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Finally, set GRAPHICS to YES in data/init/ init.txt Color Scheme If you have an active save you will have to put them into the raw folder of your save as well (data/save//raw/graphics). Put the graphic set into a subfolder in raw/graphics and the corresponding text file directly in raw/graphics. Open up init.txt (in data/init/) with a text editor and change the entries FONT, FULLFONT, GRAPHICS_FONT, and GRAPHICS_FULLFONT to the filename of your new tileset. Put the tileset you want to use into the data/art/ folder.

DWARF FORTRESS TILESET SPACEFOX INSTALL
In addition, there are various launcher applications that let you install and change graphics automatically.įor manual installation of the various components, see here: They usually come with installation instructions either in a readme file or in their respective forum thread. Often, tileset creators offer preinstalled downloads or folders you just have to drop into your DF folder and overwrite files when prompted. Some graphic sets and tilesets are additionally maintained on github. You will find more in the bay 12 graphics subforum and on DFFD. The wiki has repositories for tilesets, graphic sets, and color schemes. With modified raws, you need to manually edit the new raws again, or wait for the maintainer to do that.įurther information: Tilesets, Graphic set, and Color scheme Repositories Tilesets that are made for default raws have the advantage that you can use them immediately without any work for any new version that is released. These sometimes are also bundled with their own creature graphics. Usually, the latter are more symbolic, or 'ASCII-like', while the former are often more pictographic, detailed or "pixel-arty". That also can be used to categorize custom tilesets: Those that are made for and come bundled with modified raws/init files, and those that are made for and work with the default raws. 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. Roads and large rivers on the world map, minecart tracks and walls all share the same tiles as well. The tile for bins, up/down stairs and the cursor are the same bags use the same tile as the symbol for "male" and the "female" symbol shares a graphic with amulets. Most notably, even with upper and lower case letters and 16 colors, a lot of creatures still look identical (goblin, goat, various gibbons, gremlin, goose, etc). Creatures are displayed as colored letters (a white 'B' is a polar bear, a brown 'd' a dog, and a grey 'c' is a cat).Īs the tileset is limited to only 256 tiles, some objects share the same tile. 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. The main tileset (also called 'character set' or just 'tileset') is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the IBM Code, which are used to display all objects, creatures, and UI elements in game. The main tileset is sometimes called "character tileset", while the graphic sets are also referred to as "object tilesets".

In addition, interface text can be displayed with a TrueType font and creatures (which normally are displayed as letters) can be assigned to separate tilesets called graphic sets. Text files (and often hardcoded values) define the tile, and colors of all objects.īoth color scheme and tileset can be changed (see below), and definitions that are in text files can be modified. For information on how tilesets get colored, see color.Īlthough commonly referred to as text or "ASCII"-graphics, DF uses a bitmap tileset* with characters from the IBM Code, displayed with a foreground and background color picked from 16 predefined colors. For information about Graphic sets, see Graphic set. For user-created creature tilesets, see Tileset repository. For a chart with the default ASCII characters, see Character table. For a list of all tile characters used in DF, see Tilesets.
