Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Removing Randomly generated things  (Read 436 times)

PhoenixEggz

  • Bay Watcher
    • View Profile
Removing Randomly generated things
« on: January 31, 2013, 03:18:13 pm »

Is there any way to remove FBs and Titan and similar from the raw files in that world for use? I tried to do it myself to no avail.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Removing Randomly generated things
« Reply #1 on: January 31, 2013, 03:41:32 pm »

FBs not, but check the adv worldgen settings, you can set all kinds of creatures to 0 there.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

PhoenixEggz

  • Bay Watcher
    • View Profile
Re: Removing Randomly generated things
« Reply #2 on: January 31, 2013, 04:35:33 pm »

I'm talking about removing the raw files from the game so that you can add that specific beast to another world.
Logged

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: Removing Randomly generated things
« Reply #3 on: January 31, 2013, 07:58:23 pm »

If you set your saves to uncompressed in the init file then you can open up the world.dat in a text editor and find them (though the formatting is horrible). I believe Quietust also had a tool for a while that would export them out of the world, but I'm not sure where it ended up.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.