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| | {{Raw Tile|^|6:1}} | | | {{Raw Tile|^|6:1}} |
| | {{Raw Tile|^|5:0}} {{Raw Tile|^|5:1}} | | | {{Raw Tile|^|5:0}} {{Raw Tile|^|5:1}} |
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− | | [[Volcano]]
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| | [[Camp#Adventurer camp|Adventurer camp]] | | | [[Camp#Adventurer camp|Adventurer camp]] |
| | {{Raw Tile|☼|6:0}} | | | {{Raw Tile|☼|6:0}} |
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| + | | [[Volcano]] |
| + | | {{Raw Tile|^|4:1}} |
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Revision as of 20:54, 18 December 2021
This article is about the current version of DF. Note that some content may still need to be updated.
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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 a 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
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Normal
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Snow/Ice
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Good
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Evil
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Evil snow/ice
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Temperate broadleaf forest
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Tropical broadleaf forest
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Coniferous forest
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Hills and mountains
Yellow hills indicate dry vegetation.
Biome/Region
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Normal
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Snow/Ice
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Good
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Evil
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Evil snow/ice
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Hills
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Low mountains
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Medium mountains
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High mountains
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Peak
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^
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^
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^
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^ ^
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Plains
Yellow plains indicate dry vegetation.
Deserts
In normal sand deserts, the color depends on the type of sand.
Biome/Region
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Normal
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Snow/Ice
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Good
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Evil
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Evil snow/ice
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Sand desert
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Rocky wasteland
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Badlands
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Wetlands
Biome/Region
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Normal
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Snow/Ice
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Good
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Evil
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Evil snow/ice
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Swamp
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Marsh
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Ice regions
Bodies of water
Biome/Region
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Normal
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Good
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Evil
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River
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•┬┴ ┬┴ ┬┴ ╦╩◄
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•┬┴ ┬┴ ┬┴ ╦╩◄
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•┬┴ ╦╩◄
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Ocean
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Lake
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Constructions
Construction
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Normal
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Road
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•┬┴• •┬┴• •┬┴• •┬┴•
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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
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⌠ |
Swamp
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↑ |
Conifer Forest
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♠ |
Broadleaf Forest
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Γ |
Tropical Forest
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Site key
Site tiles are organized by columns, from left-to-right: normal populated sites, ruined sites, and sites captured by necromancers or their night creature armies.
Dwarven sites
Elven sites
Forest retreats marked as (¶) are market towns.
Goblin sites
A light magenta dark fortress (Π) indicates the presence of an underworld spire.
Human sites
For towns, the tiles indicate a town's current population (increases from left to right). Hamlet tiles represent the region the hamlet is in (hills, plains, rivers, etc.).
Site
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Normal
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Ruins
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Night creature
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Town
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+ * # ☼
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μ
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μ
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Hamlet
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= ≡ æ Æ
= ≡ æ Æ
= ≡ æ Æ
= ≡ æ Æ
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= ≡ æ Æ
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= ≡ æ Æ
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Castle
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○
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○
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Other sites
Fast travel key
Description
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Symbol
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Adventurer(s)
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@
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Other traveling individual or group
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*
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