Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: Dragonmaster13 on December 16, 2017, 12:26:52 pm

Title: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Dragonmaster13 on December 16, 2017, 12:26:52 pm
WELCOME to the initial release of the
DRAGONMASTER TILESET

(https://i.imgur.com/a8DFZHd.png)

DOWNLOAD (http://dffd.bay12games.com/file.php?id=13313)

ABOUT
This is a 16x16 tileset(s) for Dwarf Fortress v0.43.05 (soon to be v0.44.02). This tileset was initially started to use a unique tile for every STONE, FLUX, & METAL/ORE in the game. This is a game about mining and I want my DF underground to be filled with noticeably different stones. After an initial proof of concept I found more ways to add depth and character to the game. Every time I would finish an idea I found I had two more to replace it and now A Year (2017) of weekends later & over 1,000+ hours of work here I am. Below is a list of some of the unique accomplishments that this tileset tackles:

HISTORY
I've been playing Dwarf Fortress since v0.31.25. Over the years I've changed a lot of tiles on Obsidian & Phoebus Tilesets for tiles that I liked. I finally got to the point that I wanted to make my own tileset both with my own created content and a mix of DF tiles from other sources that I thought made DF awesome (I'll be crediting authors below). After a year of edits I'm at the point now where my created content passing a lot of the borrowed tiles. My plans are to eventually make all borrowed tiles disappear and replace them with my own versions in some way, shape or form as I get better at pixel art.

FUTURE PLANS
Spoiler (click to show/hide)

Note: Minor work still to be done. Updates are coming!
==================================
=        DOWNLOAD (http://dffd.bay12games.com/file.php?id=13313)             =
==================================


CHANGE LOG
Spoiler (click to show/hide)

INSTALL
PLEASE START A NEW SAVE GAME
Initial Release means this is not yet 100%. Some game tiles haven't been coverted yet but the tileset is playable. Save often, save frequently.  Be ready for lots of unexpected FUN.
(PYLNP) I have designed this tileset to be easily installed and used with PeridexisErrant's LNP starter pack 0.43.05-r11 http://dffd.bay12games.com/file.php?id=7622 (http://dffd.bay12games.com/file.php?id=7622). Just Drop the Dragonmaster tileset folder into LNP\graphics folder, start up the LNP App. Go to the Graphics Tab, then the Choose Tab and select "Dragonmaster". Hit the Install Graphics Button. On same page (bottom) under advanced, make sure Print Mode is "TWBT".  Next, hit the customize Tab and change the FONT to "FONT_Dragonmaster" & GRAPHICS_FONT to "GRAPHICS_FONT_Dragonmaster". Select a color scheme for everything not yet converted to 170+ colors and click "Play Dwarf Fortress!" Button at the bottom.

(Standalone) If you don't use the LNP software and want to install this tileset I believe all you need is a copy of DFHack and TWBT plugin. I'm sorry but I'm no good at manually installing TWBT or DFHack.  I just do tilesets right now. That being said I am willing to troubleshoot issues people have with the tileset. Please don't hesitate to ask (have patients with me I have a job and a family).

COMPATIBILITY
The only real requirements for this tileset is TWBT (Text Will Be Text) & DFHack. I'm not familiar enough with installation of either to help anyone with installing this as a standalone.

All testing was done using version (0.43.05-r08) of the LNP starter pack on Windows 8.1. TEST System specs, if needed, are i7 6600K, 16 GB RAM, SSD, & GTX 970. I didn't have the time to test this on linux, so of course now I see sad penguins when I close my eyes.  :(


PyLNP NOTE: I talked with PeridexisErrant about possibly including this tileset into a future starter pack, if he's willing. A few more things need to be done before I'm happy submitting it to be included in a Lazy Newb Pack near you. Soon. Of course you can still drop the Dragonmaster tileset into the PyLNP back version 43.05-r08 while you what for me to transition the pack to DF 44.


