v50 Steam/Premium information for editors
  • 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.
This notice may be cached—the current version can be found here.

Editing Tilesets

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Quality|Exceptional}}
+
{{Quality|Exceptional}}{{av}}
{{av}}
 
 
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''
 
:''(For an overview of graphics in DF, see [[Graphics|Graphics]])''
 
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''
 
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''
 
:''(For user-created creature tilesets, see [[Main:Tileset repository|Tileset repository]].)''
 
:''(For user-created creature tilesets, see [[Main:Tileset repository|Tileset repository]].)''
 
:''(For information about Graphic sets, see [[Graphic set|Graphic set]])''
 
:''(For information about Graphic sets, see [[Graphic set|Graphic set]])''
:''(For information on how tilesets get colored, see [[Color]])''
+
:''(For information on how tilesets get colored, see [[color]])''
 
----
 
----
'''Tilesets''' are images the game uses to display its graphics when "Use Classic ASCII Glyphs" is set to "Yes"; 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'''". This article is only about tilesets.
+
 
 +
'''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'''". This article is only about tilesets.
  
 
== Overview ==
 
== Overview ==
A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16×16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. (If "Use Classic ASCII Glyphs" is set to "No", the tileset must be 128×192 pixels (tiles 8×12 pixels) in order to render the customs tiles properly. See [[Graphic set]])
 
  
UI scaling will only work if the tileset is 128×192px (8×12px tiles).  
+
A character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display all graphics. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size.  
  
As the tileset is limited to only 256 tiles, some objects share the same tile. Below is a detailed list.
+
As the tileset is limited to only 256 tiles, some objects share the same tile. Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded. Below is a detailed list.
 
 
In previous versions of Dwarf Fortress (v0.47 and below), some of the tiles could be changed in the raws and init files, and creatures could have separate graphics (see [[DF2014:Graphic set]], this functionality has been removed in v0.50 (and above) with separate graphics being controlled by mods with "Use Classic ASCII Glyphs" set to "No".
 
  
 
== Installation and creation of custom tilesets ==
 
== Installation and creation of custom tilesets ==
 
=== Installation ===
 
=== Installation ===
[[Tileset repository]] is a list of user-made standard tilesets, and provides [[Tileset_repository#Installation|installation instructions]].
+
[[Main:Tileset repository|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 [[Main:Tileset repository|here]])
 +
# Convert it into a 24-bit BMP file<sup>V0.28.181.40d</sup> file or PNG file<sup>v0.31.06</sup>. 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
 +
# There are 4 values you can change: [FULLFONT], [FONT], [GRAPHICS_FONT], and [GRAPHICS_FULLFONT]*. Usually you just set all 4 to the same filename of the tileset you just downloaded ('''[FONT:mytileset.png]''' for example).
 +
# [FULLSCREENX:800] and [FULLSCREENY:600] set your resolution, but it is recommended to let the game decide that automatically by setting it to 0; Similarly, [WINDOWEDX:800] and [WINDOWEDY:600] denote your windowed resolution in pixels (but in tiles if set below a value of 256).
 +
# 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!
 +
 
 +
<small>*They're used for the tileset used in fullscreen and windowed mode and the two GRAPHICS_ values are for tilesets used together with [[graphic_set]]s when [GRAPHICS] is set to YES. You can set them to different file names, if you want to use different tilesets for each.</small>
  
 
=== Creating a custom tileset ===
 
=== Creating a custom tileset ===
Scaling occurs automatically based on the size of the tiles and the window.
+
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:
The desired grid, interface scaling and percentage settings only work when using 8x12 tiles.
 
  
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 two categories: rectangular tilesets and 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.  
+
* 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.
  
The graphics in Dwarf Fortress can be enhanced by setting "Use Classic ASCII Glyphs" to "No" and installing a [[Graphics set]] mod. (A default is provided in the premium version, but has been removed in the classic "free" version.)
+
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 two categories: rectangular tilesets and 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 graphics in Dwarf Fortress can be enhanced through the use of [[graphics set|creature graphics]], which allow creatures to have unique graphics without using up space on the main tilesheet.  
 
 
Mifki created a [http://mifki.com/df/fontgen/ tool] to make a tileset from any font, which can be used as starting point or as is.{{cite forum|140250}}
 
  
 
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.
 
