- 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.
v0.31:Tilesets
- (For a chart with the default ASCII characters, see Character table.)
- (For user-created tilesets, see Tileset repository.)
- (For user-created creature graphics sets, see Graphics set repository.)
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".
Overview and installation
Character sets
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the IBM Code Page 437 (sometimes called Extended ASCII), which are used to display the main graphics. Here is the list of user-made standard tilesets. To install any of these tilesets, follow these steps:
- Download the tileset via right-click-save-as on the the tileset. The tileset is just an image, so there's no separate download link. (The list is here)
- Convert it into a 24-bit BMP fileV0.28.181.40d file or PNG filev0.31.06. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.
- Put it in the data/art directory of your Dwarf Fortress installation.
- Open data/init/init.txt
- If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.
- 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!
Graphics sets
Character sets only change certain graphics, while others are left out. The confusingly-named graphics sets are used to change the appearance of creatures in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. While Tilesets work the same as previous versions, Graphics Sets will have to be redone as the raws have changed.
Custom tileset design
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.
- 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 three categories: rectangular tilesets, square tilesets, and 16x16 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 16x16 square tilesets are just a sub-set, which are grouped together because most Object Tilesets use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.
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.
What tiles are used for what
- Items marked with * can have their tile changed in the raw data files.
- Items marked with # can have their tile replaced by a graphics set image, in addition to having their tile changed in the raw data.
- Items marked with $ can be changed in the init.txt file.
For a graphical table, go to the Character Table.
Row 01 (000-015)
00
|
Used for background tiles in the intro CMV, rarely used elsewhere |
01☺
|
Civilian dwarves# used for dead dwarves |
02☻
|
Military dwarves# used for dead dwarves |
03♥
|
Dimple cups* |
04♦
|
Cut gems, large gems |
05♣
|
Template:L trees*, Template:Ls*, Acacia trees*, Mangrove trees*, Maple trees*, quarry bushes*, Alder trees*, Birch trees* |
06♠
|
Plump helmets*, Template:Ls*, Template:Ls*, Template:Ls*, Template:Ls*, Oak trees*, quarry bush leaves*, Mahogany trees*, Chestnut trees*, Ash trees* |
07•
|
Stone*, solid workshop tile for several workshops like the magma smelter, lakes in main map, caves in the main map |
08◘
|
Solid workshop tile for several other workshops like the magma forge, tanner workshop, catapult cup |
09○
|
Well, bracelet, ant colony, millstone, quern, vertical axle |
10◙
|
|
11♂
|
Male sign, bags |
12♀
|
Female sign, amulet |
13♪
|
|
14♫
|
Armor stands |
15☼
|
Unmined Gem Cluster*, Rough Gems and Raw Glass, unmined bituminous coal*, mined bituminous coal*, currency symbol, masterpiece quality symbol, spider webs, turtle*, 'sun' symbol in engravings, gear assemblies, fireballs |
Row 02 (016-031)
16 ►
|
Head of Ballista arrow facing east, manta ray* |
17 ◄
|
Head of Ballista arrow facing west |
18 ↕
|
|
19 ‼
|
Cages, on-fire symbol, vertical bars |
20 ¶
|
Mugs, largest elven cities, Highwood trees* |
21 §
|
Restraints, whip vine* |
22 ▬
|
Logs |
23 ↨
|
Some tree types |
24 ↑
|
Interface text (bridge direction), Pine* trees, Larch* trees |
25 ↓
|
Hungry/thirsty/drowsy/unhappy indicator, bridge placement raising direction indicator |
26 →
|
Interface text (bridge direction) |
27 ←
|
Interface text (bridge direction) |
28 ∟
|
|
29 ↔
|
|
30 ▲
|
Head of Ballista arrow facing north, ramp up |
31 ▼
|
Head of Ballista arrow facing south, ramp down |
Row 03 (032-047)
32
|
Spaces in text messages, used for background on the title screen/menu |
33 !