CREDIT (work in progress)
Spoiler (click to show/hide)
Title: Re: BRAND NEW - Dragonmaster's Tileset! Enjoy!
Post by: Dragonmaster13 on December 16, 2017, 12:27:10 pm
Reserved.
Title: Re: BRAND NEW - Dragonmaster's Tileset! Enjoy!
Post by: Dragonmaster13 on December 16, 2017, 12:27:41 pm
Reserved.
Title: Re: BRAND NEW - Dragonmaster's Tileset! Enjoy!
Post by: Dragonmaster13 on December 16, 2017, 12:28:37 pm
Reserved.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors in Game)
Post by: jecowa on December 16, 2017, 07:37:20 pm
This love it! Looks very psychedelic. The flowers look like they're embroidered onto the grass. I like how you named your main tilesheets – very user-friendly. Dragonmaster13, you said you're okay with this being bundled with Lazy Newb Packs?
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors in Game)
Post by: Dragonmaster13 on December 16, 2017, 08:03:57 pm
Hello Jecowa. Yah, I'm looking forward to seeing the tileset make it to a Lazy Newb Pack. That would be a dream come true. I've been using the LNP for years. I have to get the tileset to DF version 44.02 since the LNP is already rolling out content for the update. Thanks for the reply.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors in Game)
Post by: LeoCean on December 17, 2017, 02:11:26 am
It's amazing that you figured out how to make this possible, I am pretty sure everyone else gave up trying to get materials to be different colors. Well besides mifki who probably tried to do it through twbt. Very well done.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors in Game)
Post by: jecowa on December 17, 2017, 06:10:06 am
It looks like you changed the names of a lot of colors in your "descriptor_color_standard.txt". Also there's a bunch of entirely new colors added to it. What effect do these color descriptor changes have on the game? I'm not sure if it's safe to make these edits without starting a new save.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors in Game)
Post by: Dragonmaster13 on December 17, 2017, 02:53:37 pm
As stated in the Install Instruction "PLEASE START A NEW SAVE GAME". Your right, you can't make changes to the raws without starting a new game. I didn't change the color tokens required by the game so it won't have an effect on the gameplay. As an example: the ASH_GRAY token is still ASH_GRAY.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors in Game)
Post by: mifki on December 17, 2017, 08:08:58 pm
Finally someone is using the palette expansion feature. I definitely like the striped background, text font, indication of partially-mined tiles (why does it affect some of them only?).
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors in Game)
Post by: Dragonmaster13 on December 17, 2017, 08:58:28 pm
mifki!! TWBT works like a charm. Thank You!
My understanding was that you weren't advertising the "palette expansion feature" but it works nicely. I've updated the description to cite you directly for the feature. I tip my hat to the master.  :)

It took a lot of work to implement. I'm happy to be the first tileset to show it working (am I the first?). Will you still be supporting it in future TWBT updates, I kind of depend on it?

Answer to your question: I've only played with 176-178:T:MineralWall(Worn1, Worn2, Worn3) and all they do is override an unmined Stone Mineral tile while digging. I haven't found the override for the rest yet. Your instructions are awesome but I'm still doing a lot of trial and error to figure out what settings work for overrides and what don't. Has someone been tasked with doing a master working examples file of overrides.txt for the masses? Are you taking volunteers?
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors in Game)
Post by: jecowa on December 17, 2017, 09:05:04 pm
Are you guys talking about `realcolors.lua` that comes included with TWBT? I'm not exactly sure how it works. I drag it into the /hack/scripts/ folder, and then I need to type a command into the terminal to launch it?
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors in Game)
Post by: mifki on December 17, 2017, 09:28:38 pm
Are you guys talking about `realcolors.lua` that comes included with TWBT? I'm not exactly sure how it works. I drag it into the /hack/scripts/ folder, and then I need to type a command into the terminal to launch it?

