General changes- Add references for female SUNBURN Fix the second reference of FLOWERS to correctly reference ROSEBUDS. Remove duplicate reference for bio_adrenaline Add references for eye colours added by DDA. Many many revisions to the tiled overmap. -There should be no more letters used instead of actual tiles. -Many buildings given references so they no longer appear like the mapgen it was templated from. (Farms were particularily troublesome for this.) -Many buildings adjusted to look more accurate, such as by adding parking lots, roads, and open sky tiles in appropriate sections. (The Military Base is probably the best example.) -Some changed entirely. (The Private Resort looked very strange as a cluster of houses.) Fixed the many incorrect uses of weighted variants instead of rotations. Changes for BN- Add references for overmap_path Add reference for the auger tool. Add references for AoE buckshot. Add references for the standard/large storage battery furniture. Add references for the improved solar panel furniture. Add references for the bionics BN absorbed from Aftershock (bn_bio_solar, etc) Add missing overlay_wielded tiles bot_turret_light, bot_turret_medium, bot_turret_longrange Add missing overlay_wielded tiles broken_turret_light, broken_turret_medium, broken_turret_longrange Add references to small/medium quadruped armors Changes for mods- Add references for the Packed AT4 mod. Add references for bio_armor_feet and bio_armor_hands from the CBM Fixes mod. Add tiled overmap references for the buildings in the vampire stuff redone mod. Changes to image files- normal_character.png: Remove the lower front section from the female long hairs. It ends up looking more like a long chin or beard. normal_items.png: Remove the red aura from the overlay_wielded RMES laser. The non-wielded tile doesn't have this aura, nor does either CMES tile. Remove the black line under the front of the light, medium, heavy, and winter survivor hood. -It looked like a big unibrow on its own, and caused very noticable graphical clipping when worn with night-vision goggles. normal_stuff.png: Rotate the landscaping supply store tiles 180 degrees to ensure they display properly with BN's tile rotation change. Changing the config alone was insufficient. Mirror the double-wide house fourth tide vertically. It appears to have been an error. -It does not exactly match when changing z level up to the roof version, but it is better than having it entirely wrong. todo- update the base tileset Add tile or alias for PATCHSKIN1/PATCHSKIN2 large_stuff.png lacks an open-sky tile for backgrounds: -Change background for military base tower overmap to open sky -Change background for fire watch tower overmap to open sky -Change background for migo-tower overmap to open sky -Change background for 2storyModern overmap to open sky -Change background for radio tower overmap to open sky -Change background for cs_car_showroom_2ndfloor and cs_car_showroom_roof to open sky. large_stuff.png forces a background for several tiles: -Change background for loffice_tower overmap to open sky -Change background for lighthouse overmap to open sky west facing urban_3_3 tile is abit funky Add in star fort overmap Add f_cardboard_door, f_cardboard_door_o, f_cardboard_floor, f_cardboard_roof -tileset lacks for these s_lightindustry might be broken -bn doesn't have it, so the tiles are untested todo-new-- chemical_lab, chemical_lab_roof chemical_lab_ocu, chemical_lab_ocu_roof lumbermill_0_0, lumbermill_1_0, lumbermill_0_1, lumbermill_1_1 lumbermill_0_0_ocu, lumbermill_1_0_ocu, lumbermill_0_1_ocu, lumbermill_1_1_ocu orchard_processing, orchard_processing_roof orchard_stall, orchard_stall_roof urban_19_1, urban_19_2 (two-wide-house-basement) urban_19_3, urban_19_4 (two-wide-house-ground) urban_19_5, urban_19_6, urban_19_7, urban_19_8, urban_19_9, urban_19_10 (two-wide-house-elevated) urban_19_11, urban_19_12 (two-wide-house-roof)