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		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6715</id>
		<title>40d:Tilesets</title>
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		<updated>2009-03-31T06:42:50Z</updated>

		<summary type="html">&lt;p&gt;Fain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* If your on a Mac you will have to use a program like [http://www.lemkesoft.com/xd/public/download/index._aWQ9Z2MtdWI_.html GraphicConverter] or Photoshop to save tilesets as windows bitmaps.&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;0&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV, rarely used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;1&amp;lt;/small&amp;gt;  {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves# used for dead dwarves&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;2&amp;lt;/small&amp;gt;  {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves# used for dead dwarves&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;3&amp;lt;/small&amp;gt;  {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;4&amp;lt;/small&amp;gt;  {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;5&amp;lt;/small&amp;gt;  {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;6&amp;lt;/small&amp;gt;  {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;7&amp;lt;/small&amp;gt;  {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;8&amp;lt;/small&amp;gt;  {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;9&amp;lt;/small&amp;gt;  {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]], [[bottomless pit]]s in the local embark map screen (if enabled)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;10&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;11&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;12&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;13&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;14&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;16&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[vermin|manta ray]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;17&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;18&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;19&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;21&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;23&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;26&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;27&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;28&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;29&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;31&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;32&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, used for background on the title screen/menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;33&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;34&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, workshop tiles, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[floor grate]]s&lt;br /&gt;
*[[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;36&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;37&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action&lt;br /&gt;
*[[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;38&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;39&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;40&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;41&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;42&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;43&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;44&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;45&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;46&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;47&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, [[Ballista]] tile, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;48&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;49&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
|Text, fluids if [[Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS]] is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;50&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;51&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;52&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;53&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;54&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;55&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;56&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;57&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;58&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;59&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;60&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;61&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s&lt;br /&gt;
*[[Chert]]*, [[Gneiss]]*, [[Sylvite]]*, [[Chromite]]*, [[Kaolinite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;62&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;63&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;64&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;65&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;66&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;67&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;68&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;69&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;70&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;71&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;72&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;73&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;74&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;75&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;76&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;77&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;78&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;79&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;80&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;81&amp;lt;/small&amp;gt; {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;82&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;83&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;84&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;85&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;86&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;87&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;88&amp;lt;/small&amp;gt; {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;89&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;90&amp;lt;/small&amp;gt; {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;91&amp;lt;/small&amp;gt; {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;92&amp;lt;/small&amp;gt; {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;93&amp;lt;/small&amp;gt; {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]], text, clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;94&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;95&amp;lt;/small&amp;gt; {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;96&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground&lt;br /&gt;
*[[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;97&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;98&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;99&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, [[Groundhog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text&lt;br /&gt;
*[[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text, Highwood in spring&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
| Larch and Pine in spring&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins, Other Features in Local embark map screen (when display is enabled)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt; {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt; {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, side tiles for catapult, [[window]]&lt;br /&gt;
*[[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
*Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt; {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt; {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt; {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt; {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt; {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt; {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt; {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt; {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt; {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt; {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt; {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt; {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt; {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt; {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt; {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt; {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt; {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt; {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt; {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt; {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone_detailing|detailing]]/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt; {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt; {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt; {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt; {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt; {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt; {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt; {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt; {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt; {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone_detailing|detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt; {{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Siege engine]] parts, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt; {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt; {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenut [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt; {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt; {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt; {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt; {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt; {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt; {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt; {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt; {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt; {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt; {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt; {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt; {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt; {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt; {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt; {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt; {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt; {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt; {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt; {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel), Mudstone*, Serpentine*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt; {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt; {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt; {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt; {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt; {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxz&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ♪ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ⌡ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Fain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6714</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6714"/>
