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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=InquisitorSaturn</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-07-28T09:16:54Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37646</id>
		<title>40d Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37646"/>
		<updated>2008-11-22T23:22:31Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* VERMIN_ tags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Children==&lt;br /&gt;
Does anyone know which tag cause an animal to breed? I believe it's either [CHILD:] or [CHILDNAME:][[User:Moonman|Moonman]] 18:18, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== HOW DO I SHOT WEB? ==&lt;br /&gt;
first, does [WEBBER] imply the ability to shoot web, make webs or both?&lt;br /&gt;
second (assuming the answer to at least one of the above is true), how would one use this in adventure mode?{{user:yrael/sig|DATE=12:45, 14 May 2008 (EDT)}}&lt;br /&gt;
*it adds the ability to shoot web, but creatures will only shoot web at other creatures they are hostile to.[[User:Moonman|Moonman]] 18:16, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MAGICAL ==&lt;br /&gt;
&lt;br /&gt;
I think this tag was meant for creatures not from natural origin. Its the same as Natural, but elves might react differently to it. &amp;lt;br&amp;gt;&lt;br /&gt;
-Booken 06:22, 26 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== ITEMCORPSE ==&lt;br /&gt;
&lt;br /&gt;
(see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000602 this forum thread])&lt;br /&gt;
&lt;br /&gt;
[ITEMCORPSE:&amp;lt;type&amp;gt;:&amp;lt;subtype&amp;gt;:&amp;lt;material&amp;gt;:&amp;lt;matgloss&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Does the sub-type field actually have a use, or is the only option &amp;quot;NO_SUBTYPE&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
Anyway, the USE_RACEGLOSS for the matgloss field seems to only work for some (built-in?) materials.  For example, the [[Treant|Treants]] use the entry:&lt;br /&gt;
    [HAS_RACEGLOSS:WOOD]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
[[Treant|Treants]] will appear as &amp;quot;Mahogany treant&amp;quot;, &amp;quot;Oak treant&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
However, when using a custom matgloss file, this functionality stops working, and treants (and there log remains) are undescriptive.  I've tried creating a ''matgloss_treant.txt'' file and adding a few unique entries, like [MATGLOSS_WOOD:FOOBAR_TREE] and [MATGLOSS_WOOD:BAZ_TREE], and editing the [Treant] to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
...this doesn't seem to do anything.  If I want the [[Treant]] to leave special remains, like my Foobar Tree, I have to change the creature tokens to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]&lt;br /&gt;
But here, I can only have &amp;quot;Foobar treants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== PACK_ANIMAL ==&lt;br /&gt;
&lt;br /&gt;
Anybody happen to know anything about the [PACK_ANIMAL] tag?  I noticed that [[muskox|muskoxen]], [[mule|mules]] and [[donkey|donkeys]] all share this distinction.  I also noticed someone in the [[muskox]] page had said that muskoxen could serve as haulers.  Has Toady implemented a tag for animal haulers and sneaked it past everyone?  Perhaps they can only perform this function if they serve as a pet to haulers?  Or is it simply that merchants can carry goods on them? [[User:Some1else|Some1else]] 01:05, 19 February 2008 (EST)&lt;br /&gt;
:It's only merchants, I believe. --[[User:Penguinofhonor|Penguinofhonor]] 21:31, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== VERMIN_ tags ==&lt;br /&gt;
&lt;br /&gt;
Made a new creature with VERMIN_CHASM and it spit out an unrecognised token message in my errorlog. Can someone confirm these work? Preferrably by pointing to a creature that has them? --[[User:Nunix|Nunix]] 18:57, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:thats leftover from 2d. bats and such used to have it, but now have a biome tag instead -[[User:Chariot|Chariot]] 19:09, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks. Do we know if that applies to any of the others? --[[User:Nunix|Nunix]] 18:29, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Tried to make a dwarf mode playable race with the [VERMIN_HUNTER] tag, and they went hungry. Took it away and they ate normal food again. Seems that when this tag is in place, the race will ONLY eat vermin. Have noted this in the entry.18:22, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Litter size ==&lt;br /&gt;
&lt;br /&gt;
I've been testing the [LITTER_SIZE] token, and according to my tests it indeed affects the number of children. I set a creature to have 5-10 litter size and it did indeed produce 6 and 7 children, while another creature had 3-5 and produced 3-5 children. I'm gonna remove the &amp;quot;untested&amp;quot; tag from the wiki, feel free to tell me off if it proves otherwise.--[[IUser:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Redirect ==&lt;br /&gt;
&lt;br /&gt;
In conformance with the [[DwarfFortressWiki:Community Portal|Community Portal]], I think this page should be moved to [[Creature tokens]].  It can keep the plural because people are usually concerned with all of the tokens instead of just one.  Thoughts? --[[User:JT|JT]] 22:26, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== defender ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DEFENDER 		Appears from the glowing pits after the magma river.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After the magma river? This seems to be left over from the 2d version, does this token still exist? If so we might want to adjust its description to the newest version&lt;br /&gt;
:Yeah, I just noticed that this entire article seems to have been copypasta-ed from the old version and not updated. There's a number of tags listed there that no longer exist, such as all of the RIVERATTACK_* tags. I'll stick an &amp;quot;old&amp;quot; template on the page for now, since it'll take some doing to go through all of the tags and verify that they still exist/do the same thing as they used to. But to answer your specific question, yes, the DEFENDER tag does still exist. It's just the magma river that doesn't. --[[User:Morlark|Morlark]] 12:14, 25 June 2008 (EDT)&lt;br /&gt;
::Ok, I've had a bit of a search, and I've removed those tags which I've verified as non-existent. I should stress though that my search was not exhaustive, so it's possible that this article does still contain errors. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
== Body parts ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if there was a list of available body parts, ive been trying to make a new creature and am stuck using dwarven body parts... --[[User:High tech dragon|High tech dragon]] 22:59, 25 September 2008 (EDT)&lt;br /&gt;
:[[Body_tokens]] --[[User:Ikkonoishi|Ikkonoishi]] 08:28, 26 September 2008 (EDT)&lt;br /&gt;
::There is, of course, always the option to make your own body parts by editing the raws, though. Just make sure ''you know what you doing.'' &amp;lt;/ayb&amp;gt; --[[User:GreyMario|GreyMaria]] 16:02, 26 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons and sizes ==&lt;br /&gt;
&lt;br /&gt;
I'm curious as to what tags allow or disallow the use of bows or crossbows. It seems like it could be that the stout tag disallows the use of bows, and the narrow disallows the use of crossbows, as I believe the races that have neither tag (humans, goblins) can use both weapons. Anyone confirm/deny/antithesize before I accidentally mess up my raws trying to find out? --[[User:Zombiejustice|Zombiejustice]] 17:20, 6 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Catgirls ==&lt;br /&gt;
I'm attempting to put a new creature into the game - specifically, catgirls. They have the COMMON_DOMESTIC token, but won't show up in the embark menu. As directed by the guy who made them, I put the code into the creature_domestic_humanoid.txt and the body parts into body_domestic_humanoid.txt and there aren't any errors on world generation, so I assume the coding is right. Any help for someone with no real idea of what they're doing? --[[User:Simmura McCrea|Simmura McCrea]] 16:58, 17 October 2008 (EDT)&lt;br /&gt;
:OK, I put them into creature_domestic.txt this time, and they showed up, but they suffocated when I started playing. They have lungs, a throat and a mouth, so I can't think what they're missing. They're not aquatic or anything like that either, so I've no idea why they drowned. Here's the full code if you want to instantly pick out what I'm missing.&amp;lt;br&amp;gt;[CREATURE:CATHUMAN]&lt;br /&gt;
[NAME:catgirl:catgirls:catgirl]&lt;br /&gt;
[TILE:'f'][COLOR:2:0:0]&lt;br /&gt;
[FEMALE]&lt;br /&gt;
[PETVALUE:400]&lt;br /&gt;
[INTELLIGENT]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[CANOPENDOORS]&lt;br /&gt;
[COMMON_DOMESTIC][BENIGN][PET]&lt;br /&gt;
[MISCHIEVIOUS]&lt;br /&gt;
[PREFSTRING:cat ears]&lt;br /&gt;
[BODY:2BIGEARS:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS&lt;br /&gt;
:THROAT:NECK:SPINE:&lt;br /&gt;
BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
[MAXAGE:60:110]&lt;br /&gt;
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
[FAT:1]&lt;br /&gt;
[EQUIPS]&lt;br /&gt;
[DIURNAL]&lt;br /&gt;
[STANDARD_FLESH]&lt;br /&gt;
[HOMEOTHERM:10067]&lt;br /&gt;
[LAYERING:10]&lt;br /&gt;
[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
[NOT_BUTCHERABLE]&lt;br /&gt;
[CANNOT_UNDEAD]&lt;br /&gt;
[PERSONALITY:ACTIVITY_LEVEL:50:75:100]&lt;br /&gt;
[PERSONALITY:ADVENTUROUSNESS:0:60:100]&lt;br /&gt;
[PERSONALITY:CHEERFULNESS:50:75:100]&lt;br /&gt;
[PERSONALITY:EXCITEMENT_SEEKING:25:75:100]&lt;br /&gt;
[PERSONALITY:FRIENDLINESS:50:75:100]&lt;br /&gt;
[PERSONALITY:ORDERLINESS:0:20:40]&lt;br /&gt;
[PERSONALITY:CAUTIOUSNESS:0:10:30]&lt;br /&gt;
--[[User:Simmura McCrea|Simmura McCrea]] 12:17, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
They have no brain? They need a [Nothought] tag for that i think. You need to check the linkings in the body folder too to make sure everything's attached as it should be. If they still dont work just check through each of the tokens with the wiki and you should find the problem.&lt;br /&gt;
:They do have a brain and all the tokens seem to be fine. I added [CAN_LEARN] and [CAN_SPEAK] in case the [INTELLIGENT] tag was playing up, but it doesn't seem so. I'm a little stuck now, so I might have to go without catgirls for a while.--[[User:Simmura McCrea|Simmura McCrea]] 08:41, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you want a quick fix, just add [NOBREATHE]! That'll let you check the bodyparts in game (and in 99.9% of situations, it'll be the same as a more in-depth fix.) Putting the ears before the main body token might be the problem.--[[User:Navian|Navian]] 13:52, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Messing with the order of the body parts didn't do anything, so it'll have to be [NOBREATHE]. Ah well, thanks for the help. --[[User:Simmura McCrea|Simmura McCrea]] 17:23, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there's something weird going on. They're still suffocating. I generated a new wold after saving the [NOBREATHE] tag and my catgirls are still suffocating. It seems that catgirls can defy even DF's questionable physics. --[[User:Simmura McCrea|Simmura McCrea]] 17:33, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I had a similar problem when attempting to introduce a novel species: They would spawn with no body parts and instantly suffocate (apparently you run out of oxygen before having to worry about a lack of blood or brains). The errorlog told me I'd mistyped the name for the main body. And then I forgot that you had to close DF and reopen it for the changes to take effect. But I digress. Two things: Firstly, those line breaks (if they're in the source) may be confusing the game. Try turning off &amp;quot;word wrap&amp;quot; or similar so that it's all on one line before saving it. Secondly, check the errorlog and see if it's throwing any errors. Make a world, embark to a site, let them all suffocate, and then open up errorlog.txt. You say there weren't any errors in worldgen, but seeing as you can apparently have 200-year-old civilizations of bodiless beings waging war and generally not dying due to massive everything failure, I don't think it checks for sanity until they appear on the sitemap.--[[User:Quil|Quil]] 17:53, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yep, that's got it. Cheers! --[[User:Simmura McCrea|Simmura McCrea]] 13:31, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If I may, which &amp;quot;that&amp;quot; was the one that got it?--[[User:Quil|Quil]] 14:17, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The word wrap. What a weird way to break a creature. --[[User:Simmura McCrea|Simmura McCrea]] 17:36, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, Notepad can be retarded like that. --[[User:GreyMario|GreyMaria]] 18:11, 18 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27732</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27732"/>
		<updated>2008-11-22T23:20:43Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* V */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to eat edible items that it finds? (may imply CURIOUSBEAST_ITEM?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up after your fortress went 'Too Deep'. Ceased functionality after the progression from 2D to 3D.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Material_Tokens|material token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? However, magic isn't implemented yet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material Tokens|Material token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to tame the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. May potentially apply only to vermin.{{verify}}&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
|&lt;br /&gt;
| Something related to [[Demon|hidden fun stuff]]. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Architecture_design&amp;diff=29430</id>
		<title>40d:Architecture design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Architecture_design&amp;diff=29430"/>
		<updated>2008-08-31T16:46:55Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Waterfalls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is one thing to design a [[fortress]] to be useful and functional, but many dwarves are also very artistic in their design as well.&lt;br /&gt;
&lt;br /&gt;
=== Modern ===&lt;br /&gt;
One means of fort design is the no-nonsense modern design.  Modern style architecture revolves around a no-nonsense approach to space usage, usually with long straight corridors and multi function rooms that contain multiple workshops or other points of interest.  A typical modern hallway may appear as below:&lt;br /&gt;
&lt;br /&gt;
       =..=&lt;br /&gt;
 ==+====++====+==&lt;br /&gt;
 ......+..+......&lt;br /&gt;
 ......+..+......&lt;br /&gt;
 ==+====++====+==&lt;br /&gt;
       =..=&lt;br /&gt;
&lt;br /&gt;
The [[doors]] in the hallway lead to these large, multifunction rooms.  The doors at the intersections present an excellent method of containment, stopping both [[water]] and allowing to be locked against intruders or to contain misbehaving dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Grave Importance ===&lt;br /&gt;
Dwarves have a long tradition of honoring their dead and while some forts may be too bitter to spare resources on proper [[burial]], others can honor and pay respect to their dead.  In this design method, hallways do not always intersect, sometimes leading to dead ends where coffins can be placed as well as statues made in the likeness of the former living.  Likewise, workshops can also be placed in the center of a 5x5 grid, with the back and side walls used for [[statues]] in [[coffins]].  Once the current area is exhausted and the past dwarves are satisfied that their work has been completed, the workshop can be disassembled and the dead left to rest in piece.&lt;br /&gt;
&lt;br /&gt;
=== Waterfalls ===&lt;br /&gt;
Waterfalls have a strong effect on people, man and dwarf alike. Some enjoy incorporating this into their fort. Waterfalls require a system to dispose of the water, either pumping it back upwards to be recycled or dumping it into a large reservoir where it can be allowed to evaporate.&lt;br /&gt;
It is a good idea to set up a boundary to prevent clumsy dwarfs from dodging into a watery grave. This can be done using vertical bars, or possibly with windows. &lt;br /&gt;
It is possible to set up a waterfall such that the dwarfs will walk through it. If you consider doing this, place a ring of floor grates around a central floor tile for support. A support adjacent to a wall will not work as well, since the water could collect and cause a large number of job cancellations from dangerous terrain.&lt;br /&gt;
In any case, when designing a waterfall, it is important to consider that the water will spread out as it falls.&lt;br /&gt;
&lt;br /&gt;
=== Smelting Operations ===&lt;br /&gt;
In very resource-heavy maps, 10-12 [[smelters]] may be necessary to keep up with mining operations. I've had very efficient results with this setup - and it looks good, to boot. The stairways lead down into a high Z-level mining operation (keeps the [[noise]] away from the bedrooms, too), with additional [[bar]] storage 1-2 levels below.&lt;br /&gt;
*S = Smelter&lt;br /&gt;
*M = Magma&lt;br /&gt;
*B = Bar Stockpile&lt;br /&gt;
*O = Ore Stockpile&lt;br /&gt;
      ==============&lt;br /&gt;
      =MMMMMMMMMMMM=&lt;br /&gt;
      =SSSSSSSSSSSS=&lt;br /&gt;
      =SSSSSSSSSSSS=&lt;br /&gt;
      =OOOOOOOOOOOO=&lt;br /&gt;
      =OOOOOOOOOOOO=&lt;br /&gt;
      =OOOOOOOOOOOO=&lt;br /&gt;
      =++===++===++=&lt;br /&gt;
      =............=&lt;br /&gt;
      =............========&lt;br /&gt;
      =..==....==..+OOOSSM=&lt;br /&gt;
      =..=&amp;gt;&amp;gt;BBBB=..+OOOSSM=&lt;br /&gt;
 ======...&amp;gt;&amp;gt;BBBB...=OOOSSM=&lt;br /&gt;
 .........BBBBBB...=OOOSSM=&lt;br /&gt;
 .........BBBBBB...=OOOSSM=&lt;br /&gt;
 .........BBBBBB...=OOOSSM=&lt;br /&gt;
 ======...BBBB&amp;gt;&amp;gt;...=OOOSSM=&lt;br /&gt;
      =..=BBBB&amp;gt;&amp;gt;=..+OOOSSM&lt;br /&gt;
      =..==....==..+OOOSSM=&lt;br /&gt;
      =............========&lt;br /&gt;
      =++===++===++=&lt;br /&gt;
      =OOOOOOOOOOOO=&lt;br /&gt;
      =OOOOOOOOOOOO=&lt;br /&gt;
      =OOOOOOOOOOOO=&lt;br /&gt;
      =SSSSSSSSSSSS=&lt;br /&gt;
      =SSSSSSSSSSSS=&lt;br /&gt;
      =MMMMMMMMMMMM=&lt;br /&gt;
      ==============&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=38020</id>
		<title>Talk:Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=38020"/>
		<updated>2008-07-03T05:44:45Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* [http://www.bay12games.com/forum/index.php?topic=19686.msg206978#msg206978 Too untasteful?] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''How to add quotes:'''&lt;br /&gt;
* Go to the line of the last quote.&lt;br /&gt;
* Add a line immediately after it (this should be before the closing }} brackets)&lt;br /&gt;
* type &amp;quot;|&amp;amp;lt;!--YOUR-QUOTE-NUMBER--&amp;amp;gt;YOUR-QUOTE-HERE&amp;quot; on that line&lt;br /&gt;
:(The quote number is not functionally necessary, but it allows keeping track of how many quotes there are without counting)&lt;br /&gt;
* Look at the first line of the template&lt;br /&gt;
:It should look something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Choose|c={{#if: {{{1|}}}|{{rand|37}}|{{#expr: ({{rand2|10}}+27)}} }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Adjust the number that is in the place of the 37 to reflect the number of quotes in the list.&lt;br /&gt;
*Adjust the number that is in the place of the 27 to reflect ten less than the number of quotes in the list. (in this case..  27)&lt;br /&gt;
:The purpose of the first number is to choose a random element from the list of quotes.&lt;br /&gt;
:The second lets us pick from among the last ten quotes in the list.&lt;br /&gt;
*Preview your reply to make sure nothing is broken (or someone will be able to see it on the main page before it gets fixed)&lt;br /&gt;
*Profit!&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 00:34, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For what it's worth, the nowiki formatting around square bracketed 'B' in the Toady quote about boats was simply in the interests of quoting accuracy; the original word was not capitalized and I still have that kind of formatting in my heart from college paper citations. --[[User:Alfador|Alfador]] 12:16, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ah. It looked to me like a weird, failed boats/bloats pun. I don't think it really matters; you can change it back if you like. --[[User:Savok|Savok]] 17:19, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thank you! And done. --[[User:Alfador|Alfador]] 11:27, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quote removal ==&lt;br /&gt;
&lt;br /&gt;
Say, why was the &amp;quot;interrupted by carp&amp;quot; quote removed?  I loved that one. --[[User:JT|JT]] 02:58, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Blame Savok, he thought it was unfunny. --[[User:GreyMario|GreyMario]] 16:22, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
And regarding VengefulDonut stripping off that last one, PTTG's quote was simply hilarious.  If you can't laugh at yourself, who can you laugh at? --[[User:JT|JT]] 02:19, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thinking on this some more, the idea that anyone can just reverse a quote at their leisure strikes me as unusual.  If a quote is an obvious spam, that's one thing; if a quote is something that ''you'' don't think of as funny, I think there should be some sort of consensus system involved.  There are at least a couple existing quotes that I don't find funny in the slightest (Spiders Everywhere, you've been processed, GreyMario's), but I don't remove them. --[[User:JT|JT]]&lt;br /&gt;
&lt;br /&gt;
My 2☼ on the subject:&amp;lt;br&amp;gt;&lt;br /&gt;
Unless a quote is offensively directed at a particular user/person, I don't see how there are any grounds for removal.&amp;lt;br&amp;gt;&lt;br /&gt;
If it is, it's perfectly acceptable for the addressed person to remove it, if they so choose.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you may remove quotes of yourself, whether or not they're offensive, regardless of who added the quote.&amp;lt;br&amp;gt;&lt;br /&gt;
In all cases, it's the sole responsibility of the addressed person to remove a quote, not someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
I think that makes sense.. but perhaps I'm too far off base? --[[User:N9103|Edward]] 07:37, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When anyone is able to add a quote at their leisure, we will naturally end up with plenty of quotes that aren't funny. If anyone is able to remove a quote at their leisure, quotes that aren't funny will disappear. This is parallel to the wikipedia editing process in general, and I think this kind of process has decent results. Although I am open to other proposals.&lt;br /&gt;
:On the topic of racy jokes: I'm sure there are plenty of group-targeted jokes that could be stated in DF terms that would be very funny; just pick a group, a metaphor, and a stereotype. But even if you tell a member of that group to grow a thicker skin or to stop taking themselves seriously or learn to take a joke, it doesn't turn the joke from something alienating to something entertaining. In the right context, those kinds of jokes can be very funny even to those on the butt end of them. Standup comedians succeed or fail based on their ability to create it. But I don't think that the front page is the right context. [[User:VengefulDonut|VengefulDonut]] 10:24, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unless its blantantly offensive I don't think &amp;quot;unfunny&amp;quot; is a reason to remove a quote, we each have our own sense of humour, such debate should be placed here on the discussion page imo. --[[User:Markavian|Markavian]] 20:30, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Bleh. I'd like to, but nobody answers most discussion page debates in reasonable time. If we become more regularly active in discussion page debates (which isn't hard - we've got several that any experienced player can add to), we might be able to do that. As it is, the responses are usually at least a few days, often months apart. And then, occasionally, we get one that has five people with fifteen comments in a day or two. --[[User:Savok|Savok]] 23:45, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
As I've said before, if you want to revert those of my deletes that you really think should stay, that's fine. The way I see it, and the way some have said before me, anybody can, if they think it's funny enough, add a quote to the page. Of course, we will get some pretty poor quotes that way, so anyone can, if they dislike it enough, delete a quote from that page. If an edit war occurs, we can take it to the talk page (with the war attention, we'll actually have commenters), where it can be resolved. We Are Not Wikipedia. We're too small for that; everyone knows everyone else and anyone can monitor all edits if they have a little time to spend.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]], rambling at 23:45, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== [http://www.bay12games.com/forum/index.php?topic=19686.msg206978#msg206978 Too untasteful?] ==&lt;br /&gt;
&lt;br /&gt;
I found this on the forums:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 12em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;&lt;br /&gt;
Goatsects the Raw Red Anus of Stretching&amp;lt;/div&amp;gt;&lt;br /&gt;
For? Against? --[[User:Savok|Savok]] 22:56, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm for it. DF has people exploding in gore. Besides, these words are in the game anyway.&lt;br /&gt;
-- [[User:InquisitorSaturn|InquisitorSaturn]] 01:44, 3 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24487</id>
		<title>40d:Fortress defense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24487"/>
		<updated>2008-06-25T04:46:20Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Armed Civilians */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image Rules Notice}}&lt;br /&gt;
There are two important things to consider when designing defenses for your fortress.  First, you must protect the fortress itself.  Second, protecting your dwarves is also often a priority.  These two goals can often be rather divergent, as without careful planning your dwarves may wander the open countryside to collect herbs, cut trees, hunt, fish, or otherwise just enjoy nature, and while outside your fortress are vulnerable.  &lt;br /&gt;
&lt;br /&gt;
==Entrance Design and Traps==&lt;br /&gt;
&lt;br /&gt;
You can help your soldiers a great deal by sensible entrance design and use of [[trap]]s and [[siege engine]]s. Simple approaches include clustering stone fall traps or cage traps in your entrance. More care is needed when placing ballistas or catapults as they can hurt your dwarves too. Below are some example designs of more elaborate possibilities.&lt;br /&gt;
&lt;br /&gt;
===Fortification Based Entrance Designs===&lt;br /&gt;
Keep in mind that the entrance to defensive chokepoints should be outside. If you try to set up your defense somewhat underground, ordering your dwarves to stay inside has the result that your carefully designed 'kill zone' will be chock full of your own dwarves at the critical moment.&lt;br /&gt;
&lt;br /&gt;
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.&lt;br /&gt;
*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - fortification&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;amp;nbsp;&amp;lt;/tt&amp;gt;  - pit (filled with spikes, water, magma, whatever you prefer)&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt;  - Floor&lt;br /&gt;
*&amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;  - Bridge 1 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;2&amp;lt;/tt&amp;gt;  - Bridge 2 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;3&amp;lt;/tt&amp;gt;  - Bridge 3 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt;  - Wall   &lt;br /&gt;
*&amp;lt;tt&amp;gt;r&amp;lt;/tt&amp;gt;  - Your ranged stuff here  &lt;br /&gt;
&amp;lt;pre&amp;gt;   &lt;br /&gt;
                  ENTRANCE&lt;br /&gt;
######################222######&lt;br /&gt;
rrrr+ ................... +rrrr&lt;br /&gt;
rrrr+ .               111 +rrrr&lt;br /&gt;
rrrr+ .  .   .   .   .... +rrrr&lt;br /&gt;
rrrr+ . . . . . . . . ... +rrrr&lt;br /&gt;
rrrr+ . . . . . . . . ... +rrrr&lt;br /&gt;
rrrr+ . . . . . . . . ... +rrrr&lt;br /&gt;
rrrr+  .   .   .   .  ... +rrrr&lt;br /&gt;
rrrr+                 ... +rrrr&lt;br /&gt;
rrrr+++++++++++++++++ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ 333 +rrrr&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 3 tile wide lane is for traders, so if you have your trade depot before this,&lt;br /&gt;
cut it down to a 1 tile lane to slow down invaders more.&lt;br /&gt;
Retract bridge 1 to force invaders to take the long way, for maximum exposure to your ranged units.&lt;br /&gt;
Bridges 2 and 3 can be put down to allow more enemies into this pit entrance, then retracted again to trap them again.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Inverse Battlement&amp;quot; Design by Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|'|'|'|'|'|║|+|+|+|║|'|'|'|'|'&lt;br /&gt;
|═|═|═|═|═|║|+|+|+|║|═|═|═|═|═&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|g|.|T|.&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|.|.|.|g&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|.|g|.|.&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|H|.|.|g|g&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|g|.|.|.&lt;br /&gt;
|═|═|═|═|═|║|+|+|+|║|═|═|═|═|═&lt;br /&gt;
|'|'|'|'|'|║|+|+|+|║|'|'|'|'|'}}&lt;br /&gt;
&lt;br /&gt;
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. Furthermore, it is somewhat stylized - the dwarves on the bridge with the fortifications are one level above the goblins and trolls and such. One by one, they fall as soon as they pass this &amp;quot;bridge&amp;quot; (which is one level above), as the marksdwarves wait in ambush. For extra safety, hollow this tunnel out to the mountain, upwards into the sky (so it counts as &amp;quot;surface&amp;quot; and Dwarfs can &amp;quot;stay inside&amp;quot;). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway.&lt;br /&gt;
&lt;br /&gt;
If you're feeling specially nasty, make the tunnel really long into the mountain and build a ballista behind some fortifications. In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air.&lt;br /&gt;
&lt;br /&gt;
===Flooded Entrance===&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two levers, two screw pumps and two gear assemblies. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle. &lt;br /&gt;
&lt;br /&gt;
===Siege weapons===&lt;br /&gt;
One effective way to have seige weapons defend your fortress is:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;s&amp;lt;/tt&amp;gt; - ballista&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;gt;&amp;lt;/tt&amp;gt; - Stair&lt;br /&gt;
