Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: (NO EAT)(NO DRINK) civ crash temporary work around.  (Read 876 times)

Nomstukos

  • Bay Watcher
    • View Profile
(NO EAT)(NO DRINK) civ crash temporary work around.
« on: March 21, 2020, 08:36:36 pm »

Playable civs with the no eat/drink will cause world gen to crash to desktop.

To play them follow these steps:
1: remove these tags from the raws (noeat)(nodrink)
2: gen the world
3: after gen go into the new regions file, find the raws and re-add the tags to the races that you removed them from. !!NOTE!! this must be done in the new save file and not the raws!

The civs will now be playable without the need to eat or drink. I tested for a few hours of play and had no problems. There is a chance that if you played for many in-game years it might crash or something from out of fort world history shenanigans but to my understanding first world gen and world history work differently.

Problems: This is only a temporary work around and it requires the user to know how to dig through raws. A real fix will probably require Toadies intervention. I am still experimenting with certain variables to try to find out what might be going wrong.

Please share this info with anyone having trouble with these issues.
« Last Edit: March 21, 2020, 08:41:38 pm by Nomstukos »
Logged

Ziusudra

  • Bay Watcher
    • View Profile
Logged
Ironblood didn't use an axe because he needed it. He used it to be kind. And right now he wasn't being kind.

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: (NO EAT)(NO DRINK) civ crash temporary work around.
« Reply #2 on: March 21, 2020, 09:37:02 pm »

Remove [PERMITTED_JOB:FISH_CLEANER] from the entity with NO_EAT creatures. You won't need it (probably). Prevents the crash.

Either way is fine.
Oh, and if a user is unable to dig through the raws, they're not likely to have added a NO_EAT race to the game, so first method is just fine for those who need clean fish. It's all temporary until the next bug fix release.

Another thing discovered that may or may not hep modders, is that goblins don't crash despite having both [NO_EAT] and [PERMITTED_JOB:FISH_CLEANER] because their entity values for MERRIMENT and LEISURE_TIME are negative (or 0).
If either of these is a positive worldgen will crash until either [NO_EAT] or [PERMITTED_JOB:FISH_CLEANER] is removed.
« Last Edit: March 21, 2020, 11:22:00 pm by Shonai_Dweller »
Logged