v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.31:Tilesets

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Quality|Exceptional}}{{av}}
+
{{AV}}
:''(For a chart with the default ASCII characters, see [[Character table|Character table]].)''
+
Tilesets in DF2010 work exactly as in DF40. Graphic sets however will have to be reworked since the raws have changed.
:''(For user-created tilesets, see [[Tileset repository|Tileset repository]].)''
 
:''(For user-created creature graphics sets, see [[Graphics set repository|Graphics set repository]].)''
 
 
 
----
 
 
 
 
 
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: "'''character sets'''" (or simply "tilesets") and "'''graphics sets'''".
 
 
 
== Overview and installation ==
 
 
 
=== Character sets ===
 
 
 
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:
 
 
 
# Download the tileset via right-click-save-as on the the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[List of user character sets|here]])
 
# Convert it into a 24-bit BMP file<sup>V0.28.181.40d</sup> file or PNG file<sup>v0.31.06</sup>. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.
 
# Put it in the data/art directory of your Dwarf Fortress installation.
 
# Open data/init/init.txt
 
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.
 
# It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.
 
# Save the .txt file, then you're ready to play!
 
 
 
=== Graphics sets ===
 
 
 
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets|graphics sets]] are used to change the appearance of [[creatures|creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. While Tilesets work the same as previous versions, Graphics Sets will have to be redone as the raws have changed.
 
 
 
<!--===How to stretch the tile sets for bigger display===
 
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)
 
 
 
IMPORTANT NOTES:
 
* If you are on a Mac you will have to use a program like [http://www.lemkesoft.com/xd/public/download/index._aWQ9Z2MtdWI_.html GraphicConverter] or Photoshop to save tilesets as windows bitmaps.
 
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)
 
* Take note however that you need to set the the window size correctly.
 
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.
 
*: Example:
 
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly. 
 
 
 
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height). 
 
*: Example:
 
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.
 
 
 
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.
 
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).
 
 
 
===How to increase number of tiles shown keeping the tile size the same===
 
See [[Custom grid|Custom grid]].-->
 
 
 
== Custom tileset design ==
 
 
 
The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:
 
 
 
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.
 
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.
 
 
 
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets|Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.
 
 
 
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface.
 
 
 
<!--=== How colors other than white and magenta work ===
 
 
 
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.
 
 
 
In general, just remember these rules:
 
 
 
* Bright magenta (#FF00FF) is the background.
 
* Bright white (#FFFFFF) is the foreground.
 
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.
 
* Black (#000000) will always be black.
 
* It's probably best to avoid color in normal tilesets.
 
 
 
For an example, the game is drawing an exposed turquoise cluster with color <span style="color:#00F;">bright blue</span> (#0000FF).  While loading the tile image, it encounters the color <span style="color:#CCC;">light grey</span> (#CCCCCC).  The color used in its place will be:
 
 
 
{| style="margin-bottom:20px; text-align:left; width:90%"
 
|-
 
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal
 
|-
 
| Red  || #<span style="color:#F00;">00</span>00FF || #<span style="color:#F00;">CC</span>CCCC || <span style="color:#F00;">00</span><sub>16</sub> * <span style="color:#F00;">CC</span><sub>16</sub> / 100<sub>16</sub> = <span style="color:#900;">00</span><sub>16</sub> || <span style="color:#F00;">0</span> * <span style="color:#F00;">204</span> / 256 = <span style="color:#900;">0</span>
 
|-
 
| Green || #00<span style="color:#0F0;">00</span>FF || #CC<span style="color:#0F0;">CC</span>CC ||<span style="color:#0F0;">00</span><sub>16</sub> * <span style="color:#0F0;">CC</span><sub>16</sub> / 100<sub>16</sub> = <span style="color:#090;">00</span><sub>16</sub> || <span style="color:#0F0;">0</span> * <span style="color:#0F0;">204</span> / 256 = <span style="color:#090;">0</span>
 
|-
 
| Blue  || #0000<span style="color:#00F">FF</span>  || #CCCC<span style="color:#00F;">CC</span> || <span style="color:#00F;">FF</span><sub>16</sub> * <span style="color:#00F;">CC</span><sub>16</sub> / 100<sub>16</sub> = <span style="color:#009;">CB</span><sub>16</sub> || <span style="color:#00F;">255</span> * <span style="color:#00F;">204</span> / 256 = <span style="color:#009;">203</span>
 
|-
 
| <span style="color:#0000CB">Final Color</span> || || || #<span style="color:#900;">00</span><span style="color:#090;">00</span><span style="color:#009;">CB</span> || <span style="color:#900;">0</span> <span style="color:#090;">0</span> <span style="color:#009;">203</span>
 
|}
 
 
 
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color <span style="color:#C0C000;">brown</span> (#C0C000).  It encounters the color <span style="color:#008080;">cyan</span> while loading the tile (#008080).  The color used instead of cyan will be:
 
 
 
{| style="margin-bottom:20px; text-align:left; width:90%"
 
|-
 
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal
 
|-
 
| Red  || #<span style="color:#F00;">C0</span>C000 || #<span style="color:#F00;">00</span>8080 || <span style="color:#F00;">C0</span><sub>16</sub> * <span style="color:#F00;">00</span><sub>16</sub> / 100<sub>16</sub> = <span style="color:#900;">00</span><sub>16</sub> || <span style="color:#F00;">192</span> * <span style="color:#F00;">0</span> / 256 = <span style="color:#900;">0</span>
 
|-
 
| Green || #C0<span style="color:#0F0;">C0</span>00 || #00<span style="color:#0F0;">80</span>80 ||<span style="color:#0F0;">C0</span><sub>16</sub> * <span style="color:#0F0;">80</span><sub>16</sub> / 100<sub>16</sub> = <span style="color:#090;">60</span><sub>16</sub> || <span style="color:#0F0;">192</span> * <span style="color:#0F0;">128</span> / 256 = <span style="color:#090;">96</span>
 
