- 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.
Tilesets
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
- (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 or PNG 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 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. They usually come with and are designed to work together with certain tilesets. They can significantly change the appearance of the game and make it easier for players to tell what is happening onscreen. 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 d_init.txt file.
For a graphical table, go to the Character Table.
Row 01 (000-015)
000
|
Used for background tiles in the intro CMV and background tiles of interface screens |
001 ☺
|
Civilian dwarves# |
002 ☻
|
Military dwarves# |
003 ♥
|
Dimple cups* |
004 ♦
|
Cut gems, large gems |
005 ♣
|
Quarry bushes*[Verify], blossoms*, various forest trees* |
006 ♠
|
Broadleaf Forest, various forest trees* |
007 •
|
Stone*, solid workshop tile for several workshops like the magma smelter, river sources in main map, caves in main map, moon on travel map |
008 ◘
|
Solid workshop tile for several other workshops like the magma forge, tanner's shop, catapult cup, fortress keeps on travel map, nest box tool*, nest box building, book |
009 ○
|
Well, vermin colony, millstone, quern, vertical axle, fortress walls on travel map, sun behind clouds on travel map, fortresses on world map |
010 ◙
|
trunk$ |
011 ♂
|
Male sign, bags, Cuttlefish#, Nautilus#, Squid# |
012 ♀
|
Female sign, amulet |
013 ♪
|
Ladles* |
014 ♫
|
Armor stands |
015 ☼
|
Unmined Gem Cluster*, Rough Gems and Raw Glass, unmined bituminous coal*, mined bituminous coal*, currency symbol, masterpiece quality symbol, spider webs, pond turtle*, sun, gear assemblies, fireballs, bandit camps on travel map |
Row 02 (016-031)
016 ►
|
Head of Ballista arrow facing east, manta ray# |
017 ◄
|
Head of Ballista arrow facing west |
018 ↕
|
|
019 ‼
|
Cages, on-fire symbol, vertical bars |
020 ¶
|
Mugs, largest forest retreats, cumulonimbus clouds on travel map, Highwood forests* |
021 §
|
Restraints, whip vine* |
022 ▬
|
Logs, hive tool*, hive building |
023 ↨
|
Cedar forest* |
024 ↑
|
Interface text (bridge direction), conifer forests, Pine* forests, Ginkgo forests*, Larch forests* |
025 ↓
|
Hungry/thirsty/drowsy/unhappy indicator, bridge placement raising direction indicator |
026 →
|
Interface text (bridge direction) |
027 ←
|
Interface text (bridge direction) |
028 ∟
|
|
029 ↔
|
|
030 ▲
|
Head of Ballista arrow facing north, ramp up, track ramp up$, mountain on world map |
031 ▼
|
Head of Ballista arrow facing south, ramp down, track ramp down$ |
Row 03 (032-047)
032
|
Unexplored underground, spaces in text messages, black background on the title screen and interface menu |
033 !
|
Various status icons, text, sound indicator in sneaking mode, tracks (footprints) in sneaking mode |
034 "
|
Shrub*, quotation marks, Carpenter's workshop tile, kobold's glowing eyes*, fallen leaves[Verify], tracks (bent vegetation) in sneaking mode, savanna, swamp, shrubland, marsh |
035 #
|
floor grates, labyrinths on travel map, text |
036 $
|
Coins |
037 %
|
Prepared meal, unexplored underground, screw pump in action, footprints in sneaking mode, various fruits*, Siltstone*, Slate*, Brimstone*, Kimberlite*, Bismuthinite*, Realgar*, Stibnite*, Marcasite*, Olivine*, Orthoclase*, Microcline*, Petrified wood*, Brimstone*, Pyrolusite*, Floating guts# |
038 &
|
Demons# |
039 '
|
Rough floors, unexplored underground, Claystone*, Rhyolite*, Periclase* |
040 (
|
Foreign object opening tag, tile in bowyer's workshop, waxing moon on travel map, text |
041 )
|
Foreign object closing tag, waning moon on travel map, text |
042 *
|
Ore*, glowing pits, superior quality tags, key reference, working gear assembly, gem floodgate, Lignite*, chestnut fruit, other fruits and flowers, moving armies on quick travel map |
043 +
|
Smooth/constructed floors, injured status, finely-crafted quality tags, text, block/bar bridge or road, towns on world map |
044 ,
|
Rough floors, Claystone*, unexplored underground, text |
045 -
|
Scepters, arrows in flight, well-crafted quality tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot |
046 .