		<updated>2009-03-31T05:27:50Z</updated>

		<summary type="html">&lt;p&gt;Fain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* If your on a Mac you will have to use a program like [http://www.lemkesoft.com/xd/public/download/index._aWQ9Z2MtdWI_.html GraphicConverter] or Photoshop to save tilesets as windows bitmaps.&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;0&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV, rarely used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;1&amp;lt;/small&amp;gt;  {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves# used for dead dwarves&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;2&amp;lt;/small&amp;gt;  {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves# used for dead dwarves&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;3&amp;lt;/small&amp;gt;  {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;4&amp;lt;/small&amp;gt;  {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;5&amp;lt;/small&amp;gt;  {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;6&amp;lt;/small&amp;gt;  {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;7&amp;lt;/small&amp;gt;  {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;8&amp;lt;/small&amp;gt;  {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;9&amp;lt;/small&amp;gt;  {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]], [[bottomless pit]]s in the local embark map screen (if enabled)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;10&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;11&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;12&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;13&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;14&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;16&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[vermin|manta ray]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;17&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;18&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;19&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;21&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;23&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;26&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;27&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;28&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;29&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;31&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;32&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, used for background on the title screen/menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;33&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;34&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, workshop tiles, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[floor grate]]s&lt;br /&gt;
*[[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;36&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;37&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action&lt;br /&gt;
*[[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;38&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;39&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;40&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;41&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;42&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;43&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;44&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;45&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;46&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;47&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, [[Ballista]] tile, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;48&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;49&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
|Text, fluids if [[Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS]] is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;50&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;51&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;52&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;53&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;54&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;55&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;56&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;57&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;58&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;59&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;60&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;61&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s&lt;br /&gt;
*[[Chert]]*, [[Gneiss]]*, [[Sylvite]]*, [[Chromite]]*, [[Kaolinite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;62&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;63&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;64&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;65&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;66&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;67&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;68&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;69&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;70&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;71&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;72&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;73&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;74&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;75&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;76&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;77&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;78&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;79&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;80&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;81&amp;lt;/small&amp;gt; {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;82&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;83&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;84&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;85&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;86&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;87&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;88&amp;lt;/small&amp;gt; {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;89&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;90&amp;lt;/small&amp;gt; {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;91&amp;lt;/small&amp;gt; {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;92&amp;lt;/small&amp;gt; {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;93&amp;lt;/small&amp;gt; {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]], text, clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;94&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;95&amp;lt;/small&amp;gt; {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;96&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground&lt;br /&gt;
*[[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;97&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;98&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;99&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, [[Groundhog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text&lt;br /&gt;
*[[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins, Other Features in Local embark map screen (when display is enabled)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt; {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt; {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, side tiles for catapult, [[window]]&lt;br /&gt;
*[[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
*Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt; {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt; {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt; {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt; {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt; {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt; {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt; {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt; {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt; {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt; {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt; {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt; {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt; {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt; {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt; {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt; {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt; {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt; {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt; {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt; {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone_detailing|detailing]]/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt; {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt; {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt; {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt; {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt; {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt; {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt; {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt; {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt; {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone_detailing|detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt; {{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Siege engine]] parts, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt; {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt; {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenut [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt; {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt; {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt; {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt; {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt; {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt; {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt; {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt; {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt; {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt; {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt; {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt; {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt; {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt; {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt; {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt; {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt; {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt; {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt; {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel), Mudstone*, Serpentine*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt; {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt; {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt; {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt; {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt; {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxz&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ♪ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ⌡ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Fain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6713</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6713"/>