|-
 
| Blue  || #C0C0<span style="color:#00F">00</span>  || #0080<span style="color:#00F;">80</span> || <span style="color:#00F;">00</span><sub>16</sub> * <span style="color:#00F;">80</span><sub>16</sub> / 100<sub>16</sub> = <span style="color:#009;">00</span><sub>16</sub> || <span style="color:#00F;">0</span> * <span style="color:#00F;">128</span> / 256 = <span style="color:#009;">0</span>
 
|-
 
| <span style="color:#006000">Final Color</span> || || || #<span style="color:#900;">00</span><span style="color:#090;">60</span><span style="color:#009;">00</span> || <span style="color:#900;">0</span> <span style="color:#090;">96</span> <span style="color:#009;">0</span>
 
|}
 
 
 
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green. 
 
 
 
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.-->
 
 
 
== What tiles are used for what ==
 
 
 
* Items marked with * can have their tile changed in the [[modding|raw data]] files.
 
* Items marked with # can have their tile replaced by a [[graphics set|graphics set]] image, in addition to having their tile changed in the raw data.
 
* Items marked with $ can be changed in the [[init.txt|init.txt]] file.
 
 
 
For a graphical table, go to the [[Character table|Character Table]].
 
 
 
====Row 01 (000-015)====
 
{|
 
|-
 
|<small>00</small>{{TST|&nbsp;}}
 
| Used for background tiles in the intro CMV, rarely used elsewhere
 
|-
 
|<small>01</small>{{TST|☺}}
 
| [[Civilian|Civilian]] dwarves# used for dead dwarves
 
|-
 
|<small>02</small>{{TST|☻}}
 
| [[Military|Military]] dwarves# used for dead dwarves
 
|-
 
|<small>03</small>{{TST|♥}}
 
| [[Dimple cup|Dimple cup]]s*
 
|-
 
|<small>04</small>{{TST|♦}}
 
| [[Cut gem|Cut gem]]s, large [[gem|gem]]s
 
|-
 
|<small>05</small>{{TST|♣}}
 
| [[Fungiwood]] trees*, [[Spore tree]]s*, [[Acacia|Acacia]] trees*, [[Mangrove|Mangrove]] trees*, [[Maple|Maple]] trees*, [[quarry bush|quarry bush]]es*, [[Alder|Alder]] trees*, [[Birch|Birch]] trees*
 
|-
 
|<small>06</small>{{TST|♠}}
 
| [[Plump helmet|Plump helmet]]s*, [[Tower-cap]]s*, [[Black-cap]]s*, [[Goblin-cap]]s*, [[Nether-cap]]s*, [[Oak|Oak]] trees*, [[quarry bush|quarry bush]] leaves*, [[Mahogany|Mahogany]] trees*, [[Chestnut|Chestnut]] trees*, [[Ash (tree)|Ash tree]]s*
 
|-
 
|<small>07</small>{{TST|•}}
 
| [[Stone|Stone]]*, solid [[workshop|workshop]] tile for several workshops like the [[magma smelter|magma smelter]], [[lake|lake]]s in main map, [[cave|cave]]s in the main map, moon on travel map
 
|-
 
|<small>08</small>{{TST|◘}}
 
| Solid workshop tile for several other workshops like the [[magma forge|magma forge]], [[tanner|tanner]] workshop, [[catapult|catapult]] cup, fortress keeps on travel map, [[nest box|nest box]] tool*, [[nest box|nest box]] building
 
|-
 
|<small>09</small>{{TST|○}}
 
| [[Well|Well]], [[Map tile|ant colony]], [[millstone|millstone]], [[quern|quern]], vertical [[axle|axle]], fortress walls on travel map, sun behind clouds on travel map, fortresses on world map
 
|-
 
|-
 
|<small>10</small>{{TST|◙}}
 
|
 
|-
 
|<small>11</small>{{TST|♂}}
 
| Male sign, [[bag|bag]]s
 
|-
 
|<small>12</small>{{TST|♀}}
 
| Female sign, [[amulet|amulet]]
 
|-
 
|<small>13</small>{{TST|♪}}
 
| Ladles*
 
|-
 
|<small>14</small>{{TST|♫}}
 
| [[Armor stand|Armor stand]]s
 
|-
 
|<small>15</small>{{TST|☼}}
 
| Unmined [[Gem|Gem]] Cluster*, Rough [[Gem|Gem]]s and Raw [[Glass|Glass]], unmined [[bituminous coal|bituminous coal]]*, mined [[bituminous coal|bituminous coal]]*, [[currency|currency]] symbol, [[masterpiece|masterpiece]] [[quality|quality]] symbol, spider [[web|web]]s, [[turtle|turtle]]*, sun, [[gear|gear]] assemblies, fireballs, bandit camps on travel map
 
|-
 
|}
 
 
 
====Row 02 (016-031)====
 
{|
 
|-
 
|<small>16</small> {{TST|►}}
 
| Head of [[Ballista arrow|Ballista arrow]] facing east, [[vermin|manta ray]]*
 
|-
 
|<small>17</small> {{TST|◄}}
 
| Head of [[Ballista arrow|Ballista arrow]] facing west
 
|-
 
|<small>18</small> {{TST|↕}}
 
|
 
|-
 
|<small>19</small> {{TST|‼}}
 
| [[Cage|Cage]]s, on-[[fire|fire]] symbol, vertical [[bars|bars]]
 
|-
 
|<small>20</small> {{TST|¶}}
 
| [[Mug|Mug]]s, largest elven cities, cumulonimbus clouds on travel map, [[Highwood|Highwood]] trees*
 
|-
 
|<small>21</small> {{TST|§}}
 
| [[Restraint|Restraint]]s, [[whip vine|whip vine]]*, [[Rope|Rope]]
 
