT_MODE:2D]`` to ``[PRINT_MODE:STANDARD]`` in [[init.txt]]. {{bug|11680}}&lt;br /&gt;
&lt;br /&gt;
On case-sensitive filesystems, a freshly-installed version of the game will not launch. {{bug|11136}}&lt;br /&gt;
* Rename &amp;quot;libs/SDL_ttf.framework/Versions/A/Frameworks/FreeType.framework&amp;quot; to &amp;quot;libs/SDL_ttf.framework/Versions/A/Frameworks/freetype.framework&amp;quot; to fix this.&lt;br /&gt;
&lt;br /&gt;
If you are using Parallels Desktop, you might need to change the file association for ``*.exe`` files to prevent the script from opening Parallels automatically. To do this:&lt;br /&gt;
* Right click ``dwarfort.exe`` then click &amp;quot;Get Info&amp;quot;&lt;br /&gt;
* Then click on &amp;quot;Open with:&amp;quot;, select &amp;quot;Other...&amp;quot;&lt;br /&gt;
* Then and select &amp;quot;Finder&amp;quot;&lt;br /&gt;
* Change &amp;quot;Enable: Recommended Applications&amp;quot; to &amp;quot;Enabled: All Applications&amp;quot;&lt;br /&gt;
* Select &amp;quot;Finder&amp;quot; and then click &amp;quot;Add&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
You may want to check if the package manager for the Linux distribution you are using has a ''Dwarf Fortress'' package. A package will get the correct build of DF for your system, handle all the dependencies and configuration, make any necessary system-specific fixes, probably add an entry to the system application launcher or menu, and handle updates. Note that in some cases, these packages can lag behind official DF releases, and they typically only support a single system-wide installation of DF. If you want a version of DF newer than what your package manager provides, or if you want a portable installation, follow the instructions in the rest of this section instead.&lt;br /&gt;
&lt;br /&gt;
As of 0.43.05, both 64-bit and 32-bit compiled builds of ''Dwarf Fortress'' are available for Linux. Note, to get the 32-bit edition, click the All Versions button on the ''Dwarf Fortress'' download page. Older 32-bit only versions can possibly run on a 64-bit system if the system has the required (32-bit) shared libraries, see below.&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' for Linux is expected to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to log in and get to a command prompt. By default, however, ''Dwarf Fortress'' is a graphical desktop program (an X client), so you should be in a terminal emulator (inside an X session) before starting the game. (See [[Installation#TEXT mode]] for an alternative.) ''Dwarf Fortress'' will create a new window outside of the terminal window by default, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
When you installed Linux, you chose either a 32-bit (i386, x86) or 64-bit (amd64, x86_64) architecture. Some systems are able to run programs for either, but it is best to use a version of DF compiled for the same architecture. If you've forgotten which one you have, you can check by running the command &amp;lt;code&amp;gt;uname -m&amp;lt;/code&amp;gt; in a terminal. A result of &amp;lt;code&amp;gt;x86_64&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;i686&amp;lt;/code&amp;gt; would indicate 64-bit or 32-bit respectively.&lt;br /&gt;
&lt;br /&gt;
'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage] with a web browser, or with one of these terminal commands, replacing &amp;quot;XX_YY&amp;quot; with the numbers in the desired ''Dwarf Fortress'' file version, found on the [http://www.bay12games.com/dwarves/ site]:&lt;br /&gt;
 wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2&lt;br /&gt;
or, for the 32-bit version:&lt;br /&gt;
 wget http://www.bay12games.com/dwarves/df_XX_YY_linux32.tar.bz2&lt;br /&gt;
&lt;br /&gt;
'''Unpacking''': ''Dwarf Fortress'' is shipped as a (bzip2) compressed tar archive. It will extract into a new directory called '''df_linux'''.  So, &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; to wherever you want the game to be unpacked, perhaps &amp;lt;code&amp;gt;~/games&amp;lt;/code&amp;gt;, and then run&lt;br /&gt;
 tar -xjf /path/to/df_XX_YY_linux.tar.bz2&lt;br /&gt;
where /path/to/df_XX_YY_linux.tar.bz2 is the path and filename of the actual file you downloaded.&lt;br /&gt;
&lt;br /&gt;
(note: &amp;lt;code&amp;gt;tar -xjvf ./df_XX_YY_linux.tar.bz2&amp;lt;/code&amp;gt; may be needed in some cases. [what cases? all this does is add verbosity and assume the file is in the current dir])&lt;br /&gt;
&lt;br /&gt;
'''Running''': First, change to the new directory&lt;br /&gt;
 cd df_linux&lt;br /&gt;
then execute the launcher script.&lt;br /&gt;
 ./df&lt;br /&gt;
&lt;br /&gt;
Now you need to ensure that the required dependencies are installed. If you try to run the game and get errors about missing SDL_image libraries (etc.) then you need to install them. Use your distribution's package manager for this - details will be extremely distribution-specific. Specific installation commands for some distributions are in the sections below. You don't need the development versions of the packages with the headers (although that won't hurt) - you just need the runtime versions, with the actual shared libraries.&lt;br /&gt;
&lt;br /&gt;
If you see any errors related to libstdc++ when starting DF (for example, &amp;quot;version `CXXABI_1.3.8' not found&amp;quot;), try removing libstdc++.so.6 and libgcc_s.so.1 from the &amp;quot;libs&amp;quot; folder. This will cause DF to use the system version of these libraries, which are more up-to-date on many modern systems than the libraries that DF includes.&lt;br /&gt;
&lt;br /&gt;
Since ''Dwarf Fortress'' 0.43.05 and later are compiled for both architectures, running natively shouldn't be an issue. However if you're wanting to run an older version of ''Dwarf Fortress'' on a 64-bit system, things get a bit trickier. Since older DF is only a 32-bit application, it will need 32-bit versions of the shared libraries. Some Linux distributions provide these in one or more packages that you can download. For example, in Debian, you'll need to enable the 32bit architecture in your package manager and install the relevant 32-bit libraries like libSDL. If your distribution does not include these, then you may have to supply them manually. Though, at that point it may just be easier to run the old windows version of DF in Wine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Debian-based ===&lt;br /&gt;
&lt;br /&gt;
Installing the dependencies for ''Dwarf Fortress'' is simple, but varies slightly depending on whether you're running a 32-bit OS, a 64-bit OS, or a 32-bit version of ''Dwarf Fortress'' on a 64-bit OS.&lt;br /&gt;
&lt;br /&gt;
==== 64-bit (recent version of ''Dwarf Fortress'', most modern machines) ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libopenal1 libsndfile1 libncursesw5&lt;br /&gt;
&lt;br /&gt;
This will install the SDL image and font libraries necessary, as well as libopenal and libsndfile, which are needed to get the sound working. It will also install libncursesw5, which is needed if you want to run ''Dwarf Fortress'' in ''TEXT'' mode.&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
In some old versions, ''Dwarf Fortress'' does not quite look in the correct place for the sound libraries it needs to play the wonderful music. This is easily fixed.&lt;br /&gt;
&lt;br /&gt;
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/x86_64-linux-gnu/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/x86_64-linux-gnu/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
Sometimes OpenAL uses PulseAudio instead of ALSA as the output device breaking the sound.&lt;br /&gt;
&lt;br /&gt;
  $ sudo echo &amp;quot;drivers = alsa,&amp;quot; &amp;gt; .alsoftrc&lt;br /&gt;
&lt;br /&gt;
==== Running 32-bit ''Dwarf Fortress'' on 64-bit Debian ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
If you're trying to run a version of ''Dwarf Fortress'' older than 0.43.05, you'll need to install the 32-bit versions of the libraries. You can do this with:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl1.2debian:i386 libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libopenal1:i386 libsndfile1:i386 libncursesw5:i386&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
Almost the same as above, but the libraries will be in a different location as you're looking for the 32-bit versions:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
Just as above sometimes OpenAL uses PulseAudio instead of ALSA as the output device breaking the sound.&lt;br /&gt;
&lt;br /&gt;
  $ sudo echo &amp;quot;drivers = alsa,&amp;quot; &amp;gt; .alsoftrc&lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libopenal1 libsndfile1 libncursesw5&lt;br /&gt;
&lt;br /&gt;
As above, this will install the SDL image and font libraries, sound libraries, and text libraries.&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Standard package ====&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is also available as a package in the (non-free) Debian repositories. You can install it (with all dependencies) with a simple&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' has been packaged in [https://rpmfusion.org/ RPM Fusion Nonfree], using a similar method as it is done in Arch Linux (see below). After [https://rpmfusion.org/Configuration installing RPM Fusion] you can simply run the following commands to install and run ''Dwarf Fortress'', which will pull in all the required dependencies:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install dwarffortress&lt;br /&gt;
  $ dwarffortress&lt;br /&gt;
&lt;br /&gt;
The Fedora package is configured to use &amp;lt;code&amp;gt;~/.dwarffortress&amp;lt;/code&amp;gt; for per user configuration. Most importantly, your saves and configuration files are in the &amp;lt;code&amp;gt;~/.dwarffortress/data&amp;lt;/code&amp;gt; folder. &lt;br /&gt;
&lt;br /&gt;
Some other tools are provided by the same packager in the [https://mars.arosser.com/fedora/dwarffortress/dwarffortress.repo &amp;quot;Dwarf Fortress for Fedora&amp;quot;] repository. For more information please [http://www.bay12forums.com/smf/index.php?topic=158289.msg7009116#msg7009116 see this forum thread].&lt;br /&gt;
&lt;br /&gt;
If you want to install 64-bit ''Dwarf Fortress'' manually, you can run the following:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL SDL_image SDL_ttf gtk2-devel openal-soft alsa-lib alsa-plugins-pulseaudio mesa-dri-drivers&lt;br /&gt;
&lt;br /&gt;
On 64-bit Fedora installations, to install 32-bit ''Dwarf Fortress'' you can install 32-bit libraries by appending &amp;quot;.i686&amp;quot; to the package name:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers.i686&lt;br /&gt;
&lt;br /&gt;
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
A 64-bit ''Dwarf Fortress'' package is available in the [https://wiki.archlinux.org/index.php/Official_repositories#community community repository]. There are also [https://aur.archlinux.org/packages/?O=0&amp;amp;K=dwarffortress other packages] available in the Arch User Repository ([https://wiki.archlinux.org/index.php/Arch_User_Repository AUR]).&lt;br /&gt;
&lt;br /&gt;
==== Official package installation ====&lt;br /&gt;
Install the official package like any other&lt;br /&gt;
  # pacman -Syu dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
You can then launch ''Dwarf Fortress'' by running 'dwarffortress' in your terminal emulator. The package also includes a .desktop file so the game should appear in whatever application launcher or menu you might use.&lt;br /&gt;
&lt;br /&gt;
The first time a user launches the game, the directory .dwarffortress will be created in that user's home directory. Game settings and files can be changed there. Note that some of the directories in there are links to common directories and changes to them will effect all users. Also, any changes to common files should be backed up since they will be overwritten when the package updates. You can find the locations of files installed by the package with the command&lt;br /&gt;
  $ pacman -Ql dwarffortress&lt;br /&gt;
&lt;br /&gt;
If you use tools like dfhack you might want to [https://wiki.archlinux.org/index.php/Pacman#Skip_package_from_being_upgraded configure pacman to not update] ''Dwarf Fortress'' until the tools are updated.&lt;br /&gt;
&lt;br /&gt;
==== AUR package installation ====&lt;br /&gt;
Install an AUR package [https://wiki.archlinux.org/index.php/Arch_User_Repository#Installing_packages manually] or using an [https://wiki.archlinux.org/index.php/AUR_helpers AUR helper]. The different AUR packages may or may not install the game similarly to the official package - use the previous pacman command to check game file locations.&lt;br /&gt;
&lt;br /&gt;
==== Manual or multiple installations ====&lt;br /&gt;
You can also manually install ''Dwarf Fortress'' in case you want to try other versions or with and without mods. Just follow the generic Linux instructions above with a different directory for each install. If you've installed one of the above packages, all the dependencies should already be installed, except maybe GTK2. The package in the official repositories patches ``libgraphics.so`` to remove the GTK2 dependency. If you get an error that ``libgtk-x11-2.0.so.0`` cannot be opened, you can either use the ``libgraphics.so`` from the official package, by copying it to the ``libs`` folder in the new install or linking to it from there, or install GTK2.&lt;br /&gt;
&lt;br /&gt;
To launch this version: in a terminal emulator, ``cd`` to that directory, and run ``./df``. If you get a permission error, you may need to mark the script and executable as being executable with:&lt;br /&gt;
  $ chmod u+x df libs/Dwarf_Fortress&lt;br /&gt;
Once you get an install working you can create a [https://wiki.archlinux.org/index.php/Desktop_entries custom .desktop file] to launch it.&lt;br /&gt;
&lt;br /&gt;
If you want to install a 32-bit version of ''Dwarf Fortress'' you will have to enable the [https://wiki.archlinux.org/index.php/Official_repositories#multilib multilib repository], install the 32-bit system libraries, and install the 32-bit game dependencies manually (check the Arch wiki for more information).&lt;br /&gt;
&lt;br /&gt;
=== CentOS 7 ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is now 64-bit, so simply run:&lt;br /&gt;
&lt;br /&gt;
  sudo yum install SDL SDL_image SDL_ttf openal&lt;br /&gt;
&lt;br /&gt;
Note that CentOS 7 ships with glibc 2.17, but ''Dwarf Fortress'' by default would like 2.18. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9893 This bug] has a fix, simply copy the [http://pastebin.com/jX4Wf062 Pastebin script], then move the libraries into a new folder.&lt;br /&gt;
&lt;br /&gt;
  cd df_linux&lt;br /&gt;
  curl -L http://pastebin.com/raw/jX4Wf062 &amp;gt; df&lt;br /&gt;
  mkdir c_libs&lt;br /&gt;
  mv libs/libgcc_s.so.1 libs/libstdc++.so.6 c_libs/&lt;br /&gt;
  chmod a+x df&lt;br /&gt;
&lt;br /&gt;
Then run it!&lt;br /&gt;
  ./df&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
&lt;br /&gt;
There is a ''Dwarf Fortress'' [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.&lt;br /&gt;
&lt;br /&gt;
  # emerge -av games-roguelike/dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Solus ===&lt;br /&gt;
&lt;br /&gt;
Download ''Dwarf Fortress'' from the Bay 12 Games website. If you encounter the following error upon launch:&lt;br /&gt;
&lt;br /&gt;
  ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory&lt;br /&gt;
&lt;br /&gt;
then simply run the following command to install the missing libraries:&lt;br /&gt;
&lt;br /&gt;
  sudo eopkg install sdl-ttf&lt;br /&gt;
&lt;br /&gt;
If you are running a 32bit version of ''Dwarf Fortress'', simply replace &amp;lt;code&amp;gt;sdl-ttf&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;sdl-ttf-32bit&amp;lt;/code&amp;gt; in the above command. You're all set!&lt;br /&gt;
&lt;br /&gt;
=== OpenSuse Tumbleweed ===&lt;br /&gt;
These instructions should work for OpenSuse Leap as well, they just haven't been tested yet.&lt;br /&gt;
==== Dependencies ====&lt;br /&gt;
   $ sudo zypper in libGLU1 libSDL_image-1_2-0 libSDL_ttf-2_0-0&lt;br /&gt;
==== Remove the included c++ library ====&lt;br /&gt;
The included library isn't compatible with OpenSuse's &amp;lt;code&amp;gt;libGLU1&amp;lt;/code&amp;gt; package&lt;br /&gt;
   $ cd path/to/df_linux/libs&lt;br /&gt;
   $ rm libstdc++.so.6&lt;br /&gt;
&lt;br /&gt;
cd back to df_linux/ and run the game!&lt;br /&gt;
   $ cd ../&lt;br /&gt;
   $ ./df&lt;br /&gt;
&lt;br /&gt;
=== SteamOS / Steam Deck ===&lt;br /&gt;
&lt;br /&gt;
SteamOS is an Arch Linux-based Linux distribution that comes preinstalled on the Steam Deck.&lt;br /&gt;
&lt;br /&gt;
The latest version of ''Dwarf Fortress'' is available on the Steam Store and runs on most Linux distributions without much difficulty. It is also Steam Deck compatible. You can also download older versions of ''Dwarf Fortress'' from the Bay12 Games and install them directly on the Steam Deck.&lt;br /&gt;
&lt;br /&gt;
==== Non-Steam Install ====&lt;br /&gt;
&lt;br /&gt;
To install and run a non-Steam version of ''Dwarf Fortress'' you first need to switch to ''Desktop Mod'' on your Steam Deck by selecting ''Steam'' &amp;gt; ''Power'' &amp;gt; ''Switch to Desktop''. We are going to assume that you have a working keyboard for everything at this point.&lt;br /&gt;
&lt;br /&gt;
If you've already installed Firefox or some other browser then go to the site and download the Linux version. Otherwise, open the Konsole terminal emulator and use the following commands (or something like it):&lt;br /&gt;
&lt;br /&gt;
 $ mkdir Apps; cd Apps                                             # Create a folder for our downloaded games and apps&lt;br /&gt;
 $ wget https://www.bay12games.com/dwarves/df_47_05_linux.tar.bz2  # we want 47.05 :)&lt;br /&gt;
 $ bunzip2 df_47_05_linux.tar.bz2                                  # Unzip the file&lt;br /&gt;
 $ tar xvf df_47_05_linux.tar                                      # Extract the files&lt;br /&gt;
 $ mv df_linux DwarfFortress                                       # Give it a friendly name&lt;br /&gt;
 $ cd DwarfFortress                                                # Change directory&lt;br /&gt;
 $ mkdir -p libs/old                                               # Create a dir for some old files&lt;br /&gt;
 $ mv libs/libgcc_s.so.1 libs/libstdc++.so.6 libs/old              # Stash these old libraries&lt;br /&gt;
&lt;br /&gt;
==== Application Launcher and Runtime Configuration====&lt;br /&gt;
&lt;br /&gt;
At this point we're ready to configure our Launcher. Open the Steam client and choose ''Add a Game'' &amp;gt; ''Add a Non-Steam Game ...'' from the bottom left. Then ''Browse'' to open a file selection menu and browse to the ''df'' executable in the &amp;lt;code&amp;gt;~/Apps/DwarfFortress&amp;lt;/code&amp;gt; folder. You will need to change the filter to ''All Files''. After that choose ''Add Selected Programs''. You should now have a new Steam Game called ''df'' in your Game Library.&lt;br /&gt;
&lt;br /&gt;
Let's clean that up that name. Choose the ''df'' game and select its ''Settings'' icon and choose ''Properties''. Rename it something like ''Dwarf Fortress Legacy''.&lt;br /&gt;
&lt;br /&gt;
Next we need to tell Steam to run the game with its older runtime. Click the ''Compatibility'' tab and choose ''Force the use of a specific Steam Play compatibility tool'' then choose ''Steam Linux Runtime 1.0 (Scout)''. This is also the runtime that's used with when you run newer Classic and Premium versions.&lt;br /&gt;
&lt;br /&gt;
That's it! You should now have a nicely running version of ''Dwarf Fortress'' on your Steam Deck. At this point you can switch back to Gaming Mode and everything should work. But, there are a couple quality-of-life settings you might want to do first.&lt;br /&gt;
&lt;br /&gt;
==== Extra Settings ====&lt;br /&gt;
&lt;br /&gt;
You probably want to update the Controller settings for the game. By default it will choose ''Gamepad with Joystick Trackpad'' so you want to change that to something like ''Keyboard (WASD) and Mouse''.&lt;br /&gt;
&lt;br /&gt;
Next, you should edit the &amp;lt;code&amp;gt;~/Apps/DwarfFortress/data/init/init.txt&amp;lt;/code&amp;gt; file and force fullscreen on startup. You can also download a nice [[Tileset]] (16x16 seems to work pretty well). But for now you can run these commands in your &amp;lt;Code&amp;gt;DwarfFortress&amp;lt;/code&amp;gt; folder and it will update the screen and use the default &amp;lt;code&amp;gt;curses_square_16x16.png&amp;lt;/code&amp;gt; tileset.&lt;br /&gt;
&lt;br /&gt;
 $ cd data/init                                                     # Go to init folder&lt;br /&gt;
 $ cp init.txt init.txt.orig                                        # Make a backup!&lt;br /&gt;
 $ sed -i 's/WINDOWED:YES/WINDOWED:NO/g' init.txt                   # Go fullscreen (1280x800)&lt;br /&gt;
 $ sed -i 's/curses_800x600.png/curses_square_16x16.png/g` init.txt # Better font&lt;br /&gt;
&lt;br /&gt;
Obviously there are lots of additional Dwarf Fortress and Steam Deck configurations but this should get you started.&lt;br /&gt;
&lt;br /&gt;
=== Wine ===&lt;br /&gt;
Downloading the windows version and running it with Wine works fine ([https://appdb.winehq.org/objectManager.php?sClass=version&amp;amp;iId=32503 platinum] on 1.7.47 as of .4x.xx, which means the program runs flawlessly without any initial user configuration). This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
==== Sound ====&lt;br /&gt;
&lt;br /&gt;
After installing, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== TEXT mode ====&lt;br /&gt;
In this mode - which can be activated in [[init.txt]] - DF uses a terminal as its display, much like classic roguelikes such as Rogue, Moria, and Nethack originally did. There are some caveats for using this mode.&lt;br /&gt;
&lt;br /&gt;
Some key combinations in the default DF configuration will not work. These can be changed in game by pressing {{k|ESC}} then choosing the Key Bindings option or out of the game by editing the [[interface.txt]] file. This is due to the way terminal emulators handle input, the [https://en.wikipedia.org/wiki/Ncurses ncurses] library, and the way DF interfaces with them.{{bug|5494}} Some examples are the keypad keys with modifiers or {{k|Shift+Enter}}.&lt;br /&gt;
&lt;br /&gt;
DF uses the CP437 [[Character_table|character set]] and TEXT mode translates those to UTF-8. Characters will only be displayed correctly if the font the terminal emulator is using has glyphs for all of the set. A UTF-8 encoded text file to test glyph coverage can be found [http://www.orenwatson.be/cp437.htm here]. Download the text file, view it in the terminal (using more, less, cat, etc.), and check if the font the terminal is using includes all the characters shown on the HTML version. Some terminals may be configured to use a [https://en.wikipedia.org/wiki/Fallback_font fallback font] if the main one lacks a glyph - that may result in different sized glyphs being used.&lt;br /&gt;