		<updated>2009-03-31T04:45:47Z</updated>

		<summary type="html">&lt;p&gt;Fain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* If your on a Mac you will have to use a program like [http://www.lemkesoft.com/xd/public/download/index._aWQ9Z2MtdWI_.html GraphicConverter] or Photoshop to save tilesets as windows bitmaps.&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;0&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV, rarely used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;1&amp;lt;/small&amp;gt;  {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves# used for dead dwarves&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;2&amp;lt;/small&amp;gt;  {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves# used for dead dwarves&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;3&amp;lt;/small&amp;gt;  {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;4&amp;lt;/small&amp;gt;  {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;5&amp;lt;/small&amp;gt;  {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;6&amp;lt;/small&amp;gt;  {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;7&amp;lt;/small&amp;gt;  {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;8&amp;lt;/small&amp;gt;  {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;9&amp;lt;/small&amp;gt;  {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]], [[bottomless pit]]s in the local embark map screen (if enabled)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;10&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;11&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;12&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;13&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;14&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;16&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[vermin|manta ray]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;17&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;18&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;19&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;21&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;23&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;26&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;27&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;28&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;29&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;31&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;32&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, used for background on the title screen/menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;33&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;34&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, workshop tiles, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*, [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;36&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;37&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action&lt;br /&gt;
*[[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;38&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;39&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;40&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;41&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;42&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;43&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;44&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;45&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;46&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;47&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, [[Ballista]] tile, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;48&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;49&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
|Text, fluids if [[Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS]] is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;50&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;51&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;52&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;53&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;54&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;55&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;56&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;57&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;58&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;59&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;60&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;61&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;62&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;63&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;64&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;65&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;66&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;67&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;68&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;69&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;70&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;71&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;72&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;73&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;74&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;75&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;76&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;77&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;78&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;79&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;80&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;81&amp;lt;/small&amp;gt; {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;82&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;83&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;84&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;85&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;86&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;87&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;88&amp;lt;/small&amp;gt; {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;89&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;90&amp;lt;/small&amp;gt; {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;91&amp;lt;/small&amp;gt; {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;92&amp;lt;/small&amp;gt; {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;93&amp;lt;/small&amp;gt; {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]], text, clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;94&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;95&amp;lt;/small&amp;gt; {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;96&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground&lt;br /&gt;
*[[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;97&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;98&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;99&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, [[Groundhog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins, Other Features in Local embark map screen (when display is enabled)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt; {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt; {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, side tiles for catapult, [[window]]&lt;br /&gt;
*[[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
*Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt; {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt; {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt; {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt; {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt; {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt; {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt; {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt; {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt; {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt; {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt; {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt; {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt; {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt; {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt; {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt; {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt; {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt; {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt; {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt; {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone_detailing|detailing]]/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt; {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt; {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt; {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt; {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt; {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt; {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt; {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt; {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt; {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone_detailing|detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt; {{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Siege engine]] parts, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt; {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt; {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenut [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt; {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt; {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt; {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt; {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt; {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt; {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt; {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt; {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt; {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt; {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt; {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt; {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt; {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt; {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt; {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt; {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt; {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt; {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt; {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel), Mudstone*, Serpentine*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt; {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt; {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt; {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt; {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt; {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxz&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ♪ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ⌡ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Fain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6712</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6712"/>
