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Difference between revisions of "Saved game folder"

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[[File:saving_v50_preview.png|thumb|280px|right|"Saving world information" always seems to take the longest time...]]The '''saved game''' files are the files that store a player's progress in ''Dwarf Fortress''. The game can be saved manually or automatically.
  
The '''saved game folder''' is the location in where a certain region's information and necessary files are stored and accessed by ''Dwarf Fortress''. Knowledge on the technicalities of the saved game folder is crucial if one wishes to [[Importing and exporting worlds|import or export saves]].
+
The '''saved game folder''' is the location where the files and information corresponding to each [[world generation|world]] (also referred to by, at least, the game, given the default characterisation of the file names as "regions") are stored and accessed by ''Dwarf Fortress''. Knowledge on the technicalities of the saved game folder is crucial if one wishes to change their computer, make a backup, or wants to share a save with someone else.  
  
== Location ==
+
Any mods that are subscribed to on Steam, and enabled for a world prior to [[world generation|generating]] it will be implemented into the save.
Individual [[world generation|worlds]] are stored in the '''data/save/''' directory in the ''Dwarf Fortress'' root directory.  By default, they are saved in the format: ''region#'', where # is a number, starting with region1 and then incrementing; however, world directories can be renamed without consequence '''if the game is not running''' (this will not change the actual name of the world). On Windows 7, if ''Dwarf Fortress'' is installed in the Program Files subdirectory, the saved game folders are instead located at "Users\Myname\Appdata\Local\VirtualStore\Program Files\Dwarf Fortress\data\save".
 
  
If you have modified your [[d_init.txt]] to seasonally backup, then the backup folders will be named ''region#-season-year'', for example region1-spr-202.
+
'''See also:''' [[Importing and exporting worlds]].
  
This can become confusing if you frequently [[cheating|savescum]]. There is no way to change the name of these folders inside the game, but it is safe to change them using the standard methods of your operating system if the game is not running.  However, '''never''' alter or delete the folder with the name of the game you're playing ''while saving'' from the game, or while that game is running! This can cause fatal flaws many dwarf-seasons later, and is one known cause of the [http://www.bay12games.com/forum/index.php?topic=34936.0|"Nemesis Unit Load Failed"] crash error.
+
== Saving ==
 +
At any time while you are playing ''Dwarf Fortress'', you can manually save the game with {{Menu icon|Esc}} then selecting ''Save and return to title menu'' or ''Save and continue playing''.  
  
== Contents ==
+
There is also an autosave feature, which will periodically (1, 2, or 4 times per year) save the game. To toggle '''autosave''' and control its behavior, see: [[Settings#Autosaves|game settings]].
 +
 
 +
When loading a save the game displays the name of the fortress and its translation, what type of save it is (Active, Manual, or Autosave), the date in game, and the folder name.
 +
 
 +
The ''Retire the fortress (for the time being)'' and ''Abandon the fortress to ruin'' options also save the game, but the world will now be available to start a new game in, either with a new fortress, by unretiring a previous player fortress, or [[Reclaim fortress mode|reclaim]]ing a ruin.
 +
 
 +
If the game asks for a name for the timeline or folder, type the name, then press {{k|Enter}} when done to save.
 +
 
 +
=== Save and return to title menu ===
 +
This option provides further options, which are also offered after retiring or abandoning:
 +
* ''Save to this timeline'' - this is the normal save option for ''Dwarf Fortress'' which replaces the current ''Active save'' (any other saves will remain).
 +
* ''Save to new timeline'' - this allows to save without replacing the current ''Active save'', will ask what to name the timeline, and the saves in this timeline will be grouped separately from the previous saves with this save being the ''Active save'' of the new group.
 +
* ''Save to new folder (same timeline)'' - this also allows to save without replacing the current save, but will also be grouped together with the previous ''Active save'', and will also be classified as an ''Active save''. This is not recommended since it can be very confusing to both the player and the game.
 +
Since these options are also presented when retiring or abandoning a fortress, choosing to save to a new timeline or folder is useful if you want to both keep the fortress active and check [[Legends]] mode.
 +
 
 +
=== Save and continue playing ===
 +
This option also allows to save without replacing the current save, will ask what to name the save folder, will be classified as a ''Manual save'', and will be grouped together with the existing ''Active save''.
 +
 
 +
== Save folder format ==
 +
{| class=wikitable style="float:right; margin:10px;"
 +
|
 +
[[File:Folder-orange.svg|20px|link=]] save
 +
<br>&emsp;[[File:Folder.svg|20px|link=]] current
 +
<br>&emsp;[[File:Folder.svg|20px|link=]] region#
 +
<br>&emsp;[[File:Folder.svg|20px|link=]] region#-year-month-day
 +
|}
 +
 