|
Various status icons, text |
34 "
|
Shrub*, quotation marks, workshop tiles, kobold's glowing eyes* |
35 #
|
floor grates |
36 $
|
Coins |
37 %
|
Prepared meal, unexplored underground, screw pump in action
|
38 &
|
Demons# |
39 '
|
Rough floors, unexplored underground, Claystone*, Rhyolite*, Periclase* |
40 (
|
Foreign object opening tag, tile in bowyer's workshop, text |
41 )
|
Foreign object closing tag, text |
42 *
|
Ore*, glowing pits, superior quality tags, key reference, working gear assembly, gem floodgate |
43 +
|
Smooth/constructed floors, injured status, finely-crafted quality tags, text, block/bar bridge or road |
44 ,
|
Rough floors, Claystone*, unexplored underground, text |
45 -
|
Scepters, arrows in flight, well-crafted quality tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot |
46 .
|
Rough floors, Felsite*, text, unexplored underground |
47 /
|
Weapons, bolts, Ballista tile, text |
Row 04 (048-063)
48 0
|
Coffins, text |
49 1
|
Text, fluids if Template:L is YES in d_init.txt |
50 2
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
51 3
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
52 4
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
53 5
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
54 6
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
55 7
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
56 8
|
Text |
57 9
|
Text |
58 :
|
wild strawberry*, prickle berry*, fisher berry*, sun berry*, snowstorms, underground shrubs* |
59 ;
|
Mason's Workshop, Kitchen |
60 <
|
Stairs up, brackets around squad names, "Less than 1 unit weight" on Trading screen. |
61 =
|
Empty Stockpiles, *Chert*, Gneiss*, Sylvite*, Chromite*, Kaolinite* |
62 >
|
Stairs down, brackets around squad names. |
63 ?
|
"Task assigned" indicator, looking for path |
Row 05 (064-079)
64 @
|
Sheriff#, berserk dwarf#, adventurer#, fortress guard#, royal guard#, dwarven merchants#, caravan guards#, adventurer's location on world map |
65 A
|
Alligator#, Tile in Farm Workshop, text |
66 B
|
Bears#, text |
67 C
|
Cow#, camels#,bronze colossus# text |
68 D
|
Dragon#, Draltha# Depot Access Display, text |
69 E
|
Elf#, elephant#, Elk Bird#, text |
70 F
|
Text |
71 G
|
Text |
72 H
|
Horse#, text |
73 I
|
Support, text |
74 J
|
Text |
75 K
|
Text |
76 L
|
Leopard#, text |
77 M
|
Magma man#, mule#, muskox#, text |
78 N
|
Text |
79 O
|
Trade depot post, glass portal, Tile in Farm Workshop, column$, wall construction, Giant Olm, text |
Row 06 (080-095)
80 P
|
Text |
81 Q
|
Text |
82 R
|
Giant Rat#, Text |
83 S
|
Sasquatch#, giant desert scorpion#, Giant Cave Spider#, text |
84 T
|
Titan#, Text |
85 U
|
Human#, Unicorn#, text |
86 V
|
Badlands on map, Text |
87 W
|
Depot Access Display, Text |
88 X
|
Bin, stone floodgate, shop post, building footprint, nausea/winded/stunned/unconscious/migrant indicator, Depot Access Display, text, up/down stairs, Tile in Ashery, keyboard cursor |
89 Y
|
Text |
90 Z
|
Sleep indicator, text |
91 [
|
Clothing, armor, item stack opening tag, text |
92 \
|
Part of animation when two creatures or dwarves are on the same spot, Ballista tile |
93 ]
|
Floor tile in workshops and furnaces, item stack closing tag, tile in various workshops, text |
94 ^
|
Trap, Alabaster*, Volcano on world map |
95 _
|
Channel designation, text |
Row 07 (096-111)
96 `
|
Rough floors, unexplored underground |
97 a
|
Antman#, text |
98 b
|
Batman#, text |
