# Explanation for tile IDs

**URL:** <https://community.easyrpg.org/t/explanation-for-tile-ids/1342>\
**Category:** Uncategorized\
**Created:** [October 18, 2023, 1:19am UTC](https://community.easyrpg.org/t/explanation-for-tile-ids/1342 "2023-10-18T01:19:13Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![mike309](https://community.easyrpg.org/letter_avatar_proxy/v4/letter/m/87869e/32.png) [@mike309](https://community.easyrpg.org/u/mike309)\
**Post date:** [October 18, 2023, 1:19am UTC](https://community.easyrpg.org/t/explanation-for-tile-ids/1342/1 "2023-10-18T01:19:13Z")

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Refering to the LMU map data.  
I can’t seem to figure out anything asides from non-terrain and water tiles start at index 5000 for some reason.  
I tried looking at the lmu2png code and it seems to have its own tile id system and I don’t feel like going into that.  
I think I can figure out chipset passability by myself (they look like just simple bitmasks) but I’d appreciate if I could get an explanation for that too.

(For the record I’m looking at lcf2xml output, incase that for some reason translates IDs)
