Control the X with the arrow keys, and you'll notice info will pop around on the right panel. To get to it, we have to select a dwarf with the view key. (white is enabled, dark grey is disabled labors, light grey is some but not all labors enabled in the category) That means if you designate a mining job, these guys will respond to it when they can. We have three miners to do that, each with the "mining" labor enabled. It's just an illusion, don't be fooled!)įirst thing we gotta do is to get inside and out of the cold. You can only work on one level at a time, despite being able to see 10 below you. The triangles are ramps, which are like slopes things can walk on to get to a higher Z level. The dwarves are on the same tile, under the animals.ĭown a few Z levels, we have a sweet, flat location to dig into the mountain side. Shown are our pack oxen and some good dogs. These guys embarked on a hill, so the wagon immediately collapsed, dropping all of our goods on to the ground. The "Joyous wilds" means this is the most savage and epic of the good biome variants so we'll get poo poo like giant unicorns. What's cool about this is we get animals from both the "good" biome and the "neutral" biome. We have an embark with a volcano, mostly "Good" biome, with some grassy neutral lands in the bottom left. The map on the left is a zoomed in picture of the red chevron, with the colored parts being our embark area. The middle map is zoomed in, with the cursor (not visible, oops) on the red chevron. But there's no river so everyone's probably gonna die of dehydration! Which is awesome because it has a volcano on it, and its pretty cold so it's gonna snow half the year. I know It's been a while or never since some of you played so I'm gonna document this first year is a really tutorial way. It's no more complicated than vanilla DF. It adds some extra useful features to the game, and generally adds more things to play with. I think this feels authentic to older PC games and allows users to customize the look of the tileset with their own color files.Welcome to motherfucking Dwarf Fortress!!!įor this fort we're gonna use Masterwork Mod 1.23. For color, I went with monochrome graphics like ASCII. If you use the 2x version of the tileset then it should fit perfectly on a 1080p monitor. 8x12 is too small for modern displays and 16x24 was too much work, so I compromised with 12x18 tiles. In the end I settled on a 2:3 aspect ratio, same as the default tiles. Personally, I feel like a lot of tilesets try to fight the ASCII aesthetic and the result is a lot of muddied visual design that produces blocky-looking environments. When I began development on Bitlands, I wanted to answer the question of "what would Dwarf Fortress look like if it had a default tileset?" It needed to be something with the clarity of text, but the extra information tiles provide. Bitlands is available in both 1x and 2x versions, with planned future support for workshop graphics. If you include the overrides for animal parts and wall-encased objects, there are well over 50,000 overrides making Bitlands the most comprehensive tileset ever. It features over 6,000 overrides which overhauls all of the creatures, tiles, items, plants, minerals and buildings of vanilla Dwarf Fortress. Bitlands is the first complete 12x18 tileset with full TWBT support.
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