gui/tiletypes

This tool is a gui for placing and modifying tiles and tile properties, allowing you to click and paint the specified options onto the map.

Warning

There is no undo support. This tool can confuse the game if you paint yourself into an “impossible” situation (like removing the original surface layer). Be sure to save your game before making any changes.

Usage

gui/tiletypes [<options>]

Examples

gui/tiletypes

Start the tiletypes GUI.

gui/tiletypes --unrestricted

Start the tiletypes GUI with non-standard stone types available.

Options

-f, --unrestricted

Include non-standard stone types in the selection list.

Selectors

The UI provides a variety of selectors for choosing which tiles to create and which properties to give them.

Mode

Paint:

Overwrite whatever tile is currently on the map.

Replace:

Only affect tiles that are not open air.

Fill:

Only affect tiles that are open air.

Remove:

Restores tiles to a form they would have if they were just dug out (if the Autocorrect option is enabled – see below) or with empty air (if Autocorrect is not enabled).

Shape

A shape of NONE will keep the shape that is already on the map. You can cycle through common shapes by clicking on the Shape selector, or you can click on the gear button to the right of the selector to choose from the full list of available shapes, like ramps, fortifications, or stairs.

Material

Again, NONE will keep the material of the existing tiles, and you can cycle through the common options by clicking on the Material selector. Extended material selections, like grass, are available via the gear button. If you want to paint an empty, open tile, use a material of AIR.

To paint a particular type of stone, mineral, or gem, select STONE as the material, then choose the type from the Stone selector. If you leave it at NONE, then it will choose the stone associated with the geological layer.

Special

You can choose special properties of the tile, like whether it is rough or smooth. Note that when creating walls, they will inherit the smoothness property of whatever was there before unless you specifically set the Special selector to NORMAL (for rough walls) or SMOOTH (for smooth walls).

Extended special properties are available via the gear button.

Variant

For tiles that have visual variations (like grass tiles in ASCII mode), you can choose a specific variant with the selector.

More options

These options are mostly three-state selectors. An empty box means that the property will be left untouched. A green check (or plus symbol in ASCII mode) indicates that the property will be set (enabled). Red Xs indicate that the property will be cleared (disabled).

Hidden:

Sets whether the tile is revealed or unrevealed. If you are filling up space with solid rock, for example, you might want to enable this to make the now non-exposed tiles hidden.

Light:

Sets whether the tile is exposed to light. Dark tiles increase cave adaption in dwarves that cross the tile. Light tiles that are not also outside (see Skyview below) will neither increase nor decrease cave adaption in dwarves that cross the tile.

Subterranean:

Sets whether the tile is considered underground. This affects what crops you can plant in farm plots on this tile.

Skyview:

Sets whether the tile is considered “outside”. Weather affects things that are outside (e.g. by producing a grumpy thought about being caught in the rain). Outside tiles may also cause nausea in dwarves that are cave adapted, and will reduce the cave adaption level in dwarves that cross the tile.

Aquifer:

Sets whether the tile is an aquifer. Two drops (in graphics mode) or one light blue ≈ (in ascii mode) indicates a light aquifer. Three drops (or ≈≈ in ascii mode) indicates a heavy aquifer.

Autocorrect:

When you modify a tile, automatically fix adjacent tiles to fit your changes. For example, when you place a ramp, it will automatically place a corresponding “ramp top” in the z-level above (which otherwise must be done manually for the ramp to be displayed correctly and function). Most players should leave this on, but you can turn this off if you need precise control over each changed tile.