*&amp;lt;tt&amp;gt; &amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        ###########################sss&lt;br /&gt;
Entrance...............&amp;gt;     sss...sss&lt;br /&gt;
Entrance...............&amp;gt;     sssssssss&lt;br /&gt;
Entrance...............&amp;gt;     ssssss...&lt;br /&gt;
        ########################sss###&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using this design you can cripple an army using a well timed volley.&lt;br /&gt;
&lt;br /&gt;
==Defending your Dwarves==&lt;br /&gt;
&lt;br /&gt;
The best way to prevent dwarves outside from being ambushed and slaughtered by hostile creatures is to keep them from going outside.  Unfortunately, there are valuable commodities like wood which are hard to acquire inside.  &lt;br /&gt;
&lt;br /&gt;
The next best thing is to provide defenses which protect your dwarves while outside.  On the truly labor intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  While faster, the moat is less effective because it can be seen over, and unless the area beyond the moat also has no access to any entrance to the fortress (and no dwarves) you will still be vulnerable to archers.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf.  By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited areas.  Basically, creating artificially constrained outdoors areas for dwarves to work in is like keeping your dwarves inside - you're only vulnerable while establishing the defense system, afterwards its part of the fortress for most purposes.&lt;br /&gt;
&lt;br /&gt;
Another options for outside defenses is scattered traps.  Most hostile forces will flee if they take enough casualties, and stone-fall traps can be quite damaging to goblins and are easy to set up.  Cage traps work even on Bronze Colossi and Dragons.  You just have to make sure your dwarves working outside actually stay near your traps - a fisherdwarf who goes wandering screens away from the nearest trap is not protected.&lt;br /&gt;
&lt;br /&gt;
Finally, a sufficiently large military could be used as a reactive force to rescue ambushed dwarves.  The disadvantages are many - soldiers must physically move to the conflict zone which may be many screens away from the nearest entrance to your fortress, by which point dwarf lives may have already been lost.  And while squad organization may make ordering a large army easier, a squad commander who is sleeping, eating, or drinking prevents his entire squad from responding.  At best, an army should be considered supplemental for defending dwarves outside your fortress.&lt;br /&gt;
&lt;br /&gt;
==Armed Civilians==&lt;br /&gt;
&lt;br /&gt;
Sometime you will embark in an area devoid of (huntable) wildlife. &lt;br /&gt;
In that case, you can turn on the hunting skill for all civilians and use the [m]ilitary menu to arm (and more importantly, armor and shield) them. Normally turning on hunting will cause dwarves to wander outside looking for wildlife, and turning it on on all your dwarves would delay your economy greatly. But without wildlife, no hunting jobs are generated.&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Please, do not kill us, just take our goods and let us go!&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;Kill you? We've just come to trade with your caravan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Why is it, then, that you have us surrounded by 200 soldiers the moment we arrive?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;They're not soldiers. They're civilians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Civilians, eh? Civilians clad in full steel and armed to the teeth. You expect me to believe that? Come on you sadist, just get it over with and kill us now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;We're... Hunters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Hunters. Right. You know as well as I do that nothing bigger than a fluffy wambler lives in these lands.&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;Yes. That is... very convenient!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Fortress defense| ]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4340</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4340"/>
		<updated>2008-04-23T00:01:35Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
A '''screw pump''' can lift [[water]] from below onto the same [[Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by using [[gear assembly|gear assemblies]] connected to [[water wheel]]s and/or [[windmill]]s. The direction you want the water to travel must be chosen at the time of construction.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[enormous corkscrew]], a stone, wood, or glass block, and a [[pipe]] section. The light green X must be next to the water source and the dark green X is where the water exits the  pump. Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below, and distribute it out of the other side of the pump. Screw pumps are [[building]]s that can be removed to recover the materials.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a filled pool of liquid.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example, the dark tile of the screw pump must be able to connect to a nearby machine; either already existing or designated to be built.&lt;br /&gt;
* The rear pump tile does not block creature movement.  The front of the pump does block creature movement.&lt;br /&gt;
* The front pump tile blocks water flow.  The rear of the pump does not block water flow.&lt;br /&gt;
* Dwarves must be able to access and stand on the rear tile of the pump in order to be able to operate the pump manually.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict water flow using floodgates, or put in a [[gear assembly]] linked to a [[lever]] to disconnect [[power|motion]].&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
* Pumps can not push water up additional Z-levels.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls.&lt;br /&gt;
* Pumps don't seem to burn or melt when pumping magma, no matter what materials they are made from, even if made from wood.&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single Pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiple Levels ===&lt;br /&gt;
[[Image:pumpsnc4.png|frame|right|Diagram 2. Another example of a pump]]&lt;br /&gt;
==== Stacked pumps ====&lt;br /&gt;
''See Diagram 2.'' This example is from a &lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001225&amp;amp;p=2 Bay12 forum thread.]&lt;br /&gt;
&lt;br /&gt;
#Side view of the basic pump unit. Water is moved from the lower floor to the upper; notice how the front of the pump does not need a floor.&lt;br /&gt;
#Side view of stacked screw pumps. Power is transmitted vertically through the missing floor tiles under the fronts of the pumps - no need for gearboxes in this design. The screw pump front prevents the water from flowing diagonally downwards.&lt;br /&gt;
#Top view of the basic pump unit.&lt;br /&gt;
#Top view with walls in place to prevent the receiving area from spilling out. If this is all it needed, these units could be stacked on top of each other, but it's missing one thing - dwarf access. There's no stairs/ramps, and no good place to put them either that wouldn't interfere with the adjacent levels' water containment.&lt;br /&gt;
#Solution for a freestanding tower - fire escape! Sure, you could consolidate the up and downstairs into a single up/down stair tile, but I like the zigzag and symmetrical arrangement this one presents. Just build these on top of each other, flipping horizontally each time, and bam. Minimal yet aesthetic multi-level water pumping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====L-shaped Tunnels====&lt;br /&gt;
I use this system in conjunction with a river to power the water wheels.&lt;br /&gt;
&lt;br /&gt;
I wanted to be able to pump water up several levels without wasting dwarves on &amp;quot;Pumping&amp;quot;. So by using a system of water wheels and gears, and a bit of trial and error until I fixed my leaking problems, I came up with the following solution, where the &amp;quot;1st&amp;quot; and &amp;quot;2nd&amp;quot; levels simply alternate until I reach the desired height.&lt;br /&gt;
&lt;br /&gt;
 Digging Plan:&lt;br /&gt;
 &lt;br /&gt;
 Level 1      Level 2         Key&lt;br /&gt;
 ########     ########      # Undug wall&lt;br /&gt;
 ########     #     ##      &amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt; Up/down staircase&lt;br /&gt;
 ########     # ### ##      _ Channel&lt;br /&gt;
 #&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;#    #     #&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;#   _#      &lt;br /&gt;
 # # ####     ### # ##&lt;br /&gt;
 #    _##     ### #_##&lt;br /&gt;
 ###_####     ### ####&lt;br /&gt;
 ########     ########&lt;br /&gt;
&lt;br /&gt;
 Building Plan&lt;br /&gt;
  &lt;br /&gt;
 Level 1       Level 2        Key&lt;br /&gt;
 ########     ########      &amp;lt;b&amp;gt;%&amp;lt;/b&amp;gt; Screw pump&lt;br /&gt;
 ########     #     ##      &amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Gear&lt;br /&gt;
 ########     # ### ##      &lt;br /&gt;
 #&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;#    #     #&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;# &amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;_#      &lt;br /&gt;
 # #&amp;lt;b&amp;gt;%&amp;lt;/b&amp;gt;####     ### #&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt;##&lt;br /&gt;
 #  &amp;lt;b&amp;gt;%*&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;##     ### #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;##&lt;br /&gt;
 ###_####     ### ####&lt;br /&gt;
 ########     ########&lt;br /&gt;
&lt;br /&gt;
The red gear transmits power vertically, while the other ones give power to the pumps. Switching from up to left (or down to right, the orientation of the &amp;lt;b&amp;gt;L&amp;lt;/b&amp;gt; doesn't matter) stops water leaking back down the vertical shaft. A single water wheel provides enough power for about 4 storeys. You will, of course, want to insert floodgates with levers at various locations.&lt;br /&gt;
&lt;br /&gt;
 Hooking up to 2 water wheels    Key&lt;br /&gt;
 &lt;br /&gt;
 ############                    &amp;lt;b&amp;gt;=&amp;lt;/b&amp;gt; Wooden axle (E/W)&lt;br /&gt;
 #&amp;lt;b&amp;gt;X&amp;lt;/b&amp;gt;#     ####                    &amp;lt;b&amp;gt;|&amp;lt;/b&amp;gt; Wooden axle (N/S)&lt;br /&gt;
 # # ########                    &amp;lt;b&amp;gt;H&amp;lt;/b&amp;gt; Water wheel&lt;br /&gt;
 #  &amp;lt;b&amp;gt;%*&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;*==*&amp;lt;/b&amp;gt;##                    &amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;.&amp;lt;/font&amp;gt; Channel where water is flowing    &lt;br /&gt;
 ###&amp;lt;b&amp;gt;%&amp;lt;/b&amp;gt;##&amp;lt;b&amp;gt;|&amp;lt;/b&amp;gt;##&amp;lt;b&amp;gt;|&amp;lt;/b&amp;gt;##    &lt;br /&gt;
 ###&amp;lt;font color=#0000ff&amp;gt;..&amp;lt;/font&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font color=#ff8040&amp;gt;HHH&amp;lt;font color=#c06020&amp;gt;HHH&amp;lt;/font&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;font color=#0000ff&amp;gt;.&amp;lt;/font&amp;gt;&lt;br /&gt;
 ############&lt;br /&gt;
&lt;br /&gt;
A problem occurs when as the channel fills - as soon as it's deep enough for the wheels to spin the machine activates, sucking water out of the channel and making it too shallow for the wheels to spin, leading to a distinct 'stop-start' behaviour. It just takes time to even out - I suggest filling the channel before starting on the rest of the tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Space-saving L-shaped Tunnels====&lt;br /&gt;
&lt;br /&gt;
A slightly more space efficient version of the above design can be achieved; though, it will increase the complexity of repairs should any component require it. The key difference is digging the vertical gear shaft &amp;lt;u&amp;gt;after&amp;lt;/u&amp;gt; the screw pumps are in place. Note that either level may be used as the base and tessellated appropriately.&lt;br /&gt;
&lt;br /&gt;
 Digging (Phase I):&lt;br /&gt;
 &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      # Undug wall&lt;br /&gt;
 #    #     #   _#      . May be wall, cleared, or stairs.&lt;br /&gt;
 # ####     # # ##      _ Channel&lt;br /&gt;
 #   ..     # # ..&lt;br /&gt;
 #_#...     # #...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
 Construction (Phase II):&lt;br /&gt;
 &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Output side of pump&lt;br /&gt;
 #    #     # &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;_#      &amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt; Input side of pump&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;####     # #&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt;##      &amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Direct drive gears&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; ..     # # ..&lt;br /&gt;
 #_#...     # #...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
 Digging/Construction (Phase III):&lt;br /&gt;
 &lt;br /&gt;
  This step must be performed after the pump and direct gears have been placed.&lt;br /&gt;
  &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Channel for transfer gear.&lt;br /&gt;
 #    #     # &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;_#&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;####     # #&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt;##&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;b&amp;gt;*&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..     # #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..&lt;br /&gt;
 #_#...     # #...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
Finally place the power transfer gear:&lt;br /&gt;
&lt;br /&gt;
 Construction (Phase IV):&lt;br /&gt;
  &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Water on z-1&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Water on current z&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;####     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt;##      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Power Transfer Gear&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;*&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#...     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
=== Running a pump with a windmill ===&lt;br /&gt;
&lt;br /&gt;
First, build a [[windmill]] anywhere aboveground (note that it won't do anything yet).&lt;br /&gt;
&lt;br /&gt;
Then, build the pump. The end you selected to 'pump from' will suck water up from the level below, then pump it out of the other end. Build with this in mind. If you want to pump from a river, the 'pump from' end should be on the river.&lt;br /&gt;
&lt;br /&gt;
Both the pipe and corkscrew can be built by a [[carpenter]], (the corkscrew is listed as something like 'enormous wooden cor' if you are using the single-width screen, but hitting {{k|Tab}} to expand the screen should reveal the full text).&lt;br /&gt;
&lt;br /&gt;
Connecting [[Windmill|windmills]] to pumps:&lt;br /&gt;
&lt;br /&gt;
Note that it's much easier if the centre of the [[windmill]] lines up with the pump.&lt;br /&gt;
&lt;br /&gt;
# Dig one level below the [[windmill]] and put a [[gear assembly]] directly beneath the [[axle]] (at centre of windmill). The windmill will start turning.&lt;br /&gt;
# You're probably going to want to bring your power up to the surface. To do this, dig away from the first gear until the surface is clear above. Place another gear here.&lt;br /&gt;
# Connect the gears together using a horizontal axle.&lt;br /&gt;
# Get a [[miner]] to [[channel]] on top of the second gear.&lt;br /&gt;
# Build a third gear in this channel. You should now have a turning gear on the surface.&lt;br /&gt;
# If you thought ahead, you should only need one axle to connect the surface gear to the pump. A pump can be powered from any side.&lt;br /&gt;
&lt;br /&gt;
I recommend that you connect a lever to one of your gears beforehand. The pump will start pumping as soon as it has power.&lt;br /&gt;
&lt;br /&gt;
You can change stuff around as the situation dictates, but that should get you started.&lt;br /&gt;
&lt;br /&gt;
[[Image:Above.png|frame|none|above]]&lt;br /&gt;
[[Image:Below.png|frame|none|below]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The pictures aren't lined up - the far right gear in the second picture is the one below the surface gear.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alternate Uses ==&lt;br /&gt;
&lt;br /&gt;
Pumps can also be built with no actual pumping in mind but as dwarven exercise machines.  This is an excellent method to train haulers for better strength and agility or for future soldiers.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Videos featuring screw pumps: ([http://mkv25.net/dfma/movie-pump Movies with Pump in the title])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elephant&amp;diff=734</id>
		<title>40d:Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elephant&amp;diff=734"/>
		<updated>2008-04-04T18:09:43Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Elephants in the past */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Elephant|symbol=E|color=rgb(192, 192, 192)|&lt;br /&gt;
bones=16|chunks=16|meat=16|fat=10|skulls=1|skin=Yes|&lt;br /&gt;
biome=&lt;br /&gt;
* Any tropical forest&lt;br /&gt;
* Tropical shrubland&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Elephants are large peaceful creatures who wander in any tropical forest and in tropical shrublands. &lt;br /&gt;
&lt;br /&gt;
Killing an elephant will yield 16 edible portions of meat and up to 10 portions of fat.&lt;br /&gt;
&lt;br /&gt;
Elephants can be tamed but cannot be [[kennel|trained]] -- the only &amp;quot;war animals&amp;quot; presently available in the game are dogs. Elephants maintain their previous behaviors-- they run from or ignore threats unless attacked. &lt;br /&gt;
&lt;br /&gt;
== Uses For Elephants ==&lt;br /&gt;
&lt;br /&gt;
Having swarms of wild elephants outside your fortress can be a good thing. Marksdwarfs receive a load of experience for hitting an elephant with a bolt, usually bumping their marksdwarf skill a few levels before killing one.  Traders will pay a LOT for even an untamed elephant, so they make good trade items. Elephant produce a stack of 16 bones when butchered, and these can be used to make a stack of 80 bone bolts, meaning your marksdwarfs will have plenty of shots before needing to gather more ammo.&lt;br /&gt;
If you modify your game files to make elephants trainable, War Elephants can form a terrifying assault force.&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Elephant Elephants] are generally peaceful creatures, very intelligent and attached to the family, and hunted to near extinction for their ivory. Thanks to improved measures against illegal poaching, the population of wild elephants has grown to three times its former size just ten years ago.&lt;br /&gt;
&lt;br /&gt;
Recently, attacks to humans by elephants have increased; it's been noted that many elephant family groups have a marked lack of adult females, so the attacks may be the result of elephant calves being orphaned by hunter action and growing up without the elephantine equivalent of social education.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elephants in the past ==&lt;br /&gt;
Elephants used to be the most feared and revered animal in the history of DF; their brutality unheard of. One good example of this was [[Boatmurdered]];&lt;br /&gt;
packs of elephants would suddenly attack and eat dwarves, their enormous tusks gleaming red with blood.&lt;br /&gt;
Such was their brutality that they were named the king of all beasts, and a undead elephant was a symbol in itself in dwarven culture and society to mean brutality, terror, death and destruction. You can imagine how unpopular the republicans are with the dwarves. &lt;br /&gt;
However, in a newer version Elephants aggresive and brutal behavior has been toned down and they seem to be being replaced by the [[unicorn]] and [[Giant eagle]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELEPHANT]&lt;br /&gt;
 	[NAME:elephant:elephants:elephant]&lt;br /&gt;
 	[TILE:'E'][COLOR:7:0:0]&lt;br /&gt;
 	[LARGE_ROAMING]&lt;br /&gt;
 	[MODVALUE:3]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[PREFSTRING:strength]&lt;br /&gt;
 	[IVORY]&lt;br /&gt;
 	[DIURNAL]&lt;br /&gt;
 	[POPULATION_NUMBER:15:30]&lt;br /&gt;
 	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
 	[BENIGN][MEANDERER][NATURAL][PET]&lt;br /&gt;
 	[PETVALUE:500]&lt;br /&gt;
 	[BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:2TUSKS]&lt;br /&gt;
 	[SIZE:16]&lt;br /&gt;
 	[MAXAGE:50:70]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTOKEN:RTUSK:tusk:tusks:1:6:GORE]&lt;br /&gt;
 	[ATTACK:SECOND:BYTOKEN:LTUSK:tusk:tusks:1:6:GORE]&lt;br /&gt;
 	[CHILD:10][CHILDNAME:elephant calf:elephant calves]&lt;br /&gt;
 	[FAT:10]&lt;br /&gt;
 	[BIOME_ANY_TROPICAL_FOREST]&lt;br /&gt;
 	[BIOME_SHRUBLAND_TROPICAL]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10066]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6940</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6940"/>
		<updated>2008-03-10T23:30:30Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Inquisitor Saturn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These are all the character sets with square tiles, except for the character sets with 16x16 tiles. Those are listed [[List_of_user_character_sets#For use_with_graphics_sets|below]]. Text in square tilesets (as opposed to tilesets with shorter width) is usually more difficult to read, but the map is not distorted.&lt;br /&gt;
&lt;br /&gt;
=== haowan ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=haowan&lt;br /&gt;
|size=18x18&lt;br /&gt;
|resolution=1440x450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8x8 CGA tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The IBM EGA 8x8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== maus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. An 18x18 version for 1440x450 resolution is also [[:Image:Nostalgia_1440x450_3e4a08.png|available here]], and is really nice on a widescreen monitor. An NES palette is [[User:Maus|available here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Designed for both modes. I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it isn't square, so I made a similarish tileset to fix those.&amp;lt;br&amp;gt;Note: This tileset is no longer updated due to the creation of [[#Savok_2|this tileset]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== The-Moon ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=I have Edited the character set which [[User:mikemayday|mikemayday]] uses with his graphical set and i have edited / added several tiles. First and foremost i have smoothed down all the walls, as well as added in the correct graphics for where smooth walls ends and rough walls begin. I changed the male symbol to represent a bag(still looks close enough to a male symbol) I tried to draw a good looking chain, but that will have to do for now, did not feel like spending a lot of time on it. I shaded in the anvil a bit better. I replaced the Zero character with a coffin. I think it still looks close enough to be a Zero and a coffin at the same time. Last but not least i made a Floor Hatch graphic, hope that doesn't conflict with other's. I do plan to update these as needed, or when Mike Adds in new tiles to his set which i like. Hope everyone enjoys my new tiles. Any suggestions would be welcome :o).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tocky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|size=10x10&lt;br /&gt;
|resolution=800x250 native, 800x500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximise clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unknown ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user on IP address 86.43.81.125. It is considered by many to be a &amp;quot;standard&amp;quot; for square sets, as it provides excellent &amp;quot;square&amp;quot; characters at a decent resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12x12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences.  I have no idea where I got it from.  It's great on a 1024x768 CRT monitor in windowed mode.  I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16x16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=13x13&lt;br /&gt;
|resolution=1040x325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8x8 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200 or 640x400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== For use with graphics sets ==&lt;br /&gt;
&lt;br /&gt;
These are a subset of square character sets, the 16x16 tilesets. Since most graphics sets employ 16x16 tiles, these are grouped here. However, these can be used on their own. Alternate sets for objects can be found at [[graphics sets]]. The target resolution is always 1280x400 for these.  '''If your screen is too small for these, turn on BLACK_SPACE!'''&lt;br /&gt;
&lt;br /&gt;
=== Guybrush ===&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A 16x16 tileset based on the very nice Herrbdog's one, and for use with the superb [[Graphics_sets#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The 16x16 version of Herrbdog's tileset. Further discussion of herrbdog's tilesets is available in the Bay 12 forums:&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000832&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kaishaku ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A square 1280x400 font. Simple and legible. Converted from roarl's 16x16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Klokjammer ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be.  A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted.  Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up.  Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Marble Dice ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Red Jack===&lt;br /&gt;
[[Image:Rj-purplemushrooms.png|thumb|right|Mushrooms look like mushrooms!]] [[Image:Rj-worldmap.png|thumb|right|The world map.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack15.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look. Some of the font has been replaced with images - this may look odd at times.&lt;br /&gt;
&lt;br /&gt;
Thanks go to dyze, oRGy, and Mike Mayday.}}&lt;br /&gt;
[[Image:Rj-unitlist.png|thumb|right|Using the language mod helps fix these names.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack15novaried.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The version without varied tiles.}}&lt;br /&gt;
&lt;br /&gt;
=== Sappho ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Another square font, target resolution 1280x400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I went about creating my own. Nearly all of it is original, including the dozens of letters. If you would like to see it in action, see [http://mkv25.net/dfma/map-1109-idenst this map] at DFMA (note: a little outdated)&amp;lt;br&amp;gt;In the raws, the tag [TILE:'U'] for humans should be changed to [TILE:172] for this tileset. I didn't like humans looking like unicorns, and this changes the corpse, which object tilesets can't do. The elves also get a different tile, [TILE:171], so that they don't look like elephants.&amp;lt;br&amp;gt;Also, in the solid white tile, there is a barely perceptible line of grey (#F0F0F0, specifically) that aids in designating mining areas but is difficult to see elsewhere.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Super Foul Egg ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tahin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually. To Marble Dice: I hope you don't take offense to my using your font as a base for this one. If you want me to remove it for whatever reason, I will.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tyrving ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Winterwing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16x16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These tilesets are not square. Text in non-square tilesets often looks much better and is often much easier to read than in square tilesets, but the map is distorted.&lt;br /&gt;
&lt;br /&gt;
=== Eagle of Fire ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|size=16x24&lt;br /&gt;
|resolution=1280x600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8x8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x15&lt;br /&gt;
|resolution=640x375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|size=8x12&lt;br /&gt;
|resolution=640x300&lt;br /&gt;
|comments=Kein's 640x300, everything completely shaded, kept mostly traditional looking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lumin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lumin_Graphical_1280x800.png]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|size=16x32&lt;br /&gt;
|resolution=1280x800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thom ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=20x24&lt;br /&gt;
|resolution=1600x800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&amp;lt;/font&amp;gt;&amp;lt;small&amp;gt;Note: Winterwing's tileset is now lost. --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== UncleSporky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300, 800x600 (non-reccomended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tiny tilesets ==&lt;br /&gt;
&lt;br /&gt;
Sets smaller than 8x8. Used for playing in tiny windows, display of massive maps and perhaps videos.&lt;br /&gt;
&lt;br /&gt;
=== herrbdog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|size=7x7&lt;br /&gt;
|resolution=560x175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5x6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out ? and inverse ?, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=4x6&lt;br /&gt;
|resolution=320x150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=4x6&lt;br /&gt;
|resolution=320x150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=5x6&lt;br /&gt;
|resolution=400x150, 800x300, 800x600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6939</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6939"/>
		<updated>2008-03-10T23:29:26Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* For use with graphics sets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These are all the character sets with square tiles, except for the character sets with 16x16 tiles. Those are listed [[List_of_user_character_sets#For use_with_graphics_sets|below]]. Text in square tilesets (as opposed to tilesets with shorter width) is usually more difficult to read, but the map is not distorted.&lt;br /&gt;
&lt;br /&gt;
=== haowan ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=haowan&lt;br /&gt;
|size=18x18&lt;br /&gt;
