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Difference between revisions of "Tile"

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(For/see tilesets, for those looking for the graphics kind of tiles)
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{{for/see|a list of all tile characters used in DF|[[Tilesets]]}}
  
 
'''Tiles''' are the squares 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 8x8 feet (2.4×2.4 meters). There are 48×48 tiles in a 1×1 [[embark]]; 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 contain 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.
 
'''Tiles''' are the squares 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 8x8 feet (2.4×2.4 meters). There are 48×48 tiles in a 1×1 [[embark]]; 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 contain 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.

Revision as of 07:09, 11 November 2021

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 squares 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 8x8 feet (2.4×2.4 meters). There are 48×48 tiles in a 1×1 embark; 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 contain 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

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

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

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

Statues

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

Windows and doors both block fluids (doors only when closed).

▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |
▒░░░░░░░░░░░░▒  |                 |                     ▒░░░░░░░░░░░░▒  |                 |
▒░░░░░░░░░░░░▒  |--> Wall Section |--> <material> Door  ▒░░░░░░░░░░░░▒  |--> Wall Section |--> <material> Window
▒░░░░░░░░░░░░▒  |                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |
▒░░░░░░░░░▒▒░▒  |                 |                     ▒░░░░░░░░░░░░▒  |                 |
▒░░░░░░░░░░░░▒ -|                 |                     ▒░░░░░░░░░░░░▒ -|                 |
▒░░░░░░░░░░░░▒ -|                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |
▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor       -|                     ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor       -|

...

Special Tiles

There are some naturally-occurring special tiles, these can't be recreated[Verify]:

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]

▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> 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

[Verify] under construction...

River Source tiles: generate infinite flowing water for both rivers and brooks??[Verify]

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]

▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |
▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--> 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...

"Tile" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: bot
Elven: çile
Goblin: garspo
Human: lir