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Difference between revisions of "Tilesets"

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:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''
 
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''
 
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''
 
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''
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:''(For information on how tilesets get colored, see [[Color]])''
 
:''(For information on how tilesets get colored, see [[Color]])''
 
----
 
----
 +
'''Tilesets''' are images the game uses to display its graphics when "Use Classic ASCII Glyphs" is set to "Yes"; 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'''". This article is only about tilesets.
  
'''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'''". This article is only about tilesets.
+
== Overview ==
 +
A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16×16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. (If "Use Classic ASCII Glyphs" is set to "No", the tileset must be 128×192 pixels (tiles 8×12 pixels) in order to render the customs tiles properly. See [[Graphic set]])
  
== Overview ==
+
UI scaling will only work if the tileset is 128×192px (8×12px tiles).
  
A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size.  
+
As the tileset is limited to only 256 tiles, some objects share the same tile. Below is a detailed list.
  
As the tileset is limited to only 256 tiles, some objects share the same tile. Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded. Below is a detailed list.
+
In previous versions of Dwarf Fortress (v0.47 and below), some of the tiles could be changed in the raws and init files, and creatures could have separate graphics (see [[DF2014:Graphic set]], this functionality has been removed in v0.50 (and above) with separate graphics being controlled by mods with "Use Classic ASCII Glyphs" set to "No".
  
 
== Installation and creation of custom tilesets ==
 
== Installation and creation of custom tilesets ==
 
=== Installation ===
 
=== Installation ===
[[Main:Tileset repository|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:
+
[[Tileset repository]] is a list of user-made standard tilesets, and provides [[Tileset_repository#Installation|installation instructions]].
  
# Download the tileset via right-click-save-as on the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:Tileset repository|here]])
+
=== Creating a custom tileset ===
# Verify that the tileset is a 24-bit BMP file<sup>V0.28.181.40d</sup> with magenta-colored background or 24-bit PNG file<sup>v0.31.06</sup> with transparent background. In case you need to convert it, do NOT just change the extension to .bmp or .png; you must use a program like MS paint to save it properly.
+
Scaling occurs automatically based on the size of the tiles and the window.
# Put it in the data/art directory of your ''Dwarf Fortress'' installation.
+
The desired grid, interface scaling and percentage settings only work when using 8x12 tiles.
# Open data/init/init.txt
 
# There are 4 values you can change: [FULLFONT], [FONT], [GRAPHICS_FONT], and [GRAPHICS_FULLFONT]*. Usually you just set all 4 to the same filename of the tileset you just downloaded ('''[FONT:mytileset.png]''' for example).
 
# [FULLSCREENX:800] and [FULLSCREENY:600] set your resolution, but it is recommended to let the game decide that automatically by setting it to 0; Similarly, [WINDOWEDX:800] and [WINDOWEDY:600] denote your windowed resolution in pixels (but in tiles if set below a value of 256).
 
# 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!
 
  
<small>*They're used for the tileset used in fullscreen and windowed mode and the two GRAPHICS_ values are for tilesets used together with [[graphic_set]]s when [GRAPHICS] is set to YES. You can set them to different file names, if you want to use different tilesets for each.</small>
+
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 two categories: rectangular tilesets and 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.  
  
=== Creating a custom tileset ===
+
The graphics in Dwarf Fortress can be enhanced by setting "Use Classic ASCII Glyphs" to "No" and installing a [[Graphics set]] mod. (A default is provided in the premium version, but has been removed in the classic "free" version.)
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.
+
Mifki created a [http://mifki.com/df/fontgen/ tool] to make a tileset from any font, which can be used as starting point or as is.{{cite forum|140250}}
* 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 two categories: rectangular tilesets and 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 graphics in Dwarf Fortress can be enhanced through the use of [[graphics set|creature graphics]], which allow creatures to have unique graphics without using up space on the main tilesheet. Mifki created a [http://mifki.com/df/fontgen/ tool] to make a tileset from any font, which can be used as starting point or as is.{{cite forum|140250}}
 
  
 
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.
 
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.
  
Some of these issues can be fixed by the third-party [[Text Will Be Text]] (TWBT) plugin for the [[DFHack]] modding API. In addition to many other features, TWBT allows many items and building tiles to be moved to separate "overrides" tilesheets, so that fewer objects need to share tiles. TWBT also allows the use of a dedicated tilesheet just for text. TWBT still might not be very stable in adventure mode, though, so be cautious when using TWBT with adventure mode.
+
Some of these issues could be fixed by the third-party Text Will Be Text (TWBT) plugin for the [[DF2014:DFHack]] modding API. This has not been updated for compatibility with v0.50.
  
 
=== Generating a custom tileset from a font in Linux ===
 
=== Generating a custom tileset from a font in Linux ===
 
+
In Linux, it is possible to create tileset from a .ttf font programmatically in the terminal. The following command will open a terminal window with your desired font, rendered appropriately for ''Dwarf Fortress'', and screenshots it. It requires xterm, the screenshot utility xwd, and a text file containing the code page 437 characters in the appropriate order.
While TrueType fonts can be used directly in ''Dwarf Fortress'', it may be desirable to generate a tileset image instead (for example, when using TWBT). In Linux, it is possible to do this programmatically in the terminal. The following command will open a terminal window with your desired font, rendered appropriately for ''Dwarf Fortress'', and screenshots it. It requires xterm, the screenshot utility xwd, and a text file containing the code page 437 characters in the appropriate order.
 
  
 
<pre>xterm -fa "FONTFAMILY:pixelsize:SIZE:antialias=false" -bg magenta -geometry 16x16 -e "setterm -cursor off && printf '%s' \"\$(<PATH/TO/CODE437.txt)\" && sleep 0.1 && xwd -id \$WINDOWID | xwdtopnm | pnmtopng > \"FONTFAMILY-SIZE.png\""</pre>
 
<pre>xterm -fa "FONTFAMILY:pixelsize:SIZE:antialias=false" -bg magenta -geometry 16x16 -e "setterm -cursor off && printf '%s' \"\$(<PATH/TO/CODE437.txt)\" && sleep 0.1 && xwd -id \$WINDOWID | xwdtopnm | pnmtopng > \"FONTFAMILY-SIZE.png\""</pre>
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<pre>fc-list :scalable=false:spacing=mono family pixelsize</pre>
 
<pre>fc-list :scalable=false:spacing=mono family pixelsize</pre>
  
<!--=== How colors other than white and magenta work ===
+
=== 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.
 
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.
  
As of the current version of the game (v0.43.04), alpha values are supported in png fonts, allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.
+
Alpha values are supported in png fonts (since v0.43.04), allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.
  