99 c
|
Cat#, Crundle#, text |
100 d
|
Dog#, text |
101 e
|
Text |
102 f
|
Frogman#, text |
103 g
|
Goblin#, Mountain goat#, Gremlin#, Groundhog#, text |
104 h
|
Harpy#, text |
105 i
|
Fire imp#, text |
106 j
|
Text |
107 k
|
Kobold#, text |
108 l
|
Text |
109 m
|
Mandrill#, mussel, text |
110 n
|
Hilly Grassland(?) on Map, Text |
111 o
|
Well construction, bridge construction, text, millstone in action, floor tile in magma furnaces |
Row 08 (112-127)
112 p
|
Text |
113 q
|
Text |
114 r
|
Ratman#, text |
115 s
|
Snakeman#, Slugman#, Snailman#, text |
116 t
|
Troglodyte#, text |
117 u
|
Text |
118 v
|
Text |
119 w
|
Wolf#, text |
120 x
|
Saltpeter*, text |
121 y
|
Text |
122 z
|
Text |
123 {
|
Forbidden opening tag, tile in Jewellers Workshop. |
124 |
|
Talc*, pipe sections, Part of animation when two creatures or dwarves are on the same spot |
125 }
|
Forbidden closing tag |
126 ~
|
Unfinished rough stone road, river, magma, flows, dirt road, farm plot under construction, sand, furrowed soils, blood smear, guts |
127 ⌂
|
Animal trap, low mountains on world map, part of mechanic's workshop |
Row 09 (128-143)
128 Ç
|
Mechanisms |
129 ü
|
Text |
130 é
|
Text |
131 â
|
Text |
132 ä
|
Text |
133 à
|
Text |
134 å
|
Text |
135 ç
|
Totems |
136 ê
|
Text |
137 ë
|
Text |
138 è
|
Text |
139 ï
|
Text |
140 î
|
Elven forest retreat |
141 ì
|
|
142 Ä
|
|
143 Å
|
Idols, text |
Row 10 (144-159)
144 É
|
||
145 æ
|
Toys | |
146 Æ
|
Coffers, quivers, backpacks | |
147 ô
|
||
148 ö
|
||
149 ò
|
Unactivated levers, Stingrays#, text | |
150 û
|
Bucket, text | |
151 ù
|
||
152 ÿ
|
Valley herb* | |
153 Ö
|
||
154 Ü
|
||
155 ¢
|
Closed hatches | |
156 £
|
Many valuable metals* in veins, Other Features in Local embark map screen (when display is enabled) | |
157 ¥
|
Cave lobster* | |
158 ₧
|
||
159 ƒ
|
Rope reed*, Template:Ls |
Row 11 (160-175)
160 á
|
|
161 í
|
|
162 ó
|
Activated levers, text |
163 ú
|
|
164 ñ
|
|
165 Ñ
|
|
166 ª
|
|
167 º
|
Cloth |
168 ¿
|
Instrument |
169 ⌐
|
Withered plants* |
170 ¬
|
|
171 ½
|
|
172 ¼
|
|
173 ¡
|
Flask, waterskin |
174 «
|
Tail of Ballista arrow facing west, item with decoration tag |
175 »
|
Tail of Ballista arrow facing east, item with decoration tag |
Row 12 (176-191)
176 ░
|
Partially dug rock, miasma, cave-in dust, steam, smoke, Fishery & Butcher's workshops, Jet*, Chalk*, Diorite*, various soils* |
177 ▒
|
Partially dug rock, miasma, cave-in dust, steam, smoke, side tiles for catapult, window |
178 ▓
|
Partially dug rock, miasma, cave-in dust, steam, smoke, tannery, Wagon body, Marble*, Limestone*, Flint*, Granite*, various soils*, sky$ |
179 │
|
Template:L trees*, Overworld rivers, well chain/rope, rotating axles |
180 ┤
|
Overworld rivers, top-right tile for Loom, glumprong tree* |
181 ╡
|
Template:L trees*, Deciduous trees in winter, bridges, catapult tile |
182 ╢
|
|
183 ╖
|
Ends of smooth walls |
184 ╕
|
Ends of smooth walls |
185 ╣
|
Smooth/constructed walls |
186 ║
|
Smooth/constructed walls, bridges, wooden doors, center catapult tile, center Ballista tile, axles |
187 ╗
|
Smooth/constructed walls, bridges |
188 ╝
|
Smooth/constructed walls, bridges |
189 ╜
|
Ends of smooth walls |
190 ╛
|
Ends of smooth walls |
191 ┐
|
Overworld rivers |
Row 13 (192-207)
192 └
|
Overworld rivers/Roads |
193 ┴
|
Overworld rivers/Roads |
194 ┬
|
Overworld rivers/Roads, Template:Les |
195 ├
|
Overworld rivers/Roads, top-left tile for Loom |
