Tile region
tile_regionRenders a single z-level window of the Dwarf Fortress map as an ASCII grid with a legend, showing terrain, liquids, and building footprints. Provides a read-only visual snapshot of the current fort state for situational awareness.
Instructions
A bounded window of ONE z-level rendered as an ASCII character grid plus a self-describing legend (every response carries the legend for exactly the glyphs it uses). Renders terrain shape (undug stone #, undug soil ",", dug floor ., ramps r/v, up/down stairs </>/x, fortifications F, trees T), constructed floor +, water ~ and magma %, and building footprints collapsed to FOUR CLASSES — workshop/furnace W, stockpile S, machine M, furniture n — never per-building detail. The grid glyph is depth-blind; a separate sparse liquids list carries per-tile [{x,y,type,depth}] (flow_size 1..7). Undiscovered tiles are ? (fog of war) and are NEVER painted over. All five parameters are OPTIONAL: with none, returns a fixed DEFAULT 60x40 window centered on the fort core (the busiest citizen z-level and that level's citizen centroid); pass z alone to recenter on THAT level's own citizen centroid; pass z,x0,y0,x1,y1 for an explicit rectangle. The window is hard-capped at 100x100 per side — an oversized request is CLAMPED (never errored) with truncated:true and the original size echoed in requested. Facts only: it renders the map, it does not design or suggest layouts. Read-only. Returns {"error":"no fort loaded"} if no fort is active.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| z | No | z-level to render; defaults to the busiest citizen level | |
| x0 | No | window corner X (with y0,x1,y1 for an explicit rectangle) | |
| x1 | No | opposite window corner X | |
| y0 | No | window corner Y | |
| y1 | No | opposite window corner Y |