The feature itself is the ability to specify (in raws for example) colour values greater than 100 and TWBT will use real RGB values from colour tokens in that case. realcolors.lua is just an example, it automatically assigns tile colours for materials based on their colour token.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: jecowa on December 17, 2017, 09:34:03 pm
Oh, nice! I love that it works just by installing the tileset.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors in Game)
Post by: mifki on December 17, 2017, 09:37:10 pm
mifki!! TWBT works like a charm. Thank You!
My understanding was that you weren't advertising the "palette expansion feature" but it works nicely. I've updated the description to cite you directly for the feature. I tip my hat to the master.  :)

It took a lot of work to implement. I happy to be the first tileset to show it working (am I the first?). Will you still be supporting it in future TWBT updates, I kind of depend on it?

Sure, why not. It was an experiment first, but it doesn't affect or depend on anything else, so no reason to remove it. The only thing I'm not sure about the choice of 100 as the base value, it's easier to work with it, but if it were say 20, we'd get another 80 usable colours.

Answer to your question: I've only played with 176-178:T:MineralWall(Worn1, Worn2, Worn3) and all they do is override an unmined Stone Mineral tile while digging. I haven't found the override for the rest yet. Your instructions are awesome but I'm still doing a lot of trial and error to figure out what settings work for overrides and what don't. Has someone been tasked with doing a master working examples file of overrides.txt for the masses? Are you taking volunteers?

I'm not sure about the problem here, all tile type names are available either from TWBT readme or from DFHack sources (which may be more up to date). There's number of other tile types with "worn" in their name, so overriding them shouldn't be a problem.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Dragonmaster13 on December 18, 2017, 12:54:16 am
What I meant to say was I haven't implemented it yet. I have all the override words from your site listed in a big text document and I'm checking them off one by one when I can. So not everything is working yet. Work in progress. Slowly getting there.  :)

Adding more colors sounds awesome. Thanks!
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: jecowa on December 18, 2017, 01:25:12 am
I think this is my new favorite graphics pack.

some screenshots:

Spoiler: Surface (click to show/hide)

Spoiler: Main level (click to show/hide)

Spoiler: Underground stream (click to show/hide)
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Meph on December 18, 2017, 03:51:06 am
Very well done. :)

Could I suggest you use the TWBT-Next feature of transparency next? I just showed a screenshot on reddit about it 2 days ago and people seemed really surprised that it's possible. I'm sure that your tileset would look even better with it. Especially since it makes your new colors stand out more.

Could I have a look at the way you made your colors and try it out on other tilesets? It's the first time I see someone use that feature.

Cheers,
Meph

PS: You could make the download button a bit larger and put it at the top. ;)

Edit: Had a look at how the colors are done. I feel silly now. It's just adding a normal color value to the raws, just with a wider range.  ??? That's fantastic.

Is your sterling silver supposed to be dark violet btw?
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Dragonmaster13 on December 18, 2017, 08:18:55 am
Jecowa thanks for the screenshots. It’s always nice to see someone else’s take on the tileset.

Meph thanks for the feedback. My plans are to update to DF 44 then start implementing TWBT-Next. Still some minor work to be done.

Download button moved to top and bigger. I think Sterling  Silver became a victim of the editing process. Nice catch! Thanks.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Meph on December 18, 2017, 09:02:27 am
I'm testing out more with the colors. Are you sure they all work all right? Try to spawn your ruby, sapphires and emeralds for example. Could it be that they are all brown?
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Dragonmaster13 on December 18, 2017, 12:01:33 pm
I’m pretty sure they work correctly. I ran across an emerald recently and it was green and I haven’t touched Gems since then. What command are you specifically using so I can test when I get home from work?

UPDATE: I figured it out in my head. I changed the Large gem tile recently and it doesn’t show the BG now just the FG color. I’ll quickly redo the tile and post it tonight. Again Good catch Thanks.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Meph on December 18, 2017, 06:25:07 pm
in dfhack: createitem SMALLGEM EMERALD 1 (or RUBY or SAPPHIRE). You have to look at a unit with 'v' when running this.