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.
  
Some of these issues could be fixed by the third-party Text Will Be Text (TWBT) plugin for the [[DF2014:DFHack]] modding API. This has not been updated for compatibility with v0.50.
+
Some of these issues can be fixed by the third-party [[Text Will Be Text]] (TWBT) plugin for the [[DFHack]] modding api. In addition to many other features, TWBT allows many items and building tiles to be moved to separate "overrides" tilesheets, so that fewer objects need to share tiles. TWBT also allows the use of a dedicated tilesheet just for text. TWBT still might not be very stable in adventure mode, though, so be cautious when using TWBT with adventure mode.
  
=== Generating a custom tileset from a font in Linux ===
+
<!--=== How colors other than white and magenta work ===
In Linux, it is possible to create tileset from a .ttf font programmatically in the terminal. The following command will open a terminal window with your desired font, rendered appropriately for ''Dwarf Fortress'', and screenshots it. It requires xterm, the screenshot utility xwd, and a text file containing the code page 437 characters in the appropriate order.
 
  
<pre>xterm -fa "FONTFAMILY:pixelsize:SIZE:antialias=false" -bg magenta -geometry 16x16 -e "setterm -cursor off && printf '%s' \"\$(<PATH/TO/CODE437.txt)\" && sleep 0.1 && xwd -id \$WINDOWID | xwdtopnm | pnmtopng > \"FONTFAMILY-SIZE.png\""</pre>
 
 
This will generate an image in your current directory, so it might be a good idea to cd into your /data/art directory beforehand.
 
 
'''This works ''much'' better for bitmap fonts, in their native size.''' For a list of such fonts on your system and their sizes, you can run
 
 
<pre>fc-list :scalable=false:spacing=mono family pixelsize</pre>
 
 
=== How colors other than white and magenta work ===
 
 
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.
 
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.
  
Alpha values are supported in png fonts (since v0.43.04), allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.
+
As of the current version of the game (v0.43.04), alpha values are supported in png fonts, allowing for better transparency, and partial transparency, enabling anti-aliased tilesets and other interesting tricks.
  
 
In general, just remember these rules:
 
In general, just remember these rules:
Line 92: Line 88:
 
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.
 
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.
  
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.
+
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.-->
  
 
== What tiles are used for what ==
 
== What tiles are used for what ==
* Items marked with * can have their tile changed in the [[modding|raw data]] files. <small>[This list need validating for v0.50]</small>
+
 
 +
* Items marked with * can have their tile changed in the [[modding|raw data]] files.
 
* Items marked with <sup>#</sup> can have their tile replaced by a [[graphic set]] image, in addition to having their tile changed in the raw data.
 
* Items marked with <sup>#</sup> can have their tile replaced by a [[graphic set]] image, in addition to having their tile changed in the raw data.
 
* Items marked with <sup>$</sup> can be changed in the [[d_init.txt]] file.
 
* Items marked with <sup>$</sup> can be changed in the [[d_init.txt]] file.
* Items marked with <sup>¢</sup> use dual colors.
 
* Items marked with <sup>÷</sup> use inverted tile
 
  
 
For a graphical table, go to the [[Main:Character Table|Character Table]].
 
For a graphical table, go to the [[Main:Character Table|Character Table]].
Line 128: Line 123:
 
|-
 
|-
 
|<small>007</small> {{TST|•}}
 
|<small>007</small> {{TST|•}}
| Mined-out [[stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], filled [[nest box]] building, [[river]] sources on world map, [[cave]]s on world map, [[lair]]s on world map, moon on travel map, flower buds*
+
| Mined-out [[stone]]*, solid [[workshop]] tile for several workshops like the [[magma smelter]], [[river]] sources on world map, [[cave]]s on world map, [[lair]]s on world map, moon on travel map, flower buds*
 
|-
 
|-
 
|<small>008</small> {{TST|◘}}
 
|<small>008</small> {{TST|◘}}
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner's shop]], [[catapult]] cup, [[nest box]] tool*, empty [[nest box]] building, [[codex|codices]], [[die|dice]]
+
| 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]]
 