|-
 
|<small>22</small> {{TST|&#x25AC;}}
 
| [[Log|Log]]s, [[hive|hive]] tool*, [[hive|hive]] building
 
|-
 
|<small>23</small> {{TST|↨}}
 
| [[Cedar|Cedar]]* trees
 
|-
 
|<small>24</small> {{TST|↑}}
 
| Interface text (bridge direction), [[Pine|Pine]]* trees, [[Larch|Larch]]* trees, some conifer forests on world map
 
|-
 
|<small>25</small> {{TST|↓}}
 
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge|bridge]] placement raising direction indicator
 
|-
 
|<small>26</small> {{TST|→}}
 
| Interface text (bridge direction)
 
|-
 
|<small>27</small> {{TST|←}}
 
| Interface text (bridge direction)
 
|-
 
|<small>28</small> {{TST|∟}}
 
|
 
|-
 
|<small>29</small> {{TST|↔}}
 
|
 
|-
 
|<small>30</small> {{TST|▲}}
 
| Head of [[Ballista arrow|Ballista arrow]] facing north, ramp up
 
|-
 
|<small>31</small> {{TST|▼}}
 
| Head of [[Ballista arrow|Ballista arrow]] facing south, ramp down
 
|-
 
|}
 
 
 
====Row 03 (032-047)====
 
{|
 
|-
 
|<small>32</small> {{TST|&nbsp;}}
 
| Spaces in text messages, used for background on the title screen/menu
 
|-
 
|<small>33</small> {{TST|!}}
 
| Various [[status icons|status icons]], text
 
|-
 
|<small>34</small> {{TST|"}}
 
| [[Shrub|Shrub]]*, quotation marks, Carpenter's workshop tile, kobold's glowing eyes*
 
|-
 
|<small>35</small> {{TST|#}}
 
| [[floor grate|floor grate]]s, labyrinths on travel map
 
*[[Sandstone|Sandstone]]*, [[Rock salt|Rock salt]]*, [[Basalt|Basalt]]*, [[Gypsum|Gypsum]]*
 
|-
 
|<small>36</small> {{TST|$}}
 
| [[Coin|Coin]]s
 
|-
 
|<small>37</small> {{TST|%}}
 
| [[Prepared meal|Prepared meal]], unexplored underground, [[screw pump|screw pump]] in action
 
*[[Siltstone|Siltstone]]*, [[Slate|Slate]]*, [[Brimstone|Brimstone]]*, [[Kimberlite |Kimberlite ]]*, [[Bismuthinite|Bismuthinite]]*, [[Realgar|Realgar]]*, [[Stibnite|Stibnite]]*, [[Marcasite|Marcasite]]*, [[Olivine|Olivine]]*, [[Orthoclase|Orthoclase]]*, [[Microcline|Microcline]]*, [[Petrified wood|Petrified wood]]*, [[Brimstone|Brimstone]]*, [[Pyrolusite|Pyrolusite]]*
 
|-
 
|<small>38</small> {{TST|&}}
 
| [[Demon|Demon]]s#
 
|-
 
|<small>39</small> {{TST|&#39;}}
 
|  Rough [[floor|floor]]s, unexplored underground, [[Claystone|Claystone]]*, [[Rhyolite|Rhyolite]]*, [[Periclase|Periclase]]*
 
|-
 
|<small>40</small> {{TST|(}}
 
| Foreign object opening tag, tile in [[bowyer's workshop|bowyer's workshop]], waxing moon on travel map, text
 
|-
 
|<small>41</small> {{TST|)}}
 
| Foreign object closing tag, waning moon on travel map, text
 
|-
 
|<small>42</small> {{TST|*}}
 
| [[Ore|Ore]]*, [[glowing pit|glowing pit]]s, superior [[quality|quality]] tags, key reference, working [[gear|gear]] assembly, [[gem|gem]] [[floodgate|floodgate]], [[Lignite|Lignite]]*
 
|-
 
|<small>43</small> {{TST|+}}
 
| Smooth/constructed [[floor|floor]]s, injured status, finely-crafted [[quality|quality]] tags, text, [[block|block]]/[[metal|bar]] [[bridge|bridge]] or [[road|road]], towns on world map
 
|-
 
|<small>44</small> {{TST|,}}
 
| Rough [[floor|floor]]s, [[Claystone|Claystone]]*, unexplored underground, text
 
|-
 
|<small>45</small> {{TST|-}}
 
| [[Scepter|Scepter]]s, [[arrow|arrow]]s in flight, well-crafted [[quality|quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot
 
|-
 
|<small>46</small> {{TST|.}}
 
| Rough [[floor|floor]]s, [[Felsite|Felsite]]*, text, unexplored underground
 
|-
 
|<small>47</small> {{TST|/}}
 
| [[Weapon|Weapon]]s, [[bolt|bolt]]s, [[Ballista|Ballista]] tile, text
 
|-
 
|}
 
 
 
====Row 04 (048-063)====
 
{|
 
|-
 
|<small>48</small> {{TST|0}}
 
| [[Coffin|Coffin]]s, text
 
|-
 
|<small>49</small> {{TST|1}}
 
|Text, fluids if [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] is YES in d_init.txt
 
|-
 
|<small>50</small> {{TST|2}}
 
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
 
|-
 
|<small>51</small> {{TST|3}}
 
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
 
|-
 
|<small>52</small> {{TST|4}}
 
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
 
|-
 
|<small>53</small> {{TST|5}}
 
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
 
|-
 
|<small>54</small> {{TST|6}}
 
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
 
|-
 
|<small>55</small> {{TST|7}}
 
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
 
|-
 
|<small>56</small> {{TST|8}}
 
|Fortress gates on travel map, text
 
|-
 
|<small>57</small> {{TST|9}}
 
|Text
 
|-
 
|<small>58</small> {{TST|:}}
 
| [[wild strawberry|wild strawberry]]*, [[prickle berry|prickle berry]]*, [[fisher berry|fisher berry]]*, [[sun berry|sun berry]]*, snowstorms, underground shrubs*, command menu text
 
|-
 
|<small>59</small> {{TST|;}}
 
| [[Mason's workshop|Mason's Workshop]], [[Kitchen|Kitchen]], command menu text ([[CMV|Movies]] key)
 
|-
 
|<small>60</small> {{TST|<}}
 
| [[Stairs|Stairs]] up, brackets around squad names, "Less than 1 unit weight" on Trading screen.
 