 
In general, just remember these rules:
 
In general, just remember these rules:
Line 101: Line 92:
 
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.
 
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.-->
+
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 ==
 
== What tiles are used for what ==
 
+
* Items marked with * can have their tile changed in the [[modding|raw data]] files. <small>[This list need validating for v0.50]</small>
* Items marked with * can have their tile changed in the [[modding|raw data]] files.
 
 
* Items marked with <sup>#</sup> can have their tile replaced by a [[graphic set]] image, in addition to having their tile changed in the raw data.
 
* Items marked with <sup>#</sup> can have their tile replaced by a [[graphic set]] image, in addition to having their tile changed in the raw data.
 
* Items marked with <sup>$</sup> can be changed in the [[d_init.txt]] file.
 
* Items marked with <sup>$</sup> can be changed in the [[d_init.txt]] file.
Line 521: Line 511:
 
|-
 
|-
 
|<small>123</small> {{TST|&#123;}}
 
|<small>123</small> {{TST|&#123;}}
| [[Forbidden]] opening tag, tile in [[Jeweler's workshop]], vermin, [[purring maggot]]<sup>#</sup>
+
| [[Forbidden]] opening tag, tile in [[jeweler's workshop]], vermin, [[purring maggot]]<sup>#</sup>
 
|-
 
|-
 
|<small>124</small> {{TST|&#124;}}
 
|<small>124</small> {{TST|&#124;}}
Line 624: Line 614:
 
|-
 
|-
 
|<small>154</small> {{TST|Ü}}
 
|<small>154</small> {{TST|Ü}}
| Military Humans
+
| Military humans
 
|-
 
|-
 
|<small>155</small> {{TST|¢}}
 
|<small>155</small> {{TST|¢}}
Line 962: Line 952:
  
 
== Detailed use list by type ==
 
== Detailed use list by type ==
 +
The tile used by each entity is defined in each entity's vanilla object files. These can be overridden by using a mod. (See [[Modding]]) Changing the vanilla files is not recommended.
 +
 
=== Creatures ===
 
=== Creatures ===
 
==== Main creature tiles ====
 
==== Main creature tiles ====
This is a list of tiles used by [[creature]]s. In all cases the tile can be changed in the raws, and a graphic can be assigned.
+
This is a list of tiles used by [[creature]]s.  
 
 
 
<small>001</small> {{TST|☺}}
 
<small>001</small> {{TST|☺}}
 
(Civilian) [[dwarves]]
 
(Civilian) [[dwarves]]
Line 1,136: Line 1,127:
 
<small>234</small> {{TST|Ω}}
 
<small>234</small> {{TST|Ω}}
 
[[Sea nettle jellyfish]]
 
[[Sea nettle jellyfish]]
 +
 
==== Vermin ====
 
==== Vermin ====
 
These creatures are classified as "vermin" and cannot have their tiles changed.
 
These creatures are classified as "vermin" and cannot have their tiles changed.
Line 1,146: Line 1,138:
  
 
==== Additional Tiles Used by Creatures ====
 
==== Additional Tiles Used by Creatures ====
Some creature raw specify secondary tiles. They are listed here
+
Some creature specify secondary tiles. They are listed here
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,179: Line 1,171:
 
|can be removed, reassigned, or overridden by graphics
 
|can be removed, reassigned, or overridden by graphics
 
|}
 
|}
 +
 +
<small> This table needs updating to v0.50 object file specifics </small>
  
 
=== Plants ===
 
=== Plants ===
 
==== Trees on map ====
 
==== Trees on map ====
The tiles can all be changed in the raws.
 
  
 
<small>005</small>&nbsp;{{TST|♣}}
 
<small>005</small>&nbsp;{{TST|♣}}
Line 1,326: Line 1,319:
  
 
==== Grasses ====
 
==== Grasses ====
Grass tiles can be changed in the plant raws. Most grasses have 4 tiles that are alternatively used.
+
Most grasses have 4 tiles that are alternatively used.
  
 
{|
 
{|
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=== Unmined inorganic material ===
 
=== Unmined inorganic material ===
The tiles can all be changed in the raws.
 
 
==== Stones ====
 
==== Stones ====
 
{|
 
{|
Line 1,491: Line 1,483:
  
 
=== Characters used in text and interface ===
 
=== Characters used in text and interface ===
Changes to these may make text look strange or be difficult to understand, unless you are using the TrueType font feature.
+
Changes to these may make text look strange or be difficult to understand.
  
 
* " ! _ + , - . 0 1 2 3 4 5 6 7 8 9 /
 
* " ! _ + , - . 0 1 2 3 4 5 6 7 8 9 /
Line 1,503: Line 1,495:
 
Accented characters are used for names.
 
Accented characters are used for names.
  
Dwarvish: aáàâäåbcdeéèêëfghiíìîïklmnoóòôörstuúùûvz
+
Dwarven: aáàâäåbcdeéèêëfghiíìîïklmnoóòôörstuúùûvz
  
Elvish: abcçdeéèfghiíìklmnoóòpqrstuúùvwyz
+
Elven: abcçdeéèfghiíìklmnoóòpqrstuúùvwyz
  
 
Human: aábcdefghijklmnñopqrstuvwxyz
 
Human: aábcdefghijklmnñopqrstuvwxyz
Line 1,514: Line 1,506:
  
 
=== No known use ===
 
=== No known use ===
These are ideal for using to change tiles in the raw data or init.txt.
+
These are ideal for using to change tiles in a mod.
  
 
↕ ∟ ↔ ½ 255
 
↕ ∟ ↔ ½ 255

Revision as of 19:20, 25 August 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

(For an overview of graphics in DF, see Graphics)
(For a chart with the default ASCII characters, see Character table.)
(For user-created creature tilesets, see Tileset repository.)
(For information about Graphic sets, see Graphic set)
(For information on how tilesets get colored, see Color)

Tilesets are images the game uses to display its graphics when "Use Classic ASCII Glyphs" is set to "Yes"; 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". This article is only about tilesets.

Overview

A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the IBM Code Page 437 (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16×16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. (If "Use Classic ASCII Glyphs" is set to "No", the tileset must be 128×192 pixels (tiles 8×12 pixels) in order to render the customs tiles properly. See Graphic set)

UI scaling will only work if the tileset is 128×192px (8×12px tiles).

As the tileset is limited to only 256 tiles, some objects share the same tile. Below is a detailed list.

In previous versions of Dwarf Fortress (v0.47 and below), some of the tiles could be changed in the raws and init files, and creatures could have separate graphics (see DF2014:Graphic set, this functionality has been removed in v0.50 (and above) with separate graphics being controlled by mods with "Use Classic ASCII Glyphs" set to "No".

