I just ran into the game-ending open-legends script bug described here. The embark explodes in brutal fashion a little while after loading the save, revealing all tiles, regenerating the map, etc. Odd, since it looks like this commit fixed that problem.
Anyway, judging from the comments in the issue page and related pages, I guess this save is done for?
To help any possible future searchers: Save is massively bugged, one a certain day the entire map is revealed, including HFS. All dug stone is changed to undug stone as if the dwarves never mined out the fortress, and all buildings on the surface collapse. The only tiles not replaced by their original stone are those which have items or dwarves standing in them. In short, just about the entire embark is obliterated. This is the same thing described in this reddit post, this mantis issue, and these DFHack threads.
The reason
https://github.com/DFHack/dfhack/issues/805 is still open is because of
https://github.com/DFHack/lethosor-scripts/pull/3#issuecomment-195966083 - the commit you linked isn't a full fix. I'm not sure a full fix is possible. The solution I planned was a large warning telling people not to save after running open-legends (i.e. "quicksave" before, "die" after is safe), and maybe detect if the world has been unpaused since it was loaded too. Evidently I never implemented that, so sorry, but it's on the list for r2 now.
I'm unaware of a way to fix it unless you have backups (it might be possible to copy over the region-*.dat files).
Oh no. I just included a little workshop to run open-legends in my pack. :-/
I hope this can be fixed, or i have to delete it again.
Can the workshop work within the constraints I mentioned above? They seem strict, but maybe people will still find it useful. Worth noting that this issue has probably been around since open-legends was written in 0.40-ish.
In any case, I haven't seen this locally in the (admittedly few) times I've tried open-legends, and it seems like a pain to reproduce, and there are lots of things that legends mode could touch, depending on what you do in legends mode, so that's why a full fix is very hard. I can try for some partial fixes in addition to a warning message if that would help.
Hey guys, longtime player/luker/fan of DF and all her utilities.
Couple questions:
How interested would you guys be in an updated(graded) make-monarch script?
I've used the underlying logic to make the script applicable to all noble positions in entity.positions.own ("MONARCH", "DUKE", "COUNT", "BARON", "DIPLOMAT", "GENERAL", "LIEUTENANT", "CAPTAIN", "OUTPOST_LIAISON") and made it so that you can "demote" a unit without raising another.
This sounds good! I saw someone ask for that somewhere recently (maybe Reddit?), so it will be appreciated.
Some things could be changed (tabs to spaces, naming conventions, etc.) but those aren't hard.
I noticed the github repo doesn't have a contributing guidelines, so here I am rather than just doing a PR. Also the original make-monarch doesn't have any licensing attached to it, so while I'd be happy to release under a GNU GPLv3 I'm not quite sure if that's kosher.
Which repo? DFHack/dfhack has
https://github.com/DFHack/dfhack/blob/master/Contributing.rst and
https://github.com/DFHack/dfhack/blob/master/LICENSE.rst. DFHack/scripts is exclusively a subproject of DFHack/dfhack, so all DFHack guidelines/licensing/etc. apply to it as well. That includes the DFHack license, which is Zlib. For that reason, I'm strongly opposed to GPLv3 - the current script is already Zlib-licensed, and I have no idea what kinds of hoops we'd have to jump through to deal with something GPL-licensed instead (I'd much rather not include it in that case).
Now, admittedly, it's not clear how to find those docs if you
just look at DFHack/scripts, but that's one reason for the link back to the main DFHack repo (the docs cover all of the DFHack project). Maybe we could add a readme to the scripts repo explaining this better, although I'm not sure if that will break Sphinx (our HTML doc generator).