|
Rough floors, Dacite*, text, unexplored underground |
047 /
|
Weapons, bolts, Ballista tile, text |
Row 04 (048-063)
048 0
|
Coffins, text |
049 1
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
050 2
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
051 3
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
052 4
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
053 5
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
054 6
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
055 7
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
056 8
|
Fortress gates on travel map, text |
057 9
|
Text |
058 :
|
Wild strawberry*, prickle berry*, fisher berry*, sun berry*, snowstorms, underground shrubs*, command menu text |
059 ;
|
Mason's workshop, Kitchen, command menu text (Movies key), twigs$ |
060 <
|
Stairs up, brackets around squad names, "Less than 1 unit weight" on Trading screen. |
061 =
|
Empty Stockpiles, hamlets on world map, *Chert*, Gneiss*, Sylvite*, Chromite*, Kaolinite* |
062 >
|
Stairs down, brackets around squad names. |
063 ?
|
"Task assigned" indicator, looking for path |
Row 05 (064-079)
064 @
|
berserk dwarf#, adventurer#, dwarven merchants#, dwarven caravan guards#, dwarven diplomat#, adventurer's location on map |
065 A
|
Alligator#, Tile in Farm Workshop, text |
066 B
|
Bears#, text |
067 C
|
Cow#, camels#, bronze colossus#, text |
068 D
|
Dragon#, Draltha#, Depot Access Display, text |
069 E
|
Elephant#, elk bird#, text |
070 F
|
Text |
071 G
|
Text |
072 H
|
Horse#, text |
073 I
|
Support, Necromancer's tower on world map, text |
074 J
|
Text |
075 K
|
Text |
076 L
|
Leopard#, text |
077 M
|
Magma man#, mule#, muskox#, moose#, giant moose#, moose man#, text |
078 N
|
Text |
079 O
|
Trade depot post, glass portal, Tile in Farm Workshop, column$, wall construction, Giant Olm, full moon on travel map and dwarf mode, text, trunk$ |
Row 06 (080-095)
080 P
|
Text |
081 Q
|
Text |
082 R
|
Giant Rat#, Text |
083 S
|
Sasquatch#, giant desert scorpion#, Giant cave spider#, text |
084 T
|
Text |
085 U
|
Human#, Unicorn#, text |
086 V
|
Badlands on map, Text |
087 W
|
Depot Access Display, Text |
088 X
|
Bin, floodgate, shop post, building footprint, Depot Access Display, text, up/down stairs, Tile in Ashery, keyboard cursor, Archery target, Nausea / Winded / Stunned / Unconscious / Migrant indicator |
089 Y
|
Text, Yak# |
090 Z
|
Sleep indicator, text |
091 [
|
Clothing, armor, item stack opening tag, moon on travel map, text, tracks (bootprints) in sneaking mode |
092 \
|
Part of animation when two creatures or dwarves are on the same spot, Ballista tile |
093 ]
|
Floor tile in workshops and furnaces, item stack closing tag, text |
094 ^
|
Trap, Alabaster*, Volcano on world map |
095 _
|
Channel designation, text |
Row 07 (096-111)
096 `
|
Rough floors, unexplored underground*, Dolomite*, Schist*, Alunite*, Rutile* |
097 a
|
Antman#, text |
098 b
|
Batman#, text |
099 c
|
Cat#, Crundle#, text |
100 d
|
Dog#, text |
101 e
|
Elf#, Creeping eye#, Text |
102 f
|
Frogman#, text |
103 g
|
Goblin#, Mountain goat#, Gremlin#, Groundhog#, text |
104 h
|
Harpy#, text |
105 i
|
Fire imp#, Ibex#, Impala#, 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, vertical axle 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#, Flying squirrel man#, text |
116 t
|
Troglodyte#, text |
117 u
|
Text |
118 v
|
Text, Anhydrite*, Mica* |
119 w
|
Wolf#, text |
120 x
|
Saltpeter*, text |
121 y
|
Text |
122 z
|
Text |
123 {
|
Forbidden opening tag, tile in Jeweler's workshop, vermin |
