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Worldmap: What style would you prefer?

Icons, like ASCII but prettier.
Hand-drawn, like an old-timey sepia map.
Full graphics, like JRPGs with full-on sprites.
Same as the tileset ingame. Forests would use the tree sprite, mountains a rock sprite, etc.
Other. Please post your ideas/examples.

Pages: 1 ... 35 36 [37] 38 39 ... 187

Author Topic: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline  (Read 872411 times)

Mrok Girl

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So I'm having this problem where the the dorfs apparently can't see some stuff in the stockpiles. Just now a dwarf cancelled making stuff out of silk cloth claiming that there is no unused silk cloth available. Except there is - piles of it in the Cloth stockpile.

Do you think it's the problem with the DFhack and/or the overrides messing with something, or should I post it as a bug on Mantis?

Link to the save tomorrow, because it takes forever to upload and I need to sleep now.
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Newcastle 5 Chambers megaproject.

Novaris

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A few possible reasons:
- stockpile not in burrow while alarm active
- items forbidden or marked for dumping
- bins, barrels or bags used - items in bins are only available when there is no current job needing another item in the same barrel/bin/bag (consider quantum stockpiles if thats the case)
- burrow set to limit workshops into burrow / dwarf burrowed an not able to access stockpile
- another job running requiring cloth but job got suspended (like, in another workshop) - this job will block the bin with all the other cloth inside!
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Meph

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Novaris, good catch with the ramp-tracks. They are indeed a bit off. I did only check the floor track (6 sets of them), but not the ramp-tracks.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Meph

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I'll focus on optimization now. Readme, legends, bugfixes, coloration, etc.

Here is the list of currently missing high-res creatures. You guys have been super kind with your input, so maybe some of you want to try your hand on them. All of them already exist in some way, but generally upscaled/blurry 16x16 versions with a background.

I'd be more than happy to make the children and zombie versions. But after so many days of staring at creature sprites, I need a break. ^^

Quote
##################\df_44_03_win\raw\graphics\graphics_4204_giant.txt (48 hits)
129: [GIANT_DEER]
136: [GIANT_FOX]
143: [GIANT_RACCOON]
150: [GIANT_MACAQUE_RHESUS]
157: [GIANT_COUGAR]
164: [GIANT_WOLF]
178: [GIANT_ALLIGATOR]
185: [GIANT_BUZZARD]
199: [GIANT_WARTHOG]
213: [GIANT_LEOPARD]
220: [GIANT_JAGUAR]
234: [GIANT_GAZELLE]
241: [GIANT_MANDRILL]
262: [GIANT_CROCODILE_SALTWATER]
269: [GIANT_VULTURE]
276: [GIANT_RHINOCEROS]
283: [GIANT_GIRAFFE]
339: [GIANT_TIGER]

##################\df_44_03_win\raw\graphics\graphics_4204_man.txt (48 hits)
10: [BLUEJAY_MAN]
17: [CARDINAL_MAN]
24: [GRACKLE_MAN]
31: [ORIOLE_MAN]
38: [RW_BLACKBIRD_MAN]
45: [FLY_MAN]
52: [ROACH_MAN]
94: [MARMOT_MAN]
129: [DEER_MAN]
136: [FOX_MAN]
143: [RACCOON_MAN]
150: [MACAQUE_RHESUS_MAN]
171: [GROUNDHOG_MAN]
178: [ALLIGATOR_MAN]
199: [WARTHOG_MAN]
234: [GAZELLE_MAN]
241: [MANDRILL_MAN]
262: [CROCODILE_SALTWATER_MAN]
283: [GIRAFFE_MAN]
290: [HONEY BADGER MAN]

