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Author Topic: RAW managnent  (Read 1083 times)

lucusLoC

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RAW managnent
« on: August 06, 2009, 03:52:39 pm »

I posted this in another thread, but it really needs its own topic. Also it may have been sugested before, if so let me know (i cannot do a seach at the moment)

Could we get the raw files to be copied and kept with the worlds they go with? This would help with mod managment and sharing world files. We could have a teplate raw folder that would keep all the mods seperate, and when we gen a world we could chose which raw set to use. Then those raw files would be copied to the world folder. Installing a new mod would be as simple as making a new folder in the template directory and coping the new raws there. Raw files could still be modified mid game, it would just have to be done in the world folder, as the templates are only ever copied, never used. I checked the size of the raws and i do not think it would make any significant dent in the storage needs of DF as a whole, and it would make it far simpler for the player to manage and share.

Oh, and if you find a world with a mod you like, just copy that worlds raw files to the template directory and bam, now you can gen worlds with that mod.

To clarify, i am not asking to change anything about the raw files themselvs, just how they are stored and managed.
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Silverionmox

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Re: RAW managnent
« Reply #1 on: August 06, 2009, 05:04:57 pm »

This seems simple and useful.
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lucusLoC

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Re: RAW managnent
« Reply #2 on: August 06, 2009, 05:53:40 pm »

Simple for us :-)

I would immagine it will require a lot of code to edit, as each spot in the code that reads from a raw file will have to be pointed to a new parent directory, and it will have to be dynamic. So not just $app directory$/raw/objects/raw file

It will be $app directory$/data/save/$world folder$/raw/objects/raw file

And all the little bugs that this causes will have to be dealt with.
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Mephansteras

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Re: RAW managnent
« Reply #3 on: August 06, 2009, 05:59:54 pm »

I'm pretty sure that Toady has put this in for the next version of DF already.
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lucusLoC

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Re: RAW managnent
« Reply #4 on: August 06, 2009, 06:22:27 pm »

Realy!? Was it in the dev notes? Can you link it?
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Mephansteras

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Re: RAW managnent
« Reply #5 on: August 06, 2009, 06:32:22 pm »

Ah, found it!

  • made a region's raw files reside inside of the region save folders

It's in the 2008 dev notes.
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lucusLoC

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Re: RAW managnent
« Reply #6 on: August 06, 2009, 07:06:53 pm »

awesome. i must have forgotten about that. silly me. it does not say if we will be able to specify a folder to pull the raws from though. does this mean we will have to manage our own mods, swapping them in and out of the raw folder when we want to gen a new world? that is not that big a deal, just kinda a pain when the code can do it.
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Mephansteras

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Re: RAW managnent
« Reply #7 on: August 06, 2009, 07:08:19 pm »

No idea. I suppose you could ask Toady about it in the FoF thread.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One