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Author Topic: Tileset confusion  (Read 1153 times)

tammis

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Tileset confusion
« on: December 23, 2020, 05:18:33 am »

I was playing DF with LNP and decided to switch to Kruggsmash's tileset (ASCII). I downloaded the package and installed it into data\art. I then went on to edit the init.txt to point to the kruggsmash.png and turned graphics mode off (render mode 2D). I also replaced the colors.txt file. When I started playing, it seems some of the tiles have been mixed up, e.g. all the different stones and ores have letters in them:

Spoiler (click to show/hide)

I then installed a fresh vanilla version without any utilities, did the same manual tileset installation and did a quick test embark in another world. Now, all things looked correct:

Spoiler (click to show/hide)

I then ported the original save over to this clean install. Some things were improved (e.g. the ends of the built wall in the bottom have the correct tile #079) but the stones still have letters in them and the minecart has the tile for valley herb (#152):

Spoiler (click to show/hide)

For comparison, here's the same place before porting the save to the clean install. Note the ends of the wall which had the tile for branches (#199).

Spoiler (click to show/hide)

What's the reason for this? The wall-ends and some other things seem to point towards the d_init.txt and the raws (the tiles are marked with either $ or * in the wiki page for Tilesets, which means they can be changed in d_init.txt or raws, respectively), but the stone/ores/gems confusion must be located in the save folder itself.

Ideally, I'd like to be able to fix this in the LNP install (while Dwarf Therapist is the only utility I _need_, I appreciate the convenience of being able to turn DFHack on momentarily to fix stuff like civil wars).

EDIT:

I think I managed to fix the issue. I copied the raws objects and the d_init file from the test save into the LNP install's main save, and all the issues seem to be resolved.
« Last Edit: December 23, 2020, 06:50:11 am by tammis »
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