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Editing Utility Talk:Tweak/Tile Edit

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: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. [[User:Vattic|Vattic]] 03:45, 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. [[User:Vattic|Vattic]] 03:45, 28 June 2009 (UTC)
 
::Theory, perhaps some areas of the world has magma beneath it with certain amounts of 'pressure', and other areas have no magma 'pressure' beneath them?  This would explain why it is possible to create new magma pipes in some areas but not in others.  -- [[User:j0nas|j0nas]]
 
::Theory, perhaps some areas of the world has magma beneath it with certain amounts of 'pressure', and other areas have no magma 'pressure' beneath them?  This would explain why it is possible to create new magma pipes in some areas but not in others.  -- [[User:j0nas|j0nas]]
:::I have done some testing, and it appears there are areas beneath the visible, diggable world that contains 'pressurized' magma, and other areas that do not.  Even in one set embarked world, some areas have magma beneath, others do not.  This matches what people have written here earlier, and is easily testable by just digging several 08 01 areas going out from a magma pipe.  The temperature of a 08 01 tile doesn't matter when it comes to it spewing magma or not.  This means that an area without a magma pipe seemingly cannot have one created with tile edit, which is very unfortunate for my current fort. :(  -- [[User:j0nas|j0nas]]
 
::::This is what I tried and I'd say you could make a rectangular magma pipe with a square bottom the size of a single embark tile if that embark tile contained a magma pipe on embark. You could in a very time consuming way fill a number of tiles of magma for whatever use you put it to.[[User:Vattic|Vattic]] 06:24, 26 July 2009 (UTC)
 
:::::By using the super-excellent plugin 'for each tile', this process can be reduced to a simple one-click operation.  -- [[User:j0nas|j0nas]]
 
  
 
==Lethal coldness==
 
==Lethal coldness==
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is there any way to spawn items,such as wood planks, 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. -[[User:Aristoi|Aristoi]] 16:58, 4 January 2009 (EST)
 
: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. -[[User:Aristoi|Aristoi]] 16:58, 4 January 2009 (EST)
::Tried it way before you did it, not possible.<br>Btw people remember to SIGN YOUR EDITS ({{#if: Z | [[Dwarf Fortress Wiki:Community_Portal#{{uc:Z}}|<span title="Rule {{uc:Z}}: {{#switch:{{uc:Z}}|A=Alphabet|B=Be bold|C=Categories|D=Discussion|E=Eliminate fluff|F=Facts|G=Greed|H=Headings|I=Images|J=Jealousy|K=Keys template|L=Losing is fun|M=More people should look in raws|N=Naming|O=Original research is good|P=Preview|Q=Queue|R=Redundancy|S=Style|T=Timelessness|U=User pages|V=Verify|W=Wit hard to recognize|X=Xeniality|Y=Ye Olde (outdated) Info|Z=Zorro (i.e. sign your comments)|unknown rule}}
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::Tried it way before you did it, not possible.<br>Btw people remember to SIGN YOUR EDITS ({{#if: Z | [[DwarfFortressWiki:Community_Portal#{{uc:Z}}|<span title="Rule {{uc:Z}}: {{#switch:{{uc:Z}}|A=Alphabet|B=Be bold|C=Categories|D=Discussion|E=Eliminate fluff|F=Facts|G=Greed|H=Headings|I=Images|J=Jealousy|K=Keys template|L=Losing is fun|M=More people should look in raws|N=Naming|O=Original research is good|P=Preview|Q=Queue|R=Redundancy|S=Style|T=Timelessness|U=User pages|V=Verify|W=Wit hard to recognize|X=Xeniality|Y=Ye Olde (outdated) Info|Z=Zorro (i.e. sign your comments)|unknown rule}}
">Rule {{uc:Z}}</span>]] | [[Dwarf Fortress Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|rule]] }}) --[[User:GreyMario|GreyMaria]] 20:58, 4 January 2009 (EST)
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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)
 
:::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.[[User:Vattic|Vattic]] 23:38, 28 June 2009 (UTC)
 
::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.[[User:Vattic|Vattic]] 23:38, 28 June 2009 (UTC)

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