		<updated>2009-03-31T04:24:19Z</updated>

		<summary type="html">&lt;p&gt;Fain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* If your on a Mac you will have to use a program like [http://www.lemkesoft.com/xd/public/download/index._aWQ9Z2MtdWI_.html GraphicConverter] or Photoshop to save tilesets as windows bitmaps.&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;0&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV, rarely used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;1&amp;lt;/small&amp;gt;  {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves# used for dead dwarves&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;2&amp;lt;/small&amp;gt;  {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves# used for dead dwarves&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;3&amp;lt;/small&amp;gt;  {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;4&amp;lt;/small&amp;gt;  {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;5&amp;lt;/small&amp;gt;  {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;6&amp;lt;/small&amp;gt;  {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;7&amp;lt;/small&amp;gt;  {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;8&amp;lt;/small&amp;gt;  {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;9&amp;lt;/small&amp;gt;  {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]], [[bottomless pit]]s in the local embark map screen (if enabled)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;10&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;11&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;12&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;13&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;14&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;16&amp;lt;/small&amp;gt; {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[vermin|manta ray]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;17&amp;lt;/small&amp;gt; {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;18&amp;lt;/small&amp;gt; {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;19&amp;lt;/small&amp;gt; {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt; {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;21&amp;lt;/small&amp;gt; {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt; {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;23&amp;lt;/small&amp;gt; {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt; {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;26&amp;lt;/small&amp;gt; {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;27&amp;lt;/small&amp;gt; {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;28&amp;lt;/small&amp;gt; {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;29&amp;lt;/small&amp;gt; {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt; {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;31&amp;lt;/small&amp;gt; {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;32&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, used for background on the title screen/menu&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;33&amp;lt;/small&amp;gt; {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;34&amp;lt;/small&amp;gt; {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, workshop tiles, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt; {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*, [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;36&amp;lt;/small&amp;gt; {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;37&amp;lt;/small&amp;gt; {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action&lt;br /&gt;
*[[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;38&amp;lt;/small&amp;gt; {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;39&amp;lt;/small&amp;gt; {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;40&amp;lt;/small&amp;gt; {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;41&amp;lt;/small&amp;gt; {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;42&amp;lt;/small&amp;gt; {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;43&amp;lt;/small&amp;gt; {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;44&amp;lt;/small&amp;gt; {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;45&amp;lt;/small&amp;gt; {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;46&amp;lt;/small&amp;gt; {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;47&amp;lt;/small&amp;gt; {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, [[Ballista]] tile, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;48&amp;lt;/small&amp;gt; {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;49&amp;lt;/small&amp;gt; {{TST|1}}&lt;br /&gt;
|Text, fluids if [[Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS]] is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;50&amp;lt;/small&amp;gt; {{TST|2}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;51&amp;lt;/small&amp;gt; {{TST|3}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;52&amp;lt;/small&amp;gt; {{TST|4}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;53&amp;lt;/small&amp;gt; {{TST|5}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;54&amp;lt;/small&amp;gt; {{TST|6}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;55&amp;lt;/small&amp;gt; {{TST|7}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;56&amp;lt;/small&amp;gt; {{TST|8}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;57&amp;lt;/small&amp;gt; {{TST|9}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;58&amp;lt;/small&amp;gt; {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;59&amp;lt;/small&amp;gt; {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;60&amp;lt;/small&amp;gt; {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;61&amp;lt;/small&amp;gt; {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;62&amp;lt;/small&amp;gt; {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;63&amp;lt;/small&amp;gt; {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;64&amp;lt;/small&amp;gt; {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;65&amp;lt;/small&amp;gt; {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;66&amp;lt;/small&amp;gt; {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;67&amp;lt;/small&amp;gt; {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;68&amp;lt;/small&amp;gt; {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;69&amp;lt;/small&amp;gt; {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;70&amp;lt;/small&amp;gt; {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;71&amp;lt;/small&amp;gt; {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;72&amp;lt;/small&amp;gt; {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;73&amp;lt;/small&amp;gt; {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;74&amp;lt;/small&amp;gt; {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;75&amp;lt;/small&amp;gt; {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;76&amp;lt;/small&amp;gt; {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;77&amp;lt;/small&amp;gt; {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;78&amp;lt;/small&amp;gt; {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;79&amp;lt;/small&amp;gt; {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;80&amp;lt;/small&amp;gt; {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;81&amp;lt;/small&amp;gt; {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;82&amp;lt;/small&amp;gt; {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;83&amp;lt;/small&amp;gt; {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;84&amp;lt;/small&amp;gt; {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;85&amp;lt;/small&amp;gt; {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;86&amp;lt;/small&amp;gt; {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;87&amp;lt;/small&amp;gt; {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;88&amp;lt;/small&amp;gt; {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;89&amp;lt;/small&amp;gt; {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;90&amp;lt;/small&amp;gt; {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;91&amp;lt;/small&amp;gt; {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;92&amp;lt;/small&amp;gt; {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;93&amp;lt;/small&amp;gt; {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]], text, clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;94&amp;lt;/small&amp;gt; {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;95&amp;lt;/small&amp;gt; {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;96&amp;lt;/small&amp;gt; {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground&lt;br /&gt;
