Tileset
- Если вы искали графическую версию игры, то вам сюда: Графическая версия
Тайлсеты — это изображения, которые игра использует для отображения графики; каждый квадратик изображения означает определенную букву или объект. Пользователи создают собственные тайлсеты ради повышенной удобности или лучшей графики. Существует два типа тайлсетов: "наборы букв" (или, собственно, тайлсеты) и "графические тайлсеты".
Что это такое?
Наборы символов
Набор символов — это изображение в формате BMP, содержащее 256 символов, в соответствии с IBM Code Page 437 (которую иногда называют Extended ASCII), используемых для отображения основной графики. Здесь можно найти список наборов символов, созданных пользователями. Чтобы установить любой из этих наборов символов, выполните следующие действия:
- Закачайте набор символов, щелкнув на нем правой кнопкой мыши и выбрав в появившемся меню пункт "Сохранить как...". Набор символов — это просто картинка, поэтому для нее нет ссылки на скачивание. (Список наборов символов находится здесь)
- Преобразуйте его в 24-битный BMP файл. Простой смены расширения на .bmp НЕ достаточно; воспользуйтесь, например, программой MS Paint и сохраните изображение как .bmp.
- Переместите его в папку data/art вашей установленной Dwarf Fortress.
- Откройте файл data/init/init.txt
- Если вы хотите использовать этот набор символов в полноэкранном режиме, найдите и измените строки настроек [FULLSCREENX:800], [FULLSCREENY:600], и [FULLFONT:curses_800x600.bmp], чтобы назначить соответствия списку наборов символов. Инструкция FULLFONT указывает имя файла загруженного вами набора символов. Если же вы хотите использовать набор символов в оконном режиме, в таком случае найдите строки [WINDOWEDX:640], [WINDOWEDY:300], и [FONT:curses_640x300.bmp] и исправьте их на правильные значения.
- Также рекомендуется изменить [BLACK_SPACE:NO] на [BLACK_SPACE:YES], чтобы избежать растяжения графики.
- Сохраните файл, теперь вы готовы играть!
Графические сеты
Набор символов изменяют только конкретные графические изображения, в то время как прочие — пропускаются. Разнообразные графические сеты обычно меняют внешний вид существ в игре, таких как дварфы и единороги. Обычно они (сеты) предназначены для работы с определенными наборами символов. Графический сет Dystopian Rhetoric идет в комплекте с собственным инсталлятором DF; чтобы уставить что-нибудь другое (или установить его же вручную), вам предстоит подобный вышеописанному процесс:
- Скачайте графический сет. (Список находится здесь.)
- Сконвертируйте его в 24-битный BMP-файл используя вашу любимую программу редактирования изображений.
- Переместите его в папку raw/graphics/example вашей установленной Dwarf Fortress, таким образом он перезапишет существующий файл.
- Откройте файл /raw/graphics/example_text.txt
- Замените содержимое на соответствующий текст для скачанного вами графического сета. Сохраните файл.
- Откройте файл data/init/init.txt
- Найдите строку [GRAPHICS:NO] и замените её на [GRAPHICS:YES].
- Измените директории разрешения и шрифта как указано выше, только на этот раз — для строк, начинающихся с GRAPHICS. Таким образом, если вы хотите использовать полноэкранный режим, измените [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600] и [GRAPHICS_FULLFONT:curses_800x600.bmp], чтобы привести стандартный тайлсет к тому, что вы хотите использовать. Для оконного режима измените строки [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300] и [GRAPHICS_FONT:curses_640x300.bmp].
- Убедитесь, что [GRAPHICS_BLACK_SPACE] настроен так же, как и [BLACK_SPACE].
- Сохраните файл, теперь вы готовы быть изувеченным превосходно выглядящим слоном!
Как растянуть тайлсет для большего монитора
Просто измените [GRAPHICS_BLACK_SPACE:?] и [BLACK_SPACE:?] на NO в файле init/init.txt, в зависимости от того, используете ли вы графический режим или нет. Это растянет окно до размера, указанного вами в [WINDOWEDX:?] и [WINDOWEDY:?] или FULLSCREENX:?] и [FULLSCREENY:?], или [GRAPHICS_WINDOWEDX:?] и [GRAPHICS_WINDOWEDY:?], или [GRAPHICS_FULLSCREENX:?] и [GRAPHICS_FULLSCREENY:?], в зависимости от того, в каком режиме вы запускаете DF. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)
Данная статья помечена как не оконченная. Вы можете прочитать эту статью на английском или помочь проекту её переводом. |
ВЕСЬМА ВАЖНО!:
- If you are on a Mac you will have to use a program like 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 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 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 a 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).
