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Author Topic: Tip for getting desired soil layers on embark (sand, clay etc)  (Read 7698 times)

wierd

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Re: Tip for getting desired soil layers on embark (sand, clay etc)
« Reply #30 on: August 27, 2013, 09:09:09 pm »

He must have built-in "stone" catch-all entity for that.

Makese sense. If [undefined], assign that holder. Game doesn't crash now.
Good that he has an exception trap. :)

Ok, work now. Curiosity sated.
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DG

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Re: Tip for getting desired soil layers on embark (sand, clay etc)
« Reply #31 on: August 28, 2013, 03:54:30 am »

If youre going to that extent just use the dfhack command changelayer/vein :/

Some people prefer not to use third party programs with DF for a variety of reasons.

that's actually a pretty cool discovery

I thought so, too.

Thanks for doing some grunt work and exploring it further wierd and Pufferfish. I suspected the game would only swap like for like entries but I ran out of time to check. I wonder if there are further applications for raw position swaps beyond stone and soil layers. Maybe trees and/or creatures?
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mek42

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Re: Tip for getting desired soil layers on embark (sand, clay etc)
« Reply #32 on: August 28, 2013, 05:43:23 am »

Can you swap magma safe and non magma safe stone layers using the OP method?

How about adding kaolinite?
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"Is that the game with the blinky characters and no pictures?  Maybe you do have Asperger's." - My wife after I mentioned my excitement over the elves bringing by caravan a whole bunch of wood after my deforestation project was neglected due to a near-tantrum spiral and total loss of my initial seven and a bunch of immigrants.

DG

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Re: Tip for getting desired soil layers on embark (sand, clay etc)
« Reply #33 on: August 29, 2013, 06:37:05 am »

Looks like that's not possible while keeping the same generation, mek. I swapped the order of kaolinite with gypsum in the raws because they are both sedimentary and occur in large clusters according to the wiki. When I regnenerated I got the same world map features like oceans and moutains etc, but the good and evil biomes had changed and the history had changed (suddenly at war with elves, no more necro towers, different civ names and positions on the map etc).

To prove whether it actually changed the stones anyway is tricky because I'd first need to find some kaolinite in a world. I have circumstantial evidence of it working, though. In the first world generation a dwarf civ in a particular area of the map had gypsum available on the embark screen but not kaolinite. After swapping the raws and regenerating, a different dwarf civ settled close to the same area but offered access to kaolinite and not gypsum. That's an interesting discovery in itself. You can alter the availabilty of things that a civ has access to and thus can trade to you.
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wierd

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Re: Tip for getting desired soil layers on embark (sand, clay etc)
« Reply #34 on: August 29, 2013, 01:54:08 pm »

It sounds like much science can be had here, mapping out the details of what you can and can't accomplish with this.

Judging from the obsidian test failure, minerals with multiple tags won't be drop in replacements for minerals with single tags, and for things like gemstones, you would need to track the gemstone's prerequisites.

Star sapphires need bauxite parent minerals, diamonds need kimberlite, etc.

This could lead to some "very advanced" worldgens, if properly mapped out.
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Button

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Re: Tip for getting desired soil layers on embark (sand, clay etc)
« Reply #35 on: August 29, 2013, 03:20:55 pm »

I done it. The obsidian, surprisingly enough, turns to rock. But the world generated into the "Draconic age"?

...Does that imply that without a [lava] stone to hold it back, magma floods the entire world, leaving only fireimmunes and magma-dwellers intact?
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I used to work on Modest Mod and Plant Fixes.

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DG

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Re: Tip for getting desired soil layers on embark (sand, clay etc)
« Reply #36 on: August 31, 2013, 01:19:10 am »

Heh, that would be cool, but I think it's more likely that the only megabeasts in his world were dragons and thus the name of the Age.
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