Installation and creation of custom tilesets

Installation

Tileset repository is a list of user-made standard tilesets, and provides installation instructions.

Creating a custom tileset

Scaling occurs automatically based on the size of the tiles and the window. The desired grid, interface scaling and percentage settings only work when using 8x12 tiles.

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 two categories: rectangular tilesets and 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 graphics in Dwarf Fortress can be enhanced by setting "Use Classic ASCII Glyphs" to "No" and installing a Graphics set mod. (A default is provided in the premium version, but has been removed in the classic "free" version.)

Mifki created a tool to make a tileset from any font, which can be used as starting point or as is.[1]

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.

Some of these issues could be fixed by the third-party Text Will Be Text (TWBT) plugin for the DF2014:DFHack modding API. This has not been updated for compatibility with v0.50.

Generating a custom tileset from a font in Linux

In Linux, it is possible to create tileset from a .ttf font programmatically in the terminal. The following command will open a terminal window with your desired font, rendered appropriately for Dwarf Fortress, and screenshots it. It requires xterm, the screenshot utility xwd, and a text file containing the code page 437 characters in the appropriate order.

xterm -fa "FONTFAMILY:pixelsize:SIZE:antialias=false" -bg magenta -geometry 16x16 -e "setterm -cursor off && printf '%s' \"\$(<PATH/TO/CODE437.txt)\" && sleep 0.1 && xwd -id \$WINDOWID | xwdtopnm | pnmtopng > \"FONTFAMILY-SIZE.png\""

This will generate an image in your current directory, so it might be a good idea to cd into your /data/art directory beforehand.

This works much better for bitmap fonts, in their native size. For a list of such fonts on your system and their sizes, you can run

fc-list :scalable=false:spacing=mono family pixelsize

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.

Alpha values are supported in png fonts (since v0.43.04), allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.

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 bright blue (#0000FF). While loading the tile image, it encounters the color light grey (#CCCCCC). The color used in its place will be:

Color component Foreground color Color mask from tile Calculation in hex Calculation in decimal
Red #0000FF #CCCCCC 0016 * CC16 / 10016 = 0016 0 * 204 / 256 = 0
Green #0000FF #CCCCCC 0016 * CC16 / 10016 = 0016 0 * 204 / 256 = 0
Blue #0000FF #CCCCCC FF16 * CC16 / 10016 = CB16 255 * 204 / 256 = 203
Final Color #0000CB 0 0 203

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 brown (#C0C000). It encounters the color cyan while loading the tile (#008080). The color used instead of cyan will be:

Color component Foreground color Color mask from tile Calculation in hex Calculation in decimal
Red #C0C000 #008080 C016 * 0016 / 10016 = 0016 192 * 0 / 256 = 0
Green #C0C000 #008080 C016 * 8016 / 10016 = 6016 192 * 128 / 256 = 96
Blue #C0C000 #008080 0016 * 8016 / 10016 = 0016 0 * 128 / 256 = 0
Final Color #006000 0 96 0

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 raw data files. [This list need validating for v0.50]
  • Items marked with # can have their tile replaced by a graphic set image, in addition to having their tile changed in the raw data.
  • Items marked with $ can be changed in the d_init.txt file.
  • Items marked with ¢ use dual colors.
  • Items marked with ÷ use inverted tile

For a graphical table, go to the Character Table.

Row 01 (000-015)

000   Used for background tiles in the intro CMV and background tiles of interface screens
001 Civilian dwarves#, various status indicators
002 Military dwarves#
003 Dimple cups*
004 Cut gems, large gems
005 Quarry bush leaves*, blossoms*, various forest trees*
006 Broadleaf forest, various forest trees*, various leaf items*, Plump helmets*
007 Mined-out stone*, solid workshop tile for several workshops like the magma smelter, filled nest box building, river sources on world map, caves on world map, lairs on world map, moon on travel map, flower buds*
008 Solid workshop tile for several other workshops like the magma forge, tanner's shop, catapult cup, nest box tool*, empty nest box building, codices, dice
009 Well, vermin colony, millstone, quern, vertical axle, fortress walls on travel map, sun behind clouds on travel map, castles on world map, monasteries on world map, creeping eye out of view (adventure mode)*, staring eyeball*, bubble bulb*
010 trunk interior$, forts on world map
011 Male sign, bags, various cephalopods#
012 Female sign, amulet
013 Ladles*, dancers dancing
014 Armor stands, playing instruments
015 Masterpiece quality tags, unmined gem cluster*, Rough gems and Raw glass, unmined bituminous coal*, mined bituminous coal*, currency symbol, spider webs, pond turtle*, sun, gear assemblies, paralyzed indicator, fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem doors¢

Row 02 (016-031)

016 Head of Ballista arrow facing east, manta ray#
017 Head of Ballista arrow facing west
018
019 Cages¢, on-fire tags, vertical bars
020 Mugs, drinking in-progress, largest forest retreats, cumulonimbus clouds on travel map, Highwood forests*
021 § Restraints, whip vine*
022 Logs, hive tool*, hive building
023 Cedar forest*
024 Interface text (bridge direction), conifer forests, various forest trees*
025 Interface text (bridge direction), Various status indicators
026 Interface text (bridge direction)
027 Interface text (bridge direction)
028
029
030 Head of Ballista arrow facing north, ramp, track ramp up$, mountain on world map
031 Head of Ballista arrow facing south, ramp on level below, trackramp on level below$

Row 03 (032-047)

032   Spaces in text messages, Unexplored underground, black background on the title screen and interface menu
033 ! Text, various status icons, sound indicator in sneaking mode, tracks (footprints) in sneaking mode
034 " Text, shrub*, various status icons, quotation marks, Carpenter's workshop tile, kobold out of view*, goblin out of view*, blizzard man out of view*, tracks (bent vegetation) in sneaking mode, various stones*, savanna, swamp, shrubland, marsh
035 # Text, floor grates, various stones*, smoothed branches in elven forest retreats, labyrinths on travel map, towns on world map
036 $ Coins
037 % Prepared meal, unexplored underground, screw pump in action, footprints in sneaking mode, various fruits*, various buds*, various stones*, Bismuthinite*, Floating guts#
038 & Demons#
039 ' Text, rough floors, unexplored underground, various stones, one eyed creatures with GLOWTILE " (kobold, goblins, and blizzard in vanilla), various grasses*
040 ( Text, foreign object opening tag, tile in bowyer's workshop, waning moon on travel map
041 ) Text, foreign object closing tag, waxing moon on travel map
042 * Interface text, superior quality tags, Unmined ore*, glowing pits, key reference, working gear assembly, gem floodgate, various stones*, chestnut fruit*, other fruits and flowers*, moving armies on quick travel map, towns on world map
043 + Text, finely-crafted quality tags, Smooth/constructed floors, block/bar bridge or road, Bauxite*, injury indicator, towns on world map, mining designation
044 , Text, rough floors, Claystone*, unexplored underground, various grasses*
045 - Text, well-crafted quality tags, Scepters, keyboard reference, various stones*, overlapping creatures animation
046 . Text, rough floors, various stones*, unexplored underground, various grasses*
047 / Text, weapons, bolts, Ballista tile, Pestle, overlapping creatures animation, stone axev0.43.01, active windmill blade

