Awesome indeed.
So I think we should allow use of adv-fort..
However, if you're using it:
1.Please have a recent backup of your save game (this is good advice even without adv-fort)
2.Don't use dfhack for cheating
3.If you build sites, and want them marked on the world map tell me the names, so I can find them. (I can find abandoned sites using reclaim, but these new sites are difficult
4. Do not build any sites within 3 embark squares of the museum as certain sites are known to cause fps issues after repeated loading, we do not want those to affect the museum.
Please keep in mind that the vanilla bug of sites still remains. The one that makes sites unplayable laggy after reclaim or in our case in multiple reloads of the said site. If it was not for that bug i would be playing the heck out of advmode (also would have made more improvements to adv-fort script). For all my test i been using type 2 sites these type 6 might be exempt from this annoying bug but testing is needed.
Edit: preliminary testing looks bad: they are still multiplying. Afaik this will be fixed in next df version but if anyone finds a way to fix it before that my brewery would be very thankful.
Do type 2 sites retain constructions? All of my tests so far seem to show the contrary. Also, about that bug, was it caused by the multiplication of animals in the caverns every time the site is reloaded? I'll test the other sites to see if they are also affected by this issue.
Edit:the few sites that I tested all seemed affected, but here's an idea:using "liquids" command in DFHack, seal off the caverns with obsidian and then fill them with magma.
So basically, the engine requires a would-be architect to spend a couple days "surveying the area" (sleep and then sleep again) before building something, then "cleaning the site up" (sleep once more) before constructions will stick around. Do you realize that you've just discovered the "magical ritual" that will allow adventurers to finally contribute new structures to old worlds?
(Awesome.)
Actually, I thought that Bralbaard had already discovered how to make permanent constructions when he built the shrine to Teshil. Also, we can deduce that you only need to sleep (ie.reload the site) once; the second reload was simply a test to see if the constructions remained built.
To be honest, I did not know this when I ran the first tests on other sites so I decided to re-test a number of them:
Site#5 (town)-was surprised to find that 3 empty houses had suddenly appeared out of nowhere upon reloading. Not only that, they showed up on the fast travel mode screen, along with the sort of zoomed in map that you get around towns. However, not one of the five tests that followed generate any buildings, implying that there are geographical restrictions as to where they can be placed.
Site#7-despite the results of my original experiments, when I tested site#7 again, a mound lair was generated instead of a burrow-lair, which is confusing. Maybe #non-numeric and #7 generate a lair, but the type is decided randomly/according to the geographical location? Note:as far as I know, shrines and labyrinths are also considered lairs, so maybe they can be generated by this site type.
Site#8 (fortress)-no building formed, however it seems that sometimes a slice of the surrounding landscape was removed to make way for the fortress site. Constructions do not remain built.
Site#9 (camp)-constructions remain built
Site#10 (tomb)-no tomb generated, constructions do not remain built.
Sorry for derailing your thread Bralbaard.