|resolution=1440x450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8x8 CGA tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The IBM EGA 8x8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== maus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. An 18x18 version for 1440x450 resolution is also [[:Image:Nostalgia_1440x450_3e4a08.png|available here]], and is really nice on a widescreen monitor. An NES palette is [[User:Maus|available here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Designed for both modes. I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it isn't square, so I made a similarish tileset to fix those.&amp;lt;br&amp;gt;Note: This tileset is no longer updated due to the creation of [[#Savok_2|this tileset]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== The-Moon ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=I have Edited the character set which [[User:mikemayday|mikemayday]] uses with his graphical set and i have edited / added several tiles. First and foremost i have smoothed down all the walls, as well as added in the correct graphics for where smooth walls ends and rough walls begin. I changed the male symbol to represent a bag(still looks close enough to a male symbol) I tried to draw a good looking chain, but that will have to do for now, did not feel like spending a lot of time on it. I shaded in the anvil a bit better. I replaced the Zero character with a coffin. I think it still looks close enough to be a Zero and a coffin at the same time. Last but not least i made a Floor Hatch graphic, hope that doesn't conflict with other's. I do plan to update these as needed, or when Mike Adds in new tiles to his set which i like. Hope everyone enjoys my new tiles. Any suggestions would be welcome :o).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tocky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|size=10x10&lt;br /&gt;
|resolution=800x250 native, 800x500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximise clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unknown ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user on IP address 86.43.81.125. It is considered by many to be a &amp;quot;standard&amp;quot; for square sets, as it provides excellent &amp;quot;square&amp;quot; characters at a decent resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12x12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences.  I have no idea where I got it from.  It's great on a 1024x768 CRT monitor in windowed mode.  I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16x16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=13x13&lt;br /&gt;
|resolution=1040x325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8x8 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200 or 640x400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== For use with graphics sets ==&lt;br /&gt;
&lt;br /&gt;
These are a subset of square character sets, the 16x16 tilesets. Since most graphics sets employ 16x16 tiles, these are grouped here. However, these can be used on their own. Alternate sets for objects can be found at [[graphics sets]]. The target resolution is always 1280x400 for these.  '''If your screen is too small for these, turn on BLACK_SPACE!'''&lt;br /&gt;
&lt;br /&gt;
=== Guybrush ===&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A 16x16 tileset based on the very nice Herrbdog's one, and for use with the superb [[Graphics_sets#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The 16x16 version of Herrbdog's tileset. Further discussion of herrbdog's tilesets is available in the Bay 12 forums:&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000832&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the shadowing used.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kaishaku ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A square 1280x400 font. Simple and legible. Converted from roarl's 16x16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Klokjammer ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be.  A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted.  Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up.  Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Marble Dice ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Red Jack===&lt;br /&gt;
[[Image:Rj-purplemushrooms.png|thumb|right|Mushrooms look like mushrooms!]] [[Image:Rj-worldmap.png|thumb|right|The world map.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack15.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look. Some of the font has been replaced with images - this may look odd at times.&lt;br /&gt;
&lt;br /&gt;
Thanks go to dyze, oRGy, and Mike Mayday.}}&lt;br /&gt;
[[Image:Rj-unitlist.png|thumb|right|Using the language mod helps fix these names.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack15novaried.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The version without varied tiles.}}&lt;br /&gt;
&lt;br /&gt;
=== Sappho ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Another square font, target resolution 1280x400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I went about creating my own. Nearly all of it is original, including the dozens of letters. If you would like to see it in action, see [http://mkv25.net/dfma/map-1109-idenst this map] at DFMA (note: a little outdated)&amp;lt;br&amp;gt;In the raws, the tag [TILE:'U'] for humans should be changed to [TILE:172] for this tileset. I didn't like humans looking like unicorns, and this changes the corpse, which object tilesets can't do. The elves also get a different tile, [TILE:171], so that they don't look like elephants.&amp;lt;br&amp;gt;Also, in the solid white tile, there is a barely perceptible line of grey (#F0F0F0, specifically) that aids in designating mining areas but is difficult to see elsewhere.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Super Foul Egg ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tahin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually. To Marble Dice: I hope you don't take offense to my using your font as a base for this one. If you want me to remove it for whatever reason, I will.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tyrving ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Winterwing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16x16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These tilesets are not square. Text in non-square tilesets often looks much better and is often much easier to read than in square tilesets, but the map is distorted.&lt;br /&gt;
&lt;br /&gt;
=== Eagle of Fire ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|size=16x24&lt;br /&gt;
|resolution=1280x600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8x8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x15&lt;br /&gt;
|resolution=640x375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|size=8x12&lt;br /&gt;
|resolution=640x300&lt;br /&gt;
|comments=Kein's 640x300, everything completely shaded, kept mostly traditional looking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lumin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lumin_Graphical_1280x800.png]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|size=16x32&lt;br /&gt;
|resolution=1280x800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thom ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=20x24&lt;br /&gt;
|resolution=1600x800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&amp;lt;/font&amp;gt;&amp;lt;small&amp;gt;Note: Winterwing's tileset is now lost. --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== UncleSporky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300, 800x600 (non-reccomended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tiny tilesets ==&lt;br /&gt;
&lt;br /&gt;
Sets smaller than 8x8. Used for playing in tiny windows, display of massive maps and perhaps videos.&lt;br /&gt;
&lt;br /&gt;
=== herrbdog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|size=7x7&lt;br /&gt;
|resolution=560x175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5x6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out ? and inverse ?, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=4x6&lt;br /&gt;
|resolution=320x150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=4x6&lt;br /&gt;
|resolution=320x150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=5x6&lt;br /&gt;
|resolution=400x150, 800x300, 800x600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6938</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6938"/>
		<updated>2008-03-10T23:27:32Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* For use with graphics sets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These are all the character sets with square tiles, except for the character sets with 16x16 tiles. Those are listed [[List_of_user_character_sets#For use_with_graphics_sets|below]]. Text in square tilesets (as opposed to tilesets with shorter width) is usually more difficult to read, but the map is not distorted.&lt;br /&gt;
&lt;br /&gt;
=== haowan ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=haowan&lt;br /&gt;
|size=18x18&lt;br /&gt;
|resolution=1440x450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8x8 CGA tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The IBM EGA 8x8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== maus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. An 18x18 version for 1440x450 resolution is also [[:Image:Nostalgia_1440x450_3e4a08.png|available here]], and is really nice on a widescreen monitor. An NES palette is [[User:Maus|available here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Designed for both modes. I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it isn't square, so I made a similarish tileset to fix those.&amp;lt;br&amp;gt;Note: This tileset is no longer updated due to the creation of [[#Savok_2|this tileset]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== The-Moon ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=I have Edited the character set which [[User:mikemayday|mikemayday]] uses with his graphical set and i have edited / added several tiles. First and foremost i have smoothed down all the walls, as well as added in the correct graphics for where smooth walls ends and rough walls begin. I changed the male symbol to represent a bag(still looks close enough to a male symbol) I tried to draw a good looking chain, but that will have to do for now, did not feel like spending a lot of time on it. I shaded in the anvil a bit better. I replaced the Zero character with a coffin. I think it still looks close enough to be a Zero and a coffin at the same time. Last but not least i made a Floor Hatch graphic, hope that doesn't conflict with other's. I do plan to update these as needed, or when Mike Adds in new tiles to his set which i like. Hope everyone enjoys my new tiles. Any suggestions would be welcome :o).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tocky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|size=10x10&lt;br /&gt;
|resolution=800x250 native, 800x500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximise clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unknown ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user on IP address 86.43.81.125. It is considered by many to be a &amp;quot;standard&amp;quot; for square sets, as it provides excellent &amp;quot;square&amp;quot; characters at a decent resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12x12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences.  I have no idea where I got it from.  It's great on a 1024x768 CRT monitor in windowed mode.  I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16x16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=13x13&lt;br /&gt;
|resolution=1040x325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8x8 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200 or 640x400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== For use with graphics sets ==&lt;br /&gt;
&lt;br /&gt;
These are a subset of square character sets, the 16x16 tilesets. Since most graphics sets employ 16x16 tiles, these are grouped here. However, these can be used on their own. Alternate sets for objects can be found at [[graphics sets]]. The target resolution is always 1280x400 for these.  '''If your screen is too small for these, turn on BLACK_SPACE!'''&lt;br /&gt;
&lt;br /&gt;
=== Guybrush ===&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A 16x16 tileset based on the very nice Herrbdog's one, and for use with the superb [[Graphics_sets#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The 16x16 version of Herrbdog's tileset. Further discussion of herrbdog's tilesets is available in the Bay 12 forums:&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000832&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the shadowing used.&lt;br /&gt;
=== Kaishaku ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A square 1280x400 font. Simple and legible. Converted from roarl's 16x16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Klokjammer ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be.  A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted.  Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up.  Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Marble Dice ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Red Jack===&lt;br /&gt;
[[Image:Rj-purplemushrooms.png|thumb|right|Mushrooms look like mushrooms!]] [[Image:Rj-worldmap.png|thumb|right|The world map.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack15.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look. Some of the font has been replaced with images - this may look odd at times.&lt;br /&gt;
&lt;br /&gt;
Thanks go to dyze, oRGy, and Mike Mayday.}}&lt;br /&gt;
[[Image:Rj-unitlist.png|thumb|right|Using the language mod helps fix these names.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack15novaried.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The version without varied tiles.}}&lt;br /&gt;
&lt;br /&gt;
=== Sappho ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Another square font, target resolution 1280x400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I went about creating my own. Nearly all of it is original, including the dozens of letters. If you would like to see it in action, see [http://mkv25.net/dfma/map-1109-idenst this map] at DFMA (note: a little outdated)&amp;lt;br&amp;gt;In the raws, the tag [TILE:'U'] for humans should be changed to [TILE:172] for this tileset. I didn't like humans looking like unicorns, and this changes the corpse, which object tilesets can't do. The elves also get a different tile, [TILE:171], so that they don't look like elephants.&amp;lt;br&amp;gt;Also, in the solid white tile, there is a barely perceptible line of grey (#F0F0F0, specifically) that aids in designating mining areas but is difficult to see elsewhere.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Super Foul Egg ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tahin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually. To Marble Dice: I hope you don't take offense to my using your font as a base for this one. If you want me to remove it for whatever reason, I will.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tyrving ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Winterwing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16x16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These tilesets are not square. Text in non-square tilesets often looks much better and is often much easier to read than in square tilesets, but the map is distorted.&lt;br /&gt;
&lt;br /&gt;
=== Eagle of Fire ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|size=16x24&lt;br /&gt;
|resolution=1280x600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8x8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x15&lt;br /&gt;
|resolution=640x375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|size=8x12&lt;br /&gt;
|resolution=640x300&lt;br /&gt;
|comments=Kein's 640x300, everything completely shaded, kept mostly traditional looking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lumin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lumin_Graphical_1280x800.png]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|size=16x32&lt;br /&gt;
|resolution=1280x800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thom ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=20x24&lt;br /&gt;
|resolution=1600x800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&amp;lt;/font&amp;gt;&amp;lt;small&amp;gt;Note: Winterwing's tileset is now lost. --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== UncleSporky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300, 800x600 (non-reccomended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tiny tilesets ==&lt;br /&gt;
&lt;br /&gt;
Sets smaller than 8x8. Used for playing in tiny windows, display of massive maps and perhaps videos.&lt;br /&gt;
&lt;br /&gt;
=== herrbdog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|size=7x7&lt;br /&gt;
|resolution=560x175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5x6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out ? and inverse ?, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=4x6&lt;br /&gt;
|resolution=320x150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=4x6&lt;br /&gt;
|resolution=320x150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=5x6&lt;br /&gt;
|resolution=400x150, 800x300, 800x600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:MRC_square_16x16.png&amp;diff=38977</id>
		<title>File:MRC square 16x16.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:MRC_square_16x16.png&amp;diff=38977"/>
		<updated>2008-03-10T23:25:44Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: Buh buh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buh buh&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10438</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10438"/>
		<updated>2008-03-09T00:07:25Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Finding magma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magma serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
While in previous versions of Dwarf Fortress, every map was guaranteed to have magma, since v0.27.169.32a magma is now a feature of terrain and may or may not be present.&lt;br /&gt;
&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A Magma Pool is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A Magma Pipe is a reservoir of magma that is connected to the earth's mantle. The magma will start at the lowest z-level, and extend in a pipe shape to its very highest level, which may be visible on the surface, or may be several z-levels underground. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is a magma pipe that completely reaches the surface. This gives a volcano that advantage of being a geographical feature that is visible on the [[location]] screen. See the page on volcanoes for more information.&lt;br /&gt;
&lt;br /&gt;
Magma that reaches all the way to the surface (Primarily Magma Pipes and Volcanos) is visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running water, or a mountain for minerals, or a healthy tree population, or even all three - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so the only way to identify them is to scroll past hundreds of local maps while keeping an eye out for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an obsidian &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is quite safe, provided that you are prepared for it.  Magma is much slower than water, and can be stopped by a simple floodgate.&lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma{{version|0.27.176.38a}}.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. Built Objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly.&lt;br /&gt;
&lt;br /&gt;
* Workshops that come in contact with the magma (such as forges) need not be built of steel to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed walls of any material, even those that are not &amp;quot;Magma-proof&amp;quot;, will hold magma in without issues. &lt;br /&gt;
&lt;br /&gt;
* Bridges that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-proof material.&lt;br /&gt;
&lt;br /&gt;
* Most items that can have mechanisms attached to them must be made of steel or bauxite to function in magma. This includes Floodgates and Screw Pumps{{verify}}.&lt;br /&gt;
&lt;br /&gt;
* Stone mechanisms attached to a construction will melt in magma unless made of bauxite, even if the construction itself is made of steel. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38a}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file.  It can still trap and suffocate or simply starve your dwarves in some situations.  It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and obsidian. This means there is no chance of using a prolonged contact between the two to create a steam trap.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10437</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10437"/>
		<updated>2008-03-09T00:06:45Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Using magma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magma serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
While in previous versions of Dwarf Fortress, every map was guaranteed to have magma, since v0.27.169.32a magma is now a feature of terrain and may or may not be present.&lt;br /&gt;
&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A Magma Pool is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A Magma Pipe is a reservoir of magma that is connected to the earth's mantle. The magma will start at the lowest z-level, and extend in a pipe shape to its very highest level, which may be visible on the surface, or may be several z-levels underground. Magma Pipes gradually refill with magma. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is a magma pipe that completely reaches the surface. This gives a volcano that advantage of being a geographical feature that is visible on the [[location]] screen. See the page on volcanoes for more information.&lt;br /&gt;
&lt;br /&gt;
Magma that reaches all the way to the surface (Primarily Magma Pipes and Volcanos) is visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running water, or a mountain for minerals, or a healthy tree population, or even all three - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so the only way to identify them is to scroll past hundreds of local maps while keeping an eye out for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an obsidian &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is quite safe, provided that you are prepared for it.  Magma is much slower than water, and can be stopped by a simple floodgate.&lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma{{version|0.27.176.38a}}.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. Built Objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly.&lt;br /&gt;
&lt;br /&gt;
* Workshops that come in contact with the magma (such as forges) need not be built of steel to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed walls of any material, even those that are not &amp;quot;Magma-proof&amp;quot;, will hold magma in without issues. &lt;br /&gt;
&lt;br /&gt;
* Bridges that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-proof material.&lt;br /&gt;
&lt;br /&gt;
* Most items that can have mechanisms attached to them must be made of steel or bauxite to function in magma. This includes Floodgates and Screw Pumps{{verify}}.&lt;br /&gt;
&lt;br /&gt;
* Stone mechanisms attached to a construction will melt in magma unless made of bauxite, even if the construction itself is made of steel. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38a}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file.  It can still trap and suffocate or simply starve your dwarves in some situations.  It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and obsidian. This means there is no chance of using a prolonged contact between the two to create a steam trap.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:InquisitorSaturn&amp;diff=38127</id>
		<title>User:InquisitorSaturn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:InquisitorSaturn&amp;diff=38127"/>
		<updated>2008-02-28T18:17:37Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: New page: ===About Me=== I have a tendency to obsessive-compulsive determination when looking for a great fortress location. I also like to have impenetrable defenses and elite marksmen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===About Me===&lt;br /&gt;
I have a tendency to obsessive-compulsive determination when looking for a great fortress location. I also like to have impenetrable defenses and elite marksmen.&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6935</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6935"/>
		<updated>2008-02-28T18:15:00Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Inquisitor Saturn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These are all the character sets with square tiles, except for the character sets with 16x16 tiles. Those are listed [[List_of_user_character_sets#For use_with_graphics_sets|below]]. Text in square tilesets (as opposed to tilesets with shorter width) is usually more difficult to read, but the map is not distorted.&lt;br /&gt;
&lt;br /&gt;
=== haowan ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=haowan&lt;br /&gt;
|size=18x18&lt;br /&gt;
|resolution=1440x450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8x8 CGA tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The IBM EGA 8x8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== maus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. An 18x18 version for 1440x450 resolution is also [[:Image:Nostalgia_1440x450_3e4a08.png|available here]], and is really nice on a widescreen monitor. An NES palette is [[User:Maus|available here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Designed for both modes. I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it isn't square, so I made a similarish tileset to fix those.&amp;lt;br&amp;gt;Note: This tileset is no longer updated due to the creation of [[#Savok_2|this tileset]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tocky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|size=10x10&lt;br /&gt;
|resolution=800x250 native, 800x500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximise clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unknown ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user on IP address 86.43.81.125. It is considered by many to be a &amp;quot;standard&amp;quot; for square sets, as it provides excellent &amp;quot;square&amp;quot; characters at a decent resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12x12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences.  I have no idea where I got it from.  It's great on a 1024x768 CRT monitor in windowed mode.  I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16x16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=13x13&lt;br /&gt;
|resolution=1040x325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8x8 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200 or 640x400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== For use with graphics sets ==&lt;br /&gt;
&lt;br /&gt;
These are a subset of square character sets, the 16x16 tilesets. Since most graphics sets employ 16x16 tiles, these are grouped here. However, these can be used on their own. Alternate sets for objects can be found at [[graphics sets]]. The target resolution is always 1280x400 for these.  '''If your screen is too small for these, turn on BLACK_SPACE!'''&lt;br /&gt;
&lt;br /&gt;
=== Guybrush ===&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A 16x16 tileset based on the very nice Herrbdog's one, and for use with the superb [[Graphics_sets#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The 16x16 version of Herrbdog's tileset. Further discussion of herrbdog's tilesets is available in the Bay 12 forums:&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000832&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kaishaku ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A square 1280x400 font. Simple and legible. Converted from roarl's 16x16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Klokjammer ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be.  A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted.  Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up.  Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Marble Dice ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Red Jack===&lt;br /&gt;
[[Image:Rj-purplemushrooms.png|thumb|right|Mushrooms look like mushrooms!]] [[Image:Rj-worldmap.png|thumb|right|The world map.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack15.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look. Some of the font has been replaced with images - this may look odd at times.&lt;br /&gt;
&lt;br /&gt;
Thanks go to dyze, oRGy, and Mike Mayday.}}&lt;br /&gt;
[[Image:Rj-unitlist.png|thumb|right|Using the language mod helps fix these names.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack15novaried.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The version without varied tiles.}}&lt;br /&gt;
&lt;br /&gt;
=== Sappho ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Another square font, target resolution 1280x400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I went about creating my own. Nearly all of it is original, including the dozens of letters. If you would like to see it in action, see [http://mkv25.net/dfma/map-1109-idenst this map] at DFMA (note: a little outdated)&amp;lt;br&amp;gt;In the raws, the tag [TILE:'U'] for humans should be changed to [TILE:172] for this tileset. I didn't like humans looking like unicorns, and this changes the corpse, which object tilesets can't do. The elves also get a different tile, [TILE:171], so that they don't look like elephants.&amp;lt;br&amp;gt;Also, in the solid white tile, there is a barely perceptible line of grey (#F0F0F0, specifically) that aids in designating mining areas but is difficult to see elsewhere.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Super Foul Egg ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tahin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually. To Marble Dice: I hope you don't take offense to my using your font as a base for this one. If you want me to remove it for whatever reason, I will.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tyrving ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Winterwing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16x16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These tilesets are not square. Text in non-square tilesets often looks much better and is often much easier to read than in square tilesets, but the map is distorted.&lt;br /&gt;
&lt;br /&gt;
=== Eagle of Fire ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|size=16x24&lt;br /&gt;
|resolution=1280x600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8x8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x15&lt;br /&gt;