Row 04 (048-063)

048 0 Text, coffins, tombs on world map
049 1 Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
050 2 Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
051 3 Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
052 4 Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
053 5 Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
054 6 Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
055 7 Text, designation priorities, adventurer mode conversation targets, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt
056 8 Text, Fortress gates on travel map
057 9 Text
058 : Interface text, strawberry*, prickle berry*, fisher berry*, sun berry*, snowstorms, underground shrubs*
059 ; Interface text (command menu Movies key), Mason's workshop, Kitchen, Selenite*, twigs$
060 < Interface text (trading screen "Less than 1 unit weight"), brackets around squad names, Stairs up, west move indicator (adventure mode)
061 = Empty Stockpiles, hamlets on world map, various stones*, middle-left tile of Furnaces, up-right tile of Carpenter's workshop
062 > Brackets around squad names, Stairs down, east move indicator (adventure mode)
063 ? Text, various status icons

Row 05 (064-079)

064 @ berserk dwarf#, adventurer#, dwarven merchants#, dwarven caravan guards#, dwarven diplomat#, adventurer's location on map
065 A Text, various creatures#, Tile in Farm Workshop
066 B Text, various creatures#
067 C Text, various creatures#, construction designations
068 D Text, various creatures#, Depot Access Display
069 E Text, various creatures#
070 F Text, various creatures#
071 G Text, various creatures#
072 H Text, various creatures#, high traffic designation
073 I Text, various creatures#, support, Necromancer's tower on world map
074 J Text, various creatures#
075 K Text, various creatures#
076 L Text, various creatures#, low traffic designation
077 M Text, various creatures#
078 N Text, various creatures#
079 O Text, various creatures#, trade depot post, glass portal, Tile in Farm Workshop, column$, wall construction, full moon on travel map and dwarf mode, trunk$, staring eyeball*, bubble bulb*, windmill hub

Row 06 (080-095)

080 P Text, various creatures#
081 Q Text
082 R Text, various creatures#, restricted traffic designation
083 S Text, various creatures#
084 T Text, various creatures#
085 U Text, various creatures#
086 V Text, Badlands on map
087 W Text, various creatures#, Depot Access Display
088 X Text, wear tags, keyboard cursor, Bin¢, floodgate¢, shop post, building footprint, Depot Access Display, up/down stairs, Tile in Ashery, Archery target, various status indicators
089 Y Text, Yak#, Yeti#
090 Z Text, Sleep indicator
091 [ Text, Floor tile in workshops, Clothing, armor, item stack opening tag, moon on travel map, tracks (bootprints) in sneaking mode
092 \ Overlapping creatures animation, Ballista tile, helves*v0.43.01, active windmill blade
093 ] Text, Floor tile in workshops and furnaces, item stack closing tag
094 ^ Trap, Alabaster*, Aluminum*, Volcano on world map, north move indicator (adventure mode), Mechanic Workshop center-south tile (in light cyan)
095 _ Text, Channel designation

Row 07 (096-111)

096 ` Rough floors, unexplored underground*, various stones*, various grasses*
097 a Text, various creatures#
098 b Text, various creatures#
099 c Text, various creatures#
100 d Text, various creatures#
101 e Text, various creatures#
102 f Text, various creatures#
103 g Text, various creatures#
104 h Text, various creatures#
105 i Text, various creatures#
106 j Text, various creatures#
107 k Text, various creatures#
108 l Text, various creatures#
109 m Text, various creatures#
110 n Text, various creatures#, Hills on map
111 o Text, various creatures#, Graphite*, well construction, bridge construction, millstone in action, vertical axle in action, floor tile in magma furnaces, staring eyeball*, bubble bulb*, winter melon*, watermelon*

Row 08 (112-127)

112 p Text, various creatures#
113 q Text
114 r Text, various creatures#
115 s Text, various creatures#
116 t Text, various creatures#
117 u Text
118 v Text, various creatures#, various stones*, south move indicator (adventure mode)
119 w Text, various creatures#
120 x Text, wear tags, Saltpeter*
121 y Text
122 z Text
123 { Forbidden opening tag, tile in jeweler's workshop, vermin, purring maggot#
124 | Talc*, pipe sections, overlapping creatures animation
125 } Forbidden closing tag, vermin, purring maggot alternate*
126 ~ Unfinished rough stone road, flowing water, dirt road, farm plot under construction, sand, furrowed soil, blood smear, guts, Various creatures#, Magnetite*
127 Animal trap, low mountains on world map, part of mechanic's workshop, trunk$

Row 09 (128-143)

128 Ç Text, Mechanisms
129 ü Text
130 é Text
131 â Text
132 ä Text, Angels
133 à Text
134 å Text
135 ç Text, Totems
136 ê Text
137 ë Text, military elves
138 è Text
139 ï Text, Pedestal*
140 î Text, Elven forest retreat
141 ì Text
142 Ä Text, Angels
143 Å Text, Figurines, shrines on travel map

Row 10 (144-159)

144 É Text, altars
145 æ Toys, hamlets on world map
146 Æ Coffers, quivers, backpacks, hamlets on world map
147 ô Text, Cauldrons*
148 ö Text, Rings
149 ò Text, Unactivated levers, Various creatures#
150 û Text, Buckets
151 ù Text
152 ÿ Text, Valley herb*
153 Ö Bracelets, wheelbarrows*
154 Ü Military humans
155 ¢ Hatch covers¢, musical instrument piecesv0.42.01
156 £ Various stones*, most unmined ores*,
157 ¥ Cave lobster*
158 Stepladder*, largest forest retreat ruins
159 ƒ Rope reed*, splints, arrow bamboo*, golden bamboo*, hedge bamboo*

Row 11 (160-175)