*[[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;97&amp;lt;/small&amp;gt; {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;98&amp;lt;/small&amp;gt; {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;99&amp;lt;/small&amp;gt; {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;100&amp;lt;/small&amp;gt; {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;101&amp;lt;/small&amp;gt; {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;102&amp;lt;/small&amp;gt; {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;103&amp;lt;/small&amp;gt; {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, [[Groundhog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;104&amp;lt;/small&amp;gt; {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;105&amp;lt;/small&amp;gt; {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;106&amp;lt;/small&amp;gt; {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;107&amp;lt;/small&amp;gt; {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;108&amp;lt;/small&amp;gt; {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;109&amp;lt;/small&amp;gt; {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;110&amp;lt;/small&amp;gt; {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;111&amp;lt;/small&amp;gt; {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;112&amp;lt;/small&amp;gt; {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;113&amp;lt;/small&amp;gt; {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;114&amp;lt;/small&amp;gt; {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;115&amp;lt;/small&amp;gt; {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;116&amp;lt;/small&amp;gt; {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;117&amp;lt;/small&amp;gt; {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;118&amp;lt;/small&amp;gt; {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;119&amp;lt;/small&amp;gt; {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;120&amp;lt;/small&amp;gt; {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;121&amp;lt;/small&amp;gt; {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;122&amp;lt;/small&amp;gt; {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;123&amp;lt;/small&amp;gt; {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;124&amp;lt;/small&amp;gt; {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;125&amp;lt;/small&amp;gt; {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;126&amp;lt;/small&amp;gt; {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;127&amp;lt;/small&amp;gt; {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;128&amp;lt;/small&amp;gt; {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;129&amp;lt;/small&amp;gt; {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;130&amp;lt;/small&amp;gt; {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;131&amp;lt;/small&amp;gt; {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;132&amp;lt;/small&amp;gt; {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;133&amp;lt;/small&amp;gt; {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;134&amp;lt;/small&amp;gt; {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;135&amp;lt;/small&amp;gt; {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;136&amp;lt;/small&amp;gt; {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;137&amp;lt;/small&amp;gt; {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;138&amp;lt;/small&amp;gt; {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;139&amp;lt;/small&amp;gt; {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;140&amp;lt;/small&amp;gt; {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;141&amp;lt;/small&amp;gt; {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;142&amp;lt;/small&amp;gt; {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;143&amp;lt;/small&amp;gt; {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;144&amp;lt;/small&amp;gt; {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;145&amp;lt;/small&amp;gt; {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;146&amp;lt;/small&amp;gt; {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;147&amp;lt;/small&amp;gt; {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;148&amp;lt;/small&amp;gt; {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;149&amp;lt;/small&amp;gt; {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;150&amp;lt;/small&amp;gt; {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;151&amp;lt;/small&amp;gt; {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;152&amp;lt;/small&amp;gt; {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;153&amp;lt;/small&amp;gt; {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;154&amp;lt;/small&amp;gt; {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;155&amp;lt;/small&amp;gt; {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;156&amp;lt;/small&amp;gt; {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins, Other Features in Local embark map screen (when display is enabled)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;157&amp;lt;/small&amp;gt; {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;158&amp;lt;/small&amp;gt; {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;159&amp;lt;/small&amp;gt; {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;160&amp;lt;/small&amp;gt; {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;161&amp;lt;/small&amp;gt; {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;162&amp;lt;/small&amp;gt; {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;163&amp;lt;/small&amp;gt; {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;164&amp;lt;/small&amp;gt; {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;165&amp;lt;/small&amp;gt; {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;166&amp;lt;/small&amp;gt; {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;167&amp;lt;/small&amp;gt; {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;168&amp;lt;/small&amp;gt; {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;169&amp;lt;/small&amp;gt; {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;170&amp;lt;/small&amp;gt; {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;171&amp;lt;/small&amp;gt; {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;172&amp;lt;/small&amp;gt; {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;173&amp;lt;/small&amp;gt; {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;174&amp;lt;/small&amp;gt; {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;175&amp;lt;/small&amp;gt; {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;176&amp;lt;/small&amp;gt; {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;177&amp;lt;/small&amp;gt; {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, side tiles for catapult, [[window]]&lt;br /&gt;
*[[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
*Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;178&amp;lt;/small&amp;gt; {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;179&amp;lt;/small&amp;gt; {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;180&amp;lt;/small&amp;gt; {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;181&amp;lt;/small&amp;gt; {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;182&amp;lt;/small&amp;gt; {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;183&amp;lt;/small&amp;gt; {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;184&amp;lt;/small&amp;gt; {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;185&amp;lt;/small&amp;gt; {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;186&amp;lt;/small&amp;gt; {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;187&amp;lt;/small&amp;gt; {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;188&amp;lt;/small&amp;gt; {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;189&amp;lt;/small&amp;gt; {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;190&amp;lt;/small&amp;gt; {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;191&amp;lt;/small&amp;gt; {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;192&amp;lt;/small&amp;gt; {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;193&amp;lt;/small&amp;gt; {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;194&amp;lt;/small&amp;gt; {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;195&amp;lt;/small&amp;gt; {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;196&amp;lt;/small&amp;gt; {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;197&amp;lt;/small&amp;gt; {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone_detailing|detailing]]/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;198&amp;lt;/small&amp;gt; {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;199&amp;lt;/small&amp;gt; {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;200&amp;lt;/small&amp;gt; {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;201&amp;lt;/small&amp;gt; {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;202&amp;lt;/small&amp;gt; {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;203&amp;lt;/small&amp;gt; {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;204&amp;lt;/small&amp;gt; {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;205&amp;lt;/small&amp;gt; {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;206&amp;lt;/small&amp;gt; {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone_detailing|detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;207&amp;lt;/small&amp;gt; {{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;208&amp;lt;/small&amp;gt; {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;209&amp;lt;/small&amp;gt; {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;210&amp;lt;/small&amp;gt; {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;211&amp;lt;/small&amp;gt; {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;212&amp;lt;/small&amp;gt; {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;213&amp;lt;/small&amp;gt; {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;214&amp;lt;/small&amp;gt; {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;215&amp;lt;/small&amp;gt; {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;216&amp;lt;/small&amp;gt; {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;217&amp;lt;/small&amp;gt; {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;218&amp;lt;/small&amp;gt; {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;219&amp;lt;/small&amp;gt; {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;220&amp;lt;/small&amp;gt; {{TST|▄}}&lt;br /&gt;
| [[Siege engine]] parts, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;221&amp;lt;/small&amp;gt; {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;222&amp;lt;/small&amp;gt; {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;223&amp;lt;/small&amp;gt; {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;224&amp;lt;/small&amp;gt; {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;225&amp;lt;/small&amp;gt; {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;226&amp;lt;/small&amp;gt; {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenut [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;227&amp;lt;/small&amp;gt; {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;228&amp;lt;/small&amp;gt; {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;229&amp;lt;/small&amp;gt; {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;230&amp;lt;/small&amp;gt; {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;231&amp;lt;/small&amp;gt; {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;232&amp;lt;/small&amp;gt; {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;233&amp;lt;/small&amp;gt; {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;234&amp;lt;/small&amp;gt; {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;235&amp;lt;/small&amp;gt; {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;236&amp;lt;/small&amp;gt; {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;237&amp;lt;/small&amp;gt; {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;238&amp;lt;/small&amp;gt; {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;239&amp;lt;/small&amp;gt; {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt; {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt; {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt; {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt; {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt; {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt; {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt; {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel), Mudstone*, Serpentine*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt; {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt; {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt; {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt; {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt; {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxz&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ♪ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ⌡ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Fain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=16712</id>
