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Hack/replacement for VARIED_GROUND_TILES:NO ? #5066

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alexchandel opened this issue Dec 1, 2024 · 3 comments
Open

Hack/replacement for VARIED_GROUND_TILES:NO ? #5066

alexchandel opened this issue Dec 1, 2024 · 3 comments

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@alexchandel
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VARIED_GROUND_TILES:NO was apparently lost in v50 (compare v50 to DF2014). There's no documentation of this loss, so it was probably just forgotten during the development of v50's ASCII mode.

This is an unfortunate loss, because the default random/varied grass chars provide no additional information, and just seem to add noise to the surface view.

How can one achieve the effect of VARIED_GROUND_TILES:NO with DFHack?

@ab9rf
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ab9rf commented Dec 1, 2024

while the logic in d_init parsing for setting or clearing the "varied ground tiles" flag is no longer present, the flag still works and if you clear it manually it will behave just as it did in predecessor versions

lua df.global.d_init.display.flags.VARIED_GROUND_TILES = false, typed/pasted into the DFHack console or DFHack launcher, should have the desired effect (ed: corrected per @quietust below)

discord discussion reference

@quietust
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quietust commented Dec 1, 2024

In version 50.x, that would be d_init.display.flags, not d_init.flags1.

@alexchandel
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:lua df.global.d_init.display.flags.VARIED_GROUND_TILES = false for the interactive prompt, at least.

What's the best file to put this command in so it always runs in startup, as if it were a configuration option?

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