|-
 
|<small>61</small> {{TST|&#61;}}
 
| Empty [[Stockpile|Stockpile]]s, hamlets on world map, *[[Chert|Chert]]*, [[Gneiss|Gneiss]]*, [[Sylvite|Sylvite]]*, [[Chromite|Chromite]]*, [[Kaolinite|Kaolinite]]*
 
|-
 
|<small>62</small> {{TST|>}}
 
| [[Stairs|Stairs]] down, brackets around squad names.
 
|-
 
|<small>63</small> {{TST|?}}
 
| "Task assigned" [[indicator|indicator]], looking for path
 
|-
 
|}
 
 
 
====Row 05 (064-079)====
 
{|
 
|-
 
|<small>64</small> {{TST|@}}
 
| [[Sheriff|Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard|fortress guard]]#, [[royal guard|royal guard]]#, dwarven [[merchant|merchant]]s#, [[caravan|caravan]] guards#, adventurer's location on map
 
|-
 
|<small>65</small> {{TST|A}}
 
| [[Alligator|Alligator]]#, Tile in Farm Workshop, text
 
|-
 
|<small>66</small> {{TST|B}}
 
| Bears#, text
 
|-
 
|<small>67</small> {{TST|C}}
 
| [[Cow|Cow]]#, camels#, [[bronze colossus|bronze colossus]]#, text
 
|-
 
|<small>68</small> {{TST|D}}
 
| [[Dragon|Dragon]]#, [[Draltha|Draltha]]#, Depot Access Display, text
 
|-
 
|<small>69</small> {{TST|E}}
 
| [[elephant|Elephant]]#, [[Elk bird|elk bird]]#, text
 
|-
 
|<small>70</small> {{TST|F}}
 
| Text
 
|-
 
|<small>71</small> {{TST|G}}
 
| Text
 
|-
 
|<small>72</small> {{TST|H}}
 
| [[Horse|Horse]]#, text
 
|-
 
|<small>73</small> {{TST|I}}
 
| [[Support|Support]], text
 
|-
 
|<small>74</small> {{TST|J}}
 
| Text
 
|-
 
|<small>75</small> {{TST|K}}
 
| Text
 
|-
 
|<small>76</small> {{TST|L}}
 
| [[Leopard|Leopard]]#, text
 
|-
 
|<small>77</small> {{TST|M}}
 
| [[Magma man|Magma man]]#, [[mule|mule]]#, [[muskox|muskox]]#, text
 
|-
 
|<small>78</small> {{TST|N}}
 
| Text
 
|-
 
|<small>79</small> {{TST|O}}
 
| [[Trade depot|Trade depot]] post, glass portal, Tile in Farm Workshop, column$, wall construction, Giant Olm, full moon on travel map, text
 
|-
 
|}
 
 
 
====Row 06 (080-095)====
 
{|
 
|-
 
|<small>80</small> {{TST|P}}
 
| Text
 
|-
 
|<small>81</small> {{TST|Q}}
 
| Text
 
|-
 
|<small>82</small> {{TST|R}}
 
| Giant Rat#, Text
 
|-
 
|<small>83</small> {{TST|S}}
 
| [[Sasquatch|Sasquatch]]#, [[giant desert scorpion|giant desert scorpion]]#, [[Giant Cave Spider|Giant Cave Spider]]#, text
 
|-
 
|<small>84</small> {{TST|T}}
 
| [[Titan|Titan]]#, Text
 
|-
 
|<small>85</small> {{TST|U}}
 
| [[Human|Human]]#, [[Unicorn|Unicorn]]#, text
 
|-
 
|<small>86</small> {{TST|V}}
 
| Badlands on map, Text
 
|-
 
|<small>87</small> {{TST|W}}
 
| Depot Access Display, Text
 
|-
 
|<small>88</small> {{TST|X}}
 
|[[Bin|Bin]], stone [[floodgate|floodgate]], shop post, building footprint, Depot Access Display, text, up/down stairs, Tile in Ashery, keyboard cursor<br />Nausea / Winded / Stunned / Unconscious / Migrant [[indicator|indicator]]
 
|-
 
|<small>89</small> {{TST|Y}}
 
| Text
 
|-
 
|<small>90</small> {{TST|Z}}
 
| Sleep [[indicator|indicator]], text
 
|-
 
|<small>91</small> {{TST|[}}
 
| [[Clothing|Clothing]], [[armor|armor]], item stack opening tag, moon on travel map, text
 
|-
 
|<small>92</small> {{TST|\}}
 
| Part of animation when two creatures or dwarves are on the same spot, [[Ballista|Ballista]] tile
 
|-
 
|<small>93</small> {{TST|]}}
 
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]], item stack closing tag, text
 
|-
 
|<small>94</small> {{TST|^}}
 
| [[Trap|Trap]], [[Alabaster|Alabaster]]*, [[Volcano|Volcano]] on world map
 
|-
 
|<small>95</small> {{TST|_}}
 
| [[Channel|Channel]] [[designation|designation]], text
 
|-
 
|}
 
 
 