|-
 
|-
 
|<small>009</small> {{TST|○}}
 
|<small>009</small> {{TST|○}}
| [[Well]], [[vermin]] colony, [[millstone]], [[quern]], vertical [[axle]], fortress walls on travel map, sun behind clouds on travel map, [[castle]]s on world map, [[monastery|monasteries]] on world map, [[creeping eye]] out of view (adventure mode)*, [[staring eyeball]]*, [[bubble bulb]]*
+
| [[Well]], [[vermin]] colony, [[millstone]], [[quern]], vertical [[axle]], fortress walls on travel map, sun behind clouds on travel map, fortresses on world map, [[creeping eye]] out of view (adventure mode)*, [[staring eyeball]]*, [[bubble bulb]]*
 
|-
 
|-
 
|<small>010</small> {{TST|◙}}
 
|<small>010</small> {{TST|◙}}
| trunk interior<sup>$</sup>, [[fort|forts]] on world map
+
| trunk interior<sup>$</sup>
 
|-
 
|-
 
|<small>011</small> {{TST|♂}}
 
|<small>011</small> {{TST|♂}}
| [[Gender|Male]] sign, [[bag]]s, [[Tilesets#Creatures|various cephalopods]]<sup>#</sup>
+
| [[Gender|Male]] sign, [[bag]]s, [[Tilesets#Creatures|Various Cephalopods]]<sup>#</sup>
 
|-
 
|-
 
|<small>012</small> {{TST|♀}}
 
|<small>012</small> {{TST|♀}}
Line 152: Line 147:
 
|-
 
|-
 
|<small>015</small> {{TST|☼}}
 
|<small>015</small> {{TST|☼}}
| Masterpiece [[Item quality|quality]] tags, unmined [[Gem|gem]] cluster*, Rough [[Gem|gem]]s and Raw [[Glass|glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, spider [[web]]s, [[pond turtle]]*, sun, [[gear assembly|gear assemblies]], paralyzed [[Status icon|indicator]], fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem [[door]]s<sup>¢</sup>
+
| Masterpiece [[Item quality|quality]] tags, unmined [[Gem|gem]] cluster*, Rough [[Gem|gem]]s and Raw [[Glass|glass]], unmined [[bituminous coal]]*, mined [[bituminous coal]]*, [[currency]] symbol, spider [[web]]s, [[pond turtle]]*, sun, [[gear assembly|gear assemblies]], paralyzed [[Status icon|indicator]], fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem [[door]]s
 
|-
 
|-
 
|}
 
|}
Line 169: Line 164:
 
|-
 
|-
 
|<small>019</small> {{TST|‼}}
 
|<small>019</small> {{TST|‼}}
| [[Cage]]s<sup>¢</sup>, on-[[fire]] tags, vertical [[bars]]
+
| [[Cage]]s, on-[[fire]] tags, vertical [[bars]]
 
|-
 
|-
 
|<small>020</small> {{TST|¶}}
 
|<small>020</small> {{TST|¶}}
Line 237: Line 232:
 
|-
 
|-
 
|style="white-space:nowrap"|<small>040</small> {{TST|(}}
 
|style="white-space:nowrap"|<small>040</small> {{TST|(}}
| Text, foreign object opening tag, tile in [[bowyer's workshop]], waning moon on travel map
+
| Text, foreign object opening tag, tile in [[bowyer's workshop]], waxing moon on travel map
 
|-
 
|-
 
|<small>041</small> {{TST|)}}
 
|<small>041</small> {{TST|)}}
| Text, foreign object closing tag, waxing moon on travel map
+
| Text, foreign object closing tag, waning moon on travel map
 
|-
 
|-
 
|<small>042</small> {{TST|*}}
 
|<small>042</small> {{TST|*}}
Line 396: Line 391:
 
|-
 
|-
 
|<small>088</small>&nbsp;{{TST|X}}
 
|<small>088</small>&nbsp;{{TST|X}}
| Text, [[wear]] tags, keyboard cursor, [[Bin]]<sup>¢</sup>, [[floodgate]]<sup>¢</sup>, shop post, building footprint, Depot Access Display, up/down stairs, Tile in Ashery, [[Archery target]], [[Status icon|various status indicators]]
+
| Text, [[wear]] tags, keyboard cursor, [[Bin]], [[floodgate]], shop post, building footprint, Depot Access Display, up/down stairs, Tile in Ashery, [[Archery target]], [[Status icon|various status indicators]]
 