 +
Your saved games are located in your <code>[[Game folder|<Dwarf Fortress>]]\save\</code> folder. The save folder will contain one or more sub-folders, each one holding one of your worlds, and a "current" folder. The "current" folder is used to track the changes to the active world while ''Dwarf Fortress'' is running; it is not important unless ''Dwarf Fortress'' is open, and can safely be deleted otherwise.
 +
 
 +
By default, individual worlds are saved in the format: ''region#'', where # is a number, starting with region1 and then incrementing; however, world directories can be renamed without consequence '''if the game is not running''' (this will not change the actual name of the world). If using auto-backup, then backup folders will be named ''region#-year-month-day'', for example region1-00202-01-01. (In versions prior to v0.43, the format was ''region#-season-year'' (for example region1-Spring-202) instead.)
 +
 
 +
This can become confusing if you frequently [[cheating|savescum]]<abbr id="info" class="information" title="To reload the last saved game whenever the player character dies or an unfavorable outcome has been encountered."><sup>‡</sup></abbr>. There is no way to change the name of these folders inside the game, but it is safe to change them using the standard methods of your operating system if the game is not running.  However, '''never''' alter or delete the folder with the name of the game you're playing ''while saving'' from the game, or while that game is running!
 +
 
 +
=== Contents ===
 
The saved game folder will usually have these contents:
 
The saved game folder will usually have these contents:
  
* A subdirectory, ''raw'', containing the raws directly copied from the time the world was generated.
 
** Inside here is an ''objects'' folder containing the contents of the raws. This must be kept, but the contents inside can be modified to an extent.
 
** There is also a ''graphics'' folder for [[Graphics set repository|graphics]] for creatures.
 
** Finally, there may be an ''interaction examples'' folder. This, along with any files or folders not present in the aforementioned two folders, can be safely deleted.
 
 
* A series of files named ''art_image-#.dat''. As their name would suggest, these files store information about art and are necessary for proper functioning. Don't replace!
 
* A series of files named ''art_image-#.dat''. As their name would suggest, these files store information about art and are necessary for proper functioning. Don't replace!
* A series of files named ''feature-#-#.dat''. The amount of these files is heavily dependent on the size of the world, and they store the information about map features (such as [[river]]s, [[cavern]]s, [[magma sea]]s, and [[adamantine|spires]]). Replacing these files will very rarely crash the game, but usually will cause unwanted effects such as magma seas present on the surface. These files do not seem to cause too many crashes when removed, and do not exist in some peculiar worlds.
+
* A series of files named ''feature-#-#.dat''. These files store information about map features such as [[river]]s, [[cavern]]s, [[magma sea]]s, and [[adamantine|hidden fun stuff]]. These files are only generated for parts of the world you have explored (e.g. by embarking in Fortress mode), but using the Site Finder will tend to generate them for the entire world. Replacing these files will usually cause unwanted effects such as magma seas present on the surface or spires of [[adamantine]] spiraling up into the sky.
 
* A series of files named ''region_snapshot-#.dat''. These are the historical maps available in [[Legends|Legends mode]].
 
* A series of files named ''region_snapshot-#.dat''. These are the historical maps available in [[Legends|Legends mode]].
* A series of files named ''site-#.dat''.
+
* A series of files named ''site-#.dat''. These files store the detailed map data of previously abandoned or retired fortresses.
* A series of files named ''unit-#.dat''. Replacing these has been known to cause the infamous Nemesis Unit Load Failed error. Resolving the aforementioned error, however, involves copying these over from a previous backup of the save. Depending on the size of the world, there could easily be thousands of these files, making it infeasible to send the saved game folder without compressing it all in one file first.
+
* A series of files named ''unit-#.dat''. These contain the details of historical creatures which might potentially visit your fortress. Prior to version 0.44.10, modifying or deleting these files would lead to the dreaded "Nemesis Unit Load Failed" crash, but now the game will attempt to gracefully recover from such corruption by regenerating the unit from other available information.
* Depending on the mode currently active (or the lack thereof), a large file named ''world.sav'' or ''world.dat''. In [[fortress mode]], this file is named ''world.sav'' and includes the current fortress data, as well as the world data. In a save without a currently active game, this is the main save folder. The custom raws generated for the [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[night creature]]s, and [[Evil|evil effects]] are stored in this file. Replacing this entire file will almost certainly crash the game; however, replacing certain portions of the raws included may still keep the save folder working.
+
* Depending on the mode currently active (or the lack thereof), a large file named ''world.sav'' or ''world.dat''. In [[fortress mode]], this file is named ''world.sav'' and includes the current fortress data, as well as the world data. In a save without a currently active game, this is the main save folder. The custom raws generated for the [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[night creature]]s, and [[Evil|evil effects]] are stored inside this file. Replacing this entire file will almost certainly crash the game; however, replacing certain portions of the raws included may still keep the save folder working.
  
