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Author Topic: In-game duplicate raws warning  (Read 1093 times)

Knight Otu

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In-game duplicate raws warning
« on: July 29, 2012, 11:23:45 am »

It can be rather easy, when editing the raws or doing anything else there, to get a backup copy of the changed file. While many programs use different filename extensions from the original file, and as such aren't used by Dwarf Fortress, some instead change the filename itself without changing the extension (to creature_standard (copy 1).txt for instance), and those files are read, potentially leading to very buggy worlds.

As such, I would suggest that the game pops up a warning, similar to the embark warnings, if it encounters duplicate errors when you try to generate a world. This could potentially extend to a few other errors that impact generation (such as the skipping of generated creatures if you mess with the standard body materials), but those generally require more modding involvement on part of the player. You probably could choose to ignore the warning if you really wanted to see such a world.
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Castle Otu

CLA

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Re: In-game duplicate raws warning
« Reply #1 on: July 29, 2012, 11:55:18 am »

In the meantime, Raw Explorer might be helpful. Or prove to be helpful in the future. Maybe suggest some features for duplicate finding in that thread.

EDIT:
I just noticed, this could be solved in conjunction with what I just suggested here:

http://www.bay12forums.com/smf/index.php?topic=114011.0
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Knight Otu

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Re: In-game duplicate raws warning
« Reply #2 on: July 29, 2012, 12:21:38 pm »

In the meantime, Raw Explorer might be helpful. Or prove to be helpful in the future. Maybe suggest some features for duplicate finding in that thread.
It it could help, yes, but I believe that eventually outside utilities shouldn't be necessary. It also wouldn't help people unaware that duplicate raws are a thing (the inspiration for this came from a bug report that had several files worth of duplicates).
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CLA

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Re: In-game duplicate raws warning
« Reply #3 on: July 29, 2012, 01:05:45 pm »

I believe that eventually outside utilities shouldn't be necessary. It also wouldn't help people unaware that duplicate raws are a thing.

Agreed.
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Putnam

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Re: In-game duplicate raws warning
« Reply #4 on: July 29, 2012, 03:08:12 pm »

The errorlog informs you of every duplicate raw and the exact object that is duplicated.

Knight Otu

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Re: In-game duplicate raws warning
« Reply #5 on: July 29, 2012, 03:09:42 pm »

The errorlog informs you of every duplicate raw and the exact object that is duplicated.
That it does. But there tend to be people who overlook the errorlog.
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Avo

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Re: In-game duplicate raws warning
« Reply #6 on: July 30, 2012, 09:50:58 pm »

The errorlog informs you of every duplicate raw and the exact object that is duplicated.
That it does. But there tend to be people who overlook the errorlog.

If you overlook the warning message another warning message wont be much help.
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Knight Otu

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Re: In-game duplicate raws warning
« Reply #7 on: July 31, 2012, 05:10:09 am »

The errorlog informs you of every duplicate raw and the exact object that is duplicated.
That it does. But there tend to be people who overlook the errorlog.

If you overlook the warning message another warning message wont be much help.
The error log is easy to miss because it is out-of-game. Depending how you start the game, you might not even know it exists. An in-game warning message is way harder to miss.
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GreatWyrmGold

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Re: In-game duplicate raws warning
« Reply #8 on: July 31, 2012, 08:12:58 pm »

Well, if you're making a mistake like that, either A. you're doing it on purpose (in which case you'd be annoyed), B. you're testing out a mod and being sloppy (in which case the errorlog would save you, and you'd get a neat world), or C. you're a newb modder who doesn't realize the issues with duped raws. Personally, while this would probably be easy, it would probably be more annoying than useful 90% of the time.
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