		<title>40d Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=16712"/>
		<updated>2009-03-31T03:07:46Z</updated>

		<summary type="html">&lt;p&gt;Fain: /* Cleaning up the tileset list for easier reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there some way to edit it so magma vents appear more prominent on the map screen? I want to be able to see them easily when I fly though many areas. ...&lt;br /&gt;
&lt;br /&gt;
:Not really. You could edit the tileset so that the ≈ is changed to a solid tile, but that would also affect lakes. --[[User:Savok|Savok]] 12:12, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
According to rule P, this should be at [[Tileset]], but I'd rather have an agreement before moving it. There ''are'' two kinds of tilesets. It doesn't matter to me either way. --[[User:Turgid Bolk|Turgid Bolk]] 01:55, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to use a square tileset and am having a bit of trouble. I followed the instructions to the letter (even compressed the .png to a 24 bit .bmp) so it looked like this (I'm trying to use the Mkv_solidcurses_960x300 tileset);&lt;br /&gt;
&lt;br /&gt;
:Full screen info.&lt;br /&gt;
&lt;br /&gt;
:[FULLSCREENX:960]&lt;br /&gt;
:[FULLSCREENY:300]&lt;br /&gt;
:[FULLFONT:Mkv_solidcurses_960x300.bmp]&lt;br /&gt;
&lt;br /&gt;
:If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
:[BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
:Looks good right? But whenever I try and play in full screen mode it gives me a &amp;quot;Mode switch failed. Running in windowed mode.&amp;quot; error.&lt;br /&gt;
&lt;br /&gt;
:Can someone tell me what I'm doing wrong? [[User:Thodon|Thodon]] 22:15, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I had a very similar problem, and ultimately discovered that for FULLSCREEN mode, my PC refused to use any display resolution other than the standard ones, such as 800x600, 1024x768, etc. Windowed mode lets you use odd sizes, but when DF tries to change to a nonstandard fullscreen graphics resolution, it fails. However, even though the graphic set calls for 960x300 or whatever, you can run it in fullscreen at 1024x768, with BLACK_SPACE on, and it should work fine. --[[User:Rochndil|Rochndil]] 09:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't understand how to make a graphical tileset like Dystopian Rhetoric. Is there a guide somewhere about it or do I just have to muddle through by looking at an existing set for examples?--[[User:Hamelin|Hamelin]] 23:26, 29 January 2008 (EST)&lt;br /&gt;
:I've been experimenting with this, [[Graphics_sets#Veryinky|using the DQ format since more than one set uses it.]] Check the graphics_main.txt file that comes with it. There is help at the bottom. [http://www.dwarffortresswiki.net/index.php/Image:Sphr_dwarves.png Another example is here.] --[[User:Jackard|Jackard]] 00:22, 30 January 2008 (EST)&lt;br /&gt;
::Before each race section there is a section describing the location of the image, the dimensions of each tile, and the dimensions of the image. --[[User:Jackard|Jackard]]&lt;br /&gt;
&lt;br /&gt;
==Others?  Others?  Others?  Others?  Others?==&lt;br /&gt;
&lt;br /&gt;
If no one objects, I'm going to remove &amp;quot;others?&amp;quot; from each of the entries.  It looks ugly and unprofessional.  If we ever find a new object that goes to a given symbol, we can always edit the article later.  Why bother leaving some placeholder on the list? --[[User:JT|JT]] 17:36, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Go ahead, that should clean it up nicely.--[[User:Richards|Richards]] 18:03, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wooden barrels and bins==&lt;br /&gt;
Wooden barrels and bins appear to be drawn with reversed foreground and background colors. I'd expect both to be drawn with [[Color]] [6:0:0] (ie. brown on black), but it looks like they're using [0:6:0]. Screw pumps and metal barrels have their colors the normal way around, as do other wooden buildings (chests, cages, etc.). --[[User:Baconslicer|Baconslicer]] 03:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some verifications ==&lt;br /&gt;
&lt;br /&gt;
There are a bunch of uncertainties on this page. I can confirm that metal floodgates use X's, and I added a couple of missing bridge labels. [[User:Techhead|Techhead]] 12:01, 7 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== On stretching tiles ==&lt;br /&gt;
&lt;br /&gt;
Now that we have 39f, I see potentially more people wanting to maximize their screen assets or visibility on very high-res monitors.  Added the first draft on how to stretch tiles.  Please improve or replace with better versions. -- [[User:Sphr|Sphr]] 05:07, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is there something against [TEXTURE_PARAM=LINEAR] over [TEXTURE_PARAM=NEAREST]?  Of course it's just my opinion, but I've been able to (for kicks really) reduce a 16x16 tileset to 4x4 and retain somewhat readability.  The scaling happens after the texture is made, so there is a proper blend between foreground and background colors.  After testing it with a few tilesets, only the ones with text that fakes shading around the edges of the letters look unnatural--sometimes adds too dark of a border/shading at smaller scales. --[[User:Corc|Corc]] 14:43, 16 August 2008 (EDT)&lt;br /&gt;
::nothing against that I guess if you know what you are doing.  Just that in general, linear is not recommended for small iconic gfx where pixel details are important (there are usually special algorithms for stretching such gfx.).  Nearest will preserve the contrast and details better for such textures.  Linear will probably cause all the pixel details to disappear.  But it all comes down to personal preference.  I can't comment a lot since I am using the texture at it's default resolution, which is recommended for small bitmaps.  -- [[User:Sphr|Sphr]] 01:03, 17 August 2008 (EDT)&lt;br /&gt;
:::Have you tried it? LINEAR and NEAREST look the same when no scaling is happening.  LINEAR isn't a blur effect, it's an interpolation when data isn't available. If anything, the small pixel art would be preserved.  Blurriness would only happen when going up in scale, and since no one does (or should do) that, it won't be a problem.--[[User:Corc|Corc]] 11:34, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Window sizing (not stretching) ==&lt;br /&gt;
&lt;br /&gt;
I'd like to expand the DF window without stretching images for a greater view. However my attempts have been fruitless so I thought I'd as here. How can I do this? I suppose I'm probably missing something that's staring me in the face. --[[user:Dakira|Dakira]] 22:51, 15AUG2008 (PST)&lt;br /&gt;
&lt;br /&gt;
: First, get the latest version that includes the ability to change the number of tiles show (0.28.181.39f as of right now). Open the init.ini file, ( DF directory\data\init\init.ini ) and change the [GRID:80:25] to something else, note as stated in the init file, the minimum x is 80, and the minimum y is 25, i.e. the default settings. The maximums for both are 200. [[User:Surma|Surma]] 05:05, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You may want to look at [[Custom grid]] which also has a link to a javascript calculator to help you compute the resolution you should use. -- [[User:Sphr|Sphr]] 09:50, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks Surma for the version update, I thought I had the most recent. Thanks Sphr for that link to [[Custom grid]]. Most helpful. --[[user:Dakira|Dakira]] 15:34, 17AUG2008&lt;br /&gt;
&lt;br /&gt;
==C&amp;amp;P==&lt;br /&gt;
For if someone needs a copy&amp;amp;paste of good ol' CP347 (like me, for example):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ☺☻♥♦♣♠•◘○◙♂♀♪♫☼&lt;br /&gt;
►◄↕‼¶§▬↨↑↓→←∟↔▲▼&lt;br /&gt;
 !&amp;quot;#$%&amp;amp;'()*+,-./&lt;br /&gt;
0123456789:;&amp;lt;=&amp;gt;?&lt;br /&gt;
@ABCDEFGHIJKLMNO&lt;br /&gt;
PQRSTUVWXYZ[\]^_&lt;br /&gt;
`abcdefghijklmno&lt;br /&gt;
pqrstuvwxyz{|}~⌂&lt;br /&gt;
ÇüéâäàåçêëèïîìÄÅ&lt;br /&gt;
ÉæÆôöòûùÿÖÜ¢£¥₧ƒ&lt;br /&gt;
áíóúñÑªº¿⌐¬½¼¡«»&lt;br /&gt;
░▒▓│┤╡╢╖╕╣║╗╝╜╛┐&lt;br /&gt;
└┴┬├─┼╞╟╚╔╩╦╠═╬╧&lt;br /&gt;
╨╤╥╙╘╒╓╫╪┘┌█▄▌▐▀&lt;br /&gt;
αßΓπΣσµτΦΘΩδ∞φε∩&lt;br /&gt;
≡±≥≤⌠⌡÷≈°∙·√ⁿ²■&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Jenn1|Jenni]] 19:28, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cleaning up the tileset list for easier reference ==&lt;br /&gt;
&lt;br /&gt;
I'm going to be cleaning up the tileset references here abit over the next day or so for easier reference.&lt;br /&gt;
&lt;br /&gt;
Starting by adding tile number referances next to the tiles themselves.&lt;br /&gt;
Saves some counting time when searching to replace the tile or search it out in raws.&lt;br /&gt;
&lt;br /&gt;
Speaking of saving time.&lt;br /&gt;
I've been using Depeche View to search through all the raws at once for [TILE:#] referances.&lt;br /&gt;
&lt;br /&gt;
Anyone have a better tool to suggest for the same job?&lt;br /&gt;
--[[User:Fain|Fain]] 03:07, 31 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Fain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=16711</id>
		<title>40d Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tilesets&amp;diff=16711"/>
		<updated>2009-03-31T03:07:20Z</updated>

		<summary type="html">&lt;p&gt;Fain: /* Cleaning up the tileset list for easier reference */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there some way to edit it so magma vents appear more prominent on the map screen? I want to be able to see them easily when I fly though many areas. ...&lt;br /&gt;
&lt;br /&gt;
:Not really. You could edit the tileset so that the ≈ is changed to a solid tile, but that would also affect lakes. --[[User:Savok|Savok]] 12:12, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
According to rule P, this should be at [[Tileset]], but I'd rather have an agreement before moving it. There ''are'' two kinds of tilesets. It doesn't matter to me either way. --[[User:Turgid Bolk|Turgid Bolk]] 01:55, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to use a square tileset and am having a bit of trouble. I followed the instructions to the letter (even compressed the .png to a 24 bit .bmp) so it looked like this (I'm trying to use the Mkv_solidcurses_960x300 tileset);&lt;br /&gt;
&lt;br /&gt;
:Full screen info.&lt;br /&gt;
&lt;br /&gt;
:[FULLSCREENX:960]&lt;br /&gt;
:[FULLSCREENY:300]&lt;br /&gt;
:[FULLFONT:Mkv_solidcurses_960x300.bmp]&lt;br /&gt;
&lt;br /&gt;
:If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
&lt;br /&gt;
:[BLACK_SPACE:YES]&lt;br /&gt;
&lt;br /&gt;
:Looks good right? But whenever I try and play in full screen mode it gives me a &amp;quot;Mode switch failed. Running in windowed mode.&amp;quot; error.&lt;br /&gt;
&lt;br /&gt;
