Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: the init - changes and saves  (Read 584 times)

zooeyglass

  • Bay Watcher
  • Melbil that!
    • View Profile
the init - changes and saves
« on: August 11, 2009, 04:44:31 am »

Hello all,

brief question, sparked by looking here: http://dwarffortresswiki.net/index.php/Init.txt#POPULATION - have done a quick search of the fora and of the wiki, but failed to find what i'm looking for.

if you change any of the settings in the init, then load up a previous save of a fort, will those settings take effect? or do you need to start a new fortress? or, even worse, do you need to gen an entirely new world for changes in the init to take effect?

thank you in advance!
Logged

It is a total pain in the butt, but you gotta do what you gotta do if you want that upright candy weapon.
Your suspicions are nothing more than superstition

Mohreb el Yasim

  • Bay Watcher
  • ♫♪♫♫♪♫♪♪♫♪
    • View Profile
Re: the init - changes and saves
« Reply #1 on: August 11, 2009, 04:49:39 am »

Need for new forts/worlds is none if init settings the only thing you change .
Logged
Mohreb el Yasim


GENERATION 24:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experime

Jim Groovester

  • Bay Watcher
  • 1P
    • View Profile
Re: the init - changes and saves
« Reply #2 on: August 11, 2009, 05:00:54 am »

The effects take change immediately, except [ECONOMY:?]. That's the only one that doesn't change between forts, if you've already gotten the baron.
Logged
I understood nothing, contributed nothing, but still got to win, so good game everybody else.

Albedo

  • Bay Watcher
  • Menacing with spikes of curmudgeonite.
    • View Profile
Re: the init - changes and saves
« Reply #3 on: August 11, 2009, 12:34:21 pm »

Main thing that needs new worlds are innate changes in the creatures/material populating it, i.e. changing the raw files.

Init.txt is mainly presentation and numbers.
Logged

Jay

  • Bay Watcher
  • ☼Not Dead Yet☼
    • View Profile
Re: the init - changes and saves
« Reply #4 on: August 11, 2009, 12:39:10 pm »

Here's yet another occasion of a world-generation question that could have been resolved using the DF Modding stickied topic of mine  ::)
Logged
Mishimanriz: Histories of Pegasi and Dictionaries

zooeyglass

  • Bay Watcher
  • Melbil that!
    • View Profile
Re: the init - changes and saves
« Reply #5 on: August 12, 2009, 05:34:59 am »

Here's yet another occasion of a world-generation question that could have been resolved using the DF Modding stickied topic of mine  ::)

Thank you all. Jay, thank you for your helpful sig!
Logged

It is a total pain in the butt, but you gotta do what you gotta do if you want that upright candy weapon.
Your suspicions are nothing more than superstition

Mohreb el Yasim

  • Bay Watcher
  • ♫♪♫♫♪♫♪♪♫♪
    • View Profile
Re: the init - changes and saves
« Reply #6 on: August 12, 2009, 08:09:16 am »

Here's yet another occasion of a world-generation question that could have been resolved using the DF Modding stickied topic of mine  ::)
Even if it is not always that accurate ;P
Logged
Mohreb el Yasim


GENERATION 24:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experime