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Author Topic: Change biomes/savagery/evilness of existing region/fortress?  (Read 2758 times)

yaymeh

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Change biomes/savagery/evilness of existing region/fortress?
« on: February 21, 2014, 09:24:56 am »

Hi!

Can I somehow change the biomes / savagery / evilness during a running game (fortress mode)?
/ or magically insert my existing fortress + dwarfs into a different region?
Something like that?

Just spent another 5 hours doing a basic fortress setup and - again - it turns out, I'd rather be somewhere else (this time, I wanted a high savagery area with both good and evil on the map... ended up in a region with "haunted" + "mirthful" instead because I'm too stupid to read a 3*3 table and only noticed the lack of distinct fun that I was hoping to find until after I got settled -.- ).
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plenum

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Re: Change biomes/savagery/evilness of existing region/fortress?
« Reply #1 on: March 06, 2016, 08:12:23 pm »

Is anyone aware of ways to do so?
I checked DFHack site, no mentions for changind savagery/evilness... 
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Putnam

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Re: Change biomes/savagery/evilness of existing region/fortress?
« Reply #2 on: March 06, 2016, 11:51:32 pm »

Evil and savagery are in the region, not the site.

Max™

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Re: Change biomes/savagery/evilness of existing region/fortress?
« Reply #3 on: March 15, 2016, 11:52:16 pm »

I can't figure out how to directly open a specific region because the evil/savagery values are stored under df.global.world_data.region_map which defaults to region 0 but I poked around with the change by offsets option and just checking the values 1 to 30 got me a few sensible hits (higher values got me stuff like region_id = -7664453545 or whatnot) and I went in and manually edited the values for several of them which did this:
Spoiler (click to show/hide)
The strip on the left is all terrifying now, where before it was haunted or wilderness at best. As an experiment the other way I dropped the values on region 0 and the top left went from terrifying to mirthful, then I put it back to terrifying with no crashes or anything, it changed on the map properly, showed up with probe right and all.

Unfortuantely one of my known tricks doesn't include being able to tell it to open up that specific map, as df.region_map.find(k), df.region_id.find(k), and various similar things all turned up empty.
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Max™

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Re: Change biomes/savagery/evilness of existing region/fortress?
« Reply #4 on: March 16, 2016, 08:11:38 pm »

Roses is much smarter than I am.

gui/gm-editor df.global.world.world_data.region_map[k] works and via that you can edit the evil/savagery of a given region. Just put the region number you get from probe for k and enjoy.
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plenum

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Re: Change biomes/savagery/evilness of existing region/fortress?
« Reply #5 on: March 17, 2016, 05:03:31 am »

Thank you!  :D
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Max™

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Re: Change biomes/savagery/evilness of existing region/fortress?
« Reply #6 on: March 17, 2016, 05:27:53 am »

Fair warning: trying to enter a value too high for that k can segfault, like trying to edit your position off of the map in travel mode, poof, bye bye game session.

Also having weirdness because I can't determine exactly what makes it use a given row for the region_map when you open like that. Using the offset method I turned the west edge evil, using the region_map[0 ~ 30] method I turned the top edge evil, not sure why it won't let me open other regions.

Huh... tried region_map[40]:

That don't seem right.
« Last Edit: March 17, 2016, 05:36:11 am by Max™ »
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Max™

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Re: Change biomes/savagery/evilness of existing region/fortress?
« Reply #7 on: April 08, 2016, 05:01:13 am »

Did more research on this and realized I was a superderp.

You can open the region_map entry under df.global.world.world_data with an offset, and then use an offset with the region_map_entry and that should let you cycle through all of the regions, so there's a bit of structure work that could be fleshed out there I guess?
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Meph

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Re: Change biomes/savagery/evilness of existing region/fortress?
« Reply #8 on: April 08, 2016, 08:06:21 am »

So... this could link things you do in a fortress directly to biome, savaregy and good/evilness?

Could elves turn a region good?

Could playing necromancers slowly turn the biome evil?

Would hunting a lot (tracking wild-life kills) increase the savaregy counter?
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Max™

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Re: Change biomes/savagery/evilness of existing region/fortress?
« Reply #9 on: April 08, 2016, 03:39:32 pm »

It won't change the trees and such without removing them and making sure they respawn as the right ones, and not sure about the wildlife populations but I think the weather and reanimation and stuff can happen normally.
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