|resolution=640x375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|size=8x12&lt;br /&gt;
|resolution=640x300&lt;br /&gt;
|comments=Kein's 640x300, everything completely shaded, kept mostly traditional looking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lumin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lumin_Graphical_1280x800.png]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|size=16x32&lt;br /&gt;
|resolution=1280x800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thom ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=20x24&lt;br /&gt;
|resolution=1600x800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&amp;lt;/font&amp;gt;&amp;lt;small&amp;gt;Note: Winterwing's tileset is now lost. --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== UncleSporky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300, 800x600 (non-reccomended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tiny tilesets ==&lt;br /&gt;
&lt;br /&gt;
Sets smaller than 8x8. Used for playing in tiny windows, display of massive maps and perhaps videos.&lt;br /&gt;
&lt;br /&gt;
=== herrbdog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|size=7x7&lt;br /&gt;
|resolution=560x175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5x6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out ? and inverse ?, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=4x6&lt;br /&gt;
|resolution=320x150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=4x6&lt;br /&gt;
|resolution=320x150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=5x6&lt;br /&gt;
|resolution=400x150, 800x300, 800x600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6934</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6934"/>
		<updated>2008-02-28T17:41:36Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Non-square tilesets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These are all the character sets with square tiles, except for the character sets with 16x16 tiles. Those are listed [[List_of_user_character_sets#For use_with_graphics_sets|below]]. Text in square tilesets (as opposed to tilesets with shorter width) is usually more difficult to read, but the map is not distorted.&lt;br /&gt;
&lt;br /&gt;
=== haowan ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=haowan&lt;br /&gt;
|size=18x18&lt;br /&gt;
|resolution=1440x450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8x8 CGA tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The IBM EGA 8x8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== maus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. An 18x18 version for 1440x450 resolution is also [[:Image:Nostalgia_1440x450_3e4a08.png|available here]], and is really nice on a widescreen monitor. An NES palette is [[User:Maus|available here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Designed for both modes. I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it isn't square, so I made a similarish tileset to fix those.&amp;lt;br&amp;gt;Note: This tileset is no longer updated due to the creation of [[#Savok_2|this tileset]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tocky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|size=10x10&lt;br /&gt;
|resolution=800x250 native, 800x500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximise clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unknown ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user on IP address 86.43.81.125. It is considered by many to be a &amp;quot;standard&amp;quot; for square sets, as it provides excellent &amp;quot;square&amp;quot; characters at a decent resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12x12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences.  I have no idea where I got it from.  It's great on a 1024x768 CRT monitor in windowed mode.  I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16x16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=13x13&lt;br /&gt;
|resolution=1040x325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8x8 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200 or 640x400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== For use with graphics sets ==&lt;br /&gt;
&lt;br /&gt;
These are a subset of square character sets, the 16x16 tilesets. Since most graphics sets employ 16x16 tiles, these are grouped here. However, these can be used on their own. Alternate sets for objects can be found at [[graphics sets]]. The target resolution is always 1280x400 for these.  '''If your screen is too small for these, turn on BLACK_SPACE!'''&lt;br /&gt;
&lt;br /&gt;
=== Guybrush ===&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A 16x16 tileset based on the very nice Herrbdog's one, and for use with the superb [[Graphics_sets#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The 16x16 version of Herrbdog's tileset. Further discussion of herrbdog's tilesets is available in the Bay 12 forums:&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000832&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kaishaku ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A square 1280x400 font. Simple and legible. Converted from roarl's 16x16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Klokjammer ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be.  A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted.  Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up.  Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Marble Dice ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Red Jack===&lt;br /&gt;
[[Image:Rj-purplemushrooms.png|thumb|right|Mushrooms look like mushrooms!]] [[Image:Rj-worldmap.png|thumb|right|The world map.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack15.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look. Some of the font has been replaced with images - this may look odd at times.&lt;br /&gt;
&lt;br /&gt;
Thanks go to dyze, oRGy, and Mike Mayday.}}&lt;br /&gt;
[[Image:Rj-unitlist.png|thumb|right|Using the language mod helps fix these names.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack15novaried.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The version without varied tiles.}}&lt;br /&gt;
&lt;br /&gt;
=== Sappho ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Another square font, target resolution 1280x400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I went about creating my own. Nearly all of it is original, including the dozens of letters. If you would like to see it in action, see [http://mkv25.net/dfma/map-1109-idenst this map] at DFMA (note: a little outdated)&amp;lt;br&amp;gt;In the raws, the tag [TILE:'U'] for humans should be changed to [TILE:172] for this tileset. I didn't like humans looking like unicorns, and this changes the corpse, which object tilesets can't do. The elves also get a different tile, [TILE:171], so that they don't look like elephants.&amp;lt;br&amp;gt;Also, in the solid white tile, there is a barely perceptible line of grey (#F0F0F0, specifically) that aids in designating mining areas but is difficult to see elsewhere.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Super Foul Egg ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tahin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually. To Marble Dice: I hope you don't take offense to my using your font as a base for this one. If you want me to remove it for whatever reason, I will.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tyrving ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Winterwing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16x16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These tilesets are not square. Text in non-square tilesets often looks much better and is often much easier to read than in square tilesets, but the map is distorted.&lt;br /&gt;
&lt;br /&gt;
=== Eagle of Fire ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:Inquisitor Saturn|InquisitorSaturn]]&lt;br /&gt;
|size=16x24&lt;br /&gt;
|resolution=1280x600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8x8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x15&lt;br /&gt;
|resolution=640x375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|size=8x12&lt;br /&gt;
|resolution=640x300&lt;br /&gt;
|comments=Kein's 640x300, everything completely shaded, kept mostly traditional looking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lumin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lumin_Graphical_1280x800.png]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|size=16x32&lt;br /&gt;
|resolution=1280x800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thom ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=20x24&lt;br /&gt;
|resolution=1600x800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&amp;lt;/font&amp;gt;&amp;lt;small&amp;gt;Note: Winterwing's tileset is now lost. --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== UncleSporky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300, 800x600 (non-reccomended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tiny tilesets ==&lt;br /&gt;
&lt;br /&gt;
Sets smaller than 8x8. Used for playing in tiny windows, display of massive maps and perhaps videos.&lt;br /&gt;
&lt;br /&gt;
=== herrbdog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|size=7x7&lt;br /&gt;
|resolution=560x175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5x6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out ? and inverse ?, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=4x6&lt;br /&gt;
|resolution=320x150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=4x6&lt;br /&gt;
|resolution=320x150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=5x6&lt;br /&gt;
|resolution=400x150, 800x300, 800x600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6933</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6933"/>
		<updated>2008-02-28T17:40:59Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Non-square tilesets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These are all the character sets with square tiles, except for the character sets with 16x16 tiles. Those are listed [[List_of_user_character_sets#For use_with_graphics_sets|below]]. Text in square tilesets (as opposed to tilesets with shorter width) is usually more difficult to read, but the map is not distorted.&lt;br /&gt;
&lt;br /&gt;
=== haowan ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=haowan&lt;br /&gt;
|size=18x18&lt;br /&gt;
|resolution=1440x450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8x8 CGA tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The IBM EGA 8x8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== maus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. An 18x18 version for 1440x450 resolution is also [[:Image:Nostalgia_1440x450_3e4a08.png|available here]], and is really nice on a widescreen monitor. An NES palette is [[User:Maus|available here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Designed for both modes. I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it isn't square, so I made a similarish tileset to fix those.&amp;lt;br&amp;gt;Note: This tileset is no longer updated due to the creation of [[#Savok_2|this tileset]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tocky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|size=10x10&lt;br /&gt;
|resolution=800x250 native, 800x500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximise clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unknown ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user on IP address 86.43.81.125. It is considered by many to be a &amp;quot;standard&amp;quot; for square sets, as it provides excellent &amp;quot;square&amp;quot; characters at a decent resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12x12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences.  I have no idea where I got it from.  It's great on a 1024x768 CRT monitor in windowed mode.  I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16x16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=13x13&lt;br /&gt;
|resolution=1040x325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8x8 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200 or 640x400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== For use with graphics sets ==&lt;br /&gt;
&lt;br /&gt;
These are a subset of square character sets, the 16x16 tilesets. Since most graphics sets employ 16x16 tiles, these are grouped here. However, these can be used on their own. Alternate sets for objects can be found at [[graphics sets]]. The target resolution is always 1280x400 for these.  '''If your screen is too small for these, turn on BLACK_SPACE!'''&lt;br /&gt;
&lt;br /&gt;
=== Guybrush ===&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A 16x16 tileset based on the very nice Herrbdog's one, and for use with the superb [[Graphics_sets#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The 16x16 version of Herrbdog's tileset. Further discussion of herrbdog's tilesets is available in the Bay 12 forums:&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000832&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kaishaku ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A square 1280x400 font. Simple and legible. Converted from roarl's 16x16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Klokjammer ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be.  A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted.  Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up.  Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Marble Dice ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Red Jack===&lt;br /&gt;
[[Image:Rj-purplemushrooms.png|thumb|right|Mushrooms look like mushrooms!]] [[Image:Rj-worldmap.png|thumb|right|The world map.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack15.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look. Some of the font has been replaced with images - this may look odd at times.&lt;br /&gt;
&lt;br /&gt;
Thanks go to dyze, oRGy, and Mike Mayday.}}&lt;br /&gt;
[[Image:Rj-unitlist.png|thumb|right|Using the language mod helps fix these names.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack15novaried.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The version without varied tiles.}}&lt;br /&gt;
&lt;br /&gt;
=== Sappho ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Another square font, target resolution 1280x400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I went about creating my own. Nearly all of it is original, including the dozens of letters. If you would like to see it in action, see [http://mkv25.net/dfma/map-1109-idenst this map] at DFMA (note: a little outdated)&amp;lt;br&amp;gt;In the raws, the tag [TILE:'U'] for humans should be changed to [TILE:172] for this tileset. I didn't like humans looking like unicorns, and this changes the corpse, which object tilesets can't do. The elves also get a different tile, [TILE:171], so that they don't look like elephants.&amp;lt;br&amp;gt;Also, in the solid white tile, there is a barely perceptible line of grey (#F0F0F0, specifically) that aids in designating mining areas but is difficult to see elsewhere.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Super Foul Egg ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tahin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually. To Marble Dice: I hope you don't take offense to my using your font as a base for this one. If you want me to remove it for whatever reason, I will.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tyrving ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Winterwing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16x16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These tilesets are not square. Text in non-square tilesets often looks much better and is often much easier to read than in square tilesets, but the map is distorted.&lt;br /&gt;
&lt;br /&gt;
=== Eagle of Fire ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:Inquisitor Saturn|InquisitorSaturn]]&lt;br /&gt;
|size=16x24&lt;br /&gt;
|resolution=1280x600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8x8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x15&lt;br /&gt;
|resolution=640x375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|size=8x12&lt;br /&gt;
|resolution=640x300&lt;br /&gt;
|comments=Kein's 640x300, everything completely shaded, kept mostly traditional looking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lumin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lumin_Graphical_1280x800.png]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|size=16x32&lt;br /&gt;
|resolution=1280x800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thom ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=20x24&lt;br /&gt;
|resolution=1600x800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&amp;lt;/font&amp;gt;&amp;lt;small&amp;gt;Note: Winterwing's tileset is now lost. --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== UncleSporky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300, 800x600 (non-reccomended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tiny tilesets ==&lt;br /&gt;
&lt;br /&gt;
Sets smaller than 8x8. Used for playing in tiny windows, display of massive maps and perhaps videos.&lt;br /&gt;
&lt;br /&gt;
=== herrbdog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|size=7x7&lt;br /&gt;
|resolution=560x175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5x6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out ? and inverse ?, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=4x6&lt;br /&gt;
|resolution=320x150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=4x6&lt;br /&gt;
|resolution=320x150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=5x6&lt;br /&gt;
|resolution=400x150, 800x300, 800x600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6932</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=6932"/>
		<updated>2008-02-28T17:40:30Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Non-square tilesets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These are all the character sets with square tiles, except for the character sets with 16x16 tiles. Those are listed [[List_of_user_character_sets#For use_with_graphics_sets|below]]. Text in square tilesets (as opposed to tilesets with shorter width) is usually more difficult to read, but the map is not distorted.&lt;br /&gt;
&lt;br /&gt;
=== haowan ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=haowan&lt;br /&gt;
|size=18x18&lt;br /&gt;
|resolution=1440x450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8x8 CGA tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The IBM EGA 8x8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== maus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. An 18x18 version for 1440x450 resolution is also [[:Image:Nostalgia_1440x450_3e4a08.png|available here]], and is really nice on a widescreen monitor. An NES palette is [[User:Maus|available here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=9x9&lt;br /&gt;
|resolution=720x225&lt;br /&gt;
|comments=Designed for both modes. I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it isn't square, so I made a similarish tileset to fix those.&amp;lt;br&amp;gt;Note: This tileset is no longer updated due to the creation of [[#Savok_2|this tileset]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tocky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|size=10x10&lt;br /&gt;
|resolution=800x250 native, 800x500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximise clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unknown ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user on IP address 86.43.81.125. It is considered by many to be a &amp;quot;standard&amp;quot; for square sets, as it provides excellent &amp;quot;square&amp;quot; characters at a decent resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12x12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12x12&lt;br /&gt;
|resolution=960x300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences.  I have no idea where I got it from.  It's great on a 1024x768 CRT monitor in windowed mode.  I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16x16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=13x13&lt;br /&gt;
|resolution=1040x325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8x8 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x8&lt;br /&gt;
|resolution=640x200 or 640x400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== For use with graphics sets ==&lt;br /&gt;
&lt;br /&gt;
These are a subset of square character sets, the 16x16 tilesets. Since most graphics sets employ 16x16 tiles, these are grouped here. However, these can be used on their own. Alternate sets for objects can be found at [[graphics sets]]. The target resolution is always 1280x400 for these.  '''If your screen is too small for these, turn on BLACK_SPACE!'''&lt;br /&gt;
&lt;br /&gt;
=== Guybrush ===&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A 16x16 tileset based on the very nice Herrbdog's one, and for use with the superb [[Graphics_sets#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The 16x16 version of Herrbdog's tileset. Further discussion of herrbdog's tilesets is available in the Bay 12 forums:&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000832&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kaishaku ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A square 1280x400 font. Simple and legible. Converted from roarl's 16x16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Klokjammer ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be.  A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted.  Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up.  Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Marble Dice ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Red Jack===&lt;br /&gt;
[[Image:Rj-purplemushrooms.png|thumb|right|Mushrooms look like mushrooms!]] [[Image:Rj-worldmap.png|thumb|right|The world map.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack15.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look. Some of the font has been replaced with images - this may look odd at times.&lt;br /&gt;
&lt;br /&gt;
Thanks go to dyze, oRGy, and Mike Mayday.}}&lt;br /&gt;
[[Image:Rj-unitlist.png|thumb|right|Using the language mod helps fix these names.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack15novaried.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The version without varied tiles.}}&lt;br /&gt;
&lt;br /&gt;
=== Sappho ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Another square font, target resolution 1280x400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I went about creating my own. Nearly all of it is original, including the dozens of letters. If you would like to see it in action, see [http://mkv25.net/dfma/map-1109-idenst this map] at DFMA (note: a little outdated)&amp;lt;br&amp;gt;In the raws, the tag [TILE:'U'] for humans should be changed to [TILE:172] for this tileset. I didn't like humans looking like unicorns, and this changes the corpse, which object tilesets can't do. The elves also get a different tile, [TILE:171], so that they don't look like elephants.&amp;lt;br&amp;gt;Also, in the solid white tile, there is a barely perceptible line of grey (#F0F0F0, specifically) that aids in designating mining areas but is difficult to see elsewhere.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Super Foul Egg ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tahin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually. To Marble Dice: I hope you don't take offense to my using your font as a base for this one. If you want me to remove it for whatever reason, I will.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tyrving ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Winterwing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16x16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These tilesets are not square. Text in non-square tilesets often looks much better and is often much easier to read than in square tilesets, but the map is distorted.&lt;br /&gt;
&lt;br /&gt;
=== Eagle of Fire ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:Inquisitor Saturn|InquisitorSaturn]]&lt;br /&gt;
|size=16x24&lt;br /&gt;
|resolution=1280x600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9x14&lt;br /&gt;
|resolution=720x350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8x8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x15&lt;br /&gt;
|resolution=640x375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8x16&lt;br /&gt;
|resolution=640x400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|size=10x16&lt;br /&gt;
|resolution=800x400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|size=8x12&lt;br /&gt;
|resolution=640x300&lt;br /&gt;
|comments=Kein's 640x300, everything completely shaded, kept mostly traditional looking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lumin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lumin_Graphical_1280x800.png]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|size=16x32&lt;br /&gt;
|resolution=1280x800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thom ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=20x24&lt;br /&gt;
|resolution=1600x800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&amp;lt;/font&amp;gt;&amp;lt;small&amp;gt;Note: Winterwing's tileset is now lost. --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== UncleSporky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8x14&lt;br /&gt;
|resolution=640x350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=10x12&lt;br /&gt;
|resolution=800x300, 800x600 (non-reccomended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tiny tilesets ==&lt;br /&gt;
&lt;br /&gt;
Sets smaller than 8x8. Used for playing in tiny windows, display of massive maps and perhaps videos.&lt;br /&gt;
&lt;br /&gt;
=== herrbdog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|size=7x7&lt;br /&gt;
|resolution=560x175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5x6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out ? and inverse ?, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=4x6&lt;br /&gt;
|resolution=320x150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6x6&lt;br /&gt;
|resolution=480x150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12x12 and 6x6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=4x6&lt;br /&gt;
|resolution=320x150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=5x6&lt;br /&gt;
|resolution=400x150, 800x300, 800x600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:MRC_1280x600.png&amp;diff=38126</id>
		<title>File:MRC 1280x600.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:MRC_1280x600.png&amp;diff=38126"/>
		<updated>2008-02-28T17:34:19Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: Inquisitor Saturn's character set. Basically the same as the default, but a much higher resolution.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Inquisitor Saturn's character set. Basically the same as the default, but a much higher resolution.&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Container&amp;diff=16201</id>
		<title>40d:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Container&amp;diff=16201"/>
		<updated>2008-02-11T00:05:56Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Cabinets and coffers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Containers are, typically enough, boxes (or barrels, or bins, or even bags) made out of a solid material and are used to hold everything from personal possessions, to gems, to [[alcohol|beer]], to quarry bush leaves [25], and even living creatures. Their use is context-sensitive, so you cannot use your barrels for storing coins.&lt;br /&gt;
&lt;br /&gt;
== Barrels, bins and bags ==&lt;br /&gt;
&lt;br /&gt;
[[Barrel|Barrels]] are [[wood]]en or [[metal]] containers that are useful for storing items in a [[Stockpile#food|food stockpile]] and are used for [[alcohol]], 2nd-stage cooking items ([[dwarven syrup]], [[quarry bush]] leaves, [[flour]] and [[dye]]), cooked food in a stack of 10 or less, [[fat]] and [[tallow]], [[plants]], [[meat]], and [[fish]]. They are also used to store [[seeds]] (and bags filled with seeds).&lt;br /&gt;
&lt;br /&gt;
Bins are containers, again made from wood or metal, used for for most non-food items. They are sent to all the other stockpiles (with exclusion to the [[refuse]] and [[graveyard]] piles) and will hold much larger stacks of items, making organizing those endless piles of +giant cave spider silk cloth+ much easier to manage.&lt;br /&gt;
&lt;br /&gt;
Bags are some of the most widely-used containers in dwarf fortress, due to their use as both seed preservation and [[Glass_Furnace|sand collection]]. These are only made from [[plant fiber]] or animal ([[silk]]) cloth, [[leather]], or [[adamantine]].  Bags can be built as [[furniture]] and function as coffers (below).&lt;br /&gt;
&lt;br /&gt;
== Cabinets and chests ==&lt;br /&gt;
&lt;br /&gt;
These two containers are both furniture items.  They must be built in rooms assigned to dwarves in order to function properly.  Cabinets are used to store clothing, and chests are used to store everything else.&lt;br /&gt;
&lt;br /&gt;
A rock chest is called a coffer, and a glass chest is called a box, but they are used for the same purpose.  Bags can be built as chests.&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6188</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6188"/>
		<updated>2008-02-08T21:42:59Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Dam construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image Rules Notice}}&lt;br /&gt;
&lt;br /&gt;
==Fortress defense==&lt;br /&gt;
&lt;br /&gt;
See [[fortress defense]].&lt;br /&gt;
&lt;br /&gt;
==Entrance designs==&lt;br /&gt;
&lt;br /&gt;
===Flooded entrance===&lt;br /&gt;
&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two [[lever]]s, two [[screw pump]]s and two [[gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup.&lt;br /&gt;
One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever.&lt;br /&gt;
Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle.&lt;br /&gt;
&lt;br /&gt;
=== 3D map format ===&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, see [[digging]].&lt;br /&gt;
&lt;br /&gt;
==Interior design==&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
===[[Bedroom design]]===&lt;br /&gt;
Enterprising players often try to find a design for their living quarter area which is either very space efficient or easy on the eye. This subject haven't been tackled much yet  but you can see the different designs most often used by players of older versions (0.23.130.23a and down, see link above). Most of them are still applicable on the newer versions (0.27.169.32a and up) but could possibly be heavily modified to benefit from the new Z-axis stairs placing.&lt;br /&gt;
&lt;br /&gt;
'''THLawrence's Living Pods'''&lt;br /&gt;
&lt;br /&gt;
Apartment Complex:&lt;br /&gt;
{{qd|cols=13&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║&lt;br /&gt;
|╠|═|╣|X|╠|═|╬|═|╣|X|╠|═|╣&lt;br /&gt;
