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Please note that values from these lists are case-sensitive when used in OVERRIDE command. Trade screen divided equally on OS X (DF 0.34.11 only).
#DWARF FORTRESS TILESET INSTALL FULL SIZE#
Save an image of entire map in full size to mapshot.tga in your DF folder. If no new values are provided, current values are printed. Colour names are as in init/colors.txt without _R/G/B suffix. Default is 0.15 0 1 Additional ColoursĬhange display colours. Possible parameters are more, less or number 0-15. Set number of additional levels to render. Multi-level rendering is disabled by default, you can enable it with multilevel command (see below) manually or put it into your dfhack.init script. For convenience, you can use textual description that you see with live query mode of mousequery plugin, in this case include it in quotes (for example, "stone stair down").Ĭopy shadows.png to data/art folder. Tile, Tileset, NewTile, NewFg, NewBg, MatFlag and Mat1:Mat2:Mat3 parameters are the same as for items/buildings overrides Note 2: Any overrides that use either MatFlag or Mat1:Mat2:Mat3 must be listed before any matching overrides that don't use them, or they will not be applied. Trailing colons may be omitted for empty parameters. Note: Any of NewTile, NewFg and NewBg parameters may be empty to use existing values without changes, but at least one of them must be present. Note that WATER::, etc, must be used if further parameters are used in the same override. Example valid values are WATER, INORGANIC:IRON, and PLANT:MANGO:WOOD. Mat1:Mat2:Mat3 is a material token, as found in the raws. MatFlag is a material flag, or empty to match any material. NewTiles is a list of tiles, from the same page, in the set, separated by. NumTiles is the number of tiles you have defined in the set. MultiType is R for random tiles, A for random animation, and S for synchronized animation. NewTile is a new tile number, or, optionally, a multi-tile set, which follows the format MultiType:NumTiles:NewTiles. Two predefined values are map for the main graphics font and text for the text font. Tileset is a tileset identifier specified previously in TILESET command. Type is an item type or building type, or empty to match any type Id is an item ID or building ID, or empty to match any ID OverridesĬommands described below are to be placed in data/init/overrides.txt file and allow to change tile images used for specific buildings, items and tile types. Toggles unit transparency which is disabled by default. Toggles workshop transparency which is disabled by default. If this option is enabled, stockpiles will be hidden unless in, or mode. This command controls the full redraw mode, in which all tiles are updated each frame - useful for some tilesets in case of graphics issues when scrolling. This command resets map tile size back to normal. These commands adjust the size of map tiles or set the exact size. Twbt tilesize bigger | smaller twbt tilesize + |. In your init.txt set FONT and FULLFONT to the font you want to use for text, and GRAPHICS_FONT and GRAPHICS_FULLFONT to the font for map tiles. There also no limit of minimum 80 columns anymore, so bigger tiles can be used on small screens. These fonts may have different tile size, usually square for the map and non-square for text. Main function is to use separate fonts (tilesets) for map tiles in Fortress Mode and for text. Vitaly Pronkin aka mifki Page / Sources - Latest Release - Development Builds - Discussion - Report an Issue Text and Map Tilesets This command is asynchronous, it will print a message once the operation is complete. See multiple terrain levels in mountainous areas and caverns.Ĭhange and reload colours without restarting the game. Use separate fonts for text and map, possibly with different tile size.Ĭhange images used for specific buildings, items and tile types. The installation package also includes several other plugins which required changes to be compatible with TWBT. Note: To activate the plugin, set PRINT_MODE to TWBT (or TWBT_LEGACY for legacy mode with text and map tiles of the same size) in your data/init/init.txt file.
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Adventure Mode is generally supported but may have issues. The primary goal is to improve Fortress Mode. Originally I wrote a small plugin because I was tired seeing coffins instead of zeroes and all that stuff. This is a plugin for Dwarf Fortress / DFHack that improves various aspects the game interface.
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