Собственные сеты
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.
Как использовать цвета, отличные от белого и пурпурного (magenta)
Когда игровой движок рисует тайл, для него выбираются цвета переднего и заднего планов, а сам тайл выбирается в зависимости от предмета, который нужно нарисовать. Цвет заднего плана будет использован вместо пурпурного (16-ричный код #FF00FF или RGB 255 0 255). Все остальные цвета будут трактоваться как маска для цвета переднего плана. Чистый белый (#FFFFFF) будет всегда показан как цвет переднего плана, в то время, как светло-серый (#CCCCCC) будет слегка затемненной его версией, а темно-серый (#888888) — очень темной версией того же цвета. Черный (#000000) всегда будет черным. Аналогичным образом использовать оттенки цвета заднего плана невозможно.
В общем, запомните эти правила:
- Пурпурный (#FF00FF) — это фон (задний план).
- Белый (#FFFFFF) — передний план.
- Тёмные оттенки серого и белого (а у белого есть тёмный оттенок? О_о) (#C0C0C0, #808080, и т.д.) будут отображены как тёмный оттенок переднего цвета. Можно использовать любые оттенки серого цвета, в том числе #333333 и #C2C2C2.
- Чёрный (#000000) в любом случае чёрный. Априори.
- It's probably best to avoid color in normal tilesets.
Например, игра отрисует бирюзовый кластер ярко синим цветом (#0000FF). While loading the tile image, it encounters the color light grey (#CCCCCC). Цветами, используемыми на его месте будут:
Цветовой компонент | Цвет переднего плана | Color mask from tile | Рассчёт в HEX | Рассчёт decimal |
---|---|---|---|---|
Красный (R) | #0000FF | #CCCCCC | 0016 * CC16 / 10016 = 0016 | 0 * 204 / 256 = 0 |
Зелёный (G) | #0000FF | #CCCCCC | 0016 * CC16 / 10016 = 0016 | 0 * 204 / 256 = 0 |
Синий (B) | #0000FF | #CCCCCC | FF16 * CC16 / 10016 = CB16 | 255 * 204 / 256 = 203 |
Нужный цвет | #0000CB | 0 0 203 |
Цвета с разным количеством красного (R), зелёного (G) и синего (B) рассчитываются так же. Теперь игра рисует дварфа с копьём коричневым (#C0C000) цветом. It encounters the color cyan while loading the tile (#008080). The color used instead of cyan will be:
Color component | Foreground color | Color mask from tile | Calculation in hex | Calculation in decimal |
---|---|---|---|---|
Red | #C0C000 | #008080 | C016 * 0016 / 10016 = 0016 | 192 * 0 / 256 = 0 |
Green | #C0C000 | #008080 | C016 * 8016 / 10016 = 6016 | 192 * 128 / 256 = 96 |
Blue | #C0C000 | #008080 | 0016 * 8016 / 10016 = 0016 | 0 * 128 / 256 = 0 |
Final Color | #006000 | 0 96 0 |
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.
Что обозначает каждый тай в тайлсете
- 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 init.txt file.
For a graphical table, go to the Character Table.
Row 01 (000-015)
00
|
Used for background tiles in the intro CMV, rarely used elsewhere |
01☺
|
Civilian dwarves# used for dead dwarves |
02☻
|
Military dwarves# used for dead dwarves |
03♥
|
Dimple cups* |
04♦
|
Cut gems, large gems |
05♣
|
Fungiwood trees*, Spore trees*, Acacia trees*, Mangrove trees*, Maple trees*, quarry bushes*, Alder trees*, Birch trees* |
06♠
|
Plump helmets*, Tower-caps*, Black-caps*, Goblin-caps*, Nether-caps*, Oak trees*, quarry bush leaves*, Mahogany trees*, Chestnut trees*, Ash trees* |
07•
|
Stone*, solid workshop tile for several workshops like the magma smelter, lakes in main map, caves in the main map, moon on travel map |
08◘
|
Solid workshop tile for several other workshops like the magma forge, tanner workshop, catapult cup, fortress keeps on travel map, nest box tool*, nest box building |
09○
|
Well, ant colony, millstone, quern, vertical axle, fortress walls on travel map, sun behind clouds on travel map, fortresses on world map |
10◙
|
|
11♂
|
Male sign, bags |
12♀
|
Female sign, amulet |
13♪
|
Ladles* |
14♫
|
Armor stands |
15☼
|
Unmined Gem Cluster*, Rough Gems and Raw Glass, unmined bituminous coal*, mined bituminous coal*, currency symbol, masterpiece quality symbol, spider webs, turtle*, sun, gear assemblies, fireballs, bandit camps on travel map |
Row 02 (016-031)
16 ►
|
Head of Ballista arrow facing east, manta ray* |
17 ◄
|
Head of Ballista arrow facing west |
18 ↕
|
|
19 ‼
|
Cages, on-fire symbol, vertical bars |
20 ¶
|
Mugs, largest elven cities, cumulonimbus clouds on travel map, Highwood trees* |
21 §
|
Restraints, whip vine*, Rope |
22 ▬
|
Logs, hive tool*, hive building |
23 ↨
|
Cedar* trees |
24 ↑
|
Interface text (bridge direction), Pine* trees, Larch* trees, some conifer forests on world map |
25 ↓
|
Hungry/thirsty/drowsy/unhappy indicator, bridge placement raising direction indicator |
26 →
|
Interface text (bridge direction) |
27 ←
|
Interface text (bridge direction) |
28 ∟
|
|
29 ↔
|
|
30 ▲
|
Head of Ballista arrow facing north, ramp up |
31 ▼
|
Head of Ballista arrow facing south, ramp down |
Row 03 (032-047)
32
|
Spaces in text messages, used for background on the title screen/menu |
33 !