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|║|.|.|║|.|.|║|.|.|║|.|.|║}}&lt;br /&gt;
{{qd|cols=13&lt;br /&gt;
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|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝}}&lt;br /&gt;
&lt;br /&gt;
Lobby:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗|.|.&lt;br /&gt;
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|╠|═|╣|X|╚|═|╩|═|╝|X|╚|═|╝|.|.&lt;br /&gt;
|║|.|┼|╗|.|.|.|.|.|.|.|.|.|.|.&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|.|.|.|.|.|.}}&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|╠|═|═|╣|.|.|.|.|.|╔|═|═|╗|.|.&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|║|.|.|║|.|.&lt;br /&gt;
|║|.|┼|╝|.|.|.|.|.|╚|┼|.|║|.|.&lt;br /&gt;
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|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║|.|.&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║|.|.&lt;br /&gt;
|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝|.|.}}&lt;br /&gt;
&lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles and a door. To add the apartment complex build it one level above or below the lobby. The design can be stretched to make the rooms 3x2 or 3x3 depending on your preference. Though not as impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GnomeChomsky's Tessellated Apartments'''&lt;br /&gt;
&lt;br /&gt;
[[Image:bedrooms.png]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Workshop Logistics===&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.&lt;br /&gt;
&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&lt;br /&gt;
 ===============&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 ...&amp;gt;......&amp;gt;....&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
Level -1:&lt;br /&gt;
&lt;br /&gt;
 ===============&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alternate Workshop Design ===&lt;br /&gt;
&lt;br /&gt;
One important consideration of workshops includes design to account for moody dwarves.  Open workshops might be easy and convenient, but make containment in the case of a berserk dwarf difficult.  One such layout that takes this into consideration is as follows:&lt;br /&gt;
&lt;br /&gt;
 =========&lt;br /&gt;
 =WWWXWWW=&lt;br /&gt;
 =WWW.WWW=&lt;br /&gt;
 =WWW.WWW=&lt;br /&gt;
 =.......=&lt;br /&gt;
 =WWW.WWW=&lt;br /&gt;
 =WWW.WWW=&lt;br /&gt;
 =WWW.WWW=&lt;br /&gt;
 ====+====&lt;br /&gt;
&lt;br /&gt;
Key: W: Workshop, X: up/downstaircase, =: wall, +: door.&lt;br /&gt;
&lt;br /&gt;
Stockpiles are placed above and below the room, generally one for raw materials and another for finished materials.  Similar workshops can be grouped together for easier checking on, and the door can be locked should a moody dwarf's wishes be unmet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fluid workshop locations====&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous strategies==&lt;br /&gt;
===Use for soil layers===&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
Since soil is primarily located near the surface, where a trade depot is often built, it is very useful to dig out large spaces for furniture and finished goods in soil for several reasons. First, it produces no stone, and is thus very fast to dig out. Secondly, having finished goods as close to the trade depot as possible is necessary for efficient trading.&lt;br /&gt;
&lt;br /&gt;
==Dams==&lt;br /&gt;
&lt;br /&gt;
[[Image:dam.jpg]]&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, a dam can be built across a [[river]] or [[brook]].  This has several uses: &lt;br /&gt;
&lt;br /&gt;
*Stop a river from flowing altogether&lt;br /&gt;
*Modify a river's path&lt;br /&gt;
*Create a pretty lake or functional reservoir&lt;br /&gt;
*Create water-based traps&lt;br /&gt;
&lt;br /&gt;
=== Dam construction ===&lt;br /&gt;
&lt;br /&gt;
There are two easy ways to construct a dam. The first, and quickest, method is only possible if your map freezes during winter. Simply dig out a thin section across the river and build a wall out of wood or stone, blocking the path of the river. &lt;br /&gt;
&lt;br /&gt;
The harder way is to drain the river (e.g. by building a sizeable lake which the river will take some time to fill). Once the river has been drained you may have to dig into to river bed to be able to place buildings. It will look a bit like this:&lt;br /&gt;
[[Image:Dam2.JPG]]&lt;br /&gt;
&lt;br /&gt;
Once the dam has been built, when the water comes back it will fill up the gap as far as it must to let the blocked water flow further. If you build your dam up to the level of the river the water will stop at the dam (it will not overflow). Since this defies logic it may be fixed in future releases.&lt;br /&gt;
&lt;br /&gt;
You can create a massive flood if you build a dam out of floodgates and open them all at once.&lt;br /&gt;
&lt;br /&gt;
An alternative method to this is to use a large number of pumps to move more water out of the river than can be replaced using screw pumps. For a river with a width of 4 tiles, you will need three on either side pumping it into channels or tunnels, ideally off the map, a waterfall, or somewhere where flooding will not be a concern. While the pumps are operating, it will be drained enough to build the dam.&lt;br /&gt;
&lt;br /&gt;
A similar technique can be used to create water &amp;quot;holes&amp;quot; in large bodies of water, such as lakes or even the ocean. Build a ring of floors at the water's surface, and line it with an immense number of pumps, facing out of the area you wish to drain. The pumps should be able to push out water faster than it can come back in, allowing you to build a dike in this area. This is hazardous if the water is more than one z-level deep, since it's highly likely a dwarf can drown.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Batman&amp;diff=35126</id>
		<title>40d:Batman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Batman&amp;diff=35126"/>
		<updated>2008-02-08T00:12:45Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Half man, half bat.  These weak creatures are commonly found around [[chasm]] areas.&lt;br /&gt;
&lt;br /&gt;
They can fly and are sometimes armed with [[weapon]]s.&lt;br /&gt;
&lt;br /&gt;
With enough preparation time, they can defeat any foe.&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed_archive&amp;diff=32142</id>
		<title>Seed archive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed_archive&amp;diff=32142"/>
		<updated>2008-02-07T20:39:55Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Secluded Mesa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is an archive page. Seeds for the current version can be found at [[Pregenerated worlds]].''&lt;br /&gt;
&lt;br /&gt;
'''NOTE: The world generation code changed for versions and 0.27.169.33f and 0.27.169.33g. While the world map will be very similiar, the details will differ (e.g. rock layers will be different). According to Toady, for .33f &amp;quot;I've changed the metal frequencies, so that's probably the point at which it will break down. Any stages after that will also be affected.&amp;quot; For .33g, names no longer affect world generation.'''&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected.  This disrupts the sequence of psudeorandom numbers.  As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name.  Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system.  If you generate a world different from one described here, with the same seed and the same name, please mention it with the relevant details (operating system including any service packs, processor type, and game version) here.&lt;br /&gt;
&lt;br /&gt;
== v0.27.169.33e and earlier ==&lt;br /&gt;
&lt;br /&gt;
=== Quick Generating Seeds ===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Seed 0: 0 Rejects and plenty of awesomeness ====&lt;br /&gt;
&lt;br /&gt;
This world uses a random name and was generated in v0.27.169.33a.&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, and over 7 volcanoes scattered around the map.  There also seems to be a nice variety of environments for your leisure. &lt;br /&gt;
&lt;br /&gt;
Here's a starting location with almost literally everything: trees, flux, a magma pocket (not visible from the surface, but only a few levels from the surface below the elevated area between the trees and the sand), all the basic metals, sand and adamantine.  There are many other really good sites in the squares around the same volcano, and several similarly ideal sites around volcanoes about six region tiles to the east and southeast.&lt;br /&gt;
&lt;br /&gt;
The dwarven town depicted is my own abandoned fortress; you won't see it when you play. Enjoy!&lt;br /&gt;
&lt;br /&gt;
[[Image:seed0volcano.png|The zen site - one with everything]].&lt;br /&gt;
&lt;br /&gt;
==== Seed 2: A Quick One ====&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
The aquifer is only in the top left corner of this map, and can easily be avoided if you don't wish to deal with one.&lt;br /&gt;
&lt;br /&gt;
'''Neighbors:''' [[Dwarves]], [[Elves]], [[Goblins]], [[Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Features:''' [[Magma vent]], [[Aquifer]]&lt;br /&gt;
&lt;br /&gt;
'''Dominant Stone Types:''' [[Granite]], [[Rhyolite]], [[Andesite]]&lt;br /&gt;
&lt;br /&gt;
'''Sand Types:''' [[Loamy sand|Loamy]], [[Black sand|Black]]&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' [[Temperate]]&lt;br /&gt;
&lt;br /&gt;
'''Biomes:''' [[Temperate Freshwater Swamp]]&lt;br /&gt;
&lt;br /&gt;
'''Generation Features:''' Only 3 rejections&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
* A couple more nice starting spots right next door have similar features, though with mountains, being slightly further apart and with a higher challenge (being in the &amp;quot;Terrifying&amp;quot; area). Both have sand (in the tree-lined areas) and flux.&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seeda.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seedb.png]]&lt;br /&gt;
&lt;br /&gt;
====Seed 34: One Reject Seed====&lt;br /&gt;
Nice and easy for those of you with slow PCs.&lt;br /&gt;
&lt;br /&gt;
==== Seed 987654321 - Quicky ====&lt;br /&gt;
''Title: STANDARD''&amp;lt;br/&amp;gt;&lt;br /&gt;
Only 5 rejects, so this one is a quick generation!&lt;br /&gt;
&lt;br /&gt;
==== Seed 120 (=lol!) ====&lt;br /&gt;
''It is a well known fact that when you write &amp;quot;lol&amp;quot; with 1337-language, it is written &amp;quot;101&amp;quot;. In binary, this is the same as the decimal number 5. This means that &amp;quot;lol!&amp;quot; = 5! From math we all(?) know that 5! = 120. Therefore: 120 = lol!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''But enough gibberish.''' This world has '''1 reject''' when using the '''seed 120'''&amp;lt;br/&amp;gt;&lt;br /&gt;
There is volcano in a forest with a river nearby, and an aquifier for challenge! To find it, its the 5th tile from the left, 4th tile from the bottom on the world map when choosing a site. Also check out two tiles to the right of this (still on the world map), and you will find a volcanic island! :D Searching around you will also find major rivers. In other words, a quick cool seed. Enjoy&lt;br /&gt;
&lt;br /&gt;
==== Seed 941486140: Zero rejects ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
==== Seed 71551: Another quickie ====&lt;br /&gt;
&lt;br /&gt;
5 Rejects.&lt;br /&gt;
&lt;br /&gt;
29 squares left and 11 squares up from the lower left corner is a mirthful glacier with a volcano and dolomite. Potential '''STEEL GLACIER'''!&lt;br /&gt;
&lt;br /&gt;
-Ilmuri&lt;br /&gt;
&lt;br /&gt;
==== Seed Toady One ====&lt;br /&gt;
Converting Toady One to numbers gives you 2015142505, assuming the space is a 0. The seed results in 3 rejects and &lt;br /&gt;
&amp;quot;the Momentous Universes of Vision&amp;quot;&lt;br /&gt;
A good world with lots of great rivers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Seed 752741768: 1 Reject, DF v0.27.169.33d====&lt;br /&gt;
Created in DF v0.27.169.33d.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:STANDARD]&lt;br /&gt;
	[SEED:752741768]&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed_33d.jpg]][[Image:See_magma_2.jpg]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seeds and maps with many features (May run slower on older computers) ===&lt;br /&gt;
----&lt;br /&gt;
==== Seed 2577317804: Volcano Amidst a Thick Forest ====&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
==== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ====&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 3089130238: Isolated feature-rich mountain ====&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 3706678589: The Domain of Dragons...? ====&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Seed 3416680544: The World of Griffons ====&lt;br /&gt;
Seed:3416680544&lt;br /&gt;
Rejections: 43&lt;br /&gt;
Name: The World of Griffons&lt;br /&gt;
F1 Biome, Mountain: Felsite, Diorite, Gabbro&lt;br /&gt;
F2 Biome, Taiga: Sand, Black sand, Siltstone, Gabbro, Gabbro&lt;br /&gt;
F3 Biome, Taiga: Sand, Marble, Gneiss, Gabbro&lt;br /&gt;
F4 Biome, Temperate Conifer Forest: Sand, Black Sand, Siltstone, Gabbro, Gabbro&lt;br /&gt;
F5 Biome, Taiga: Loam, Basalt, Schist, Diorite&lt;br /&gt;
F6 Biome, Temperate Conifer Forest: Silt loam, Felsite, Diorite, Gabbro&lt;br /&gt;
This looks like a pretty nice, but possibly difficult area to settle (for me). It's got a chasm, river, and magma. To start it has some Aluminum and Native gold, as well as a few clusters of gems exposed right along the chasm. Hope the chasm dwelling critters aren't too much of a problem. There's flux, and early magnetite(I think), so you've probably got no issue for steel, either. It will not be hard to find this spot on the map, since it is basically where the cursor starts to begin with, I simply sized it up to get the maximum amount of biomes, feel free to shrink or grow it as you wish. All biomes are Freezing Wilderness surroundings. Here's a pic for good measure.&lt;br /&gt;
[[Image:Griffonmap.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 1149670256 ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
==== Seed 1621458352 ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
&lt;br /&gt;
To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
==== Seed 4265985437: A little bit of everything ====&lt;br /&gt;
&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul. Note that it was generated on windows XP, and may be different on another OS. The only thing it lacks is sand, however if you don't mind changing a raw file you can edit kimberlite to form in a cluster instead of a vein and can get sand.&lt;br /&gt;
This makes kimberlite actually appear, which apparently mixes up the entire mineral chart of generated worlds. With this change in place, the exact same location pictured in the image has an area with basalt and 2 layers of gabbro on the lower section, chalk gneiss and diorite on the upper section, and black sand/dolomite/granite/diorite on the rightmost square with sparse trees. All the other features remain intact.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
'''8.''' Underground soil present at the start location, providing plenty of immediate farming and storage.&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad.&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 957776166: 11 Volcanos ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
&lt;br /&gt;
On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
&lt;br /&gt;
Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
&lt;br /&gt;
==== Seed 891230954: Resource heaven ====&lt;br /&gt;
&lt;br /&gt;
Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:df_891230954.PNG]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 1010101010: 4 Volcano Cluster ====&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcanocluster.PNG]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 593046736: Grand Canyon + Giant Caldera + all of Paul's &amp;amp; More! ====&lt;br /&gt;
'''''Note: The non-random name &amp;quot;The World of Pagan&amp;quot; must be used in order for this seed to generate properly!'''''&lt;br /&gt;
&lt;br /&gt;
This was the very first world I generated, with my first fort being at the isolated mountain cluster on the west side, right by the goblin fortress there. However, when I started searching for a site with HIDDEN_FUN_STUFF, I stumbled on a location that has everything Paul's seed gives plus a whole lot more. In the far southwest of the world is a volcano near the dwarven civilization. This volcano is on the northeast side of the southwest mountains, and the tile with the good stuff is one region square northeast of there (non-descript on the surface). CAVEAT: to fit all the good stuff, you need a local area 9 squares wide and 10 squares tall, starting from the northeast corner. The outdoor river is the feature you lose by trimming the bottom (but you don't lose the second cave river), and if you trim from the right, you lose the giant caldera (but not the magma tube). You could probably get as small as 6x6 and still get everything but the caldera and outdoor river.&lt;br /&gt;
&lt;br /&gt;
'''1.''' quick to generate -- only 4 rejects&lt;br /&gt;
&lt;br /&gt;
'''2.''' a massive mountain peak, with 79 levels of vertical between the top and bottom levels!!!!&lt;br /&gt;
&lt;br /&gt;
'''3.''' a giant volcano caldera to the northeast, plunging for dozens of levels&lt;br /&gt;
&lt;br /&gt;
'''4.''' a crazy spidery chasm with literally dozens of side caves and all sorts of critters&lt;br /&gt;
&lt;br /&gt;
'''5.''' a secret underground river with two waterfalls one that goes into a private chasm&lt;br /&gt;
&lt;br /&gt;
'''6.''' a giant grand canyon to the south with a surface river that has a huge multi-level waterfall&lt;br /&gt;
&lt;br /&gt;
'''7.''' an underground magma chamber that goes to the bottom&lt;br /&gt;
&lt;br /&gt;
'''8.''' eerie glowing pits, complete with bizarre multi-level dungeon and torture room&lt;br /&gt;
&lt;br /&gt;
'''9.''' a small selection of trees and shrubs&lt;br /&gt;
&lt;br /&gt;
'''10.''' adamantine, iron, gold, platinum, copper, galore!&lt;br /&gt;
&lt;br /&gt;
'''11.''' batmen, troglodytes, giant cave swallows, cave spiders, iron men, fire imps, kobolds, magma men, and more!&lt;br /&gt;
&lt;br /&gt;
'''12.''' trade with all civs (human, dwarf, elf)&lt;br /&gt;
&lt;br /&gt;
'''13.'''  freezing cold 11 of 12 months of the year -- water only melts in early summer and freezes again by midsummer!!!&lt;br /&gt;
&lt;br /&gt;
[[Image:593046736TheWorldofPagan.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 7185120: Snow-Encrusted ====&lt;br /&gt;
&lt;br /&gt;
126 Rejections (and still under 15 minutes on my 1.6 GHz laptop).&lt;br /&gt;
&lt;br /&gt;
This map has snow and ice, and lots of it.  The world map looks almost completely frozen, only the bottom 3rd of the export map has significant quantities of non-snow area--which looks to be mostly desert and dry areas.&lt;br /&gt;
&lt;br /&gt;
Haven't looked at the map in detail, might not be worth playing, but it was amusing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Seed 3614285250: Steel, Glass, Obsidian, Platinum, and a cave river for good measure ====&lt;br /&gt;
&lt;br /&gt;
Steel in the form of plentiful magnetite marble and coal, obsidian for rock crafts and swords, glass in the form of black sand, and a couple largish veins of platinum near the cliff face to the west.&lt;br /&gt;
The biggest downside is that it has 113 rejections, and no pit either. Otherwise it would be just about the perfect fortress in 4x5. It's even got some nice cliff faces for the traditionalist. The cave river starts at the bottom of the map and it goes straight down (off the map), but it's a source of infinite water and cave plants nonetheless.&lt;br /&gt;
&lt;br /&gt;
[[image:Steelglass fortress.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 2967067655: An interesting site with a lot to offer ====&lt;br /&gt;
&lt;br /&gt;
It's too bad everything isn't more compact, but it's still possible to make several interesting fortresses out of one location. The local area includes a river, cave river, cave lake, magma pipe, chasm, pit, demon pit, sand, and trees in a calm/serene area. Black sand also lines the river even though you can't see it here, and the site has enormous amounts of magnetite and flux stone for steel, but unfortunately lacks coke producing materials. &lt;br /&gt;
&lt;br /&gt;
The area I have selected here has everything except the trees, serene area, chasm (it still includes a large pit type chasm), and cave river.&lt;br /&gt;
&lt;br /&gt;
[[image:SiteLocation.png]]&lt;br /&gt;
&lt;br /&gt;
If this were extended a little to the right it would reach the chasm, and a little to the left would reach the cave river. Another interesting way to use the site would be to select the magma vent and the top part of the map, which would include the trees and serene area, but cut off the demon and chasm pits.&lt;br /&gt;
&lt;br /&gt;
-Helo&lt;br /&gt;
&lt;br /&gt;
==== Seed 1988: Two pools of magma, chasm, river and demon pits relatively near to the surface ====&lt;br /&gt;
On the 8th tile down from the top and 2nd right from left on the world view there is a volcano surrounded by mountains. The tile northeast of the main volcano contains the magma vent, river and a chasm between them. There also is a second magma pool on the same side with the river. Small traces of adamantite can be found relatively near the surface, but if you go deeper you will find demon pits. The site, however, is rich only in copper apart from the adamantite.&lt;br /&gt;
&lt;br /&gt;
-Elmokki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Volcano + Vent surveys ====&lt;br /&gt;
&lt;br /&gt;
List of every volcano visible on the world map, with notes about biomes, water supplies, and other influences on site selection; every vent within 2-4 squares of visible volcanoes; and other sites I've stumbled across on these maps.&lt;br /&gt;
&lt;br /&gt;
* [[User:Kidinnu/8998|Seed 8998]]&lt;br /&gt;
* [[User:Kidinnu/9001|Seed 9001]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 92003: Respectable site, probably comparable to Paul's ====&lt;br /&gt;
&lt;br /&gt;
Volcano, flux, good minerals, all civs, sand and trees to the east.  No outdoor river, but cave river, lake, pits, chasm.  Can be shrunk to 5x5, maybe less, keeping the volcano in the SE corner to retain the best internal features (I'll be vague about which those are to not hint too much about where everything is located).&lt;br /&gt;
&lt;br /&gt;
Generated under Windows NT, not sure if that'll produce a different layout for other OSes.&lt;br /&gt;
&lt;br /&gt;
Still looking for a compact site with all the above goodies plus... skeletal elephants.  The northernmost volcano of seed 92001 has almost all that, but is missing flux.  Waaaah.&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed_92003.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 2536495025: Another respectable site ====&lt;br /&gt;
&lt;br /&gt;
On the world map, 9th column from the right, 3rd row from the top.&lt;br /&gt;
&lt;br /&gt;
Right on the volcano square.&lt;br /&gt;
&lt;br /&gt;
6x4 area at the bottom of the local map gives running surface water, sand, iron ore, flux, abundant hunting grounds and wild plants, but a slight wood shortage, and no coke, lignite, or tin (I happen to have a thing for Bronze.)&lt;br /&gt;
&lt;br /&gt;
==== Seed 473220798 - A quirky one ====&lt;br /&gt;
The parameter title, not name, was &amp;quot;SEED&amp;quot; and it was on Windows XP&lt;br /&gt;
A world with fairly interesting geography. There are 4 large rivers, various sized oceans, and a few magma pockets here and there. In the south there is very long river that is in a freezing climate so it can start frozen over and has a few magma pockets along it, in case you are feeling adventurous.&lt;br /&gt;
&lt;br /&gt;
==== Seed 1205746126, Waterfall, Magma, Trees, Chalk, Sand, Minerals ====&lt;br /&gt;
&lt;br /&gt;
Need to select random name, which turns out to be &amp;quot;Sil Num&amp;quot;, created with version 33a or 33b.&lt;br /&gt;
Unfortunately it takes a *long* time because of 266 rejects !&lt;br /&gt;
&lt;br /&gt;
Nice starting site with nearly everything. Of particular note is the 9 level high waterfall in the SE corner of the selected region.&lt;br /&gt;
&lt;br /&gt;
[[Image:Waterfall-1205746126-location.jpg]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 1639366901,  A location with practically everything ====&lt;br /&gt;
&lt;br /&gt;
46 rejects.&lt;br /&gt;
&lt;br /&gt;
This seed was the first I created, it has several volcano vents, but one in particular is just fantastic.  I can't remember the exact location, but a survey of all the volcano vents will eventually locate it.  &lt;br /&gt;
&lt;br /&gt;
(The starting location shown here is 7 up from the bottom, 7 in from the right on the world map, on a superscript 'n' -- [[User:Hapes|Hapes]])&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldofdragons.PNG]]&lt;br /&gt;
&lt;br /&gt;
Sand Types:  White and Red&lt;br /&gt;
Ore:  Iron, Aluminum and Adamantite... plus a lot more&lt;br /&gt;
Traders:  Dwarves, Elves, Humans&lt;br /&gt;
On-Map opposition:  Kobolds, Antmen, troglodytes, giant spiders. magmamen and more.&lt;br /&gt;
&lt;br /&gt;
Major Geographic features:  &lt;br /&gt;
&lt;br /&gt;
1) The river runs through a canyon, the northern half runs through a red sand basin, the bottom through lush forest.&lt;br /&gt;
&lt;br /&gt;
2) The canyon walls are sheer faces... there is no way to walk out of the river bed into the upper hills!&lt;br /&gt;
&lt;br /&gt;
3) The east bank has the magma, and white sand on the upper tiers to the north, and forests to the south. Be warned, magma channelers: There's a cave river directly below the eastern canyon cliff face. I lost a game by hitting that and overflowing. :/&lt;br /&gt;
&lt;br /&gt;
4) The west bank has a bottomless chasm, and tons of kobolds, trogs, antmen, giant spiders and probably more.  And is scattered with loot!  It appears the kobolds have been ambushing caravans for a while.... can you stop them?&lt;br /&gt;
&lt;br /&gt;
5) Torture chamber, underground river... so actually, it does have everything.&lt;br /&gt;
&lt;br /&gt;
Also:  The kobolds will actually ambush a caravan or two if you are lucky!&lt;br /&gt;
&lt;br /&gt;
And on and on.&lt;br /&gt;
&lt;br /&gt;
==== Seed 1912015873: Mirthful Mountains ====&lt;br /&gt;
&lt;br /&gt;
This produces about 52 rejects, but some of them do a lot of thinking.&lt;br /&gt;
&lt;br /&gt;
In the middle of the map is a huge range of mirthful mountains.&lt;br /&gt;
&lt;br /&gt;
Whatever you'd want them for.&lt;br /&gt;
&lt;br /&gt;
==== Seed 2937366080: Palin's Epic Seed ====&lt;br /&gt;
Taken from: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=001161 Bay 12 Forums Thread]&lt;br /&gt;
&lt;br /&gt;
8 quick rejects.&lt;br /&gt;
&lt;br /&gt;
'''Generate with a random name.'''&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
Water Source, Iron, Limestone, Magma, Wood, Black Sand, Pit, Chasm, Massive amounts of gold and tetrahedrite, Considerable quantities of silver, platinum and gemstones, 20 layers of stone, Contact with all races.&lt;br /&gt;
&lt;br /&gt;
If you extend the area selection upwards by one, you can also find a natural waterfall that falls five levels or so, and if you extend the area selection downwards a few squares there's an underground river.&lt;br /&gt;
 &lt;br /&gt;
[[IMAGE:6ug4qyr.png]]&lt;br /&gt;
&lt;br /&gt;
==== Seed 3508182976: VonGuard's seed ====&lt;br /&gt;
Has at least one place where you get an aquifer-free volcano with nearby water, sand, trees, etc.&lt;br /&gt;
&lt;br /&gt;
==== Seed 3273382988: Terrifying, Lava, Chasm, Cave River, Cave Lake, Iron (Magnetite), Mineral Rich ==== &lt;br /&gt;
&lt;br /&gt;
[[Image:Ewe.jpg]]&lt;br /&gt;
&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3273382988]&lt;br /&gt;
&lt;br /&gt;
40 or so rejects.&lt;br /&gt;
&lt;br /&gt;
This is 90% the way to the seed of destiny that I've been looking for. What is missing:&lt;br /&gt;
&lt;br /&gt;
- Sand&lt;br /&gt;
- Adamantium (It's there, but in the opposite corner as everything else)&lt;br /&gt;
- Flux&lt;br /&gt;
&lt;br /&gt;
There is some flexibility in how you set up the fortress. The image above is what I'm using right now, but you can go in different directions and capture different features and mineral quantities.&lt;br /&gt;
&lt;br /&gt;
Location:&lt;br /&gt;
&lt;br /&gt;
World: 6 right, 2 down&lt;br /&gt;
Region: 8 right 8 down&lt;br /&gt;
&lt;br /&gt;
==== Seed 2401237437: Sand, Mountains, Magma, Chasms, Small Aquifer Area, Zombie Camels ====&lt;br /&gt;
&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:2401237437]&lt;br /&gt;
77 Rejects&lt;br /&gt;
&lt;br /&gt;
[[Image:2401237437.jpg]]&lt;br /&gt;
&lt;br /&gt;
Clean white sand and an aquifer to the east, mountains to the west. There are two chasms, a caldera to the west of the magma tube, a spiderweb one to the north. There are some zombified camels running around and assorted chasm dwellers. Minerals are average, not very good for steel.&lt;br /&gt;
&lt;br /&gt;
==== Seed 19860728: Magma, River, Aboveground &amp;quot;Cave Lake&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Found by Lord Dullard on the Bay 12 Games forum.&lt;br /&gt;
&lt;br /&gt;
'''Just thought I'd share this, as it's the coolest map I've seen generated yet. Of significant interest are the magma vent, the river (and its source), the *really* neat 'amphitheater' cave lake, and visible deposits of platinum/gold/hematite/aluminum/et cetera. There's a lot of stuff of note on the other Z-levels as well, including a fourteen or fifteen-level drop from the cliffs to the south.'''&lt;br /&gt;
&lt;br /&gt;
The cave lake is actually exposed to the surface (an entryway about 15 tiles wide leading directly to the surface, but roofed in by stone to keep the &amp;quot;cave lake&amp;quot; designation, and goes quite deep.&lt;br /&gt;
&lt;br /&gt;
[[Image:df-19860728.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== v0.27.169.33f ==&lt;br /&gt;
&lt;br /&gt;
=== Seed: 20717035 ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df1.jpg|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
biome 1: Rhyolite:Granite:Gabbro &lt;br /&gt;
&lt;br /&gt;
Biome 2:  Chalk:Granite:Diorite\&lt;br /&gt;
&lt;br /&gt;
Biome 3:  Sandy loom: Rhyolite:Granite:Gabbro Trees: Scarce Other Veg. Scarce&lt;br /&gt;
&lt;br /&gt;
Biome 4: Black Sand (Aquifer):Sandstone (Aquifer): Diorite:Granite Trees: Scarce (they are not kidding!), Other Veg. Scarce&lt;br /&gt;
&lt;br /&gt;
Contact - everyone&lt;br /&gt;
&lt;br /&gt;
* Adamantite in the bottom left quadrant.&lt;br /&gt;
* Bauxite&lt;br /&gt;
* Flux&lt;br /&gt;
* Sand&lt;br /&gt;
* A few trees&lt;br /&gt;
* 2 lava pits (visible at start)&lt;br /&gt;
* One cave&lt;br /&gt;
* One gargantuan chasm&lt;br /&gt;
* One long cave river &lt;br /&gt;
* Several pages of monsters after chasm and river discovered&lt;br /&gt;
* No surface river&lt;br /&gt;
* Top 198, bottom 134&lt;br /&gt;
&lt;br /&gt;
The Chasm and cave can easily be found after starting by looking for clues during game play (not cheating by using the stock menu.)&lt;br /&gt;
&lt;br /&gt;
If you extend the area upward 2 rows you will get the full chasm.&lt;br /&gt;
