- 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.
v0.34:Tile
Tiles are the squares that form a map, a tile consists of two sections a wall section and a floor 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 some 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 Wall ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> 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 natural occurring and constructed walls and both carved and built fortifications span across two z-levels, the bottom wall section and floor and the top floor section, the only difference is that fortifications have holes in the wall section to allow fluids and projectiles through:
-| | |--> Open Space Wall | | -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ |--> Wall Section |--> <material> Wall ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -|
Supports and Fortifications
Unlike walls supports span only one z-level, allow liquids and movement, and don't create a floor on top. Fortifications are basically the same but it blocks movement.
▒▒ -| | -| | ▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒ |--> Wall Section |--> <material> Wall ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ |--> Wall Section |--> <material> Fortification ▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒▒ -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -|
It seems that the reason why submerged 7/7 Fortifications don't block creatures is because the upper fluid level of the fortification is open:
w7 -| | ▒▒▒▒▒w6▒▒▒▒▒ | | ▒▒▒▒▒▒w5▒▒▒▒▒▒ |--> Wall Section |--> <material> Fortification ▒▒▒▒▒▒w4▒▒▒▒▒▒ | | ▒▒▒▒▒▒w3▒▒▒▒▒▒ | | ▒▒▒▒▒▒w2▒▒▒▒▒▒ -| | ▓▓▓▓▓▓w1▓▓▓▓▓▓ ----> Floor -| w# = water level
Statues
Do they block fluids? [Verify]
▒▒▒▒▒░░░░▒▒▒▒▒ -| | ▒▒▒▒▒▓░░▓▒▒▒▒▒ | | ▒▒░░░▓▓▓▓░░░▒▒ |--> Wall Section |--> <material> Statue ▒░░▒░░▓▓░░▒░░▒ | | ▒▒▒▒░░▒▒░░▒▒▒▒ | | ▒▒░░░░▒▒░░░░▒▒ -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -|
Furniture
Doors and Windows
▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▒░░░░░░░░░░░░▒ | | ▒░░░░░░░░░░░░▒ | | ▒░░░░░░░░░░░░▒ |--> Wall Section |--> <material> Door ▒░░░░░░░░░░░░▒ |--> Wall Section |--> <material> Window ▒░░░░░░░░░░░░▒ | | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | | ▒░░░░░░░░░▒▒░▒ | | ▒░░░░░░░░░░░░▒ | | ▒░░░░░░░░░░░░▒ -| | ▒░░░░░░░░░░░░▒ -| | ▒░░░░░░░░░░░░▒ -| | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| | ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor -|
...
Special Tiles
There are some natural 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
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 Template:Ling[Verify] Water or Ice) ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ~~~~~~w4~~~~~~ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ | ~~~~~~w3~~~~~~ | ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -| ~~~~~~w2~~~~~~ -| ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor ▓▓ ▓▓w1▓▓ ▓▓ ----> Brook / River Source ----> 1/1 Water or Ice floor{{verify}
The brook tiles works like a floor grate, can be walked on, can be fished through, allows fluids and missiles through, etc...