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Difference between revisions of "Tile"
(changed "local", "world", etc tile references to match language used on the embark screen. added tile size calculated from gaits and simulation time.) |
(I was out of ideas for what image to use, so I went with this...) |
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− | {{Quality| | + | {{Quality|Superior}} |
{{av}} | {{av}} | ||
− | + | {{for/see|a list of all tile characters used in DF|[[Tilesets]]}} | |
− | '''Tiles''' are the | + | [[File:tile_preview_anim.gif|right]]'''Tiles''' are the square rectangular cuboids that form a map. They are ''approximately'' two meters long, two meters wide, and three meters high.<sup>[http://www.bay12forums.com/smf/index.php?topic=140544.msg6700479#msg6700479 <nowiki>[1]</nowiki>]</sup> However, the physics calculations assume a tile size of 2.8 meters high and a tick rate of 10 ticks per second, and from the listed speeds (in km/h) and gaits (ticks per 100 tiles) and the tick rate of 10 ticks per second, a tile would be about 8×8 feet (2.4×2.4 meters). The horizontal cross-section of a 1×1 [[embark]] is 48×48 tiles; this is also the scale of overland travel tiles in [[adventure mode]]. 16×16 local tiles, the maximum embark size, covers a region map tile. A single region map tile (the maximum embark size) would have a cross-section of 768×768 embark tiles (approx. 6144 feet or 1873 meters across). As worlds can have between 17 and 257 region map tiles, a world in ''Dwarf Fortress'' is between 20 and 300 miles (32 and 481 kilometers) across with a maximum area of 89,434 square miles (231,632 kilometers squared)– which is about 4% smaller than the United Kingdom. |
A tile consists of two sections—a wall section and a floor section, shown in cross-section like this: | A tile consists of two sections—a wall section and a floor section, shown in cross-section like this: | ||
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▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ||
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor Section | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor Section | ||
− | When digging and building this is important, since some designations and constructions will only be done in wall tiles and | + | When digging and building, this is important, since some designations and constructions will only be done in wall tiles and others will only be done in floor tiles. |
==Stairs== | ==Stairs== | ||
Line 30: | Line 30: | ||
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| ▒▒▒ -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| ▒▒▒ -| | ||
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor | ||
− | An up-down stair or building both up and down stairs in the same tile, works like this: | + | An up-down stair, or building both up and down stairs in the same tile, works like this: |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| ▒▒▒ -| -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| ▒▒▒ -| -| | ||
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ▒▒▒ | | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ▒▒▒ | | | ||
Line 39: | Line 39: | ||
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor ▓ ▓▓▓▓▓▓▓ ----> Down Stair -| | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor ▓ ▓▓▓▓▓▓▓ ----> Down Stair -| | ||
==Walls== | ==Walls== | ||
− | Both | + | Both naturally-occurring and constructed walls span across two z-levels, the bottom wall section and floor and the top floor section: |
-| | -| | ||
| | | | ||
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==Supports and Fortifications== | ==Supports and Fortifications== | ||
Unlike walls, [[support]]s span only one z-level, allow liquids and movement, and don't create a floor on top. | Unlike walls, [[support]]s span only one z-level, allow liquids and movement, and don't create a floor on top. | ||
− | Constructed fortifications are basically the same but block movement as well. Note, however, that fully submerged (depth of 7/7) fortifications no longer block creature movement. | + | Constructed fortifications are basically the same, but block movement as well. Note, however, that fully submerged (depth of 7/7) fortifications no longer block creature movement. |
▒▒ -| | -| | | ▒▒ -| | -| | | ||
▒▒ | | ▒▒▒ ▒▒▒▒▒▒ ▒▒▒ | | | ▒▒ | | ▒▒▒ ▒▒▒▒▒▒ ▒▒▒ | | | ||
Line 83: | Line 83: | ||
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| | ||
− | ==Statues== | + | ==Furniture== |
− | [[Statue]]s block normal movement, but not unintended movement (dodging, being thrown, swept by current, etc | + | |
+ | ===Statues=== | ||
+ | [[Statue]]s block normal movement, but not unintended movement (dodging, being thrown, swept by current, etc) nor do they block fluids. | ||
▒▒▒▒▒░░░░▒▒▒▒▒ -| | | ▒▒▒▒▒░░░░▒▒▒▒▒ -| | | ||
▒▒▒▒▒▓░░▓▒▒▒▒▒ | | | ▒▒▒▒▒▓░░▓▒▒▒▒▒ | | | ||
Line 93: | Line 95: | ||
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | | ||
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| | ||
− | + | ||
===Doors and Windows=== | ===Doors and Windows=== | ||
[[Window]]s and [[door]]s both block fluids (doors only when closed). | [[Window]]s and [[door]]s both block fluids (doors only when closed). | ||
Line 105: | Line 107: | ||
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| | ||
... | ... | ||
− | =Special Tiles= | + | ==Special Tiles== |
− | There are some naturally occurring special tiles, these can't be recreated{{verify}}: | + | There are some naturally-occurring special tiles, these can't be recreated{{verify}}: |
− | ==Murky | + | ===Murky pool tile=== |
Occur on at least{{verify}} 2 z-levels, as an open space wall section with an open space floor section, and in the lowest z-level another open space wall section (filled with water) with a murky pool floor section, the lower open space wall section can fill with rain water and during winter with an ice wall{{verify}} | Occur on at least{{verify}} 2 z-levels, as an open space wall section with an open space floor section, and in the lowest z-level another open space wall section (filled with water) with a murky pool floor section, the lower open space wall section can fill with rain water and during winter with an ice wall{{verify}} | ||
