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Editing Map legend
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− | {{Quality| | + | {{migrated article}} |
+ | {{Quality|Unrated}} | ||
{{av}} | {{av}} | ||
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+ | ''Dwarf Fortress'' uses [[tileset]]s to draw the game, including maps. This '''map legend''' explains what the [[character table|characters]] and [[color]]s represent in the pre-start embark (or [[adventure mode|adventure]]) map. | ||
== Tile colors == | == Tile colors == | ||
+ | {{unfinishedsection}} | ||
+ | |||
The colors of a map tile may give information about that region's predominant [[biome]] and [[surroundings]]; its temperature, alignment, and other handy things. Generally, cyan and blue means the area is "good" aligned. Purple, gray, brown, and red areas have "evil" alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green tiles have vegetation and are usually moist. White and cyan tiles indicate snow or ice. The color of trees that change season to season can tell about a tree's current [[tree#Growths|growth]]. | The colors of a map tile may give information about that region's predominant [[biome]] and [[surroundings]]; its temperature, alignment, and other handy things. Generally, cyan and blue means the area is "good" aligned. Purple, gray, brown, and red areas have "evil" alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green tiles have vegetation and are usually moist. White and cyan tiles indicate snow or ice. The color of trees that change season to season can tell about a tree's current [[tree#Growths|growth]]. | ||
− | In ASCII mode, the characters and their colors offer slightly more information about a biome, such as the temperature mixed with the moral standing of the biome (good, neutral and evil) | + | In ASCII mode, the characters and their colors offer slightly more information about a biome, such as the temperature mixed with the moral standing of the biome (good, neutral and evil). With the graphics, the presentation is more simplified, as each biome type is displayed with the following graphical information: neutral, evil, evil savage, good and good savage. |
== Biome/Region key == | == Biome/Region key == | ||
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==== ASCII ==== | ==== ASCII ==== | ||
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{| class="wikitable" | {| class="wikitable" | ||
! Biome/Region | ! Biome/Region | ||
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==== Graphics ==== | ==== Graphics ==== | ||
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{| class="wikitable" | {| class="wikitable" | ||
! Biome/Region | ! Biome/Region | ||
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==== Graphics ==== | ==== Graphics ==== | ||
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{| class="wikitable" | {| class="wikitable" | ||
! Biome/Region | ! Biome/Region | ||
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| style="text-align:center;" | [[File:badlands_evil.png]] | | style="text-align:center;" | [[File:badlands_evil.png]] | ||
| style="text-align:center;" | [[File:badlands_evilsav.png]] | | style="text-align:center;" | [[File:badlands_evilsav.png]] | ||
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|} | |} | ||
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=== Ice regions === | === Ice regions === | ||
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{| class="wikitable" | {| class="wikitable" | ||
! Biome/Region | ! Biome/Region | ||
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| {{Biome|▓|▒|3:0}} | | {{Biome|▓|▒|3:0}} | ||
| {{Biome|▓|▒|5:0|5:1}} | | {{Biome|▓|▒|5:0|5:1}} | ||
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|} | |} | ||
=== Bodies of water === | === Bodies of water === | ||
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{| class="wikitable" | {| class="wikitable" | ||
! Biome/Region | ! Biome/Region | ||
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|} | |} | ||
− | ==== | + | == Terrain feature key == |
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{| class="wikitable" | {| class="wikitable" | ||
! Terrain feature | ! Terrain feature | ||
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|} | |} | ||
− | ==== | + | == Construction key == |
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{| class="wikitable" | {| class="wikitable" | ||
! Construction | ! Construction | ||
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|} | |} | ||
− | + | == Tree key == | |
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Forests and swamps will use the map tiles of the [[tree]]s they contain. The tiles below are used to specify generic forests, even if no trees that use that tile exist in that forest. Whether the game uses the generic tiles or the tile of the actual tree they contain is randomized on a tile-by-tile basis. | Forests and swamps will use the map tiles of the [[tree]]s they contain. The tiles below are used to specify generic forests, even if no trees that use that tile exist in that forest. Whether the game uses the generic tiles or the tile of the actual tree they contain is randomized on a tile-by-tile basis. | ||
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|- | |- | ||
| {{Raw Tile|Γ|2:0}} || Tropical Forest | | {{Raw Tile|Γ|2:0}} || Tropical Forest | ||
− | |} | + | |} |
− | == Site key | + | |
+ | == Site key == | ||
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Site tiles are organized by columns, from left-to-right: normal populated sites, [[ruin]]ed sites, and sites captured by [[necromancer]]s or their [[night creature]] armies. | Site tiles are organized by columns, from left-to-right: normal populated sites, [[ruin]]ed sites, and sites captured by [[necromancer]]s or their [[night creature]] armies. | ||
=== Dwarven sites === | === Dwarven sites === | ||
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{| class="wikitable" | {| class="wikitable" | ||
! Site | ! Site | ||
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|} | |} | ||
− | == | + | === Embark assistant added sites === |
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Shown when the [[DFHack]] plugin is active, list is from the in game plugin {{k|i}}nformation, see there for details. | Shown when the [[DFHack]] plugin is active, list is from the in game plugin {{k|i}}nformation, see there for details. | ||