##################\df_44_03_win\raw\graphics\graphics_birds_new.txt (84 hits)
17: [CROW_MAN]
24: [GIANT_CROW]
38: [RAVEN_MAN]
45: [GIANT_RAVEN]
52: [BIRD_CASSOWARY]
59: [CASSOWARY_MAN]
66: [GIANT_CASSOWARY]
73: [BIRD_KEA]
80: [KEA_MAN]
87: [GIANT_KEA]
101: [SNOWY_OWL_MAN]
108: [GIANT_SNOWY_OWL]
115: [SPARROW]
122: [SPARROW_MAN]
129: [GIANT_SPARROW]
136: [BIRD_STORK_WHITE] Black-faced Spoonbill
143: [WHITE_STORK_MAN]
150: [GIANT_WHITE_STORK]
157: [BIRD_LOON]
164: [LOON_MAN]
171: [GIANT_LOON]
178: [BIRD_OWL_BARN]
185: [BARN_OWL_MAN]
192: [GIANT_BARN_OWL]
199: [BIRD_PARAKEET]
206: [PARAKEET_MAN]
213: [GIANT_PARAKEET]
220: [BIRD_KAKAPO]
227: [KAKAPO_MAN]
234: [GIANT_KAKAPO]
241: [BIRD_PARROT_GREY]
248: [GREY_PARROT_MAN]
255: [GIANT_GREY_PARROT]
269: [PUFFIN_MAN]
276: [GIANT_PUFFIN]
283: [BIRD_SWAN]
290: [SWAN_MAN]
297: [GIANT_SWAN]
304: [BIRD_LORIKEET]
311: [LORIKEET_MAN]
318: [GIANT_LORIKEET]
325: [BIRD_WREN]
332: [WREN_MAN]
339: [GIANT_WREN]
346: [BIRD_OSPREY]
353: [OSPREY_MAN]
360: [GIANT_OSPREY]
367: [BIRD_EMU]
374: [EMU_MAN]
381: [GIANT_EMU]
388: [BIRD_COCKATIEL]
395: [COCKATIEL_MAN]
402: [GIANT_COCKATIEL]
409: [BIRD_LOVEBIRD_PEACH-FACED]
416: [PEACH-FACED_LOVEBIRD_MAN]
423: [GIANT_PEACH-FACED_LOVEBIRD]
430: [BIRD_MAGPIE]
437: [MAGPIE_MAN]
444: [GIANT_MAGPIE]
458: [KESTREL_MAN]
465: [GIANT_KESTREL]
472: [BIRD_ALBATROSS]
479: [ALBATROSS_MAN]
486: [GIANT_ALBATROSS]
493: [BIRD_OWL_GREAT_HORNED]
500: [GREAT_HORNED_OWL_MAN]
507: [GIANT_GREAT_HORNED_OWL]
514: [BIRD_EAGLE]
521: [EAGLE_MAN]
528: [GIANT_EAGLE]
542: [HORNBILL_MAN]
549: [GIANT_HORNBILL]
556: [BIRD_LOVEBIRD_MASKED]
563: [MASKED_LOVEBIRD_MAN]
570: [GIANT_MASKED_LOVEBIRD]
577: [BIRD_BUSHTIT]
584: [BUSHTIT_MAN]
591: [GIANT_BUSHTIT]

##################\df_44_03_win\raw\graphics\graphics_temperate_new.txt (63 hits)
17: [WILD_BOAR_MAN]
24: [GIANT_WILD_BOAR]
38: [COYOTE_MAN]
45: [GIANT_COYOTE]
59: [KANGAROO_MAN]
66: [GIANT_KANGAROO]
80: [KOALA_MAN]
87: [GIANT_KOALA]
108: [ECHIDNA]
136: [PORCUPINE]
213: [GIANT_BOBCAT]
220: [SKUNK]
227: [SKUNK_MAN]
234: [GIANT_SKUNK]
262: [HARE]
269: [HARE_MAN]
283: [RATTLESNAKE]
290: [RATTLESNAKE_MAN]
297: [GIANT_RATTLESNAKE]
304: [WEASEL]
311: [WEASEL_MAN]
318: [GIANT_WEASEL]
325: [COPPERHEAD_SNAKE]
332: [COPPERHEAD_SNAKE_MAN]
339: [GIANT_COPPERHEAD_SNAKE]
346: [IBEX]
353: [IBEX_MAN]
360: [GIANT_IBEX]
374: [WOMBAT_MAN]
381: [GIANT_WOMBAT]
395: [DINGO_MAN]
402: [GIANT_DINGO]
423: [GIANT_COATI]
430: [OPOSSUM]
437: [OPOSSUM_MAN]
444: [GIANT_OPOSSUM]

##################\df_44_03_win\raw\graphics\graphics_tropical_new.txt (60 hits)
10: [MONGOOSE]
17: [MONGOOSE_MAN]
24: [GIANT_MONGOOSE]
38: [HYENA_MAN]
45: [GIANT_HYENA]
80: [MONITOR_LIZARD_MAN]
87: [MONITOR_LIZARD]
94: [KING_COBRA]
101: [KING_COBRA_MAN]
108: [GIANT_KING_COBRA]
129: [GIANT_OCELOT]
143: [JACKAL_MAN]
150: [GIANT_JACKAL]
178: [SLOTH]
185: [SLOTH_MAN]
192: [GIANT_SLOTH]
220: [PANGOLIN]
227: [PANGOLIN_MAN]
241: [BLACK_MAMBA]
248: [BLACK_MAMBA_MAN]
255: [GIANT_BLACK_MAMBA]
283: [AYE-AYE]
290: [AYE-AYE_MAN]
297: [GIANT_AYE-AYE]
304: [BUSHMASTER]
311: [BUSHMASTER_MAN]
318: [GIANT_BUSHMASTER]