====Row 07 (096-111)====
 
{|
 
|-
 
| <small>96</small> {{TST|`}}
 
| Rough floors, unexplored underground
 
*[[Dolomite|Dolomite]]*, [[Schist|Schist]]*, [[Alunite|Alunite]]*, [[Rutile|Rutile]]*
 
|-
 
| <small>97</small> {{TST|a}}
 
| [[Antman|Antman]]#, text
 
|-
 
| <small>98</small> {{TST|b}}
 
| [[Batman|Batman]]#, text
 
|-
 
| <small>99</small> {{TST|c}}
 
| [[Cat|Cat]]#, [[Crundle|Crundle]]#, text
 
|-
 
|<small>100</small> {{TST|d}}
 
| [[Dog|Dog]]#, text
 
|-
 
|<small>101</small> {{TST|e}}
 
| [[Elf|Elf]]#, Text
 
|-
 
|<small>102</small> {{TST|f}}
 
| [[Frogman|Frogman]]#, text
 
|-
 
|<small>103</small> {{TST|g}}
 
| [[Goblin|Goblin]]#, [[Mountain goat|Mountain goat]]#, [[Gremlin|Gremlin]]#, [[Groundhog|Groundhog]]#, text
 
|-
 
|<small>104</small> {{TST|h}}
 
| [[Harpy|Harpy]]#, text
 
|-
 
|<small>105</small> {{TST|i}}
 
| [[Fire imp|Fire imp]]#, text
 
|-
 
|<small>106</small> {{TST|j}}
 
| Text
 
|-
 
|<small>107</small> {{TST|k}}
 
| [[Kobold|Kobold]]#, text
 
|-
 
|<small>108</small> {{TST|l}}
 
| Text
 
|-
 
|<small>109</small> {{TST|m}}
 
| [[Mandrill|Mandrill]]#, [[vermin|mussel]], text
 
|-
 
|<small>110</small> {{TST|n}}
 
| Hilly Grassland(?) on Map, Text
 
|-
 
|<small>111</small> {{TST|o}}
 
| Well construction, bridge construction, text, [[millstone|millstone]] in action, floor tile in magma [[furnace|furnaces]]
 
|-
 
|}
 
 
 
====Row 08 (112-127)====
 
{|
 
|-
 
|<small>112</small> {{TST|p}}
 
| Text
 
|-
 
|<small>113</small> {{TST|q}}
 
| Text
 
|-
 
|<small>114</small> {{TST|r}}
 
| [[Ratman|Ratman]]#, text
 
|-
 
|<small>115</small> {{TST|s}}
 
| [[Snakeman|Snakeman]]#, [[Slugman|Slugman]]#, [[Snailman|Snailman]]#, text
 
|-
 
|<small>116</small> {{TST|t}}
 
| [[Troglodyte|Troglodyte]]#, text
 
|-
 
|<small>117</small> {{TST|u}}
 
| Text
 
|-
 
|<small>118</small> {{TST|v}}
 
| Text
 
*[[Anhydrite|Anhydrite]]*, [[Mica|Mica]]*
 
|-
 
|<small>119</small> {{TST|w}}
 
| [[Wolf|Wolf]]#, text
 
|-
 
|<small>120</small> {{TST|x}}
 
| [[Saltpeter|Saltpeter]]*, text
 
|-
 
|<small>121</small> {{TST|y}}
 
| Text
 
|-
 
|<small>122</small> {{TST|z}}
 
| Text
 
|-
 
|<small>123</small> {{TST|&#123;}}
 
| Forbidden opening tag, tile in Jewellers Workshop.
 
|-
 
|<small>124</small> {{TST|&#124;}}
 
| [[Talc|Talc]]*, pipe sections, Part of animation when two creatures or dwarves are on the same spot
 
|-
 
|<small>125</small> {{TST|&#125;}}
 
| Forbidden closing tag
 
|-
 
|<small>126</small> {{TST|~}}
 
| Unfinished rough stone [[road|road]], [[river|river]], [[magma|magma]], [[flow|flow]]s, dirt [[road|road]], [[farm plot|farm plot]] under construction, [[sand|sand]], furrowed soils, [[blood|blood]] smear, guts
 
|-
 
|<small>127</small> {{TST|⌂}}
 
| [[Animal trap|Animal trap]], low [[mountain|mountain]]s on world map, part of [[mechanic's workshop|mechanic's workshop]]
 
|-
 
|}
 
 
 
====Row 09 (128-143)====
 
{|
 
|-
 
|<small>128</small> {{TST|Ç}}
 
| [[Mechanism|Mechanism]]s
 
|-
 
|<small>129</small> {{TST|ü}}
 
| Text
 
|-
 
|<small>130</small> {{TST|é}}
 
| Text
 
|-
 
|<small>131</small> {{TST|â}}
 
| Text
 
|-
 
|<small>132</small> {{TST|ä}}
 
| Text
 
|-
 
|<small>133</small> {{TST|à}}
 
| Text
 
|-
 
|<small>134</small> {{TST|å}}
 
| Text
 
|-
 
|<small>135</small> {{TST|ç}}
 
| [[Totem|Totem]]s
 
|-
 
|<small>136</small> {{TST|ê}}
 
| Text
 
|-
 
|<small>137</small> {{TST|ë}}
 
| Text, military elves
 
|-
 
|<small>138</small> {{TST|è}}
 
| Text
 
|-
 
|<small>139</small> {{TST|ï}}
 
| Text
 
|-
 
|<small>140</small> {{TST|î}}
 
| Elven forest retreat
 
|-
 
|<small>141</small> {{TST|ì}}
 
|
 
|-
 
|<small>142</small> {{TST|Ä}}
 
|
 
|-
 
|<small>143</small> {{TST|Å}}
 
| [[Idol|Idol]]s, shrines on travel map, text
 
|-
 
|}
 
 
 