|-
 
|-
 
|<small>089</small>&nbsp;{{TST|Y}}
 
|<small>089</small>&nbsp;{{TST|Y}}
Line 414: Line 409:
 
|-
 
|-
 
|<small>094</small>&nbsp;{{TST|^}}
 
|<small>094</small>&nbsp;{{TST|^}}
| [[Trap]], [[Alabaster]]*, [[Aluminum]]*, [[Volcano]] on world map, north move indicator (adventure mode), Mechanic Workshop center-south tile (in light cyan)
+
| [[Trap]], [[Alabaster]]*, [[Aluminum]]*, [[Volcano]] on world map, north move indicator (adventure mode)
 
|-
 
|-
 
|<small>095</small>&nbsp;{{TST|_}}
 
|<small>095</small>&nbsp;{{TST|_}}
Line 573: Line 568:
 
|-
 
|-
 
|<small>142</small> {{TST|Ä}}
 
|<small>142</small> {{TST|Ä}}
| Text, [[Angel]]s
+
| Deities, [[Angel]]s
 
|-
 
|-
 
|<small>143</small> {{TST|Å}}
 
|<small>143</small> {{TST|Å}}
Line 584: Line 579:
 
|-
 
|-
 
|<small>144</small> {{TST|É}}
 
|<small>144</small> {{TST|É}}
| Text, [[altar]]s
+
| Text
 
|-
 
|-
 
|<small>145</small> {{TST|æ}}
 
|<small>145</small> {{TST|æ}}
Line 617: Line 612:
 
|-
 
|-
 
|<small>155</small> {{TST|¢}}
 
|<small>155</small> {{TST|¢}}
| [[Hatch cover]]s<sup>¢</sup>, musical [[instrument]] pieces{{version|0.42.01}}
+
| [[Hatch cover]]s, musical [[instrument]] pieces{{version|0.42.01}}
 
|-
 
|-
 
|<small>156</small> {{TST|£}}
 
|<small>156</small> {{TST|£}}
Line 626: Line 621:
 
|-
 
|-
 
|<small>158</small> {{TST|₧}}
 
|<small>158</small> {{TST|₧}}
| [[Stepladder]]*, largest forest retreat ruins
+
| [[Stepladder]]*
 
|-
 
|-
 
|<small>159</small> {{TST|ƒ}}
 
|<small>159</small> {{TST|ƒ}}
Line 656: Line 651:
 
|-
 
|-
 
|<small>166</small> {{TST|ª}}
 
|<small>166</small> {{TST|ª}}
| dark pit ruins
+
|
 
|-
 
|-
 
|<small>167</small> {{TST|º}}
 
|<small>167</small> {{TST|º}}
Line 691: Line 686:
 
|-
 
|-
 
|<small>176</small>&nbsp;{{TST|░}}
 
|<small>176</small>&nbsp;{{TST|░}}
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), [[Fishery]], fog on travel map, [[Semi-molten_rock|Semi-molten Rock]], [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various soils]]*,  Workshop wall tiles (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), fallen leaves, vermin swarm
+
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), [[Fishery]], fog on travel map, [[Semi-molten_rock|Semi-molten Rock]], [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various soils]]*, fallen leaves, vermin swarm
 
|-
 
|-
 
|<small>177</small>&nbsp;{{TST|▒}}
 
|<small>177</small>&nbsp;{{TST|▒}}
| Partially dug rock, various flows ([[miasma]], [[cave-in]] dust, [[steam]], smoke, etc.), side tiles for catapult, [[window]], fog on travel map, [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various kinds of soil]]*, fallen leaves, vermin swarm
+
| 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), [[Tilesets#Stones|various stones]]*, [[Tilesets#Soil|various kinds of soil]]*, fallen leaves, vermin swarm
 
|-
 
|-
 
|<small>178</small>&nbsp;{{TST|▓}}
 
|<small>178</small>&nbsp;{{TST|▓}}
Line 721: Line 716:
 
|-
 
|-
 
|<small>186</small>&nbsp;{{TST|║}}
 
|<small>186</small>&nbsp;{{TST|║}}
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s<sup>¢</sup>, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks<sup>$</sup>, fortress walls on travel map, trunk<sup>$</sup>, NS [[Water_wheel|water wheel]], [[Windmill|windmill]] blade
+
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, center [[catapult]] tile, center [[Ballista]] tile, [[axle]]s, tracks<sup>$</sup>, fortress walls on travel map, trunk<sup>$</sup>, NS [[Water_wheel|water wheel]], [[Windmill|windmill]] blade
 