124 |
|
Talc*, pipe sections, Part of animation when two creatures or dwarves are on the same spot |
125 }
|
Forbidden closing tag, vermin |
126 ~
|
Unfinished rough stone road, flowing water, dirt road, farm plot under construction, sand, furrowed soil, blood smear, guts, Conger eel#, Sea lamprey#, worm# |
127 ⌂
|
Animal trap, low mountains on world map, part of mechanic's workshop, trunk$ |
Row 09 (128-143)
128 Ç
|
Mechanisms, text |
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, military elves |
138 è
|
Text |
139 ï
|
Text |
140 î
|
Elven forest retreat |
141 ì
|
Text |
142 Ä
|
Deities, Angels |
143 Å
|
Figurines, shrines on travel map, text |
Row 10 (144-159)
144 É
|
Text | |
145 æ
|
Toys, hamlets on world map | |
146 Æ
|
Coffers, quivers, backpacks, hamlets on world map | |
147 ô
|
Cauldrons* | |
148 ö
|
Rings | |
149 ò
|
Unactivated levers, Stingrays#, Common skate#, text | |
150 û
|
Bucket, text | |
151 ù
|
Text | |
152 ÿ
|
Valley herb*, text | |
153 Ö
|
Bracelets, wheelbarrows* | |
154 Ü
|
Military Humans | |
155 ¢
|
hatch covers | |
156 £
|
Many valuable metals* in veins | |
157 ¥
|
Cave lobster* | |
158 ₧
|
||
159 ƒ
|
Rope reed*, splints |
Row 11 (160-175)
160 á
|
Text |
161 í
|
Text |
162 ó
|
Activated levers, text |
163 ú
|
Text |
164 ñ
|
Bogeyman |
165 Ñ
|
Night creatures |
166 ª
|
Goblin settlements on world map |
167 º
|
Cloth |
168 ¿
|
Instrument |
169 ⌐
|
Withered plants* |
170 ¬
|
|
171 ½
|
|
172 ¼
|
Roc nests, roots$, branches$ |
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, various flows (miasma, cave-in dust, steam, smoke, etc.), Fishery, fog on travel map, Semi-molten Rock, Jet*, Chalk*, Diorite*, various soils*, fallen leaves |
177 ▒
|
Partially dug rock, various flows (miasma, cave-in dust, steam, smoke, etc.), side tiles for catapult, window, fog on travel map, Workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, kitchen, and leather works), Gabbro*, Obsidian*, various soils*, fallen leaves, vermin swarm |
178 ▓
|
Partially dug rock, various flows (miasma, cave-in dust, steam, smoke, etc.), floor tile for ice, tanner's shop, butcher's shop, Wagon body, fog on travel map, Marble*, Limestone*, Granite*, various soils*, sky$, fallen leaves |
179 │
|
Overworld rivers, well chain/rope, rotating horizontal axles, branches$ |
180 ┤
|
Overworld rivers, top-right tile for Loom, branches$, Glumprong forests* |
181 ╡
|
Blood thorn trees*, bridges, catapult tile, tracks$ |
182 ╢
|
Branches$ |
183 ╖
|
Ends of smooth walls |
184 ╕
|
Ends of smooth walls |
185 ╣
|
Smooth/constructed walls, tracks$, trunk$ |
186 ║
|
Smooth/constructed walls, bridges, wooden doors, center catapult tile, center Ballista tile, axles, tracks$, fortress walls on travel map, trunk$ |
187 ╗
|
Smooth/constructed walls, bridges, tracks$, trunk$ |
188 ╝
|
Smooth/constructed walls, bridges, tracks$, trunk$ |
189 ╜
|
Ends of smooth walls |
190 ╛
|
Ends of smooth walls |
191 ┐
|
Overworld rivers, branches$ |
Row 13 (192-207)
192 └
|
Overworld rivers/Roads, branches$ |
193 ┴
|
Overworld rivers/Roads, branches$ |
194 ┬
|
Overworld rivers/Roads, crutches, branches$ |
195 ├
|
Overworld rivers/Roads, top-left tile for Loom, branches$ |
196 ─
|
Overworld rivers/Roads, rotating axles, branches$ |
197 ┼
|
Doors, overworld rivers/Roads, floor detailing/engraving in progress, branches$ |
198 ╞
|
Bridges, trees in winter, (un)dead trees*, Saguaro*, catapult tile, tracks$, branches$ |
199 ╟
|
branches$ |
200 ╚
|
Smooth/constructed walls, bridges, tracks$, fortress walls on travel map, trunk$ |
