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DF Community Games & Stories / Re: The Land of No Stone (PLAYERS WANTED)
« on: June 06, 2013, 02:54:59 am »
Just an FYI here, to let you folks know why modding out stone gets everything to act so strange:
The map in DF only stores tiletypes, and biomes for each square, not the materials. The material is determined at runtime from the tiletype, a base index, and the available biome materials. The appropriateness of a tiletype to have a certain material depends on if the material is stone or soil.
OK? That's the simple case. Now what happens if your biome has no appropriate materials (like let's say, boulders in a biome that has only soils), well the game default behaviour is to go to the stone list (or soil list, if it's a soil tile), and pick something at random (this should be consistent). This is the reason that in mountain biomes one frequently gets strange results from cave-ins (random patches of different kinds of sand). If there are NO APPROPRIATE MATERIALS AT ALL, then there is no failsafe, and you just end up with some random inorganic showing up, and flashing like that because you're reading from unassigned memory. Frankly it's a little surprising the game doesn't just crash.
So pretty much you NEED at least one stone and one soil in your raws for things to not go completely bonkers at least some of the time.
The workarounds sound clever though. I'm interested to see if this works.
The map in DF only stores tiletypes, and biomes for each square, not the materials. The material is determined at runtime from the tiletype, a base index, and the available biome materials. The appropriateness of a tiletype to have a certain material depends on if the material is stone or soil.
OK? That's the simple case. Now what happens if your biome has no appropriate materials (like let's say, boulders in a biome that has only soils), well the game default behaviour is to go to the stone list (or soil list, if it's a soil tile), and pick something at random (this should be consistent). This is the reason that in mountain biomes one frequently gets strange results from cave-ins (random patches of different kinds of sand). If there are NO APPROPRIATE MATERIALS AT ALL, then there is no failsafe, and you just end up with some random inorganic showing up, and flashing like that because you're reading from unassigned memory. Frankly it's a little surprising the game doesn't just crash.
So pretty much you NEED at least one stone and one soil in your raws for things to not go completely bonkers at least some of the time.
The workarounds sound clever though. I'm interested to see if this works.