&lt;br /&gt;
There is a [http://www.bay12forums.com/smf/index.php?topic=59983.0 utility] to convert a DF [[tileset]] to a TTF file. That thread also has downloads for some already converted sets. This does not work for graphics sets. This is one way to get a square font that includes all the characters. [https://www.kreativekorp.com/software/fonts/ksquare.shtml Kreative Square] is another though it has many more glyphs than are needed.&lt;br /&gt;
&lt;br /&gt;
DF's [[colors.txt]] file will have no effect. However, many terminal emulators have settings to change the colors they display. See the terminal emulator's man page for details. Note that the order of the [[Color#Color_values|colors]] is different - the position of the blues and reds are switched as are the cyans and brown/yellow. So, when copying DF color schemes into terminal emulator settings, be sure to change them to the correct order or you'll get yellow &amp;quot;sky&amp;quot;, red water, and blue blood.&lt;br /&gt;
&lt;br /&gt;
Many terminal emulators have a setting to treat bright colored text as bold instead. This will cause dark grey text to be &amp;quot;displayed&amp;quot; as bold, black text - usually on a black background - making it unreadable. See the terminal emulator's man page for an option to disable this behavior. (Note that LXTerminal's disallowbold option does not currently seem to work.)&lt;br /&gt;
&lt;br /&gt;
If the [[intro movie]] is enabled, DF will not use the full terminal size unless it receives a resize event. If the intro movie is disabled, DF will use the full size from the start. Note, however, that some DF screens do not use the full size of the window under any circumstance.&lt;br /&gt;
&lt;br /&gt;
==== Upgrading ====&lt;br /&gt;
&lt;br /&gt;
Since every new version of ''Dwarf Fortress'' unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources. Here are the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; ====&lt;br /&gt;
===== Fix 1: Preload zlib=====&lt;br /&gt;
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of &amp;lt;code&amp;gt;/your/path/df_linux/df&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/your/path/df_linux/dfhack&amp;lt;/code&amp;gt; if you use [[DFHack]]):&lt;br /&gt;
 export LD_PRELOAD=/usr/lib/libz.so.1&lt;br /&gt;
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.&lt;br /&gt;
===== Fix 2: Use bmp instead =====&lt;br /&gt;
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of &amp;quot;png&amp;quot; to &amp;quot;bmp&amp;quot;. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
==== libGL error ====&lt;br /&gt;
&lt;br /&gt;
''libGL error: MESA-LOADER: failed to open i965''&lt;br /&gt;
&lt;br /&gt;
''libGL error: failed to load driver: swrast''&lt;br /&gt;
&lt;br /&gt;
This can be caused by incompatible libgcc_s.so.1&lt;br /&gt;
&lt;br /&gt;
===== Fix 1: change print mode =====&lt;br /&gt;
&lt;br /&gt;
* Go to /data/init/init.txt&lt;br /&gt;
* Edit PRINT_MODE to be any of the 2D modes or TEXT instead of openGL-based modes like STANDARD, VBO or TWBT.&lt;br /&gt;
&lt;br /&gt;
===== Fix 2: change library =====&lt;br /&gt;
&lt;br /&gt;
* Open df_linux/libs folder&lt;br /&gt;
* Rename  libgcc_s.so.1 to libgcc_s.so.1.bak so that DF will be unable to find it and will default to system libraries.&lt;br /&gt;
* If DF still doesn't launch, find and install suitable libgcc with your package manager.&lt;br /&gt;
* If you have multiple libgccs, you may need to make a shortcut like with libopenal and libsndfile above.&lt;br /&gt;
&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&lt;br /&gt;
Although there is no official version ported to FreeBSD, ''Dwarf Fortress'' can nevertheless be run using either Wine or FreeBSD's compatibility with Linux. There is now an [https://www.freshports.org/games/linux-dwarffortress/ official port] and installing it can be done the following way (with ports):&lt;br /&gt;
&lt;br /&gt;
  cd /usr/ports/games/linux-dwarffortress/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
&lt;br /&gt;
or, with pkg:&lt;br /&gt;
&lt;br /&gt;
  pkg install linux-dwarffortress&lt;br /&gt;
&lt;br /&gt;
You may also wish to download and run it manually. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:&lt;br /&gt;
&lt;br /&gt;
===linux-c6===&lt;br /&gt;
  sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \&lt;br /&gt;
  linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss&lt;br /&gt;
&lt;br /&gt;
===linux-f10===&lt;br /&gt;
If you don't have the linux-c6 ports available in your system, you can still run ''Dwarf Fortress'' (albeit without sound) using the following packages:&lt;br /&gt;
  sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \&lt;br /&gt;
  linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \&lt;br /&gt;
  linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU&lt;br /&gt;
linux_dri might be optional if you have the NVIDIA driver. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you install the required packages, copy (or symlink) DF's own library files to the linux-compatible directory:&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo cp libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
Or&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo ln -s libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
&lt;br /&gt;
You can then run DF normally. Although it will likely display a bunch of warnings and errors about fonts, it should work.&lt;br /&gt;
&lt;br /&gt;
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:&lt;br /&gt;
  LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df&lt;br /&gt;
&lt;br /&gt;
== Chrome OS (Crostini) ==&lt;br /&gt;
&lt;br /&gt;
It is possible to add ''Dwarf Fortress'' to Chrome OS using the Linux (Beta), to add Linux to Chrome OS, [https://support.google.com/chromebook/answer/9145439?p=chromebook_linuxapps check here to enable it]&lt;br /&gt;
You will need to edit the sources list to include the &amp;quot;non-free&amp;quot; repository, this is done by adding &amp;quot;non-free&amp;quot; to the end of the main sources file found at /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
e.g.&lt;br /&gt;
  # Generated by distrobuilder&lt;br /&gt;
  deb https://deb.debian.org/debian buster main non-free&lt;br /&gt;
  deb https://deb.debian.org/debian-security buster/updates main non-free&lt;br /&gt;
Followed by running&lt;br /&gt;
  sudo apt-get update&lt;br /&gt;
Then just follow the Debian instructions above&lt;br /&gt;
&lt;br /&gt;
== Android ==&lt;br /&gt;
&lt;br /&gt;
There is no Android version, but the Windows version can be run on it using ExaGear, Eltech's Windows emulator (which is essentially Wine for Android), as documented [http://www.bay12forums.com/smf/index.php?topic=174983.0 here]. The app isn't free though.&lt;br /&gt;
&lt;br /&gt;
== iOS ==&lt;br /&gt;
&lt;br /&gt;
There is no iOS version, but you may remotely connect to a computer running DF through an app called [https://mifki.com/df/ Dwarf Fortress Remote]. This requires a special version of [[DFHack]] to be run on the target computer which you may download at the same time. It also provides a subscription where you connect to an already set up remote server.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately, the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
[[ru:Installation]][[zh:Installation]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Brrak/SteamDeck&amp;diff=310324</id>
		<title>User:Brrak/SteamDeck</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Brrak/SteamDeck&amp;diff=310324"/>
		<updated>2025-07-22T16:41:50Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Add a little more detail about versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= SteamOS / Steam Deck =&lt;br /&gt;
'''A Work in Progress -- Notes for running Dwarf Fortress (various versions) on a Steam Deck'''&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress Versions ==&lt;br /&gt;
There are a lot of different version and they all run nicely in the SteamOS/Steam Deck environment. I usually break them into three categories.&lt;br /&gt;
&lt;br /&gt;
- Premium&lt;br /&gt;
- Classic&lt;br /&gt;
- Legacy (v47)&lt;br /&gt;
&lt;br /&gt;
=== Premium ===&lt;br /&gt;
For our purposes, this is the version that you would purchase from the Steam Store. It's excellent. It runs perfectly and the community controller support is great. You can also purchase the premium version and run it with classic glyphs. &lt;br /&gt;
&lt;br /&gt;
=== Classic ===&lt;br /&gt;
The current version you download directly from the Bay12 Games site. Basically the premium version but with the classics glyphs. Runs great on the Steam Deck though the default Tiles and Colors really need to be adjusted for the best experience. Also, if not using a keyboard/mouse, you will need to setup the controller yourself.&lt;br /&gt;
&lt;br /&gt;
=== Legacy ===&lt;br /&gt;
Before premium, fancy graphics, and a mouse interface there was the Legacy version. Currently that's v0.47.5 and it's available from the Bay 12 Games site. This wiki refers to it as DF2014. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Brrak/SteamDeck&amp;diff=310314</id>
		<title>User:Brrak/SteamDeck</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Brrak/SteamDeck&amp;diff=310314"/>
		<updated>2025-07-22T03:06:45Z</updated>

		<summary type="html">&lt;p&gt;Brrak: A placeholder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''A Work in Progress -- Notes for running Dwarf Fortress (various versions) on a Steam Deck'''&lt;br /&gt;
&lt;br /&gt;
Premium, Classic, and Legacy (v47)&lt;br /&gt;
&lt;br /&gt;
Install&lt;br /&gt;
&lt;br /&gt;
Configuration&lt;br /&gt;
&lt;br /&gt;
Controls&lt;br /&gt;
&lt;br /&gt;
Troubleshooting&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Brrak&amp;diff=310313</id>
		<title>User:Brrak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Brrak&amp;diff=310313"/>
		<updated>2025-07-22T02:57:31Z</updated>

		<summary type="html">&lt;p&gt;Brrak: A user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've been fine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Within the last season, was annoyed when caught in the rain. Was content after having a pretty decent drink.&lt;br /&gt;
&lt;br /&gt;
When possible prefers to consume dwarven ale and almonds. Detests Mussels.&lt;br /&gt;
&lt;br /&gt;
Likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
&lt;br /&gt;
Has an active imagination. Is slow to anger. Occasionally overindulges.&lt;br /&gt;
&lt;br /&gt;
A short, study creature fond of drink and industry.&lt;br /&gt;
&lt;br /&gt;
== Pages in Progress ==&lt;br /&gt;
&lt;br /&gt;
[[/SteamDeck]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Installation&amp;diff=310300</id>
		<title>DF2014:Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Installation&amp;diff=310300"/>
		<updated>2025-07-21T00:50:40Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Move to the correct section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
In order to install [[Dwarf Fortress]], simply download the latest version, extract its contents, and play. &lt;br /&gt;
{{quick download|{{current/version/ns}}}}&lt;br /&gt;
&lt;br /&gt;
= Download =&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress Classic'' is freely available directly from the developers, Bay 12 Games, at http://www.bay12games.com/dwarves/ . Simply find the version that matches your operating system and click the link.  You will be prompted to save an archive file, do so and follow the installation instructions bellow.&lt;br /&gt;
&lt;br /&gt;
: The three downloads linked at the top of the main page are 64-bit versions of DF for Windows, macOS, and Linux. &amp;quot;All versions&amp;quot; links to a page with additional choices, including 32-bit builds for all platforms, &amp;quot;small&amp;quot; builds for Windows (which lack sound files), and &amp;quot;legacy&amp;quot; builds for Windows. Generally, the SDL builds for Windows should be preferred, although the Legacy builds may be necessary on some older computers. &lt;br /&gt;
&lt;br /&gt;
''[[Dwarf Fortress|Dwarf Fortress Premium]]'' can be download and installed from [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam] and [https://kitfoxgames.itch.io/dwarf-fortress itch.io] platforms like you would install any other game there.  &lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
{{main|Utility:Lazy Newb Pack}}&lt;br /&gt;
&lt;br /&gt;
There are several packages which bundle the game with several utilities and graphics sets, usually configurable with an included launcher. These are listed on the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] page.&lt;br /&gt;
&lt;br /&gt;
The ''Dwarf Fortress'' community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].  Most notable graphics sets are included in the packs mentioned above.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply right-click the zip archive you downloaded and choose &amp;lt;code&amp;gt;Extract All...&amp;lt;/code&amp;gt;, then choose a destination folder, and click &amp;lt;code&amp;gt;Extract&amp;lt;/code&amp;gt; (or maybe &amp;lt;code&amp;gt;Unzip&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Next&amp;lt;/code&amp;gt; on older versions of Windows). By default Windows uses the name of the archive as the folder name, in the folder the archive is in, so something like &amp;lt;code&amp;gt;C:\Users\yourusername\Downloads\df_47_05_win&amp;lt;/code&amp;gt;. You should change that to something like &amp;lt;code&amp;gt;C:\Users\yourusername\Desktop\Dwarf Fortress&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;C:\games\Dwarf Fortress&amp;lt;/code&amp;gt;. After the files have been extracted, double-click the &amp;lt;code&amp;gt;Dwarf Fortress.exe&amp;lt;/code&amp;gt; file within the folder you chose to start the game.&lt;br /&gt;
&lt;br /&gt;
* Make sure to actually ''extract'' the archive; do not just double-click the archive and run the game from the window that appears. If you do this, then it may appear to work, but your save game data will get discarded - the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. &lt;br /&gt;
* The game needs to be able to write to its own folder, choose a game folder your user has write access to without requiring administrator rights for example: your &amp;lt;code&amp;gt;Downloads&amp;lt;/code&amp;gt; folder, &amp;lt;code&amp;gt;Desktop&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;C:\games\..&amp;lt;/code&amp;gt;; do '''not''' install it in &amp;lt;code&amp;gt;C:\Program Files\..&amp;lt;/code&amp;gt; if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting: &lt;br /&gt;
&lt;br /&gt;
* If you have an error stating that MSVCP140.dll is missing, it can be obtained by downloading [https://www.microsoft.com/en-us/download/details.aspx?id=48145 Visual C++ Redistributable for Visual Studio 2015]. When prompted choose the x64 version for 64-bit DF, or the x86 version for 32-bit DF.&lt;br /&gt;
* If Windows is set to scale the display, you may need to disable that for DF. Right-click the ''Dwarf Fortress.exe'' icon, select '''Properties''', select the '''Compatibility''' tab, and then activate the '''Disable display scaling on high DPI settings''' (or '''Override high DPI scaling behavior, scaling performed by: Application''') check box.[https://support.microsoft.com/en-us/help/3025083/windows-scaling-issues-for-high-dpi-devices]&lt;br /&gt;
&lt;br /&gt;
Creating shortcuts:&lt;br /&gt;
&lt;br /&gt;
* Right-click the &amp;lt;code&amp;gt;Dwarf Fortress.exe&amp;lt;/code&amp;gt; file and choose any of &amp;lt;code&amp;gt;Pin to Start&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Pin to taskbar&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;Send To &amp;gt; Desktop (create shortcut)&amp;lt;/code&amp;gt;. (The availability of these options may vary depending on the version of Windows.)&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not an application bundle. Like the Windows version, it consists of a folder containing the application and data files; there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game, execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
There are alternative installation options, such as [[Utility:Lazy newb pack|pre-packaged bundles]] and [https://github.com/Bachsau/DF-Mac-Launcher this third-party app launcher], that may make the game easier to start and fix some of the issues listed below.&lt;br /&gt;
&lt;br /&gt;
=== Fixes for common issues ===&lt;br /&gt;
&lt;br /&gt;
Changing the ``PRINT_MODE`` setting in data/init/[[init.txt]] from ``2D`` to ``STANDARD`` is necessary on some systems, particularly macOS 11+ (see below) and machines with Retina displays {{bug|6031}}. Doing this on any macOS system can improve performance significantly {{bug|10052}}. Other values for this setting, like ``FRAME_BUFFER``, may also help.&lt;br /&gt;
&lt;br /&gt;
On macOS 10.15 (Catalina) and above, if you encounter gatekeeper security-related warnings that prevent DF from starting, one solution (from [https://github.com/DFHack/dfhack/issues/1465 here]) is to run the following command from the terminal in the folder containing &amp;lt;code&amp;gt;dwarfort.exe&amp;lt;/code&amp;gt;:&lt;br /&gt;
* &amp;lt;code&amp;gt;find . -print0 | xargs -0 xattr -d com.apple.quarantine&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On macOS 11 (Big Sur) and above, if you see a blank white window when starting the game, you will need to change ``[PRINT_MODE:2D]`` to ``[PRINT_MODE:STANDARD]`` in [[init.txt]]. {{bug|11680}}&lt;br /&gt;
&lt;br /&gt;
On case-sensitive filesystems, a freshly-installed version of the game will not launch. {{bug|11136}}&lt;br /&gt;
* Rename &amp;quot;libs/SDL_ttf.framework/Versions/A/Frameworks/FreeType.framework&amp;quot; to &amp;quot;libs/SDL_ttf.framework/Versions/A/Frameworks/freetype.framework&amp;quot; to fix this.&lt;br /&gt;
&lt;br /&gt;
If you are using Parallels Desktop, you might need to change the file association for ``*.exe`` files to prevent the script from opening Parallels automatically. To do this:&lt;br /&gt;
* Right click ``dwarfort.exe`` then click &amp;quot;Get Info&amp;quot;&lt;br /&gt;
* Then click on &amp;quot;Open with:&amp;quot;, select &amp;quot;Other...&amp;quot;&lt;br /&gt;
* Then and select &amp;quot;Finder&amp;quot;&lt;br /&gt;
* Change &amp;quot;Enable: Recommended Applications&amp;quot; to &amp;quot;Enabled: All Applications&amp;quot;&lt;br /&gt;
* Select &amp;quot;Finder&amp;quot; and then click &amp;quot;Add&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
You may want to check if the package manager for the Linux distribution you are using has a ''Dwarf Fortress'' package. A package will get the correct build of DF for your system, handle all the dependencies and configuration, make any necessary system-specific fixes, probably add an entry to the system application launcher or menu, and handle updates. Note that in some cases, these packages can lag behind official DF releases, and they typically only support a single system-wide installation of DF. If you want a version of DF newer than what your package manager provides, or if you want a portable installation, follow the instructions in the rest of this section instead.&lt;br /&gt;
&lt;br /&gt;
As of 0.43.05, both 64-bit and 32-bit compiled builds of ''Dwarf Fortress'' are available for Linux. Note, to get the 32-bit edition, click the All Versions button on the ''Dwarf Fortress'' download page. Older 32-bit only versions can possibly run on a 64-bit system if the system has the required (32-bit) shared libraries, see below.&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' for Linux is expected to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to log in and get to a command prompt. By default, however, ''Dwarf Fortress'' is a graphical desktop program (an X client), so you should be in a terminal emulator (inside an X session) before starting the game. (See [[Installation#TEXT mode]] for an alternative.) ''Dwarf Fortress'' will create a new window outside of the terminal window by default, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
When you installed Linux, you chose either a 32-bit (i386, x86) or 64-bit (amd64, x86_64) architecture. Some systems are able to run programs for either, but it is best to use a version of DF compiled for the same architecture. If you've forgotten which one you have, you can check by running the command &amp;lt;code&amp;gt;uname -m&amp;lt;/code&amp;gt; in a terminal. A result of &amp;lt;code&amp;gt;x86_64&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;i686&amp;lt;/code&amp;gt; would indicate 64-bit or 32-bit respectively.&lt;br /&gt;
&lt;br /&gt;
'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage] with a web browser, or with one of these terminal commands, replacing &amp;quot;XX_YY&amp;quot; with the numbers in the desired ''Dwarf Fortress'' file version, found on the [http://www.bay12games.com/dwarves/ site]:&lt;br /&gt;
 wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2&lt;br /&gt;
or, for the 32-bit version:&lt;br /&gt;
 wget http://www.bay12games.com/dwarves/df_XX_YY_linux32.tar.bz2&lt;br /&gt;
&lt;br /&gt;
'''Unpacking''': ''Dwarf Fortress'' is shipped as a (bzip2) compressed tar archive. It will extract into a new directory called '''df_linux'''.  So, &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; to wherever you want the game to be unpacked, perhaps &amp;lt;code&amp;gt;~/games&amp;lt;/code&amp;gt;, and then run&lt;br /&gt;
 tar -xjf /path/to/df_XX_YY_linux.tar.bz2&lt;br /&gt;
where /path/to/df_XX_YY_linux.tar.bz2 is the path and filename of the actual file you downloaded.&lt;br /&gt;
&lt;br /&gt;
(note: &amp;lt;code&amp;gt;tar -xjvf ./df_XX_YY_linux.tar.bz2&amp;lt;/code&amp;gt; may be needed in some cases. [what cases? all this does is add verbosity and assume the file is in the current dir])&lt;br /&gt;
&lt;br /&gt;
'''Running''': First, change to the new directory&lt;br /&gt;
 cd df_linux&lt;br /&gt;
then execute the launcher script.&lt;br /&gt;
 ./df&lt;br /&gt;
&lt;br /&gt;
Now you need to ensure that the required dependencies are installed. If you try to run the game and get errors about missing SDL_image libraries (etc.) then you need to install them. Use your distribution's package manager for this - details will be extremely distribution-specific. Specific installation commands for some distributions are in the sections below. You don't need the development versions of the packages with the headers (although that won't hurt) - you just need the runtime versions, with the actual shared libraries.&lt;br /&gt;
