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Author Topic: Common Question: When do I need to generate a new world?  (Read 332055 times)

Fi

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Re: Common Question: When do I need to generate a new world?
« Reply #150 on: December 20, 2020, 10:26:31 am »

I'd rather ask here (since the question suits this thread perfectly) than create an entirely new post, but does the world regeneration rule apply to 'item_???.txt' files as well?

I forgot to add in an 'item_???.txt' file for my custom instruments which was the reason why my instrument-based crafting reactions kept failing (they kept crafting all manner of unrelated tools instead of instrumental parts), and I'm not too sure if adding it to my pre-existing world would work.
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locustgate

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Re: Common Question: When do I need to generate a new world?
« Reply #151 on: February 24, 2021, 03:10:17 pm »

Is there a conversion rate for animals IRL height to DF height?
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Enemy post

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Re: Common Question: When do I need to generate a new world?
« Reply #152 on: February 24, 2021, 05:06:31 pm »

The game doesn't really simulate height all that meaningfully. It simulates volume in cubic centimeters. There are more precise formulas for converting volume to the proper weight with regards to things like antlers and horns, but it looks like most of the vanilla animals were sized by simply taking the weight of the real animal in kilograms.

For example, a male gray wolf weighs an average of 40kg in real life, and the DF version has a size of 40,000.

TLDR:Take the animals' average weight in kilograms and multiply by 1000.
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Mr Crabman

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Re: Common Question: When do I need to generate a new world?
« Reply #153 on: December 14, 2021, 05:52:19 am »

So to be clear about something I didn't quite understand after reading this thread (or maybe I missed it)...

I realize that lots of changes, like most entity stuff, and presumably most added objects, require a regen if you want the new content, but I wonder; when is a new world actually required? As in, if you make this type of change to an existing save, it will cause crashes or other instability problems?

I understand adding new creatures will for example not actually give you them in the world (because they weren't populated into the world during worldgen), and some changes to creatures won't take effect until a new generation (like NATURAL_SKILL apparently), but when will a change (or addition) actually break saves?

voliol

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Re: Common Question: When do I need to generate a new world?
« Reply #154 on: December 14, 2021, 08:39:36 am »

Good question, since this thread is so old I reckon much of the technical information (save structures etc.) in the early pages might either be outdated or incorrect to begin with because they had gathered little knowledge on modding previously. For instance this comment either reflects a time before the raws moved into individual saves, or an error on the writer's side (bolded for highlighting):
On a related note, which files do you need to move when you update your DF version? I've previously always just regenned in the new version, but with all of these d#'s, I'd like to keep going..

Each savegame is a folder inside /data/saves.  Usually they're labeled "region1," "region9" or something like that.  Just move that folder.  Unless you have mods, in which case you should copy across your /raw/objects folder too.

However, with the changes to the mod structure coming with Steam/itch.io release, any !science! done now will have to be re-done at that point. It could still be a worthwhile effort, a proper description could help up until the next release, and to compare to when exploring the new system, but so could waiting be. Especially since Toady has said he has considered leaking the mod/graphics structure to modders before the release (in the latest Blind interview?), so the wait might be shorter than for the actual release.

Viax

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Re: Common Question: When do I need to generate a new world?
« Reply #155 on: May 30, 2023, 01:59:52 pm »

I started to add more mods to Dark Ages. Starting from stonecrafting, with more entities ending.Last time i tryed to add ability to make more arrows (as i like bows), like 100 arrow stack. When i generated word i've seen these reactions in work manager! But after sometime (still 7 dwarfs) i noticed, that these reactions.. Disappeared! How could i add those again? what would make them disappear?

And what's more, there are two files,
Entity_default.txt
Entity.txt

If i want to add more civs, where should i add them? And what's the difference between them ?

I was thinking about making RAWS backup save, and just add everything from mods to the vanilla entity file.
Maybe old word without these changes (more arrows) made the trouble? Any thoughts?
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Viax

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Re: Common Question: When do I need to generate a new world?
« Reply #156 on: May 30, 2023, 02:17:09 pm »

when i start in the same word i have:


https://www.yogile.com/gjdutv5ywh6/21t/share/?vsc=


Dunno how to insert image here :( sorry for double post if it's something not appropriate.
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Viax

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Re: Common Question: When do I need to generate a new world?
« Reply #157 on: July 21, 2023, 02:13:37 pm »

Anybody could please help me?

I noticed that you can change weapons/items etc. values like size, penetration, velocity etc. But, when i just want to add THE SAME WEAPON, just with changed stat, and little changed name - it doesn't work. But somehow i remember i have added reactions for crafting 100 bolts stack size mid-game, altho it hadn't work first time, after few saves... it just... worked.. HOW? what are the tricks to add things midgame? Some people told it is possible via dfhack commands.
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aradar

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Re: Common Question: When do I need to generate a new world?
« Reply #158 on: April 05, 2024, 12:12:25 pm »

From what I've seen and I'm not 100 %  sure about everything just what I've seen,

Changing or adding material after world gen can make world crash

Changing or adding interaction after world gen makes world crash
 Adding/removing reactions after world gen cause world to crash
Changing a creatures ethic which conflicts with it's current ehics
I think this causes world gen crash

Adding items require rewordgen *I missed bookcases adding it post-world gen did not bring it into the game, I had to make a new world to get it into the game.

Changing an entity creatures "values" to a value of anything over 50 will cause world gen crash *I think* i pretty sure any way since changing all the values to 50 made the crash go away.

A civilization entity without proper entries for wood/gardens or bioms will cause world gen to crash


Also if you're not paying attention and in the advanced world generator dialogue you accidentally put a seed or string of characters in The use seed field will crash the world generator I kind of feel like this field shouldn't let you put anything you want in there

I think but not sure changing syndromes, or syndromes that cause body transformations can cause world/save corruptions, not sure 100% but I'm seeing it a lot in what I'm currently doing.
*Getting weird errors about units that don't exist.*

My theory  in this is a creature in an active body transform at time of game save is somehow lost upon reload as the original creature I guess doesn't exist lol ?

Apparently you can add creature castes after world gen with no ill effects.  It appears however that you will need a new world gen to actually get that creature in the game.

These are some issues I've recently came against in my endeavors.








aradar

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Re: Common Question: When do I need to generate a new world?
« Reply #159 on: April 11, 2024, 07:17:11 pm »

No you wouldn't I don't think. Anyways, what is our info on adding new castes? Common sense tells me that it would be fine since it's not a whole new creature, but I haven't actually messed around with castes that m

I did this recently in the most current steam version added two castes to a creature and it didn't hurt the world at all.

Delete this post if possible I forgot I already mentioned this 😔^
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