Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: World Gen - trying to recreate using Seed data  (Read 1853 times)

Jerm

  • Bay Watcher
    • View Profile
    • http://noahvale.livejournal.com
World Gen - trying to recreate using Seed data
« on: November 30, 2013, 08:01:48 am »

I am attempting to recreate a world that I once randomly generated.  I have it's seed data and the world_gen info.

I tried putting that into the world_gen.txt file, thinking that it would recreate the same world that I'd once randomly generated - on account of the Seed data.  But it does not seem to work -  am I misunderstanding how this is supposed to work?

Spoiler (click to show/hide)
Logged

locustgate

  • Bay Watcher
    • View Profile
Re: World Gen - trying to recreate using Seed data
« Reply #1 on: November 30, 2013, 08:22:06 am »

In order for a seed to work it has to have all of the same parameters, i.e. # of swamps, as when it generated. Did you save the world that you liked?
If so you can go to the world history and export map/gen info then copy and paste all of it's data to the world _gen txt in data/init.
Logged

Jerm

  • Bay Watcher
    • View Profile
    • http://noahvale.livejournal.com
Re: World Gen - trying to recreate using Seed data
« Reply #2 on: November 30, 2013, 08:25:51 am »

In order for a seed to work it has to have all of the same parameters, i.e. # of swamps, as when it generated. Did you save the world that you liked?
If so you can go to the world history and export map/gen info then copy and paste all of it's data to the world _gen txt in data/init.

That's what I did.  But it seems to not be generating the same world - I can't locate the embark spot I'd had in the previous game.
Logged

locustgate

  • Bay Watcher
    • View Profile
Re: World Gen - trying to recreate using Seed data
« Reply #3 on: November 30, 2013, 08:28:47 am »

In order for a seed to work it has to have all of the same parameters, i.e. # of swamps, as when it generated. Did you save the world that you liked?
If so you can go to the world history and export map/gen info then copy and paste all of it's data to the world _gen txt in data/init.

That's what I did.  But it seems to not be generating the same world - I can't locate the embark spot I'd had in the previous game.

Does the world look the same?
Logged

Jerm

  • Bay Watcher
    • View Profile
    • http://noahvale.livejournal.com
Re: World Gen - trying to recreate using Seed data
« Reply #4 on: November 30, 2013, 08:41:03 am »

No - it doesn't.

Strange, I've opened the save from the world I want to regenerate and done an export, then looked in the exported txt file and grabbed the world_gen data.

I then add the world_gen data to the world_gen.txt file in data\init, and I go to generate advanced world and select the one that I copy/pasted into there.

And it's not the world I'm trying to regenerate.  edit: interestingly though, it seems to be generating the same world name.

No idea what I'm missing or doing wrong :(
« Last Edit: November 30, 2013, 08:43:18 am by Jerm »
Logged

locustgate

  • Bay Watcher
    • View Profile
Re: World Gen - trying to recreate using Seed data
« Reply #5 on: November 30, 2013, 08:51:35 am »

edit: interestingly though, it seems to be generating the same world name.
No idea what I'm missing or doing wrong :(

You're using the same name seed, so things should be named the same. That's my limits of knowledge, if you copy/pasted everything then it should work.
Logged

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: World Gen - trying to recreate using Seed data
« Reply #6 on: November 30, 2013, 11:23:04 am »

Have you altered the raws between generation of the old world and the new one?
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Jerm

  • Bay Watcher
    • View Profile
    • http://noahvale.livejournal.com
Re: World Gen - trying to recreate using Seed data
« Reply #7 on: November 30, 2013, 12:13:00 pm »

I don't believe so...

I generated a world and played in it for a bit, and decided I wanted to start completely over and redo the embark for that world.

I loaded up one of the saves and did an export to get the world gen data.

So it's strange that it still has the same world name, but the map is different.