 
Missing one or more of the aforementioned important files may indicate a problem with the save; this is a very common source of crashes.
 
Missing one or more of the aforementioned important files may indicate a problem with the save; this is a very common source of crashes.
Line 29: Line 60:
 
For basic backups, though, all you need to keep to is: Always copy the whole folder, not parts of it.
 
For basic backups, though, all you need to keep to is: Always copy the whole folder, not parts of it.
  
== Backing up saves ==
+
== Manually backing up saves ==
 
Toady recommends that you make backups, and always save to a fresh file:
 
Toady recommends that you make backups, and always save to a fresh file:
  
Line 37: Line 68:
 
Do '''not''' overwrite an old folder, as it might leave residual files.
 
Do '''not''' overwrite an old folder, as it might leave residual files.
  
Although the game has permanent death and you might want to play it in that spirit, the game is also an alpha, can crash, and your world can become corrupted by an error. You can also make use of the auto save features settable in "data/init/d_init.txt". Making backups can save you a lot of grief.
+
== Automatically back up save files ==
 +
Windows systems: A batch file script can be run to handle copying the save folder from a cloud location like drobox into DF before the game starts, start the game and when it finishes copy the save folder back to the cloud location.
 +
If your interested in the script have a look at it https://onemancoder.wixsite.com/dwarffortress
 +
The script also creates date_time stamped backups of your local game folder to c:\temp\df
 +
as well as computer-name_date_time stamps of your cloud save games
 +
 
 +
 
 +
(edit the info to make it more user friendly)
  
For more info on the autosave feature, see [[d_init.txt]].
+
== Restoring saves ==
 +
: ''See also: [[Save compatibility]]''
  
==Disappearing saves==
+
Restoring a savegame from backup can be very confusing: The game saves back to the directory you loaded, so if you load a seasonal save, the game will save to that folder (e.g. [region1-01056-01-01]) and not to the original folder ([region1]) where you might expect it.
  
Restoring a savegame from backup can be very confusing.
+
This can cause some high blood pressure and panic when you see your 'Region X' save is several years older than expected, and it might look like you lost all your (fortress/adv party) work to some bug. The "missing" save is, however, going to be in the directory you loaded previously. ''Dwarf Fortress'' lists the in-game year of each save on the right of the load screen; the highest year will generally be the most recent save (unless you've savescummed from earlier saves).
  
The game saves to the directory from which it was loaded, so if you restore a game from a seasonal save after a crash, you will be saving to the folder from which you loaded (like [region1-spring-1056]) and not to your default folder (like [region1]) where you would expect it.
+
''Dwarf Fortress'' autosaves to the original folder and then copies the save to a backup folder, so you should generally be able to recover from a crash by simply loading the 'main' save folder--it should be as recent as the latest "backup" save. If you want to load a backup savegame, it's recommended that you copy/rename the save to indicate that. For instance, using the examples above, copy [region1-01056-01-01] to [region1-fix] and continue play on that save (creating new backup saves of the form [region1-fix-01056-04-01]). Remember to only modify saves while the game is not running, per the instructions for savescumming above.
  
This can cause some high blood pressure and panic, because you will see your 'Region X' save as several years older than you would expect it and it will look like you lost all your work since last autosave to some bug. The save you need to load is however going to be in the slot from which you loaded from automatic backup.
+
'''Warning''':  Save folders can be large, ranging from 20 MB for small saves to several hundred megabytes for large saves. If you run out of hard drive space while saving, ''Dwarf Fortress'' will ''pretend'' to save correctly, but the save will be unloadable. Opening other saves to verify that they still work, then saving and exiting, will corrupt your previously-working saves as well. If you don't want the game to save, just kill the application. Make sure you have sufficient free disk space before launching ''Dwarf Fortress''! {{bug|2587}}
  
The golden rule is: if you want to restore a savegame from backup, you should rename that backup to indicate that. Remember to do that while the game is not running, per the instructions for savescumming above.
+
==Mods==
 +
If a world is using a mod that's been updated, and is currently using an older version of that mod, the player will be prompted about this when a save is loading. Causing a message like the following to appear:<br>
 +
[[File:mod_version_v50_prompt.png]]
  