&lt;br /&gt;
If you see any errors related to libstdc++ when starting DF (for example, &amp;quot;version `CXXABI_1.3.8' not found&amp;quot;), try removing libstdc++.so.6 and libgcc_s.so.1 from the &amp;quot;libs&amp;quot; folder. This will cause DF to use the system version of these libraries, which are more up-to-date on many modern systems than the libraries that DF includes.&lt;br /&gt;
&lt;br /&gt;
Since ''Dwarf Fortress'' 0.43.05 and later are compiled for both architectures, running natively shouldn't be an issue. However if you're wanting to run an older version of ''Dwarf Fortress'' on a 64-bit system, things get a bit trickier. Since older DF is only a 32-bit application, it will need 32-bit versions of the shared libraries. Some Linux distributions provide these in one or more packages that you can download. For example, in Debian, you'll need to enable the 32bit architecture in your package manager and install the relevant 32-bit libraries like libSDL. If your distribution does not include these, then you may have to supply them manually. Though, at that point it may just be easier to run the old windows version of DF in Wine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Debian-based ===&lt;br /&gt;
&lt;br /&gt;
Installing the dependencies for ''Dwarf Fortress'' is simple, but varies slightly depending on whether you're running a 32-bit OS, a 64-bit OS, or a 32-bit version of ''Dwarf Fortress'' on a 64-bit OS.&lt;br /&gt;
&lt;br /&gt;
==== 64-bit (recent version of ''Dwarf Fortress'', most modern machines) ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libopenal1 libsndfile1 libncursesw5&lt;br /&gt;
&lt;br /&gt;
This will install the SDL image and font libraries necessary, as well as libopenal and libsndfile, which are needed to get the sound working. It will also install libncursesw5, which is needed if you want to run ''Dwarf Fortress'' in ''TEXT'' mode.&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
In some old versions, ''Dwarf Fortress'' does not quite look in the correct place for the sound libraries it needs to play the wonderful music. This is easily fixed.&lt;br /&gt;
&lt;br /&gt;
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/x86_64-linux-gnu/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/x86_64-linux-gnu/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
Sometimes OpenAL uses PulseAudio instead of ALSA as the output device breaking the sound.&lt;br /&gt;
&lt;br /&gt;
  $ sudo echo &amp;quot;drivers = alsa,&amp;quot; &amp;gt; .alsoftrc&lt;br /&gt;
&lt;br /&gt;
==== Running 32-bit ''Dwarf Fortress'' on 64-bit Debian ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
If you're trying to run a version of ''Dwarf Fortress'' older than 0.43.05, you'll need to install the 32-bit versions of the libraries. You can do this with:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl1.2debian:i386 libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libopenal1:i386 libsndfile1:i386 libncursesw5:i386&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
Almost the same as above, but the libraries will be in a different location as you're looking for the 32-bit versions:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
Just as above sometimes OpenAL uses PulseAudio instead of ALSA as the output device breaking the sound.&lt;br /&gt;
&lt;br /&gt;
  $ sudo echo &amp;quot;drivers = alsa,&amp;quot; &amp;gt; .alsoftrc&lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libopenal1 libsndfile1 libncursesw5&lt;br /&gt;
&lt;br /&gt;
As above, this will install the SDL image and font libraries, sound libraries, and text libraries.&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Standard package ====&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is also available as a package in the (non-free) Debian repositories. You can install it (with all dependencies) with a simple&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' has been packaged in [https://rpmfusion.org/ RPM Fusion Nonfree], using a similar method as it is done in Arch Linux (see below). After [https://rpmfusion.org/Configuration installing RPM Fusion] you can simply run the following commands to install and run ''Dwarf Fortress'', which will pull in all the required dependencies:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install dwarffortress&lt;br /&gt;
  $ dwarffortress&lt;br /&gt;
&lt;br /&gt;
The Fedora package is configured to use &amp;lt;code&amp;gt;~/.dwarffortress&amp;lt;/code&amp;gt; for per user configuration. Most importantly, your saves and configuration files are in the &amp;lt;code&amp;gt;~/.dwarffortress/data&amp;lt;/code&amp;gt; folder. &lt;br /&gt;
&lt;br /&gt;
Some other tools are provided by the same packager in the [https://mars.arosser.com/fedora/dwarffortress/dwarffortress.repo &amp;quot;Dwarf Fortress for Fedora&amp;quot;] repository. For more information please [http://www.bay12forums.com/smf/index.php?topic=158289.msg7009116#msg7009116 see this forum thread].&lt;br /&gt;
&lt;br /&gt;
If you want to install 64-bit ''Dwarf Fortress'' manually, you can run the following:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL SDL_image SDL_ttf gtk2-devel openal-soft alsa-lib alsa-plugins-pulseaudio mesa-dri-drivers&lt;br /&gt;
&lt;br /&gt;
On 64-bit Fedora installations, to install 32-bit ''Dwarf Fortress'' you can install 32-bit libraries by appending &amp;quot;.i686&amp;quot; to the package name:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers.i686&lt;br /&gt;
&lt;br /&gt;
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
A 64-bit ''Dwarf Fortress'' package is available in the [https://wiki.archlinux.org/index.php/Official_repositories#community community repository]. There are also [https://aur.archlinux.org/packages/?O=0&amp;amp;K=dwarffortress other packages] available in the Arch User Repository ([https://wiki.archlinux.org/index.php/Arch_User_Repository AUR]).&lt;br /&gt;
&lt;br /&gt;
==== Official package installation ====&lt;br /&gt;
Install the official package like any other&lt;br /&gt;
  # pacman -Syu dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
You can then launch ''Dwarf Fortress'' by running 'dwarffortress' in your terminal emulator. The package also includes a .desktop file so the game should appear in whatever application launcher or menu you might use.&lt;br /&gt;
&lt;br /&gt;
The first time a user launches the game, the directory .dwarffortress will be created in that user's home directory. Game settings and files can be changed there. Note that some of the directories in there are links to common directories and changes to them will effect all users. Also, any changes to common files should be backed up since they will be overwritten when the package updates. You can find the locations of files installed by the package with the command&lt;br /&gt;
  $ pacman -Ql dwarffortress&lt;br /&gt;
&lt;br /&gt;
If you use tools like dfhack you might want to [https://wiki.archlinux.org/index.php/Pacman#Skip_package_from_being_upgraded configure pacman to not update] ''Dwarf Fortress'' until the tools are updated.&lt;br /&gt;
&lt;br /&gt;
==== AUR package installation ====&lt;br /&gt;
Install an AUR package [https://wiki.archlinux.org/index.php/Arch_User_Repository#Installing_packages manually] or using an [https://wiki.archlinux.org/index.php/AUR_helpers AUR helper]. The different AUR packages may or may not install the game similarly to the official package - use the previous pacman command to check game file locations.&lt;br /&gt;
&lt;br /&gt;
==== Manual or multiple installations ====&lt;br /&gt;
You can also manually install ''Dwarf Fortress'' in case you want to try other versions or with and without mods. Just follow the generic Linux instructions above with a different directory for each install. If you've installed one of the above packages, all the dependencies should already be installed, except maybe GTK2. The package in the official repositories patches ``libgraphics.so`` to remove the GTK2 dependency. If you get an error that ``libgtk-x11-2.0.so.0`` cannot be opened, you can either use the ``libgraphics.so`` from the official package, by copying it to the ``libs`` folder in the new install or linking to it from there, or install GTK2.&lt;br /&gt;
&lt;br /&gt;
To launch this version: in a terminal emulator, ``cd`` to that directory, and run ``./df``. If you get a permission error, you may need to mark the script and executable as being executable with:&lt;br /&gt;
  $ chmod u+x df libs/Dwarf_Fortress&lt;br /&gt;
Once you get an install working you can create a [https://wiki.archlinux.org/index.php/Desktop_entries custom .desktop file] to launch it.&lt;br /&gt;
&lt;br /&gt;
If you want to install a 32-bit version of ''Dwarf Fortress'' you will have to enable the [https://wiki.archlinux.org/index.php/Official_repositories#multilib multilib repository], install the 32-bit system libraries, and install the 32-bit game dependencies manually (check the Arch wiki for more information).&lt;br /&gt;
&lt;br /&gt;
=== CentOS 7 ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is now 64-bit, so simply run:&lt;br /&gt;
&lt;br /&gt;
  sudo yum install SDL SDL_image SDL_ttf openal&lt;br /&gt;
&lt;br /&gt;
Note that CentOS 7 ships with glibc 2.17, but ''Dwarf Fortress'' by default would like 2.18. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9893 This bug] has a fix, simply copy the [http://pastebin.com/jX4Wf062 Pastebin script], then move the libraries into a new folder.&lt;br /&gt;
&lt;br /&gt;
  cd df_linux&lt;br /&gt;
  curl -L http://pastebin.com/raw/jX4Wf062 &amp;gt; df&lt;br /&gt;
  mkdir c_libs&lt;br /&gt;
  mv libs/libgcc_s.so.1 libs/libstdc++.so.6 c_libs/&lt;br /&gt;
  chmod a+x df&lt;br /&gt;
&lt;br /&gt;
Then run it!&lt;br /&gt;
  ./df&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
&lt;br /&gt;
There is a ''Dwarf Fortress'' [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.&lt;br /&gt;
&lt;br /&gt;
  # emerge -av games-roguelike/dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Solus ===&lt;br /&gt;
&lt;br /&gt;
Download ''Dwarf Fortress'' from the Bay 12 Games website. If you encounter the following error upon launch:&lt;br /&gt;
&lt;br /&gt;
  ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory&lt;br /&gt;
&lt;br /&gt;
then simply run the following command to install the missing libraries:&lt;br /&gt;
&lt;br /&gt;
  sudo eopkg install sdl-ttf&lt;br /&gt;
&lt;br /&gt;
If you are running a 32bit version of ''Dwarf Fortress'', simply replace &amp;lt;code&amp;gt;sdl-ttf&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;sdl-ttf-32bit&amp;lt;/code&amp;gt; in the above command. You're all set!&lt;br /&gt;
&lt;br /&gt;
=== OpenSuse Tumbleweed ===&lt;br /&gt;
These instructions should work for OpenSuse Leap as well, they just haven't been tested yet.&lt;br /&gt;
==== Dependencies ====&lt;br /&gt;
   $ sudo zypper in libGLU1 libSDL_image-1_2-0 libSDL_ttf-2_0-0&lt;br /&gt;
==== Remove the included c++ library ====&lt;br /&gt;
The included library isn't compatible with OpenSuse's &amp;lt;code&amp;gt;libGLU1&amp;lt;/code&amp;gt; package&lt;br /&gt;
   $ cd path/to/df_linux/libs&lt;br /&gt;
   $ rm libstdc++.so.6&lt;br /&gt;
&lt;br /&gt;
cd back to df_linux/ and run the game!&lt;br /&gt;
   $ cd ../&lt;br /&gt;
   $ ./df&lt;br /&gt;
&lt;br /&gt;
=== SteamOS / Steam Deck ===&lt;br /&gt;
&lt;br /&gt;
SteamOS is an Arch Linux-based Linux distribution that comes preinstalled on the Steam Deck.&lt;br /&gt;
&lt;br /&gt;
The latest version of ''Dwarf Fortress'' is available on the Steam Store and runs on most Linux distributions without much difficulty. It is also Steam Deck compatible. You can also download older versions of ''Dwarf Fortress'' from the Bay12 Games and install them directly on the Steam Deck.&lt;br /&gt;
&lt;br /&gt;
==== Non-Steam Install ====&lt;br /&gt;
&lt;br /&gt;
To install and run a non-Steam version of ''Dwarf Fortress'' you first need to switch to ''Desktop Mod'' on your Steam Deck by selecting ''Steam'' &amp;gt; ''Power'' &amp;gt; ''Switch to Desktop''. We are going to assume that you have a working keyboard for everything at this point.&lt;br /&gt;
&lt;br /&gt;
If you've already installed Firefox or some other browser then go to the site and download the Linux version. Otherwise, open the Konsole terminal emulator and use the following commands (or something like it):&lt;br /&gt;
&lt;br /&gt;
 $ mkdir Apps; cd Apps                                             # Create a folder for our downloaded games and apps&lt;br /&gt;
 $ wget https://www.bay12games.com/dwarves/df_47_05_linux.tar.bz2  # we want 47.05 :)&lt;br /&gt;
 $ bunzip2 df_47_05_linux.tar.bz2                                  # Unzip the file&lt;br /&gt;
 $ tar xvf df_47_05_linux.tar                                      # Extract the files&lt;br /&gt;
 $ mv df_linux DwarfFortress                                       # Give it a friendly name&lt;br /&gt;
 $ cd DwarfFortress                                                # Change directory&lt;br /&gt;
 $ mkdir -p libs/old                                               # Create a dir for some old files&lt;br /&gt;
 $ mv libs/libgcc_s.so.1 libs/libstdc++.so.6 libs/old              # Stash these old libraries&lt;br /&gt;
&lt;br /&gt;
==== Application Launcher Configuration ====&lt;br /&gt;
&lt;br /&gt;
At this point we're ready to configure our Launcher. Open the Steam client and choose ''Add a Game'' &amp;gt; ''Add a Non-Steam Game ...'' from the bottom left. Then ''Browse'' to open a file selection menu and browse to the ''df'' executable in the &amp;lt;code&amp;gt;~/Apps/DwarfFortress&amp;lt;/code&amp;gt; folder. You will need to change the filter to ''All Files''. After that choose ''Add Selected Programs''. You should now have a new Steam Game called ''df'' in your Game Library.&lt;br /&gt;
&lt;br /&gt;
Let's clean that up that name. Choose the ''df'' game and select its ''Settings'' icon and choose ''Properties''. Rename it something like ''Dwarf Fortress Legacy''. Next we need to tell Steam to run the game with its older runtime. Click the ''Compatability'' tab and choose ''Force the use of a specific Steam Play compatability tool'' then choose ''Steam Linux Runtime 1.0 (Scout)''.&lt;br /&gt;
&lt;br /&gt;
That's it! You should now have a nicely running version of ''Dwarf Fortress'' on your Steam Deck. At this point you can switch back to Gaming Mode and everything should work. But, there are a couple quality-of-life settings you might want to do first.&lt;br /&gt;
&lt;br /&gt;
==== Extra Settings ====&lt;br /&gt;
&lt;br /&gt;
You probably want to update the Controller settings for the game. By default it will choose ''Gamepad with Joystick Trackpad'' so you want to change that to something like ''Keyboard (WASD) and Mouse''.&lt;br /&gt;
&lt;br /&gt;
Next, you should edit the &amp;lt;code&amp;gt;~/Apps/DwarfFortress/data/init/init.txt&amp;lt;/code&amp;gt; file and force fullscreen on startup. You can also download a nice [[Tileset]] (16x16 seems to work pretty well). But for now you can run these commands in your &amp;lt;Code&amp;gt;DwarfFortress&amp;lt;/code&amp;gt; folder and it will update the screen and use the default &amp;lt;code&amp;gt;curses_square_16x16.png&amp;lt;/code&amp;gt; tileset.&lt;br /&gt;
&lt;br /&gt;
 $ cd data/init                                                     # Go to init folder&lt;br /&gt;
 $ cp init.txt init.txt.orig                                        # Make a backup!&lt;br /&gt;
 $ sed -i 's/WINDOWED:YES/WINDOWED:NO/g' init.txt                   # Go fullscreen (1280x800)&lt;br /&gt;
 $ sed -i 's/curses_800x600.png/curses_square_16x16.png/g` init.txt # Better font&lt;br /&gt;
&lt;br /&gt;
Obviously there are lots of additional Dwarf Fortress and Steam Deck configurations but this should get you started.&lt;br /&gt;
&lt;br /&gt;
=== Wine ===&lt;br /&gt;
Downloading the windows version and running it with Wine works fine ([https://appdb.winehq.org/objectManager.php?sClass=version&amp;amp;iId=32503 platinum] on 1.7.47 as of .4x.xx, which means the program runs flawlessly without any initial user configuration). This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
==== Sound ====&lt;br /&gt;
&lt;br /&gt;
After installing, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== TEXT mode ====&lt;br /&gt;
In this mode - which can be activated in [[init.txt]] - DF uses a terminal as its display, much like classic roguelikes such as Rogue, Moria, and Nethack originally did. There are some caveats for using this mode.&lt;br /&gt;
&lt;br /&gt;
Some key combinations in the default DF configuration will not work. These can be changed in game by pressing {{k|ESC}} then choosing the Key Bindings option or out of the game by editing the [[interface.txt]] file. This is due to the way terminal emulators handle input, the [https://en.wikipedia.org/wiki/Ncurses ncurses] library, and the way DF interfaces with them.{{bug|5494}} Some examples are the keypad keys with modifiers or {{k|Shift+Enter}}.&lt;br /&gt;
&lt;br /&gt;
DF uses the CP437 [[Character_table|character set]] and TEXT mode translates those to UTF-8. Characters will only be displayed correctly if the font the terminal emulator is using has glyphs for all of the set. A UTF-8 encoded text file to test glyph coverage can be found [http://www.orenwatson.be/cp437.htm here]. Download the text file, view it in the terminal (using more, less, cat, etc.), and check if the font the terminal is using includes all the characters shown on the HTML version. Some terminals may be configured to use a [https://en.wikipedia.org/wiki/Fallback_font fallback font] if the main one lacks a glyph - that may result in different sized glyphs being used.&lt;br /&gt;
&lt;br /&gt;
There is a [http://www.bay12forums.com/smf/index.php?topic=59983.0 utility] to convert a DF [[tileset]] to a TTF file. That thread also has downloads for some already converted sets. This does not work for graphics sets. This is one way to get a square font that includes all the characters. [https://www.kreativekorp.com/software/fonts/ksquare.shtml Kreative Square] is another though it has many more glyphs than are needed.&lt;br /&gt;
&lt;br /&gt;
DF's [[colors.txt]] file will have no effect. However, many terminal emulators have settings to change the colors they display. See the terminal emulator's man page for details. Note that the order of the [[Color#Color_values|colors]] is different - the position of the blues and reds are switched as are the cyans and brown/yellow. So, when copying DF color schemes into terminal emulator settings, be sure to change them to the correct order or you'll get yellow &amp;quot;sky&amp;quot;, red water, and blue blood.&lt;br /&gt;
&lt;br /&gt;
Many terminal emulators have a setting to treat bright colored text as bold instead. This will cause dark grey text to be &amp;quot;displayed&amp;quot; as bold, black text - usually on a black background - making it unreadable. See the terminal emulator's man page for an option to disable this behavior. (Note that LXTerminal's disallowbold option does not currently seem to work.)&lt;br /&gt;
&lt;br /&gt;
If the [[intro movie]] is enabled, DF will not use the full terminal size unless it receives a resize event. If the intro movie is disabled, DF will use the full size from the start. Note, however, that some DF screens do not use the full size of the window under any circumstance.&lt;br /&gt;
&lt;br /&gt;
==== Upgrading ====&lt;br /&gt;
&lt;br /&gt;
Since every new version of ''Dwarf Fortress'' unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources. Here are the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; ====&lt;br /&gt;
===== Fix 1: Preload zlib=====&lt;br /&gt;
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of &amp;lt;code&amp;gt;/your/path/df_linux/df&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/your/path/df_linux/dfhack&amp;lt;/code&amp;gt; if you use [[DFHack]]):&lt;br /&gt;
 export LD_PRELOAD=/usr/lib/libz.so.1&lt;br /&gt;
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.&lt;br /&gt;
===== Fix 2: Use bmp instead =====&lt;br /&gt;
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of &amp;quot;png&amp;quot; to &amp;quot;bmp&amp;quot;. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
==== libGL error ====&lt;br /&gt;
&lt;br /&gt;
''libGL error: MESA-LOADER: failed to open i965''&lt;br /&gt;
&lt;br /&gt;
''libGL error: failed to load driver: swrast''&lt;br /&gt;
&lt;br /&gt;
This can be caused by incompatible libgcc_s.so.1&lt;br /&gt;
&lt;br /&gt;
===== Fix 1: change print mode =====&lt;br /&gt;
&lt;br /&gt;
* Go to /data/init/init.txt&lt;br /&gt;
* Edit PRINT_MODE to be any of the 2D modes or TEXT instead of openGL-based modes like STANDARD, VBO or TWBT.&lt;br /&gt;
&lt;br /&gt;
===== Fix 2: change library =====&lt;br /&gt;
&lt;br /&gt;
* Open df_linux/libs folder&lt;br /&gt;
* Rename  libgcc_s.so.1 to libgcc_s.so.1.bak so that DF will be unable to find it and will default to system libraries.&lt;br /&gt;
* If DF still doesn't launch, find and install suitable libgcc with your package manager.&lt;br /&gt;
* If you have multiple libgccs, you may need to make a shortcut like with libopenal and libsndfile above.&lt;br /&gt;
&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&lt;br /&gt;
Although there is no official version ported to FreeBSD, ''Dwarf Fortress'' can nevertheless be run using either Wine or FreeBSD's compatibility with Linux. There is now an [https://www.freshports.org/games/linux-dwarffortress/ official port] and installing it can be done the following way (with ports):&lt;br /&gt;
&lt;br /&gt;
  cd /usr/ports/games/linux-dwarffortress/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
&lt;br /&gt;
or, with pkg:&lt;br /&gt;
&lt;br /&gt;
  pkg install linux-dwarffortress&lt;br /&gt;
&lt;br /&gt;
You may also wish to download and run it manually. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:&lt;br /&gt;
&lt;br /&gt;
===linux-c6===&lt;br /&gt;
  sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \&lt;br /&gt;
  linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss&lt;br /&gt;
&lt;br /&gt;
===linux-f10===&lt;br /&gt;
If you don't have the linux-c6 ports available in your system, you can still run ''Dwarf Fortress'' (albeit without sound) using the following packages:&lt;br /&gt;
  sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \&lt;br /&gt;
  linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \&lt;br /&gt;
  linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU&lt;br /&gt;
