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Difference between revisions of "40d:Tilesets"

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''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''
+
{{Quality|Exceptional|06:30, 15 July 2010 (UTC)}}{{av}}
 +
 
 +
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''
 +
:''(For user-created tilesets, see [[Main:Tileset repository|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'''".
 
'''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'''".
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=== Character sets ===
 
=== Character sets ===
  
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:
+
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[Main:Tileset repository|Here is a list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:
  
# Download the tileset. (The list is [[List of user character sets|here]])
+
# 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 [[Graphics set repository|here]])
 
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.
 
# Convert it into a 24-bit BMP file. 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.
 
# Put it in the data/art directory of your Dwarf Fortress installation.
 
# Open data/init/init.txt  
 
# 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 [[List of user tilesets|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.
+
# 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 change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.
 
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.
 
# Save the file, then you're ready to play!
 
# Save the file, then you're ready to play!
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=== Graphics sets ===
 
=== 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. The Dystopian Rhetoric graphics set comes with it's own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:
+
Character sets only change certain graphics, while others are left out. The confusingly-named [[Graphics set repository|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. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:
  
# Download the graphics set. (The list is [[Graphics sets|here]].)
+
# Download the graphics set. (The list is [[Graphics set repository|here]].)
 
# Convert it into a 24-bit BMP file using your favorite image editing program.
 
# Convert it into a 24-bit BMP file using your favorite image editing program.
 
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.
 
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.
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# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].
 
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].
 
# Save the file, then you're ready to get mangled by a great-looking elephant!
 
# Save the file, then you're ready to get mangled by a great-looking elephant!
 +
 +
===How to stretch the tile sets for bigger display===
 +
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)
 +
 +
IMPORTANT NOTES:
 +
* If you are on a Mac you will have to use a program like [http://www.lemkesoft.com/xd/public/download/index._aWQ9Z2MtdWI_.html GraphicConverter] or Photoshop to save tilesets as windows bitmaps.
 +
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)
 +
* Take note however that you need to set the window size correctly.
 +
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.
 +
*: Example:
 +
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly. 
 +
 +
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height). 
 +
*: Example:
 +
*:: if you are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.
 +
 +
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use an integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.
 +
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).
 +
 +
===How to increase number of tiles shown keeping the tile size the same===
 +
See [[Custom grid]].
  
 
== Custom tileset design ==
 
== Custom tileset design ==
  
The 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 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 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.
 
* 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.
+
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 [[Graphics set repository|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.  
 
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.  
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* Bright magenta (#FF00FF) is the background.
 
* Bright magenta (#FF00FF) is the background.
 
* Bright white (#FFFFFF) is the foreground.
 
* Bright white (#FFFFFF) is the foreground.
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.
+
* Darker shades of white and grey (#C0C0C0, #808080, etc.) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.
 
* Black (#000000) will always be black.
 
* Black (#000000) will always be black.
 
* It's probably best to avoid color in normal tilesets.
 
* It's probably best to avoid color in normal tilesets.
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* Items marked with * can have their tile changed in the [[modding|raw data]] files.
 
* Items marked with * can have their tile changed in the [[modding|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 have their tile replaced by a [[Graphics set repository|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.
 
* Items marked with $ can be changed in the [[init.txt]] file.
 +
 +
For a graphical table, go to the [[Main:Character Table|Character Table]].
  
 
====Row 01 (000-015)====
 
====Row 01 (000-015)====
 
{|
 
{|
 
|-
 
|-
|
+
|<small>00</small> {{TST|&nbsp;}}
| No use
+
| Used for background tiles in the intro CMV, rarely used elsewhere
 
|-
 
|-
| {{TST|☺}}
+
|<small>01</small>  {{TST|☺}}
| [[Civilian]] dwarves#
+
| [[Civilian]] dwarves# used for dead dwarves
 
|-
 
|-
| {{TST|☻}}
+
|<small>02</small>  {{TST|☻}}
| [[Military]] dwarves#
+
| [[Military]] dwarves# used for dead dwarves
 
|-
 
|-
| {{TST|♥}}
+
|<small>03</small>  {{TST|♥}}
 
| [[Dimple cup]]s*
 
| [[Dimple cup]]s*
 
|-
 
|-
| {{TST|♦}}
+
|<small>04</small>  {{TST|♦}}
| [[Cut gem]]s, large [[gem]]s
+
| Cut [[gem]]s, large [[gem]]s
 
|-
 
|-
| {{TST|♣}}
+
|<small>05</small>  {{TST|♣}}
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*
+
| [[Tower-cap]]s*, Acacia, Mangrove, Maple, Alder and Birch [[Tree|trees]]* [[quarry bush]]es*
 
