World gen does crash in game sometimes with or without PWDF, but I haven't seen that it is related to using specific map data. You need to have a look at some additional map gen options that are undefined so you don't get too many nightcreatures or whatever, but a knowledgable user should never get a crash in DF caused by PWDF. I think that's an important distinction.
Ah, I see. That is an important distinction.
However, while in
your last post to the PerfectWorld thread you made it clear that PerfectWorld works with 31.25, it was with the caveat that "You just need to visit the advanced parameter screen to check a couple of things." It was difficult for me to find an explanation of
specifically what needs to be changed in the advanced parameter screen. This was not even mentioned in your OP or in the PerfectWorldDF HTML Manual. (Nice job writing that manual, BTW! It was otherwise very detailed and well-written.)
All I could find was a somewhat vague explanation in a previous post:
...Compare the world_gen.txt file in 31.25 with the one that PWDF generates, you'll see some additional tags that you want to have in there. Otherwise they will use default values, which are unlikely to be what you want. If you leave the tags out, you can still change them in the 'advanced parameters' screen before genning a new world.
I guess I'm trying to point out that quite a few DF players do not read very far through forum threads before trying out a mod or utility for the first time. (And many are not knowledgeable about which world-gen parameters are likely to cause a crash if they are not within certain expected ranges.) Perhaps this should also be mentioned in your OP, at least until you achieve the "version independence" you're currently working on?
Anyway... perhaps profit should change my parenthesis to the following?
(Works in 0.31.25)
The things in parentheses is incorrect . My little simulator is a Web app that's written in Javascript , HTML, and uses CSS.
Sorry, my bad. Even though I know they're very different, I sometimes confuse Javascript with Java. (And I was probably sleep deprived when I typed it up.)
It is platform independent.
As I said, all I was looking for was to confirm whether or not it would work with 0.31.25. I wasn't concerned about the platform a mod or utility runs on. I described Pathing Simulator as "version independent" to let prospective users know it does not matter what version of Dwarf Fortress they use. (Though, I suppose that this could become inaccurate as Toady may eventually decide to recode pathing.)
Would changing my parenthesis to the following be acceptable? If not, what would you prefer?
(Pathing Simulator is a web app, independent of DF version)