Text Will Be Text
This is a plugin for Dwarf Fortress / DFHack that improves various aspects the game interface.
Originally I wrote a small plugin because I was tired seeing coffins instead of zeroes and all that stuff. It has greately evolved since then. The primary goal is to improve Fortress Mode. Adventure Mode is generally supported but may have issues.
Note: To activate the plugin, set PRINT_MODE to TWBT (or TWBT_LEGACY for legacy mode with text and map tiles of the same size) in your data/init/init.txt
file. The installation package also includes several other plugins which required changes to be compatible with TWBT.
Features
Text and Map Tilesets
Use separate fonts for text and map, possibly with different tile size.
Overrides
Change images used for specific buildings, items and tile types.
Multi-level Rendering
See multiple terrain levels in mountainous areas and caverns.
Colormap Manipulation
Change and reload colours without restarting the game.
Mapshot!
A command to save full-size screenshot of the map.
Authors and Links
Vitaly Pronkin aka mifki pronvit@me.com
Home Page / Sources -- Latest Release -- Development Builds -- Discussion -- Report an Issue
Text and Map Tilesets
Main function is to use separate fonts (tilesets) for map tiles in Fortress Mode and for text. These fonts may have different tile size, usually square for the map and non-square for text. There also no limit of minimum 80 columns anymore, so bigger tiles can be used on small screens.
In your init.txt
set FONT and FULLFONT to the font you want to use for text, and GRAPHICS_FONT and GRAPHICS_FULLFONT to the font for map tiles.
twbt tilesize bigger | smaller
twbt tilesize +<delta> | -<delta>
twbt tilesize <w> <h>
These commands adjust the size of map tiles or set the exact size.
twbt tilesize reset
This command resets map tile size back to normal.
twbt redraw_all 0|1
This command controls the full redraw mode, in which all tiles are updated each frame - useful for some tilesets in case of graphics issues when scrolling.
twbt hide_stockpiles 0|1
If this option is enabled, stockpiles will be hidden unless in [q], [p] or [k] mode. Requires redraw_all
.
twbt workshop_transparency 0|1
Toggles workshop transparency which is disabled by default.
twbt unit_transparency 0|1
Toggles unit transparency which is disabled by default.
Overrides
Commands described below are to be placed in data/init/overrides.txt
file and allow to change tile images used for specific buildings, items and tile types.
Loading additional tilesets
[TILESET:font.png:fullscreenfont.png:Id]
-
File names are relative to the
data/art
folder -
Id
is an arbitrary string to refer this tileset later
Overrides for items and buildings
[OVERRIDE:Tile:Kind:Id:Type:Subtype:Tileset:NewTile:NewFg:NewBg]
-
Tile
is the original tile number -
Kind
isB
for building orI
for item -
Id
is an item ID or building ID, or empty to match any ID -
Type
is an item type or building type, or empty to match any type -
Subtype
-
Tileset
is a tileset identifier specified previously inTILESET
command. Two predefined values aremap
for the main graphics font andtext
for the text font. -
NewTile
is a new tile number -
NewFg
is a new foreground colour,1-16
-
NewBg
is a new background colour,1-16
Note: Any of NewTile
, NewFg
and NewBg
parameters may be empty to use existing values without changes, but at least one of them must be present. Trailing colons may be omitted for empty parameters.
Overrides for tile types
[OVERRIDE:Tile:T:Type:Tileset:NewTile:NewFg:NewBg]
-
Tile
,Tileset
,NewTile
,NewFg
andNewBg
parameters are the same as for items/buildings overrides -
Type
is a tile type. For convenience, you can use textual description that you see with live query mode of mousequery plugin, in this case include it in quotes (for example, "stone stair down").
Multi-level Rendering
Copy shadows.png
to data/art
folder. Multi-level rendering is disabled by default, you can enable it with multilevel
command (see below) manually or put it into your dfhack.init
script.
multilevel
Set number of additional levels to render. Possible parameters are more
, less
or number 0-15
.
multilevel shadowcolor <r> <g> <b> <a>
Set shadow colour. Components are in range 0-1
. Default is 0 0 0 0.4
multilevel fogcolor <r> <g> <b>
Set fog colour. Default is 0.1 0.1 0.3
multilevel fogdensity <density> [<start>] [<step>]
Set fog density parameters. Default is 0.15 0 1
Additional Colours
Not yet.
