![]() ![]() The only known solution to this is to manually remove it via cleaning or use DFHack. A 15 size tileset divides into 1920 x 1080 cleanly, whereas a tileset with a size of 18 would not (which leads to scaling problems). The only real problem can be that the amount of blood on the map can eventually overload your computer and kill the fort via 'fps death' (basically slow it to a crawl). ![]() What most people do, however, is a file for types of images all the elves in one file, all. You can do individual files if you really wanted to, or go the other extreme and put all the graphics set images into a single file. For the graphics set, however, it gets more complicated. Some minor negative thoughts can be caused by the dirtiness. For the tileset it is a single image divided into 16x16 glyphs. Unless you are in an evil biome or have some other source of blood with 'special properties' on your map it should not be a grave issue, as said contaminants don't affect movement. Thus, the amount of blood (and other contaminants) on the map can increase without limit. It may multiply itself into multiple blood pools! (See ). Here is where the known bug that occurs when a blood pool is displaced by water in this way by, for example, rain, comes into play. They can't be in the same tile as a 'regular' liquid though, which means that instead of mixing with say, water, the blood pools will move somewhere else. Pools, smears, and splatters can stack (to unlimited amounts), they never upgrade to a full tile of blood. Splatters can upgrade to smears by being repeatedly tracked. ![]() Blood can be present on a tile in these forms, from the smallest to largest amount Ī blood pool can create splatters when creatures track through it. And I prefer the fact that there are fewer clashes between graphics so I don't have to use 'k' or use temporal context to work out what some object is.There's a known problem/bug in the game where blood tends to multiply itself. On the other hand if you were learning Japanese you probably would spend a lot more time analysing each character and it will be some time before you are automatically translating them.įor me I see plenty of detail in the 16x16 tiles because I've gotten used to them. you don't make a conscious effort translating every squiggly line in every letter, straining to see every detail, but that's because your brain has adapted to it. When you see a word in English your brain has already translated it into a concept. A clean and simple tileset with creature graphics, intended to give a comfy NES-era RPG feel. Featuring over 15000 unique sprites for most creatures, professions and job titles, as well as environments, furniture, items and more. It's the same as reading (well not that complex, but similar in principle). This is a Dwarf Fortress tileset for 32x32. Pretty soon it is automatically translating that small picture of a dog into the concept 'dog' without me having to consciously think about it or strain my eyes. The human mind is amazingly good at creating an association between an image and concept, even with a 16x16 image. To you the icons look indecipherable because you played the majority of your game in ascii.įor me the pictures are perfectly clear and I've only played the game a few days. to have to depend on context and recent events to distinguish what something is, instead of having the thing itself clearly indicate what it is. Well for me that sounds far more cumbersome. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Want to start playing? Read this sidebar! ![]()
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