====Row 10 (144-159)====
 
{|
 
|-
 
|<small>144</small> {{TST|É}}
 
|
 
|-
 
|<small>145</small> {{TST|æ}}
 
| [[Toy|Toy]]s, hamlets on world map
 
|-
 
|<small>146</small> {{TST|Æ}}
 
| [[Coffer|Coffer]]s, [[quiver|quiver]]s, [[backpack|backpack]]s, hamlets on world map
 
|-
 
|<small>147</small> {{TST|ô}}
 
| Cauldrons*
 
|-
 
|<small>148</small> {{TST|ö}}
 
| [[Ring|Ring]]s
 
|-
 
|<small>149</small> {{TST|ò}}
 
| Unactivated [[lever|lever]]s, [[Stingray|Stingray]]s#, text
 
|-
 
|<small>150</small> {{TST|û}}
 
| [[Bucket|Bucket]], text
 
|-
 
|<small>151</small> {{TST|ù}}
 
|
 
|-
 
|<small>152</small> {{TST|ÿ}}
 
| [[Valley herb|Valley herb]]*
 
|
 
|-
 
|<small>153</small> {{TST|Ö}}
 
| Bracelets
 
|-
 
|<small>154</small> {{TST|Ü}}
 
| Military Humans
 
|-
 
|<small>155</small> {{TST|¢}}
 
| Closed [[hatch|hatch]]es
 
|-
 
|<small>156</small> {{TST|£}}
 
| Many valuable metals* in veins, Other Features in Local embark map screen (when display is enabled)
 
|-
 
|<small>157</small> {{TST|¥}}
 
| [[Cave lobster|Cave lobster]]*
 
|-
 
|<small>158</small> {{TST|₧}}
 
|
 
|-
 
|<small>159</small> {{TST|ƒ}}
 
| [[Rope reed|Rope reed]]*, [[splint]]s
 
|
 
|-
 
|}
 
 
 
====Row 11 (160-175)====
 
{|
 
|-
 
|<small>160</small> {{TST|á}}
 
|
 
|-
 
|<small>161</small> {{TST|í}}
 
|
 
|-
 
|<small>162</small> {{TST|ó}}
 
| Activated [[lever|lever]]s, text
 
|-
 
|<small>163</small> {{TST|ú}}
 
|
 
|-
 
|<small>164</small> {{TST|ñ}}
 
| Bogeymen
 
|-
 
|<small>165</small> {{TST|Ñ}}
 
| Night Creatures
 
|-
 
|<small>166</small> {{TST|ª}}
 
|
 
|-
 
|<small>167</small> {{TST|º}}
 
| [[Cloth|Cloth]]
 
|-
 
|<small>168</small> {{TST|¿}}
 
| [[Instrument|Instrument]]
 
|-
 
|<small>169</small> {{TST|⌐}}
 
| Withered [[plant|plant]]s*
 
|-
 
|<small>170</small> {{TST|¬}}
 
|
 
|-
 
|<small>171</small> {{TST|½}}
 
|
 
|-
 
|<small>172</small> {{TST|¼}}
 
|
 
|-
 
|<small>173</small> {{TST|¡}}
 
| [[Flask|Flask]], [[waterskin|waterskin]]
 
|-
 
|<small>174</small> {{TST|«}}
 
| Tail of [[Ballista arrow|Ballista arrow]] facing west, item with [[decoration|decoration]] tag
 
|-
 
|<small>175</small> {{TST|»}}
 
| Tail of [[Ballista arrow|Ballista arrow]] facing east, item with [[decoration|decoration]] tag
 
|-
 
|}
 
 
 
====Row 12 (176-191)====
 
{|
 
|-
 
|<small>176</small> {{TST|░}}
 
| Partially dug rock, [[miasma|miasma]], [[cave-in|cave-in]] dust, [[steam|steam]], smoke, [[Fishery|Fishery]] & Butcher's workshops, fog on travel map, [[Jet|Jet]]*, [[Chalk|Chalk]]*, [[Diorite|Diorite]]*, various soils*
 
|-
 
|<small>177</small> {{TST|▒}}
 
| Partially dug rock, [[miasma|miasma]], [[cave-in|cave-in]] dust, [[steam|steam]], smoke, side tiles for catapult, [[window|window]], fog on travel map
 
*[[Gabbro|Gabbro]]*, [[Obsidian|Obsidian]]*, various soils*
 
*Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen|kitchen]], and leather works)
 
|-
 
|<small>178</small> {{TST|▓}}
 
| Partially dug rock, [[miasma|miasma]], [[cave-in|cave-in]] dust, [[steam|steam]], smoke, tannery, [[Wagon|Wagon]] body, fog on travel map, [[Marble|Marble]]*, [[Limestone|Limestone]]*, [[Flint|Flint]]*, [[Granite|Granite]]*, various soils*, sky$
 
|-
 
|<small>179</small> {{TST|│}}
 
| [[Tunnel tube]] trees*, Overworld [[river|river]]s, [[well|well]] [[Restraint|chain/rope]], rotating [[axle|axle]]s
 
|-
 
|<small>180</small> {{TST|┤}}
 
| Overworld [[river|river]]s, top-right tile for [[Loom|Loom]], glumprong [[tree|tree]]*
 
|-
 
|<small>181</small> {{TST|╡}}
 
| [[Blood thorn]] trees*, [[bridge|bridge]]s, [[catapult|catapult]] tile
 
|-
 
|<small>182</small> {{TST|╢}}
 
|
 
|-
 
|<small>183</small> {{TST|╖}}
 
| Ends of smooth walls
 
|-
 
|<small>184</small> {{TST|╕}}
 
| Ends of smooth walls
 
|-
 
|<small>185</small> {{TST|╣}}
 
| Smooth/constructed walls
 
|-
 
|<small>186</small> {{TST|║}}
 
| Smooth/constructed walls, [[bridge|bridge]]s, wooden [[door|door]]s, center [[catapult|catapult]] tile, center [[Ballista|Ballista]] tile, [[axle|axle]]s, fortress walls on travel map
 
|-
 
|<small>187</small> {{TST|╗}}
 
| Smooth/constructed walls, bridges
 
|-
 
|<small>188</small> {{TST|╝}}
 
| Smooth/constructed walls, bridges
 
|-
 
|<small>189</small> {{TST|╜}}
 
| Ends of smooth walls
 
|-
 
|<small>190</small> {{TST|╛}}
 
| Ends of smooth walls
 
|-
 
|<small>191</small> {{TST|┐}}
 
| Overworld [[river|river]]s
 
|-
 
|}
 
 
 
