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Author Topic: How to extract procedual raws from 0.47?  (Read 1694 times)

Korgoth

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How to extract procedual raws from 0.47?
« on: February 21, 2020, 11:38:44 pm »

Hello friends, I wanted to know how to extract the procedual raws of the night creatures, necromancer and werebeast of the new version to know how these interactions and creatures are working on the v. 0.47 so I can start to create some creatures of my own, but I dont know how... So, can anyone help me with this problem?
Thank you in advance for your atention
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Deon

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Re: How to extract procedual raws from 0.47?
« Reply #1 on: February 23, 2020, 05:42:56 am »

Hi Korgoth.

You can turn off he save compression in the init.txt file ([COMPRESSED_SAVES:NO]), and then you will be able to open your world.dat with any text editor and see all generated creatures, secrets and such.
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MaxTheFox

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Re: How to extract procedual raws from 0.47?
« Reply #2 on: February 28, 2020, 02:34:10 am »

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Re: How to extract procedual raws from 0.47?
« Reply #3 on: January 24, 2021, 09:35:57 am »

This utility: http://dffd.bay12games.com/file.php?id=14727
But this utility not extract generated positions like law-giver or bandit ringleader.
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Quietust

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Re: How to extract procedual raws from 0.47?
« Reply #4 on: January 25, 2021, 11:11:06 am »

This utility: http://dffd.bay12games.com/file.php?id=14727
Or if you're wary of precompiled executables, I have a Perl script (and a PHP script) which also works, creating a separate text file for each extracted object.

But this utility not extract generated positions like law-giver or bandit ringleader.
Generated positions are somewhat of an exception, since the game never actually generates raws for them - instead, it simply constructs the objects from scratch and stores them in the savegame.
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voliol

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Re: How to extract procedual raws from 0.47?
« Reply #5 on: January 25, 2021, 04:53:35 pm »

I'll chip in with my Python 3 script if you're more into that. Quietust's are arguably better though as this one requires you decompress the save first.