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Difference between revisions of "Utility Talk:Tweak/Tile Edit"
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">Rule {{uc:Z}}</span>]] | [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|rule]] }}) --[[User:GreyMario|GreyMaria]] 20:58, 4 January 2009 (EST) | ">Rule {{uc:Z}}</span>]] | [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|rule]] }}) --[[User:GreyMario|GreyMaria]] 20:58, 4 January 2009 (EST) | ||
:::Maybe drop on back by and post that on the wiki, instead of making snarky comments? --[[User:Aristoi|Aristoi]] 11:46, 5 January 2009 (EST) | :::Maybe drop on back by and post that on the wiki, instead of making snarky comments? --[[User:Aristoi|Aristoi]] 11:46, 5 January 2009 (EST) | ||
+ | |||
+ | ::Just messed around some with editing trees and I've found the same generic "Tree" and "Sapling" tiles but it does seem to store the tree type by tile. I embarked on a site with highwood trees and noticed I could change said highwood trees into highwood saplings by changing the tiles type to "E7 00" and you can change existing highwood saplings into highwood trees by changing the type to "18 00", speeding up tree growth if you like. Once the tree is cut down though it seems to reset the tile and any attempts to place new trees or saplings on the tile result in the generic "Tree" and "Sapling" tiles respectively. I am wondering if when trees grow by natural means it checks the biome when deciding what type of tree to place and that placing them with tile edit like this doesn't do that. |
Revision as of 18:52, 28 June 2009
Um, where can we get Tile Edit? --Savok 12:26, 24 March 2008 (EDT)
- It comes prepackaged with Tweak. —Rick 13:36, 24 March 2008 (EDT)
- Ah. There should be a note to that effect somewhere to prevent confusion; if it confused me, it will probably confuse others. --Savok 17:31, 24 March 2008 (EDT)
- The first line of the page clearly mentions that it is for Tweak? —Rick 19:28, 24 March 2008 (EDT)
- Of course it is for Tweak; that is, I believe, obvious to anyone intelligent enough to play DF.
- But nowhere did I find (though it might very well exist - I'm known to make really stupid errors like that) something that says that it is with Tweak.
- Also, the logic that "someone who can't find it will just find it when they open Tweak" doesn't work, in case any of you are thinking that, since some of us won't look in Tweak till they know they have something to use in it (i.e. Tile Edit). --Savok 23:01, 24 March 2008 (EDT)
- I see your point. —Rick 23:56, 24 March 2008 (EDT)
This may be mere stupidity on my part, but is it possible using Tile Edit to change, for example, a tile into a gem wall or ore wall of specific type?
- At this point, not really. When more of the flags are mapped/figured out, I imagine it would be possible to bridge that gap. IIRC, an older tool that's not been updated in ages (and no longer even listed on the Utils page) used to be able to copy the contents of one tile and place them in a new one, to include composition of the tile (stone, gem, soil, etc.) Perhaps even if the current build of TileEdit could never support that function, perhaps Rick would see to it to eventually incorporate that kind of function in the future? --Edward 06:34, 28 April 2008 (EDT)
- I was able to create a White Sand Cavern Floor for the purposes of glassmaking. Type "60 01", Unknown 2 "01 00", Unknown 3 "05 00", Unknown 5 "C0 FD", Block Biome Index "7" and Geo Index Layer "2", with the rest all "00" and temperature seeming to make no difference. Would this be helpful on the main page? --Aristoi 17:09, 4 January 2009 (EST)
more operations
Howdy, I often find the search for chasms and underground rivers annoying, so being able to make one with this tool is pretty sweet. I searched the Bay12 forums and people seemed to think it wasn't possible with the tool... so I tinkered around. It's actually not that hard, you can just change the Type on the first tab to "23 00" and you've got a full blown chasm. Remember to put it on a tile with a solid space below it or it'll just act like a channeled tile (i.e. letting any water/magma flow into your fort). To go along with the chasm, I made a water source from a waterfall tile and created a small one tile wide river network for a system of wells on the upper levels. The waterfall tile type is "59 00" and unlike a brook or river tile it'll produce water from nothing along with mist. --Corc 15:00, 29 April 2008 (EDT)
- i like the soundof making waterfalls, but all that happes is i get a square called "waterfall", and no water comes out --Corhen 19:12, 16 july 2008 (EDT)
- ok, put a wall beside it, removed it, now it works, i now have a waterfall falling into a chasm
- If you want to get a river rather than a waterfall then set the type to "5A 00", you might have to build near it and reconstruct to get it working, sometimes I do sometimes I don't.Vattic 04:26, 28 June 2009 (UTC)
Hey, by putting "08 01" in Type will also allow you to creat Magma/Lava Flows, which should create magma/lave...