linux_dri might be optional if you have the NVIDIA driver. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you install the required packages, copy (or symlink) DF's own library files to the linux-compatible directory:&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo cp libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
Or&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo ln -s libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
&lt;br /&gt;
You can then run DF normally. Although it will likely display a bunch of warnings and errors about fonts, it should work.&lt;br /&gt;
&lt;br /&gt;
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:&lt;br /&gt;
  LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df&lt;br /&gt;
&lt;br /&gt;
== Chrome OS (Crostini) ==&lt;br /&gt;
&lt;br /&gt;
It is possible to add ''Dwarf Fortress'' to Chrome OS using the Linux (Beta), to add Linux to Chrome OS, [https://support.google.com/chromebook/answer/9145439?p=chromebook_linuxapps check here to enable it]&lt;br /&gt;
You will need to edit the sources list to include the &amp;quot;non-free&amp;quot; repository, this is done by adding &amp;quot;non-free&amp;quot; to the end of the main sources file found at /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
e.g.&lt;br /&gt;
  # Generated by distrobuilder&lt;br /&gt;
  deb https://deb.debian.org/debian buster main non-free&lt;br /&gt;
  deb https://deb.debian.org/debian-security buster/updates main non-free&lt;br /&gt;
Followed by running&lt;br /&gt;
  sudo apt-get update&lt;br /&gt;
Then just follow the Debian instructions above&lt;br /&gt;
&lt;br /&gt;
== Android ==&lt;br /&gt;
&lt;br /&gt;
There is no Android version, but the Windows version can be run on it using ExaGear, Eltech's Windows emulator (which is essentially Wine for Android), as documented [http://www.bay12forums.com/smf/index.php?topic=174983.0 here]. The app isn't free though.&lt;br /&gt;
&lt;br /&gt;
== iOS ==&lt;br /&gt;
&lt;br /&gt;
There is no iOS version, but you may remotely connect to a computer running DF through an app called [https://mifki.com/df/ Dwarf Fortress Remote]. This requires a special version of [[DFHack]] to be run on the target computer which you may download at the same time. It also provides a subscription where you connect to an already set up remote server.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately, the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
[[ru:Installation]][[zh:Installation]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Installation&amp;diff=310299</id>
		<title>DF2014:Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Installation&amp;diff=310299"/>
		<updated>2025-07-20T23:46:43Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Add section for installing non-Steam version of DF on the Steam Deck&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
In order to install [[Dwarf Fortress]], simply download the latest version, extract its contents, and play. &lt;br /&gt;
{{quick download|{{current/version/ns}}}}&lt;br /&gt;
&lt;br /&gt;
= Download =&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress Classic'' is freely available directly from the developers, Bay 12 Games, at http://www.bay12games.com/dwarves/ . Simply find the version that matches your operating system and click the link.  You will be prompted to save an archive file, do so and follow the installation instructions bellow.&lt;br /&gt;
&lt;br /&gt;
: The three downloads linked at the top of the main page are 64-bit versions of DF for Windows, macOS, and Linux. &amp;quot;All versions&amp;quot; links to a page with additional choices, including 32-bit builds for all platforms, &amp;quot;small&amp;quot; builds for Windows (which lack sound files), and &amp;quot;legacy&amp;quot; builds for Windows. Generally, the SDL builds for Windows should be preferred, although the Legacy builds may be necessary on some older computers. &lt;br /&gt;
&lt;br /&gt;
''[[Dwarf Fortress|Dwarf Fortress Premium]]'' can be download and installed from [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam] and [https://kitfoxgames.itch.io/dwarf-fortress itch.io] platforms like you would install any other game there.  &lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
{{main|Utility:Lazy Newb Pack}}&lt;br /&gt;
&lt;br /&gt;
There are several packages which bundle the game with several utilities and graphics sets, usually configurable with an included launcher. These are listed on the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] page.&lt;br /&gt;
&lt;br /&gt;
The ''Dwarf Fortress'' community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].  Most notable graphics sets are included in the packs mentioned above.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply right-click the zip archive you downloaded and choose &amp;lt;code&amp;gt;Extract All...&amp;lt;/code&amp;gt;, then choose a destination folder, and click &amp;lt;code&amp;gt;Extract&amp;lt;/code&amp;gt; (or maybe &amp;lt;code&amp;gt;Unzip&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Next&amp;lt;/code&amp;gt; on older versions of Windows). By default Windows uses the name of the archive as the folder name, in the folder the archive is in, so something like &amp;lt;code&amp;gt;C:\Users\yourusername\Downloads\df_47_05_win&amp;lt;/code&amp;gt;. You should change that to something like &amp;lt;code&amp;gt;C:\Users\yourusername\Desktop\Dwarf Fortress&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;C:\games\Dwarf Fortress&amp;lt;/code&amp;gt;. After the files have been extracted, double-click the &amp;lt;code&amp;gt;Dwarf Fortress.exe&amp;lt;/code&amp;gt; file within the folder you chose to start the game.&lt;br /&gt;
&lt;br /&gt;
* Make sure to actually ''extract'' the archive; do not just double-click the archive and run the game from the window that appears. If you do this, then it may appear to work, but your save game data will get discarded - the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. &lt;br /&gt;
* The game needs to be able to write to its own folder, choose a game folder your user has write access to without requiring administrator rights for example: your &amp;lt;code&amp;gt;Downloads&amp;lt;/code&amp;gt; folder, &amp;lt;code&amp;gt;Desktop&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;C:\games\..&amp;lt;/code&amp;gt;; do '''not''' install it in &amp;lt;code&amp;gt;C:\Program Files\..&amp;lt;/code&amp;gt; if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting: &lt;br /&gt;
&lt;br /&gt;
* If you have an error stating that MSVCP140.dll is missing, it can be obtained by downloading [https://www.microsoft.com/en-us/download/details.aspx?id=48145 Visual C++ Redistributable for Visual Studio 2015]. When prompted choose the x64 version for 64-bit DF, or the x86 version for 32-bit DF.&lt;br /&gt;
* If Windows is set to scale the display, you may need to disable that for DF. Right-click the ''Dwarf Fortress.exe'' icon, select '''Properties''', select the '''Compatibility''' tab, and then activate the '''Disable display scaling on high DPI settings''' (or '''Override high DPI scaling behavior, scaling performed by: Application''') check box.[https://support.microsoft.com/en-us/help/3025083/windows-scaling-issues-for-high-dpi-devices]&lt;br /&gt;
&lt;br /&gt;
Creating shortcuts:&lt;br /&gt;
&lt;br /&gt;
* Right-click the &amp;lt;code&amp;gt;Dwarf Fortress.exe&amp;lt;/code&amp;gt; file and choose any of &amp;lt;code&amp;gt;Pin to Start&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Pin to taskbar&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;Send To &amp;gt; Desktop (create shortcut)&amp;lt;/code&amp;gt;. (The availability of these options may vary depending on the version of Windows.)&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not an application bundle. Like the Windows version, it consists of a folder containing the application and data files; there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game, execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
There are alternative installation options, such as [[Utility:Lazy newb pack|pre-packaged bundles]] and [https://github.com/Bachsau/DF-Mac-Launcher this third-party app launcher], that may make the game easier to start and fix some of the issues listed below.&lt;br /&gt;
&lt;br /&gt;
=== Fixes for common issues ===&lt;br /&gt;
&lt;br /&gt;
Changing the ``PRINT_MODE`` setting in data/init/[[init.txt]] from ``2D`` to ``STANDARD`` is necessary on some systems, particularly macOS 11+ (see below) and machines with Retina displays {{bug|6031}}. Doing this on any macOS system can improve performance significantly {{bug|10052}}. Other values for this setting, like ``FRAME_BUFFER``, may also help.&lt;br /&gt;
&lt;br /&gt;
On macOS 10.15 (Catalina) and above, if you encounter gatekeeper security-related warnings that prevent DF from starting, one solution (from [https://github.com/DFHack/dfhack/issues/1465 here]) is to run the following command from the terminal in the folder containing &amp;lt;code&amp;gt;dwarfort.exe&amp;lt;/code&amp;gt;:&lt;br /&gt;
* &amp;lt;code&amp;gt;find . -print0 | xargs -0 xattr -d com.apple.quarantine&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On macOS 11 (Big Sur) and above, if you see a blank white window when starting the game, you will need to change ``[PRINT_MODE:2D]`` to ``[PRINT_MODE:STANDARD]`` in [[init.txt]]. {{bug|11680}}&lt;br /&gt;
&lt;br /&gt;
On case-sensitive filesystems, a freshly-installed version of the game will not launch. {{bug|11136}}&lt;br /&gt;
* Rename &amp;quot;libs/SDL_ttf.framework/Versions/A/Frameworks/FreeType.framework&amp;quot; to &amp;quot;libs/SDL_ttf.framework/Versions/A/Frameworks/freetype.framework&amp;quot; to fix this.&lt;br /&gt;
&lt;br /&gt;
If you are using Parallels Desktop, you might need to change the file association for ``*.exe`` files to prevent the script from opening Parallels automatically. To do this:&lt;br /&gt;
* Right click ``dwarfort.exe`` then click &amp;quot;Get Info&amp;quot;&lt;br /&gt;
* Then click on &amp;quot;Open with:&amp;quot;, select &amp;quot;Other...&amp;quot;&lt;br /&gt;
* Then and select &amp;quot;Finder&amp;quot;&lt;br /&gt;
* Change &amp;quot;Enable: Recommended Applications&amp;quot; to &amp;quot;Enabled: All Applications&amp;quot;&lt;br /&gt;
* Select &amp;quot;Finder&amp;quot; and then click &amp;quot;Add&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
You may want to check if the package manager for the Linux distribution you are using has a ''Dwarf Fortress'' package. A package will get the correct build of DF for your system, handle all the dependencies and configuration, make any necessary system-specific fixes, probably add an entry to the system application launcher or menu, and handle updates. Note that in some cases, these packages can lag behind official DF releases, and they typically only support a single system-wide installation of DF. If you want a version of DF newer than what your package manager provides, or if you want a portable installation, follow the instructions in the rest of this section instead.&lt;br /&gt;
&lt;br /&gt;
As of 0.43.05, both 64-bit and 32-bit compiled builds of ''Dwarf Fortress'' are available for Linux. Note, to get the 32-bit edition, click the All Versions button on the ''Dwarf Fortress'' download page. Older 32-bit only versions can possibly run on a 64-bit system if the system has the required (32-bit) shared libraries, see below.&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' for Linux is expected to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to log in and get to a command prompt. By default, however, ''Dwarf Fortress'' is a graphical desktop program (an X client), so you should be in a terminal emulator (inside an X session) before starting the game. (See [[Installation#TEXT mode]] for an alternative.) ''Dwarf Fortress'' will create a new window outside of the terminal window by default, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
When you installed Linux, you chose either a 32-bit (i386, x86) or 64-bit (amd64, x86_64) architecture. Some systems are able to run programs for either, but it is best to use a version of DF compiled for the same architecture. If you've forgotten which one you have, you can check by running the command &amp;lt;code&amp;gt;uname -m&amp;lt;/code&amp;gt; in a terminal. A result of &amp;lt;code&amp;gt;x86_64&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;i686&amp;lt;/code&amp;gt; would indicate 64-bit or 32-bit respectively.&lt;br /&gt;
&lt;br /&gt;
'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage] with a web browser, or with one of these terminal commands, replacing &amp;quot;XX_YY&amp;quot; with the numbers in the desired ''Dwarf Fortress'' file version, found on the [http://www.bay12games.com/dwarves/ site]:&lt;br /&gt;
 wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2&lt;br /&gt;
or, for the 32-bit version:&lt;br /&gt;
 wget http://www.bay12games.com/dwarves/df_XX_YY_linux32.tar.bz2&lt;br /&gt;
&lt;br /&gt;
'''Unpacking''': ''Dwarf Fortress'' is shipped as a (bzip2) compressed tar archive. It will extract into a new directory called '''df_linux'''.  So, &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; to wherever you want the game to be unpacked, perhaps &amp;lt;code&amp;gt;~/games&amp;lt;/code&amp;gt;, and then run&lt;br /&gt;
 tar -xjf /path/to/df_XX_YY_linux.tar.bz2&lt;br /&gt;
where /path/to/df_XX_YY_linux.tar.bz2 is the path and filename of the actual file you downloaded.&lt;br /&gt;
&lt;br /&gt;
(note: &amp;lt;code&amp;gt;tar -xjvf ./df_XX_YY_linux.tar.bz2&amp;lt;/code&amp;gt; may be needed in some cases. [what cases? all this does is add verbosity and assume the file is in the current dir])&lt;br /&gt;
&lt;br /&gt;
'''Running''': First, change to the new directory&lt;br /&gt;
 cd df_linux&lt;br /&gt;
then execute the launcher script.&lt;br /&gt;
 ./df&lt;br /&gt;
&lt;br /&gt;
Now you need to ensure that the required dependencies are installed. If you try to run the game and get errors about missing SDL_image libraries (etc.) then you need to install them. Use your distribution's package manager for this - details will be extremely distribution-specific. Specific installation commands for some distributions are in the sections below. You don't need the development versions of the packages with the headers (although that won't hurt) - you just need the runtime versions, with the actual shared libraries.&lt;br /&gt;
&lt;br /&gt;
If you see any errors related to libstdc++ when starting DF (for example, &amp;quot;version `CXXABI_1.3.8' not found&amp;quot;), try removing libstdc++.so.6 and libgcc_s.so.1 from the &amp;quot;libs&amp;quot; folder. This will cause DF to use the system version of these libraries, which are more up-to-date on many modern systems than the libraries that DF includes.&lt;br /&gt;
&lt;br /&gt;
Since ''Dwarf Fortress'' 0.43.05 and later are compiled for both architectures, running natively shouldn't be an issue. However if you're wanting to run an older version of ''Dwarf Fortress'' on a 64-bit system, things get a bit trickier. Since older DF is only a 32-bit application, it will need 32-bit versions of the shared libraries. Some Linux distributions provide these in one or more packages that you can download. For example, in Debian, you'll need to enable the 32bit architecture in your package manager and install the relevant 32-bit libraries like libSDL. If your distribution does not include these, then you may have to supply them manually. Though, at that point it may just be easier to run the old windows version of DF in Wine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Debian-based ===&lt;br /&gt;
&lt;br /&gt;
Installing the dependencies for ''Dwarf Fortress'' is simple, but varies slightly depending on whether you're running a 32-bit OS, a 64-bit OS, or a 32-bit version of ''Dwarf Fortress'' on a 64-bit OS.&lt;br /&gt;
&lt;br /&gt;
==== 64-bit (recent version of ''Dwarf Fortress'', most modern machines) ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libopenal1 libsndfile1 libncursesw5&lt;br /&gt;
&lt;br /&gt;
This will install the SDL image and font libraries necessary, as well as libopenal and libsndfile, which are needed to get the sound working. It will also install libncursesw5, which is needed if you want to run ''Dwarf Fortress'' in ''TEXT'' mode.&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
In some old versions, ''Dwarf Fortress'' does not quite look in the correct place for the sound libraries it needs to play the wonderful music. This is easily fixed.&lt;br /&gt;
&lt;br /&gt;
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/x86_64-linux-gnu/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/x86_64-linux-gnu/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
Sometimes OpenAL uses PulseAudio instead of ALSA as the output device breaking the sound.&lt;br /&gt;
&lt;br /&gt;
  $ sudo echo &amp;quot;drivers = alsa,&amp;quot; &amp;gt; .alsoftrc&lt;br /&gt;
&lt;br /&gt;
==== Running 32-bit ''Dwarf Fortress'' on 64-bit Debian ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
If you're trying to run a version of ''Dwarf Fortress'' older than 0.43.05, you'll need to install the 32-bit versions of the libraries. You can do this with:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl1.2debian:i386 libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libopenal1:i386 libsndfile1:i386 libncursesw5:i386&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
Almost the same as above, but the libraries will be in a different location as you're looking for the 32-bit versions:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
Just as above sometimes OpenAL uses PulseAudio instead of ALSA as the output device breaking the sound.&lt;br /&gt;
&lt;br /&gt;
  $ sudo echo &amp;quot;drivers = alsa,&amp;quot; &amp;gt; .alsoftrc&lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libopenal1 libsndfile1 libncursesw5&lt;br /&gt;
&lt;br /&gt;
As above, this will install the SDL image and font libraries, sound libraries, and text libraries.&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Standard package ====&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is also available as a package in the (non-free) Debian repositories. You can install it (with all dependencies) with a simple&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' has been packaged in [https://rpmfusion.org/ RPM Fusion Nonfree], using a similar method as it is done in Arch Linux (see below). After [https://rpmfusion.org/Configuration installing RPM Fusion] you can simply run the following commands to install and run ''Dwarf Fortress'', which will pull in all the required dependencies:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install dwarffortress&lt;br /&gt;
  $ dwarffortress&lt;br /&gt;
&lt;br /&gt;
The Fedora package is configured to use &amp;lt;code&amp;gt;~/.dwarffortress&amp;lt;/code&amp;gt; for per user configuration. Most importantly, your saves and configuration files are in the &amp;lt;code&amp;gt;~/.dwarffortress/data&amp;lt;/code&amp;gt; folder. &lt;br /&gt;
&lt;br /&gt;
Some other tools are provided by the same packager in the [https://mars.arosser.com/fedora/dwarffortress/dwarffortress.repo &amp;quot;Dwarf Fortress for Fedora&amp;quot;] repository. For more information please [http://www.bay12forums.com/smf/index.php?topic=158289.msg7009116#msg7009116 see this forum thread].&lt;br /&gt;
&lt;br /&gt;
If you want to install 64-bit ''Dwarf Fortress'' manually, you can run the following:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL SDL_image SDL_ttf gtk2-devel openal-soft alsa-lib alsa-plugins-pulseaudio mesa-dri-drivers&lt;br /&gt;
&lt;br /&gt;
On 64-bit Fedora installations, to install 32-bit ''Dwarf Fortress'' you can install 32-bit libraries by appending &amp;quot;.i686&amp;quot; to the package name:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers.i686&lt;br /&gt;
&lt;br /&gt;
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
A 64-bit ''Dwarf Fortress'' package is available in the [https://wiki.archlinux.org/index.php/Official_repositories#community community repository]. There are also [https://aur.archlinux.org/packages/?O=0&amp;amp;K=dwarffortress other packages] available in the Arch User Repository ([https://wiki.archlinux.org/index.php/Arch_User_Repository AUR]).&lt;br /&gt;
&lt;br /&gt;
==== Official package installation ====&lt;br /&gt;
Install the official package like any other&lt;br /&gt;
  # pacman -Syu dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
You can then launch ''Dwarf Fortress'' by running 'dwarffortress' in your terminal emulator. The package also includes a .desktop file so the game should appear in whatever application launcher or menu you might use.&lt;br /&gt;
&lt;br /&gt;
The first time a user launches the game, the directory .dwarffortress will be created in that user's home directory. Game settings and files can be changed there. Note that some of the directories in there are links to common directories and changes to them will effect all users. Also, any changes to common files should be backed up since they will be overwritten when the package updates. You can find the locations of files installed by the package with the command&lt;br /&gt;
  $ pacman -Ql dwarffortress&lt;br /&gt;
&lt;br /&gt;
If you use tools like dfhack you might want to [https://wiki.archlinux.org/index.php/Pacman#Skip_package_from_being_upgraded configure pacman to not update] ''Dwarf Fortress'' until the tools are updated.&lt;br /&gt;
&lt;br /&gt;
==== AUR package installation ====&lt;br /&gt;
Install an AUR package [https://wiki.archlinux.org/index.php/Arch_User_Repository#Installing_packages manually] or using an [https://wiki.archlinux.org/index.php/AUR_helpers AUR helper]. The different AUR packages may or may not install the game similarly to the official package - use the previous pacman command to check game file locations.&lt;br /&gt;
&lt;br /&gt;
==== Manual or multiple installations ====&lt;br /&gt;
You can also manually install ''Dwarf Fortress'' in case you want to try other versions or with and without mods. Just follow the generic Linux instructions above with a different directory for each install. If you've installed one of the above packages, all the dependencies should already be installed, except maybe GTK2. The package in the official repositories patches ``libgraphics.so`` to remove the GTK2 dependency. If you get an error that ``libgtk-x11-2.0.so.0`` cannot be opened, you can either use the ``libgraphics.so`` from the official package, by copying it to the ``libs`` folder in the new install or linking to it from there, or install GTK2.&lt;br /&gt;
&lt;br /&gt;
To launch this version: in a terminal emulator, ``cd`` to that directory, and run ``./df``. If you get a permission error, you may need to mark the script and executable as being executable with:&lt;br /&gt;