Colormap Manipulation
colormap <colorname> <r> <g> <b>
Change display colours. Colour names are as in init/colors.txt
without _R/G/B
suffix. Components are in range 0-255
. If no new values are provided, current values are printed.
colormap reload
Reload all colours from init/colors.txt
.
Mapshot!
This feature is currently broken.
mapshot
Save an image of entire map in full size to mapshot.tga
in your DF folder.
Other Improvements
Trade screen divided equally on OS X (DF 0.34.11 only).
Tables
Please note that values from these lists are case-sensitive when used in OVERRIDE
command.
Item IDs
This list comes from df/items_other_id.h
include file in DFHack source code.
AMMO, AMULET, ANIMALTRAP, ANVIL, ANY_ARMOR_GLOVES, ANY_ARMOR_HELM, ANY_ARMOR_PANTS, ANY_ARMOR_SHOES, ANY_ARTIFACT, ANY_AUTO_CLEAN, ANY_CAGE_OR_TRAP, ANY_CAN_ROT, ANY_COOKABLE, ANY_CORPSE, ANY_CRITTER, ANY_DEAD_DWARF, ANY_DRINK, ANY_EDIBLE_BONECARN, ANY_EDIBLE_CARNIVORE, ANY_EDIBLE_RAW, ANY_EDIBLE_VERMIN, ANY_EDIBLE_VERMIN_BOX, ANY_ENCASED, ANY_FURNITURE, ANY_GENERIC123, ANY_GENERIC23, ANY_GENERIC24, ANY_GENERIC35, ANY_GENERIC36, ANY_GENERIC37, ANY_GENERIC38, ANY_GENERIC82, ANY_GOOD_FOOD, ANY_IN_CONSTRUCTION, ANY_MELT_DESIGNATED, ANY_MURDERED, ANY_RECENTLY_DROPPED, ANY_REFUSE, ANY_SPIKE, ANY_TRUE_ARMOR, ANY_WEAPON, ANY_WEBS, ARMOR, ARMORSTAND, BACKPACK, BAD, BALLISTAARROWHEAD, BALLISTAPARTS, BAR, BARREL, BED, BIN, BLOCKS, BOOK, BOULDER, BOX, BRACELET, BUCKET, CABINET, CAGE, CATAPULTPARTS, CHAIN, CHAIR, CHEESE, CLOTH, COFFIN, COIN, CORPSE, CORPSEPIECE, CROWN, CRUTCH, DOOR, DRINK, EARRING, EGG, FIGURINE, FISH, FISH_RAW, FLASK, FLOODGATE, FOOD, FOOD_STORAGE, GEM, GLOB, GLOVES, GOBLET, GRATE, HATCH_COVER, HELM, INSTRUMENT, LEAVES (0.34), LIQUID_MISC, MEAT, MILLSTONE, ORTHOPEDIC_CAST, PANTS, PET, PIPE_SECTION, PLANT, PLANT_GROWTH (0.40), POWDER_MISC, QUERN, QUIVER, REMAINS, RING, ROCK, ROUGH, SCEPTER, SEEDS, SHIELD, SHOES, SIEGEAMMO, SKIN_TANNED, SLAB, SMALLGEM, SPLINT, STATUE, TABLE, THREAD, TOOL, TOTEM, TOY, TRACTION_BENCH, TRAPCOMP, TRAPPARTS, VERMIN, WEAPON, WEAPONRACK, WINDOW, WOOD
Item Types
This list comes from df/item_type.h
include file in DFHack source code.