|-
 
|-
| {{TST|♠}}
+
|<small>06</small>  {{TST|♠}}
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*
+
| [[Plump helmet]]s*, Oak, Mahogany, Chestnut and Ash [[Tree|trees]]*, [[quarry bush]] leaves*
 
|-
 
|-
| {{TST|•}}
+
|<small>07</small>  {{TST|•}}
 
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map
 
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map
 
|-
 
|-
| {{TST|◘}}
+
|<small>08</small>  {{TST|◘}}
 
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup
 
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup
 
|-
 
|-
| {{TST|○}}
+
|<small>09</small>  {{TST|○}}
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]]
+
| [[Well]], [[bracelet]], [[Map tile|ant colony]], [[millstone]], [[quern]], [[bottomless pit]]s in the local embark map screen (if enabled)
 
|-
 
|-
| {{TST|◙}}
+
|-
 +
|<small>10</small> {{TST|◙}}
 
|  
 
|  
 
|-
 
|-
| {{TST|♂}}
+
|<small>11</small> {{TST|♂}}
 
| Male sign, [[bag]]s
 
| Male sign, [[bag]]s
 
|-
 
|-
| {{TST|♀}}
+
|<small>12</small> {{TST|♀}}
 
| Female sign, [[amulet]]
 
| Female sign, [[amulet]]
 
|-
 
|-
| {{TST|♪}}
+
|<small>13</small> {{TST|♪}}
 
|  
 
|  
 
|-
 
|-
| {{TST|♫}}
+
|<small>14</small> {{TST|♫}}
 
| [[Armor stand]]s
 
| [[Armor stand]]s
 
|-
 
|-
| {{TST|☼}}
+
|<small>15</small> {{TST|☼}}
| [[Gem]]s, bituminous [[coal]], [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies
+
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies, fireballs
 
|-
 
|-
 
|}
 
|}
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{|
 
{|
 
|-
 
|-
| {{TST|►}}
+
|<small>16</small> {{TST|►}}
| Head of [[ballista]] facing east, [[vermin|manta ray]]
+
| Head of [[Ballista arrow]] facing east, [[vermin|manta ray]]*
 
|-
 
|-
| {{TST|◄}}
+
|<small>17</small> {{TST|◄}}
| Head of ballista facing west
+
| Head of [[Ballista arrow]] facing west
 
|-
 
|-
| {{TST|↕}}
+
|<small>18</small> {{TST|↕}}
 
|
 
|
 
|-
 
|-
| {{TST|‼}}
+
|<small>19</small> {{TST|‼}}
| [[Cage]]s, on-[[fire]] symbol
+
| [[Cage]]s, on-[[fire]] symbol, vertical [[bars]]
 
|-
 
|-
| {{TST|¶}}
+
|<small>20</small> {{TST|¶}}
| [[Mug]]s, largest elven cities, some tree types
+
| [[Mug]]s, largest elven cities, Highwood [[Tree|trees]]*
 
|-
 
|-
| {{TST|§}}
+
|<small>21</small> {{TST|§}}
| [[Restraint]]s, [[whip vine]]
+
| [[Restraint]]s, [[whip vine]]*
 
|-
 
|-
| {{TST|&#x25AC;}}
+
|<small>22</small> {{TST|&#x25AC;}}
 
| [[Log]]s
 
| [[Log]]s
 
|-
 
|-
| {{TST|↨}}
+
|<small>23</small> {{TST|↨}}
 
| Some tree types
 
| Some tree types
 
|-
 
|-
| {{TST|↑}}
+
|<small>24</small> {{TST|↑}}
| Interface text (bridge direction)
+
| Interface text ([[bridge]] direction), Pine and Larch [[Tree|trees]]
 
|-
 
|-
| {{TST|↓}}
+
|<small>25</small> {{TST|↓}}
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator
+
| Hungry/thirsty/drowsy/unhappy indicator, Interface text ([[bridge]] direction)
 
|-
 
|-
| {{TST|→}}
+
|<small>26</small> {{TST|→}}
| Interface text (bridge direction)
+
| Interface text ([[bridge]] direction)
 
|-
 
|-
| {{TST|←}}
+
|<small>27</small> {{TST|←}}
| Interface text (bridge direction)
+
| Interface text ([[bridge]] direction)
 
|-
 
|-
| {{TST|∟}}
+
|<small>28</small> {{TST|∟}}
| Withered [[plant]]s
+
|
 
|-
 
|-
| {{TST|↔}}
+
|<small>29</small> {{TST|↔}}
 
|
 
|
 
|-
 
|-
| {{TST|▲}}
+
|<small>30</small> {{TST|▲}}
| Head of [[ballista]] facing north, ramp up
+
| Head of [[Ballista arrow]] facing north, [[ramp]] up
 
|-
 
|-
| {{TST|▼}}
+
|<small>31</small> {{TST|▼}}
| Head of ballista facing south, ramp down
+
| Head of [[Ballista arrow]] facing south, [[ramp]] down
 
|-
 
|-
 
|}
 
|}
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{|
 
{|
 
|-
 
|-
| {{TST|&nbsp;}}
+
|<small>32</small> {{TST|&nbsp;}}
| Spaces in text messages.
+
| Spaces in text messages, used for background on the title screen/menu
 
|-
 
|-
| {{TST|!}}
+
|<small>33</small> {{TST|!}}
| Strange [[mood]] mark, text
+
| Various [[status icons]], text
 
|-
 
|-
| {{TST|"}}
+
|<small>34</small> {{TST|"}}
| [[Shrub]], quotation marks, kobold's glowing eyes*
+
| [[Shrub]]*, quotation marks, workshop tiles, kobold's glowing eyes*
 
|-
 
|-
| {{TST|#}}
+
|<small>35</small> {{TST|#}}
| Chasm$, pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]], [[floor grate]]s
+
| Chasm (bottom in fortress mode), pits, [[floor grate]]s
 +
*[[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*
 
|-
 
|-
| {{TST|$}}
+
|<small>36</small> {{TST|$}}
 
| [[Coin]]s
 
| [[Coin]]s
 
|-
 
|-
| {{TST|%}}
+
|<small>37</small> {{TST|%}}
| [[Prepared food]], unexplored underground, [[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[screw pump]] in action
+
| [[Prepared meal]], unexplored underground, [[screw pump]] in action
 +
*[[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite |Kimberlite]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*
 
|-
 
|-
| {{TST|&}}
+
|<small>38</small> {{TST|&}}
 
| [[Demon]]s#
 
| [[Demon]]s#
 
|-
 
|-
| {{TST|&#39;}}
+
|<small>39</small> {{TST|&#39;}}
|  Rough [[floor]]s, unexplored underground
+
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*
 
|-
 
|-
| {{TST|(}}
+
|<small>40</small> {{TST|(}}
 
| Foreign object opening tag, tile in [[bowyer's workshop]], text
 
| Foreign object opening tag, tile in [[bowyer's workshop]], text
 
|-
 
|-
| {{TST|)}}
+
|<small>41</small> {{TST|)}}
 
| Foreign object closing tag, text
 
| Foreign object closing tag, text
 
|-
 
|-
| {{TST|*}}
+
|<small>42</small> {{TST|*}}
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly
+
| [[Ore]]*, superior [[quality]] tags, key reference, working [[gear assembly]], [[gem]] [[floodgate]]
 
|-
 
|-
| {{TST|+}}
+
|<small>43</small> {{TST|+}}
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]
+
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]] or [[road]]
 
|-
 
|-
| {{TST|,}}
+
|<small>44</small> {{TST|,}}
 
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text
 
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text
 
|-
 
|-
| {{TST|-}}
+
|<small>45</small> {{TST|-}}
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference
+
| [[Crafts|Scepters]], [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot
 
|-
 
|-
| {{TST|.}}
+
|<small>46</small> {{TST|.}}
 
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground
 
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground
 
|-
 
|-
| {{TST|/}}
+
|<small>47</small> {{TST|/}}
| [[Weapon]]s, [[bolt]]s
+
| [[Weapon]]s, [[bolt]]s, [[Ballista]] tile, text
 
|-
 
|-
 
|}
 
|}
Line 257: Line 291:
 
{|
 
{|
 
|-
 
|-
| {{TST|0}}
+
|<small>48</small> {{TST|0}}
 
| [[Coffin]]s, text
 
| [[Coffin]]s, text
 
|-
 
|-
| {{TST|1}}
+
|<small>49</small> {{TST|1}}
|  
+
|Text, fluids if [[Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS]] is YES in init.txt
 
|-
 
|-
| {{TST|2}}
+
|<small>50</small> {{TST|2}}
|  
+
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt
 
|-
 
|-
| {{TST|3}}
+
|<small>51</small> {{TST|3}}
|  
+
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt
 
|-
 
|-
| {{TST|4}}
+
|<small>52</small> {{TST|4}}
|  
+
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt
 
|-
 
|-
| {{TST|5}}
+
|<small>53</small> {{TST|5}}
|  
+
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt
 
|-
 
|-
| {{TST|6}}
+
|<small>54</small> {{TST|6}}
|  
+
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt
 
|-
 
|-
| {{TST|7}}
+
|<small>55</small> {{TST|7}}
|  
+
|Text, fluids if SHOW_FLOW_AMOUNTS is YES in init.txt
 
|-
 
|-
| {{TST|8}}
+
|<small>56</small> {{TST|8}}
|  
+
|Text
 
|-
 
|-
| {{TST|9}}
+
|<small>57</small> {{TST|9}}
|  
+
|Text
 
|-
 
|-
| {{TST|:}}
+
|<small>58</small> {{TST|:}}
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms
+
| [[wild strawberry]]*, [[prickle berry]]*, [[fisher berry]]*, [[sun berry]]*, snowstorms
 
|-
 
|-
| {{TST|;}}
+
|<small>59</small> {{TST|;}}
| [[Workshop]]s (which ones?)
+
| [[Mason's workshop]]
 
|-
 
|-
| {{TST|<}}
+
|<small>60</small> {{TST|<}}
 
|  [[Stairs]] up
 
|  [[Stairs]] up
 
|-
 
|-
| {{TST|&#61;}}
+
|<small>61</small> {{TST|&#61;}}
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, <span style='color : #888888;'>others?</span>
+
| [[Stockpile]]s
 +
*[[Chert]]*, [[Gneiss]]*, [[Sylvite]]*, [[Chromite]]*, [[Kaolinite]]*
 
|-
 
|-
| {{TST|>}}
+
|<small>62</small> {{TST|>}}
 
| [[Stairs]] down
 
| [[Stairs]] down
 
|-
 
|-
| {{TST|?}}
+
|<small>63</small> {{TST|?}}
| "Task assigned" [[indicator]], looking for path
+
| "Task assigned" indicator, looking for path
 
|-
 
|-
 
|}
 
|}
 +
 
====Row 05 (064-079)====
 
====Row 05 (064-079)====
 
{|
 
{|
 
|-
 
|-
| {{TST|@}}
+
|<small>64</small> {{TST|@}}
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#
+
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#, adventurer's location on world map
 
|-
 
|-
| {{TST|A}}
+
|<small>65</small> {{TST|A}}
 
| [[Alligator]]#, text
 
| [[Alligator]]#, text
 
|-
 
|-
| {{TST|B}}
+
|<small>66</small> {{TST|B}}
 
| Bears#, text
 
| Bears#, text
 
|-
 
|-
| {{TST|C}}
+
|<small>67</small> {{TST|C}}
 
| [[Cow]]#, camels#, text
 
| [[Cow]]#, camels#, text
 
|-
 
|-
| {{TST|D}}
+
|<small>68</small> {{TST|D}}
 
| [[Dragon]]#, text
 
| [[Dragon]]#, text
 
|-
 
|-
| {{TST|E}}
+
|<small>69</small> {{TST|E}}
 
| [[Elf]]#, [[elephant]]#, text
 
| [[Elf]]#, [[elephant]]#, text
 
|-
 
|-
| {{TST|F}}
+
|<small>70</small> {{TST|F}}
 
| Text
 
| Text
 
|-
 
|-
| {{TST|G}}
+
|<small>71</small> {{TST|G}}
 
| Text
 
| Text
 
|-
 
|-
| {{TST|H}}
+
|<small>72</small> {{TST|H}}
 
| [[Horse]]#, text
 
| [[Horse]]#, text
 
|-
 
|-
| {{TST|I}}
+
|<small>73</small> {{TST|I}}
 
| [[Support]], text
 
| [[Support]], text
 
|-
 
|-
| {{TST|J}}
+
|<small>74</small> {{TST|J}}
 
| Text
 
| Text
 
|-
 
|-
| {{TST|K}}
+
|<small>75</small> {{TST|K}}
 
| Text
 
| Text
 
|-
 
|-
| {{TST|L}}
+
|<small>76</small> {{TST|L}}
 
| [[Leopard]]#, text
 
| [[Leopard]]#, text
 
|-
 
|-
| {{TST|M}}
+
|<small>77</small> {{TST|M}}
 
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text
 
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text
 
|-
 
|-
| {{TST|N}}
+
|<small>78</small> {{TST|N}}
 
| Text
 
| Text
 
|-
 
|-
| {{TST|O}}
+
|<small>79</small> {{TST|O}}
| [[Trade depot]] post, detailed/constructed wall by itself, text, wall ends
+
| [[Trade depot]] post, glass portal, detailed/constructed wall by itself, text, wall ends
 
