- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
DF2014 Talk:Tilesets
There's a discussion about how to improve this page in this forum thread. King Mir (talk)
TWBT
Should this page perhaps have a mention of the Text Will Be Text DFhack utility? It mentions how one should avoid modifying certain tiles, but TWBT fixes that. Xolroc (talk) 16:02, 26 April 2015 (UTC)
- I'm not sure. In general I personally think wiki pages explaining parts of DF should be strictly vanilla (which doesn't exclude pages about mods and utilities of course). Notwithstanding that, it still seems to me that TWBT isn't quite mature enough - especially for adventure mode - to mention it.CLA (talk) 11:23, 7 November 2015 (UTC)
Check for completeness
Reminder to myself (or anyone else) to check if the items on the Tool page are already mentioned here once I find the time to do so. It could be that the tools that some night creatures use in adventure mode aren't in the list yet.CLA (talk) 11:27, 7 November 2015 (UTC)
- Done. Pouch, Mortar, Bowl, and Pestle were missing; added Tool link to Cauldron. Will also write comment on the tool page to cross-check with this page.CLA (talk) 21:56, 9 November 2015 (UTC)
v0.42.01 changes
new tiles in 42.01 are:
- scrolls: 236; quire, bookcase: 240; scroll rollers, book binding: 246; <-can all be changed in raws.
- sheets: 245 (can't be changed)
- new status icons: 034
- 245 isn't an unused tile anymore
CLA (talk) 14:40, 6 December 2015 (UTC)
new creatures
The creature section needs an update. List of creatures here: DF2014_Talk:Graphic_set
CLA (talk) 15:16, 20 January 2016 (UTC)
Missing information about colors in "Creating a custom tileset"
The section about creating a custom tileset does not specify which color should be used for the foreground, which for the background, if greyscale can be used for tone (and how they are interpreted) and any effects that other colors may have. Salty-horse (talk) 18:51, 7 March 2016 (UTC)
- I know, I'm currently (as in, in this very second) in the process of rewriting it. You will find it on the color page. The basics are already there by now. More details should follow during the week. Note that there is a commented out (and outdated) section in the "source text" of this section here.CLA (talk) 20:36, 7 March 2016 (UTC)
Tile #10 "Trunk Interior"
I'm not an expert, but it doesn't look to me like tile 10 is used for the tree trunks. Maybe it's only used in certain varieties? The article says that the tree trunk is configurable in the d_init.txt, but there are no tiles set to use tile #10 in that file. Anyone know anything about this? Jecowa (talk) 05:39, 18 August 2016 (UTC)
- I Downloaded a fresh 44.12 from bay12 and lines 231/232 in d_init.txt have two entries for TREE_TRUNK_INTERIOR and TREE_TRUNK_INTERIOR_DEAD assigned to #10. To verify, I embarked in a forest and luckily found a tree that has a thick enough trunk on the first try. By visually modifying tile #10, I found that it's indeed using #10 (and not an inverted #9). It might be that your init file is corrupted or modified (from a tileset author whose tileset you use).CLA (talk) 21:02, 4 February 2019 (UTC)
'ª' and Goblin pits
Is the 'ª' character (166) actually in use? I don't really remember seeing it, and neither the civilisations, pits or goblin pages makes mention of it 155.210.226.72 14:00, 28 February 2017 (UTC)
- Checking the history of the page, it was me listing the change here [1] and editing the page shortly after. Unfortunately I don't remember where I got the information from. Either way, on 15 February 2015 User User:Cali added dark pits as #167. This is definitely correct, I verified it just to make sure. So I assume this was indeed my mistake that hasn't been spotted as wrong when dark pits were finally corrected. Thank you very much.CLA (talk) 21:10, 4 February 2019 (UTC)
FotF from February 1st 2019 reveals some future use of tiles
>Toady, what sort of symbols/tiles represent these new sites you're adding in (monasteries, bandit forts, castles)?
>The castles had an existing symbol, the gray circle that's up top in the glyph set. The monastery is a dark gray one. The forts use the inverted one up there, brown, like a wooden wall with a central structure.[2]
They might not be all the new tiles for the upcoming version, but they're certainly candidates to double check. Feel free to already add comments to the tiles. I'll do it myself if I find time.CLA (talk) 19:03, 4 February 2019 (UTC)