160 á Text
161 í Text
162 ó Text, Activated levers
163 ú Text
164 ñ Text, Bogeyman
165 Ñ Night creatures
166 ª dark pit ruins
167 º Cloth, dark pit
168 ¿ Musical Instruments
169 Withered plants*, wormy tendril*
170 ¬ wormy tendril*
171 ½
172 ¼ Roc nests, roots$, branches$
173 ¡ Flask, waterskin, Pouch
174 « Tail of Ballista arrow facing west, item with decoration tags
175 » Tail of Ballista arrow facing east, item with decoration tags

Row 12 (176-191)

176  Partially dug rock, various flows (miasma, cave-in dust, steam, smoke, etc.), Fishery, fog on travel map, Semi-molten Rock, various stones*, various soils*, Workshop wall tiles (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, kitchen, and leather works), fallen leaves, vermin swarm
177  Partially dug rock, various flows (miasma, cave-in dust, steam, smoke, etc.), side tiles for catapult, window, fog on travel map, various stones*, various kinds of soil*, fallen leaves, vermin swarm
178  Partially dug rock, various flows (miasma, cave-in dust, steam, smoke, etc.), floor tile for ice, tanner's shop, butcher's shop, Wagon body, fog on travel map, various kinds of stones*, various kinds of soil*, sky$, fallen leaves
179  Overworld rivers, well chain/rope, bolts in flight, rotating horizontal axles, branches$, active EW water wheel, active windmill blade, upright weapon trap
180  Overworld rivers, top-right tile for Loom, branches$, Glumprong forests*
181  Blood thorn trees*, bridges, catapult tile, tracks$
182  Branches$, east roller
183  Ends of smooth walls
184  Ends of smooth walls
185  Smooth/constructed walls, tracks$, trunk$
186  Smooth/constructed walls, bridges, wooden doors¢, center catapult tile, center Ballista tile, axles, tracks$, fortress walls on travel map, trunk$, NS water wheel, windmill blade
187  Smooth/constructed walls, bridges, tracks$, trunk$
188  Smooth/constructed walls, bridges, tracks$, trunk$
189  Ends of smooth walls
190  Ends of smooth walls
191  Overworld rivers, branches$, northeast move indicator (adventure mode)

Row 13 (192-207)

192  Overworld rivers/Roads, branches$, southwest move indicator (adventure mode)
193  Overworld rivers/Roads, branches$
194  Overworld rivers/Roads, crutches, branches$
195  Overworld rivers/Roads, top-left tile for Loom, branches$
196  Overworld rivers/Roads, bolts in flight, rotating axles, branches$, active NS water wheel, active windmill blade
197  Doors¢, overworld rivers/Roads, floor detailing/engraving in progress, branches$
198  Bridges, trees in winter, (un)dead trees*, Saguaro*, catapult tile, tracks$, branches$
199  branches$, west roller
200  Smooth/constructed walls, bridges, tracks$, fortress walls on travel map, trunk$
201  Smooth/constructed walls, bridges, tracks$, fortress walls on travel map, trunk$
202  Smooth/constructed walls, tracks$, trunk$
203  Smooth/constructed walls, tracks$, fortress walls on travel map, trunk$
204  Smooth/constructed walls, tracks$, trunk$
205  Smooth/constructed walls, bridges, planted crops, center catapult tile, center Ballista tile, axles, tracks$, fortress walls on travel map, trunk$, EW water wheel, windmill blade
206  Smooth/constructed walls, bridges, fortifications, (flashing) wall detailing/engraving/fortifying in progress, tracks$, trunk$
207  Tail of Ballista arrow facing north, screw press building, branches$, south roller

Row 14 (208-223)

208 Bridges, catapult tile, tracks$
209 Table, tail of Ballista arrow facing south, branches$, north roller
210 Chairs, bridges, catapult tile, farmer's workshop bottom-middle tile, tracks$
211 Ends of smooth walls
212 Ends of smooth walls
213 Ends of smooth walls
214 Ends of smooth walls
215 Wooden floodgates, bone floodgates, wall grates
216 Door designation
217 Overworld rivers, branches$, southeast move indicator (adventure mode)
218 Overworld rivers, branches$, northwest move indicator (adventure mode)
219 Interface window border, trade depot tile, ice wall and dig-designated tiles, Mist
220 Ballista tile, Siege engine parts
221 Ballista tile
222 Ballista tile
223 Ballista tile

Row 15 (224-239)

224 α Various fish#, top-center fishery tile, meat, altocumulus clouds on travel map
225 ß Leather, cumulus clouds on travel map
226 Γ Weight symbol, various forest trees, tropical forests
227 π Cabinet, Display cases÷*, dark fortresses
228 Σ Trap component
229 σ Anvil, metalsmith's and magma forge bottom-middle tile, jugs*
230 µ Crown, ruins on world map, shop signs (adventure mode)
231 τ Tree sapling*, pig tail*, cave wheat*, Longland grass*, rat weed*, hide root*, muck root*, blade weed*, sliver barb*, shrubland, arrow bamboo*, golden bamboo*, hedge bamboo*
232 Φ Sweet pod*, bloated tuber*, kobold bulb*, traction benches, (Large) pots*
233 Θ Beds, Puddingstone*
234 Ω Statues, dwarven cities on map, sea nettle jellyfish*
235 δ Earrings, kennel tile
236  Boulder, dry brook, middle-right butcher's shop tile, various stones*, sea foam, images of clouds, fortress gates on travel map, honeycomb*, scrolls*v0.42.01
237 φ Thread, loom bottom left tile, farmer's workshop bottom right tile
238 ε Bowyer's workshop middle-right tile
239  Hills on world map, slab building

Row 16 (240-255)

240  Bars, exceptional quality tags, activity zones, metal doors¢, floor bars, track stops, cirrus clouds on travel map, hamlets on world map, quire*v0.42.01, bookcase*÷v0.42.01
241 ± Unfinished road
242  Debris (spent ammo, ballista bolts, and catapult stones), ashes, wormy tendril*
243  Debris (spent ammo, ballista bolts, and catapult stones), ashes, wormy tendril*
244  swamps on world map, Willow forest/swamp*
245  sheetsv0.42.01
246 ÷ Barrel¢, screw pump, upper left tile of still, center tile of ashery, upper left tile of kitchen, scroll rollers*v0.42.01, book binding*v0.42.01
247  Rough stone road or bridge, water, magma, snow, glob (fat/tallow), farm plot, furrowed soil, vomit, blood pools, sea foam, sand, various stones*
248 ° Sea foam, eggs, staring eyeball*, bubble bulb*, Bowl, Mortar, dark pits on world map
249  Vermin*, Boulders at lower elevation, trees at lower elevation, tundra on world map, move indicator frame 2 (adventure mode)
250 · Seeds, micro-vermin, open space, terrain at lower elevation, plants at lower elevation, tundra on world map, move indicator frame 1 (adventure mode)
251  Weapon racks, badlands in main map, check mark (selecting production materials, confirmed items on manager window)
252  Savanna, marsh, grassland, badlands
253 ² Body parts, vermin remains
254  Blocks, minecarts*÷, vaults on world map, human houses/shops on travel map, progress bars, move indicator frame 3 (adventure mode)
255  

Detailed use list by type

The tile used by each entity is defined in each entity's vanilla object files. These can be overridden by using a mod. (See Modding) Changing the vanilla files is not recommended.

