I too have noticed that the tile used to mark "withered plants" is the same one that is used for clusters of Morion -- that is, a Gem symbol with 1 dot below it colored dark gray. I assumed that this is working as intended, but if not...then I'm reporting it.
Secondly, I'm fairly sure that the images for Donkeys and Mules are reversed. Donkeys are appearing with brown coats, and Mules seem to have gray coats.
Thanks for confirming the plant problem.
About the Donkeys and Mules. They both come in brown and gray. Bane gave them those colors so I've not changed them. For the sake of not confusing the current tileset users, I'm don't intend to switch their colors.
Donkeys and mules both being both colors? Madness!!!! How are you supposed to tell them apart? In the two forts I've played since I first switched to the Phoebus tileset, it seems to have been very consistent that donkeys are appearing brown and mules gray.
In my prior DF experience, playing with Mayday's tileset, it seemed to be fairly consistent that donkeys were gray and mules were brown, and I just took it as given that that was how you told them apart. It is possible that I have both brown and gray donkeys but have only paid attention to the exceptions, but it does seem to be pretty darned consistent. If I wanted to make all mules brown, how would I go about this?
Another thing I've been noticing, from a disambiguation point of view, is that natural Ice Floors and Ice Walls look fairly indistinguishable. Same pattern for both of them, except that floors are darker than walls.
Ice walls use the 100% opaque tile, while the ice floors use the 75% opaque tile. They are meant to look very similar, although the ascii tilesets use dithering so are easier to distinguish. Smoothing the ice floors (MADNESS!) makes them easily distinguishable from ice walls. I can't think of a good way to make ice tunnels easier to distinguish without significantly altering the feel of the rest of the game. (The transition from 100% to 75% to 50% is meant to be smooth.) I'll ponder on the problem.
The reason I brought this up is that in the Mayday tileset (yeah, there I go again "mayday this, mayday that...") ice floors are easily distinguishable from walls because they use a different texture altogether. They use a texture similar to that of other ground tiles.
I think that's the issue, really, because the current tiles you're using for ice-floors is the same as that of the walls. All other substances have a different graphic for when they are a wall or a floor. Also, the ice-floor squares have strongly visible boundaries between them, unlike the floors of any other material, making them look much more similar to a wall than anything suggestive of floor.
Lastly, while I'm complaining about your wonderful work, I've noticed that everything is really quite dark. It does add to the "subterranean" vibe, but I think it's going a bit far when smoothed
Marble floors appear as a
middling gray. I always like to make my hospitals out of the whitest materials, and while this works fine for the walls, even the whitest stone floors are disappointingly dull, especially in contrast with the Silver Operating Table, Traction Bench, and Tower-Cap beds.
How would I go about it if I wanted to make my "whites whiter and brights brighter"?