====Row 13 (192-207)====
 
{|
 
|-
 
|<small>192</small> {{TST|└}}
 
| Overworld rivers/Roads
 
|-
 
|<small>193</small> {{TST|┴}}
 
| Overworld rivers/Roads
 
|-
 
|<small>194</small> {{TST|┬}}
 
| Overworld rivers/Roads, [[crutch]]es
 
|-
 
|<small>195</small> {{TST|├}}
 
| Overworld rivers/Roads, top-left tile for [[Loom|Loom]]
 
|-
 
|<small>196</small> {{TST|─}}
 
| Overworld rivers/Roads, rotating [[axle|axle]]s
 
|-
 
|<small>197</small> {{TST|┼}}
 
| [[Door|Door]]s, overworld rivers/Roads, floor [[Stone_detailing|detailing]]/[[engraving|engraving]] in progress
 
|-
 
|<small>198</small> {{TST|╞}}
 
| Bridges, trees in winter, (un)dead trees, [[catapult]] tile
 
|-
 
|<small>199</small> {{TST|╟}}
 
|
 
|-
 
|<small>200</small> {{TST|╚}}
 
| Smooth/constructed walls, bridges, fortress walls on travel map
 
|-
 
|<small>201</small> {{TST|╔}}
 
| Smooth/constructed walls, bridges, fortress walls on travel map
 
|-
 
|<small>202</small> {{TST|╩}}
 
| Smooth/constructed walls
 
|-
 
|<small>203</small> {{TST|╦}}
 
| Smooth/constructed walls, fortress walls on travel map
 
|-
 
|<small>204</small> {{TST|╠}}
 
| Smooth/constructed walls
 
|-
 
|<small>205</small> {{TST|═}}
 
| Smooth/constructed walls, bridges, planted [[crop|crop]]s, center [[catapult|catapult]] tile, center [[Ballista|Ballista]] tile, [[axle|axle]]s, fortress walls on travel map
 
|-
 
|<small>206</small> {{TST|╬}}
 
| Smooth/constructed walls, bridges, [[fortification|fortification]]s, (flashing) wall [[Stone_detailing|detailing]]/[[engraving|engraving]]/fortifying in progress
 
|-
 
|<small>207</small> {{TST|╧}}
 
| Tail of [[Ballista arrow|Ballista arrow]] facing north, [[screw press|screw press]] building.
 
|-
 
|}
 
 
 
====Row 14 (208-223)====
 
{|
 
|-
 
|<small>208</small> {{TST|╨}}
 
| Bridges, [[catapult|catapult]] tile
 
|-
 
|<small>209</small> {{TST|╤}}
 
| [[Table|Table]], tail of [[Ballista arrow|Ballista arrow]] facing south
 
|-
 
|<small>210</small> {{TST|╥}}
 
| [[Chair|Chair]]s, bridges, [[catapult|catapult]] tile, farmer's workshop bottom-middle tile
 
|-
 
|<small>211</small> {{TST|╙}}
 
| Ends of smooth walls
 
|-
 
|<small>212</small> {{TST|╘}}
 
| Ends of smooth walls
 
|-
 
|<small>213</small> {{TST|╒}}
 
| Ends of smooth walls
 
|-
 
|<small>214</small> {{TST|╓}}
 
| Ends of smooth walls
 
|-
 
|<small>215</small> {{TST|╫}}
 
| Wooden floodgates, bone floodgates, wall grates
 
|-
 
|<small>216</small> {{TST|╪}}
 
| Metal doors
 
|-
 
|<small>217</small> {{TST|┘}}
 
| Overworld [[river|river]]s
 
|-
 
|<small>218</small> {{TST|┌}}
 
| Overworld rivers
 
|-
 
|<small>219</small> {{TST|█}}
 
| Any solid color tile
 
|-
 
|<small>220</small> {{TST|▄}}
 
| [[Siege engine|Siege engine]] parts, [[Ballista|Ballista]] tile
 
|-
 
|<small>221</small> {{TST|▌}}
 
| [[Ballista|Ballista]] tile
 
|-
 
|<small>222</small> {{TST|▐}}
 
| [[Ballista|Ballista]] tile
 
|-
 
|<small>223</small> {{TST|▀}}
 
| [[Ballista|Ballista]] tile
 
|-
 
|}
 
 
 
====Row 15 (224-239)====
 
{|
 
|-
 
|<small>224</small> {{TST|α}}
 
| [[Fish|Fish]]*, top-center [[fishery|fishery]] tile, [[meat|meat]], altocumulus clouds on travel map
 
|-
 
|<small>225</small> {{TST|ß}}
 
| [[Leather|Leather]], cumulus clouds on travel map
 
|-
 
|<small>226</small> {{TST|Γ}}
 
| [[Weight|Weight]] symbol, candlenut [[tree|tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*
 
|-
 
|<small>227</small> {{TST|π}}
 
| [[Cabinet|Cabinet]], [[goblin|dark fortress]]es
 
|-
 
|<small>228</small> {{TST|Σ}}
 
| [[Trap component|Trap component]]
 
|-
 
|<small>229</small> {{TST|σ}}
 
| [[Anvil|Anvil]], metalsmith's and magma forge bottom-middle tile, [[jug|jug]]s*
 