AMMO, AMULET, ANIMALTRAP, ANVIL, ARMOR, ARMORSTAND, BACKPACK, BALLISTAARROWHEAD, BALLISTAPARTS, BAR, BARREL, BED, BIN, BLOCKS, BOOK BOULDER, BOX, BRACELET, BUCKET, CABINET, CAGE, CATAPULTPARTS, CHAIN, CHAIR, CHEESE, CLOTH, COFFIN, COIN, CORPSE, CORPSEPIECE, CROWN, CRUTCH, DOOR, DRINK, EARRING, EGG, FIGURINE, FISH, FISH_RAW, FLASK, FLOODGATE, FOOD, GEM, GLOB, GLOVES, GOBLET, GRATE, HATCH_COVER, HELM, INSTRUMENT, LEAVES (0.34), LIQUID_MISC, MEAT, MILLSTONE, ORTHOPEDIC_CAST, PANTS, PET, PIPE_SECTION, PLANT, PLANT_GROWTH (0.40), POWDER_MISC, QUERN, QUIVER, REMAINS, RING, ROCK, ROUGH, SCEPTER, SEEDS, SHIELD, SHOES, SIEGEAMMO, SKIN_TANNED, SLAB, SMALLGEM, SPLINT, STATUE, TABLE, THREAD, TOOL, TOTEM, TOY, TRACTION_BENCH, TRAPCOMP, TRAPPARTS, VERMIN, WEAPON, WEAPONRACK, WINDOW, WOOD
Building IDs
This list comes from df/buildings_other_id.h
include file in DFHack source code.
ACTIVITY_ZONE, ANY_ACTUAL, ANY_BARRACKS, ANY_HOSPITAL, ANY_HOSPITAL_STORAGE, ANY_MACHINE, ANY_NOBLE_ROOM, ANY_ROAD, ANY_STORAGE, ANY_ZONE, ARCHERY_TARGET, ARMOR_STAND, AXLE_HORIZONTAL, AXLE_VERTICAL, BARS_FLOOR, BARS_VERTICAL, BED, BOX, BRIDGE, CABINET, CAGE, CHAIN, CHAIR, COFFIN, DOOR, FARM_PLOT, FLOODGATE, FURNACE_ANY, FURNACE_CUSTOM, FURNACE_GLASS_ANY, FURNACE_KILN_ANY, FURNACE_SMELTER_ANY, FURNACE_SMELTER_MAGMA, FURNACE_WOOD, GEAR_ASSEMBLY, GRATE_FLOOR, GRATE_WALL, HATCH, HIVE, NEST, NEST_BOX, ROLLERS, SCREW_PUMP, SHOP, SLAB, STATUE, STOCKPILE, SUPPORT, TABLE, TRACTION_BENCH, TRADE_DEPOT, TRAP, WAGON, WATER_WHEEL, WEAPON_RACK, WEAPON_UPRIGHT WELL, WINDMILL, WINDOW_ANY, WORKSHOP_ANY, WORKSHOP_ASHERY, WORKSHOP_BOWYER, WORKSHOP_BUTCHER, WORKSHOP_CARPENTER, WORKSHOP_CLOTHIER, WORKSHOP_CRAFTSDWARF, WORKSHOP_CUSTOM, WORKSHOP_DYER, WORKSHOP_FARMER, WORKSHOP_FISHERY, WORKSHOP_FORGE_ANY, WORKSHOP_JEWELER, WORKSHOP_KENNEL, WORKSHOP_KITCHEN, WORKSHOP_LEATHER, WORKSHOP_LOOM, WORKSHOP_MAGMA_FORGE, WORKSHOP_MASON, WORKSHOP_MECHANIC, WORKSHOP_MILL_ANY, WORKSHOP_MILLSTONE, WORKSHOP_QUERN, WORKSHOP_SIEGE, WORKSHOP_STILL, WORKSHOP_TANNER, WORKSHOP_TOOL
Building Types
This list comes from df/building_type.h
include file in DFHack source code.
AnimalTrap, ArcheryTarget, Armorstand, AxleHorizontal, AxleVertical, BarsFloor, BarsVertical, Bed, Box, Bridge, Cabinet, Cage, Chain, Chair, Civzone, Coffin, Construction, Door, FarmPlot, Floodgate, Furnace, GearAssembly, GrateFloor, GrateWall, Hatch, Hive, Nest, NestBox, RoadDirt, RoadPaved, Rollers ScrewPump, Shop, SiegeEngine, Slab, Statue, Stockpile, Support, Table, TractionBench, TradeDepot, Trap, Wagon, WaterWheel, Weapon, Weaponrack, Well, Windmill, WindowGem, WindowGlass, Workshop
Tile Types
This list comes from df/tiletype.h
include file in DFHack source code.