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| -| | ||
Line 126: | Line 128: | ||
w# = water level | w# = water level | ||
− | ==River== | + | ===River=== |
{{verify}} under construction... | {{verify}} under construction... | ||
River Source tiles: generate infinite flowing water for both rivers and brooks?? {{verify}} | River Source tiles: generate infinite flowing water for both rivers and brooks?? {{verify}} | ||
− | ==Brook tile== | + | ===Brook tile=== |
Brook tiles occur on at least{{verify}} 2 z-levels, as an open space wall section with a brook floor section, and in the lowest z-level another open space wall section (filled with water) with another brook ''(or river source)'' floor section, the lower open space wall section can fill with rain water{{verify}} and during winter with an ice wall{{verify}} | Brook tiles occur on at least{{verify}} 2 z-levels, as an open space wall section with a brook floor section, and in the lowest z-level another open space wall section (filled with water) with another brook ''(or river source)'' floor section, the lower open space wall section can fill with rain water{{verify}} and during winter with an ice wall{{verify}} | ||
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| -| | ||
Line 146: | Line 148: | ||
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | <nowiki>~~~~~~w3~~~~~~</nowiki> | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | <nowiki>~~~~~~w3~~~~~~</nowiki> | | ||
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| <nowiki>~~~~~~w2~~~~~~</nowiki> -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| <nowiki>~~~~~~w2~~~~~~</nowiki> -| | ||
− | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor ▓▓ ▓▓w1▓▓ ▓▓ ----> Brook / River Source ----> ''1/1 Water or Ice floor{{verify}'' | + | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor ▓▓ ▓▓w1▓▓ ▓▓ ----> Brook / River Source ----> ''1/1 Water or Ice floor{{verify}}'' |
− | Brook tiles work like floor grates, can be walked on, | + | Brook tiles work like floor grates, can be walked on, fished through, allow fluids and missiles through, etc... |
{{Translation | {{Translation | ||
Line 157: | Line 159: | ||
[[Category:Map tiles|*]] | [[Category:Map tiles|*]] | ||
+ | [[ru:Tile]] |
Latest revision as of 17:28, 14 March 2024
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
- For a list of all tile characters used in DF, see Tilesets.
Tiles are the square rectangular cuboids that form a map. They are approximately two meters long, two meters wide, and three meters high.[1] However, the physics calculations assume a tile size of 2.8 meters high and a tick rate of 10 ticks per second, and from the listed speeds (in km/h) and gaits (ticks per 100 tiles) and the tick rate of 10 ticks per second, a tile would be about 8×8 feet (2.4×2.4 meters). The horizontal cross-section of a 1×1 embark is 48×48 tiles; this is also the scale of overland travel tiles in adventure mode. 16×16 local tiles, the maximum embark size, covers a region map tile. A single region map tile (the maximum embark size) would have a cross-section of 768×768 embark tiles (approx. 6144 feet or 1873 meters across). As worlds can have between 17 and 257 region map tiles, a world in Dwarf Fortress is between 20 and 300 miles (32 and 481 kilometers) across with a maximum area of 89,434 square miles (231,632 kilometers squared)– which is about 4% smaller than the United Kingdom.
A tile consists of two sections—a wall section and a floor section, shown in cross-section like this:
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ |--> Wall Section ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor Section
When digging and building, this is important, since some designations and constructions will only be done in wall tiles and others will only be done in floor tiles.
Stairs[edit]
Building a stairway consists of two elements: an up stair and a down stair, each element is built only in the matching tile section, across two z-levels, like this:
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| -| ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ |--> Wall Section |--> Open Space ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor ▓ ▓▓▓▓▓▓▓ ----> Down Stair ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| ▒▒▒ -| ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ▒▒▒ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ |--> Wall Section ▒▒▒ |--> Up Stair ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ▒▒▒ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ▒▒▒ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| ▒▒▒ -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor
An up-down stair, or building both up and down stairs in the same tile, works like this:
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| ▒▒▒ -| -| ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ |--> Wall Section ▒▒▒ |--> Up Stair | Up/Down ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ▒▒▒ | | Stair ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| ▒▒▒ -| | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor ▓ ▓▓▓▓▓▓▓ ----> Down Stair -|
Walls[edit]
Both naturally-occurring and constructed walls span across two z-levels, the bottom wall section and floor and the top floor section:
-| | |--> Open Space Wall | | -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ |--> Wall Section |--> <material> Wall ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -|
Smoothed and engraved walls span across only one z-level, the bottom wall section and floor. The floor above the wall can become "open space" by two methods: felling a tree above the wall, and digging a down stair above the wall, which is technically "open" (by exposing the tile below).