&lt;br /&gt;
Recommended small playing area: (have not verified that this still gives lava and part of the chasm) 6 wide and 8 high starting from the bottom left. You will loose 1 lava pit and the cave river as well as sections of the chasm. Cut in 2 columns from the left to give a 4 wide and 8 high section with very few trees. &lt;br /&gt;
&lt;br /&gt;
=== 196405198 ===&lt;br /&gt;
&lt;br /&gt;
full info at [[User:Chariot/SEED 196405198|SEED 196405198]]&lt;br /&gt;
&lt;br /&gt;
0 rejects&lt;br /&gt;
&lt;br /&gt;
10 locations pointed out with magma, flux, sand, water, magnetite(in sedementary layers), and trees(well, 1 location lacks sand)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== v0.27.169.33g ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Quick generating seeds ===&lt;br /&gt;
&lt;br /&gt;
====Chicken Seed: #389311515====&lt;br /&gt;
[[Image:Chickenseedfix.png]]&lt;br /&gt;
&lt;br /&gt;
Only one reject. The location shown above has some magma right next to a brook... Lots of trees and plants, and plenty of sand. If you don't feel like you need the hills to the south, you can shrink the area a bit, there's nothing much else down that way.&lt;br /&gt;
&lt;br /&gt;
=== Seeds and locations with many features (may run slower on older computers) ===&lt;br /&gt;
==== Seed # 1999 &amp;quot;Prince's Revolutionary Party&amp;quot; seed ====&lt;br /&gt;
&lt;br /&gt;
[[Image:33g_seed_1999.png|400px]]&lt;br /&gt;
&lt;br /&gt;
4x6 map (39 rejects) Features:&lt;br /&gt;
* brook&lt;br /&gt;
* extensive cliffs&lt;br /&gt;
* magma lake surrounded by a lot of obsidian&lt;br /&gt;
* adamantium &amp;amp; pits with some bauxite to the east&lt;br /&gt;
* small chasm &lt;br /&gt;
* forested tiles&lt;br /&gt;
* hematite (not a lot.  Major steel production will require narrow iron shipments)&lt;br /&gt;
* flux (some marble, a lot of chalk)&lt;br /&gt;
* sand &lt;br /&gt;
* soil&lt;br /&gt;
* underground river with a waterfall into a mini-chasm&lt;br /&gt;
* abundant copper, a good bit of silver/gold, and some platinum/aluminum&lt;br /&gt;
* temperate climate&lt;br /&gt;
* access to all civs&lt;br /&gt;
* rock crystals are on the map but scarce, so consider trading for fey mood use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;Thanks to 0x517A5D for his [[Utilities#Regional Prospector|Regional Prospector]] utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Troas|Troas]] 10:55, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
====Seed # 264622237====&lt;br /&gt;
This seed has 1 decent starting location, with the posibility of war with the local Kobolds, and one really good one with a cave and a cyclops and 12 giant spiders.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 1:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
This location has Magma in the top middle, pits in the bottom middle (sometimes gets cut off, extend down one if it does it to you), chasm in the lower left, and iron + flux all over.&lt;br /&gt;
&lt;br /&gt;
This map contains no flowing water in spite of the river shown.  It does not exist, I checked.  Your best bet would be to use the infinate water bug to create a lake, and keep control of it with a floodgate.&lt;br /&gt;
&lt;br /&gt;
There is also no sand at all.  Sorry folks, you gotta import glass.&lt;br /&gt;
&lt;br /&gt;
Finally, there are no trees.  For some bizarre reason, when I loaded the whole map, every last tile, it had trees everywhere, but if I cut anything off, the trees vanished.  Your results may vary as this is odd IMO.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 2:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_2.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Now this location is nice.  It's kinda cold, so bring a jacket.&lt;br /&gt;
&lt;br /&gt;
You have unguarded magma in the upper left corner.  Go for it as soon as you can make steel.&lt;br /&gt;
&lt;br /&gt;
Lower-middle right you will have the caves.  Many enemies there.  Careful though, they are just a warm up!  Directly below you have a pit and adamantine.  Also, the majority of the iron is around the caves, so you will have to fight for it.&lt;br /&gt;
&lt;br /&gt;
Just to the left of the caves, a level or 2 above the pits is an underground lake.  It's not infinate, but it should last you, plus there are many lakes around, and when they freeze, they refill.  You shouldn't be hurting for water for a while.&lt;br /&gt;
&lt;br /&gt;
There is sand scattered around all over.  If that wasn't enough with the magma, there is more sand on the shore of the underground lake.  Can we say dwarven catapults throwing stones from glass houses? Heh heh heh.&lt;br /&gt;
&lt;br /&gt;
Lots of farmable soil, but no indigenous plants to speak of.  Build a shack and farm indoors early on till you can get other kinds of seeds.&lt;br /&gt;
&lt;br /&gt;
Flux?  Nope. Sorry.  Import what you can, bring steel if you can.  Wood?  Ain't got that either.  Get your magma smelter and glass furnace up fast so you can start producing trade goods.  Without them you won't be able to import the wood you need for coal and flux for steel.  Iron supplies as I said are mostly guarded by the Cyclops and crew as well.  This could be a challenge for you, but there is plenty of copper and cassiterite to go around, import some tin, and combine it with some bismuth and you can have a cheap bronze as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All in all, I like the second one better of the 2.  Both have nice features, but are missing key items.&lt;br /&gt;
This was generated in .33g, and it seems that seeds were broken again.  Hopefully more people come out with their seeds soon :)&lt;br /&gt;
--[[User:Chthon|Chthon]] 19:46, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Seed #223885 - Pretty much what I have been waiting for ====&lt;br /&gt;
&lt;br /&gt;
[[Image:seed223885-awesomeseed.JPG|643px]]&lt;br /&gt;
&lt;br /&gt;
In a 5x8 area you can get chasm, magma, adamantite, cave lake, brook, flux, sedimentary layer, sand and trees. Alternatively you could fit all the above except cave lake to only 5x2. The selection in the picture was chosen to have more chalk in the area.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elmokki|Elmokki]] 07:41, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Realm of Forever Start Seed #3094533934 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Realm_of_Forever_Start_3094533934.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I cheated and used Sekret Projekt but hey!  Look what I found!&lt;br /&gt;
&lt;br /&gt;
River: Check&lt;br /&gt;
&lt;br /&gt;
Magma: Well damn, someone just pointed out to me that the ~ was blue not red.  I hadn't noticed.  No magma here unfortunately :(&lt;br /&gt;
&lt;br /&gt;
Iron: Lots of magnetite, check&lt;br /&gt;
&lt;br /&gt;
Flux: Check and double check&lt;br /&gt;
&lt;br /&gt;
Sand: Aww, none here&lt;br /&gt;
&lt;br /&gt;
Adamantine and Pits: They're here too, check&lt;br /&gt;
&lt;br /&gt;
Chasm: There's the end of one far to the east, so check.&lt;br /&gt;
&lt;br /&gt;
Coal: Well, we have lignite, lots of lignite.  Does that count?  Check.&lt;br /&gt;
&lt;br /&gt;
Trees: The whole SE is covered in them, check.&lt;br /&gt;
&lt;br /&gt;
Can't get much better than this guys.  Oh yeah, there was a Giant Cave Swallowman, about 10 Troglodites, 8 Naked Mole Dogs, and a giant mole just south of where I started.  I'd get traps up stat if I were you.&lt;br /&gt;
&lt;br /&gt;
Nothing else follows. --[[User:Chthon|Chthon]] 11:30, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Cyclopean Planet of Tempests Seed #697480228 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Cyclopean_Planet_of_Tempests_697480228_Start.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I swear this one is good.  I double checked it even.&lt;br /&gt;
&lt;br /&gt;
River:  Nothing at all above ground, seek the cave river (not shown, center of the map with a chasm at the north end under the magma) or the Cave lake at the far north&lt;br /&gt;
&lt;br /&gt;
Magma:  Just south of the cave lake, at the same Z-level even.&lt;br /&gt;
&lt;br /&gt;
Adamantine:  Lots of it.  The upper parts are very shallow in the south, but you have at least 5 Z-levels before you uncover the pits.  I estimate about 50 tiles of easily minable Adamantine ore before you release the demons.&lt;br /&gt;
&lt;br /&gt;
Flux:  Lots of Marble.  I mean lots.  If you are in marble in the south, you are near the adamantine.&lt;br /&gt;
&lt;br /&gt;
Iron:  No magnetite, but quite a few hematite veins higher up.  Don't dig too deep or you will miss them.&lt;br /&gt;
&lt;br /&gt;
Chasm:  One at the end of the cave river, but that's it.&lt;br /&gt;
&lt;br /&gt;
Sand:  Still no sand.  For all you glass lovers; Sorry, keep looking.&lt;br /&gt;
&lt;br /&gt;
Coal:  None, sorry but burnables are lacking on this map.  Import what you need for iron.  It's cheap anyways.&lt;br /&gt;
&lt;br /&gt;
Trees:  A few.  Seriously, it's not a lot, but it'll keep you going.&lt;br /&gt;
&lt;br /&gt;
Hunting:  If you want to train up some crossbowmen and at the same time find food, this area is home to Hoary Marmots.  Eat up!&lt;br /&gt;
&lt;br /&gt;
Final notes:  This has a more traditional cliff face look to it.  It faces south with the high ground on the north.  It's narrow, but I like it.  All the major features but the pits are towards the middle Z-levels, so be careful you don't dig in from the bottom.&lt;br /&gt;
&lt;br /&gt;
--[[User:Chthon|Chthon]] 13:18, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Just another seed, I thought wold be nice (1291184248, v.33g) ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed1291184248.PNG|500px]]&lt;br /&gt;
&lt;br /&gt;
About features:&lt;br /&gt;
*brook&lt;br /&gt;
*magma pipe&lt;br /&gt;
*adamantium (near lower left)&lt;br /&gt;
*chasm (two of them, actually)&lt;br /&gt;
*heavy forested tiles&lt;br /&gt;
*hematite (a lot of it)&lt;br /&gt;
*magnetite (at least one big cluster)&lt;br /&gt;
*bituminous coal (not that much as hematite, but still)&lt;br /&gt;
*flux (marble, lower right)&lt;br /&gt;
*sand (alongside brook, not much)&lt;br /&gt;
*bauxite (level 144, to left of magma)&lt;br /&gt;
&lt;br /&gt;
*warm climate&lt;br /&gt;
*most dangerous animals - wolves&lt;br /&gt;
*access to all civs&lt;br /&gt;
&lt;br /&gt;
Starting in the {{K|F2}} biome will give you almost ideal starting position near the cliff wall, surrounded by trees, with a couple of nearby pools for your fish lovers (turtles, yay!).&lt;br /&gt;
&lt;br /&gt;
==== A tiny but interesting location.  Seed 1 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:0x517A5D_seed1_3x2_hard.PNG]]&lt;br /&gt;
&lt;br /&gt;
The aquifer does not cover the whole map; the haunted area doesn't either.&amp;lt;br/&amp;gt;I, of course, use my [[Utilities#Regional Prospector|Regional Prospector]] utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:15, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Doubleplusgood Seed #3480279584 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Doubleplusgood.png]]&lt;br /&gt;
&lt;br /&gt;
This is a rather cozy 5x4 area, it has all the basics, except for sand and surface river. &lt;br /&gt;
&lt;br /&gt;
* A ridiculous amount of adamantite (at least 3 levels of demon-free ore for a total of 215 units, 3 more levels with stairs (looks cool) away from the pits with probably at least twice that amount - i counted nearly 150 in a single level, and it got denser further down... the stairs connected to the pits themselves which don't have that much adamantite, maybe a hundred more or so. That's a lot!&lt;br /&gt;
* Magma pocket thingy (underground, doesn't extend all the way to the bottom either. about 4 levels high)&lt;br /&gt;
* Underground river&lt;br /&gt;
* A big cave lake (exposed)&lt;br /&gt;
* Some magnetite (single level, only one of 'em big round glob cluster things)&lt;br /&gt;
* Plenty of vegetation&lt;br /&gt;
* Round chasm&lt;br /&gt;
* Many ores, like copper and gold&lt;br /&gt;
* Tons (and I mean TONS) of limestone. Literally half the map.&lt;br /&gt;
* Tons of obsidian if you care about that. Literally, the other half of the map.&lt;br /&gt;
* If you need charcoal just burn the damn trees.&lt;br /&gt;
&lt;br /&gt;
It's possible that you can find more iron ore if you extend the map to the east, north and or/south.[[User:Sergius|Sergius]] 00:13, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Jackpot Seed: #7777777 ====&lt;br /&gt;
&lt;br /&gt;
6 rejects, made on Vista with version 33g.&lt;br /&gt;
&lt;br /&gt;
[[Image:Jackpot.png]]&lt;br /&gt;
&lt;br /&gt;
Very nice location with damn near everything in an average-size region.&lt;br /&gt;
&lt;br /&gt;
* '''Sand:''' In the bottom-left swamp area, also some at the top-middle.&lt;br /&gt;
* '''Trees &amp;amp; Plants:''' Yes.&lt;br /&gt;
* '''Flux:''' Some limestone up at the top-middle. Extend north to get more.&lt;br /&gt;
* '''Iron Ore:''' Should be a big splotch of magnetite up in the limestone.&lt;br /&gt;
* '''River:''' Above and below ground.&lt;br /&gt;
* '''Adamantine:''' Yes.&lt;br /&gt;
* '''Chasm:''' Yes.&lt;br /&gt;
* '''Magma:''' Yes; only four layers, though.&lt;br /&gt;
* '''Rock:''' All four types.&lt;br /&gt;
* '''Neighboring Civs:''' All four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only thing it doesn't have is a cave lake. If it's too big, you can remove the right column for no adamantine, the bottom row for no magma, the left column for less trees, or the top row for less/very little flux... I'd reccommend zilching the left column, there's a few trees up in the Flux biome.--[[User:Untelligent|Untelligent]] 15:17, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
====Near-Perfect Seed?====&lt;br /&gt;
&lt;br /&gt;
3636098340&lt;br /&gt;
&lt;br /&gt;
120 rejects, made on XP with 33g.&lt;br /&gt;
&lt;br /&gt;
[[Image:Perfect.png]]&lt;br /&gt;
&lt;br /&gt;
This location can be extended another row to the North to greatly increase the number of trees.&lt;br /&gt;
&lt;br /&gt;
* '''Trees &amp;amp; Plants:''' Heavily forested, thick shrubs&lt;br /&gt;
* '''Flux:''' Unknown&lt;br /&gt;
* '''Ore:''' All but platinum&lt;br /&gt;
* '''Water:''' Brook, underground lake + river, lake is exposed&lt;br /&gt;
* '''Adamantine:''' Yes&lt;br /&gt;
* '''Chasm:''' Yes&lt;br /&gt;
* '''Magma:''' Yes, exposed&lt;br /&gt;
* '''Neighboring Civs:''' Unknown, believed to be all&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Everything Seed 3x8 or 2x8 (1437770750)====&lt;br /&gt;
&lt;br /&gt;
[[Image:1437770750_3x8.jpg]]&lt;br /&gt;
&lt;br /&gt;
This location has everything located in a 3x8 or a 2x8 if you remove the brook. It has lava, demons, an underground river, lots of flux &amp;amp; magnetite, bauxite, lots of sand, trees, plants &amp;amp; ogres. It also has a medium-sized 3-ZLevel aquifer in the middle of the map. The river seems to be frozen during winter time and it does not have very steep cliffs (only 5 ZLevels from the highest point). (found with 0x517A5D's wonderful Regional Prospector w/ lava in the region map) --[[User:Polpoint|Polpoint]] 00:31, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
===Other Interesting Locations===&lt;br /&gt;
&lt;br /&gt;
====Secluded Mesa====&lt;br /&gt;
'''Seed: 3141592653'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:Riverborn0.jpg]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Although having no other resources to speak of, this map has a unique, natural barrier formed by deep canyons with flowing water. An extremely defensive fort, with a large area useful for above-ground farming and woodcutting without disturbance from outsiders. Good for those who hate sieges.&lt;br /&gt;
&lt;br /&gt;
In addition, this location features a large amount of naturally-occurring fuels as well as at least one enormous deposit of magnetite, which lies on the mainland, southwest of the atoll on level -3.&amp;lt;br /&amp;gt;&lt;br /&gt;
16:48, 3 February 2008 (EST) {{User|InquisitorSaturn}}&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6185</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6185"/>
		<updated>2008-02-07T01:45:59Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Dam construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image Rules Notice}}&lt;br /&gt;
&lt;br /&gt;
==Fortress defense==&lt;br /&gt;
&lt;br /&gt;
See [[fortress defense]].&lt;br /&gt;
&lt;br /&gt;
==Entrance designs==&lt;br /&gt;
&lt;br /&gt;
===Flooded entrance===&lt;br /&gt;
&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two [[lever]]s, two [[screw pump]]s and two [[gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup.&lt;br /&gt;
One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever.&lt;br /&gt;
Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle.&lt;br /&gt;
&lt;br /&gt;
=== 3D map format ===&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, see [[digging]].&lt;br /&gt;
&lt;br /&gt;
==Interior design==&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
===[[Bedroom design]]===&lt;br /&gt;
Enterprising players often try to find a design for their living quarter area which is either very space efficient or easy on the eye. This subject haven't been tackled much yet  but you can see the different designs most often used by players of older versions (0.23.130.23a and down, see link above). Most of them are still applicable on the newer versions (0.27.169.32a and up) but could possibly be heavily modified to benefit from the new Z-axis stairs placing.&lt;br /&gt;
&lt;br /&gt;
'''THLawrence's Living Pods'''&lt;br /&gt;
&lt;br /&gt;
Apartment Complex:&lt;br /&gt;
 ╔══╦══╦══╦══╗&lt;br /&gt;
 ║..║..║..║..║&lt;br /&gt;
 ║.D╩D.║.D╩D.║&lt;br /&gt;
 ╠═╣X╠═╬═╣X╠═╣&lt;br /&gt;
 ║.D╦D.║.D╦D.║&lt;br /&gt;
 ║..║..║..║..║&lt;br /&gt;
 ╠══╬══╬══╬══╣&lt;br /&gt;
 ║..║..║..║..║&lt;br /&gt;
 ║.D╩D.║.D╩D.║&lt;br /&gt;
 ╠═╣X╠═╬═╣X╠═╣&lt;br /&gt;
 ║.D╦D.║.D╦D.║&lt;br /&gt;
 ║..║..║..║..║&lt;br /&gt;
 ╚══╩══╩══╩══╝&lt;br /&gt;
&lt;br /&gt;
Lobby:&lt;br /&gt;
 ╔══╦══╦══╦══╗..&lt;br /&gt;
 ║..║..║..║..║..&lt;br /&gt;
 ║.D╩D.║.D╩D.║..&lt;br /&gt;
 ╠═╣X╚═╩═╝X╚═╝..&lt;br /&gt;
 ║.D╗...........&lt;br /&gt;
 ║..║...........&lt;br /&gt;
 ╠══╣.....╔══╗..&lt;br /&gt;
 ║..║.....║..║..&lt;br /&gt;
 ║.D╝.....╚D.║..&lt;br /&gt;
 ╠═╣X╔═╦═╗X╠═╣..&lt;br /&gt;
 ║.D╦D.║.D╦D.║..&lt;br /&gt;
 ║..║..║..║..║..&lt;br /&gt;
 ╚══╩══╩══╩══╝..&lt;br /&gt;
&lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles and a door. To add the apartment complex build it one level above or below the lobby. The design can be stretched to make the rooms 3x2 or 3x3 depending on your preference. Though not as impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GnomeChomsky's Tessellated Apartments'''&lt;br /&gt;
&lt;br /&gt;
[[Image:bedrooms.png]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Workshop Logistics===&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.&lt;br /&gt;
&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&lt;br /&gt;
 ===============&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 ...&amp;gt;......&amp;gt;....&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
Level -1:&lt;br /&gt;
&lt;br /&gt;
 ===============&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alternate Workshop Design ===&lt;br /&gt;
&lt;br /&gt;
One important consideration of workshops includes design to account for moody dwarves.  Open workshops might be easy and convenient, but make containment in the case of a berserk dwarf difficult.  One such layout that takes this into consideration is as follows:&lt;br /&gt;
&lt;br /&gt;
 =========&lt;br /&gt;
 =WWWXWWW=&lt;br /&gt;
 =WWW.WWW=&lt;br /&gt;
 =WWW.WWW=&lt;br /&gt;
 =.......=&lt;br /&gt;
 =WWW.WWW=&lt;br /&gt;
 =WWW.WWW=&lt;br /&gt;
 =WWW.WWW=&lt;br /&gt;
 ====+====&lt;br /&gt;
&lt;br /&gt;
Key: W: Workshop, X: up/downstaircase, =: wall, +: door.&lt;br /&gt;
&lt;br /&gt;
Stockpiles are placed above and below the room, generally one for raw materials and another for finished materials.  Similar workshops can be grouped together for easier checking on, and the door can be locked should a moody dwarf's wishes be unmet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fluid workshop locations====&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous strategies==&lt;br /&gt;
===Use for soil layers===&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
Since soil is primarily located near the surface, where a trade depot is often built, it is very useful to dig out large spaces for furniture and finished goods in soil for several reasons. First, it produces no stone, and is thus very fast to dig out. Secondly, having finished goods as close to the trade depot as possible is necessary for efficient trading.&lt;br /&gt;
&lt;br /&gt;
==Dams==&lt;br /&gt;
&lt;br /&gt;
[[Image:dam.jpg]]&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, a dam can be built across a [[river]] or [[brook]].  This has several uses: &lt;br /&gt;
&lt;br /&gt;
*Stop a river from flowing altogether&lt;br /&gt;
*Modify a river's path&lt;br /&gt;
*Create a pretty lake or functional reservoir&lt;br /&gt;
*Create water-based traps&lt;br /&gt;
&lt;br /&gt;
=== Dam construction ===&lt;br /&gt;
&lt;br /&gt;
There are two easy ways to construct a dam. The first, and quickest, method is only possible if your map freezes during winter. Simply dig out a thin section across the river and build a wall out of wood or stone, blocking the path of the river. &lt;br /&gt;
&lt;br /&gt;
Alternatively, deliberately engineer a cave-in over the river. One way to do this is to build a ramp at the side of the river, and then a series of floor pieces extending the full way across the river (you will need to construct them one at a time). Once you have reached the other side of the river, build a support under the far floor piece and link it to a lever. Remove the original ramp, and pull the lever - the improvised bridge should cave in, blocking the path of the river. If you're happy to sacrifice a dwarf then there's no need for the support or lever, simply get your victim to remove the ramp. (note: this no longer seems to work. The engineered cave-in will turn into the materials you used for it.)&lt;br /&gt;
&lt;br /&gt;
The harder way is to drain the river (e.g. by building a sizeable lake which the river will take some time to fill). Once the river has been drained you may have to dig into to river bed to be able to place buildings. It will look a bit like this:&lt;br /&gt;
[[Image:Dam2.JPG]]&lt;br /&gt;
&lt;br /&gt;
Once the dam has been built, when the water comes back it will fill up the gap as far as it must to let the blocked water flow further. If you build your dam up to the level of the river the water will stop at the dam (it will not overflow). Since this defies logic it may be fixed in future releases.&lt;br /&gt;
&lt;br /&gt;
You can create a massive flood if you build a dam out of floodgates and open them all at once.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6183</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6183"/>
		<updated>2008-02-05T22:54:22Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Dam construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress defense==&lt;br /&gt;
&lt;br /&gt;
See [[fortress defense]].&lt;br /&gt;
&lt;br /&gt;
==Entrance designs==&lt;br /&gt;
&lt;br /&gt;
===Flooded entrance===&lt;br /&gt;
&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two [[lever]]s, two [[screw pump]]s and two [[gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup.&lt;br /&gt;
One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever.&lt;br /&gt;
Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle.&lt;br /&gt;
&lt;br /&gt;
=== 3D map format ===&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, see [[digging]].&lt;br /&gt;
&lt;br /&gt;
==Interior design==&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
===[[Bedroom design]]===&lt;br /&gt;
Enterprising players often try to find a design for their living quarter area which is either very space efficient or easy on the eye. This subject haven't been tackled much yet  but you can see the different designs most often used by players of older versions (0.23.130.23a and down, see link above). Most of them are still applicable on the newer versions (0.27.169.32a and up) but could possibly be heavily modified to benefit from the new Z-axis stairs placing.&lt;br /&gt;
&lt;br /&gt;
'''THLawrence's Living Pods'''&lt;br /&gt;
&lt;br /&gt;
Apartment Complex:&lt;br /&gt;
 ╔══╦══╦══╦══╗&lt;br /&gt;
 ║..║..║..║..║&lt;br /&gt;
 ║.D╩D.║.D╩D.║&lt;br /&gt;
 ╠═╣X╠═╬═╣X╠═╣&lt;br /&gt;
 ║.D╦D.║.D╦D.║&lt;br /&gt;
 ║..║..║..║..║&lt;br /&gt;
 ╠══╬══╬══╬══╣&lt;br /&gt;
 ║..║..║..║..║&lt;br /&gt;
 ║.D╩D.║.D╩D.║&lt;br /&gt;
 ╠═╣X╠═╬═╣X╠═╣&lt;br /&gt;
 ║.D╦D.║.D╦D.║&lt;br /&gt;
 ║..║..║..║..║&lt;br /&gt;
 ╚══╩══╩══╩══╝&lt;br /&gt;
&lt;br /&gt;
Lobby:&lt;br /&gt;
 ╔══╦══╦══╦══╗..&lt;br /&gt;
 ║..║..║..║..║..&lt;br /&gt;
 ║.D╩D.║.D╩D.║..&lt;br /&gt;
 ╠═╣X╚═╩═╝X╚═╝..&lt;br /&gt;
 ║.D╗...........&lt;br /&gt;
 ║..║...........&lt;br /&gt;
 ╠══╣.....╔══╗..&lt;br /&gt;
 ║..║.....║..║..&lt;br /&gt;
 ║.D╝.....╚D.║..&lt;br /&gt;
 ╠═╣X╔═╦═╗X╠═╣..&lt;br /&gt;
 ║.D╦D.║.D╦D.║..&lt;br /&gt;
 ║..║..║..║..║..&lt;br /&gt;
 ╚══╩══╩══╩══╝..&lt;br /&gt;
&lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles and a door. To add the apartment complex build it one level above or below the lobby. The design can be stretched to make the rooms 3x2 or 3x3 depending on your preference. Though not as impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GnomeChomsky's Tessellated Apartments'''&lt;br /&gt;
&lt;br /&gt;
[[Image:bedrooms.png]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Workshop Logistics===&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.&lt;br /&gt;
&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&lt;br /&gt;
 ===============&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 ...&amp;gt;......&amp;gt;....&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
Level -1:&lt;br /&gt;
&lt;br /&gt;
 ===============&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alternate Workshop Design ===&lt;br /&gt;
&lt;br /&gt;
One important consideration of workshops includes design to account for moody dwarves.  Open workshops might be easy and convenient, but make containment in the case of a berserk dwarf difficult.  One such layout that takes this into consideration is as follows:&lt;br /&gt;
&lt;br /&gt;
 =========&lt;br /&gt;
 =WWWXWWW=&lt;br /&gt;
 =WWW.WWW=&lt;br /&gt;
 =WWW.WWW=&lt;br /&gt;
 =.......=&lt;br /&gt;
 =WWW.WWW=&lt;br /&gt;
 =WWW.WWW=&lt;br /&gt;
 =WWW.WWW=&lt;br /&gt;
 ====+====&lt;br /&gt;
&lt;br /&gt;
Key: W: Workshop, X: up/downstaircase, =: wall, +: door.&lt;br /&gt;
&lt;br /&gt;
Stockpiles are placed above and below the room, generally one for raw materials and another for finished materials.  Similar workshops can be grouped together for easier checking on, and the door can be locked should a moody dwarf's wishes be unmet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fluid workshop locations====&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous strategies==&lt;br /&gt;
===Use for soil layers===&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
Since soil is primarily located near the surface, where a trade depot is often built, it is very useful to dig out large spaces for furniture and finished goods in soil for several reasons. First, it produces no stone, and is thus very fast to dig out. Secondly, having finished goods as close to the trade depot as possible is necessary for efficient trading.&lt;br /&gt;
&lt;br /&gt;
==Dams==&lt;br /&gt;
&lt;br /&gt;
[[Image:dam.jpg]]&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, a dam can be built across a [[river]] or [[brook]].  This has several uses: &lt;br /&gt;
&lt;br /&gt;
*Stop a river from flowing altogether&lt;br /&gt;
*Modify a river's path&lt;br /&gt;
*Create a pretty lake or functional reservoir&lt;br /&gt;
*Create water-based traps&lt;br /&gt;
&lt;br /&gt;
=== Dam construction ===&lt;br /&gt;
&lt;br /&gt;
There are two easy ways to construct a dam. The first, and quickest, method is only possible if your map freezes during winter. Simply dig out a thin section across the river and build a wall out of wood or stone, blocking the path of the river. &lt;br /&gt;
&lt;br /&gt;
Alternatively, deliberately engineer a cave-in over the river. One way to do this is to build a ramp at the side of the river, and then a series of floor pieces extending the full way across the river (you will need to construct them one at a time). Once you have reached the other side of the river, build a support under the far floor piece and link it to a lever. Remove the original ramp, and pull the lever - the improvised bridge should cave in, blocking the path of the river. If you're happy to sacrifice a dwarf then there's no need for the support or lever, simply get your victim to remove the ramp.&lt;br /&gt;
&lt;br /&gt;
The harder way is to drain the river (e.g. by building a sizeable lake which the river will take some time to fill). Once the river has been drained you may have to dig into to river bed to be able to place buildings. It will look a bit like this:&lt;br /&gt;
[[Image:Dam2.JPG]]&lt;br /&gt;
&lt;br /&gt;
Once the dam has been built, when the water comes back it will fill up the gap as far as it must to let the blocked water flow further. If you build your dam up to the level of the river the water will stop at the dam (it will not overflow). Since this defies logic it may be fixed in future releases.&lt;br /&gt;
&lt;br /&gt;
You can create a massive flood if you build a dam out of floodgates and open them all at once.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5618</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5618"/>
		<updated>2008-02-05T05:15:38Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Secluded Mesa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation, and are independent of version{{v|0.27.169.33g}}. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]]. Random and custom names do not affect world generation. However, modifications to your raw files before world generation could cause a different world to be generated.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet. Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== The Absolute Planet of Dawns ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/83977216/The_Absolute_Planet_of_Dawns.zip The Absolute Planet of Dawns]&amp;lt;br/&amp;gt;&lt;br /&gt;
Wold offers a wide range of fortress locations, from mountain canyons to haunted glaciers to resource-rich forests, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(version v0.27.169.33g, seed 2664204674, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smata Sagus, The Realms Of Dawn ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dwarffiles.wimbli.com/smata_sagus.zip Download it here]'''&lt;br /&gt;
Seed: 324316224 (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Smata_Sagus_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 3x6 location with basically every major resource. No chasm, cliffs are no taller than 2, surroundings are Temperate and Mirthful.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river, you can trim it to 3x5 by taking off the bottom edge and still get everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': More than you'll ever use.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Magnetite patches near the surface, along with an occasional hematite and limonite vein.&lt;br /&gt;