Ashes1, Ashes2, Ashes3,
BrookE, BrookN, BrookNE, BrookNW, BrookS, BrookSE, BrookSW, BrookTop, BrookW,
0.40: BurningTreeBranches, BurningTreeCapFloor, BurningTreeCapRamp, BurningTreeCapWall, BurningTreeTrunk, BurningTreeTwigs,
Campfire, Chasm,
ConstructedFloor, ConstructedFloorTrackE, ConstructedFloorTrackEW, ConstructedFloorTrackN, ConstructedFloorTrackNE, ConstructedFloorTrackNEW, ConstructedFloorTrackNS, ConstructedFloorTrackNSE, ConstructedFloorTrackNSEW, ConstructedFloorTrackNSW, ConstructedFloorTrackNW, ConstructedFloorTrackS, ConstructedFloorTrackSE, ConstructedFloorTrackSEW, ConstructedFloorTrackSW, ConstructedFloorTrackW, ConstructedFortification, ConstructedPillar, ConstructedRamp, ConstructedRampTrackE, ConstructedRampTrackEW, ConstructedRampTrackN, ConstructedRampTrackNE, ConstructedRampTrackNEW, ConstructedRampTrackNS, ConstructedRampTrackNSE, ConstructedRampTrackNSEW ConstructedRampTrackNSW, ConstructedRampTrackNW, ConstructedRampTrackS, ConstructedRampTrackSE, ConstructedRampTrackSEW, ConstructedRampTrackSW, ConstructedRampTrackW, ConstructedStairD, ConstructedStairU, ConstructedStairUD, ConstructedWallL2D, ConstructedWallL2U, ConstructedWallLD, ConstructedWallLD2, ConstructedWallLR, ConstructedWallLRD, ConstructedWallLRU, ConstructedWallLRUD, ConstructedWallLU, ConstructedWallLU2, ConstructedWallLUD, ConstructedWallR2D, ConstructedWallR2U, ConstructedWallRD, ConstructedWallRD2, ConstructedWallRU, ConstructedWallRU2, ConstructedWallRUD, ConstructedWallUD,
Driftwood, EeriePit,
FeatureBoulder, FeatureFloor1, FeatureFloor2, FeatureFloor3, FeatureFloor4, FeatureFloorSmooth, FeatureFloorTrackE, FeatureFloorTrackEW, FeatureFloorTrackN, FeatureFloorTrackNE, FeatureFloorTrackNEW, FeatureFloorTrackNS, FeatureFloorTrackNSE, FeatureFloorTrackNSEW, FeatureFloorTrackNSW, FeatureFloorTrackNW, FeatureFloorTrackS, FeatureFloorTrackSE, FeatureFloorTrackSEW, FeatureFloorTrackSW, FeatureFloorTrackW, FeatureFortification, FeaturePebbles1, FeaturePebbles2, FeaturePebbles3, FeaturePebbles4, FeaturePillar, FeatureRamp, FeatureRampTrackE, FeatureRampTrackEW, FeatureRampTrackN, FeatureRampTrackNE, FeatureRampTrackNEW, FeatureRampTrackNS, FeatureRampTrackNSE, FeatureRampTrackNSEW, FeatureRampTrackNSW, FeatureRampTrackNW, FeatureRampTrackS, FeatureRampTrackSE, FeatureRampTrackSEW, FeatureRampTrackSW, FeatureRampTrackW, FeatureStairD, FeatureStairU, FeatureStairUD, FeatureWall, FeatureWallSmoothL2D, FeatureWallSmoothL2U, FeatureWallSmoothLD, FeatureWallSmoothLD2, FeatureWallSmoothLR, FeatureWallSmoothLRD, FeatureWallSmoothLRU, FeatureWallSmoothLRUD, FeatureWallSmoothLU, FeatureWallSmoothLU2, FeatureWallSmoothLUD, FeatureWallSmoothR2D, FeatureWallSmoothR2U, FeatureWallSmoothRD, FeatureWallSmoothRD2, FeatureWallSmoothRU, FeatureWallSmoothRU2, FeatureWallSmoothRUD, FeatureWallSmoothUD, FeatureWallWorn1, FeatureWallWorn2, FeatureWallWorn3,