It can totally be something on my end, so don't worry too much.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Dragonmaster13 on December 18, 2017, 08:15:27 pm
Nope it was me.

Happens when you get a couple of revisions into something. Unmined GEMS were setup to display their desired color as a BG color w/transparent unmined GEM tiles. While, at the same time, inventory GEMS display only FG color for the GEMS. Had to change the BG to FG in Raws for all gems and then redo the graphics for all GEMS to make them whitish for a FG color.

Just like this:
Spoiler (click to show/hide)

FIXED!!
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: jecowa on December 18, 2017, 08:35:01 pm
It's probably not a big deal, but it looks like there might be an extra display_color tag in the Ginkgo tree:

Spoiler: Ginkgo tree excerpt (click to show/hide)

I think only one of the two color tags in green would have an effect.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Meph on December 18, 2017, 08:42:02 pm
The lower one.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Dragonmaster13 on December 18, 2017, 09:07:15 pm
Roger Thanks.

I fixed it. Top ones the correct one. Uploading shortly.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: SalmonGod on December 19, 2017, 12:16:44 am
PTW - Looks awesome!
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Dragonmaster13 on December 20, 2017, 07:27:34 pm
BRB - Well not right back. I won't be around a PC for a week or two for reasons beyond my control. Please leave me feedback on any changes I can make for you guys when I return. I promise I'll get on them as soon as I can. Happy Holidays!
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: CantaNope on December 31, 2017, 09:37:27 am
This is the coolest set EVER! The colors are amazing!
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Meph on April 14, 2018, 01:57:23 pm
Bump, because it includes several so far unique approaches and it would be great if more people gave it a go. :)
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Dragonmaster13 on April 21, 2018, 07:13:15 am
Thanks Meph!

I'm quietly working on an update to address some of the biggest issues.

Tileset was updated to the latest version. Furniture and other items with color issues from various materials have been fixed. The tileset was updated to TWBT Next. I have also reworked the workshop tilesets and condensed the tiles down to as few TWBT sheets as needed for performance. At one point I even fixed out how to get alternative tiles working for 15 more type of Gems. Tracks work now and take on the 200+ colors of whatever you make them out of.

I'll try and finding a stopping point to release it soon. Thanks everyone for the support!
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: jecowa on May 12, 2018, 08:45:45 pm
Dragonmaster color table for easy reference:


I was wanting to visualize the color palette, and BBCode seemed like the most convenient way. Maybe others will find it helpful too. The "X" on the lower colors means it's part of the eXtended range of colors that the Dragonmaster palette adds.

Edit: just noticed I messed up and used the vanilla names for some of the colors. Nevermind, I used the color values instead of the name values which are the same in both versions.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: tali713 on May 16, 2018, 04:37:03 pm
I absolutely love this tileset, however I have noted two discrepancies, the first is minor the second is rather important.  Designations use the same numeral tiles as water depth, I prefer numbers for water depth anyways, so patching the graphics to reflect that was easy.  However there also appears to be an issue where not all tiles get the numeric overlay, which makes it difficult tell at a glance what priority order things are in.  I can't understand why this occurs or why it should only affect materials from inorganic_stone_layer.  Though to be honest I'm not certain that's the only factor.

Edit: Found the problem, you had used tiles 49-55 for certain rock types, these are the same tiles used for designating mining.  Since the sprite sheet was changed for StoneWall to _ROCKSET, the wrong tiles were being selected.  However, there is plenty of room on that sprite sheet, so I just shifted those, and changed the overides to not touch 49-55, and got my designation numbers back.