These are kinda done... all creature sprites exist, but no unique sprites for giant, child or zombie.
##################\df_44_03_win\raw\graphics\graphics_ocean_new.txt (33 hits)
17: [OCTOPUS_MAN]
24: [GIANT_OCTOPUS]
31: [CRAB]
66: [GIANT_LEOPARD_SEAL]
73: [CUTTLEFISH]
80: [CUTTLEFISH_MAN]
87: [GIANT_CUTTLEFISH]
94: [ORCA]
101: [ORCA_MAN]
115: [SPONGE]
122: [SPONGE_MAN]
129: [GIANT_SPONGE]
136: [HORSESHOE_CRAB]
143: [HORSESHOE_CRAB_MAN]
164: [SPERM_WHALE_MAN]
171: [GIANT_SPERM_WHALE]
192: [GIANT_ELEPHANT_SEAL]
213: [GIANT_HARP_SEAL]
220: [NAUTILUS]
227: [NAUTILUS_MAN]
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Novaris

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So....this is a bad time to ask about the designation tile of carved tracks? the ends don't seem to show a 'track'related tile :D
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Meph

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It's a good time, since I do fixes. But its oh, so-bad, because the only way to fix it is to use 4 tiles from the main tileset. :/ I can't use overrides for the designations.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Mrok Girl

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A few possible reasons:
- bins, barrels or bags used - items in bins are only available when there is no current job needing another item in the same barrel/bin/bag (consider quantum stockpiles if thats the case)

I think this is what might be a problem - I have two clothes workshops both doing stuff but only one stockpile. I didn't even know this is a thing that might happen with the bins being used :O Time for a quantum stockpile then O_o
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Novaris

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Then my proposal would be to override it with the zone designation tile if thats possible, and maybe change its borders to fit the orange line to the track designation, that would look ok i guess? a little orange border wouldn't hurt so much for designations i would assume. Another possibility would be the NSEW designation tile.
« Last Edit: January 08, 2018, 10:27:01 am by Novaris »
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Pvt. Pirate

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A few possible reasons:
- stockpile not in burrow while alarm active
- items forbidden or marked for dumping
- bins, barrels or bags used - items in bins are only available when there is no current job needing another item in the same barrel/bin/bag (consider quantum stockpiles if thats the case)
- burrow set to limit workshops into burrow / dwarf burrowed an not able to access stockpile
- another job running requiring cloth but job got suspended (like, in another workshop) - this job will block the bin with all the other cloth inside!
i stopped using bins in the latest forts and haven't had any such job cancelation at all.
never had that with barrels at all, so i guess it's only the bins (or the stuff i store in barrels and bags is less likely to be the object of multiple dwarves' jobs)
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

Novaris

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the weirdest part are seed in bags in bins :D
You can encounter them in barrels as well, if beer is used for cooking and another dwarf wants to drink from the same barrel.

@Meph:
An interesting side effect: when you hover the mouse over any of the furniture (cabinets, coffers, chest, beds) but NOT the statues or tables or chairs, the curour changes to the designation tile. :D
« Last Edit: January 08, 2018, 11:38:29 am by Novaris »
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Meph

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Novaris, I said I can't use overrides for it. Not I can. :P

I had to move 4 tiles around (cage and 3 grasses), make new -bg and -top files for them, write overrides for levers, move them around, make -bg and -top entries for the new lever positions, then move the grasses and the cage to where the levers (and two other free tiles) where, just so that I can fill the 4 tiles for track-stop-designations for proper graphics.

Df really doens't make it easy sometimes. It took a while.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Boltgun

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Just now a bunch of succubi marched into my fortress and were quickly met with fire.

* Boltgun laughs in FIREIMMUNE.  :P
Magma cannot be crossed however.

Some feedback, playing with Vordak's additions.
* When a worker goes to the mason's shop, he is located on top of the slab (center tile). Could it be possible to move the slab and its base one tile up so it look like he is corking on it instead ?
* Sand and sand walls have low contrast, making it hard to figure ground from wall (from a previous version, in case you took a look at it already).
* Most furniture and items, when held, look like mess. I know we can display an override when an unit is holding the item, but would it be possible to have a generic tile for furniture and one for items for the game to display?
* My main motivation about Vordak is the removal of the engraver tile. It's nice on paper but it only look good if the engraver is on the tile working. As I tend to design large space for engraving, I keep seeing a bunch of dwarves where they aren't any.

I'll add screen shots later on.
« Last Edit: January 08, 2018, 12:12:56 pm by Boltgun »
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Meph

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But you only see the engravers when you designate it, right?

The sand floor is already darker... still not high enough contrast?

I can't move the tile in the masons shop. Positions are hardcoded.

Edit: Found out today that supports had no sprite yet. Bottom right:


It's supposed to be a scaffolding. I also tweaked the colors on the furniture... that's all wood furniture in the pic, it has a lot more highlights. The chest was fun. ^^
« Last Edit: January 08, 2018, 01:18:48 pm by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Vordak

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The mason's workshop can be altered into something like this:

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Novaris

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@Boltgun
I modded the race a little so it is not fireimmune ;-) they are now as orcs sirface living creatures that march into battle with steel and adamantium :-D orcs only ise steel. I wanted to make invading forces a little more interesting without making all lava based fun void. And I used a tileset for them that I found in of the mods here. If it was yours then THANK YOU for those :-D

@Meph
Sorry for the misunderstanding.
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