|-
 
|-
 
|<small>187</small>&nbsp;{{TST|╗}}
 
|<small>187</small>&nbsp;{{TST|╗}}
Line 759: Line 754:
 
|-
 
|-
 
|<small>197</small>&nbsp;{{TST|┼}}
 
|<small>197</small>&nbsp;{{TST|┼}}
| [[Door]]s<sup>¢</sup>, overworld rivers/Roads, floor [[Stone detailing|detailing]]/[[engraving]] in progress, branches<sup>$</sup>
+
| [[Door]]s, overworld rivers/Roads, floor [[Stone detailing|detailing]]/[[engraving]] in progress, branches<sup>$</sup>
 
|-
 
|-
 
|<small>198</small>&nbsp;{{TST|╞}}
 
|<small>198</small>&nbsp;{{TST|╞}}
Line 859: Line 854:
 
|-
 
|-
 
|<small>227</small>&nbsp;{{TST|π}}
 
|<small>227</small>&nbsp;{{TST|π}}
| [[Cabinet]], [[Display case]]s<sup>÷</sup>*, [[goblin|dark fortress]]es
+
| [[Cabinet]], [[Display case]]s*, [[goblin|dark fortress]]es
 
|-
 
|-
 
|<small>228</small>&nbsp;{{TST|Σ}}
 
|<small>228</small>&nbsp;{{TST|Σ}}
Line 903: Line 898:
 
|-
 
|-
 
|<small>240</small>&nbsp;{{TST|≡}}
 
|<small>240</small>&nbsp;{{TST|≡}}
| [[Bar]]s, exceptional [[Item quality|quality]] tags, [[activity zone]]s, metal [[door]]s<sup>¢</sup>, floor [[bars]], track stops, cirrus clouds on travel map, hamlets on world map, [[quire]]*{{version|0.42.01}}, [[bookcase]]*<sup>÷</sup>{{version|0.42.01}}
+
| [[Bar]]s, exceptional [[Item quality|quality]] tags, [[activity zone]]s, metal [[door]]s, floor [[bars]], track stops, cirrus clouds on travel map, hamlets on world map, [[quire]]*{{version|0.42.01}}, [[bookcase]]*{{version|0.42.01}}
 
|-
 
|-
 
|<small>241</small>&nbsp;{{TST|±}}
 
|<small>241</small>&nbsp;{{TST|±}}
Line 921: Line 916:
 
|-
 
|-
 
|<small>246</small>&nbsp;{{TST|÷}}
 
|<small>246</small>&nbsp;{{TST|÷}}
| [[Barrel]]<sup>¢</sup>, [[screw pump]], upper left tile of [[still]], center tile of [[ashery]], upper left tile of [[kitchen]], [[scroll rollers]]*{{version|0.42.01}}, [[book binding]]*{{version|0.42.01}}
+
| [[Barrel]], [[screw pump]], upper left tile of [[still]], center tile of [[ashery]], upper left tile of [[kitchen]], [[scroll rollers]]*{{version|0.42.01}}, [[book binding]]*{{version|0.42.01}}
 
|-
 
|-
 
|<small>247</small>&nbsp;{{TST|≈}}
 
|<small>247</small>&nbsp;{{TST|≈}}
Line 945: Line 940:
 
|-
 
|-
 
|<small>254</small>&nbsp;{{TST|■}}
 
|<small>254</small>&nbsp;{{TST|■}}
| [[Block]]s, [[minecart]]s*<sup>÷</sup>, [[vault]]s on world map, human houses/shops on travel map, progress bars, move indicator frame 3 (adventure mode)
+
| [[Block]]s, [[minecart]]s*, [[vault]]s on world map, human houses/shops on travel map, progress bars, move indicator frame 3 (adventure mode)
 
|-
 
|-
 
|<small>255</small>&nbsp;{{TST|&nbsp;}}
 
|<small>255</small>&nbsp;{{TST|&nbsp;}}
Line 952: Line 947:
  
 
== Detailed use list by type ==
 
== Detailed use list by type ==
The tile used by each entity is defined in each entity's vanilla object files. These can be overridden by using a mod. (See [[Modding]]) Changing the vanilla files is not recommended.
 