|
Various status icons, text |
34 "
|
Shrub*, quotation marks, Carpenter's workshop tile, kobold's glowing eyes* |
35 #
|
floor grates, labyrinths on travel map |
36 $
|
Coins |
37 %
|
Prepared meal, unexplored underground, screw pump in action
|
38 &
|
Demons# |
39 '
|
Rough floors, unexplored underground, Claystone*, Rhyolite*, Periclase* |
40 (
|
Foreign object opening tag, tile in bowyer's workshop, waxing moon on travel map, text |
41 )
|
Foreign object closing tag, waning moon on travel map, text |
42 *
|
Ore*, glowing pits, superior quality tags, key reference, working gear assembly, gem floodgate, Lignite* |
43 +
|
Smooth/constructed floors, injured status, finely-crafted quality tags, text, block/bar bridge or road, towns on world map |
44 ,
|
Rough floors, Claystone*, unexplored underground, text |
45 -
|
Scepters, arrows in flight, well-crafted quality tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot |
46 .
|
Rough floors, Felsite*, text, unexplored underground |
47 /
|
Weapons, bolts, Ballista tile, text |
Row 04 (048-063)
48 0
|
Coffins, text |
49 1
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
50 2
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
51 3
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
52 4
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
53 5
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
54 6
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
55 7
|
Text, fluids if SHOW_FLOW_AMOUNTS is YES in d_init.txt |
56 8
|
Fortress gates on travel map, text |
57 9
|
Text |
58 :
|
wild strawberry*, prickle berry*, fisher berry*, sun berry*, snowstorms, underground shrubs*, command menu text |
59 ;
|
Mason's Workshop, Kitchen, command menu text (Movies key) |
60 <
|
Stairs up, brackets around squad names, "Less than 1 unit weight" on Trading screen. |
61 =
|
Empty Stockpiles, hamlets on world map, *Chert*, Gneiss*, Sylvite*, Chromite*, Kaolinite* |
62 >
|
Stairs down, brackets around squad names. |
63 ?
