Giving three more wall sets their own worn pictures
Steampunk, eldritch and fantasy squares now decay in their own material: verdigris, bile seeps and moss, at one strength number per set.
A decayed square in a steampunk, eldritch or fantasy dungeon now wears a worn picture in its own material, the way the house set already did. New squares look exactly as before. The cavern rock set still has none.
Why were these three left?
The house version was drawn for cyberpunk and house first, because I said yes to those first. After watching it I said I might tone it down later if I got sick of it, so each set’s strength is one number, and on the Review Desk I picked leaving all of them at full strength.
How do you wear a wall with no rust?
The house wear is rust and hazard stripes, and these sets have neither. The kit pass style_paint.wear() gained five keywords that do nothing at their defaults, so the house pictures come out byte-identical, checked by md5, as does every other existing picture. Each set then got its own second material in the place rust had.
chip_tochooses what a chip shows: the second material, spalled stone, or a pit.dimdulls a share of the accent levels (veins, a plinth) in patches.seepsdraws runs down a wall, 0.4 to 1.6 m long, wide at the source and thinning to two texels, with a small dark pool at the foot.creepgrows damp or moss up from the foot, thinning with height.arrisknocks chips off lit edges, a run of 3 to 6 texels with a notch under it.

Steampunk, each picture new then worn: wall, upper wall, floor, ceiling.
Steampunk gets tarnish over about a third of the plate, verdigris in broken runs along the seams with streaks running down, blooms where the lacquer chipped, bright rubs at hip height, and verdigris creeping 0.12 m up the iron plinth. The brick floor gets verdigris drips and 8 cracks.

Eldritch, each picture new then worn.
Eldritch dulls the sheen, kills half the teal veins, adds 10 cracks, and gives each wall six bile-colored seeps that pool at the foot. Chips become pits.

Fantasy, each picture new then worn: wall, upper wall, oak boards, ceiling.
Fantasy gets soot, about 90 knocked edges, 2.5% of the stone spalled, and damp and moss up from the foot, thinning to nothing at 0.7 m. The flags get moss blotches and the oak boards split.
How does the strength work?
The second materials are VERDIGRIS #467060, SEEP #6E5E2A and MOSS #4E5C2C. WORN_STRENGTH holds one number per set, all 1.0. wearing_of() multiplies every amount (grime, chips, scrapes, stains, cracks, foot, dim, seeps, creep, arris) by it and never touches a seam or a band, so tiles still line up. Toning a set down is lowering its number and running the script again.
The game already picked worn pictures by file name once all four exist for a theme, so only a comment changed in the engine code. tests/theme_walls now requires the worn picture of all four sets: 350 checks, 0 failed.