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Author Topic: Planters mod 0.3 - more clutter for our homes.  (Read 4672 times)

WormSlayer

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Re: Planters mod - workshops, tiles, questions..
« Reply #15 on: August 04, 2010, 08:16:42 pm »

Personally, i wonder how i could remove 1/2 of stone tiles from that one and replace them with plants and items, but so far, i am happy with that tileset.

I will make a few more plants but soon we will have truetype font support! :D

Even taking into account that caged and dead creatures will continue to take up tile space we should get about 30 new slots to fill with whatever we desire :D
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McBeer

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Re: Planters mod - workshops, tiles, questions..
« Reply #16 on: August 04, 2010, 09:57:19 pm »

Quote
I will make a few more plants but soon we will have truetype font support
HOLY damn, every(actual) ASCII/letter/digit tile will be free-to-use then?!
Fantastic!
« Last Edit: August 05, 2010, 04:53:22 pm by McBeer »
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WormSlayer

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Re: Planters mod - workshops, tiles, questions..
« Reply #17 on: August 05, 2010, 12:17:19 pm »

It's going to be awesome :D
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Harmonica

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Re: Planters mod 0.1 - clutter for our homes.
« Reply #18 on: August 05, 2010, 11:36:09 pm »

Thanks for the PM about this.

I think you should try doing 2X1 or 3X1 workshops, but use transparency for the middle tile or the second tile, so its effectively a null tile.

Would that solve your 'can't build' problem?
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McBeer

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Re: Planters mod 0.1 - clutter for our homes.
« Reply #19 on: August 06, 2010, 09:02:23 am »

Thanks for the PM about this.

I think you should try doing 2X1 or 3X1 workshops, but use transparency for the middle tile or the second tile, so its effectively a null tile.

Would that solve your 'can't build' problem?

Yup, but it would block nearby tiles - and this is my reason to search for workaround, actually.
While passable tiles are great for decorating, blocked ones may be walls equivalent, nearby tile should be free for use, imo.

Btw, v.0.2 is up, with 2 modified Ironhand tilesets as proposal for trying.
in 0.3 i will try to solve 1x1, 2x1 ideas.
Need to rethink this.

How can i make custom shop(RAWs reference needed, cannot check default shop raw, as it's hardcoded(?), so there's no raw for it)
« Last Edit: August 07, 2010, 08:51:50 am by McBeer »
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McBeer

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Re: Planters mod 0.2 - more clutter for our homes.
« Reply #20 on: August 12, 2010, 07:46:15 am »

0.3

added: fence passable, nonpassable, more arrow colors(6), + 3rd tileset variant.
http://www.easy-share.com/1911859562/planter0.3.zip

Tileset:

http://www.easy-share.com/1911859674/ironhand049xov2.zip
(temporary version v2, more edititng needed here).

Sshot:
http://i33.tinypic.com/rli3q0.jpg

Sorry for bump(i am aware, that nobody cares, but..).
« Last Edit: August 12, 2010, 08:16:24 am by McBeer »
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WormSlayer

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Re: Planters mod 0.3 - more clutter for our homes.
« Reply #21 on: August 12, 2010, 06:54:26 pm »

Your farmdorf has a pet tortoise? :D

Maybe put some background texture around the arrow-signs?

I've only glanced at building_custom.txt so cant really offer any advice about that stuff.

Edit: Thinking about these new features Baughn is adding, you will be able to put any graphics you want into your planters , even things that span multiple tiles, because your can set the tiles up in whatever pattern you want? :D
« Last Edit: August 12, 2010, 09:48:01 pm by WormSlayer »
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McBeer

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Re: Planters mod 0.3 - more clutter for our homes.
« Reply #22 on: August 13, 2010, 04:50:42 am »

Your farmdorf has a pet tortoise? :D
Haha, indeed. I love turtles.

Quote
Edit: Thinking about these new features Baughn is adding, you will be able to put any graphics you want into your planters , even things that span multiple tiles, because your can set the tiles up in whatever pattern you want? :D

Possibilities will be inifinite.
I am excited thinking about it.
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fun is for rich men, i assume.
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