:Can someone tell me what I'm doing wrong? [[User:Thodon|Thodon]] 22:15, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I had a very similar problem, and ultimately discovered that for FULLSCREEN mode, my PC refused to use any display resolution other than the standard ones, such as 800x600, 1024x768, etc. Windowed mode lets you use odd sizes, but when DF tries to change to a nonstandard fullscreen graphics resolution, it fails. However, even though the graphic set calls for 960x300 or whatever, you can run it in fullscreen at 1024x768, with BLACK_SPACE on, and it should work fine. --[[User:Rochndil|Rochndil]] 09:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't understand how to make a graphical tileset like Dystopian Rhetoric. Is there a guide somewhere about it or do I just have to muddle through by looking at an existing set for examples?--[[User:Hamelin|Hamelin]] 23:26, 29 January 2008 (EST)&lt;br /&gt;
:I've been experimenting with this, [[Graphics_sets#Veryinky|using the DQ format since more than one set uses it.]] Check the graphics_main.txt file that comes with it. There is help at the bottom. [http://www.dwarffortresswiki.net/index.php/Image:Sphr_dwarves.png Another example is here.] --[[User:Jackard|Jackard]] 00:22, 30 January 2008 (EST)&lt;br /&gt;
::Before each race section there is a section describing the location of the image, the dimensions of each tile, and the dimensions of the image. --[[User:Jackard|Jackard]]&lt;br /&gt;
&lt;br /&gt;
==Others?  Others?  Others?  Others?  Others?==&lt;br /&gt;
&lt;br /&gt;
If no one objects, I'm going to remove &amp;quot;others?&amp;quot; from each of the entries.  It looks ugly and unprofessional.  If we ever find a new object that goes to a given symbol, we can always edit the article later.  Why bother leaving some placeholder on the list? --[[User:JT|JT]] 17:36, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Go ahead, that should clean it up nicely.--[[User:Richards|Richards]] 18:03, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wooden barrels and bins==&lt;br /&gt;
Wooden barrels and bins appear to be drawn with reversed foreground and background colors. I'd expect both to be drawn with [[Color]] [6:0:0] (ie. brown on black), but it looks like they're using [0:6:0]. Screw pumps and metal barrels have their colors the normal way around, as do other wooden buildings (chests, cages, etc.). --[[User:Baconslicer|Baconslicer]] 03:56, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some verifications ==&lt;br /&gt;
&lt;br /&gt;
There are a bunch of uncertainties on this page. I can confirm that metal floodgates use X's, and I added a couple of missing bridge labels. [[User:Techhead|Techhead]] 12:01, 7 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== On stretching tiles ==&lt;br /&gt;
&lt;br /&gt;
Now that we have 39f, I see potentially more people wanting to maximize their screen assets or visibility on very high-res monitors.  Added the first draft on how to stretch tiles.  Please improve or replace with better versions. -- [[User:Sphr|Sphr]] 05:07, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is there something against [TEXTURE_PARAM=LINEAR] over [TEXTURE_PARAM=NEAREST]?  Of course it's just my opinion, but I've been able to (for kicks really) reduce a 16x16 tileset to 4x4 and retain somewhat readability.  The scaling happens after the texture is made, so there is a proper blend between foreground and background colors.  After testing it with a few tilesets, only the ones with text that fakes shading around the edges of the letters look unnatural--sometimes adds too dark of a border/shading at smaller scales. --[[User:Corc|Corc]] 14:43, 16 August 2008 (EDT)&lt;br /&gt;
::nothing against that I guess if you know what you are doing.  Just that in general, linear is not recommended for small iconic gfx where pixel details are important (there are usually special algorithms for stretching such gfx.).  Nearest will preserve the contrast and details better for such textures.  Linear will probably cause all the pixel details to disappear.  But it all comes down to personal preference.  I can't comment a lot since I am using the texture at it's default resolution, which is recommended for small bitmaps.  -- [[User:Sphr|Sphr]] 01:03, 17 August 2008 (EDT)&lt;br /&gt;
:::Have you tried it? LINEAR and NEAREST look the same when no scaling is happening.  LINEAR isn't a blur effect, it's an interpolation when data isn't available. If anything, the small pixel art would be preserved.  Blurriness would only happen when going up in scale, and since no one does (or should do) that, it won't be a problem.--[[User:Corc|Corc]] 11:34, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Window sizing (not stretching) ==&lt;br /&gt;
&lt;br /&gt;
I'd like to expand the DF window without stretching images for a greater view. However my attempts have been fruitless so I thought I'd as here. How can I do this? I suppose I'm probably missing something that's staring me in the face. --[[user:Dakira|Dakira]] 22:51, 15AUG2008 (PST)&lt;br /&gt;
&lt;br /&gt;
: First, get the latest version that includes the ability to change the number of tiles show (0.28.181.39f as of right now). Open the init.ini file, ( DF directory\data\init\init.ini ) and change the [GRID:80:25] to something else, note as stated in the init file, the minimum x is 80, and the minimum y is 25, i.e. the default settings. The maximums for both are 200. [[User:Surma|Surma]] 05:05, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You may want to look at [[Custom grid]] which also has a link to a javascript calculator to help you compute the resolution you should use. -- [[User:Sphr|Sphr]] 09:50, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks Surma for the version update, I thought I had the most recent. Thanks Sphr for that link to [[Custom grid]]. Most helpful. --[[user:Dakira|Dakira]] 15:34, 17AUG2008&lt;br /&gt;
&lt;br /&gt;
==C&amp;amp;P==&lt;br /&gt;
For if someone needs a copy&amp;amp;paste of good ol' CP347 (like me, for example):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ☺☻♥♦♣♠•◘○◙♂♀♪♫☼&lt;br /&gt;
►◄↕‼¶§▬↨↑↓→←∟↔▲▼&lt;br /&gt;
 !&amp;quot;#$%&amp;amp;'()*+,-./&lt;br /&gt;
0123456789:;&amp;lt;=&amp;gt;?&lt;br /&gt;
@ABCDEFGHIJKLMNO&lt;br /&gt;
PQRSTUVWXYZ[\]^_&lt;br /&gt;
`abcdefghijklmno&lt;br /&gt;
pqrstuvwxyz{|}~⌂&lt;br /&gt;
ÇüéâäàåçêëèïîìÄÅ&lt;br /&gt;
ÉæÆôöòûùÿÖÜ¢£¥₧ƒ&lt;br /&gt;
áíóúñÑªº¿⌐¬½¼¡«»&lt;br /&gt;
░▒▓│┤╡╢╖╕╣║╗╝╜╛┐&lt;br /&gt;
└┴┬├─┼╞╟╚╔╩╦╠═╬╧&lt;br /&gt;
╨╤╥╙╘╒╓╫╪┘┌█▄▌▐▀&lt;br /&gt;
αßΓπΣσµτΦΘΩδ∞φε∩&lt;br /&gt;
≡±≥≤⌠⌡÷≈°∙·√ⁿ²■&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Jenn1|Jenni]] 19:28, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cleaning up the tileset list for easier reference ==&lt;br /&gt;
&lt;br /&gt;
I'm going to be cleaning up the tileset references here abit over the next day or so for easier reference.&lt;br /&gt;
&lt;br /&gt;
Starting by adding tile number referances next to the tiles themselves.&lt;br /&gt;
Saves some counting time when searching to replace the tile or search it out in raws.&lt;br /&gt;
&lt;br /&gt;
Speaking of saving time.&lt;br /&gt;
I've been using Depeche View to search through all the raws at once for [TILE:#] referances.&lt;br /&gt;
&lt;br /&gt;
Anyone have a better tool to suggest for the same job?&lt;/div&gt;</summary>
		<author><name>Fain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6711</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6711"/>
		<updated>2009-03-31T02:58:19Z</updated>

		<summary type="html">&lt;p&gt;Fain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* If your on a Mac you will have to use a program like [http://www.lemkesoft.com/xd/public/download/index._aWQ9Z2MtdWI_.html GraphicConverter] or Photoshop to save tilesets as windows bitmaps.&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;0&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV, rarely used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;1&amp;lt;/small&amp;gt;  {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;2&amp;lt;/small&amp;gt;  {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;3&amp;lt;/small&amp;gt;  {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;4&amp;lt;/small&amp;gt;  {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;5&amp;lt;/small&amp;gt;  {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;6&amp;lt;/small&amp;gt;  {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;7&amp;lt;/small&amp;gt;  {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;8&amp;lt;/small&amp;gt;  {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;9&amp;lt;/small&amp;gt;  {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]], [[bottomless pit]]s in the local embark map screen (if enabled)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;10&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;11&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;12&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;13&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;14&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[vermin|manta ray]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, used for background on the title screen/menu&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, workshop tiles, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*, [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[screw pump]] in action&lt;br /&gt;
*[[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, [[Ballista]] tile, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}}&lt;br /&gt;
|Text, fluids if [[Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS]] is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]], text, clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground, [[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, [[Groundhog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins, Other Features in Local embark map screen (when display is enabled)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), side tiles for catapult, [[window]], [[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone_detailing|detailing]]/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone_detailing|detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}}&lt;br /&gt;
| [[Siege engine]] parts, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenut [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt; {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt; {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt; {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt; {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt; {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt; {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt; {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel), Mudstone*, Serpentine*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt; {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt; {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt; {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt; {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt; {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxz&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ♪ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ⌡ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Fain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6710</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6710"/>