|
"Task assigned" indicator, looking for path |
Row 05 (064-079)
64 @
|
Sheriff#, berserk dwarf#, adventurer#, fortress guard#, royal guard#, dwarven merchants#, caravan guards#, adventurer's location on map |
65 A
|
Alligator#, Tile in Farm Workshop, text |
66 B
|
Bears#, text |
67 C
|
Cow#, camels#, bronze colossus#, text |
68 D
|
Dragon#, Draltha#, Depot Access Display, text |
69 E
|
elephant#, Elk Bird#, text |
70 F
|
Text |
71 G
|
Text |
72 H
|
Horse#, text |
73 I
|
Support, text |
74 J
|
Text |
75 K
|
Text |
76 L
|
Leopard#, text |
77 M
|
Magma man#, mule#, muskox#, text |
78 N
|
Text |
79 O
|
Trade depot post, glass portal, Tile in Farm Workshop, column$, wall construction, Giant Olm, full moon on travel map, text |
Row 06 (080-095)
80 P
|
Text |
81 Q
|
Text |
82 R
|
Giant Rat#, Text |
83 S
|
Sasquatch#, giant desert scorpion#, Giant Cave Spider#, text |
84 T
|
Titan#, Text |
85 U
|
Human#, Unicorn#, text |
86 V
|
Badlands on map, Text |
87 W
|
Depot Access Display, Text |
88 X
|
Bin, stone floodgate, shop post, building footprint, Depot Access Display, text, up/down stairs, Tile in Ashery, keyboard cursor Nausea / Winded / Stunned / Unconscious / Migrant indicator |
89 Y
|
Text |
90 Z
|
Sleep indicator, text |
91 [
|
Clothing, armor, item stack opening tag, moon on travel map, text |
92 \
|
Part of animation when two creatures or dwarves are on the same spot, Ballista tile |
93 ]
|
Floor tile in workshops and furnaces, item stack closing tag, text |
94 ^
|
Trap, Alabaster*, Volcano on world map |
95 _
|
Channel designation, text |
Row 07 (096-111)
96 `
|
Rough floors, unexplored underground |
97 a
|
Antman#, text |
98 b
|
Batman#, text |
99 c
|
Cat#, Crundle#, text |
100 d
|
Dog#, text |
101 e
|
Elf#, Text |
102 f
|
Frogman#, text |
103 g
|
Goblin#, Mountain goat#, Gremlin#, Groundhog#, text |
104 h
|
Harpy#, text |
105 i
|
Fire imp#, 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, floor tile in magma furnaces |
Row 08 (112-127)
112 p
|
Text |
113 q
|
Text |
114 r
|
Ratman#, text |
115 s
|
Snakeman#, Slugman#, Snailman#, text |
116 t
|
Troglodyte#, text |
117 u
|
Text |
118 v
|
Text |
119 w
|
Wolf#, text |
120 x
|
Saltpeter*, text |
121 y
|
Text |
122 z
|
Text |
123 {
|
Forbidden opening tag, tile in Jewellers Workshop. |
124 |
|
Talc*, pipe sections, Part of animation when two creatures or dwarves are on the same spot |
125 }
|
Forbidden closing tag |
126 ~
|
Unfinished rough stone road, river, magma, flows, dirt road, farm plot under construction, sand, furrowed soils, blood smear, guts |
127 ⌂
|
Animal trap, low mountains on world map, part of mechanic's workshop |
Row 09 (128-143)
128 Ç
|
Mechanisms |
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
|
|
142 Ä
|
|
143 Å
|
Idols, shrines on travel map, text |
Row 10 (144-159)
144 É
|
||
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#, text | |
150 û
|
Bucket, text | |
151 ù
|
||
152 ÿ
|
Valley herb* | |
153 Ö
|
Bracelets | |
154 Ü
|
Military Humans | |
155 ¢
|
Closed hatches | |
156 £
|
Many valuable metals* in veins, Other Features in Local embark map screen (when display is enabled) | |
157 ¥
|
Cave lobster* | |
158 ₧
|
||
159 ƒ
|
Rope reed*, splints |
Row 11 (160-175)
160 á
|
|
161 í
|
|
162 ó
|
Activated levers, text |
163 ú
|
|
164 ñ
|
Bogeymen |
165 Ñ
|
Night Creatures |
166 ª
|
|
167 º
|
Cloth |
168 ¿
|
Instrument |
169 ⌐
|
Withered plants* |
170 ¬
|
|
171 ½
|
|
172 ¼
|
|
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, miasma, cave-in dust, steam, smoke, Fishery & Butcher's workshops, fog on travel map, Jet*, Chalk*, Diorite*, various soils* |
177 ▒
|
Partially dug rock, miasma, cave-in dust, steam, smoke, side tiles for catapult, window, fog on travel map |
178 ▓
|
Partially dug rock, miasma, cave-in dust, steam, smoke, tannery, Wagon body, fog on travel map, Marble*, Limestone*, Flint*, Granite*, various soils*, sky$ |
179 │
|
Tunnel tube trees*, Overworld rivers, well chain/rope, rotating axles |
180 ┤
|
Overworld rivers, top-right tile for Loom, glumprong tree* |
181 ╡
|
Blood thorn trees*, bridges, catapult tile |
182 ╢
|
|
183 ╖
|
Ends of smooth walls |
184 ╕
|
Ends of smooth walls |