Edit 2: Wait a second, that means you can easily have both pretty water and numeric designations.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Jerry The Hellbound on June 22, 2018, 05:26:42 pm
Hello, so I have been looking around with the graphics and tiles and I found that a lot of my tiles were wrong or definetly are taking the wrong tile.
I definetly like this pack, however obviously there are these... discrepancies that may or may not be me. I doubt it may be me, since I just downloaded it, put it in graphics file of LNP and installed it, afterwards I put in Adventurecraft and my custom mod (that has been outdated online for years).

An example would be how orthoclase looks like a flower and a bunch of other, corpses and limbs are missing a sprite and that there are no letters for custom creatures that don't have a sprite (like Adventurecraft's Gargoyle)
I pretty much spawned everything I could think of to see the items and everything if I liked the pack and all, and I do! However there are these things like corpses having no graphics, stones being plants (O.o) or minecarts and wheelbarrows, parchements and quires/books having no tile at all. (Also the armorstand is an X for some reason... even though the tile for an armor stand is quite literally a tile away from that X)
Oh also, why is the speech bubble grass textures?


http://www.bay12forums.com/smf/index.php?topic=171146.0 Apparently Adventurecraft does this.
However I have noticed that there are no corpse tiles for me along with chopped off limbs (in fact, chopped off limbs seem to literally cancel out any tile)
I am by no means a modder, hell, I am but a hatchling when it comes to it, but I am willing to do anything to fix this, as I like the vibe it gives.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Fleeting Frames on June 25, 2018, 04:52:54 am
My feelings exactly. Though both rutile and pitchblende becoming yellow surprised me.  No matter, there are plenty of purples around now.

[Here's it adapted for 43.03, with the changes listed below] (https://mega.nz/#!EwQXTSya!h2m9IhsA_jHHTWn39PWs1vwp6IBSZmiCBfR4V_Y2ejU)

List of changes:

           0. Added in missing stone axes and helves in item_tools.                                                    


Spoiler: List of changed files (click to show/hide)


E: @jecowa, nice. Did 3 gradient sorts + noted stones/metals:
Spoiler: A (click to show/hide)
Spoiler: B (click to show/hide)
Spoiler: C (click to show/hide)
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: tali713 on August 02, 2018, 11:30:56 pm
Dragonmaster13, this is probably my favorite 16x16 graphics pack yet.  Are you still updating this pack, is it okay if I fork it?  I spent a bit of time creating a tree root tile, a basket weave pattern that I think looks quite nice, if a bit crowded perhaps.  But before I get too deep into it, I want to make sure that either I can make a derivative or pass changes upstream.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Fleeting Frames on August 03, 2018, 09:08:14 am
Well, since he hasn't replied to this thread in months, I'd say it'd be nice if you did upload it/keep working on it.

Btw, few related notes (not included in my above post): I was wrong about tile 13; it (and tile 14) are used by performers (borrowed Fnordset's tile; bit of a stylistic mismatch).

Also, ns flying bolts use tile 179, and east-west ones use 196 - first required shifting around plant_crops.txt as well.

(The changes were not large enough to reply yet imho given the room for cutting down overrides and improvements therein, but since you already replied, here (https://mega.nz/#!d4wVlD4A!aRztlw1lSSfkeuEU-IAh6VKBjyYtzvASFkpcuEEiYMM)'s the two files along with gimp .xcf. May our fortunes rise and fall together.)
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Dragonmaster13 on August 03, 2018, 11:24:51 am
Still here. I'm working on updates but it takes a while. I work 40+ and have a family. I'm also keeping a lot of nice features/updates to myself as people like to copy my work that's taken months to do and not give me credit, so... I'll release a substantial update when its 100% and polished vs the 90% somewhat broken one that is currently in place. I thank you all for your patience & support!
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Fleeting Frames on August 03, 2018, 11:45:10 am
Good that you're still here (yeah, it can be more timeconsuming than is apparent, as I learned above). Though that doesn't really answer tali713's second question ("is it okay if I fork it?"). Unless you don't want to answer, in which case ignore this post.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Dragonmaster13 on August 03, 2018, 08:55:03 pm
Hi tali713, My apologies I didn't see your post. Thanks for your interest in the tileset. Help, criticism, or suggestions are always welcome. While i'm still making lots of changes to the tileset on this side I'm not opposed to possible putting a few user creations into the mix. I can't make any promises. Please feel free to make a fork of the DM13 tileset, if your so inclined. I only ask that you mention my name and cite this tileset as the source. Either way I look forward to seeing your creations. Good Luck.

