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Author Topic: Peat makes Crocodile Civilizations  (Read 1476 times)

MageOfTyr

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Peat makes Crocodile Civilizations
« on: July 25, 2010, 05:58:28 am »

Well, I was sick of never having any sand, so, like in previous versions, in 31.11 I added the tag [SOIL_SAND] to Peat in raw/objects/inorganic_stone_soil.txt

Then I created a new world and went Fortress mode, and in the embark menu I pushed tab and got this:


And I thought I was going crazy, so to test it out, I went adventure mode
And got this:


After about an hour of trial and error testing, I came to the conclusion that Peat, when a sand, causes all the civilizations to be aquatic creatures.

One can argue that Peat + Mountain (=cave) + wildlife = creatures taking over civilizations.

This makes for lulzy results when you become a Giant Olm Swordsman

I made this post out of lack of things to do
^.^
« Last Edit: July 25, 2010, 06:05:47 am by MageOfTyr »
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OmnipotentGrue

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Re: Peat makes Crocodile Civilizations
« Reply #1 on: July 25, 2010, 06:02:29 am »

I love the conversation going on in the background.

This happens sometimes when modifying RAWs - have you tried to duplicate this?

Edit: I just tried to do this and nothing happened. Check for spelling errors.
« Last Edit: July 25, 2010, 06:05:08 am by OmnipotentGrue »
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MageOfTyr

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Re: Peat makes Crocodile Civilizations
« Reply #2 on: July 25, 2010, 06:04:26 am »

Yes, it works on my friend's computer also

And on three downloaded 31.11 each from a different mirror

But only on 31.11
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OmnipotentGrue

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Re: Peat makes Crocodile Civilizations
« Reply #3 on: July 25, 2010, 06:05:52 am »

Huh. That's interesting - it's always cave crocodiles, giant olms, etc?
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MageOfTyr

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Re: Peat makes Crocodile Civilizations
« Reply #4 on: July 25, 2010, 06:08:14 am »

I assume it's due to Peat being a Sand now more commonly available in mountain areas, thus making all Aquatic Cavern life fluctuate.

The complexity of Dwarf Fortress is astounding.
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OmnipotentGrue

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Re: Peat makes Crocodile Civilizations
« Reply #5 on: July 25, 2010, 06:11:35 am »

Usually things like this happen when there's a spelling error or something in the RAWs, I don't think DF is that in depth (Yes, I realize I just said that). It's strange that it's always Cave Crocodiles on multiple copies of the game, usually it changes between games.
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Creamcorn

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Re: Peat makes Crocodile Civilizations
« Reply #6 on: July 25, 2010, 06:24:12 am »

It's more likely it's just duplicate raws. Check the error logs for duplicate raws.
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OmnipotentGrue

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Re: Peat makes Crocodile Civilizations
« Reply #7 on: July 25, 2010, 06:38:20 am »

Oh god, what is your avatar MageOfTyr?

Y'know...

...it sort of looks like a kid...

...with progeria...
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Shima

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Re: Peat makes Crocodile Civilizations
« Reply #8 on: July 25, 2010, 07:05:58 am »

Skeptical, I gave it a go, adding [SOIL_SAND] to Peat, and doing nothing else (I've got a couple of mods and personal changes, but I already know these don't cause any errors).

I can confirm that, whatever error he's got that does it, it most certainly isn't peat being a sand.  All my civs are normal.
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That guy

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Re: Peat makes Crocodile Civilizations
« Reply #9 on: July 25, 2010, 07:33:18 am »

I got lions/warthogs/elephants after adding [speed:0] to dwarves in .10:





The game crashed when I tried to embark, and also in adventure mode.

I tried playing as a human adventurer, but I started with no clothes and a copper spear, and the game crashed again when I tried to move.
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Askot Bokbondeler

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Re: Peat makes Crocodile Civilizations
« Reply #10 on: July 25, 2010, 09:35:03 am »

duplicate raws. you scrwed up when modding

Beeskee

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Re: Peat makes Crocodile Civilizations
« Reply #11 on: July 25, 2010, 09:42:02 am »

If your text editor makes a backup file, try deleting those.
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Jay

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Re: Peat makes Crocodile Civilizations
« Reply #12 on: July 25, 2010, 10:26:35 am »

That is standard duplicated raws behavior, as noted.
Try going into Legends mode, as it typically has funnier results.
...Or it'll just crash when you try to view something.  Either way.
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Deimos56

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Re: Peat makes Crocodile Civilizations
« Reply #13 on: July 25, 2010, 01:06:53 pm »

Duplicate RAWs still cause hilarity to ensue? Noted.
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Noble Digger

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Re: Peat makes Crocodile Civilizations
« Reply #14 on: July 25, 2010, 02:15:30 pm »

Here's the DF modding board: http://www.bay12forums.com/smf/index.php?board=13.0

If you post your raws, someone in there can probably figure out what you've futzed up. Changing peat into a soil does not cause anything like you described for me, though. :) Your inference is mistaken.
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quib·ble
1. To evade the truth or importance of an issue by raising trivial distinctions and objections.
2. To find fault or criticize for petty reasons; cavil.
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