  $ chmod u+x df libs/Dwarf_Fortress&lt;br /&gt;
Once you get an install working you can create a [https://wiki.archlinux.org/index.php/Desktop_entries custom .desktop file] to launch it.&lt;br /&gt;
&lt;br /&gt;
If you want to install a 32-bit version of ''Dwarf Fortress'' you will have to enable the [https://wiki.archlinux.org/index.php/Official_repositories#multilib multilib repository], install the 32-bit system libraries, and install the 32-bit game dependencies manually (check the Arch wiki for more information).&lt;br /&gt;
&lt;br /&gt;
=== CentOS 7 ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is now 64-bit, so simply run:&lt;br /&gt;
&lt;br /&gt;
  sudo yum install SDL SDL_image SDL_ttf openal&lt;br /&gt;
&lt;br /&gt;
Note that CentOS 7 ships with glibc 2.17, but ''Dwarf Fortress'' by default would like 2.18. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9893 This bug] has a fix, simply copy the [http://pastebin.com/jX4Wf062 Pastebin script], then move the libraries into a new folder.&lt;br /&gt;
&lt;br /&gt;
  cd df_linux&lt;br /&gt;
  curl -L http://pastebin.com/raw/jX4Wf062 &amp;gt; df&lt;br /&gt;
  mkdir c_libs&lt;br /&gt;
  mv libs/libgcc_s.so.1 libs/libstdc++.so.6 c_libs/&lt;br /&gt;
  chmod a+x df&lt;br /&gt;
&lt;br /&gt;
Then run it!&lt;br /&gt;
  ./df&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
&lt;br /&gt;
There is a ''Dwarf Fortress'' [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.&lt;br /&gt;
&lt;br /&gt;
  # emerge -av games-roguelike/dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Solus ===&lt;br /&gt;
&lt;br /&gt;
Download ''Dwarf Fortress'' from the Bay 12 Games website. If you encounter the following error upon launch:&lt;br /&gt;
&lt;br /&gt;
  ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory&lt;br /&gt;
&lt;br /&gt;
then simply run the following command to install the missing libraries:&lt;br /&gt;
&lt;br /&gt;
  sudo eopkg install sdl-ttf&lt;br /&gt;
&lt;br /&gt;
If you are running a 32bit version of ''Dwarf Fortress'', simply replace &amp;lt;code&amp;gt;sdl-ttf&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;sdl-ttf-32bit&amp;lt;/code&amp;gt; in the above command. You're all set!&lt;br /&gt;
&lt;br /&gt;
=== OpenSuse Tumbleweed ===&lt;br /&gt;
These instructions should work for OpenSuse Leap as well, they just haven't been tested yet.&lt;br /&gt;
==== Dependencies ====&lt;br /&gt;
   $ sudo zypper in libGLU1 libSDL_image-1_2-0 libSDL_ttf-2_0-0&lt;br /&gt;
==== Remove the included c++ library ====&lt;br /&gt;
The included library isn't compatible with OpenSuse's &amp;lt;code&amp;gt;libGLU1&amp;lt;/code&amp;gt; package&lt;br /&gt;
   $ cd path/to/df_linux/libs&lt;br /&gt;
   $ rm libstdc++.so.6&lt;br /&gt;
&lt;br /&gt;
cd back to df_linux/ and run the game!&lt;br /&gt;
   $ cd ../&lt;br /&gt;
   $ ./df&lt;br /&gt;
=== Wine ===&lt;br /&gt;
Downloading the windows version and running it with Wine works fine ([https://appdb.winehq.org/objectManager.php?sClass=version&amp;amp;iId=32503 platinum] on 1.7.47 as of .4x.xx, which means the program runs flawlessly without any initial user configuration). This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
==== Sound ====&lt;br /&gt;
&lt;br /&gt;
After installing, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== TEXT mode ====&lt;br /&gt;
In this mode - which can be activated in [[init.txt]] - DF uses a terminal as its display, much like classic roguelikes such as Rogue, Moria, and Nethack originally did. There are some caveats for using this mode.&lt;br /&gt;
&lt;br /&gt;
Some key combinations in the default DF configuration will not work. These can be changed in game by pressing {{k|ESC}} then choosing the Key Bindings option or out of the game by editing the [[interface.txt]] file. This is due to the way terminal emulators handle input, the [https://en.wikipedia.org/wiki/Ncurses ncurses] library, and the way DF interfaces with them.{{bug|5494}} Some examples are the keypad keys with modifiers or {{k|Shift+Enter}}.&lt;br /&gt;
&lt;br /&gt;
DF uses the CP437 [[Character_table|character set]] and TEXT mode translates those to UTF-8. Characters will only be displayed correctly if the font the terminal emulator is using has glyphs for all of the set. A UTF-8 encoded text file to test glyph coverage can be found [http://www.orenwatson.be/cp437.htm here]. Download the text file, view it in the terminal (using more, less, cat, etc.), and check if the font the terminal is using includes all the characters shown on the HTML version. Some terminals may be configured to use a [https://en.wikipedia.org/wiki/Fallback_font fallback font] if the main one lacks a glyph - that may result in different sized glyphs being used.&lt;br /&gt;
&lt;br /&gt;
There is a [http://www.bay12forums.com/smf/index.php?topic=59983.0 utility] to convert a DF [[tileset]] to a TTF file. That thread also has downloads for some already converted sets. This does not work for graphics sets. This is one way to get a square font that includes all the characters. [https://www.kreativekorp.com/software/fonts/ksquare.shtml Kreative Square] is another though it has many more glyphs than are needed.&lt;br /&gt;
&lt;br /&gt;
DF's [[colors.txt]] file will have no effect. However, many terminal emulators have settings to change the colors they display. See the terminal emulator's man page for details. Note that the order of the [[Color#Color_values|colors]] is different - the position of the blues and reds are switched as are the cyans and brown/yellow. So, when copying DF color schemes into terminal emulator settings, be sure to change them to the correct order or you'll get yellow &amp;quot;sky&amp;quot;, red water, and blue blood.&lt;br /&gt;
&lt;br /&gt;
Many terminal emulators have a setting to treat bright colored text as bold instead. This will cause dark grey text to be &amp;quot;displayed&amp;quot; as bold, black text - usually on a black background - making it unreadable. See the terminal emulator's man page for an option to disable this behavior. (Note that LXTerminal's disallowbold option does not currently seem to work.)&lt;br /&gt;
&lt;br /&gt;
If the [[intro movie]] is enabled, DF will not use the full terminal size unless it receives a resize event. If the intro movie is disabled, DF will use the full size from the start. Note, however, that some DF screens do not use the full size of the window under any circumstance.&lt;br /&gt;
&lt;br /&gt;
==== Upgrading ====&lt;br /&gt;
&lt;br /&gt;
Since every new version of ''Dwarf Fortress'' unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources. Here are the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; ====&lt;br /&gt;
===== Fix 1: Preload zlib=====&lt;br /&gt;
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of &amp;lt;code&amp;gt;/your/path/df_linux/df&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/your/path/df_linux/dfhack&amp;lt;/code&amp;gt; if you use [[DFHack]]):&lt;br /&gt;
 export LD_PRELOAD=/usr/lib/libz.so.1&lt;br /&gt;
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.&lt;br /&gt;
===== Fix 2: Use bmp instead =====&lt;br /&gt;
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of &amp;quot;png&amp;quot; to &amp;quot;bmp&amp;quot;. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
==== libGL error ====&lt;br /&gt;
&lt;br /&gt;
''libGL error: MESA-LOADER: failed to open i965''&lt;br /&gt;
&lt;br /&gt;
''libGL error: failed to load driver: swrast''&lt;br /&gt;
&lt;br /&gt;
This can be caused by incompatible libgcc_s.so.1&lt;br /&gt;
&lt;br /&gt;
===== Fix 1: change print mode =====&lt;br /&gt;
&lt;br /&gt;
* Go to /data/init/init.txt&lt;br /&gt;
* Edit PRINT_MODE to be any of the 2D modes or TEXT instead of openGL-based modes like STANDARD, VBO or TWBT.&lt;br /&gt;
&lt;br /&gt;
===== Fix 2: change library =====&lt;br /&gt;
&lt;br /&gt;
* Open df_linux/libs folder&lt;br /&gt;
* Rename  libgcc_s.so.1 to libgcc_s.so.1.bak so that DF will be unable to find it and will default to system libraries.&lt;br /&gt;
* If DF still doesn't launch, find and install suitable libgcc with your package manager.&lt;br /&gt;
* If you have multiple libgccs, you may need to make a shortcut like with libopenal and libsndfile above.&lt;br /&gt;
&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&lt;br /&gt;
Although there is no official version ported to FreeBSD, ''Dwarf Fortress'' can nevertheless be run using either Wine or FreeBSD's compatibility with Linux. There is now an [https://www.freshports.org/games/linux-dwarffortress/ official port] and installing it can be done the following way (with ports):&lt;br /&gt;
&lt;br /&gt;
  cd /usr/ports/games/linux-dwarffortress/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
&lt;br /&gt;
or, with pkg:&lt;br /&gt;
&lt;br /&gt;
  pkg install linux-dwarffortress&lt;br /&gt;
&lt;br /&gt;
You may also wish to download and run it manually. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:&lt;br /&gt;
&lt;br /&gt;
===linux-c6===&lt;br /&gt;
  sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \&lt;br /&gt;
  linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss&lt;br /&gt;
&lt;br /&gt;
===linux-f10===&lt;br /&gt;
If you don't have the linux-c6 ports available in your system, you can still run ''Dwarf Fortress'' (albeit without sound) using the following packages:&lt;br /&gt;
  sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \&lt;br /&gt;
  linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \&lt;br /&gt;
  linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU&lt;br /&gt;
linux_dri might be optional if you have the NVIDIA driver. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you install the required packages, copy (or symlink) DF's own library files to the linux-compatible directory:&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo cp libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
Or&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo ln -s libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
&lt;br /&gt;
You can then run DF normally. Although it will likely display a bunch of warnings and errors about fonts, it should work.&lt;br /&gt;
&lt;br /&gt;
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:&lt;br /&gt;
  LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df&lt;br /&gt;
&lt;br /&gt;
=== SteamOS / Steam Deck ===&lt;br /&gt;
&lt;br /&gt;
SteamOS is an Arch Linux-based Linux distribution that comes preinstalled on the Steam Deck.&lt;br /&gt;
&lt;br /&gt;
The latest version of ''Dwarf Fortress'' is available on the Steam Store and runs on most Linux distributions without much difficulty. It is also Steam Deck compatible. You can also download older versions of ''Dwarf Fortress'' from the Bay12 Games and install them directly on the Steam Deck.&lt;br /&gt;
&lt;br /&gt;
==== Non-Steam Install ====&lt;br /&gt;
&lt;br /&gt;
To install and run a non-Steam version of ''Dwarf Fortress'' you first need to switch to ''Desktop Mod'' on your Steam Deck by selecting ''Steam'' &amp;gt; ''Power'' &amp;gt; ''Switch to Desktop''. We are going to assume that you have a working keyboard for everything at this point.&lt;br /&gt;
&lt;br /&gt;
If you've already installed Firefox or some other browser then go to the site and download the Linux version. Otherwise, open the Konsole terminal emulator and use the following commands (or something like it):&lt;br /&gt;
&lt;br /&gt;
 $ mkdir Apps; cd Apps                                             # Create a folder for our downloaded games and apps&lt;br /&gt;
 $ wget https://www.bay12games.com/dwarves/df_47_05_linux.tar.bz2  # we want 47.05 :)&lt;br /&gt;
 $ bunzip2 df_47_05_linux.tar.bz2                                  # Unzip the file&lt;br /&gt;
 $ tar xvf df_47_05_linux.tar                                      # Extract the files&lt;br /&gt;
 $ mv df_linux DwarfFortress                                       # Give it a friendly name&lt;br /&gt;
 $ cd DwarfFortress                                                # Change directory&lt;br /&gt;
 $ mkdir -p libs/old                                               # Create a dir for some old files&lt;br /&gt;
 $ mv libs/libgcc_s.so.1 libs/libstdc++.so.6 libs/old              # Stash these old libraries&lt;br /&gt;
&lt;br /&gt;
==== Application Launcher Configuration ====&lt;br /&gt;
&lt;br /&gt;
At this point we're ready to configure our Launcher. Open the Steam client and choose ''Add a Game'' &amp;gt; ''Add a Non-Steam Game ...'' from the bottom left. Then ''Browse'' to open a file selection menu and browse to the ''df'' executable in the &amp;lt;code&amp;gt;~/Apps/DwarfFortress&amp;lt;/code&amp;gt; folder. You will need to change the filter to ''All Files''. After that choose ''Add Selected Programs''. You should now have a new Steam Game called ''df'' in your Game Library.&lt;br /&gt;
&lt;br /&gt;
Let's clean that up that name. Choose the ''df'' game and select its ''Settings'' icon and choose ''Properties''. Rename it something like ''Dwarf Fortress Legacy''. Next we need to tell Steam to run the game with its older runtime. Click the ''Compatability'' tab and choose ''Force the use of a specific Steam Play compatability tool'' then choose ''Steam Linux Runtime 1.0 (Scout)''.&lt;br /&gt;
&lt;br /&gt;
That's it! You should now have a nicely running version of ''Dwarf Fortress'' on your Steam Deck. At this point you can switch back to Gaming Mode and everything should work. But, there are a couple quality-of-life settings you might want to do first.&lt;br /&gt;
&lt;br /&gt;
==== Extra Settings ====&lt;br /&gt;
&lt;br /&gt;
You probably want to update the Controller settings for the game. By default it will choose ''Gamepad with Joystick Trackpad'' so you want to change that to something like ''Keyboard (WASD) and Mouse''.&lt;br /&gt;
&lt;br /&gt;
Next, you should edit the &amp;lt;code&amp;gt;~/Apps/DwarfFortress/data/init/init.txt&amp;lt;/code&amp;gt; file and force fullscreen on startup. You can also download a nice [[Tileset]] (16x16 seems to work pretty well). But for now you can run these commands in your &amp;lt;Code&amp;gt;DwarfFortress&amp;lt;/code&amp;gt; folder and it will update the screen and use the default &amp;lt;code&amp;gt;curses_square_16x16.png&amp;lt;/code&amp;gt; tileset.&lt;br /&gt;
&lt;br /&gt;
 $ cd data/init                                                     # Go to init folder&lt;br /&gt;
 $ cp init.txt init.txt.orig                                        # Make a backup!&lt;br /&gt;
 $ sed -i 's/WINDOWED:YES/WINDOWED:NO/g' init.txt                   # Go fullscreen (1280x800)&lt;br /&gt;
 $ sed -i 's/curses_800x600.png/curses_square_16x16.png/g` init.txt # Better font&lt;br /&gt;
&lt;br /&gt;
Obviously there are lots of additional Dwarf Fortress and Steam Deck configurations but this should get you started.&lt;br /&gt;
&lt;br /&gt;
== Chrome OS (Crostini) ==&lt;br /&gt;
&lt;br /&gt;
It is possible to add ''Dwarf Fortress'' to Chrome OS using the Linux (Beta), to add Linux to Chrome OS, [https://support.google.com/chromebook/answer/9145439?p=chromebook_linuxapps check here to enable it]&lt;br /&gt;
You will need to edit the sources list to include the &amp;quot;non-free&amp;quot; repository, this is done by adding &amp;quot;non-free&amp;quot; to the end of the main sources file found at /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
e.g.&lt;br /&gt;
  # Generated by distrobuilder&lt;br /&gt;
  deb https://deb.debian.org/debian buster main non-free&lt;br /&gt;
  deb https://deb.debian.org/debian-security buster/updates main non-free&lt;br /&gt;
Followed by running&lt;br /&gt;
  sudo apt-get update&lt;br /&gt;
Then just follow the Debian instructions above&lt;br /&gt;
&lt;br /&gt;
== Android ==&lt;br /&gt;
&lt;br /&gt;
There is no Android version, but the Windows version can be run on it using ExaGear, Eltech's Windows emulator (which is essentially Wine for Android), as documented [http://www.bay12forums.com/smf/index.php?topic=174983.0 here]. The app isn't free though.&lt;br /&gt;
&lt;br /&gt;
== iOS ==&lt;br /&gt;
&lt;br /&gt;
There is no iOS version, but you may remotely connect to a computer running DF through an app called [https://mifki.com/df/ Dwarf Fortress Remote]. This requires a special version of [[DFHack]] to be run on the target computer which you may download at the same time. It also provides a subscription where you connect to an already set up remote server.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately, the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
[[ru:Installation]][[zh:Installation]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Installation&amp;diff=310260</id>
		<title>DF2014:Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Installation&amp;diff=310260"/>
		<updated>2025-07-12T22:52:17Z</updated>

		<summary type="html">&lt;p&gt;Brrak: Add info about the .dwarffortress folder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
In order to install [[Dwarf Fortress]], simply download the latest version, extract its contents, and play. &lt;br /&gt;
{{quick download|{{current/version/ns}}}}&lt;br /&gt;
&lt;br /&gt;
= Download =&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress Classic'' is freely available directly from the developers, Bay 12 Games, at http://www.bay12games.com/dwarves/ . Simply find the version that matches your operating system and click the link.  You will be prompted to save an archive file, do so and follow the installation instructions bellow.&lt;br /&gt;
&lt;br /&gt;
: The three downloads linked at the top of the main page are 64-bit versions of DF for Windows, macOS, and Linux. &amp;quot;All versions&amp;quot; links to a page with additional choices, including 32-bit builds for all platforms, &amp;quot;small&amp;quot; builds for Windows (which lack sound files), and &amp;quot;legacy&amp;quot; builds for Windows. Generally, the SDL builds for Windows should be preferred, although the Legacy builds may be necessary on some older computers. &lt;br /&gt;
&lt;br /&gt;
''[[Dwarf Fortress|Dwarf Fortress Premium]]'' can be download and installed from [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam] and [https://kitfoxgames.itch.io/dwarf-fortress itch.io] platforms like you would install any other game there.  &lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
{{main|Utility:Lazy Newb Pack}}&lt;br /&gt;
&lt;br /&gt;
There are several packages which bundle the game with several utilities and graphics sets, usually configurable with an included launcher. These are listed on the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] page.&lt;br /&gt;
&lt;br /&gt;
The ''Dwarf Fortress'' community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].  Most notable graphics sets are included in the packs mentioned above.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply right-click the zip archive you downloaded and choose &amp;lt;code&amp;gt;Extract All...&amp;lt;/code&amp;gt;, then choose a destination folder, and click &amp;lt;code&amp;gt;Extract&amp;lt;/code&amp;gt; (or maybe &amp;lt;code&amp;gt;Unzip&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Next&amp;lt;/code&amp;gt; on older versions of Windows). By default Windows uses the name of the archive as the folder name, in the folder the archive is in, so something like &amp;lt;code&amp;gt;C:\Users\yourusername\Downloads\df_47_05_win&amp;lt;/code&amp;gt;. You should change that to something like &amp;lt;code&amp;gt;C:\Users\yourusername\Desktop\Dwarf Fortress&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;C:\games\Dwarf Fortress&amp;lt;/code&amp;gt;. After the files have been extracted, double-click the &amp;lt;code&amp;gt;Dwarf Fortress.exe&amp;lt;/code&amp;gt; file within the folder you chose to start the game.&lt;br /&gt;
&lt;br /&gt;
* Make sure to actually ''extract'' the archive; do not just double-click the archive and run the game from the window that appears. If you do this, then it may appear to work, but your save game data will get discarded - the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. &lt;br /&gt;
* The game needs to be able to write to its own folder, choose a game folder your user has write access to without requiring administrator rights for example: your &amp;lt;code&amp;gt;Downloads&amp;lt;/code&amp;gt; folder, &amp;lt;code&amp;gt;Desktop&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;C:\games\..&amp;lt;/code&amp;gt;; do '''not''' install it in &amp;lt;code&amp;gt;C:\Program Files\..&amp;lt;/code&amp;gt; if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting: &lt;br /&gt;
&lt;br /&gt;
* If you have an error stating that MSVCP140.dll is missing, it can be obtained by downloading [https://www.microsoft.com/en-us/download/details.aspx?id=48145 Visual C++ Redistributable for Visual Studio 2015]. When prompted choose the x64 version for 64-bit DF, or the x86 version for 32-bit DF.&lt;br /&gt;
* If Windows is set to scale the display, you may need to disable that for DF. Right-click the ''Dwarf Fortress.exe'' icon, select '''Properties''', select the '''Compatibility''' tab, and then activate the '''Disable display scaling on high DPI settings''' (or '''Override high DPI scaling behavior, scaling performed by: Application''') check box.[https://support.microsoft.com/en-us/help/3025083/windows-scaling-issues-for-high-dpi-devices]&lt;br /&gt;
&lt;br /&gt;
Creating shortcuts:&lt;br /&gt;
&lt;br /&gt;
* Right-click the &amp;lt;code&amp;gt;Dwarf Fortress.exe&amp;lt;/code&amp;gt; file and choose any of &amp;lt;code&amp;gt;Pin to Start&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Pin to taskbar&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;Send To &amp;gt; Desktop (create shortcut)&amp;lt;/code&amp;gt;. (The availability of these options may vary depending on the version of Windows.)&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not an application bundle. Like the Windows version, it consists of a folder containing the application and data files; there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game, execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
There are alternative installation options, such as [[Utility:Lazy newb pack|pre-packaged bundles]] and [https://github.com/Bachsau/DF-Mac-Launcher this third-party app launcher], that may make the game easier to start and fix some of the issues listed below.&lt;br /&gt;
&lt;br /&gt;
=== Fixes for common issues ===&lt;br /&gt;
&lt;br /&gt;
Changing the ``PRINT_MODE`` setting in data/init/[[init.txt]] from ``2D`` to ``STANDARD`` is necessary on some systems, particularly macOS 11+ (see below) and machines with Retina displays {{bug|6031}}. Doing this on any macOS system can improve performance significantly {{bug|10052}}. Other values for this setting, like ``FRAME_BUFFER``, may also help.&lt;br /&gt;