If it helps to know I currently use paint.net with several layers for tileset editing. Also the tileset will shortly be moving to TWBT NEXT and so most tiles now have a permanent colored foreground and a color changing background (i.e. Books on a bookcase now have the same color everytime while the material the bookcase is made from now shows up in the background.) Please keep this in mind when making your creations so you can transition to the next update.

If you have any questions its easier to get a hold of me on reddit @ "dragonmaster_13" user name. Happy Editing! :D
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: tali713 on August 03, 2018, 10:19:02 pm
Dragonmaster, MSPaint is a fine tool for pixel art.  I've been using GIMP, because though I'm not super happy with the interface creating multiple layers is a breeze, since you can easily export just one layer at a time.  For the most part I'll I've done is fixes, though I really want to get rid of quadruped beakdogs, which I know are shared among almost, if not all 16x16 packs.

Looking forward to any updates, and I'll happily pass on any graphics I create, though I do work with XCF files. Since GIMP is free, that shouldn't be a problem.
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Fleeting Frames on February 01, 2021, 02:11:04 pm
So I'm back with another update to this tileset/TWBT.
(Can see my fort with it on dfma (https://mkv25.net/dfma/map-12866-desert-cityofglades) if you wish)

Spoiler: Pure text tweaks (8) (click to show/hide)

Spoiler: Graphical tweaks (12) (click to show/hide)

TWBT tweaks(13) (http://www.bay12forums.com/smf/index.php?topic=138754.msg8243086#msg8243086)
Other tweaks:
Fix for search menu crash (https://github.com/DFHack/dfhack/issues/1737).
Added resume ratio number number command to fix positioning of suspended building and added onMapLoad.init-example with it and warn-starving.

Download here (https://mega.nz/file/d5QwzByJ#TTEgtlvhZ73M8sQY57O2V4xcAsSn1YSpfiP8jGNIbwE) together with DF/DFHack/TWBT.

E: Fixed -bg layer being included in main set in IBSHEET
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Dragonmaster13 on February 01, 2021, 04:47:32 pm
Sounds Interesting. Can't wait to try it.  :)
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: LordBalkan on February 12, 2021, 10:05:03 am
So I'm back with another update to this tileset/TWBT.
(Can see my fort with it on dfma (https://mkv25.net/dfma/map-12866-desert-cityofglades) if you wish)

Download here (https://mega.nz/file/Y0xChC6B#5oYODyNchSNxSk90pGsSf8MvdAxXq_sP20wfPIv3xAY) together with DF/DFHack/TWBT.

Thats honorable, thanks for this! I saw that the package is named "df_linux", that means it will only work for linux OS? Is that possible to utilize those while playing DF on Windows?
Title: Re: NEW Dragonmaster's 16x16 Tileset (170 Colors, Unique Tiles for all Stones)
Post by: Fleeting Frames on February 14, 2021, 12:50:12 am
Generally, using a virtual machine (iirc Ubuntu used to have one near-natively). Iirc for windows 10 in particular it did bring running linux programs into it through importing the freeware. I have never tried it, but here's first random article I got off search for it (https://beebom.com/how-run-gui-based-linux-programs-windows-10/).

(I could also set up compilation environment for Windows, but that's bit extra (https://docs.dfhack.org/en/0.43.03-r1/docs/Compile.html#windows) effort - I don't think your desire originates from wishing to use an old 32-bit system, so I'm assuming this is unnecessary.)

E: Fixed -bg layer being included in main set in IBSHEET, should redownload to get it.