|-
 
|-
 
|}
 
|}
 +
 
====Row 06 (080-095)====
 
====Row 06 (080-095)====
 
{|
 
{|
 
|-
 
|-
| {{TST|P}}
+
|<small>80</small> {{TST|P}}
 
| Text
 
| Text
 
|-
 
|-
| {{TST|Q}}
+
|<small>81</small> {{TST|Q}}
 
| Text
 
| Text
 
|-
 
|-
| {{TST|R}}
+
|<small>82</small> {{TST|R}}
 
| Text
 
| Text
 
|-
 
|-
| {{TST|S}}
+
|<small>83</small> {{TST|S}}
| [[Sasquatch]]#, [[giant desert scorpion]]#, text
+
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[giant cave spider]]#, text
 
|-
 
|-
| {{TST|T}}
+
|<small>84</small> {{TST|T}}
| Text
+
| [[Titan]]#, Text
 
|-
 
|-
| {{TST|U}}
+
|<small>85</small> {{TST|U}}
 
| [[Human]]#, [[Unicorn]]#, text
 
| [[Human]]#, [[Unicorn]]#, text
 
|-
 
|-
| {{TST|V}}
+
|<small>86</small> {{TST|V}}
 
| Text
 
| Text
 
|-
 
|-
| {{TST|W}}
+
|<small>87</small> {{TST|W}}
 
| Text
 
| Text
 
|-
 
|-
| {{TST|X}}
+
|<small>88</small> {{TST|X}}
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor
+
| [[Bin]], stone [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant indicator, text, up/down stairs, keyboard cursor
 
|-
 
|-
| {{TST|Y}}
+
|<small>89</small> {{TST|Y}}
 
| Text
 
| Text
 
|-
 
|-
| {{TST|Z}}
+
|<small>90</small> {{TST|Z}}
| Sleep [[indicator]], text
+
| Sleep indicator, text
 
|-
 
|-
| {{TST|[}}
+
|<small>91</small> {{TST|[}}
| [[Clothing]], [[armor]]
+
| [[Clothing]], [[armor]], item stack opening tag, text
 
|-
 
|-
| {{TST|\}}
+
|<small>92</small> {{TST|\}}
|  
+
| Part of animation when two creatures or dwarves are on the same spot, [[Ballista]] tile
 
|-
 
|-
| {{TST|]}}
+
|<small>93</small> {{TST|]}}
| Floor tile in magma [[furnace|furnaces]]. Clothing?, armor?
+
| Floor tile in [[workshop]]s and [[furnace]]s, item stack closing tag, text, clothing?, armor?
 
|-
 
|-
| {{TST|^}}
+
|<small>94</small> {{TST|^}}
| [[Trap]], [[Alabaster]]*
+
| [[Trap]], [[Alabaster]]*, [[Volcano]] on world map
 
|-
 
|-
| {{TST|_}}
+
|<small>95</small> {{TST|_}}
 
| [[Channel]] [[designation]], text
 
| [[Channel]] [[designation]], text
 
|-
 
|-
Line 414: Line 451:
 
{|
 
{|
 
|-
 
|-
| {{TST|`}}
+
| <small>96</small> {{TST|`}}
| Rough floors, unexplored underground, [[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*
+
| Rough floors, unexplored underground
 +
*[[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*
 
|-
 
|-
| {{TST|a}}
+
| <small>97</small> {{TST|a}}
 
| [[Antman]]#, text
 
| [[Antman]]#, text
 
|-
 
|-
| {{TST|b}}
+
| <small>98</small> {{TST|b}}
 
| [[Batman]]#, text
 
| [[Batman]]#, text
 
|-
 
|-
| {{TST|c}}
+
| <small>99</small> {{TST|c}}
 
| [[Cat]]#, text
 
| [[Cat]]#, text
 
|-
 
|-
| {{TST|d}}
+
|<small>100</small> {{TST|d}}
 
| [[Dog]]#, text
 
| [[Dog]]#, text
 
|-
 
|-
| {{TST|e}}
+
|<small>101</small> {{TST|e}}
 
| Text
 
| Text
 
|-
 
|-
| {{TST|f}}
+
|<small>102</small> {{TST|f}}
 
| [[Frogman]]#, text
 
| [[Frogman]]#, text
 
|-
 
|-
| {{TST|g}}
+
|<small>103</small> {{TST|g}}
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, text
+
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#,