196 ─
|
Overworld rivers/Roads, rotating axles |
197 ┼
|
Doors, overworld rivers/Roads, floor detailing/engraving in progress |
198 ╞
|
Bridges, trees in winter, catapult tile |
199 ╟
|
|
200 ╚
|
Smooth/constructed walls, bridges |
201 ╔
|
Smooth/constructed walls, bridges |
202 ╩
|
Smooth/constructed walls |
203 ╦
|
Smooth/constructed walls |
204 ╠
|
Smooth/constructed walls |
205 ═
|
Smooth/constructed walls, bridges, planted crops, center catapult tile, center Ballista tile, axles |
206 ╬
|
Smooth/constructed walls, bridges, fortifications, (flashing) wall detailing/engraving/fortifying in progress |
207 ╧
|
Tail of Ballista arrow facing north |
Row 14 (208-223)
208 ╨
|
Bridges, catapult tile |
209 ╤
|
Table, tail of Ballista arrow facing south |
210 ╥
|
Chairs, bridges, catapult tile, farmer's workshop bottom-middle tile |
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 ╪
|
Metal doors |
217 ┘
|
Overworld rivers |
218 ┌
|
Overworld rivers |
219 █
|
Any solid color tile |
220 ▄
|
Siege engine parts, Ballista tile |
221 ▌
|
Ballista tile |
222 ▐
|
Ballista tile |
223 ▀
|
Ballista tile |
Row 15 (224-239)
224 α
|
Fish*, top-center fishery tile, meat |
225 ß
|
Leather |
226 Γ
|
Weight symbol, candlenut tree*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree* |
227 π
|
Cabinet, dark fortresses |
228 Σ
|
Trap component |
229 σ
|
Anvil, metalsmith's and magma forge bottom-middle tile |
230 µ
|
crown, ruins on world map |
231 τ
|
Tree sapling*, pig tail*, cave wheat*, longland grass*, rat weed*, hide root*, muck root*, blade weed*, sliver barb* |
232 Φ
|
sweet pod*, bloated tuber*, kobold bulb*, Template:Les |
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, Andesite*, Conglomerate*, sea foam, images of clouds |
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 |
Row 16 (240-255)
240 ≡
|
Bars, excellent quality symbol, zones, metal/glass floodgates, floor bars |
241 ±
|
Unfinished road |
242 ≥
|
Debris (spent ammo, ballista bolts, and catapult stones), ashes |
243 ≤
|
Debris (spent ammo, ballista bolts, and catapult stones), ashes |
244 ⌠
|
Willow tree*, swamps on world map |
245 ⌡
|
|
246 ÷
|
Barrel, screw pump, upper left tile of still (works well as barrel) |
247 ≈
|
Rough stone road or bridge, water, river, lava, glob, fat, tallow, farm plot, furrowed soil, vomit, blood pools, sea foam, sand, Mudstone*, Serpentine*, others? |
248 °
|
Ring, sea foam |
249 ∙
|
Vermin*, Boulders at lower elevation. |
250 ·
|
Seeds, micro-vermin, Open Space$ (changeable with the SKY and CHASM tags in d_init.txt), terrain at lower elevation, plants at lower elevation. |
251 √
|
Weapon racks, badlands in main map, check mark (selecting production materials, confirmed items on manager window) |
252 ⁿ
|
Savanna in main map |
253 ²
|
Body parts, chunks, vermin corpses, bone, shell, skins, skulls |
254 ■
|
Blocks, trees at lower elevation |
255
|
No use? |
List of text characters
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); ↑ ↓ → ← [Bridge direction indicators]
Alphabets
Accented characters are used for names.
Dwarvish: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz
Elvish: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz
Human: ñáabcdefghijklmnopqrstuvwxyz
Goblin: ûôöêëäåâabdeghklmnoprstuxz
No known use
These are ideal for using to change tiles in the raw data or init.txt.
- ◙ ♪ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ⌡ 255