|-
 
|<small>230</small> {{TST|µ}}
 
| [[crown|crown]], [[ruins|ruins]] on world map
 
|-
 
|<small>231</small> {{TST|τ}}
 
| [[Tree|Tree]] sapling*, [[pig tail|pig tail]]*, [[cave wheat|cave wheat]]*, [[longland grass|longland grass]]*, [[rat weed|rat weed]]*, [[hide root|hide root]]*, [[muck root|muck root]]*, [[blade weed|blade weed]]*, [[sliver barb|sliver barb]]*
 
|-
 
|<small>232</small> {{TST|Φ}}
 
| [[sweet pod|sweet pod]]*, [[bloated tuber|bloated tuber]]*, [[kobold bulb|kobold bulb]]*, [[traction bench]]es, [[pot|pot]]s*
 
|-
 
|<small>233</small> {{TST|Θ}}
 
| [[Bed|Bed]]s, [[Puddingstone|Puddingstone]]*
 
|-
 
|<small>234</small> {{TST|Ω}}
 
| [[Statue|Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]*
 
|-
 
|<small>235</small> {{TST|δ}}
 
| [[Earring|Earring]]s, [[kennel|kennel]] tile
 
|-
 
|<small>236</small> {{TST|∞}}
 
| [[Boulder|Boulder]], dry [[brook|brook]], middle-right [[butcher's shop|butcher's shop]] tile, [[Andesite|Andesite]]*, [[Conglomerate|Conglomerate]]*, sea foam, images of clouds, fortress gates on travel map, [[honeycomb|honeycomb]]*
 
|-
 
|<small>237</small> {{TST|φ}}
 
| [[Thread|Thread]], [[loom|loom]] bottom left tile, farmer's workshop bottom right tile
 
|-
 
|<small>238</small> {{TST|ε}}
 
| [[Bowyer's workshop|Bowyer's workshop]] middle-right tile
 
|-
 
|<small>239</small> {{TST|∩}}
 
| [[Hills|Hills]] on world map, [[slab|slab]] building
 
|-
 
|}
 
 
 
====Row 16 (240-255)====
 
{|
 
|-
 
|<small>240</small> {{TST|≡}}
 
| [[metal|Bar]]s, excellent [[quality|quality]] symbol, [[zone|zone]]s, metal/glass [[floodgate|floodgate]]s, floor [[bars|bars]], cirrus clouds on travel map, hamlets on world map
 
|-
 
|<small>241</small> {{TST|±}}
 
| Unfinished [[road|road]]
 
|-
 
|<small>242</small> {{TST|≥}}
 
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]]
 
|-
 
|<small>243</small> {{TST|≤}}
 
| Debris (spent ammo, ballista bolts, and catapult stones), [[fire#Origins|ashes]]
 
|-
 
|<small>244</small> {{TST|⌠}}
 
| Willow [[tree|tree]]*, swamps on world map
 
|-
 
|<small>245</small> {{TST|⌡}}
 
|
 
|-
 
|<small>246</small> {{TST|÷}}
 
| [[Barrel|Barrel]], [[screw pump|screw pump]], upper left tile of [[still|still]] (works well as barrel)
 
|-
 
|<small>247</small> {{TST|≈}}
 
| Rough stone [[road|road]] or [[bridge|bridge]], [[water|water]], [[river|river]], [[lava|lava]], glob, [[fat|fat]], [[tallow|tallow]], [[farm plot|farm plot]], furrowed soil, [[vomit|vomit]], [[blood|blood]] pools, sea foam, sand, Mudstone*, Serpentine*, others?
 
|-
 
|<small>248</small> {{TST|°}}
 
| Sea foam, [[egg|egg]]s
 
|-
 
|<small>249</small> {{TST|∙}}
 
| [[Vermin|Vermin]]*, Boulders at lower elevation.
 
|-
 
|<small>250</small> {{TST|·}}
 
| [[Seed|Seed]]s, micro-vermin, Open Space$ (changeable with the SKY and CHASM tags in d_init.txt), terrain at lower elevation, plants at lower elevation.
 
|-
 
|<small>251</small> {{TST|√}}
 
| [[Weapon rack|Weapon rack]]s, [[badlands|badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)
 
|-
 
|<small>252</small> {{TST|ⁿ}}
 
| [[Savanna|Savanna]] in main map
 
|-
 
|<small>253</small> {{TST|²}}
 
| Body parts, [[chunk|chunk]]s, vermin corpses, [[bone|bone]], [[shell|shell]], [[skin|skin]]s, [[skull|skull]]s
 
|-
 
|<small>254</small> {{TST|■}}
 
| [[Block|Block]]s, trees at lower elevation, human houses/shops on travel map
 
|-
 
|<small>255</small> {{TST|&nbsp;}}
 
| No use?
 
|}
 
 
 
== List of text characters ==
 
Changes to these may make text look strange or be difficult to understand, unless you are using the TrueType font feature.
 
 
 
* " ! ( ) _ + , - . 0 1 2 3 4 5 6 7 8 9 / [ ]
 
* A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
 
* a b c d e f g h i j k l m n o p q r s t u v w x y z
 
* 32 (Space); ↑ ↓ → ← [Bridge direction indicators]
 
 
 
=== Alphabets ===
 
Accented characters are used for names.
 
 
 
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz
 
 
 
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz
 
 
 
Human: ñáabcdefghijklmnopqrstuvwxyz
 
 
 
Goblin: ûôöêëäåâabdeghklmnoprstuxz
 
 
 
== No known use ==
 
These are ideal for using to change tiles in the raw data or init.txt.
 
* ◙ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ⌡ 255
 
 
 
<!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ -->
 
 
 
{{Game Interface FAQ}}
 
 
 
{{Category|Modding}}
 
{{Category|Interface}}
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)