![]() ![]() (A default is provided in the premium version, but has been removed in the classic "free" version.) The graphics in Dwarf Fortress can be enhanced by setting "Use Classic ASCII Glyphs" to "No" and installing a Graphics set mod. Square tilesets usually provide more attractive graphics, but are slightly less readable. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Rectangular tilesets have tiles that are taller than they are wide. Tilesets generally fall into two categories: rectangular tilesets and square tilesets. When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. The desired grid, interface scaling and percentage settings only work when using 8x12 tiles. Scaling occurs automatically based on the size of the tiles and the window. Tileset repository is a list of user-made standard tilesets, and provides installation instructions. Installation and creation of custom tilesets Installation 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". UI scaling will only work if the tileset id 128x192px (8x12px tiles).Īs the tileset is limited to only 256 tiles, some objects share the same tile. (If "Use Classic ASCII Glyphs" is set to "No", the tileset must be 128x192 pixels (tiles 8x12 pixels) in order to render the customs tiles properly. You can have both square and non-square tiles, with 16x16 pixels being the most common size. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. 4.4 Characters used in text and interfaceĪ character set (or 'tileset') is an image in BMP or PNG format that contains the 256 different tiles (numbered 0-255), corresponding to the IBM Code (sometimes called Extended ASCII), which are used to display all graphics.4.1.3 Additional Tiles Used by Creatures.2.4 How colors other than white and magenta work.2.3 Generating a custom tileset from a font in Linux.2 Installation and creation of custom tilesets.The majority of the work will be in getting this config set up, though it isn't really difficult once you wrap your head around how the data is structured (the example files included with vanilla DF do a decent job explaining it). You have to create the graphic to be used, then create or edit the config file that tells DF what graphic file and tile position on that file to use for a particular creature type. Graphics sets, which when configured are used instead of the tileset glyph for a particular creature, take a bit more work than a tileset but still do not require programming. There are some config changes (to data/init/d_init.txt) than can be made that effect how the tileset is used, as well as some raw file configuration, but these are not required if you are going for a 'vanilla' change. Once you have the new tileset created, it is literally just a matter of copying it to the data/art directory and updating data/init/init.txt to pick that PNG image on startup. ![]() Tilesets are normally just making the 256 tiles that make up Codepage 437, which is what DF uses for the default 'vanilla ASCII' representations of everything in the game. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Want to start playing? Read this sidebar! ![]()
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