This mod is NOT a tileset - it uses Ironhand/WormSlayer's one.
Credits(i mean - respect to):
WormSlayer,
Ironhand,
Deon,
maker of WorkshopDraw.
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0.3
added: fence passable, nonpassable, more arrow colors(6), + 3rd tileset variant.
http://www.easy-share.com/1911859562/planter0.3.zipTileset:
http://www.easy-share.com/1911859674/ironhand049xov2.zip(temporary version v2, more editing needed here)
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0.2 -
i really need workshop
submenu for this clutter...
Actual hot ideas area:
-arrows - few colours for marking important places...like floodgate+lever(done, 4 colours so far).
0.2 download:
http://www.easy-share.com/1911797533/planter0.2.zipActual weird/impossible ideas area:
box as booth(shop).
2x1 3x1.
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Requirement:Deon's Genesis(0.9x) set, or Ironhand/WormSlayer's(0.4x-47 version range),
anything that has similar tileset to this one should work ok, here's my variation
No.1:
(Ironhand 0.4x with few Mayday's tiles + small transparency tuning for few tiles, more transparency tuning may be needed):
Tileset 7zipped(if tinypic's affected by recompression):
http://www.easy-share.com/1911778548/ironhand046xo.zipEffect:
Variation no.2(differs from no.1 only by engraved tile AND directional arrow mod(pole)):
Tileset 7zipped(if tinypic's affected by recompression):
http://www.easy-share.com/1911797464/ironhand049xo.zipEffect:
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What's this:I am making small mod - Plant(er)s, clutter and garden set.
Idea is simple -
1x1 not typical workshops -> without REACTIONS. Assigned adequate tile gfx for each one.
I wanted to make forts more(visually) life-alike places.
Also, i realized that some tiles may be helpers for finding certain buildings(i.e. mayor room), or places.
It can be useful for blocking/pathing purposes, as such tiles with BLOCK attrib may work as destructable/disomuntable walls.
So, release 0.2 contains:9 types of plants, passable, and
test versions of nonpassable ones - these may be built ONLY, if theres 1 tile space from right side(
for now, more info about this issue below, it's interesting..). Of course, that tile may be used normally AFTER(or before, if nearby item is passable).
Barrel, box, passable
4 types of tools(homework, etc..) passable
Doll(for horny ones..)
5 types of flasks(imho, look like nice table lamps in dwarven rooms)
directional arrows - 4 colours,
Instrument tile, 2 colours.
To do:Differ materials needed to make different types of clutter(help needed), erm, workshop.
Color tuning,
Tile tuning,
More items,
More blockers.
Considered for v 0.3:
- plantsets(nx, nxnxxn, etc - 4 of these and we may make corral..), "fencesets", maybe few garden sets,
- Fences - grate 1x1, with [BLOCK:1] value = fence,
- other "plantable" clutter[/b]
Installation:Activating requires generating new world..
Place building_garden.txt in raw/objects
Then, open entity_default.txt and go to last line starting with:
[PERMITTED_BUILDING:
place content of entity.txt after it.
Generate new world, embark, look into workshops menu.
UNFORTUNATELY - this type of mod usually needs generating new world for every new version(only, if new entry is added..otherwise it's not a problem), that's why too frequent updates may be annoying for someone.
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Actual technical problems(from my point of view, it is not important for users for now), any help's welcome:I need to know, if submenu/container for all of these "workshops" (i.e. Garden) is possible in workshops menu..(to prevent menu cluttering, if there were dozens of "garden tiles").Main problem with 1x1 BLOCKed workshops:
1x1 tile is not possible to be finished by builder, if it's set to BLOCKED.
Workaround is weird and messy - putting work_location outside of that tile is allowing to finish such construction, BUT outside means one tile RIGHT(=it is not possible to be build near right walls..).
As i strongly tend to avoid 2x1 tiles, any input about solution to this problem would be welcome.
Of course, workaround for this workaround is simple - making second set for work_location placed...under built tile(again - with both sets we still may have problems with some places(downright corners;/).
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Sieges are SO long in Genesis(i never seen 3 civs fighting in my garden with each OTHER until now, c.a. 150 hostile beings on map lol).. isolated fort needs some nice clutter inside.
I suddenly realized full potential of custom workshops for adding cuteness to the fort.
While we do not have methods for building custom..tiles/furniture(b, ?), i am trying to expand visuals with workshops. Workshops without reactions are nice way to add things that were not possible until df2010.
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Solved:
I'd like to use tilemagic to beautify set, but having difficulties..
Regarding tile-magic(continued from http://www.bay12forums.com/smf/index.php?topic=53180.msg1454356#msg1454356 ):
The question I can answer is the smiley face one.
That magenta in his mouth is actually transparency.
So when you apply a background color, it only colors his mouth.
Think of it like a cut-out. We're painting the whole tile the background color,
and then we're slapping that tile on top of it, so that only the mouth still shows through.
The tile magic basically goes like this:
You have 4 channels in your image, 3 colour channels (red, blue, green) and one alpha channel (determines transparency)
But in DF, the alpha channel determines the intensity of the background colour to be used, while the colour channels determine the intensity of the foreground colour, however this is done per channel, so if you leave out a colour in the foreground say blue (which will result in yellow, its negative) then the blue channel in the image is ignored. Check this page for how the colours add up: http://en.wikipedia.org/wiki/Additive_color
Thanks, guys.
ahhhh, so:
foreground space is determined by NONTRANSPARENT pixels, while transparent space determines background color - and level of transparency determines its intensity, yes?
Colors are set like this:
[PICKED_TILE:18][PICKED_COLOR:3:5:1]
in OBJECTS raws only?
but, then how control tile general background, if you know what i mean(space named by ???
on sshot) how to leave it unaffected by foreground color of object?