

The floor above the wall can become "open space" by two methods: felling a tree above the wall, and digging a down stair above the wall, which is technically "open" (by exposing the tile below). Smoothed and engraved walls span across only one z-level, the bottom wall section and floor. ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ -> Floor ▓ ▓▓▓▓▓▓▓ -> Down Stair -|īoth naturally-occurring and constructed walls span across two z-levels, the bottom wall section and floor and the top floor section:

▓▓▓▓▓▓▓▓▓▓▓▓▓▓ -> Floor ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ -> FloorĪn up-down stair, or building both up and down stairs in the same tile, works like this: When digging and building, this is important, since some designations and constructions will only be done in wall tiles and others will only be done in floor tiles.īuilding a stairway consists of two elements: an up stair and a down stair, each element is built only in the matching tile section, across two z-levels, like this: As worlds can have between 17 and 257 region map tiles, a world in Dwarf Fortress is between 20 and 300 miles (32 and 481 kilometers) across with a maximum area of 89,434 square miles (231,632 kilometers squared)– which is about 4% smaller than the United Kingdom.Ī tile consists of two sections-a wall section and a floor section, shown in cross-section like this: A single region map tile (the maximum embark size) would contain 768×768 embark tiles (approx. 16×16 local tiles, the maximum embark size, covers a region map tile. There are 48×48 tiles in a 1×1 embark this is also the scale of overland travel tiles in adventure mode. However, the physics calculations assume a tile size of 2.8 meters high and a tick rate of 10 ticks per second, and from the listed speeds (in km/h) and gaits (ticks per 100 tiles) and the tick rate of 10 ticks per second, a tile would be about 8x8 feet (2.4×2.4 meters). They are approximately two meters long, two meters wide, and three meters high. For a list of all tile characters used in DF, see Tilesets.