&lt;br /&gt;
On macOS 10.15 (Catalina) and above, if you encounter gatekeeper security-related warnings that prevent DF from starting, one solution (from [https://github.com/DFHack/dfhack/issues/1465 here]) is to run the following command from the terminal in the folder containing &amp;lt;code&amp;gt;dwarfort.exe&amp;lt;/code&amp;gt;:&lt;br /&gt;
* &amp;lt;code&amp;gt;find . -print0 | xargs -0 xattr -d com.apple.quarantine&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On macOS 11 (Big Sur) and above, if you see a blank white window when starting the game, you will need to change ``[PRINT_MODE:2D]`` to ``[PRINT_MODE:STANDARD]`` in [[init.txt]]. {{bug|11680}}&lt;br /&gt;
&lt;br /&gt;
On case-sensitive filesystems, a freshly-installed version of the game will not launch. {{bug|11136}}&lt;br /&gt;
* Rename &amp;quot;libs/SDL_ttf.framework/Versions/A/Frameworks/FreeType.framework&amp;quot; to &amp;quot;libs/SDL_ttf.framework/Versions/A/Frameworks/freetype.framework&amp;quot; to fix this.&lt;br /&gt;
&lt;br /&gt;
If you are using Parallels Desktop, you might need to change the file association for ``*.exe`` files to prevent the script from opening Parallels automatically. To do this:&lt;br /&gt;
* Right click ``dwarfort.exe`` then click &amp;quot;Get Info&amp;quot;&lt;br /&gt;
* Then click on &amp;quot;Open with:&amp;quot;, select &amp;quot;Other...&amp;quot;&lt;br /&gt;
* Then and select &amp;quot;Finder&amp;quot;&lt;br /&gt;
* Change &amp;quot;Enable: Recommended Applications&amp;quot; to &amp;quot;Enabled: All Applications&amp;quot;&lt;br /&gt;
* Select &amp;quot;Finder&amp;quot; and then click &amp;quot;Add&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
You may want to check if the package manager for the Linux distribution you are using has a ''Dwarf Fortress'' package. A package will get the correct build of DF for your system, handle all the dependencies and configuration, make any necessary system-specific fixes, probably add an entry to the system application launcher or menu, and handle updates. Note that in some cases, these packages can lag behind official DF releases, and they typically only support a single system-wide installation of DF. If you want a version of DF newer than what your package manager provides, or if you want a portable installation, follow the instructions in the rest of this section instead.&lt;br /&gt;
&lt;br /&gt;
As of 0.43.05, both 64-bit and 32-bit compiled builds of ''Dwarf Fortress'' are available for Linux. Note, to get the 32-bit edition, click the All Versions button on the ''Dwarf Fortress'' download page. Older 32-bit only versions can possibly run on a 64-bit system if the system has the required (32-bit) shared libraries, see below.&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' for Linux is expected to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to log in and get to a command prompt. By default, however, ''Dwarf Fortress'' is a graphical desktop program (an X client), so you should be in a terminal emulator (inside an X session) before starting the game. (See [[Installation#TEXT mode]] for an alternative.) ''Dwarf Fortress'' will create a new window outside of the terminal window by default, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
When you installed Linux, you chose either a 32-bit (i386, x86) or 64-bit (amd64, x86_64) architecture. Some systems are able to run programs for either, but it is best to use a version of DF compiled for the same architecture. If you've forgotten which one you have, you can check by running the command &amp;lt;code&amp;gt;uname -m&amp;lt;/code&amp;gt; in a terminal. A result of &amp;lt;code&amp;gt;x86_64&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;i686&amp;lt;/code&amp;gt; would indicate 64-bit or 32-bit respectively.&lt;br /&gt;
&lt;br /&gt;
'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage] with a web browser, or with one of these terminal commands, replacing &amp;quot;XX_YY&amp;quot; with the numbers in the desired ''Dwarf Fortress'' file version, found on the [http://www.bay12games.com/dwarves/ site]:&lt;br /&gt;
 wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2&lt;br /&gt;
or, for the 32-bit version:&lt;br /&gt;
 wget http://www.bay12games.com/dwarves/df_XX_YY_linux32.tar.bz2&lt;br /&gt;
&lt;br /&gt;
'''Unpacking''': ''Dwarf Fortress'' is shipped as a (bzip2) compressed tar archive. It will extract into a new directory called '''df_linux'''.  So, &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; to wherever you want the game to be unpacked, perhaps &amp;lt;code&amp;gt;~/games&amp;lt;/code&amp;gt;, and then run&lt;br /&gt;
 tar -xjf /path/to/df_XX_YY_linux.tar.bz2&lt;br /&gt;
where /path/to/df_XX_YY_linux.tar.bz2 is the path and filename of the actual file you downloaded.&lt;br /&gt;
&lt;br /&gt;
(note: &amp;lt;code&amp;gt;tar -xjvf ./df_XX_YY_linux.tar.bz2&amp;lt;/code&amp;gt; may be needed in some cases. [what cases? all this does is add verbosity and assume the file is in the current dir])&lt;br /&gt;
&lt;br /&gt;
'''Running''': First, change to the new directory&lt;br /&gt;
 cd df_linux&lt;br /&gt;
then execute the launcher script.&lt;br /&gt;
 ./df&lt;br /&gt;
&lt;br /&gt;
Now you need to ensure that the required dependencies are installed. If you try to run the game and get errors about missing SDL_image libraries (etc.) then you need to install them. Use your distribution's package manager for this - details will be extremely distribution-specific. Specific installation commands for some distributions are in the sections below. You don't need the development versions of the packages with the headers (although that won't hurt) - you just need the runtime versions, with the actual shared libraries.&lt;br /&gt;
&lt;br /&gt;
If you see any errors related to libstdc++ when starting DF (for example, &amp;quot;version `CXXABI_1.3.8' not found&amp;quot;), try removing libstdc++.so.6 and libgcc_s.so.1 from the &amp;quot;libs&amp;quot; folder. This will cause DF to use the system version of these libraries, which are more up-to-date on many modern systems than the libraries that DF includes.&lt;br /&gt;
&lt;br /&gt;
Since ''Dwarf Fortress'' 0.43.05 and later are compiled for both architectures, running natively shouldn't be an issue. However if you're wanting to run an older version of ''Dwarf Fortress'' on a 64-bit system, things get a bit trickier. Since older DF is only a 32-bit application, it will need 32-bit versions of the shared libraries. Some Linux distributions provide these in one or more packages that you can download. For example, in Debian, you'll need to enable the 32bit architecture in your package manager and install the relevant 32-bit libraries like libSDL. If your distribution does not include these, then you may have to supply them manually. Though, at that point it may just be easier to run the old windows version of DF in Wine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Debian-based ===&lt;br /&gt;
&lt;br /&gt;
Installing the dependencies for ''Dwarf Fortress'' is simple, but varies slightly depending on whether you're running a 32-bit OS, a 64-bit OS, or a 32-bit version of ''Dwarf Fortress'' on a 64-bit OS.&lt;br /&gt;
&lt;br /&gt;
==== 64-bit (recent version of ''Dwarf Fortress'', most modern machines) ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libopenal1 libsndfile1 libncursesw5&lt;br /&gt;
&lt;br /&gt;
This will install the SDL image and font libraries necessary, as well as libopenal and libsndfile, which are needed to get the sound working. It will also install libncursesw5, which is needed if you want to run ''Dwarf Fortress'' in ''TEXT'' mode.&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
In some old versions, ''Dwarf Fortress'' does not quite look in the correct place for the sound libraries it needs to play the wonderful music. This is easily fixed.&lt;br /&gt;
&lt;br /&gt;
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/x86_64-linux-gnu/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/x86_64-linux-gnu/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
Sometimes OpenAL uses PulseAudio instead of ALSA as the output device breaking the sound.&lt;br /&gt;
&lt;br /&gt;
  $ sudo echo &amp;quot;drivers = alsa,&amp;quot; &amp;gt; .alsoftrc&lt;br /&gt;
&lt;br /&gt;
==== Running 32-bit ''Dwarf Fortress'' on 64-bit Debian ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
If you're trying to run a version of ''Dwarf Fortress'' older than 0.43.05, you'll need to install the 32-bit versions of the libraries. You can do this with:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl1.2debian:i386 libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libopenal1:i386 libsndfile1:i386 libncursesw5:i386&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
Almost the same as above, but the libraries will be in a different location as you're looking for the 32-bit versions:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
Just as above sometimes OpenAL uses PulseAudio instead of ALSA as the output device breaking the sound.&lt;br /&gt;
&lt;br /&gt;
  $ sudo echo &amp;quot;drivers = alsa,&amp;quot; &amp;gt; .alsoftrc&lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libopenal1 libsndfile1 libncursesw5&lt;br /&gt;
&lt;br /&gt;
As above, this will install the SDL image and font libraries, sound libraries, and text libraries.&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Standard package ====&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is also available as a package in the (non-free) Debian repositories. You can install it (with all dependencies) with a simple&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' has been packaged in [https://rpmfusion.org/ RPM Fusion Nonfree], using a similar method as it is done in Arch Linux (see below). After [https://rpmfusion.org/Configuration installing RPM Fusion] you can simply run the following commands to install and run ''Dwarf Fortress'', which will pull in all the required dependencies:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install dwarffortress&lt;br /&gt;
  $ dwarffortress&lt;br /&gt;
&lt;br /&gt;
The Fedora package is configured to use &amp;lt;code&amp;gt;~/.dwarffortress&amp;lt;/code&amp;gt; for per user configuration. Most importantly, your saves and configuration files are in the &amp;lt;code&amp;gt;~/.dwarffortress/data&amp;lt;/code&amp;gt; folder. &lt;br /&gt;
&lt;br /&gt;
Some other tools are provided by the same packager in the [https://mars.arosser.com/fedora/dwarffortress/dwarffortress.repo &amp;quot;Dwarf Fortress for Fedora&amp;quot;] repository. For more information please [http://www.bay12forums.com/smf/index.php?topic=158289.msg7009116#msg7009116 see this forum thread].&lt;br /&gt;
&lt;br /&gt;
If you want to install 64-bit ''Dwarf Fortress'' manually, you can run the following:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL SDL_image SDL_ttf gtk2-devel openal-soft alsa-lib alsa-plugins-pulseaudio mesa-dri-drivers&lt;br /&gt;
&lt;br /&gt;
On 64-bit Fedora installations, to install 32-bit ''Dwarf Fortress'' you can install 32-bit libraries by appending &amp;quot;.i686&amp;quot; to the package name:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers.i686&lt;br /&gt;
&lt;br /&gt;
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
A 64-bit ''Dwarf Fortress'' package is available in the [https://wiki.archlinux.org/index.php/Official_repositories#community community repository]. There are also [https://aur.archlinux.org/packages/?O=0&amp;amp;K=dwarffortress other packages] available in the Arch User Repository ([https://wiki.archlinux.org/index.php/Arch_User_Repository AUR]).&lt;br /&gt;
&lt;br /&gt;
==== Official package installation ====&lt;br /&gt;
Install the official package like any other&lt;br /&gt;
  # pacman -Syu dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
You can then launch ''Dwarf Fortress'' by running 'dwarffortress' in your terminal emulator. The package also includes a .desktop file so the game should appear in whatever application launcher or menu you might use.&lt;br /&gt;
&lt;br /&gt;
The first time a user launches the game, the directory .dwarffortress will be created in that user's home directory. Game settings and files can be changed there. Note that some of the directories in there are links to common directories and changes to them will effect all users. Also, any changes to common files should be backed up since they will be overwritten when the package updates. You can find the locations of files installed by the package with the command&lt;br /&gt;
  $ pacman -Ql dwarffortress&lt;br /&gt;
&lt;br /&gt;
If you use tools like dfhack you might want to [https://wiki.archlinux.org/index.php/Pacman#Skip_package_from_being_upgraded configure pacman to not update] ''Dwarf Fortress'' until the tools are updated.&lt;br /&gt;
&lt;br /&gt;
==== AUR package installation ====&lt;br /&gt;
Install an AUR package [https://wiki.archlinux.org/index.php/Arch_User_Repository#Installing_packages manually] or using an [https://wiki.archlinux.org/index.php/AUR_helpers AUR helper]. The different AUR packages may or may not install the game similarly to the official package - use the previous pacman command to check game file locations.&lt;br /&gt;
&lt;br /&gt;
==== Manual or multiple installations ====&lt;br /&gt;
You can also manually install ''Dwarf Fortress'' in case you want to try other versions or with and without mods. Just follow the generic Linux instructions above with a different directory for each install. If you've installed one of the above packages, all the dependencies should already be installed, except maybe GTK2. The package in the official repositories patches ``libgraphics.so`` to remove the GTK2 dependency. If you get an error that ``libgtk-x11-2.0.so.0`` cannot be opened, you can either use the ``libgraphics.so`` from the official package, by copying it to the ``libs`` folder in the new install or linking to it from there, or install GTK2.&lt;br /&gt;
&lt;br /&gt;
To launch this version: in a terminal emulator, ``cd`` to that directory, and run ``./df``. If you get a permission error, you may need to mark the script and executable as being executable with:&lt;br /&gt;
  $ chmod u+x df libs/Dwarf_Fortress&lt;br /&gt;
Once you get an install working you can create a [https://wiki.archlinux.org/index.php/Desktop_entries custom .desktop file] to launch it.&lt;br /&gt;
&lt;br /&gt;
If you want to install a 32-bit version of ''Dwarf Fortress'' you will have to enable the [https://wiki.archlinux.org/index.php/Official_repositories#multilib multilib repository], install the 32-bit system libraries, and install the 32-bit game dependencies manually (check the Arch wiki for more information).&lt;br /&gt;
&lt;br /&gt;
=== CentOS 7 ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is now 64-bit, so simply run:&lt;br /&gt;
&lt;br /&gt;
  sudo yum install SDL SDL_image SDL_ttf openal&lt;br /&gt;
&lt;br /&gt;
Note that CentOS 7 ships with glibc 2.17, but ''Dwarf Fortress'' by default would like 2.18. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9893 This bug] has a fix, simply copy the [http://pastebin.com/jX4Wf062 Pastebin script], then move the libraries into a new folder.&lt;br /&gt;
&lt;br /&gt;
  cd df_linux&lt;br /&gt;
  curl -L http://pastebin.com/raw/jX4Wf062 &amp;gt; df&lt;br /&gt;
  mkdir c_libs&lt;br /&gt;
  mv libs/libgcc_s.so.1 libs/libstdc++.so.6 c_libs/&lt;br /&gt;
  chmod a+x df&lt;br /&gt;
&lt;br /&gt;
Then run it!&lt;br /&gt;
  ./df&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
&lt;br /&gt;
There is a ''Dwarf Fortress'' [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.&lt;br /&gt;
&lt;br /&gt;
  # emerge -av games-roguelike/dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Solus ===&lt;br /&gt;
&lt;br /&gt;
Download ''Dwarf Fortress'' from the Bay 12 Games website. If you encounter the following error upon launch:&lt;br /&gt;
&lt;br /&gt;
  ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory&lt;br /&gt;
&lt;br /&gt;
then simply run the following command to install the missing libraries:&lt;br /&gt;
&lt;br /&gt;
  sudo eopkg install sdl-ttf&lt;br /&gt;
&lt;br /&gt;
If you are running a 32bit version of ''Dwarf Fortress'', simply replace &amp;lt;code&amp;gt;sdl-ttf&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;sdl-ttf-32bit&amp;lt;/code&amp;gt; in the above command. You're all set!&lt;br /&gt;
&lt;br /&gt;
=== OpenSuse Tumbleweed ===&lt;br /&gt;
These instructions should work for OpenSuse Leap as well, they just haven't been tested yet.&lt;br /&gt;
==== Dependencies ====&lt;br /&gt;
   $ sudo zypper in libGLU1 libSDL_image-1_2-0 libSDL_ttf-2_0-0&lt;br /&gt;
==== Remove the included c++ library ====&lt;br /&gt;
The included library isn't compatible with OpenSuse's &amp;lt;code&amp;gt;libGLU1&amp;lt;/code&amp;gt; package&lt;br /&gt;
   $ cd path/to/df_linux/libs&lt;br /&gt;
   $ rm libstdc++.so.6&lt;br /&gt;
&lt;br /&gt;
cd back to df_linux/ and run the game!&lt;br /&gt;
   $ cd ../&lt;br /&gt;
   $ ./df&lt;br /&gt;
=== Wine ===&lt;br /&gt;
Downloading the windows version and running it with Wine works fine ([https://appdb.winehq.org/objectManager.php?sClass=version&amp;amp;iId=32503 platinum] on 1.7.47 as of .4x.xx, which means the program runs flawlessly without any initial user configuration). This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
==== Sound ====&lt;br /&gt;
&lt;br /&gt;
After installing, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== TEXT mode ====&lt;br /&gt;
In this mode - which can be activated in [[init.txt]] - DF uses a terminal as its display, much like classic roguelikes such as Rogue, Moria, and Nethack originally did. There are some caveats for using this mode.&lt;br /&gt;
&lt;br /&gt;
Some key combinations in the default DF configuration will not work. These can be changed in game by pressing {{k|ESC}} then choosing the Key Bindings option or out of the game by editing the [[interface.txt]] file. This is due to the way terminal emulators handle input, the [https://en.wikipedia.org/wiki/Ncurses ncurses] library, and the way DF interfaces with them.{{bug|5494}} Some examples are the keypad keys with modifiers or {{k|Shift+Enter}}.&lt;br /&gt;
&lt;br /&gt;
DF uses the CP437 [[Character_table|character set]] and TEXT mode translates those to UTF-8. Characters will only be displayed correctly if the font the terminal emulator is using has glyphs for all of the set. A UTF-8 encoded text file to test glyph coverage can be found [http://www.orenwatson.be/cp437.htm here]. Download the text file, view it in the terminal (using more, less, cat, etc.), and check if the font the terminal is using includes all the characters shown on the HTML version. Some terminals may be configured to use a [https://en.wikipedia.org/wiki/Fallback_font fallback font] if the main one lacks a glyph - that may result in different sized glyphs being used.&lt;br /&gt;
&lt;br /&gt;
There is a [http://www.bay12forums.com/smf/index.php?topic=59983.0 utility] to convert a DF [[tileset]] to a TTF file. That thread also has downloads for some already converted sets. This does not work for graphics sets. This is one way to get a square font that includes all the characters. [https://www.kreativekorp.com/software/fonts/ksquare.shtml Kreative Square] is another though it has many more glyphs than are needed.&lt;br /&gt;
&lt;br /&gt;
DF's [[colors.txt]] file will have no effect. However, many terminal emulators have settings to change the colors they display. See the terminal emulator's man page for details. Note that the order of the [[Color#Color_values|colors]] is different - the position of the blues and reds are switched as are the cyans and brown/yellow. So, when copying DF color schemes into terminal emulator settings, be sure to change them to the correct order or you'll get yellow &amp;quot;sky&amp;quot;, red water, and blue blood.&lt;br /&gt;
&lt;br /&gt;
Many terminal emulators have a setting to treat bright colored text as bold instead. This will cause dark grey text to be &amp;quot;displayed&amp;quot; as bold, black text - usually on a black background - making it unreadable. See the terminal emulator's man page for an option to disable this behavior. (Note that LXTerminal's disallowbold option does not currently seem to work.)&lt;br /&gt;
&lt;br /&gt;
If the [[intro movie]] is enabled, DF will not use the full terminal size unless it receives a resize event. If the intro movie is disabled, DF will use the full size from the start. Note, however, that some DF screens do not use the full size of the window under any circumstance.&lt;br /&gt;
&lt;br /&gt;
==== Upgrading ====&lt;br /&gt;
&lt;br /&gt;
Since every new version of ''Dwarf Fortress'' unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources. Here are the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; ====&lt;br /&gt;
===== Fix 1: Preload zlib=====&lt;br /&gt;
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of &amp;lt;code&amp;gt;/your/path/df_linux/df&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/your/path/df_linux/dfhack&amp;lt;/code&amp;gt; if you use [[DFHack]]):&lt;br /&gt;
 export LD_PRELOAD=/usr/lib/libz.so.1&lt;br /&gt;
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.&lt;br /&gt;
===== Fix 2: Use bmp instead =====&lt;br /&gt;
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of &amp;quot;png&amp;quot; to &amp;quot;bmp&amp;quot;. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
==== libGL error ====&lt;br /&gt;
&lt;br /&gt;
''libGL error: MESA-LOADER: failed to open i965''&lt;br /&gt;
&lt;br /&gt;
''libGL error: failed to load driver: swrast''&lt;br /&gt;
&lt;br /&gt;
This can be caused by incompatible libgcc_s.so.1&lt;br /&gt;
&lt;br /&gt;
===== Fix 1: change print mode =====&lt;br /&gt;
&lt;br /&gt;
* Go to /data/init/init.txt&lt;br /&gt;
* Edit PRINT_MODE to be any of the 2D modes or TEXT instead of openGL-based modes like STANDARD, VBO or TWBT.&lt;br /&gt;
&lt;br /&gt;
===== Fix 2: change library =====&lt;br /&gt;
&lt;br /&gt;
* Open df_linux/libs folder&lt;br /&gt;
* Rename  libgcc_s.so.1 to libgcc_s.so.1.bak so that DF will be unable to find it and will default to system libraries.&lt;br /&gt;
* If DF still doesn't launch, find and install suitable libgcc with your package manager.&lt;br /&gt;
* If you have multiple libgccs, you may need to make a shortcut like with libopenal and libsndfile above.&lt;br /&gt;
&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&lt;br /&gt;