That embark site had 67k magnetite, almost 400k gold, and tons of flux.  :(
Logged

Jerm

  • Bay Watcher
    • View Profile
    • http://noahvale.livejournal.com
Re: World Gen - trying to recreate using Seed data
« Reply #8 on: November 30, 2013, 12:49:38 pm »

Genuinely confused.

When I do an export from my save, it gives me:
 Seed: BTCSw6YcFEwFsR58YqhR
 History Seed: fvpmYQNG9M9hAkQXFlzW
 Name Seed: aE9UzV1UdwE6lASSBv7X
 Creature Seed: 9Hjx7XTUzqyWgoBasnI3

When I plug that in and generate a world with it, I get a different world, but named the same.  And sure enough, if I export from that, I get the same seed values.

What the heck?

Does DFHack change that?  I used prospect and reveal on the old world, can that change the seed data?
Logged

locustgate

  • Bay Watcher
    • View Profile
Re: World Gen - trying to recreate using Seed data
« Reply #9 on: November 30, 2013, 12:55:16 pm »

stuff

Can you post your world gen?

EDIT: WAIT! In order to get the SAME world you need the same seed AND generation data.
Copy/paste the ENTIRE world gen, even if it should be the same, into data/init.
« Last Edit: November 30, 2013, 12:57:29 pm by locustgate »
Logged

Jerm

  • Bay Watcher
    • View Profile
    • http://noahvale.livejournal.com
Re: World Gen - trying to recreate using Seed data
« Reply #10 on: November 30, 2013, 01:05:24 pm »

stuff

Can you post your world gen?

Check my first post.

Here it is again....

Spoiler (click to show/hide)

Also, here is a screenie from the original generation..
https://app.box.com/s/mzu31l5w4e8giq72hsfl (sorry, box.net doesn't let me embed it seems)

And here is a link to a compressed save game, 30ish megs, in case someone wants to sanity check me.  https://app.box.com/s/sery9xya909wq9iv9zxu
Logged

locustgate

  • Bay Watcher
    • View Profile
Re: World Gen - trying to recreate using Seed data
« Reply #11 on: November 30, 2013, 01:19:40 pm »

Looks like it works for me.
Logged

Jerm

  • Bay Watcher
    • View Profile
    • http://noahvale.livejournal.com
Re: World Gen - trying to recreate using Seed data
« Reply #12 on: November 30, 2013, 01:40:54 pm »

But which world are you getting?

https://app.box.com/s/g43ks2yel1p8qsnnjatt

The image on the left, marked "Original" is how the world that I want looks.  The image on the right is how it looks when I regen with the seed and world_gen data.
Logged

locustgate

  • Bay Watcher
    • View Profile
Re: World Gen - trying to recreate using Seed data
« Reply #13 on: November 30, 2013, 02:03:07 pm »

But which world are you getting?

https://app.box.com/s/g43ks2yel1p8qsnnjatt

The image on the left, marked "Original" is how the world that I want looks.  The image on the right is how it looks when I regen with the seed and world_gen data.

It's the second one I had one that did this a year ago, I just abandoned it.
Logged

jcochran

  • Bay Watcher
    • View Profile
Re: World Gen - trying to recreate using Seed data
« Reply #14 on: November 30, 2013, 04:18:38 pm »

Odd. I just downloaded your saved image and then did an abandon & reopened it in Legends to pull out my own generation parameters. When I then generated a new world using those parameters, I got an 'almost' identical world (difference that immediately popped out to my eye was the lack of an ohm symbol next to your embark site). There may be other differences, but in doing a reclaim on the abandoned embark to take note of the exact location, then embarking on my newly generated world, I get the following from dfhack's 'prospect' command.


Spoiler (click to show/hide)

Given the gold and magnetite numbers, I think it's working. A cursory examination of my generation parameters and yours looks identical to my eye.
I will say that I'm running dwarf fortress using the linux version just in case there are some code differences between the windows and linux versions.
Logged
Pages: [1] 2