* '''Flux''': More than you'll ever use.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Several patches near the magma.&lt;br /&gt;
* '''Obsidian''': Available on the left side.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== Ruspospazmon, The Eternal Windy Planes ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dwarffiles.wimbli.com/ruspospazmon.zip Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2851906008 (11 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Ruspospazmon_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 4x3 location with most major resources. No chasm, cliffs are very tall (6-9), surroundings are Scorching and Calm. There is a small spot of aquifer, just enough to be potentially useful while still out of the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you need a river, you can expand the selection north to include some river fingers and possibly west to also include a stretch of normal river. This will likely include more aquifer though.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': only if you expand the area slightly.&lt;br /&gt;
* '''Aquifer''': There's a tiny area of it towards the top left on a few levels.&lt;br /&gt;
* '''Trees''': Yep.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Yes, towards the top and middle.&lt;br /&gt;
* '''Flux''': Yep.&lt;br /&gt;
* '''Fuel''': Yep.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== Emeecamo Ametha, The Eternal Universe of Wind ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dwarffiles.wimbli.com/emeecamo_ametha.zip Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2135737780 (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Emeecamo_Ametha_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a nice 3x3 (or potentially 2x2) location with almost all major resources. No chasm or sand available, cliffs are no higher than 1 (!), surroundings are Scorching and Untamed Wilds. The brook has a semi-waterfall where it drops 1 Z-level, causing a somewhat odd scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river or as many trees, you could actually make it a 2x2 area instead with all other resources by cutting off the bottom and right edges.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': in the middle.&lt;br /&gt;
* '''Magma''': Upper left corner, the top is fully open to the ground.&lt;br /&gt;
* '''River''': Yes, with a waterfall.&lt;br /&gt;
* '''Trees''': Limited, but enough to make do.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Plenty.&lt;br /&gt;
* '''Flux''': More chalk than you could ever need.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Some, check bottom middle of map one level below the lone hill.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:Emeecamo_Ametha_location2.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is another nice location in this world. It is 5x3 with almost all major resources. No chasm, bauxite, or sand available. Cliffs progress up a few levels from left to right, surroundings are Warm and Calm. The magma vent is underground but only 2 levels deep.&amp;lt;br/&amp;gt;&lt;br /&gt;
There is so much iron here (many many magnetite clusters) that you'll practically get sick of it. There seem to be more diamonds scattered around here than normal as well.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': upper right corner.&lt;br /&gt;
* '''Magma''': lower right corner, underground. Only on levels 148-149, so unfortunately very shallow.&lt;br /&gt;
* '''River''': Yes, a small river bend in the upper left corner.&lt;br /&gt;
* '''Trees''': Not overabundant, but not scarce either.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Massive amounts; good luck making a dent in it.&lt;br /&gt;
* '''Flux''': Take your pick between dolomite and chalk, tons of each.&lt;br /&gt;
* '''Fuel''': Limited amounts of lignite, mostly in the upper levels on the left side.&lt;br /&gt;
* '''Obsidian''': Plenty of it in the upper left corner at the higher z-levels.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world. Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation. It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected. This disrupts the sequence of psudeorandom numbers. As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name. Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system. If you generate a world different from one described here, with exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version '''0.23.169.33g''' or later. Seeds for earlier versions are located at the [[seed archive]].&lt;br /&gt;
&lt;br /&gt;
=== Quick generating seeds ===&lt;br /&gt;
&lt;br /&gt;
====Chicken Seed: #389311515====&lt;br /&gt;
[[Image:Chickenseedfix.png]]&lt;br /&gt;
&lt;br /&gt;
Only one reject. The location shown above has some magma right next to a brook... Lots of trees and plants, and plenty of sand. If you don't feel like you need the hills to the south, you can shrink the area a bit, there's nothing much else down that way.&lt;br /&gt;
&lt;br /&gt;
=== Seeds and locations with many features (may run slower on older computers) ===&lt;br /&gt;
==== Seed # 1999 &amp;quot;Prince's Revolutionary Party&amp;quot; seed ====&lt;br /&gt;
&lt;br /&gt;
[[Image:33g_seed_1999.png|400px]]&lt;br /&gt;
&lt;br /&gt;
4x6 map (39 rejects) Features:&lt;br /&gt;
* brook&lt;br /&gt;
* extensive cliffs&lt;br /&gt;
* magma lake surrounded by a lot of obsidian&lt;br /&gt;
* adamantium &amp;amp; pits with some bauxite to the east&lt;br /&gt;
* small chasm &lt;br /&gt;
* forested tiles&lt;br /&gt;
* hematite (not a lot.  Major steel production will require narrow iron shipments)&lt;br /&gt;
* flux (some marble, a lot of chalk)&lt;br /&gt;
* sand &lt;br /&gt;
* soil&lt;br /&gt;
* underground river with a waterfall into a mini-chasm&lt;br /&gt;
* abundant copper, a good bit of silver/gold, and some platinum/aluminum&lt;br /&gt;
* temperate climate&lt;br /&gt;
* access to all civs&lt;br /&gt;
* rock crystals are on the map but scarce, so consider trading for fey mood use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;Thanks to 0x517A5D for his [[Utilities#Regional Prospector|Regional Prospector]] utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Troas|Troas]] 10:55, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
====Seed # 264622237====&lt;br /&gt;
This seed has 1 decent starting location, with the posibility of war with the local Kobolds, and one really good one with a cave and a cyclops and 12 giant spiders.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 1:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
This location has Magma in the top middle, pits in the bottom middle (sometimes gets cut off, extend down one if it does it to you), chasm in the lower left, and iron + flux all over.&lt;br /&gt;
&lt;br /&gt;
This map contains no flowing water in spite of the river shown.  It does not exist, I checked.  Your best bet would be to use the infinate water bug to create a lake, and keep control of it with a floodgate.&lt;br /&gt;
&lt;br /&gt;
There is also no sand at all.  Sorry folks, you gotta import glass.&lt;br /&gt;
&lt;br /&gt;
Finally, there are no trees.  For some bizarre reason, when I loaded the whole map, every last tile, it had trees everywhere, but if I cut anything off, the trees vanished.  Your results may vary as this is odd IMO.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 2:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_2.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Now this location is nice.  It's kinda cold, so bring a jacket.&lt;br /&gt;
&lt;br /&gt;
You have unguarded magma in the upper left corner.  Go for it as soon as you can make steel.&lt;br /&gt;
&lt;br /&gt;
Lower-middle right you will have the caves.  Many enemies there.  Careful though, they are just a warm up!  Directly below you have a pit and adamantine.  Also, the majority of the iron is around the caves, so you will have to fight for it.&lt;br /&gt;
&lt;br /&gt;
Just to the left of the caves, a level or 2 above the pits is an underground lake.  It's not infinate, but it should last you, plus there are many lakes around, and when they freeze, they refill.  You shouldn't be hurting for water for a while.&lt;br /&gt;
&lt;br /&gt;
There is sand scattered around all over.  If that wasn't enough with the magma, there is more sand on the shore of the underground lake.  Can we say dwarven catapults throwing stones from glass houses? Heh heh heh.&lt;br /&gt;
&lt;br /&gt;
Lots of farmable soil, but no indigenous plants to speak of.  Build a shack and farm indoors early on till you can get other kinds of seeds.&lt;br /&gt;
&lt;br /&gt;
Flux?  Nope. Sorry.  Import what you can, bring steel if you can.  Wood?  Ain't got that either.  Get your magma smelter and glass furnace up fast so you can start producing trade goods.  Without them you won't be able to import the wood you need for coal and flux for steel.  Iron supplies as I said are mostly guarded by the Cyclops and crew as well.  This could be a challenge for you, but there is plenty of copper and cassiterite to go around, import some tin, and combine it with some bismuth and you can have a cheap bronze as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All in all, I like the second one better of the 2.  Both have nice features, but are missing key items.&lt;br /&gt;
This was generated in .33g, and it seems that seeds were broken again.  Hopefully more people come out with their seeds soon :)&lt;br /&gt;
--[[User:Chthon|Chthon]] 19:46, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Seed #223885 - Pretty much what I have been waiting for ====&lt;br /&gt;
&lt;br /&gt;
[[Image:seed223885-awesomeseed.JPG|643px]]&lt;br /&gt;
&lt;br /&gt;
In a 5x8 area you can get chasm, magma, adamantite, cave lake, brook, flux, sedimentary layer, sand and trees. Alternatively you could fit all the above except cave lake to only 5x2. The selection in the picture was chosen to have more chalk in the area.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elmokki|Elmokki]] 07:41, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Realm of Forever Start Seed #3094533934 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Realm_of_Forever_Start_3094533934.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I cheated and used Sekret Projekt but hey!  Look what I found!&lt;br /&gt;
&lt;br /&gt;
River: Check&lt;br /&gt;
&lt;br /&gt;
Magma: Well damn, someone just pointed out to me that the ~ was blue not red.  I hadn't noticed.  No magma here unfortunately :(&lt;br /&gt;
&lt;br /&gt;
Iron: Lots of magnetite, check&lt;br /&gt;
&lt;br /&gt;
Flux: Check and double check&lt;br /&gt;
&lt;br /&gt;
Sand: Aww, none here&lt;br /&gt;
&lt;br /&gt;
Adamantine and Pits: They're here too, check&lt;br /&gt;
&lt;br /&gt;
Chasm: There's the end of one far to the east, so check.&lt;br /&gt;
&lt;br /&gt;
Coal: Well, we have lignite, lots of lignite.  Does that count?  Check.&lt;br /&gt;
&lt;br /&gt;
Trees: The whole SE is covered in them, check.&lt;br /&gt;
&lt;br /&gt;
Can't get much better than this guys.  Oh yeah, there was a Giant Cave Swallowman, about 10 Troglodites, 8 Naked Mole Dogs, and a giant mole just south of where I started.  I'd get traps up stat if I were you.&lt;br /&gt;
&lt;br /&gt;
Nothing else follows. --[[User:Chthon|Chthon]] 11:30, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Cyclopean Planet of Tempests Seed #697480228 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Cyclopean_Planet_of_Tempests_697480228_Start.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I swear this one is good.  I double checked it even.&lt;br /&gt;
&lt;br /&gt;
River:  Nothing at all above ground, seek the cave river (not shown, center of the map with a chasm at the north end under the magma) or the Cave lake at the far north&lt;br /&gt;
&lt;br /&gt;
Magma:  Just south of the cave lake, at the same Z-level even.&lt;br /&gt;
&lt;br /&gt;
Adamantine:  Lots of it.  The upper parts are very shallow in the south, but you have at least 5 Z-levels before you uncover the pits.  I estimate about 50 tiles of easily minable Adamantine ore before you release the demons.&lt;br /&gt;
&lt;br /&gt;
Flux:  Lots of Marble.  I mean lots.  If you are in marble in the south, you are near the adamantine.&lt;br /&gt;
&lt;br /&gt;
Iron:  No magnetite, but quite a few hematite veins higher up.  Don't dig too deep or you will miss them.&lt;br /&gt;
&lt;br /&gt;
Chasm:  One at the end of the cave river, but that's it.&lt;br /&gt;
&lt;br /&gt;
Sand:  Still no sand.  For all you glass lovers; Sorry, keep looking.&lt;br /&gt;
&lt;br /&gt;
Coal:  None, sorry but burnables are lacking on this map.  Import what you need for iron.  It's cheap anyways.&lt;br /&gt;
&lt;br /&gt;
Trees:  A few.  Seriously, it's not a lot, but it'll keep you going.&lt;br /&gt;
&lt;br /&gt;
Hunting:  If you want to train up some crossbowmen and at the same time find food, this area is home to Hoary Marmots.  Eat up!&lt;br /&gt;
&lt;br /&gt;
Final notes:  This has a more traditional cliff face look to it.  It faces south with the high ground on the north.  It's narrow, but I like it.  All the major features but the pits are towards the middle Z-levels, so be careful you don't dig in from the bottom.&lt;br /&gt;
&lt;br /&gt;
--[[User:Chthon|Chthon]] 13:18, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Just another seed, I thought wold be nice (1291184248, v.33g) ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed1291184248.PNG|500px]]&lt;br /&gt;
&lt;br /&gt;
About features:&lt;br /&gt;
*brook&lt;br /&gt;
*magma pipe&lt;br /&gt;
*adamantium (near lower left)&lt;br /&gt;
*chasm (two of them, actually)&lt;br /&gt;
*heavy forested tiles&lt;br /&gt;
*hematite (a lot of it)&lt;br /&gt;
*magnetite (at least one big cluster)&lt;br /&gt;
*bituminous coal (not that much as hematite, but still)&lt;br /&gt;
*flux (marble, lower right)&lt;br /&gt;
*sand (alongside brook, not much)&lt;br /&gt;
*bauxite (level 144, to left of magma)&lt;br /&gt;
&lt;br /&gt;
*warm climate&lt;br /&gt;
*most dangerous animals - wolves&lt;br /&gt;
*access to all civs&lt;br /&gt;
&lt;br /&gt;
Starting in the {{K|F2}} biome will give you almost ideal starting position near the cliff wall, surrounded by trees, with a couple of nearby pools for your fish lovers (turtles, yay!).&lt;br /&gt;
&lt;br /&gt;
==== A tiny but interesting location.  Seed 1 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:0x517A5D_seed1_3x2_hard.PNG]]&lt;br /&gt;
&lt;br /&gt;
The aquifer does not cover the whole map; the haunted area doesn't either.&amp;lt;br/&amp;gt;I, of course, use my [[Utilities#Regional Prospector|Regional Prospector]] utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:15, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Doubleplusgood Seed #3480279584 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Doubleplusgood.png]]&lt;br /&gt;
&lt;br /&gt;
This is a rather cozy 5x4 area, it has all the basics, except for sand and surface river. &lt;br /&gt;
&lt;br /&gt;
* A ridiculous amount of adamantite (at least 3 levels of demon-free ore for a total of 215 units, 3 more levels with stairs (looks cool) away from the pits with probably at least twice that amount - i counted nearly 150 in a single level, and it got denser further down... the stairs connected to the pits themselves which don't have that much adamantite, maybe a hundred more or so. That's a lot!&lt;br /&gt;
* Magma pocket thingy (underground, doesn't extend all the way to the bottom either. about 4 levels high)&lt;br /&gt;
* Underground river&lt;br /&gt;
* A big cave lake (exposed)&lt;br /&gt;
* Some magnetite (single level, only one of 'em big round glob cluster things)&lt;br /&gt;
* Plenty of vegetation&lt;br /&gt;
* Round chasm&lt;br /&gt;
* Many ores, like copper and gold&lt;br /&gt;
* Tons (and I mean TONS) of limestone. Literally half the map.&lt;br /&gt;
* Tons of obsidian if you care about that. Literally, the other half of the map.&lt;br /&gt;
* If you need charcoal just burn the damn trees.&lt;br /&gt;
&lt;br /&gt;
It's possible that you can find more iron ore if you extend the map to the east, north and or/south.[[User:Sergius|Sergius]] 00:13, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Jackpot Seed: #7777777 ====&lt;br /&gt;
&lt;br /&gt;
6 rejects, made on Vista with version 33g.&lt;br /&gt;
&lt;br /&gt;
[[Image:Jackpot.png]]&lt;br /&gt;
&lt;br /&gt;
Very nice location with damn near everything in an average-size region.&lt;br /&gt;
&lt;br /&gt;
* '''Sand:''' In the bottom-left swamp area, also some at the top-middle.&lt;br /&gt;
* '''Trees &amp;amp; Plants:''' Yes.&lt;br /&gt;
* '''Flux:''' Some limestone up at the top-middle. Extend north to get more.&lt;br /&gt;
* '''Iron Ore:''' Should be a big splotch of magnetite up in the limestone.&lt;br /&gt;
* '''River:''' Above and below ground.&lt;br /&gt;
* '''Adamantine:''' Yes.&lt;br /&gt;
* '''Chasm:''' Yes.&lt;br /&gt;
* '''Magma:''' Yes; only four layers, though.&lt;br /&gt;
* '''Rock:''' All four types.&lt;br /&gt;
* '''Neighboring Civs:''' All four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only thing it doesn't have is a cave lake. If it's too big, you can remove the right column for no adamantine, the bottom row for no magma, the left column for less trees, or the top row for less/very little flux... I'd reccommend zilching the left column, there's a few trees up in the Flux biome.--[[User:Untelligent|Untelligent]] 15:17, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
====Near-Perfect Seed?====&lt;br /&gt;
&lt;br /&gt;
3636098340&lt;br /&gt;
&lt;br /&gt;
120 rejects, made on XP with 33g.&lt;br /&gt;
&lt;br /&gt;
[[Image:Perfect.png]]&lt;br /&gt;
&lt;br /&gt;
This location can be extended another row to the North to greatly increase the number of trees.&lt;br /&gt;
&lt;br /&gt;
* '''Trees &amp;amp; Plants:''' Heavily forested, thick shrubs&lt;br /&gt;
* '''Flux:''' Unknown&lt;br /&gt;
* '''Ore:''' All but platinum&lt;br /&gt;
* '''Water:''' Brook, underground lake + river, lake is exposed&lt;br /&gt;
* '''Adamantine:''' Yes&lt;br /&gt;
* '''Chasm:''' Yes&lt;br /&gt;
* '''Magma:''' Yes, exposed&lt;br /&gt;
* '''Neighboring Civs:''' Unknown, believed to be all&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Everything Seed 3x8 or 2x8 (1437770750)====&lt;br /&gt;
&lt;br /&gt;
[[Image:1437770750_3x8.jpg]]&lt;br /&gt;
&lt;br /&gt;
This location has everything located in a 3x8 or a 2x8 if you remove the brook. It has lava, demons, an underground river, lots of flux &amp;amp; magnetite, bauxite, lots of sand, trees, plants &amp;amp; ogres. It also has a medium-sized 3-ZLevel aquifer in the middle of the map. The river seems to be frozen during winter time and it does not have very steep cliffs (only 5 ZLevels from the highest point). (found with 0x517A5D's wonderful Regional Prospector w/ lava in the region map) --[[User:Polpoint|Polpoint]] 00:31, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
===Other Interesting Locations===&lt;br /&gt;
&lt;br /&gt;
====Secluded Mesa====&lt;br /&gt;
'''Seed: 3141592653'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:Riverborn0.jpg]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Although having no other resources to speak of, this map has a unique, natural barrier formed by deep canyons with flowing water. An extremely defensive fort, with a large area useful for above-ground farming and woodcutting without disturbance from outsiders. Good for those who hate sieges.&amp;lt;br /&amp;gt;&lt;br /&gt;
16:48, 3 February 2008 (EST) {{User|InquisitorSaturn}}&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5616</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5616"/>
		<updated>2008-02-03T21:48:02Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: /* Secluded Mesa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation, and are independent of version{{v|0.27.169.33g}}. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]]. Random and custom names do not affect world generation. However, modifications to your raw files before world generation could cause a different world to be generated.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet. Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== The Absolute Planet of Dawns ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/83977216/The_Absolute_Planet_of_Dawns.zip The Absolute Planet of Dawns]&amp;lt;br/&amp;gt;&lt;br /&gt;
Wold offers a wide range of fortress locations, from mountain canyons to haunted glaciers to resource-rich forests, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(version v0.27.169.33g, seed 2664204674, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smata Sagus, The Realms Of Dawn ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dwarffiles.wimbli.com/smata_sagus.zip Download it here]'''&lt;br /&gt;
Seed: 324316224 (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Smata_Sagus_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 3x6 location with basically every major resource. No chasm, cliffs are no taller than 2, surroundings are Temperate and Mirthful.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river, you can trim it to 3x5 by taking off the bottom edge and still get everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': More than you'll ever use.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Magnetite patches near the surface, along with an occasional hematite and limonite vein.&lt;br /&gt;
* '''Flux''': More than you'll ever use.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Several patches near the magma.&lt;br /&gt;
* '''Obsidian''': Available on the left side.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== Ruspospazmon, The Eternal Windy Planes ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dwarffiles.wimbli.com/ruspospazmon.zip Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2851906008 (11 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Ruspospazmon_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 4x3 location with most major resources. No chasm, cliffs are very tall (6-9), surroundings are Scorching and Calm. There is a small spot of aquifer, just enough to be potentially useful while still out of the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you need a river, you can expand the selection north to include some river fingers and possibly west to also include a stretch of normal river. This will likely include more aquifer though.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': only if you expand the area slightly.&lt;br /&gt;
* '''Aquifer''': There's a tiny area of it towards the top left on a few levels.&lt;br /&gt;
* '''Trees''': Yep.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Yes, towards the top and middle.&lt;br /&gt;
* '''Flux''': Yep.&lt;br /&gt;
* '''Fuel''': Yep.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== Emeecamo Ametha, The Eternal Universe of Wind ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dwarffiles.wimbli.com/emeecamo_ametha.zip Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2135737780 (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Emeecamo_Ametha_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a nice 3x3 (or potentially 2x2) location with almost all major resources. No chasm or sand available, cliffs are no higher than 1 (!), surroundings are Scorching and Untamed Wilds. The brook has a semi-waterfall where it drops 1 Z-level, causing a somewhat odd scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river or as many trees, you could actually make it a 2x2 area instead with all other resources by cutting off the bottom and right edges.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': in the middle.&lt;br /&gt;
* '''Magma''': Upper left corner, the top is fully open to the ground.&lt;br /&gt;
* '''River''': Yes, with a waterfall.&lt;br /&gt;
* '''Trees''': Limited, but enough to make do.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Plenty.&lt;br /&gt;
* '''Flux''': More chalk than you could ever need.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Some, check bottom middle of map one level below the lone hill.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:Emeecamo_Ametha_location2.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is another nice location in this world. It is 5x3 with almost all major resources. No chasm, bauxite, or sand available. Cliffs progress up a few levels from left to right, surroundings are Warm and Calm. The magma vent is underground but only 2 levels deep.&amp;lt;br/&amp;gt;&lt;br /&gt;
There is so much iron here (many many magnetite clusters) that you'll practically get sick of it. There seem to be more diamonds scattered around here than normal as well.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': upper right corner.&lt;br /&gt;
* '''Magma''': lower right corner, underground. Only on levels 148-149, so unfortunately very shallow.&lt;br /&gt;
* '''River''': Yes, a small river bend in the upper left corner.&lt;br /&gt;
* '''Trees''': Not overabundant, but not scarce either.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Massive amounts; good luck making a dent in it.&lt;br /&gt;
* '''Flux''': Take your pick between dolomite and chalk, tons of each.&lt;br /&gt;
* '''Fuel''': Limited amounts of lignite, mostly in the upper levels on the left side.&lt;br /&gt;
* '''Obsidian''': Plenty of it in the upper left corner at the higher z-levels.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world. Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation. It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected. This disrupts the sequence of psudeorandom numbers. As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name. Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system. If you generate a world different from one described here, with exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version '''0.23.169.33g''' or later. Seeds for earlier versions are located at the [[seed archive]].&lt;br /&gt;
&lt;br /&gt;
=== Quick generating seeds ===&lt;br /&gt;
&lt;br /&gt;
====Chicken Seed: #389311515====&lt;br /&gt;
[[Image:Chickenseedfix.png]]&lt;br /&gt;
&lt;br /&gt;
Only one reject. The location shown above has some magma right next to a brook... Lots of trees and plants, and plenty of sand. If you don't feel like you need the hills to the south, you can shrink the area a bit, there's nothing much else down that way.&lt;br /&gt;
&lt;br /&gt;
=== Seeds and locations with many features (may run slower on older computers) ===&lt;br /&gt;
==== Seed # 1999 &amp;quot;Prince's Revolutionary Party&amp;quot; seed ====&lt;br /&gt;
&lt;br /&gt;
[[Image:33g_seed_1999.png|400px]]&lt;br /&gt;
&lt;br /&gt;
4x6 map (39 rejects) Features:&lt;br /&gt;
* brook&lt;br /&gt;
* extensive cliffs&lt;br /&gt;
* magma lake surrounded by a lot of obsidian&lt;br /&gt;
* adamantium &amp;amp; pits with some bauxite to the east&lt;br /&gt;
* small chasm &lt;br /&gt;
* forested tiles&lt;br /&gt;
* hematite (not a lot.  Major steel production will require narrow iron shipments)&lt;br /&gt;
* flux (some marble, a lot of chalk)&lt;br /&gt;
* sand &lt;br /&gt;
* soil&lt;br /&gt;
* underground river with a waterfall into a mini-chasm&lt;br /&gt;
* abundant copper, a good bit of silver/gold, and some platinum/aluminum&lt;br /&gt;
* temperate climate&lt;br /&gt;
* access to all civs&lt;br /&gt;
* rock crystals are on the map but scarce, so consider trading for fey mood use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;Thanks to 0x517A5D for his [[Utilities#Regional Prospector|Regional Prospector]] utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Troas|Troas]] 10:55, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
====Seed # 264622237====&lt;br /&gt;
This seed has 1 decent starting location, with the posibility of war with the local Kobolds, and one really good one with a cave and a cyclops and 12 giant spiders.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 1:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
This location has Magma in the top middle, pits in the bottom middle (sometimes gets cut off, extend down one if it does it to you), chasm in the lower left, and iron + flux all over.&lt;br /&gt;
&lt;br /&gt;
This map contains no flowing water in spite of the river shown.  It does not exist, I checked.  Your best bet would be to use the infinate water bug to create a lake, and keep control of it with a floodgate.&lt;br /&gt;
&lt;br /&gt;
There is also no sand at all.  Sorry folks, you gotta import glass.&lt;br /&gt;
&lt;br /&gt;
Finally, there are no trees.  For some bizarre reason, when I loaded the whole map, every last tile, it had trees everywhere, but if I cut anything off, the trees vanished.  Your results may vary as this is odd IMO.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 2:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_2.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Now this location is nice.  It's kinda cold, so bring a jacket.&lt;br /&gt;
&lt;br /&gt;
You have unguarded magma in the upper left corner.  Go for it as soon as you can make steel.&lt;br /&gt;
&lt;br /&gt;
Lower-middle right you will have the caves.  Many enemies there.  Careful though, they are just a warm up!  Directly below you have a pit and adamantine.  Also, the majority of the iron is around the caves, so you will have to fight for it.&lt;br /&gt;
&lt;br /&gt;
Just to the left of the caves, a level or 2 above the pits is an underground lake.  It's not infinate, but it should last you, plus there are many lakes around, and when they freeze, they refill.  You shouldn't be hurting for water for a while.&lt;br /&gt;
&lt;br /&gt;
There is sand scattered around all over.  If that wasn't enough with the magma, there is more sand on the shore of the underground lake.  Can we say dwarven catapults throwing stones from glass houses? Heh heh heh.&lt;br /&gt;
&lt;br /&gt;
Lots of farmable soil, but no indigenous plants to speak of.  Build a shack and farm indoors early on till you can get other kinds of seeds.&lt;br /&gt;
&lt;br /&gt;
Flux?  Nope. Sorry.  Import what you can, bring steel if you can.  Wood?  Ain't got that either.  Get your magma smelter and glass furnace up fast so you can start producing trade goods.  Without them you won't be able to import the wood you need for coal and flux for steel.  Iron supplies as I said are mostly guarded by the Cyclops and crew as well.  This could be a challenge for you, but there is plenty of copper and cassiterite to go around, import some tin, and combine it with some bismuth and you can have a cheap bronze as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All in all, I like the second one better of the 2.  Both have nice features, but are missing key items.&lt;br /&gt;
This was generated in .33g, and it seems that seeds were broken again.  Hopefully more people come out with their seeds soon :)&lt;br /&gt;
--[[User:Chthon|Chthon]] 19:46, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Seed #223885 - Pretty much what I have been waiting for ====&lt;br /&gt;
