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Tilesets

From Dwarf Fortress Wiki
Revision as of 01:42, 7 September 2014 by King Mir (talk | contribs) (Added section Detailed use list by type and Trees on map)
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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:

  1. 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)
  2. 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.
  3. Put it in the data/art directory of your Dwarf Fortress installation.
  4. Open data/init/init.txt
  5. 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.
  6. It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.
  7. 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*, Acacia forest*, Alder forest*, Apple forest*, Apricot forest*, Birch forest*, Cherry forest*, Feather tree forest*, Mangrove forest*, Maple forest*, Peach forest*, Pear* forest, Tea forest*, Sand pear forest*, Plum forest*

006 Almond forest*, Hazel forest*, Oak forest*, Mahogany forest*, Chestnut forest*, Ash forest*, Plump helmets*, quarry bush leaves*[Verify], Kumquat forest*, Custard-apple forest*, Orange forest*, Desert lime forest*, Finger lime forest*, Round lime forest*, Walnut forest*, Pomelo forest*, Citron forest*, Olive forests*, Macadamia forest*, Coffee forest*, Bayberry forest*, Bitter orange forest*, Lime forest*, Lychee forest*, Pecan forest*, Persimmon forest*, Broadleaf Forest

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)

224α Various fish*, top-center fishery tile, meat, altocumulus clouds on travel map
225ß Leather, cumulus clouds on travel map
226Γ 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
227π Cabinet, dark fortresses
228Σ Trap component
229σ Anvil, metalsmith's and magma forge bottom-middle tile, jugs*
230µ Crown, ruins on world map
231τ Tree sapling*, pig tail*, cave wheat*, Longland grass*, rat weed*, hide root*, muck root*, blade weed*, sliver barb*, shrubland
232Φ Sweet pod*, bloated tuber*, kobold bulb*, traction benches, pots*
233Θ Beds, Puddingstone*
234Ω Statues, dwarven cities on map, sea nettle jellyfish*
235δ 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*
237φ Thread, loom bottom left tile, farmer's workshop bottom right tile
238ε Large Pots, Bowyer's workshop middle-right tile
239 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 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

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

024 Pine, Ginkgo, Larch

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