Although there is no official version ported to FreeBSD, ''Dwarf Fortress'' can nevertheless be run using either Wine or FreeBSD's compatibility with Linux. There is now an [https://www.freshports.org/games/linux-dwarffortress/ official port] and installing it can be done the following way (with ports):&lt;br /&gt;
&lt;br /&gt;
  cd /usr/ports/games/linux-dwarffortress/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
&lt;br /&gt;
or, with pkg:&lt;br /&gt;
&lt;br /&gt;
  pkg install linux-dwarffortress&lt;br /&gt;
&lt;br /&gt;
You may also wish to download and run it manually. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:&lt;br /&gt;
&lt;br /&gt;
===linux-c6===&lt;br /&gt;
  sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \&lt;br /&gt;
  linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss&lt;br /&gt;
&lt;br /&gt;
===linux-f10===&lt;br /&gt;
If you don't have the linux-c6 ports available in your system, you can still run ''Dwarf Fortress'' (albeit without sound) using the following packages:&lt;br /&gt;
  sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \&lt;br /&gt;
  linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \&lt;br /&gt;
  linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU&lt;br /&gt;
linux_dri might be optional if you have the NVIDIA driver. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you install the required packages, copy (or symlink) DF's own library files to the linux-compatible directory:&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo cp libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
Or&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo ln -s libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
&lt;br /&gt;
You can then run DF normally. Although it will likely display a bunch of warnings and errors about fonts, it should work.&lt;br /&gt;
&lt;br /&gt;
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:&lt;br /&gt;
  LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df&lt;br /&gt;
&lt;br /&gt;
== Chrome OS (Crostini) ==&lt;br /&gt;
&lt;br /&gt;
It is possible to add ''Dwarf Fortress'' to Chrome OS using the Linux (Beta), to add Linux to Chrome OS, [https://support.google.com/chromebook/answer/9145439?p=chromebook_linuxapps check here to enable it]&lt;br /&gt;
You will need to edit the sources list to include the &amp;quot;non-free&amp;quot; repository, this is done by adding &amp;quot;non-free&amp;quot; to the end of the main sources file found at /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
e.g.&lt;br /&gt;
  # Generated by distrobuilder&lt;br /&gt;
  deb https://deb.debian.org/debian buster main non-free&lt;br /&gt;
  deb https://deb.debian.org/debian-security buster/updates main non-free&lt;br /&gt;
Followed by running&lt;br /&gt;
  sudo apt-get update&lt;br /&gt;
Then just follow the Debian instructions above&lt;br /&gt;
&lt;br /&gt;
== Android ==&lt;br /&gt;
&lt;br /&gt;
There is no Android version, but the Windows version can be run on it using ExaGear, Eltech's Windows emulator (which is essentially Wine for Android), as documented [http://www.bay12forums.com/smf/index.php?topic=174983.0 here]. The app isn't free though.&lt;br /&gt;
&lt;br /&gt;
== iOS ==&lt;br /&gt;
&lt;br /&gt;
There is no iOS version, but you may remotely connect to a computer running DF through an app called [https://mifki.com/df/ Dwarf Fortress Remote]. This requires a special version of [[DFHack]] to be run on the target computer which you may download at the same time. It also provides a subscription where you connect to an already set up remote server.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately, the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
[[ru:Installation]][[zh:Installation]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=291938</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=291938"/>
		<updated>2023-03-03T23:57:09Z</updated>

		<summary type="html">&lt;p&gt;Brrak: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{For/see|user-created graphic sets|[[Graphics set repository]]}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Mod}}&lt;br /&gt;
&lt;br /&gt;
A character set, or simply [[tilesets|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. This page serves as a repository for custom tilesets made by users, including instructions on how to install them.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The default tilesets (640×300 and 800×600) render 8×12 and 10×12 characters respectively, with majuscule latin letters occupying a 7×9 box, and appear broadly similar to the IBM MDA font based on the shape of the &amp;quot;0&amp;quot;, &amp;quot;g&amp;quot;, and &amp;quot;f&amp;quot; characters (but with slight differences including the &amp;quot;0&amp;quot;, &amp;quot;W&amp;quot;, and &amp;quot;y&amp;quot;). The exact origin of the DF font is unknown.&lt;br /&gt;
&lt;br /&gt;
There have been numerous graphics updates with the release of version 50. Unfortunately, at the moment, the latest release only renders properly with the default resolution and tile size. The default tileset is curses_640x300.png, so until there is an update, only 640×300 and 8×12 will render properly.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
To use a specific tileset with ''Dwarf Fortress'', you must perform the following steps:&lt;br /&gt;
&lt;br /&gt;
# 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'''.)&lt;br /&gt;
# If necessary, convert the tileset to the correct image format for the version of DF you are using:&lt;br /&gt;
## Do '''not''' just change the extension to .bmp or .png; you must use a program like MS paint to save it properly.&lt;br /&gt;
## For ''[[40d:Release information/0.28.181.40d|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.&lt;br /&gt;
## For ''[[v0.31:Release information/0.31.01|DF 0.31.01]] 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.&lt;br /&gt;
# Move or copy the file to the DF art directory ({{tt|.../data/art}}).&lt;br /&gt;
# Edit the initialization configuration file ({{tt|.../data/init/init_default.txt}}) to specify the tileset file to use. There are three lines that can be changed:&lt;br /&gt;
## '''[FONT:''&amp;lt;filename&amp;gt;'']''' — the tileset for a windowed display.&lt;br /&gt;
## '''[FULLFONT:''&amp;lt;filename&amp;gt;'']''' — the tileset for a full-screen display.&lt;br /&gt;
## '''[BASIC_FONT:''&amp;lt;filename&amp;gt;'']''' — the tileset for initial loading and menu display.&lt;br /&gt;
## All three can be set to the same file.&lt;br /&gt;
## Once you have made the changes you need to remember to save the file.&lt;br /&gt;
# If the selected tileset requires modifications to the [[Raw]]s, you will have to make those edits.  What those changes are will depend on the tileset itself, and may only be valid for older versions. Likewise, some tilesets may suggest changes to {{tt|d_init.txt}}, such as {{tt|[PILLAR_TILE:255]}}, but those options no longer exist.&lt;br /&gt;
&lt;br /&gt;
Once the file is saved and the required changes are made, you are ready to play DF with your new tileset!&lt;br /&gt;
&lt;br /&gt;
=Square tilesets=&lt;br /&gt;
&lt;br /&gt;
==1&amp;amp;times;1==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Monoscii_Lite.png]]&lt;br /&gt;
|author=Loud Whispers&lt;br /&gt;
|dated=2015-03-30&lt;br /&gt;
|size=1&amp;amp;times;1&lt;br /&gt;
|resolution=80&amp;amp;times;25&lt;br /&gt;
|comments=So on suggestion I made the new version of Monoscii which has every tile be 1 pixel, the entire map nearly fits into the screen just fine. Monoscii Lite is superior in every way, the information is denser, crisper and cleaner. pUrists will finally be one step closer to the most pUrist DF possible. ([http://www.bay12forums.com/smf/index.php?topic=149759.msg6131651#msg6131651 forum post link])&lt;br /&gt;
|demo=[[Image:Monoscii lite large world screenshot.png|thumb|right|Monoscii Lite]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;5==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kein_400x125.png&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|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 Abbeyverse succession game.&lt;br /&gt;
|demo=[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom_5x5.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Geti_custom_6x6.png&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most glyphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord Nightmare 6x6font01.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a separator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord Nightmare 6x6font02.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Mkv_curses_480x150.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version of the tiny tileset, superseded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Mkv_curses_480x150_v2.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
|demo=[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nobbins6x6.png&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nobbin_ts_v2.png&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|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.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==7&amp;amp;times;7==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Herrbdog_7x7_tileset.gif&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=terbert_7x7.png&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_8x8.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|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]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_square_16x16.png|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
|demo=[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8&lt;br /&gt;
|filename=cheepicus_8x8.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.&lt;br /&gt;
|demo=[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Jdpage_8x8.png&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki_square_8x8.png|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=CGA8x8thick.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=CGA8x8thin.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=LN_EGA8x8.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=RDE_8x8.png&lt;br /&gt;
|author=[[User:RedDeadElite|RedDeadElite]]&lt;br /&gt;
|dated=2018-08-17&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Meant to resemble the vanilla curses tileset, which itself is similar to Microsoft's 8x12 Terminal font. Glyphs sourced from various bitmap fonts and/or modified by hand.&lt;br /&gt;
|demo=[[Image:RDE_8x8_screencap.png|thumb|right|RedDeadElite's 8x8 tileset with [[Graphics_set_repository#Phoebus.27_Graphics_Set|Phoebus's color scheme]].]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Pastiche_8x8.png&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Potash_8x8.png&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Acorntileset8x8.png&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|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.bay12games.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=yayo_c64_640x200.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|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&amp;amp;times;16 version [[#Yayo_c64_1280x400_83b157.png|below]]. :)&lt;br /&gt;
|demo=[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_msx.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
|demo=[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=720x225_SmoothWalls.PNG&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
|demo=[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=720x225_SmoothWalls7.png&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Nostalgia_720x225.png&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modelled 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]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DortenSolid.png&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
|demo=[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_720x225_8d6752.png&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|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 [[#720x225_SmoothWalls.PNG|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;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.&lt;br /&gt;
|demo=[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_10x10.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|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]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
|demo=[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=buddy.png&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[PILLAR_TILE:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=buddy--graphical.png&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-16&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=The graphical version of my tileset.&lt;br /&gt;
&lt;br /&gt;
data/init/d_init.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[PILLAR_TILE:10]&amp;lt;br/&amp;gt;&lt;br /&gt;
[TREE_BRANCHES:171]&lt;br /&gt;
&lt;br /&gt;
raw/objects/creature_standard.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=ddw.png&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on [[#Anikki_square_10x10.png|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] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Paul_10x10.png&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Potash_10x10.png&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; 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&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Taffer 10x10.png&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|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://www.bay12forums.com/smf/index.php?topic=107924.0], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
|demo=[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Terbert_10x10.png&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tocky_square_10x10.png&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|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, '&amp;lt;' and '&amp;gt;', 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. &lt;br /&gt;
|demo=[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==11&amp;amp;times;11==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=terminus.png&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
[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.&lt;br /&gt;
|demo=[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Alloy_curses_12x12.png&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_12x12&lt;br /&gt;
|filename=cheepicus_12x12.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
|demo=[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Unknown curses 12x12 &amp;amp; Markvii Walls.png&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
|demo=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Haberdash_curses_12x12.png&lt;br /&gt;
|author=[[User:Haberdash|Haberdash]]&lt;br /&gt;
|dated=2014-07-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DB_curses_12x12.PNG&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|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.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Herrbdog_144.png&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog_16x16_tileset.gif|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Dullard_Exponent_12x12.png&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|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].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=mkv_solidcurses_stairs_960x300.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|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.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Mkv_solidcurses_960x300.png&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|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.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Markvii.png&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
|demo=[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tileset_unknown_960x300_02.png&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Unknown_curses_12x12.png&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|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]]&lt;br /&gt;
|demo=[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nice_curses_12x12.png&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
|demo=[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=zesty_curses_12x12.png&lt;br /&gt;
|author=[[User:ZesT|ZesT]]&lt;br /&gt;
|dated=2022-11-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments= A fresh spin on Vidumec's &amp;quot;nice curses&amp;quot; tileset - includes a couple different graphics that both keep the ASCII feel and provide better visual representations while preventing text artefacts, including new graphics for sheets, plus a Moai statue since making the statue specifically humanoid didn't feel generalisable enough.&amp;lt;br&amp;gt;A [[Tileset repository#zesty_curses_24x24.png|24x24 version]] is available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==13&amp;amp;times;13==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kren_13x13.png&lt;br /&gt;
|author=[[User:Krenshala|krenshala]]&lt;br /&gt;
|dated=2015-12-27 (Updated 2017-08-27)&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&amp;amp;times;768), but still be clearly legible.  I think I have succeeded in that goal.  On a 1680&amp;amp;times;1050 display the resolution is 129&amp;amp;times;80 with this tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=yayo_tunur_1040x325.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; 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)&lt;br /&gt;
|demo=[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==14&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_14x14&lt;br /&gt;
|filename=cheepicus_14x14.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2018-11-28&lt;br /&gt;
|size=14&amp;amp;times;14&lt;br /&gt;
|resolution=1120&amp;amp;times;350&lt;br /&gt;
|comments=Back on my bullshit. I made this because I wanted a bold, low-eyestrain tileset.&lt;br /&gt;
|demo=[[Image:cheepicus_14x14_ss2.png|thumb|right|cheepicus_14x14 sample]]&lt;br /&gt;
|demo2=[[Image:cheepicus_14x14_ss1.png|thumb|right|cheepicus_14x14 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_15x15&lt;br /&gt;
|filename=cheepicus_15x15.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Talryth_square_15x15.png&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Vidumec_15x15.png&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|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!&lt;br /&gt;
|demo=[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anno_16x16.png&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on [[#Anikki_square_16x16.png|Anikki's 16x16 tileset]], but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Aesomatica_16x16.png&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=LCD_Tileset.png&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2020-02-07&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Semi-graphical ASCII tileset, original work. Font used is Kelora. Suggested that you set [PILLAR_TILE:255] in d_init.txt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16-RogueYun-AgmEdit.png&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2017-10-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=ASCII Edit of [[User:RogueYun|Rogue Yun]]'s tileset with diagonal walls and other edited tiles. Suggested that you set [PILLAR_TILE:255] in d_init.txt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_16x16.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|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]&lt;br /&gt;
|demo=[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_16x16.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8x2&lt;br /&gt;
|filename=cheepicus_8x8x2.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=16&amp;amp;times;16 (doubled 8x8)&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_16x16&lt;br /&gt;
|filename=cheepicus_16x16.png&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-5-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.&lt;br /&gt;
|demo=[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
|demo2=[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Cooz_curses_square_16x16.png&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|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&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
|demo=[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Guybrush_square_16x16.png&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;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 &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
|demo=[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
|demo2=[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=GuybrushASCII_curses_square_16x16.png&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Herrbdog_16x16_tileset.gif&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Oddball_16x16.png&lt;br /&gt;
|author=[[User:HexaBlu|HexaBlu]]&lt;br /&gt;
|title=Oddball-16&lt;br /&gt;
|dated=2021-07-05&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=&amp;quot;A silly and whimsical 16x16 Tileset focused on unique graphics, Made completely from scratch. The font is designed off of my bad handwriting. &amp;quot;[http://www.bay12forums.com/smf/index.php?topic=178707 Forum Page]&lt;br /&gt;
|demo=[[Image:Oddball_16x16_Gameplay.png|thumb|right|A screenshot of what the landscape looks like using Oddball-16.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MRC_square_16x16.png&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Redjack17.png&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|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 &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kai-1280x400-v2 7512b5.png&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;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].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kelora_16x16_diagonal.png&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|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.&lt;br /&gt;
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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kelora_16x16_diagonal-clouds.png&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|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.&lt;br /&gt;
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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kenran.png&lt;br /&gt;