Creatures

Main creature tiles

This is a list of tiles used by creatures. 001 (Civilian) dwarves

011 Cuttlefish Nautilus, Squid

015 Pond turtle

016 manta ray

037 % Floating guts

042 * Creepy crawler

064 @ berserk dwarf, adventurer, dwarven merchants, dwarven caravan guards, dwarven diplomat

065 A Alligator, Alligator man, Anaconda, Anaconda man, Giant aardvark, Giant adder, Giant albatross, Giant alligator, Giant anaconda, Giant anole, Giant armadillo, Giant axolotl, Giant aye-aye

066 B Beak dog, Black bear, Black bear man, Blind cave bear, Giant badger, Giant barn owl, Giant bat, Giant beaver, Giant beetle, Giant black bear, Giant bluejay, Giant bobcat, Giant bushtit, Giant buzzard, Giant grizzly bear, Giant honey badger, Giant monarch butterfly, Giant polar bear, Giant sloth bear, Giant wild boar, Grizzly bear, Grizzly bear man, Polar bear, Polar bear man, Sloth bear, Sloth bear man, Wild boar, Wild boar man

067 C Bronze colossus, Cave crocodile, Centaur, Chimera, Coelacanth, Cow, Cyclops, Giant capuchin, Giant capybara, Giant cardinal, Giant cassowary, Giant cave swallow, Giant chameleon, Giant cheetah, Giant chinchilla, Giant chipmunk, Giant coati, Giant cockatiel, Giant cougar, Giant coyote, Giant crab, Giant crow, Giant cuttlefish, Giant horseshoe crab, Giant one-humped camel, Giant saltwater crocodile, Giant two-humped camel, Magma crab, One-humped camel, One-humped camel man, Saltwater crocodile, Saltwater crocodile man, Two-humped camel, Two-humped camel man, Voracious cave crawler

068 D Cave dragon, Deer, Donkey, Dragon, Draltha, Giant deer, Giant dingo, Giant dragonfly

069 E Elephant, Elephant man, Elk, Elk bird, Elk man, Emu, Emu man, Ettin, Giant eagle, Giant echidna, Giant elephant, Giant elk, Giant emu

070 F Giant firefly, Giant fly, Giant fox, Giant green tree frog

071 G Giant, Giant gazelle, Giant gila monster, Giant giraffe, Giant grackle, Giant grasshopper, Giant groundhog, Giant grouper, Giant leopard gecko, Giant mountain goat, Giraffe, Giraffe man, Gorilla, Green devourer, Griffon

072 H Giant hamster, Giant hare, Giant harp seal, Giant hedgehog, Giant hippo, Giant hornbill, Giant hyena, Harp seal, Hippo, Hippo man, Horse, Hydra

073 I Giant ibex, Giant iguana, Giant impala

074 J Giant jackal, Giant jaguar, Giant jumping spider, Jabberer, Jaguar, Jaguar man

075 K Giant kakapo, Giant kangaroo, Giant kea, Giant kestrel, Giant king cobra, Giant kingsnake, Giant kiwi, Giant koala, Kangaroo, Kangaroo man

076 L Giant gray langur, Giant leech, Giant leopard, Giant leopard seal, Giant lion, Giant lion tamarin, Giant lizard, Giant loon, Giant lorikeet, Giant louse, Giant lynx, Giant masked lovebird, Giant peach-faced lovebird, Leopard seal, Leopard seal man, Lion, Lion man, Llama

077 M Amethyst man, Blizzard man, Blood man, Fire man, Gabbro man, Giant hoary marmot, Giant magpie, Giant mandrill, Giant mantis, Giant mink, Giant mongoose, Giant monitor lizard, Giant moose, Giant mosquito, Giant moth, Giant muskox, Giant rhesus macaque, Giant spider monkey, Iron man, Magma man, Merperson, Minotaur, Molemarian, Monitor lizard, Monitor lizard man, Moose, Moose man, Mud man, Mule, Muskox, Muskox man, Sea monster

078 N Giant narwhal, Giant nautilus, Narwhal, Narwhal man, Nightwing

079 O Blind cave ogre, Giant great horned owl, Giant ocelot, Giant octopus, Giant olm, Giant opossum, Giant orca, Giant oriole, Giant osprey, Giant ostrich, Giant otter, Giant snowy owl, Ogre, Orangutan, Orca, Orca man, Ostrich, Ostrich man

080 P Giant grey parrot, Giant pangolin, Giant parakeet, Giant penguin, Giant peregrine falcon, Giant platypus, Giant porcupine, Giant puffin, Giant red panda, Gigantic panda, Panda, Panda man

082 R Giant raccoon, Giant rat, Giant raven, Giant red-winged blackbird, Giant rhinoceros, Giant roach, Reacher, Reindeer, Rhinoceros, Rhinoceros man, Roc, Rutherer

083 S Basking shark, Blue shark, Bull shark, Elephant seal, Elephant seal man, Giant bark scorpion, Giant black mamba, Giant brown recluse spider, Giant bushmaster, Giant cave spider, Giant copperhead snake, Giant elephant seal, Giant flying squirrel, Giant gray squirrel, Giant moon snail, Giant python, Giant rattlesnake, Giant red squirrel, Giant skink, Giant skunk, Giant sloth, Giant slug, Giant snail, Giant sparrow, Giant sponge, Giant stoat, Giant swan, Giant white stork, Gigantic squid, Great white shark, Hammerhead shark, Longfin mako shark, Nurse shark, Python, Python man, Sasquatch, Sea serpent, Shortfin mako shark, Spotted wobbegong, Tiger shark

084 T Alligator snapping turtle, Giant cave toad, Giant desert tortoise, Giant pond turtle, Giant snapping turtle, Giant tapir, Giant thrips, Giant tick, Giant tiger, Giant toad, Giant tortoise, Giant tortoise man, Gigantic tortoise, Tapir, Tapir man, Tiger, Tiger man, Troll

085 U Human, Unicorn

086 V Giant vulture

087 W Giant earthworm, Giant sperm whale, Giant walrus, Giant warthog, Giant weasel, Giant wolf, Giant wolverine, Giant wombat, Giant wren, Sperm whale, Sperm whale man, Wagon, Walrus, Walrus man, Warthog, Warthog man, Water buffalo, Whale shark