185 ╣
|
Smooth/constructed walls |
186 ║
|
Smooth/constructed walls, bridges, wooden doors, center catapult tile, center Ballista tile, axles, fortress walls on travel map |
187 ╗
|
Smooth/constructed walls, bridges |
188 ╝
|
Smooth/constructed walls, bridges |
189 ╜
|
Ends of smooth walls |
190 ╛
|
Ends of smooth walls |
191 ┐
|
Overworld rivers |
Row 13 (192-207)
192 └
|
Overworld rivers/Roads |
193 ┴
|
Overworld rivers/Roads |
194 ┬
|
Overworld rivers/Roads, crutches |
195 ├
|
Overworld rivers/Roads, top-left tile for Loom |
196 ─
|
Overworld rivers/Roads, rotating axles |
197 ┼
|
Doors, overworld rivers/Roads, floor detailing/engraving in progress |
198 ╞
|
Bridges, trees in winter, (un)dead trees, catapult tile |
199 ╟
|
|
200 ╚
|
Smooth/constructed walls, bridges, fortress walls on travel map |
201 ╔
|
Smooth/constructed walls, bridges, fortress walls on travel map |
202 ╩
|
Smooth/constructed walls |
203 ╦
|
Smooth/constructed walls, fortress walls on travel map |
204 ╠
|
Smooth/constructed walls |
205 ═
|
Smooth/constructed walls, bridges, planted crops, center catapult tile, center Ballista tile, axles, fortress walls on travel map |
206 ╬
|
Smooth/constructed walls, bridges, fortifications, (flashing) wall detailing/engraving/fortifying in progress |
207 ╧
|
Tail of Ballista arrow facing north, screw press building. |
Row 14 (208-223)
208 ╨
|
Bridges, catapult tile |
209 ╤
|
Table, tail of Ballista arrow facing south |
210 ╥
|
Chairs, bridges, catapult tile, farmer's workshop bottom-middle tile |
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 ╪
|
Metal doors |
217 ┘
|
Overworld rivers |
218 ┌
|
Overworld rivers |
219 █
|
Any solid color tile |
220 ▄
|
Siege engine parts, Ballista tile |
221 ▌
|
Ballista tile |
222 ▐
|
Ballista tile |
223 ▀
|
Ballista tile |
Row 15 (224-239)
224 α
|
Fish*, top-center fishery tile, meat, altocumulus clouds on travel map |
225 ß
|
Leather, cumulus clouds on travel map |
226 Γ
|
Weight symbol, candlenut tree*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree* |
227 π
|
Cabinet, dark fortresses |
228 Σ
|
Trap component |
229 σ
|
Anvil, metalsmith's and magma forge bottom-middle tile, jugs* |
230 µ
|
crown, ruins on world map |
231 τ
|
Tree sapling*, pig tail*, cave wheat*, longland grass*, rat weed*, hide root*, muck root*, blade weed*, sliver barb* |
232 Φ
|
sweet pod*, bloated tuber*, kobold bulb*, traction benches, pots* |
233 Θ
|
Beds, Puddingstone* |
234 Ω
|
Statues, dwarven cities on map, sea nettle jellyfish* |
235 δ
|
Earrings, kennel tile |
236 ∞
|
Boulder, dry brook, middle-right butcher's shop tile, Andesite*, Conglomerate*, sea foam, images of clouds, fortress gates on travel map, honeycomb* |
237 φ
|
Thread, loom bottom left tile, farmer's workshop bottom right tile |
238 ε
|
Bowyer's workshop middle-right tile |
239 ∩
|
Hills on world map, slab building |
Row 16 (240-255)
240 ≡
|
Bars, excellent quality symbol, zones, metal/glass floodgates, floor bars, 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 ⌠
|
Willow tree*, swamps on world map |
245 ⌡
|
|
246 ÷
|
Barrel, screw pump, upper left tile of still (works well as barrel) |
247 ≈
|
Rough stone road or bridge, water, river, lava, 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$ (changeable with the SKY and CHASM tags in d_init.txt), terrain at lower elevation, plants at lower elevation. |
251 √
|
Weapon racks, badlands in main map, check mark (selecting production materials, confirmed items on manager window) |
252 ⁿ
|
Savanna in main map |
253 ²
|
Body parts, chunks, vermin corpses, bone, shell, skins, skulls |
254 ■
|
Blocks, trees at lower elevation, human houses/shops on travel map |
255
|
No use? |
List of text characters
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); ↑ ↓ → ← [Bridge direction indicators]
Алфавит
Символы, использованные для написания имен.
Дварфийский: íèîïéóúûôöùòêìëàáåäâabcdefghiklmnorstuvz
Эльфийский: íèéóúÿùòìçabcdefghiklmnopqrstuvwyz
Людской: ñáabcdefghijklmnopqrstuvwxz
Гоблинский: ûôöêëäåâabdeghklmnoprstuxz
No known use
These are ideal for using to change tiles in the raw data or init.txt.
- ◙ ↕ ↔ ₧ ª ¬ ½ ¼ ╢ ╟ ⌡ 255