|author=[[User:Kenran|Kenran]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kjammer square 16x16 v02.png&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - 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]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kjammer square 16x16 v00.png&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Md_curses_16x16.png&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many roguelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Runeset_16x16.png&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=256&amp;amp;times;256&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=PTTGV2tiles.png&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Fnord 16x16.png&lt;br /&gt;
|author=PopTart&lt;br /&gt;
|dated=2016-5-08&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=&amp;quot;FnordSet contributes a bold Roman font that takes advantage of the square tile. Baskerville served as the main model. This set was also inspired by (and borrows from) the bold geometry of Rogue Yun's Simple Mood and the seriffed grace of the Duerer set. It also draws inspiration from the Ishmeria tileset, which I think complements it nicely as text in TWBT. (Nowadays I use the nicely contrasting sans serif tileset Jecfox for the text font.)&amp;quot; [http://www.bay12forums.com/smf/index.php?topic=158009 Forum thread]&lt;br /&gt;
|demo=[[Image:Fnordgameplay.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Msgothic.png&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ 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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Raving_1280x400.png&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16_sm.png&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2015-06-09&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16_sb_ascii.png&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2018-11-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A good solid ASCII Tileset. See the [http://www.bay12forums.com/smf/index.php?topic=172536.0 Something Boxy] thread for more information and updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Sapphos_square_16x16.png&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Savok_curses_1280x400_517caa.png&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&amp;lt;br&amp;gt;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.&amp;lt;br&amp;gt;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.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=SFE_Curses_square_16x16.png&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tahin_16x16_rounded.png&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; 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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DF-Nordic_v1.png&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Markx.png&lt;br /&gt;
|author=[[User:TurnipII|TurnipII]]&lt;br /&gt;
|dated=2018-8-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Descended from the original MarkVII tileset. Has Markavian inspired walls, and many of Anikki's characters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tyr_1280x400.PNG&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Winterwing_Curses_16x16_lucon.png&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
|demo=[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Yayo_c64_1280x400_83b157.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_16x16.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zilk_16x16.png&lt;br /&gt;
|author=[[User:Zilk|Zilk]]&lt;br /&gt;
|dated=2015-7-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18&amp;amp;times;18==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Haowan_Curses_1440x450.png&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Teeto_K_18x18.PNG&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Anikki_square_20x20.png&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled-up version of [[#Anikki_square_10x10.png|the 10x10 tileset]] for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_20x20.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_20x20_ascii.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Rose_20x20.png&lt;br /&gt;
|author=[[User:Japa|Rose]]&lt;br /&gt;
|dated=2019-04-29&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of the default curses_800x600 tileset, hand-tweaked to give as similar a feel to the original as possible, while still being square and larger, without any resizing artifacts. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Taffer_20x20.png&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=Looks best at high resolutions, or on very large monitors.&lt;br /&gt;
|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://www.bay12forums.com/smf/index.php?topic=107924.0], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Oreslam_1920x1200_20x20.png&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. 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.&lt;br /&gt;
|demo=[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_20x20_mod_T.png&lt;br /&gt;
|author=yobbo&lt;br /&gt;
|dated=2014-07-13&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses square 24.png&lt;br /&gt;
|author=DragonDePlatino&lt;br /&gt;
|dated=2015-06-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bisasam_24x24.png&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
|demo2=[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Nagidal24x24shade.png&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|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]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].&lt;br /&gt;
|demo=[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Runeset_24x24.png&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=384&amp;amp;times;384&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
|demo2=[[Image:Runeset Gameplay.jpg|thumb|right|Runeset Example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=zesty_curses_24x24.png&lt;br /&gt;
|author=[[User:ZesT|ZesT]]&lt;br /&gt;
|dated=2022-11-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments= An upscaled alternative to [[Tileset_repository#zesty_curses_12x12.png|my 12x12 tileset]].&amp;lt;br&amp;gt;'''Original description:''' A fresh spin on Vidumec's &amp;quot;nice curses&amp;quot; tileset - includes a couple different graphics that both keep the ASCII feel and provide better visual representations while preventing text artefacts, including new graphics for sheets, plus a Moai statue since making the statue specifically humanoid didn't feel generalisable enough.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==32&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Runeset_32x32.png&lt;br /&gt;
|image=[[:Image:Runeset_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=monkeyfritz&lt;br /&gt;
|dated=2018-3-23&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=512&amp;amp;times;512&lt;br /&gt;
|comments= Runeset is an RSCII (Runic Standard Code for Information Interchange) font pack for ''Dwarf Fortress''. Much more dwarfy than that American standards stuff. Best used with [[Color_scheme#Runeset Mapmaker|Runeset Mapmaker]] or [[Color_scheme#Runeset|Runeset]] color schemes.&lt;br /&gt;
|demo=[[Image:Runeset Example.jpg|thumb|right|Runeset Maps]]&lt;br /&gt;
|demo2=[[Image:Runeset Gameplay.jpg|thumb|right|Runeset Example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Sir_Henry's_32x32.png&lt;br /&gt;
|image=[[:Image:Sir_Henry's_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|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. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==48&amp;amp;times;48==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=RDE_vector_48x48.png&lt;br /&gt;
|image=[[:Image:RDE_vector_48x48.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:RedDeadElite|RedDeadElite]]&lt;br /&gt;
|dated=2021-04-21&lt;br /&gt;
|size=48&amp;amp;times;48&lt;br /&gt;
|resolution=3840&amp;amp;times;1200&lt;br /&gt;
|comments=A render of a vectorized version of [[:File:RDE_8x8.png|RDE_8x8]], with ASCII smileys substituting bearded dwarves.&amp;lt;/br&amp;gt;Original vector image and additional renders available at the [https://dffd.bay12games.com/file.php?id=15509 DF File Depot].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==64&amp;amp;times;64==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=hack_square_64x64.png&lt;br /&gt;
|image=[[:Image:hack_square_64x64.png|Not shown due to size]]&lt;br /&gt;
|author=Taywee&lt;br /&gt;
|dated=2016-06-21&lt;br /&gt;
|size=64&amp;amp;times;64&lt;br /&gt;
|resolution=1024&amp;amp;times;1024&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Square tilesets for edited raws=&lt;br /&gt;
&lt;br /&gt;
:''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.''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Crazy 8x8s.png&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|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!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Jolly12x12.png&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|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&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Grim Fortress sample tileset.png&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|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 &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
|demo=[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Belal_Smooth_Walls.png&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|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] &lt;br /&gt;
|demo=[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DarkondDigsDeeper_16x16.png &lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|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.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Gold_plated_16x16_v2.png&lt;br /&gt;
|title = '''Gold Plated'''&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
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. ;)&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]&lt;br /&gt;
|demo=[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
|demo2=[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Gold-plated-bmp-16x16.png&lt;br /&gt;
|title = '''Gold Plated (bmp-version)'''&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|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! ;) &lt;br /&gt;
|demo=[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Synergy.png&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=Flying_Mage_square_16x16.png&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;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 :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Hermano.png&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
|demo=[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=16x16_isenhertz_v2.png&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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).&lt;br /&gt;
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.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
|demo=[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lemunde_16x16.png&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
|demo=[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=DwarfletterGothic.PNG&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[http://dffd.wimbli.com/file.php?id=1205|Download here]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
|demo=[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--|demo2=[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
|demo3=[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
|demo4=[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Martin_16x16.png&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
|demo=[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Phoebus_16x16.png&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Phssthpok_16x16.png&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|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].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
filename=SL_square_16x16.png&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Autonomous_Font.png&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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).&lt;br /&gt;
|demo=[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Moons_square_16x16.PNG&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]&lt;br /&gt;
|demo=[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=tigrex3d.PNG&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=tigrex3drunes.PNG&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Tims_16x16.png&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|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]&lt;br /&gt;
|demo=[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Non-Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==1&amp;amp;times;1.1875==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=analfabetico_80x60.png&lt;br /&gt;
|author=Fitmoos&lt;br /&gt;
|dated=2021-01-01&lt;br /&gt;
|size=1&amp;amp;times;1.1875&lt;br /&gt;
|resolution=80x60 (at 80x50 window size)&lt;br /&gt;
|comments= [http://www.bay12forums.com/smf/index.php?topic=177855.0 Based on the idea] of Monoscii, this is a blank tileset, with an analphabetic aspect ratio.&lt;br /&gt;
See [[#Analfabetico_640x300.png]] for a large version as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==4&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord-Nightmare-Terminal-4x6.png&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|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!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom_4x6.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom_5x6.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Ti84.png&lt;br /&gt;
|author=[[User:Agm|Agm]]&lt;br /&gt;
|dated=2018-01-12&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=Based on Texas Instruments graphing calculators TI83/TI84/+. [https://pastebin.com/EWuDXjbg Color scheme] [https://pastebin.com/YhgiP0kq Inverted (dark) color scheme)]&lt;br /&gt;
|demo=[[Image:Ti84-demo-BothColorSchemes.png|thumb|right|6x8 tileset based on the TI84 graphing calculator.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Font6x8.png&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|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]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses6x9.png&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bedstead-10-df.png&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24, updated 2020-03-29&lt;br /&gt;
|size=6&amp;amp;times;10&lt;br /&gt;
|resolution=480&amp;amp;times;250&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Andux_cp866ish.png&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Andux_sleipnir_8x12_tf.png&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=DF+Tileset.png&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|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. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Analfabetico_640x300.png&lt;br /&gt;
|author=Fitmoos&lt;br /&gt;
|dated=2021-01-01&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= [http://www.bay12forums.com/smf/index.php?topic=177855.0 Based on the idea] of Monoscii, this is a blank tileset, with an analphabetic aspect ratio.&lt;br /&gt;
See [[#analfabetico_80x60.png]] for a tiny version as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kein_640x300.png&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|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 [[40d:Graphics set repository#Plac1d's graphics set|Plac1d's character graphic set]]. My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
|demo=[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Plac1d_640x300tileset.png&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky_square_10x10.png|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[40d:Graphics set repository#Plac1d's graphics set|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
|demo=[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses 640x300diag.png&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|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, &amp;quot;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.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MDA8x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=EGA8x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|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.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=CP850.png&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_megazeux2.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare-Fixedsys-02.png&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=VGA8x16.png&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare-Fixedsys-03.png&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Acorntileset.png&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|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.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Yoshis_island.png&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MDA9x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=EGA9x14.png&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|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&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', '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).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=VGA9x16.png&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_800x600_shade.png&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|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'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=eofshaded800x600pb9_f64ded.png&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|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 &amp;quot;curses&amp;quot; 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 &amp;quot;beta&amp;quot;. 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&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Sleroux_800x300.png&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|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).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kyzers_thin.png&lt;br /&gt;
|author=[[User:KyzerB|KyzerB]]&lt;br /&gt;
|dated=2018-11-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=853&amp;amp;times;480, 1280&amp;amp;times;720, 1920&amp;amp;times;1080, 3840&amp;amp;times;2160; looks fine at most others, legible down to 240p (for the most part).&lt;br /&gt;
|comments=Tileset designed to be a little easier to read and crisp. Very useful for lower resolutions, as it stays crisp down to 480p. 98% of the sprites have been changed, many received changes to their white-space, and the Dwarves have new and easily distinguishable sprites. Took about a week to make.&lt;br /&gt;
|demo=[[Image:Kyzers_thin_medmap.png|thumb|right|Kyzer's Thin Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=UncleSporky_curses_800x600.png&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
|demo=[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
|demo2=[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=nice_curses_10x12.png&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Zaratustra_custom800x300ca3.png&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare_Freehand_10x16.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|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&lt;br /&gt;
|demo=[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lord_Nightmare_Freehand^2_10x16.png&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Vintl01.png&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bedstead-20-df.png&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24, updated 2020-03-29&lt;br /&gt;
|size=12&amp;amp;times;20&lt;br /&gt;
|resolution=960&amp;amp;times;500&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==14&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Cooz_curses_14x16.png&lt;br /&gt;
|author=Anonymous/[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2017-05-12&lt;br /&gt;
|size=14&amp;amp;times;16&lt;br /&gt;
|resolution=1120&amp;amp;times;400&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Shizzle_1280x500.png&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=MRC_1280x600.png&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Bmac smooth 16x24.png&lt;br /&gt;
|author=[[User:BMacZero|BMacZero]]&lt;br /&gt;
|dated=2020-11-07&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=A smaller version of [[:File:Kyzsmooth.png]] (24x32), with standard curses dwarf icons. Effectively, curses_640x300.png at 200% and smoothed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Lumin_Graphical_1280x800.png&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_24pt_cleartype_ThomModifications.PNG&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|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...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;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 &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=TerminusAliased_handedit_gal.png&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|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.&lt;br /&gt;
|demo=[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
|demo2=[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Terminus24.png&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;36==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Curses_1920x900.png&lt;br /&gt;
|author=IBM, I think&lt;br /&gt;
|dated=2017-02-28&lt;br /&gt;
|size=24&amp;amp;times;36&lt;br /&gt;
|resolution=1920&amp;amp;times;900 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;30 grid size, double for 4k)&lt;br /&gt;
|comments=Original curses_640x300.png enlarged to 300%. Good for FullHD displays.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Kyzsmooth.png&lt;br /&gt;
|author=KyzerB&lt;br /&gt;
|dated=2019-07-02&lt;br /&gt;
|size=24&amp;amp;times;36&lt;br /&gt;
|resolution=1920&amp;amp;times;900 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;30 grid size, double for 4k)&lt;br /&gt;
|comments=Original curses_640x300.png enlarged to 300%, intricately smoothed for readability and a lack of chunkiness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==48&amp;amp;times;72==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|filename=Vector square 48x72.png&lt;br /&gt;
|image=[[:Image:Vector square 48x72.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:DragonDePlatino|DragonDePlatino]]&lt;br /&gt;
|dated=2016-11-22&lt;br /&gt;
|size=48&amp;amp;times;72&lt;br /&gt;
|resolution=3820&amp;amp;times;1920 (4k)&lt;br /&gt;
|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].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
[[ru:Tileset repository]]&lt;/div&gt;</summary>
		<author><name>Brrak</name></author>
	</entry>
</feed>