So im trying to force nethercap to spawn in an area after the game has started, been poking around for two days and all ive found is this code from 2014
feat = df.global.world.cur_savegame.map_features[2]
num = #feat.feature.population
feat.feature.population:insert('#', { new = df.world_population, type = df.world_population_type.Tree, plant = dfhack.matinfo.find('PLANT:NETHER_CAP').index });
for i,j in pairs(df.global.world.populations) do if (j.population.cave_id == feat.layer and j.population.population_idx == num - 1) then df.global.world.populations:insert('#', { new = df.local_population, type = df.world_population_type.Tree, plant = dfhack.matinfo.find('PLANT:NETHER_CAP').index, population = {region_x = j.population.region_x, region_y = j.population.region_y, population_idx = num, cave_id = feat.layer, depth = feat.start_depth, unk_28 = -1 } } ) end end
Which claims to do exactly what Im trying to do, but i get this error
...\DWARFF~1\Dwarf Fortress 0.44.12/hack/scripts/nether.lua:1: Cannot read field world.T_cur_savegame.map_features: not found.
stack traceback:
[C]: in metamethod '__index'
...\DWARFF~1\Dwarf Fortress 0.44.12/hack/scripts/nether.lua:1: in local 'script_code'
...ktop\DWARFF~1\Dwarf Fortress 0.44.12\hack\lua\dfhack.lua:680: in function 'dfhack.run_script_with_env'
(...tail calls...)
I dont understand programming enough to understand what this is doing, or what the error is. Could someone help explain this to me? Or alternately direct me to a better tool to introduce biome/cavern appropriate trees/saplings/spores to an area? Its taken me nearly 4 days to generate a world i have any interest in playing in long term, and the only thing i lack is nethercap for a project. Thank you in advance, I hope this is the right forum.
Link to previous post on same topic I found. incase ive made a mistake or explained poorly.
http://www.bay12forums.com/smf/index.php?topic=135258.0