&lt;br /&gt;
[[Image:seed223885-awesomeseed.JPG|643px]]&lt;br /&gt;
&lt;br /&gt;
In a 5x8 area you can get chasm, magma, adamantite, cave lake, brook, flux, sedimentary layer, sand and trees. Alternatively you could fit all the above except cave lake to only 5x2. The selection in the picture was chosen to have more chalk in the area.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elmokki|Elmokki]] 07:41, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Realm of Forever Start Seed #3094533934 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Realm_of_Forever_Start_3094533934.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I cheated and used Sekret Projekt but hey!  Look what I found!&lt;br /&gt;
&lt;br /&gt;
River: Check&lt;br /&gt;
&lt;br /&gt;
Magma: Well damn, someone just pointed out to me that the ~ was blue not red.  I hadn't noticed.  No magma here unfortunately :(&lt;br /&gt;
&lt;br /&gt;
Iron: Lots of magnetite, check&lt;br /&gt;
&lt;br /&gt;
Flux: Check and double check&lt;br /&gt;
&lt;br /&gt;
Sand: Aww, none here&lt;br /&gt;
&lt;br /&gt;
Adamantine and Pits: They're here too, check&lt;br /&gt;
&lt;br /&gt;
Chasm: There's the end of one far to the east, so check.&lt;br /&gt;
&lt;br /&gt;
Coal: Well, we have lignite, lots of lignite.  Does that count?  Check.&lt;br /&gt;
&lt;br /&gt;
Trees: The whole SE is covered in them, check.&lt;br /&gt;
&lt;br /&gt;
Can't get much better than this guys.  Oh yeah, there was a Giant Cave Swallowman, about 10 Troglodites, 8 Naked Mole Dogs, and a giant mole just south of where I started.  I'd get traps up stat if I were you.&lt;br /&gt;
&lt;br /&gt;
Nothing else follows. --[[User:Chthon|Chthon]] 11:30, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Cyclopean Planet of Tempests Seed #697480228 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Cyclopean_Planet_of_Tempests_697480228_Start.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I swear this one is good.  I double checked it even.&lt;br /&gt;
&lt;br /&gt;
River:  Nothing at all above ground, seek the cave river (not shown, center of the map with a chasm at the north end under the magma) or the Cave lake at the far north&lt;br /&gt;
&lt;br /&gt;
Magma:  Just south of the cave lake, at the same Z-level even.&lt;br /&gt;
&lt;br /&gt;
Adamantine:  Lots of it.  The upper parts are very shallow in the south, but you have at least 5 Z-levels before you uncover the pits.  I estimate about 50 tiles of easily minable Adamantine ore before you release the demons.&lt;br /&gt;
&lt;br /&gt;
Flux:  Lots of Marble.  I mean lots.  If you are in marble in the south, you are near the adamantine.&lt;br /&gt;
&lt;br /&gt;
Iron:  No magnetite, but quite a few hematite veins higher up.  Don't dig too deep or you will miss them.&lt;br /&gt;
&lt;br /&gt;
Chasm:  One at the end of the cave river, but that's it.&lt;br /&gt;
&lt;br /&gt;
Sand:  Still no sand.  For all you glass lovers; Sorry, keep looking.&lt;br /&gt;
&lt;br /&gt;
Coal:  None, sorry but burnables are lacking on this map.  Import what you need for iron.  It's cheap anyways.&lt;br /&gt;
&lt;br /&gt;
Trees:  A few.  Seriously, it's not a lot, but it'll keep you going.&lt;br /&gt;
&lt;br /&gt;
Hunting:  If you want to train up some crossbowmen and at the same time find food, this area is home to Hoary Marmots.  Eat up!&lt;br /&gt;
&lt;br /&gt;
Final notes:  This has a more traditional cliff face look to it.  It faces south with the high ground on the north.  It's narrow, but I like it.  All the major features but the pits are towards the middle Z-levels, so be careful you don't dig in from the bottom.&lt;br /&gt;
&lt;br /&gt;
--[[User:Chthon|Chthon]] 13:18, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Just another seed, I thought wold be nice (1291184248, v.33g) ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed1291184248.PNG|500px]]&lt;br /&gt;
&lt;br /&gt;
About features:&lt;br /&gt;
*brook&lt;br /&gt;
*magma pipe&lt;br /&gt;
*adamantium (near lower left)&lt;br /&gt;
*chasm (two of them, actually)&lt;br /&gt;
*heavy forested tiles&lt;br /&gt;
*hematite (a lot of it)&lt;br /&gt;
*magnetite (at least one big cluster)&lt;br /&gt;
*bituminous coal (not that much as hematite, but still)&lt;br /&gt;
*flux (marble, lower right)&lt;br /&gt;
*sand (alongside brook, not much)&lt;br /&gt;
*bauxite (level 144, to left of magma)&lt;br /&gt;
&lt;br /&gt;
*warm climate&lt;br /&gt;
*most dangerous animals - wolves&lt;br /&gt;
*access to all civs&lt;br /&gt;
&lt;br /&gt;
Starting in the {{K|F2}} biome will give you almost ideal starting position near the cliff wall, surrounded by trees, with a couple of nearby pools for your fish lovers (turtles, yay!).&lt;br /&gt;
&lt;br /&gt;
==== A tiny but interesting location.  Seed 1 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:0x517A5D_seed1_3x2_hard.PNG]]&lt;br /&gt;
&lt;br /&gt;
The aquifer does not cover the whole map; the haunted area doesn't either.&amp;lt;br/&amp;gt;I, of course, use my [[Utilities#Regional Prospector|Regional Prospector]] utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:15, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Doubleplusgood Seed #3480279584 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Doubleplusgood.png]]&lt;br /&gt;
&lt;br /&gt;
This is a rather cozy 5x4 area, it has all the basics, except for sand and surface river. &lt;br /&gt;
&lt;br /&gt;
* A ridiculous amount of adamantite (at least 3 levels of demon-free ore for a total of 215 units, 3 more levels with stairs (looks cool) away from the pits with probably at least twice that amount - i counted nearly 150 in a single level, and it got denser further down... the stairs connected to the pits themselves which don't have that much adamantite, maybe a hundred more or so. That's a lot!&lt;br /&gt;
* Magma pocket thingy (underground, doesn't extend all the way to the bottom either. about 4 levels high)&lt;br /&gt;
* Underground river&lt;br /&gt;
* A big cave lake (exposed)&lt;br /&gt;
* Some magnetite (single level, only one of 'em big round glob cluster things)&lt;br /&gt;
* Plenty of vegetation&lt;br /&gt;
* Round chasm&lt;br /&gt;
* Many ores, like copper and gold&lt;br /&gt;
* Tons (and I mean TONS) of limestone. Literally half the map.&lt;br /&gt;
* Tons of obsidian if you care about that. Literally, the other half of the map.&lt;br /&gt;
* If you need charcoal just burn the damn trees.&lt;br /&gt;
&lt;br /&gt;
It's possible that you can find more iron ore if you extend the map to the east, north and or/south.[[User:Sergius|Sergius]] 00:13, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Jackpot Seed: #7777777 ====&lt;br /&gt;
&lt;br /&gt;
6 rejects, made on Vista with version 33g.&lt;br /&gt;
&lt;br /&gt;
[[Image:Jackpot.png]]&lt;br /&gt;
&lt;br /&gt;
Very nice location with damn near everything in an average-size region.&lt;br /&gt;
&lt;br /&gt;
* '''Sand:''' In the bottom-left swamp area, also some at the top-middle.&lt;br /&gt;
* '''Trees &amp;amp; Plants:''' Yes.&lt;br /&gt;
* '''Flux:''' Some limestone up at the top-middle. Extend north to get more.&lt;br /&gt;
* '''Iron Ore:''' Should be a big splotch of magnetite up in the limestone.&lt;br /&gt;
* '''River:''' Above and below ground.&lt;br /&gt;
* '''Adamantine:''' Yes.&lt;br /&gt;
* '''Chasm:''' Yes.&lt;br /&gt;
* '''Magma:''' Yes; only four layers, though.&lt;br /&gt;
* '''Rock:''' All four types.&lt;br /&gt;
* '''Neighboring Civs:''' All four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only thing it doesn't have is a cave lake. If it's too big, you can remove the right column for no adamantine, the bottom row for no magma, the left column for less trees, or the top row for less/very little flux... I'd reccommend zilching the left column, there's a few trees up in the Flux biome.--[[User:Untelligent|Untelligent]] 15:17, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
====Near-Perfect Seed?====&lt;br /&gt;
&lt;br /&gt;
3636098340&lt;br /&gt;
&lt;br /&gt;
120 rejects, made on XP with 33g.&lt;br /&gt;
&lt;br /&gt;
[[Image:Perfect.png]]&lt;br /&gt;
&lt;br /&gt;
This location can be extended another row to the North to greatly increase the number of trees.&lt;br /&gt;
&lt;br /&gt;
* '''Trees &amp;amp; Plants:''' Heavily forested, thick shrubs&lt;br /&gt;
* '''Flux:''' Unknown&lt;br /&gt;
* '''Ore:''' All but platinum&lt;br /&gt;
* '''Water:''' Brook, underground lake + river, lake is exposed&lt;br /&gt;
* '''Adamantine:''' Yes&lt;br /&gt;
* '''Chasm:''' Yes&lt;br /&gt;
* '''Magma:''' Yes, exposed&lt;br /&gt;
* '''Neighboring Civs:''' Unknown, believed to be all&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Everything Seed 3x8 or 2x8 (1437770750)====&lt;br /&gt;
&lt;br /&gt;
[[Image:1437770750_3x8.jpg]]&lt;br /&gt;
&lt;br /&gt;
This location has everything located in a 3x8 or a 2x8 if you remove the brook. It has lava, demons, an underground river, lots of flux &amp;amp; magnetite, bauxite, lots of sand, trees, plants &amp;amp; ogres. It also has a medium-sized 3-ZLevel aquifer in the middle of the map. The river seems to be frozen during winter time and it does not have very steep cliffs (only 5 ZLevels from the highest point). (found with 0x517A5D's wonderful Regional Prospector w/ lava in the region map) --[[User:Polpoint|Polpoint]] 00:31, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
===Other Interesting Locations===&lt;br /&gt;
&lt;br /&gt;
====Secluded Mesa====&lt;br /&gt;
Seed: 3141592653&lt;br /&gt;
[[Image:Riverborn0.jpg]]&lt;br /&gt;
This map has a unique, natural barrier formed by deep canyons with flowing water. An extremely defensive fort, with a large area useful for above-ground farming and woodcutting without disturbance from outsiders. Good for those who hate sieges.&lt;br /&gt;
16:48, 3 February 2008 (EST)~&lt;/div&gt;</summary>
		<author><name>InquisitorSaturn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5615</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5615"/>
		<updated>2008-02-03T21:47:29Z</updated>

		<summary type="html">&lt;p&gt;InquisitorSaturn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation, and are independent of version{{v|0.27.169.33g}}. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]]. Random and custom names do not affect world generation. However, modifications to your raw files before world generation could cause a different world to be generated.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet. Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== The Absolute Planet of Dawns ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/83977216/The_Absolute_Planet_of_Dawns.zip The Absolute Planet of Dawns]&amp;lt;br/&amp;gt;&lt;br /&gt;
Wold offers a wide range of fortress locations, from mountain canyons to haunted glaciers to resource-rich forests, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(version v0.27.169.33g, seed 2664204674, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smata Sagus, The Realms Of Dawn ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dwarffiles.wimbli.com/smata_sagus.zip Download it here]'''&lt;br /&gt;
Seed: 324316224 (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Smata_Sagus_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 3x6 location with basically every major resource. No chasm, cliffs are no taller than 2, surroundings are Temperate and Mirthful.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river, you can trim it to 3x5 by taking off the bottom edge and still get everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': More than you'll ever use.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Magnetite patches near the surface, along with an occasional hematite and limonite vein.&lt;br /&gt;
* '''Flux''': More than you'll ever use.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Several patches near the magma.&lt;br /&gt;
* '''Obsidian''': Available on the left side.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== Ruspospazmon, The Eternal Windy Planes ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dwarffiles.wimbli.com/ruspospazmon.zip Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2851906008 (11 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Ruspospazmon_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 4x3 location with most major resources. No chasm, cliffs are very tall (6-9), surroundings are Scorching and Calm. There is a small spot of aquifer, just enough to be potentially useful while still out of the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you need a river, you can expand the selection north to include some river fingers and possibly west to also include a stretch of normal river. This will likely include more aquifer though.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': only if you expand the area slightly.&lt;br /&gt;
* '''Aquifer''': There's a tiny area of it towards the top left on a few levels.&lt;br /&gt;
* '''Trees''': Yep.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Yes, towards the top and middle.&lt;br /&gt;
* '''Flux''': Yep.&lt;br /&gt;
* '''Fuel''': Yep.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== Emeecamo Ametha, The Eternal Universe of Wind ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dwarffiles.wimbli.com/emeecamo_ametha.zip Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2135737780 (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Emeecamo_Ametha_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a nice 3x3 (or potentially 2x2) location with almost all major resources. No chasm or sand available, cliffs are no higher than 1 (!), surroundings are Scorching and Untamed Wilds. The brook has a semi-waterfall where it drops 1 Z-level, causing a somewhat odd scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river or as many trees, you could actually make it a 2x2 area instead with all other resources by cutting off the bottom and right edges.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': in the middle.&lt;br /&gt;
* '''Magma''': Upper left corner, the top is fully open to the ground.&lt;br /&gt;
* '''River''': Yes, with a waterfall.&lt;br /&gt;
* '''Trees''': Limited, but enough to make do.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Plenty.&lt;br /&gt;
* '''Flux''': More chalk than you could ever need.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Some, check bottom middle of map one level below the lone hill.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:Emeecamo_Ametha_location2.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is another nice location in this world. It is 5x3 with almost all major resources. No chasm, bauxite, or sand available. Cliffs progress up a few levels from left to right, surroundings are Warm and Calm. The magma vent is underground but only 2 levels deep.&amp;lt;br/&amp;gt;&lt;br /&gt;
There is so much iron here (many many magnetite clusters) that you'll practically get sick of it. There seem to be more diamonds scattered around here than normal as well.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': upper right corner.&lt;br /&gt;
* '''Magma''': lower right corner, underground. Only on levels 148-149, so unfortunately very shallow.&lt;br /&gt;
* '''River''': Yes, a small river bend in the upper left corner.&lt;br /&gt;
* '''Trees''': Not overabundant, but not scarce either.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Massive amounts; good luck making a dent in it.&lt;br /&gt;
* '''Flux''': Take your pick between dolomite and chalk, tons of each.&lt;br /&gt;
* '''Fuel''': Limited amounts of lignite, mostly in the upper levels on the left side.&lt;br /&gt;
* '''Obsidian''': Plenty of it in the upper left corner at the higher z-levels.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world. Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation. It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected. This disrupts the sequence of psudeorandom numbers. As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name. Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system. If you generate a world different from one described here, with exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version '''0.23.169.33g''' or later. Seeds for earlier versions are located at the [[seed archive]].&lt;br /&gt;
&lt;br /&gt;
=== Quick generating seeds ===&lt;br /&gt;
&lt;br /&gt;
====Chicken Seed: #389311515====&lt;br /&gt;
[[Image:Chickenseedfix.png]]&lt;br /&gt;
&lt;br /&gt;
Only one reject. The location shown above has some magma right next to a brook... Lots of trees and plants, and plenty of sand. If you don't feel like you need the hills to the south, you can shrink the area a bit, there's nothing much else down that way.&lt;br /&gt;
&lt;br /&gt;
=== Seeds and locations with many features (may run slower on older computers) ===&lt;br /&gt;
==== Seed # 1999 &amp;quot;Prince's Revolutionary Party&amp;quot; seed ====&lt;br /&gt;
&lt;br /&gt;
[[Image:33g_seed_1999.png|400px]]&lt;br /&gt;
&lt;br /&gt;
4x6 map (39 rejects) Features:&lt;br /&gt;
* brook&lt;br /&gt;
* extensive cliffs&lt;br /&gt;
* magma lake surrounded by a lot of obsidian&lt;br /&gt;
* adamantium &amp;amp; pits with some bauxite to the east&lt;br /&gt;
* small chasm &lt;br /&gt;
* forested tiles&lt;br /&gt;
* hematite (not a lot.  Major steel production will require narrow iron shipments)&lt;br /&gt;
* flux (some marble, a lot of chalk)&lt;br /&gt;
* sand &lt;br /&gt;
* soil&lt;br /&gt;
* underground river with a waterfall into a mini-chasm&lt;br /&gt;
* abundant copper, a good bit of silver/gold, and some platinum/aluminum&lt;br /&gt;
* temperate climate&lt;br /&gt;
* access to all civs&lt;br /&gt;
* rock crystals are on the map but scarce, so consider trading for fey mood use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;Thanks to 0x517A5D for his [[Utilities#Regional Prospector|Regional Prospector]] utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Troas|Troas]] 10:55, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
====Seed # 264622237====&lt;br /&gt;
This seed has 1 decent starting location, with the posibility of war with the local Kobolds, and one really good one with a cave and a cyclops and 12 giant spiders.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 1:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
This location has Magma in the top middle, pits in the bottom middle (sometimes gets cut off, extend down one if it does it to you), chasm in the lower left, and iron + flux all over.&lt;br /&gt;
&lt;br /&gt;
This map contains no flowing water in spite of the river shown.  It does not exist, I checked.  Your best bet would be to use the infinate water bug to create a lake, and keep control of it with a floodgate.&lt;br /&gt;
&lt;br /&gt;
There is also no sand at all.  Sorry folks, you gotta import glass.&lt;br /&gt;
&lt;br /&gt;
Finally, there are no trees.  For some bizarre reason, when I loaded the whole map, every last tile, it had trees everywhere, but if I cut anything off, the trees vanished.  Your results may vary as this is odd IMO.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 2:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_2.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Now this location is nice.  It's kinda cold, so bring a jacket.&lt;br /&gt;
&lt;br /&gt;
You have unguarded magma in the upper left corner.  Go for it as soon as you can make steel.&lt;br /&gt;
&lt;br /&gt;
Lower-middle right you will have the caves.  Many enemies there.  Careful though, they are just a warm up!  Directly below you have a pit and adamantine.  Also, the majority of the iron is around the caves, so you will have to fight for it.&lt;br /&gt;
&lt;br /&gt;
Just to the left of the caves, a level or 2 above the pits is an underground lake.  It's not infinate, but it should last you, plus there are many lakes around, and when they freeze, they refill.  You shouldn't be hurting for water for a while.&lt;br /&gt;
&lt;br /&gt;
There is sand scattered around all over.  If that wasn't enough with the magma, there is more sand on the shore of the underground lake.  Can we say dwarven catapults throwing stones from glass houses? Heh heh heh.&lt;br /&gt;
&lt;br /&gt;
Lots of farmable soil, but no indigenous plants to speak of.  Build a shack and farm indoors early on till you can get other kinds of seeds.&lt;br /&gt;
&lt;br /&gt;
Flux?  Nope. Sorry.  Import what you can, bring steel if you can.  Wood?  Ain't got that either.  Get your magma smelter and glass furnace up fast so you can start producing trade goods.  Without them you won't be able to import the wood you need for coal and flux for steel.  Iron supplies as I said are mostly guarded by the Cyclops and crew as well.  This could be a challenge for you, but there is plenty of copper and cassiterite to go around, import some tin, and combine it with some bismuth and you can have a cheap bronze as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All in all, I like the second one better of the 2.  Both have nice features, but are missing key items.&lt;br /&gt;
This was generated in .33g, and it seems that seeds were broken again.  Hopefully more people come out with their seeds soon :)&lt;br /&gt;
--[[User:Chthon|Chthon]] 19:46, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Seed #223885 - Pretty much what I have been waiting for ====&lt;br /&gt;
&lt;br /&gt;
[[Image:seed223885-awesomeseed.JPG|643px]]&lt;br /&gt;
&lt;br /&gt;
In a 5x8 area you can get chasm, magma, adamantite, cave lake, brook, flux, sedimentary layer, sand and trees. Alternatively you could fit all the above except cave lake to only 5x2. The selection in the picture was chosen to have more chalk in the area.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elmokki|Elmokki]] 07:41, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Realm of Forever Start Seed #3094533934 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Realm_of_Forever_Start_3094533934.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I cheated and used Sekret Projekt but hey!  Look what I found!&lt;br /&gt;
&lt;br /&gt;
River: Check&lt;br /&gt;
&lt;br /&gt;
Magma: Well damn, someone just pointed out to me that the ~ was blue not red.  I hadn't noticed.  No magma here unfortunately :(&lt;br /&gt;
&lt;br /&gt;
Iron: Lots of magnetite, check&lt;br /&gt;
&lt;br /&gt;
Flux: Check and double check&lt;br /&gt;
&lt;br /&gt;
Sand: Aww, none here&lt;br /&gt;
&lt;br /&gt;
Adamantine and Pits: They're here too, check&lt;br /&gt;
&lt;br /&gt;
Chasm: There's the end of one far to the east, so check.&lt;br /&gt;
&lt;br /&gt;
Coal: Well, we have lignite, lots of lignite.  Does that count?  Check.&lt;br /&gt;
&lt;br /&gt;
Trees: The whole SE is covered in them, check.&lt;br /&gt;
&lt;br /&gt;
Can't get much better than this guys.  Oh yeah, there was a Giant Cave Swallowman, about 10 Troglodites, 8 Naked Mole Dogs, and a giant mole just south of where I started.  I'd get traps up stat if I were you.&lt;br /&gt;
&lt;br /&gt;
Nothing else follows. --[[User:Chthon|Chthon]] 11:30, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Cyclopean Planet of Tempests Seed #697480228 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Cyclopean_Planet_of_Tempests_697480228_Start.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I swear this one is good.  I double checked it even.&lt;br /&gt;
&lt;br /&gt;
River:  Nothing at all above ground, seek the cave river (not shown, center of the map with a chasm at the north end under the magma) or the Cave lake at the far north&lt;br /&gt;
&lt;br /&gt;
Magma:  Just south of the cave lake, at the same Z-level even.&lt;br /&gt;
&lt;br /&gt;
Adamantine:  Lots of it.  The upper parts are very shallow in the south, but you have at least 5 Z-levels before you uncover the pits.  I estimate about 50 tiles of easily minable Adamantine ore before you release the demons.&lt;br /&gt;
&lt;br /&gt;
Flux:  Lots of Marble.  I mean lots.  If you are in marble in the south, you are near the adamantine.&lt;br /&gt;
&lt;br /&gt;
Iron:  No magnetite, but quite a few hematite veins higher up.  Don't dig too deep or you will miss them.&lt;br /&gt;
&lt;br /&gt;
Chasm:  One at the end of the cave river, but that's it.&lt;br /&gt;
&lt;br /&gt;
Sand:  Still no sand.  For all you glass lovers; Sorry, keep looking.&lt;br /&gt;
&lt;br /&gt;
Coal:  None, sorry but burnables are lacking on this map.  Import what you need for iron.  It's cheap anyways.&lt;br /&gt;
&lt;br /&gt;
Trees:  A few.  Seriously, it's not a lot, but it'll keep you going.&lt;br /&gt;
&lt;br /&gt;
Hunting:  If you want to train up some crossbowmen and at the same time find food, this area is home to Hoary Marmots.  Eat up!&lt;br /&gt;
&lt;br /&gt;
Final notes:  This has a more traditional cliff face look to it.  It faces south with the high ground on the north.  It's narrow, but I like it.  All the major features but the pits are towards the middle Z-levels, so be careful you don't dig in from the bottom.&lt;br /&gt;
&lt;br /&gt;
--[[User:Chthon|Chthon]] 13:18, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Just another seed, I thought wold be nice (1291184248, v.33g) ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed1291184248.PNG|500px]]&lt;br /&gt;
&lt;br /&gt;
About features:&lt;br /&gt;
*brook&lt;br /&gt;
*magma pipe&lt;br /&gt;
*adamantium (near lower left)&lt;br /&gt;
*chasm (two of them, actually)&lt;br /&gt;
*heavy forested tiles&lt;br /&gt;
*hematite (a lot of it)&lt;br /&gt;
*magnetite (at least one big cluster)&lt;br /&gt;
*bituminous coal (not that much as hematite, but still)&lt;br /&gt;
*flux (marble, lower right)&lt;br /&gt;
*sand (alongside brook, not much)&lt;br /&gt;
*bauxite (level 144, to left of magma)&lt;br /&gt;
&lt;br /&gt;
*warm climate&lt;br /&gt;
*most dangerous animals - wolves&lt;br /&gt;
*access to all civs&lt;br /&gt;
&lt;br /&gt;
Starting in the {{K|F2}} biome will give you almost ideal starting position near the cliff wall, surrounded by trees, with a couple of nearby pools for your fish lovers (turtles, yay!).&lt;br /&gt;
&lt;br /&gt;
==== A tiny but interesting location.  Seed 1 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:0x517A5D_seed1_3x2_hard.PNG]]&lt;br /&gt;
&lt;br /&gt;
The aquifer does not cover the whole map; the haunted area doesn't either.&amp;lt;br/&amp;gt;I, of course, use my [[Utilities#Regional Prospector|Regional Prospector]] utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:15, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Doubleplusgood Seed #3480279584 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Doubleplusgood.png]]&lt;br /&gt;
&lt;br /&gt;
This is a rather cozy 5x4 area, it has all the basics, except for sand and surface river. &lt;br /&gt;
&lt;br /&gt;
* A ridiculous amount of adamantite (at least 3 levels of demon-free ore for a total of 215 units, 3 more levels with stairs (looks cool) away from the pits with probably at least twice that amount - i counted nearly 150 in a single level, and it got denser further down... the stairs connected to the pits themselves which don't have that much adamantite, maybe a hundred more or so. That's a lot!&lt;br /&gt;
* Magma pocket thingy (underground, doesn't extend all the way to the bottom either. about 4 levels high)&lt;br /&gt;
* Underground river&lt;br /&gt;
* A big cave lake (exposed)&lt;br /&gt;
* Some magnetite (single level, only one of 'em big round glob cluster things)&lt;br /&gt;
* Plenty of vegetation&lt;br /&gt;
* Round chasm&lt;br /&gt;
* Many ores, like copper and gold&lt;br /&gt;
* Tons (and I mean TONS) of limestone. Literally half the map.&lt;br /&gt;
* Tons of obsidian if you care about that. Literally, the other half of the map.&lt;br /&gt;
* If you need charcoal just burn the damn trees.&lt;br /&gt;
&lt;br /&gt;
It's possible that you can find more iron ore if you extend the map to the east, north and or/south.[[User:Sergius|Sergius]] 00:13, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Jackpot Seed: #7777777 ====&lt;br /&gt;
&lt;br /&gt;
6 rejects, made on Vista with version 33g.&lt;br /&gt;
&lt;br /&gt;
[[Image:Jackpot.png]]&lt;br /&gt;
&lt;br /&gt;
Very nice location with damn near everything in an average-size region.&lt;br /&gt;
&lt;br /&gt;
* '''Sand:''' In the bottom-left swamp area, also some at the top-middle.&lt;br /&gt;
* '''Trees &amp;amp; Plants:''' Yes.&lt;br /&gt;
* '''Flux:''' Some limestone up at the top-middle. Extend north to get more.&lt;br /&gt;
* '''Iron Ore:''' Should be a big splotch of magnetite up in the limestone.&lt;br /&gt;
* '''River:''' Above and below ground.&lt;br /&gt;
* '''Adamantine:''' Yes.&lt;br /&gt;
* '''Chasm:''' Yes.&lt;br /&gt;
* '''Magma:''' Yes; only four layers, though.&lt;br /&gt;
* '''Rock:''' All four types.&lt;br /&gt;
* '''Neighboring Civs:''' All four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only thing it doesn't have is a cave lake. If it's too big, you can remove the right column for no adamantine, the bottom row for no magma, the left column for less trees, or the top row for less/very little flux... I'd reccommend zilching the left column, there's a few trees up in the Flux biome.--[[User:Untelligent|Untelligent]] 15:17, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
====Near-Perfect Seed?====&lt;br /&gt;
&lt;br /&gt;
3636098340&lt;br /&gt;
&lt;br /&gt;
120 rejects, made on XP with 33g.&lt;br /&gt;
&lt;br /&gt;
[[Image:Perfect.png]]&lt;br /&gt;
&lt;br /&gt;
This location can be extended another row to the North to greatly increase the number of trees.&lt;br /&gt;
&lt;br /&gt;
* '''Trees &amp;amp; Plants:''' Heavily forested, thick shrubs&lt;br /&gt;
* '''Flux:''' Unknown&lt;br /&gt;
* '''Ore:''' All but platinum&lt;br /&gt;
* '''Water:''' Brook, underground lake + river, lake is exposed&lt;br /&gt;
* '''Adamantine:''' Yes&lt;br /&gt;
* '''Chasm:''' Yes&lt;br /&gt;
* '''Magma:''' Yes, exposed&lt;br /&gt;
* '''Neighboring Civs:''' Unknown, believed to be all&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Everything Seed 3x8 or 2x8 (1437770750)====&lt;br /&gt;
&lt;br /&gt;
[[Image:1437770750_3x8.jpg]]&lt;br /&gt;
&lt;br /&gt;
This location has everything located in a 3x8 or a 2x8 if you remove the brook. It has lava, demons, an underground river, lots of flux &amp;amp; magnetite, bauxite, lots of sand, trees, plants &amp;amp; ogres. It also has a medium-sized 3-ZLevel aquifer in the middle of the map. The river seems to be frozen during winter time and it does not have very steep cliffs (only 5 ZLevels from the highest point). (found with 0x517A5D's wonderful Regional Prospector w/ lava in the region map) --[[User:Polpoint|Polpoint]] 00:31, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
===Other Interesting Locations===&lt;br /&gt;
&lt;br /&gt;
====Secluded Mesa====&lt;br /&gt;
Seed: 3141592653&lt;br /&gt;
[[Image:Riverborn0.jpg]]&lt;br /&gt;
This map has a unique, natural barrier formed by deep canyons with flowing water. An extremely defensive fort, with a large area useful for above-ground farming and woodcutting without disturbance from outsiders. Good for those who hate sieges.&lt;br /&gt;
16:47, 3 February 2008 (EST)&lt;/div&gt;</summary>
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		<updated>2008-02-03T21:39:49Z</updated>

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