![]() To get creature graphics with transparent backgrounds,Ĭopy the contents of the /raw/twbt\_graphics/ folder to the /raw/graphics/. Installing only the Transparent Backgrounds for Creature Graphics TWBT content Copy the onLoad\_gfx\_Ironhand.init file into the /raw/ folder.Copy the contents of the /raw/twbt\_objects/ folder to the /raw/objects/.Copy the contents of the /raw/twbt\_graphics/ folder to the /raw/graphics/.Copy the contents of the /data/twbt\_init/ folder to the /data/init/.Copy the contents of the /data/twbt\_art/ folder to the /data/art/.It's probably easiest to install the TWBT content into the normal graphics pack foldersīefore then copying those all into your copy of Dwarf Fortress. Pack components so that the TWBT content overwrites the regular graphics pack content. In all of these steps, the TWBT components need to be installed over the normal graphics If you wish to use these components, additional steps need to be taken. This pack includes optional components to take advantage of TWBT features. The Text Will Be Text (TWBT) plugin for DFHack allows many improvements to graphics. Version of Dwarf Fortress that is not compatible with the graphics pack, or it is Copy the contents of the /raw/graphics/ folder into Dwarf Fortress' /raw/graphics/ folder.įor any existing save files you have that you would like to use these graphics with,Ĭopy the contents of the /raw/objects/ and /raw/graphics/ folders into the correspondingįolders of your save files (located in the /data/save/ folder).ĭo not copy the /raw/objects/ folder into existing save files that were created with a.Copy the contents of the /raw/objects/ folder into Dwarf Fortress' /raw/objects/ folder.Copy the contents of the /data/init/ folder into Dwarf Fortress' /data/init/ folder.Copy the contents of the /data/art/ folder into Dwarf Fortress' /data/art/ folder.The game window, which will cause the pixels to be drawn at a scaled-down size to-fit. May take up more space than is available on your screen but can be fixed by resizing At smaller display resolutions, the game window Of Dwarf Fortress than the listed compatible versions.Īs a 16x16 graphics pack, this tileset looks best at a display resolution of at leastġ280 horizontally by 400 vertically. The versions of Dwarf Fortress that the included objects files areĬompatible with are listed on the release page before you download them.Īs for the content in the /data/init/ folder, it should generally be compatible withĪny version of Dwarf Fortress (especially earlier versions than the listed in the range ofĬompatible versions), but could cause minor graphical issues when used with newer versions Objects files in version of Dwarf Fortress not compatible with them will likely causeĭamage to save files. Most critically, the raw data objects (located in the /raw/objects/ folder) are onlyĬompatible with a very limited range of Dwarf Fortress versions. Versions from v0.31.04 or later, and the creature graphics (located in the /raw/graphics/įolder) require one of the above versions from v0.31.05 or later. This graphics pack requires the "SDL Windows", Mac, or Linux version of Dwarf Fortress.Īdditionally, the main tilesets (located in the /data/art/ folder) need one of the above The only known solution to this is to manually remove it via cleaning or use DFHack.Ironhand is 18x18 graphics pack for Dwarf Fortress. 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). Some minor negative thoughts can be caused by the dirtiness. ![]() 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. There's a known problem/bug in the game where blood tends to multiply itself. ![]()
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