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Editing Duplicated raws
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− | '''Duplication of [[raw file]] entries''' is a type of game [[bug]], widely known in the community, due to the bizarre effects this particular bug has on [[world generation]]. It | + | '''Duplication of [[raw file]] entries''' is a type of game [[bug]], widely known in the community, due to the bizarre effects this particular bug has on [[world generation]]. It's usually caused by a [[modding]] accident, though some players duplicate raws on purpose to create a crazy glitched world. |
The exact effects of the bug happen at the end of worldgen, and vary depending on type and amount of duplicated raw entries. | The exact effects of the bug happen at the end of worldgen, and vary depending on type and amount of duplicated raw entries. | ||
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== Duplicated creatures == | == Duplicated creatures == | ||
− | Duplication of [[creature]] raws results in | + | Duplication of [[creature]] raws results in wrong creatures appearing in wrong places and assuming wrong roles during gameplay, with many messy and/or hilarious results. It has been known to cause [[cave crocodile]]s to live in houses, civilizations of [[elephant]]s to form, [[camel]]s to wear clothes, [[fluffy wambler]]s to pull wagons, and so on. It also causes creature materials to glitch, which likely results in civilians wearing [[clothing]] made out of liver tissue, chicken teeth, [[soap]], or "unknown frozen creature substance", to name a few, and other weirdnesses, such as [[llama]] [[egg]]s being available on embark. |
This type of raw file duplication is very prone to spontaneous crashing, and duplicating all creatures will almost certainly result in a crash during worldgen, so it's not advised to do this during regular play. | This type of raw file duplication is very prone to spontaneous crashing, and duplicating all creatures will almost certainly result in a crash during worldgen, so it's not advised to do this during regular play. | ||
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== Duplicated plants == | == Duplicated plants == | ||
− | + | Duplication of [[plant]] raws likely results in generic grass replacing standard vegetation. Little is otherwise known about the subject. | |
− | + | == Duplicated materials == | |
− | + | [[Image:Flickering ground.gif|right|thumb|Flickering tiles are one of the effects of material duplication.]] | |
Duplication of inorganic material raws results in wrong materials forming [[stone layers|geological layers]] and inclusions, some of which normally don't appear within the world's crust. These can produce unusual resources when mined, such as metal boulders. Below is the list of what materials you can encounter, and how you can put them to use. | Duplication of inorganic material raws results in wrong materials forming [[stone layers|geological layers]] and inclusions, some of which normally don't appear within the world's crust. These can produce unusual resources when mined, such as metal boulders. Below is the list of what materials you can encounter, and how you can put them to use. | ||
− | + | === Displaced [[stone|minerals]] === | |
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+ | The amount of displaced minerals will depend on the place in which raw file duplication has occurred. Sometimes, you can even find entire layers composed of usable [[ore]]. | ||
− | === | + | === Misplaced [[soil]]s === |
− | + | [[Soil]], [[sand]], and [[clay]] tiles can also be misplaced, which will likely result in [[aquifer]]s being generated in unexpected places, such as in [[vein|mineral deposits]]. The tiles themselves will be unusable in sand/clay production, however, unless they happen to form the entire layer. | |
− | [[ | + | === [[Metal]] layers === |
− | Contrary to what you might think, | + | Contrary to what you might think, these produce metal ''boulders'' when mined, which can either be [[melt]]ed into a meager amount of metal [[bars]], or directly made into short swords the same way [[obsidian]] swords are made. |
=== [[Evil weather]] materials === | === [[Evil weather]] materials === | ||
− | Evil weather materials have no melting or boiling point, and | + | Evil weather materials have no melting or boiling point, and thus will always be mined as solids. These can be used either as basic [[construction]] material, or in [[jewelry]], but not in [[masonry|stoneworking]]. Note that mining them and working with created 'boulders' is perfectly safe, but [[cave-in]] dust '''will''' transfer any syndromes of the material, likely turning the majority of your population into undead [[husk]]s. |
=== [[Divine fabric]] === | === [[Divine fabric]] === | ||
− | While not fire-safe, divine fabric has an astonishingly-high base [[value]] of 300, making it perfect for [[decoration]]. Unfortunately, 'boulders' composed of it cannot be processed into thread, | + | While not fire-safe, divine fabric has an astonishingly-high base [[value]] of 300, making it perfect for [[decoration]]. Unfortunately, 'boulders' composed of it cannot be processed into thread, and can be worked only at a [[jeweler's workshop]]. |
=== [[Divine metal]] === | === [[Divine metal]] === | ||
− | + | It is completely impervious to [[temperature|heat]], and superior to anything other than [[adamantine]]. Mined boulders can be processed the same way as boulders of other metals, discussed above. | |
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