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.

Difference between revisions of "Map legend"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(→‎Human sites: add missing hamlet colors, merged cells)
(→‎Biome/Region key: hills & plains color wording)
Line 48: Line 48:
 
=== Hills and mountains ===
 
=== Hills and mountains ===
  
Green hills indicate a temperate or cold climate, and yellow hills indicate a tropical climate.
+
Yellow hills indicate dry vegetation.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 102: Line 102:
 
=== Plains ===
 
=== Plains ===
  
Green plains indicate a temperate or cold climate, and yellow plains indicate a tropical climate.
+
Yellow plains indicate dry vegetation.
  
 
{| class="wikitable"
 
{| class="wikitable"

Revision as of 08:07, 13 February 2020

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

Dwarf Fortress uses tilesets to draw the game, including maps. This map legend explains what the characters and colors represent in the pre-start embark map.

Tile colors

The colors of a map tile may give information about that region's predominant biome and surroundings; its temperature, alignment, and other handy things. Generally, cyan and blue means the area is "good" aligned. Purple, gray, brown, and red areas have "evil" alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green tiles have vegetation and are usually moist. White and cyan tiles indicate snow or ice. The color of trees that change season to season can tell about the tree's current growth.

Biome/Region key

Tiles are listed by alignment, with normal tiles first, then good aligned tiles, and then evil tiles. Snow and ice-covered tiles are included next to their respective alignments.

Forests

In normal forests, the color changes with the seasons.

Biome/Region Normal Snow/Ice Good Evil Evil snow/ice
Temperate broadleaf forest
Tropical broadleaf forest
Γ
Γ
Γ
Γ
Γ
Γ
Γ
Γ
Coniferous forest
Γ
Γ
Γ
Γ

Hills and mountains

Yellow hills indicate dry vegetation.

Biome/Region Normal Snow/Ice Good Evil Evil snow/ice
Hills
n
n
n
n
n
n
n
n
n
n
n
n
n
n
Low mountains
Medium mountains
High mountains
Peak ^ ^ ^ ^ ^
Volcano ^

Plains

Yellow plains indicate dry vegetation.

Biome/Region Normal Snow/Ice Good Evil Evil snow/ice
Grassland
.
.
.
.
.
.
.
.
.
.
.
.
.
.
Savanna
"
"
"
"
"
"
"
"
"
"
"
"
"
"
Shrubland
" τ
τ "
" τ
τ "
" τ
τ "
" τ
τ "
" τ
τ "
" τ
τ "
" τ
τ "

Deserts

In normal sand deserts, the color depends on the type of sand.

Biome/Region Normal Snow/Ice Good Evil Evil snow/ice
Sand desert
~
~
~
~
~
~
~
~
~
~
~
~
~
~
~
~
Rocky wasteland
, ´
´ ,
n
n
, ´
´ ,
n
n
, ´
´ ,
n
n
, ´
´ ,
n
n
, ´
´ ,
n
n
Badlands
V
V
V
V
V
V
V
V
V
V

Wetlands

Biome/Region Normal Snow/Ice Good Evil Evil snow/ice
Swamp
"
"
"
"
"
"
"
"
"
"
"
"
Marsh
"
"
"
"
"
"
"
"
"
"
"
"

Ice regions

Biome/Region Normal Good Evil
Tundra
·
·
·
·
·
·
Glacier

Bodies of water

Biome/Region Normal Good Evil
River •┬┴ ┬┴ ┬┴ ╦╩◄ •┬┴ ┬┴ ┬┴ ╦╩◄ •┬ ╩◄
Ocean
Lake
~ ~
~ ~
~ ~
~ ~
~ ~
~ ~

Constructions

Construction Normal
Road •┬┴• •┬┴• •┬┴• •┬┴•

Tree key

Forests and swamps will use the map tiles of the trees they contain. The tiles below are used to specify generic forests, even if no trees that use that tile exist in that forest. Whether the game uses the generic tiles or the tile of the actual tree they contain is randomized on a tile-by-tile basis.

Tiles can vary significantly in forests due to the variety of trees that can be generated.

Tile Terrain
Swamp
Conifer Forest
Broadleaf Forest
Γ Tropical Forest

Site key

Tiles are listed in this order, from left-to-right: normal populated sites, ruined sites, and sites captured by necromancers or their night creature armies.

For forest retreats, dark fortresses, and towns, population increases from left to right.

Dwarven sites

Site Normal Ruins Night creature
Mountain halls Ω μ μ
Hillocks Ω μ μ
Fortress Ω μ μ

Elven sites

Site Normal Ruins Night creature
Forest retreat î μ μ

Goblin sites

Site Normal Ruins Night creature
Dark fortress Π Π μ μ μ
Dark pits º ª ª

Human sites

Site Normal Ruins Night creature
Town + * # μ μ
Hamlet = æ Æ

= æ Æ

= æ Æ

= æ Æ

= æ Æ = æ Æ
Castle

Other sites

Site Normal Ruins Night creature
Camp
Cave
Fort
Labyrinth #
Lair
Monastery
Shrine Å
Tomb 0
Tower I I
Vault
Adventurer camp

Fast travel key

Name Symbol
Adventurer @
Other traveling individual or group *
Worlds
General
Map
Biomes
Chasm · Desert · Forest · Glacier · Grassland · Lake · Mountain · Murky pool · Ocean · River · Savanna · Shrubland · Tundra · Wetland
Features
Aquifer · Brook · Deep pit · Island · Magma pool · Passage · Road · Tunnel · Volcano · Waterfall
Underground
Civilization
Sites
Camp · Castle · Cave · Dark fortress · Dark pits · Forest retreat · Fort · Fortress · Hamlet · Hillocks · Labyrinth · Lair · Monastery · Mountain halls · Ruins · Shrine · Tomb · Tower · Town · Vault
Structures
Other