201 ╔
|
Smooth/constructed walls, bridges, tracks$, fortress walls on travel map, trunk$ |
202 ╩
|
Smooth/constructed walls, tracks$, trunk$ |
203 ╦
|
Smooth/constructed walls, tracks$, fortress walls on travel map, trunk$ |
204 ╠
|
Smooth/constructed walls, tracks$, trunk$ |
205 ═
|
Smooth/constructed walls, bridges, planted crops, center catapult tile, center Ballista tile, axles, tracks$, fortress walls on travel map, trunk$ |
206 ╬
|
Smooth/constructed walls, bridges, fortifications, (flashing) wall detailing/engraving/fortifying in progress, tracks$, trunk$ |
207 ╧
|
Tail of Ballista arrow facing north, screw press building, branches$ |
Row 14 (208-223)
208 ╨
|
Bridges, catapult tile, tracks$ |
209 ╤
|
Table, tail of Ballista arrow facing south, branches$ |
210 ╥
|
Chairs, bridges, catapult tile, farmer's workshop bottom-middle tile, tracks$ |
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 ╪
|
Door designation |
217 ┘
|
Overworld rivers, branches$ |
218 ┌
|
Overworld rivers, branches$ |
219 █
|
Interface window border, trade depot tile, ice wall and dig-designated tiles |
220 ▄
|
Siege engine parts, Ballista tile |
221 ▌
|
Ballista tile |
222 ▐
|
Ballista tile |
223 ▀
|
Ballista tile |
Row 15 (224-239)
224 α
|
Various fish*, top-center fishery tile, meat, altocumulus clouds on travel map |
225 ß
|
Leather, cumulus clouds on travel map |
226 Γ
|
Weight symbol, abaca forest*, candlenut forest*, mango forest*, rubber forest*, cacao forest*, Coconut palm forest*, kapok forest*, Avocado forest*, Banana forest*, Carambola forest*, Cashew forest*, Date palm forest*, Durian forest*, Guava forest*, Papaya forest*, Paradise nut forest*, Pomegranate forest*, Rambutan forest*, tropical forests |
227 π
|
Cabinet, dark fortresses |
228 Σ
|
Trap component |
229 σ
|
Anvil, metalsmith's and magma forge bottom-middle tile, jugs* |
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*, shrubland |
232 Φ
|
Sweet pod*, bloated tuber*, kobold bulb*, traction benches, pots* |
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, fortress gates on travel map, honeycomb* |
237 φ
|
Thread, loom bottom left tile, farmer's workshop bottom right tile |
238 ε
|
Large Pots, Bowyer's workshop middle-right tile |
240 ∩
|
Hills on world map, slab building |
Row 16 (240-255)
240 ≡
|
Bars, exceptional quality symbol, activity zones, metal doors, floor bars, track stops, cirrus clouds on travel map, hamlets on world map |
241 ±
|
Unfinished road |
242 ≥
|
Debris (spent ammo, ballista bolts, and catapult stones), ashes |
243 ≤
|
Debris (spent ammo, ballista bolts, and catapult stones), ashes |
244 ⌠
|
swamps on world map, Willow forest/swamp* |
245 ⌡
|
|
246 ÷
|
Barrel, screw pump, upper left tile of still (works well as barrel) |
247 ≈
|
Rough stone road or bridge, water, magma, snow, glob (fat/tallow), farm plot, furrowed soil, vomit, blood pools, sea foam, sand, Mudstone*, Serpentine*, others? |
248 °
|
Sea foam, eggs |
249 ∙
|
Vermin*, Boulders at lower elevation. |
250 ·
|
Seeds, micro-vermin, open space, 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, marsh, grassland, badland |
253 ²
|
Body parts, vermin remains |
254 ■
|
Blocks, trees at lower elevation, minecarts*, human houses/shops on travel map, progress bars |
255
|
Detailed use list by type
Creatures
This is a list of tiles used by creatures. Currently the lists of creatures using each tile is incomplete. In all cases the tile can be changed in the raws, and a graphic can be assigned.
