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Author Topic: Tile Edit: Sand  (Read 1559 times)

woose1

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Re: Tile Edit: Sand
« Reply #15 on: February 26, 2009, 07:36:44 pm »

Get some real connection, phone slu-

....

Ouch, I feel your pain. Had dialup for a year.
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Wolfius

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Re: Tile Edit: Sand
« Reply #16 on: February 26, 2009, 08:24:34 pm »

Get some real connection, phone slu-

....

Ouch, I feel your pain. Had dialup for a year.


With the cost of a second phone line factored in, high-speed would be cheaper. It's just not available in my area.

Should be by year's end. Atleast that's the mandate the government's handed out, iirc.


...after that, I'm hoping they pave the road.  ;D
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Re: Tile Edit: Sand
« Reply #17 on: February 27, 2009, 03:54:30 am »

Dtil Can convert any vein into any other thing.... You can convert all microline veins into sand if you wanted.
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Mods and the best utilities for dwarf fortress
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woose1

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Re: Tile Edit: Sand
« Reply #18 on: February 27, 2009, 11:02:57 am »

Dtil Can convert any vein into any other thing.... You can convert all microline veins into sand if you wanted.
*Cough* Clusters *Cough* *Cough*
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Re: Tile Edit: Sand
« Reply #19 on: February 27, 2009, 03:43:57 pm »

Dtil Can convert any vein into any other thing.... You can convert all microline veins into sand if you wanted.
*Cough* Clusters *Cough* *Cough*
LOL I know they are called clusters in the raws, but there is a single bit in memory that determines if a tile is part of a vein or not.  It does not distinguish between veins and clusters after they are placed.  They are for all intents and purposes the exact same thing... And because there is no way to tell them apart, they all happen to be referenced as veins by dtil.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.
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