-| -| | | |--> Open Space Wall |--> Open Space Wall | | | | -| -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Natural or Constructed Floor ----> Open Space Floor (or Down Stair) ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| -| ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| -| ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ |--> Wall Section |--> <material> Wall ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ |--> Wall Section |--> <material> Wall ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -|
Supports and Fortifications[edit]
Unlike walls, supports span only one z-level, allow liquids and movement, and don't create a floor on top. Constructed fortifications are basically the same, but block movement as well. Note, however, that fully submerged (depth of 7/7) fortifications no longer block creature movement.
▒▒ -| | -| | ▒▒ | | ▒▒▒ ▒▒▒▒▒▒ ▒▒▒ | | ▒▒ |--> Wall Section |--> <material> Wall ▒▒▒ ▒▒▒▒▒▒ ▒▒▒ |--> Wall Section |--> <material> Fortification ▒▒ | | ▒▒▒ ▒▒▒▒▒▒ ▒▒▒ | | ▒▒ | | ▒▒▒ ▒▒▒▒▒▒ ▒▒▒ | | ▒▒ -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -|
Furniture[edit]
Statues[edit]
Statues block normal movement, but not unintended movement (dodging, being thrown, swept by current, etc) nor do they block fluids.
▒▒▒▒▒░░░░▒▒▒▒▒ -| | ▒▒▒▒▒▓░░▓▒▒▒▒▒ | | ▒▒░░░▓▓▓▓░░░▒▒ |--> Wall Section |--> <material> Statue ▒░░▒░░▓▓░░▒░░▒ | | ▒▒▒▒░░▒▒░░▒▒▒▒ | | ▒▒░░░░▒▒░░░░▒▒ -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -|
Doors and Windows[edit]
Windows and doors both block fluids (doors only when closed).
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▒░░░░░░░░░░░░▒ | | ▒░░░░░░░░░░░░▒ | | ▒░░░░░░░░░░░░▒ |--> Wall Section |--> <material> Door ▒░░░░░░░░░░░░▒ |--> Wall Section |--> <material> Window ▒░░░░░░░░░░░░▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒░░░░░░░░░▒▒░▒ | | ▒░░░░░░░░░░░░▒ | | ▒░░░░░░░░░░░░▒ -| | ▒░░░░░░░░░░░░▒ -| | ▒░░░░░░░░░░░░▒ -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -|
...
Special Tiles[edit]
There are some naturally-occurring special tiles, these can't be recreated[Verify]:
Murky pool tile[edit]
Occur on at least[Verify] 2 z-levels, as an open space wall section with an open space floor section, and in the lowest z-level another open space wall section (filled with water) with a murky pool floor section, the lower open space wall section can fill with rain water and during winter with an ice wall[Verify]
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| -| ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ |--> Wall Section |--> Open Space Wall ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor ----> Open Space Floor (an Ice wall creates an Ice floor here) ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| ~~~~~~w7~~~~~~ -| ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ~~~~~~w6~~~~~~ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ |--> Wall Section ~~~~~~w5~~~~~~ |--> Open Space Wall (can be filled with Water or Ice) ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ~~~~~~w4~~~~~~ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ~~~~~~w3~~~~~~ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| ~~~~~~w2~~~~~~ -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor ▓▓▓▓▓▓w1▓▓▓▓▓▓ ----> Murky Pool ----> 1/1 Water or Ice floor{{verify} w# = water level
River[edit]
[Verify] under construction...
River Source tiles: generate infinite flowing water for both rivers and brooks??[Verify]
Brook tile[edit]
Brook tiles occur on at least[Verify] 2 z-levels, as an open space wall section with a brook floor section, and in the lowest z-level another open space wall section (filled with water) with another brook (or river source) floor section, the lower open space wall section can fill with rain water[Verify] and during winter with an ice wall[Verify]
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| -| ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ |--> Wall Section |--> Open Space Wall ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor ▓▓ ▓▓ ▓▓ ▓▓ ----> Brook (freezing effects?[Verify]) ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| ~~~~~~w7~~~~~~ -| ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ~~~~~~w6~~~~~~ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ |--> Wall Section ~~~~~~w5~~~~~~ |--> Open Space Wall (can be filled with flowing[Verify] water or Ice) ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ~~~~~~w4~~~~~~ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ~~~~~~w3~~~~~~ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| ~~~~~~w2~~~~~~ -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor ▓▓ ▓▓w1▓▓ ▓▓ ----> Brook / River Source ----> 1/1 Water or Ice floor[Verify]
Brook tiles work like floor grates, can be walked on, fished through, allow fluids and missiles through, etc...
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