I wasn't aware of aqueducts having existed: it might have been before my time.Memory is foggy but I think the old bug was indeed caused by rivers using the wrong elevation info when generating. That was probably it.
I can think of one way to easily get canyons and aqueducts through a bug, and that is to have rivers take their elevation from the world map elevation, rather than the region tile elevation.
--http://www.bay12forums.com/smf/index.php?topic=164136.0
--PatrikLundell
It's a Lua script that's meant to be saved in <DF folder>\hack\scripts (and if you're using e.g. the LNP the DF folder is inside the LNP folder). Once the file is in the scripts folder, the DFHack console can find it when you type "regionmanipulator" in the console window.
I think you may over estimate the amount of interest there is in these tools: it's quite likely you and I together have made up 90% of the testing/playing around with them...Just want to throw out there that I do like the tool quite a bit, but probably the biggest diffrence is that I don't really do anything extreme with it. I primarily use it now to convert close embarks into perfect embarks with it's ability to add a river or mess with elevation. Outside of my first few tests to see how it works, I don't really make big chasms or huge mountains or anything.
How make clown spires visible?Sigh...
hat about spire that is beneath dark fortress?How make clown spires visible?Sigh...
- See the first post of this thread to find out how to save the script in your DF copy.
- Type regionmanipulator in the DFHack console widow
- ? to bring up the help
- <TAB> to shift through the help screeens
- When you've read the "features" tab, escape out.
- alt-f to bring up the feature display. The cyan characters display candy spires. Read the label to understand the differences between the different characters.
The overlay doesn't care whether there's a dark fortress on top of features or not. It shows the spires. It's your responsibility to make sure you look where you want to look, i.e. at a dark fortress and then bring up the overlay on top of that.I talk about underworld portal.
If you'd said that from the beginning this whole silly discussion could have been dealt with immediately. I'm not aware of any way to distinguish the portal spire from other spires apart from sending an adventurer to locate it in a copy of the world or embark with a 16*16 embark and use "reveal all" to show everything, locate the correct spire, and then embark again in a copy of the world at the desired place.The overlay doesn't care whether there's a dark fortress on top of features or not. It shows the spires. It's your responsibility to make sure you look where you want to look, i.e. at a dark fortress and then bring up the overlay on top of that.I talk about underworld portal.
You must have used the Biome Manipulator, not the Region Manipulator (this script [it's not a plugin]), as that's the one that allows you to manipulate the geo biome. However, that does not change the location of caverns, as far as I know.
The first cavern can be generated at a very shallow location, which is why I change the world gen parameters to give me more room above the first cavern in which to make my fortress (sometimes defeated by much of that space being taken up by aquifer containing rock layers).