001 ☺
Civilian dwarves
002 ☻
Military dwarves
011 ♂
Cuttlefish Nautilus, Squid
015 ☼
Pond turtle
016 ►
manta ray
037 %
Floating guts
042 *
Creepy crawler
064 @
berserk dwarf, adventurer, dwarven merchants, dwarven caravan guards, dwarven diplomat
065 A
Alligator
066 B
Bears
067 C
Cows, camels, bronze colossus
070 F
Fox
071 G
Giant gila monster
072 H
Horse
073 I
Giant ibex
074 J
Giant jaguar
075 K
Giant kakapo
076 L
Leopard
077 M
Magma man, mule, muskox, moose, giant moose, moose man
078 N
079 O
Giant olm
080 P
082 R
Giant rat
083 S
Sasquatch, giant desert scorpion, Giant cave spider
084 T
087 W
089 Y
Yak
097 a
Antman
098 b
Bat man, Honey badger
100 d
Dog
101 e
Elf, Creeping eye
102 f
Green tree frog man
103 g
Goblin, Mountain goat, Gremlin, Groundhog
104 h
Harpy
107 k
Kobold
108 l
Lynx
110 n
Naked mole dog
111 o
Oyster
112 p
Pangolin
114 r
Large rat
115 s
Copperhead snake man. Serpent man, Rattlesnake man, Slug man, Snail man, Flying squirrel man
116 t
Troglodyte
118 v
Vulture
123 {
Purring maggot
126 ~
Conger eel, Sea lamprey, worm
137 ë
military elves
157 ¥
Cave lobster
149 ò
Stingray, Common skate
224 α
Yellow bullhead
234 Ω
sea nettle jellyfish
Trees on map
005 ♣
Acacia forest*, Alder forest*, Apple forest*, Apricot forest*, Birch forest*, Cherry forest*, Feather tree forest*, Mangrove forest*, Maple forest*, Peach, Pear* forest, Tea forest*, Sand pear forest*, Plum forest*
006 ♠
Almond forest*, Hazel forest*, Oak forest*, Mahogany forest*, Chestnut forest*, Ash forest*, Kumquat forest*, Custard-apple forest*, Orange forest*, Desert lime forest*, Finger lime forest*, Round lime, Walnut forest*, Pomelo forest*, Citron forest*, Olive , Macadamia, Coffee forest*, Bayberry forest*, Bitter orange forest*, Lime forest*, Lychee forest*, Pecan forest*, Persimmon
020 ¶
Highwood
023 ↨
Cedar
180 ┤
Glumprong
181 ╡
Blood thorn
226 Γ
abaca forest*, candlenut forest*, mango forest*, rubber forest*, cacao forest*, Coconut palm forest*, kapok forest*, Avocado forest*, Banana forest*, Carambola forest*, Cashew forest*, Date palm forest*, Durian forest*, Guava forest*, Papaya forest*, Paradise nut forest*, Pomegranate forest*, Rambutan
244 ⌠
Willow
198 ╞
Saguaro*
List of characters used in text and interface
Changes to these may make text look strange or be difficult to understand, unless you are using the TrueType font feature.
- " ! _ + , - . 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); 219█; 254■; ↑ ↓ → ← [Bridge direction indicators]; ♂ ♀ ☼ Γ √;
- Quality: - + ≡ * ☼ « »
- Brackets: ( ) < > { } [ ]
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.
↕ ∟ ↔ ₧ ¬ ½ ⌡ 255