089 Y Yak, Yeti

097 a Aardvark, Aardvark man, Adder, Adder man, Albatross, Albatross man, Alpaca, Amphibian man, Anole man, Antman, Armadillo, Armadillo man, Axolotl man, Aye-aye, Aye-aye man

098 b Badger, Badger man, Barn owl, Barn owl man, Bat man, Beaver, Beaver man, Beetle man, Bluejay man, Bobcat, Bobcat man, Bonobo, Bugbat, Bushtit man, Buzzard, Buzzard man, Foul blendec, Great barracuda, Honey badger, Honey badger man, Monarch butterfly man

099 c Capuchin, Capuchin man, Capybara, Capybara man, Cardinal man, Cassowary, Cassowary man, Cat, Cavy, Chameleon man, Cheetah, Cheetah man, Chicken, Chimpanzee, Chinchilla, Chinchilla man, Chipmunk man, Coati, Coati man, Cockatiel man, Cougar, Cougar man, Coyote, Coyote man, Crab, Crab man, Crow man, Crundle, Cuttlefish man, Horseshoe crab, Horseshoe crab man

100 d Damselfly man, Deer man, Dingo, Dingo man, Dog, Dragonfly man, Drunian, Duck

101 e Creeping eye, Eagle, Eagle man, Echidna, Echidna man, Elf

102 f Cave fish man, Cave floater, Firefly man, Fly man, Fox, Fox man, Green tree frog man

103 g Bilou, Black-crested gibbon, Black-handed gibbon, Dark gnome, Gazelle, Gazelle man, Gila monster, Gila monster man, Goat, Goblin, Goose, Gorlak, Grackle man, Grasshopper man, Gray gibbon, Gremlin, Grimeling, Groundhog, Groundhog man, Guineafowl, Leopard gecko man, Longnose gar, Mountain gnome, Mountain goat, Mountain goat man, Pileated gibbon, Silvery gibbon, White-browed gibbon, White-handed gibbon

104 h Hamster man, Hare, Hare man, Harp seal man, Harpy, Hedgehog man, Hornbill, Hornbill man, Hungry head, Hyena, Hyena man

105 i Fire imp, Ibex, Ibex man, Iguana, Iguana man, Impala, Impala man

106 j Jackal, Jackal man, Jumping spider man

107 k Kakapo, Kakapo man, Kea, Kea man, Kestrel, Kestrel man, King cobra, King cobra man, Kingsnake, Kingsnake man, Kiwi, Kiwi man, Koala, Koala man, Kobold

108 l Gray langur, Gray langur man, Leech man, Leopard, Leopard man, Lion tamarin man, Lizard man, Loon, Loon man, Lorikeet man, Louse man, Lynx, Lynx man, Masked lovebird man, Peach-faced lovebird man

109 m Giant mole, Hoary marmot, Hoary marmot man, Magpie man, Mandrill, Mandrill man, Manera, Mantis man, Mink, Mink man, Mongoose, Mongoose man, Mosquito man, Moth man, Mussel, Plump helmet man, Rhesus macaque, Rhesus macaque man, Spider monkey, Spider monkey man

110 n Naked mole dog, Nautilus man

111 o Cave blob, Flesh ball, Great horned owl, Great horned owl man, Ocelot, Ocelot man, Octopus, Octopus man, Olm man, Opossum, Opossum man, Oriole man, Osprey, Osprey man, Otter man, Oyster, River otter, Sea otter, Snowy owl, Snowy owl man

112 p Blue peafowl, Emperor penguin, Grey parrot, Grey parrot man, Little penguin, Pangolin, Pangolin man, Parakeet man, Penguin, Penguin man, Peregrine falcon, Peregrine falcon man, Pig, Platypus, Platypus man, Pond grabber, Porcupine, Porcupine man, Puffin, Puffin man, Red panda, Red panda man

114 r Large rat, Rabbit, Raccoon, Raccoon man, Rat man, Raven, Raven man, Red-winged blackbird man, Reptile man, Roach man, Rodent man

115 s Angelshark, Bark scorpion man, Black mamba, Black mamba man, Blacktip reef shark, Brown recluse spider man, Bushmaster, Bushmaster man, Cave swallow man, Copperhead snake, Copperhead snake man, Flying squirrel man, Frill shark, Gray squirrel man, Helmet snake, Moon snail man, Rattlesnake, Rattlesnake man, Red squirrel man, Satyr, Serpent man, Sheep, Siamang, Skink man, Skunk, Skunk man, Sloth, Sloth man, Slug man, Snail man, Sparrow man, Spiny dogfish, Sponge, Sponge man, Squid man, Stoat, Stoat man, Strangler, Swan, Swan man, White stork, White stork man, Whitetip reef shark

116 t Common snapping turtle, Desert tortoise, Desert tortoise man, Pond turtle man, Snapping turtle man, Thrips man, Tick man, Toad man, Troglodyte, Turkey

118 v Vulture, Vulture man

119 w Ice wolf, Weasel, Weasel man, Wolf, Wolf man, Wolverine, Wolverine man, Wombat, Wombat man, Worm man, Wren man

123 { Purring maggot

126 ~ Brook lamprey, Conger eel, Hagfish, Knuckle worm, Leech, Sea lamprey, Slug, Worm

149 ò Bat ray, Common skate, Stingray, Thornback ray

157 ¥ Cave lobster

224 α Anchovy, Banded knifefish, Black bullhead, Bluefin tuna, Bluefish, Brown bullhead, Carp, Cave fish, Char, Clown loach, Clownfish, Cod, Flounder, Glasseye, Guppy, Hake, Halibut, Herring, Lungfish, Mackerel, Marlin, Milkfish, Ocean sunfish, Opah, Perch, Pike, Rainbow trout, Sailfin molly, Salmon, Seahorse, Shad, Sole, Spotted ratfish, Steelhead trout, Sturgeon, Swordfish, Tigerfish, White-spotted puffer, Yellow bullhead

234 Ω Sea nettle jellyfish

Vermin

These creatures are classified as "vermin" and cannot have their tiles changed.