 
 
=== Creatures ===
 
=== Creatures ===
 
==== Main creature tiles ====
 
==== Main creature tiles ====
This is a list of tiles used by [[creature]]s.  
+
This is a list of tiles used by [[creature]]s. In all cases the tile can be changed in the raws, and a graphic can be assigned.
 +
 
 
<small>001</small> {{TST|☺}}
 
<small>001</small> {{TST|☺}}
 
(Civilian) [[dwarves]]
 
(Civilian) [[dwarves]]
Line 1,126: Line 1,120:
  
 
<small>234</small> {{TST|Ω}}
 
<small>234</small> {{TST|Ω}}
[[Sea nettle jellyfish]]
+
[[sea nettle jellyfish]]
 
 
 
==== Vermin ====
 
==== Vermin ====
 
These creatures are classified as "vermin" and cannot have their tiles changed.
 
These creatures are classified as "vermin" and cannot have their tiles changed.
Line 1,138: Line 1,131:
  
 
==== Additional Tiles Used by Creatures ====
 
==== Additional Tiles Used by Creatures ====
Some creature specify secondary tiles. They are listed here
+
Some creature raw specify secondary tiles. They are listed here
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,171: Line 1,164:
 
|can be removed, reassigned, or overridden by graphics
 
|can be removed, reassigned, or overridden by graphics
 
|}
 
|}
 
<small> This table needs updating to v0.50 object file specifics </small>
 
  
 
=== Plants ===
 
=== Plants ===
 
==== Trees on map ====
 
==== Trees on map ====
 +
The tiles can all be changed in the raws.
  
 
<small>005</small>&nbsp;{{TST|♣}}
 
<small>005</small>&nbsp;{{TST|♣}}
Line 1,319: Line 1,311:
  
 
==== Grasses ====
 
==== Grasses ====
Most grasses have 4 tiles that are alternatively used.
+
Grass tiles can be changed in the plant raws. Most grasses have 4 tiles that are alternatively used.
  
 
{|
 
{|
Line 1,371: Line 1,363:
  
 
=== Unmined inorganic material ===
 
=== Unmined inorganic material ===
 +
The tiles can all be changed in the raws.
 
==== Stones ====
 
==== Stones ====
 
{|
 
{|
 
|-
 
|-
 
|<small>015</small> {{TST|☼}}
 
|<small>015</small> {{TST|☼}}
| [[Bituminous coal]]
+
| [[bituminous coal]]
 
|-
 
|-
 
|<small>034</small> {{TST|"}}
 
|<small>034</small> {{TST|"}}
Line 1,461: Line 1,454:
 
|-
 
|-
 
|<small>156</small> {{TST|£}}
 
|<small>156</small> {{TST|£}}
| [[Adamantine]], [[Cassiterite]], [[Galena]], [[Garnierite]], [[Hematite]], [[Horn silver]], [[Limonite]], [[Malachite]], [[Native copper]], [[Native gold]], [[Native platinum]], [[Native silver]], [[Sphalerite]], [[Tetrahedrite]]
+
| [[Adamantine]], [[Cassiterite]], [[Galena]], [[Hematite]], [[Horn silver]], [[Limonite]], [[Malachite]], [[Native copper]], [[Native gold]], [[Native platinum]], [[Native silver]], [[Sphalerite]], [[Tetrahedrite]]
 
|-
 
|-
 
|}
 
|}
Line 1,483: Line 1,476:
  
 
=== Characters used in text and interface ===
 
=== Characters used in text and interface ===
Changes to these may make text look strange or be difficult to understand.
+
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 /
 
* " ! _ + , - . 0 1 2 3 4 5 6 7 8 9 /
Line 1,506: Line 1,499:
  
 
=== No known use ===
 
=== No known use ===
These are ideal for using to change tiles in a mod.
+
These are ideal for using to change tiles in the raw data or init.txt.
  
↕ ∟ ↔ ½ 255
+
↕ ∟ ↔ ª ½ 255
  
 
<!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! " # $ % & ' ( ) * + , - . / 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 { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ -->
 
<!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! " # $ % & ' ( ) * + , - . / 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 { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ -->

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: