Well, the visualization for gems only works while they are not dug... the rough gem always looks the same, the cut gem and large gem always looks the same. I figured that you mine gems anyway, no matter how valuable they are. I never looked, saw a "tier 1" gem and though: Meh, lets ignore it. So if I merge these three "onrmanteal, semi-precious and precious" gems into one "gem", I have 2 tiles free for more new stuff. But thats why I ask publicly, maybe not everyone thinks so. But then again, it would be optional, people can still play with Phoebus or Ironhand or any other tileset
I personally would keep rough gems, cut gems, large gems and undug gems as tiles.
The coal tile is exactly the same as the small bush, with very minor shading difference. I can easily use both for the same.
The flux "cloud" thingy is not even used by masterwork if I am not entirely mistaken.
The thin walls make perfect sense for me. Why build a 6 feet thick wall, to seperate a bedroom from another? ... I can see the problem with the outdoor fortification style, and I guess it will be quite strange to think that dwarves can run on top of it... honestly, I havent checked how it looks from one zlvl down/up.
You can see the difference between engraved and non-engraved very clearly, it gets whiter. I havent checked fortifications yet, but I guess they would need some work. Maybe. I dont know.
I also added this to the changelog:
- The Sawmill can now break down 34 different wooden objects into scrap logs. Have a wooden bed or cage too much? Break it down, get a scrap log.
And now I am off on my bike, I'll get my international driving licence from the government office today.
EDIT: I lied, stay 5mins longer because I had a good idea. HOW ABOUT THIS? Double walls.
Both thin walls that make sense architectural-wise, but also wide enough for people to walk on. And bonus points for realism, because thats how they are done in RL.