		<updated>2009-03-31T02:13:26Z</updated>

		<summary type="html">&lt;p&gt;Fain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* If your on a Mac you will have to use a program like [http://www.lemkesoft.com/xd/public/download/index._aWQ9Z2MtdWI_.html GraphicConverter] or Photoshop to save tilesets as windows bitmaps.&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;0&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV, rarely used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;1&amp;lt;/small&amp;gt;  {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;2&amp;lt;/small&amp;gt;  {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;3&amp;lt;/small&amp;gt;  {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;4&amp;lt;/small&amp;gt;  {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;5&amp;lt;/small&amp;gt;  {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;6&amp;lt;/small&amp;gt;  {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;7&amp;lt;/small&amp;gt;  {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;8&amp;lt;/small&amp;gt;  {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;9&amp;lt;/small&amp;gt;  {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]], [[bottomless pit]]s in the local embark map screen (if enabled)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;10&amp;lt;/small&amp;gt; {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;11&amp;lt;/small&amp;gt; {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;12&amp;lt;/small&amp;gt; {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;13&amp;lt;/small&amp;gt; {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;14&amp;lt;/small&amp;gt; {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[vermin|manta ray]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, used for background on the title screen/menu&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, workshop tiles, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*, [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*, [[screw pump]] in action&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, [[Ballista]] tile, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}}&lt;br /&gt;
|Text, fluids if [[Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS]] is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]], text, clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground, [[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, [[Groundhog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins, Other Features in Local embark map screen (when display is enabled)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), side tiles for catapult, [[window]], [[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone_detailing|detailing]]/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone_detailing|detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}}&lt;br /&gt;
| [[Siege engine]] parts, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenut [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;240&amp;lt;/small&amp;gt; {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;241&amp;lt;/small&amp;gt; {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;242&amp;lt;/small&amp;gt; {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;243&amp;lt;/small&amp;gt; {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;244&amp;lt;/small&amp;gt; {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;245&amp;lt;/small&amp;gt; {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;246&amp;lt;/small&amp;gt; {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel), Mudstone*, Serpentine*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;247&amp;lt;/small&amp;gt; {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;248&amp;lt;/small&amp;gt; {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;249&amp;lt;/small&amp;gt; {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;250&amp;lt;/small&amp;gt; {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;251&amp;lt;/small&amp;gt; {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;252&amp;lt;/small&amp;gt; {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;253&amp;lt;/small&amp;gt; {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;254&amp;lt;/small&amp;gt; {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;small&amp;gt;255&amp;lt;/small&amp;gt; {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxz&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ♪ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ⌡ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Fain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6709</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6709"/>
		<updated>2009-03-30T21:52:36Z</updated>

		<summary type="html">&lt;p&gt;Fain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* If your on a Mac you will have to use a program like [http://www.lemkesoft.com/xd/public/download/index._aWQ9Z2MtdWI_.html GraphicConverter] or Photoshop to save tilesets as windows bitmaps.&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV, rarely used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]], [[bottomless pit]]s in the local embark map screen (if enabled)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[vermin|manta ray]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, used for background on the title screen/menu&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, workshop tiles, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*, [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*, [[screw pump]] in action&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, [[Ballista]] tile, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}}&lt;br /&gt;
|Text, fluids if [[Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS]] is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]], text, clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground, [[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, [[Groundhog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins, Other Features in Local embark map screen (when display is enabled)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), side tiles for catapult, [[window]], [[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone_detailing|detailing]]/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone_detailing|detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}}&lt;br /&gt;
| [[Siege engine]] parts, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenut [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxz&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ♪ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ⌡ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Fain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6708</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6708"/>
		<updated>2009-03-30T21:51:23Z</updated>

		<summary type="html">&lt;p&gt;Fain: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* If your on a Mac you will have to use a program like [http://www.lemkesoft.com/xd/public/download/index._aWQ9Z2MtdWI_.html GraphicConverter] or Photoshop to save tilesets as windows bitmaps.&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV, rarely used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]], [[bottomless pit]]s in the local embark map screen (if enabled)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|►}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing east, [[vermin|manta ray]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing west&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}}&lt;br /&gt;
| Head of [[Ballista arrow]] facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, used for background on the title screen/menu&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks,workshop tiles, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*, [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}}&lt;br /&gt;
| [[Prepared meal]], unexplored underground, [[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*, [[screw pump]] in action&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s, [[Ballista]] tile, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}}&lt;br /&gt;
|Text, fluids if [[Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS]] is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}}&lt;br /&gt;
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}}&lt;br /&gt;
|Text &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}}&lt;br /&gt;
| Part of animation when two creatures or dwarves are on the same spot, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]], text, clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground, [[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, [[Groundhog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins, Other Features in Local embark map screen (when display is enabled)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}}&lt;br /&gt;
| [[Cave lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing west, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing east, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), side tiles for catapult, [[window]], [[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor [[Stone_detailing|detailing]]/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[Stone_detailing|detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}}&lt;br /&gt;
| Tail of [[Ballista arrow]] facing north&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╨}}&lt;br /&gt;
| Bridges, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}}&lt;br /&gt;
| [[Table]], tail of [[Ballista arrow]] facing south&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, [[catapult]] tile, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}}&lt;br /&gt;
| [[Siege engine]] parts, [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}}&lt;br /&gt;
| [[Ballista]] tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenut [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]], upper left tile of [[still]] (works well as barrel)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of text characters ==&lt;br /&gt;
Changes to these may make text look strange or be difficult to understand.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot; ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 /&lt;br /&gt;
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z&lt;br /&gt;
* a b c d e f g h i j k l m n o p q r s t u v w x y z &lt;br /&gt;
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]&lt;br /&gt;
&lt;br /&gt;
=== Alphabets ===&lt;br /&gt;
Accented characters are used for names.&lt;br /&gt;
&lt;br /&gt;
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz&lt;br /&gt;
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz&lt;br /&gt;
Human: ñáabcdefghijklmnopqrstuvwxz&lt;br /&gt;
Goblin: ûôöêëäåâabdeghklmnoprstuxz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== No known use ==&lt;br /&gt;
These are ideal for using to change tiles in the raw data or init.txt.&lt;br /&gt;
* ◙ ♪ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ⌡ 255&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Fain</name></author>
	</entry>
</feed>