So far I've placed my own, yet nothing seems to be appearing from it, yet. I've added 7/7 Lava to it and built a wall to let it flow, but still nothing. --SP2 19:12, 7 May 2008 (EDT)
- Creating a magma flow would be pretty cool, maybe next time I get a chance I should see if setting the "is lava" flag to a waterfall and see if it creates a lavafall :) I was having trouble with water flow and resorted to a waterfall for a renewing source of water, so I dunno how to combat the "flow" tiles not "flowing". Also, should I add to the real page the chasm/waterfall stuff or wait for Rick to?
- --Corc 19:51, 7 May 2008 (EDT)
- Let rick do it. Those that are interested in unsupported operations will be looking at discussion pages anyways. --Edward 03:09, 8 May 2008 (EDT)
- I've managed to get a lava/magma flow to work, creating one at the very bottom of a map with an existing magma pipe on it will allow it to spawn magma into the space above it. (apologies if I've replied in the wrong way) Vattic 02:38, 28 June 2009 (UTC)
- Edit to add, it seems to only work if your place it really close to the magma pipe, in the same embark tile I'd guess, sometimes it takes a long time for it to fill and it seems to randomly pick a magma flow tile when spawning new magma, I say this because I placed a load of them around the pipe leaving a while between each placement and they aren't filling in order. Vattic 03:45, 28 June 2009 (UTC)
Lethal coldness
I flubbed a bit of moat-digging and needed a do-over, so I used this tool to turn some of the mined-out squares back into clay loam again. Worked great, but now it appears those tiles have been set to be extremely cold; any miner I send in to re-dig them gets massively wounded or killed by the cold. The field immediately below the "temperature" field used to be set to 10015 but gets set to 0 when I edit the tile, which might be the cause of this, but it appears that Tile Edit is unable to change this value back to 10015; every time I try it goes back to 0 again. Has anyone else seen this behavior, and/or do they know a way around it? Bryan Derksen 21:08, 18 June 2008 (EDT)
There should be two fields for temperature with the up/down arrows at the far right - try setting them both to 10050 or so several times and waiting for a while? This fixed my freezing problems. Edit: No... I've been trying to set a small area that keeps freezing to 10050, it just keeps falling to 0 or bugging out. Tile edit seems to seriously and permanently mess up temperature =/ --Wooty 05:04, 24 June 2008 (EDT)
- yea, i have that problem tried resetting the temp, but that never worked. has any1 tried buting water on a frozen tile, will it flah freeze--Corhen 010:22, 08 July 2008 (EDT)
Wood and trees?
is there any way to spawn items,such as wood planks, and trees?
- I tried to make a tree, and I can create a capital "T" which is listed as "tree" but it has no type. The actual type appears to be stored elsewhere (or at least not accessible to Tile Edit). Not sure if a generic tree would be usable to cut wood from. -Aristoi 16:58, 4 January 2009 (EST)
- Just messed around some with editing trees and I've found the same generic "Tree" and "Sapling" tiles but it does seem to store the tree type by tile. I embarked on a site with highwood trees and noticed I could change said highwood trees into highwood saplings by changing the tiles type to "E7 00" and you can change existing highwood saplings into highwood trees by changing the type to "18 00", speeding up tree growth if you like. Once the tree is cut down though it seems to reset the tile and any attempts to place new trees or saplings on the tile result in the generic "Tree" and "Sapling" tiles respectively. I am wondering if when trees grow by natural means it checks the biome when deciding what type of tree to place and that placing them with tile edit like this doesn't do that.