Fire,
FrozenFloor1, FrozenFloor2, FrozenFloor3, FrozenFloor4, FrozenFloorSmooth, FrozenFloorTrackE, FrozenFloorTrackEW, FrozenFloorTrackN, FrozenFloorTrackNE, FrozenFloorTrackNEW, FrozenFloorTrackNS, FrozenFloorTrackNSE, FrozenFloorTrackNSEW, FrozenFloorTrackNSW, FrozenFloorTrackNW, FrozenFloorTrackS, FrozenFloorTrackSE, FrozenFloorTrackSEW, FrozenFloorTrackSW, FrozenFloorTrackW, FrozenFortification, FrozenPillar, FrozenRamp, FrozenRampTrackE, FrozenRampTrackEW, FrozenRampTrackN, FrozenRampTrackNE, FrozenRampTrackNEW, FrozenRampTrackNS, FrozenRampTrackNSE, FrozenRampTrackNSEW, FrozenRampTrackNSW, FrozenRampTrackNW, FrozenRampTrackS, FrozenRampTrackSE, FrozenRampTrackSEW, FrozenRampTrackSW, FrozenRampTrackW, FrozenStairD, FrozenStairU, FrozenStairUD, FrozenWall, FrozenWallSmoothL2D, FrozenWallSmoothL2U, FrozenWallSmoothLD, FrozenWallSmoothLD2, FrozenWallSmoothLR, FrozenWallSmoothLRD, FrozenWallSmoothLRU, FrozenWallSmoothLRUD, FrozenWallSmoothLU, FrozenWallSmoothLU2, FrozenWallSmoothLUD, FrozenWallSmoothR2D, FrozenWallSmoothR2U, FrozenWallSmoothRD, FrozenWallSmoothRD2, FrozenWallSmoothRU, FrozenWallSmoothRU2, FrozenWallSmoothRUD, FrozenWallSmoothUD, FrozenWallWorn1, FrozenWallWorn2, FrozenWallWorn3,
FurrowedSoil,
GlowingBarrier, GlowingFloor,
Grass1StairD, Grass1StairU, Grass1StairUD, Grass2StairD, Grass2StairU, Grass2StairUD, GrassDarkFloor1, GrassDarkFloor2, GrassDarkFloor3, GrassDarkFloor4, GrassDarkRamp, GrassDeadFloor1, GrassDeadFloor2, GrassDeadFloor3, GrassDeadFloor4, GrassDeadRamp, GrassDryFloor1, GrassDryFloor2, GrassDryFloor3, GrassDryFloor4, GrassDryRamp, GrassLightFloor1, GrassLightFloor2, GrassLightFloor3, GrassLightFloor4, GrassLightRamp,
LavaBoulder, LavaFloor1, LavaFloor2, LavaFloor3, LavaFloor4, LavaFloorSmooth, LavaFloorTrackE, LavaFloorTrackEW, LavaFloorTrackN, LavaFloorTrackNE, LavaFloorTrackNEW, LavaFloorTrackNS, LavaFloorTrackNSE, LavaFloorTrackNSEW, LavaFloorTrackNSW, LavaFloorTrackNW, LavaFloorTrackS, LavaFloorTrackSE, LavaFloorTrackSEW, LavaFloorTrackSW, LavaFloorTrackW, LavaFortification, LavaPebbles1, LavaPebbles2, LavaPebbles3, LavaPebbles4, LavaPillar, LavaRamp, LavaRampTrackE, LavaRampTrackEW, LavaRampTrackN, LavaRampTrackNE, LavaRampTrackNEW, LavaRampTrackNS, LavaRampTrackNSE, LavaRampTrackNSEW, LavaRampTrackNSW, LavaRampTrackNW, LavaRampTrackS, LavaRampTrackSE, LavaRampTrackSEW, LavaRampTrackSW, LavaRampTrackW, LavaStairD, LavaStairU, LavaStairUD, LavaWall, LavaWallSmoothL2D, LavaWallSmoothL2U, LavaWallSmoothLD, LavaWallSmoothLD2, LavaWallSmoothLR, LavaWallSmoothLRD, LavaWallSmoothLRU, LavaWallSmoothLRUD, LavaWallSmoothLU, LavaWallSmoothLU2, LavaWallSmoothLUD, LavaWallSmoothR2D, LavaWallSmoothR2U, LavaWallSmoothRD, LavaWallSmoothRD2, LavaWallSmoothRU, LavaWallSmoothRU2, LavaWallSmoothRUD, LavaWallSmoothUD, LavaWallWorn1, LavaWallWorn2, LavaWallWorn3,
MagmaFlow,
MineralBoulder, MineralFloor1, MineralFloor2, MineralFloor3, MineralFloor4, MineralFloorSmooth, MineralFloorTrackE, MineralFloorTrackEW, MineralFloorTrackN, MineralFloorTrackNE, MineralFloorTrackNEW, MineralFloorTrackNS, MineralFloorTrackNSE, MineralFloorTrackNSEW, MineralFloorTrackNSW, MineralFloorTrackNW, MineralFloorTrackS, MineralFloorTrackSE, MineralFloorTrackSEW, MineralFloorTrackSW, MineralFloorTrackW, MineralFortification, MineralPebbles1, MineralPebbles2, MineralPebbles3, MineralPebbles4, MineralPillar, MineralRamp, MineralRampTrackE, MineralRampTrackEW, MineralRampTrackN, MineralRampTrackNE, MineralRampTrackNEW, MineralRampTrackNS, MineralRampTrackNSE, MineralRampTrackNSEW, MineralRampTrackNSW, MineralRampTrackNW, MineralRampTrackS, MineralRampTrackSE, MineralRampTrackSEW, MineralRampTrackSW, MineralRampTrackW, MineralStairD, MineralStairU, MineralStairUD, MineralWall, MineralWallSmoothL2D, MineralWallSmoothL2U, MineralWallSmoothLD, MineralWallSmoothLD2, MineralWallSmoothLR, MineralWallSmoothLRD, MineralWallSmoothLRU, MineralWallSmoothLRUD, MineralWallSmoothLU, MineralWallSmoothLU2, MineralWallSmoothLUD, MineralWallSmoothR2D, MineralWallSmoothR2U, MineralWallSmoothRD, MineralWallSmoothRD2, MineralWallSmoothRU, MineralWallSmoothRU2, MineralWallSmoothRUD, MineralWallSmoothUD, MineralWallWorn1, MineralWallWorn2, MineralWallWorn3,
MurkyPool, MurkyPoolRamp, OpenSpace, RampTop,
RiverE, RiverN, RiverNE, RiverNW, RiverRampE, RiverRampN, RiverRampNE, RiverRampNW, RiverRampS, RiverRampSE, RiverRampSW, RiverRampW, RiverS, RiverSE, RiverSource, RiverSW, RiverW,
Sapling, SaplingDead, SemiMoltenRock, Shrub, ShrubDead,
SoilFloor1, SoilFloor2, SoilFloor3, SoilFloor4, SoilRamp, SoilStairD, SoilStairU, SoilStairUD, SoilWall, SoilWetFloor1, SoilWetFloor2, SoilWetFloor3, SoilWetFloor4,
StoneBoulder, StoneFloor1, StoneFloor2, StoneFloor3, StoneFloor4, StoneFloorSmooth, StoneFloorTrackE, StoneFloorTrackEW, StoneFloorTrackN, StoneFloorTrackNE, StoneFloorTrackNEW, StoneFloorTrackNS, StoneFloorTrackNSE, StoneFloorTrackNSEW, StoneFloorTrackNSW, StoneFloorTrackNW, StoneFloorTrackS, StoneFloorTrackSE, StoneFloorTrackSEW, StoneFloorTrackSW, StoneFloorTrackW, StoneFortification, StonePebbles1, StonePebbles