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Messages - Unforgiven

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1
297. You jump from the second floor of the mall to get to the first floor,  hoping you don't slam into an obstacle, just like in Adventurer Mode.

2
Dear Migrants,

Who the hell said you can go near my fort?

I truly hope you understand what I am talking about - so you can stop coming without being invited.

3
DF Modding / Re: Dark Sun-Based Mod (Idea Gathering)
« on: December 14, 2010, 02:43:52 pm »
Sounds good.

What about something similar to the sea water being infested by Mutated Carp, or even lava seas?

Just an idea. Good luck. :)

4
DF Modding / Re: Getting Rid of Aquifers (Modding Method)
« on: December 14, 2010, 02:29:47 pm »
This is taking far too long. I'm going to use the default feature to create a new world - and I'll post if Aquifers still exist.

Update: Yep, no more aquifers. Thank god. Praise the ability to delete [AQUIFER] tags.

Problem solved and thread locked. :)

5
DF Modding / Re: Getting Rid of Aquifers (Modding Method)
« on: December 14, 2010, 02:20:53 pm »
4530. Argghh.

Does it always take this long?

6
DF Modding / Re: Getting Rid of Aquifers (Modding Method)
« on: December 14, 2010, 12:23:25 pm »
4510 Regions rejected. I'm guessing this is normal.

Wow, this is really taking a while.

7
DF Modding / Re: Getting Rid of Aquifers (Modding Method)
« on: December 14, 2010, 11:38:17 am »
actually, you do not have to regen the world if my memory holds correctly.

Just replace the raws in your save files.
(DF makes a copy of the raws to ensure compatibility and so you can use several systems at once.)

Probably located at -> "Dwarf fortress\data\save\region 1\raws"

Thanks for that, but the "Export Map/Gen Info" option created 3 .txt files in the Main Root of Dwarf Fortress. The one I needed was called "region5-world_gen_param.txt".

It contains all the seeds I need, and I am putting them into Advanced World Generation Parameters right now.

8
DF Modding / Re: Getting Rid of Aquifers (Modding Method)
« on: December 13, 2010, 05:28:10 pm »
Ah wait, I think I got it.

Spoiler (click to show/hide)

So I press p for the generation information to be stored, and next time I generate a new world, it will be almost exactly the same?

9
DF Modding / Re: Getting Rid of Aquifers (Modding Method)
« on: December 13, 2010, 05:19:54 pm »
It's in data/init.
I'm pretty sure it keeps the seed for your gens, but I'm not entirely sure.
No it doesn't. Hmm, I swear you could find the seed somewhere. I'll keep looking.

I read that it was necessary to abandon any forts/adventure mode games, go to Legends mode, and create a snapshot (or something of the sort). Apparently, one of the files created when you do this contains the world gen details, including any seeds used.

Do you mean I need to export the region files? If so, where do the exported files get stored?

10
DF Modding / Re: Getting Rid of Aquifers (Modding Method)
« on: December 13, 2010, 05:09:48 pm »
It's in data/init.
I'm pretty sure it keeps the seed for your gens, but I'm not entirely sure.
No it doesn't. Hmm, I swear you could find the seed somewhere. I'll keep looking.

Aha. So I just generate a new world - and copy the world_gen folder back into there? Sorry, first time doing these kind of things.

So do I select all the settings to match exactly the world_gen.txt file during Advanced Generation?

11
DF Modding / Re: Getting Rid of Aquifers (Modding Method)
« on: December 13, 2010, 04:54:54 pm »
Yes, you can.
However, seed isn't everything. You have to make sure everything else is exactly the way it was for that world.
You press to enter a custom seed in the advanced world gen menu.

I know the seed might not be everything - but where do I find the seed, and if the seed isn't everything, do I have to specifically choose every option in Advanced World Generation Parameters? If so, I'll be up to it instantly.

But still, where do I find the seed of my region?

12
DF Modding / Re: Getting Rid of Aquifers (Modding Method)
« on: December 13, 2010, 04:37:01 pm »
Or, how do I see what the seed is for the region my best spot is on, so I can enter the custom seed on Advanced World Generation Parameters?

13
DF Modding / Re: Getting Rid of Aquifers (Modding Method)
« on: December 13, 2010, 04:20:04 pm »
You'll probably have to regen the world. You can keep the seed used to make it though, if you look in worldgen.txt, I believe.
If the world is the same after regen, you can just embark on the same spot.

Thanks. Although, how do I select the seed for it to generate with, and where is the worldgen.txt file?

14
DF Modding / Getting Rid of Aquifers (Modding Method)
« on: December 13, 2010, 04:08:46 pm »
As the Dwarf Fortress Wikipedia lists the method of removing the [AQUIFER] tags as a Modding Method, I thought it would be best for this thread to go in this board.

So, I went into the main game "raw" folder and into "objects", and then checked every single .txt file at least twice for the [AQUIFER] tags. I also used the find tool. Yes, I got rid of all the [AQUIFER] tags in the three .txt files. That didn't work on an already made embark, so I later went into the data folder -> saves folder and went into the raw folder of each and every region, and deleted all the [AQUIFER] tags in each and every .txt file in every region's "raw" folder.

Problem is, this embark still has a fully working Aquifer that can't be dug through.

Do I have to embark again? Because this was one of the best if not the best spot I have ever embarked on.

15
DF Adventure Mode Discussion / Re: A Few Questions...
« on: December 08, 2010, 04:10:43 pm »
Also, how do I actually put backpacks on my back?

I chose to be a human outsider, and have nothing except a dagger and a spear which I traded for a backpack. I can only hold the backpack in my left/right hands and not store anything in it. I does nothing, nor does P, i, r or d.

Is it even possible?

w

Thanks. :)

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