249 Anole, Ant, Axolotl, Bark scorpion, Bat, Blue jay, Brown recluse spider, Bushtit, Cap hopper, Cardinal, Cave spider, Cave swallow, Chameleon, Chipmunk, Cockatiel, Crow, Damselfly, Demon rat, Dragonfly, Fairy, Fire snake, Firefly, Fluffy wambler, Flying squirrel, Fox squirrel, Giant damselfly, Grackle, Gray squirrel, Green tree frog, Hamster, Hedgehog, Large roach, Leopard gecko, Lion tamarin, Lizard, Lorikeet, Magpie, Masked lovebird, Moghopper, Moon snail, Olm, Oriole, Parakeet, Peach-faced lovebird, Phantom spider, Rat, Red squirrel, Red-winged blackbird, Skink, Snail, Sparrow, Toad, Two-legged rhino lizard, Wren

250 · Acorn fly, Beetle, Blood gnat, Bumblebee, Fly, Grasshopper, Honey bee, Jumping spider, Louse, Mantis, Mosquito, Pixie, Termite, Thrips, Tick

Additional Tiles Used by Creatures

Some creature specify secondary tiles. They are listed here

Tile Usage Change Properties
002 Military dwarves can be removed, reassigned, or overridden by graphics
009 creeping eye glowing eye can be reassigned
034 " kobold, goblin, and blizzard man glowing eyes cannot be removed or reassigned without changing behavior
039 ' one eyed creatures with GLOWTILE " (kobold, goblins, and blizzard men) tile cannot be changed
125 } purring maggot alternate can be removed or reassigned
137 ë military elves can be removed, reassigned, or overridden by graphics
154 Ü Military Humans can be removed, reassigned, or overridden by graphics

This table needs updating to v0.50 object file specifics

Plants

Trees on map

005  Acacia, Alder, Apple, Apricot, Birch, Cherry, Feather tree, Mangrove, Maple, Peach, Pear, Tea, Sand pear, Plum

006  Almond, Hazel, Oak, Mahogany, Chestnut, Ash, Kumquat, Custard-apple, Orange, Desert lime, Finger lime, Round lime, Walnut, Pomelo, Citron, Olive , Macadamia, Coffee, Bayberry, Bitter orange, Lime, Lychee, Pecan, Persimmon

020  Highwood

023  Cedar

024  Pine, Ginkgo, Larch

180  Glumprong

181  Blood thorn

198  Saguaro

226 Γ abaca, candlenut, mango tree, rubber tree, cacao tree, Coconut palm, kapok, Avocado, Banana, Carambola, Cashew, Date palm, Durian, Guava, Papaya, Paradise nut, Pomegranate, Rambutan

244  Willow

Trees in game

035 # smoothed branches in elven forest retreats
037 % various fruits, various buds
042 * chestnut fruit, catkins
059 ; twigs
127  trunk cap
172 ¼ roots, branches with leaves
231 τ Tree sapling
trunk 010  079 O 185  186  187  188  200  201  202  203  204  205  206 
branches 179  180  182  191  192  193  194  195  196  197  198  199  207  209  217  218 

Crops

003  Dimple cups
005  Quarry bushes
006  Plump helmets,
058 : strawberry, prickle berry, fisher berry, sun berry
152 ÿ Valley herb
159 ƒ Rope reed
231 τ pig tail, cave wheat, Longland grass, rat weed, hide root, muck root, blade weed, sliver barb
232 Φ Sweet pod, bloated tuber, kobold bulb

Garden plants

005  blossoms
006  leaves
037 % all kinds of berries
058 : all kinds of berries
111 o winter melon, watermelon

Grasses

Most grasses have 4 tiles that are alternatively used.

005 flowers on baby toes succulent, cloudberry, cottongrass, marsh thistle, meadowsweet. mountain avens, pebble plant, and rush.
009 staring eyeball, bubble bulb
039 ' all other grasses
044 , all other grasses
046 . all other grasses
079 O bubble bulb, staring eyeball
096 ` all other grasses
111 o bubble bulb, staring eyeball
159 ƒ arrow bamboo, golden bamboo, hedge bamboo
169 wormy tendril
170 ¬ wormy tendril
231 τ arrow bamboo, golden bamboo, hedge bamboo
242  wormy tendril
243  wormy tendril
248 ° staring eyeball, bubble bulb

Unmined inorganic material

Stones

015 Bituminous coal
034 " Calcite, Hornblende
035 # Sandstone, Rock salt, Basalt, Gypsum
037 % Siltstone, Slate, Brimstone, Kimberlite, Bismuthinite, Realgar, Stibnite, Marcasite, Olivine, Orthoclase, Microcline, Petrified wood, Brimstone, Pyrolusite
039 ' Claystone, Rhyolite, Periclase
042 * Lignite, Pitchblende
043 + Bauxite
045 - Cryolite, Orpiment, Satinspar, Phyllite, Quartzite
046 . Dacite, Ilmenite, Shale
059 ; Selenite
061 = Chert, Gneiss, Sylvite, Chromite, Kaolinite
094 ^ Alabaster
096 ` Dolomite, Schist, Alunite, Rutile, Borax
111 o Graphite
118 v Anhydrite, Mica
120 x Saltpeter
124 | Talc
156 £ Cinnabar, Cobaltite
176  Jet, Chalk, Diorite
177  Gabbro, Obsidian
178  Marble, Limestone, Granite
233 Θ Puddingstone
236  Andesite, Conglomerate
247 Mudstone, Serpentine

Ores

037 % Bismuthinite
094 ^ Native aluminum
126 ~ Magnetite
156 £ Adamantine, Cassiterite, Galena, Garnierite, Hematite, Horn silver, Limonite, Malachite, Native copper, Native gold, Native platinum, Native silver, Sphalerite, Tetrahedrite

Gems

015 is used by all gems

Soil

176  Loam, Peat, Sandy clay loam, Sandy loam, Silty clay loam, Pelagic clay, Red sand, Sand (tan)
177  Loamy sand, Silt loam, Siliceous ooze, Calcareous ooze, Clay loam, Sandy clay
178  Silt, Black sand, White sand, Yellow sand, Clay, Silty clay, Fire clay

Characters used in text and interface

Changes to these may make text look strange or be difficult to understand.

  • " ! _ + , - . 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); 219█; 254■; ↑ ↓ → ← (Bridge direction indicators); ♂ ♀ ☼ Γ √;
  • Quality: - + ≡ * ☼ « »
  • Brackets: ( ) < > { } [ ]

Alphabets

Accented characters are used for names.

Dwarven: aáàâäåbcdeéèêëfghiíìîïklmnoóòôörstuúùûvz

Elven: abcçdeéèfghiíìklmnoóòpqrstuúùvwyz

Human: aábcdefghijklmnñopqrstuvwxyz

Goblin: aâäåbdeêëghklmnoôöprstuûxz

In total, the accented characters used are: áàâäåçéèêëíìîïñóòôöúùûÿ

No known use

These are ideal for using to change tiles in a mod.

↕ ∟ ↔ ½ 255