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{{Quality|Superior}}
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{{Quality|Fine|11:38, 14 June 2017 (UTC)}}
 
{{av}}
 
{{av}}
{{for/see|a list of all tile characters used in DF|[[Tilesets]]}}
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[[File:tile_preview_anim.gif|right]]'''Tiles''' are the square rectangular cuboids 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 8×8 feet (2.4×2.4 meters). The horizontal cross-section of a 1×1 [[embark]] is 48×48 tiles; 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 have a cross-section of 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.
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'''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.
  
 
A tile consists of two sections—a wall section and a floor section, shown in cross-section like this:
 
A tile consists of two sections—a wall section and a floor section, shown in cross-section like this:
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  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                            ▒▒▒  -|
 
  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                            ▒▒▒  -|
 
  ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor          ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor
 
  ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor          ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor
An up-down stair, or building both up and down stairs in the same tile, works like this:
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An up-down stair or building both up and down stairs in the same tile, works like this:
 
  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                  ▒▒▒            -|              -|
 
  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                  ▒▒▒            -|              -|
 
  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                    ▒▒▒          |                |
 
  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                    ▒▒▒          |                |
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  ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor          ▓      ▓▓▓▓▓▓▓ ----> Down Stair -|
 
  ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor          ▓      ▓▓▓▓▓▓▓ ----> Down Stair -|
 
==Walls==
 
==Walls==
Both naturally-occurring and constructed walls span across two z-levels, the bottom wall section and floor and the top floor section:
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Both natural occurring and constructed walls span across two z-levels, the bottom wall section and floor and the top floor section:
 
                 -|
 
                 -|
 
                 |
 
                 |
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==Supports and Fortifications==
 
==Supports and Fortifications==
 
Unlike walls, [[support]]s span only one z-level, allow liquids and movement, and don't create a floor on top.
 
Unlike walls, [[support]]s 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.
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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.
 
       ▒▒      -|                |                                    -|                |
 
       ▒▒      -|                |                                    -|                |
 
       ▒▒        |                |                      ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |                |
 
       ▒▒        |                |                      ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |                |
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  ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor      -|                      ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor      -|
 
  ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor      -|                      ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor      -|
  
==Furniture==
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==Statues==
 
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[[Statue]]s block normal movement, but not unintended movement (dodging, being thrown, swept by current, etc.). Statues do not block fluids.
===Statues===
 
[[Statue]]s block normal movement, but not unintended movement (dodging, being thrown, swept by current, etc) nor do they block fluids.
 
 
  ▒▒▒▒▒░░░░▒▒▒▒▒ -|                |
 
  ▒▒▒▒▒░░░░▒▒▒▒▒ -|                |
 
  ▒▒▒▒▒▓░░▓▒▒▒▒▒  |                |
 
  ▒▒▒▒▒▓░░▓▒▒▒▒▒  |                |
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  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                |
 
  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                |
 
  ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor      -|
 
  ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor      -|
 
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==Furniture==
 
===Doors and Windows===
 
===Doors and Windows===
 
[[Window]]s and [[door]]s both block fluids (doors only when closed).
 
[[Window]]s and [[door]]s both block fluids (doors only when closed).
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  ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor      -|                    ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor      -|
 
  ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor      -|                    ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor      -|
 
...
 
...
==Special Tiles==
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=Special Tiles=
There are some naturally-occurring special tiles, these can't be recreated{{verify}}:
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There are some naturally occurring special tiles, these can't be recreated{{verify}}:
===Murky pool tile===
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==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}}
 
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}}
 
  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|
 
  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|
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                                           w# = water level
 
                                           w# = water level
  
===River===
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==River==
 
{{verify}} under construction...
 
{{verify}} under construction...
  
 
River Source tiles: generate infinite flowing water for both rivers and brooks?? {{verify}}
 
River Source tiles: generate infinite flowing water for both rivers and brooks?? {{verify}}
  
===Brook tile===
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==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}}
 
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}}
 
  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|
 
  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|
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  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                  <nowiki>~~~~~~w3~~~~~~</nowiki>  |
 
  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                  <nowiki>~~~~~~w3~~~~~~</nowiki>  |
 
  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                  <nowiki>~~~~~~w2~~~~~~</nowiki> -|
 
  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                  <nowiki>~~~~~~w2~~~~~~</nowiki> -|
  ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> Floor          ▓▓  ▓▓w1▓▓  ▓▓ ----> Brook / River Source ----> ''1/1 Water or Ice floor{{verify}}''
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  ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----> 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...
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Brook tiles work like floor grates, can be walked on, can be fished through, allows fluids and missiles through, etc...
  
 
{{Translation
 
{{Translation
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[[Category:Map tiles|*]]
 
[[Category:Map tiles|*]]
[[ru:Tile]]
 

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