2, StonePebbles3, StonePebbles4, StonePillar, StoneRamp, StoneRampTrackE, StoneRampTrackEW, StoneRampTrackN, StoneRampTrackNE, StoneRampTrackNEW, StoneRampTrackNS, StoneRampTrackNSE, StoneRampTrackNSEW, StoneRampTrackNSW, StoneRampTrackNW, StoneRampTrackS, StoneRampTrackSE, StoneRampTrackSEW, StoneRampTrackSW, StoneRampTrackW, StoneStairD, StoneStairU, StoneStairUD, StoneWall, StoneWallSmoothL2D, StoneWallSmoothL2U, StoneWallSmoothLD, StoneWallSmoothLD2, StoneWallSmoothLR, StoneWallSmoothLRD, StoneWallSmoothLRU, StoneWallSmoothLRUD, StoneWallSmoothLU, StoneWallSmoothLU2, StoneWallSmoothLUD, StoneWallSmoothR2D, StoneWallSmoothR2U, StoneWallSmoothRD, StoneWallSmoothRD2, StoneWallSmoothRU, StoneWallSmoothRU2, StoneWallSmoothRUD, StoneWallSmoothUD, StoneWallWorn1, StoneWallWorn2, StoneWallWorn3,
0.34: Tree, TreeDead,
0.40: TreeBranches, TreeBranchesSmooth, TreeBranchEW, TreeBranchNE, TreeBranchNEW, TreeBranchNS, TreeBranchNSE, TreeBranchNSEW, TreeBranchNSW, TreeBranchNW, TreeBranchSE, TreeBranchSEW, TreeBranchSW, TreeCapFloor1, TreeCapFloor2, TreeCapFloor3, TreeCapFloor4, TreeCapPillar, TreeCapRamp, TreeCapWallE, TreeCapWallN, TreeCapWallNE, TreeCapWallNW, TreeCapWallS, TreeCapWallSE, TreeCapWallSW, TreeCapWallW, TreeDeadBranches, TreeDeadBranchesSmooth, TreeDeadBranchEW, TreeDeadBranchNE, TreeDeadBranchNEW, TreeDeadBranchNS, TreeDeadBranchNSE, TreeDeadBranchNSEW, TreeDeadBranchNSW, TreeDeadBranchNW, TreeDeadBranchSE, TreeDeadBranchSEW, TreeDeadBranchSW, TreeDeadCapFloor1, TreeDeadCapFloor2, TreeDeadCapFloor3, TreeDeadCapFloor4, TreeDeadCapPillar, TreeDeadCapRamp, TreeDeadCapWallE, TreeDeadCapWallN, TreeDeadCapWallNE, TreeDeadCapWallNW, TreeDeadCapWallS, TreeDeadCapWallSE, TreeDeadCapWallSW, TreeDeadCapWallW, TreeDeadRoots, TreeDeadRootSloping, TreeDeadTrunkBranchE, TreeDeadTrunkBranchN, TreeDeadTrunkBranchS, TreeDeadTrunkBranchW, TreeDeadTrunkE, TreeDeadTrunkEW, TreeDeadTrunkInterior, TreeDeadTrunkN, TreeDeadTrunkNE, TreeDeadTrunkNEW, TreeDeadTrunkNS, TreeDeadTrunkNSE, TreeDeadTrunkNSEW, TreeDeadTrunkNSW, TreeDeadTrunkNW, TreeDeadTrunkPillar, TreeDeadTrunkS, TreeDeadTrunkSE, TreeDeadTrunkSEW, TreeDeadTrunkSloping, TreeDeadTrunkSW, TreeDeadTrunkW, TreeDeadTwigs, TreeRoots, TreeRootSloping, TreeTrunkBranchE, TreeTrunkBranchN, TreeTrunkBranchS, TreeTrunkBranchW, TreeTrunkE, TreeTrunkEW, TreeTrunkInterior, TreeTrunkN, TreeTrunkNE, TreeTrunkNEW, TreeTrunkNS, TreeTrunkNSE, TreeTrunkNSEW, TreeTrunkNSW, TreeTrunkNW, TreeTrunkPillar, TreeTrunkS, TreeTrunkSE, TreeTrunkSEW, TreeTrunkSloping, TreeTrunkSW, TreeTrunkW, TreeTwigs,
0.40: UnderworldGateStairD, UnderworldGateStairU, UnderworldGateStairUD,
Void, Waterfall