==Warning==
+
When this happens, you have the choice of simply updating the mod, updating ''all'' mods at once, continuing to use the older version of the mod in question without updating, selecting the previous task but not updating ''any'' possibly outdated mods or simply returning to the title screen.
Save folders can be large, ranging from 20 MB for small saves to several hundred megabytes for large saves. If you run out of hard drive space while saving, ''Dwarf Fortress'' will ''pretend'' to save correctly, but the save will be unloadable. Opening other saves to verify that they still work, then saving and exiting, will corrupt your previously-working saves as well. If you don't want the game to save, just kill the application. Make sure you have sufficient free disk space before launching ''Dwarf Fortress''! {{bug|2587}}
 
  
 
==Hints==
 
==Hints==
You can replace the ''raw'' directory with a symlink to ''../../../raw'' if you want to save a couple of MBs on every backup. [http://www.bay12forums.com/smf/index.php?topic=145908| Forum thread].
+
On Linux or macOS, you can replace the ''raw'' directory with a symbolic link to ''../../../raw'' if you want to save a few megabytes on every backup. [http://www.bay12forums.com/smf/index.php?topic=145908| Forum thread].
  
 
[[Category:Modding]]
 
[[Category:Modding]]
 
[[ru:Saved game folder]]
 
[[ru:Saved game folder]]

Latest revision as of 04:33, 19 August 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

"Saving world information" always seems to take the longest time...

The saved game files are the files that store a player's progress in Dwarf Fortress. The game can be saved manually or automatically.

The saved game folder is the location where the files and information corresponding to each world (also referred to by, at least, the game, given the default characterisation of the file names as "regions") are stored and accessed by Dwarf Fortress. Knowledge on the technicalities of the saved game folder is crucial if one wishes to change their computer, make a backup, or wants to share a save with someone else.

Any mods that are subscribed to on Steam, and enabled for a world prior to generating it will be implemented into the save.

See also: Importing and exporting worlds.

Saving[edit]

At any time while you are playing Dwarf Fortress, you can manually save the game with Ui Esc.pngEsc then selecting Save and return to title menu or Save and continue playing.

There is also an autosave feature, which will periodically (1, 2, or 4 times per year) save the game. To toggle autosave and control its behavior, see: game settings.

When loading a save the game displays the name of the fortress and its translation, what type of save it is (Active, Manual, or Autosave), the date in game, and the folder name.

The Retire the fortress (for the time being) and Abandon the fortress to ruin options also save the game, but the world will now be available to start a new game in, either with a new fortress, by unretiring a previous player fortress, or reclaiming a ruin.

If the game asks for a name for the timeline or folder, type the name, then press Enter when done to save.

Save and return to title menu[edit]

This option provides further options, which are also offered after retiring or abandoning:

  • Save to this timeline - this is the normal save option for Dwarf Fortress which replaces the current Active save (any other saves will remain).
  • Save to new timeline - this allows to save without replacing the current Active save, will ask what to name the timeline, and the saves in this timeline will be grouped separately from the previous saves with this save being the Active save of the new group.
  • Save to new folder (same timeline) - this also allows to save without replacing the current save, but will also be grouped together with the previous Active save, and will also be classified as an Active save. This is not recommended since it can be very confusing to both the player and the game.

Since these options are also presented when retiring or abandoning a fortress, choosing to save to a new timeline or folder is useful if you want to both keep the fortress active and check Legends mode.

Save and continue playing[edit]

This option also allows to save without replacing the current save, will ask what to name the save folder, will be classified as a Manual save, and will be grouped together with the existing Active save.

Save folder format[edit]

Folder-orange.svg save
Folder.svg current
Folder.svg region#
Folder.svg region#-year-month-day

Your saved games are located in your <Dwarf Fortress>\save\ folder. The save folder will contain one or more sub-folders, each one holding one of your worlds, and a "current" folder. The "current" folder is used to track the changes to the active world while Dwarf Fortress is running; it is not important unless Dwarf Fortress is open, and can safely be deleted otherwise.

By default, individual worlds are saved in the format: region#, where # is a number, starting with region1 and then incrementing; however, world directories can be renamed without consequence if the game is not running (this will not change the actual name of the world). If using auto-backup, then backup folders will be named region#-year-month-day, for example region1-00202-01-01. (In versions prior to v0.43, the format was region#-season-year (for example region1-Spring-202) instead.)

This can become confusing if you frequently savescum. There is no way to change the name of these folders inside the game, but it is safe to change them using the standard methods of your operating system if the game is not running. However, never alter or delete the folder with the name of the game you're playing while saving from the game, or while that game is running!

Contents[edit]

The saved game folder will usually have these contents:

  • A series of files named art_image-#.dat. As their name would suggest, these files store information about art and are necessary for proper functioning. Don't replace!
  • A series of files named feature-#-#.dat. These files store information about map features such as rivers, caverns, magma seas, and hidden fun stuff. These files are only generated for parts of the world you have explored (e.g. by embarking in Fortress mode), but using the Site Finder will tend to generate them for the entire world. Replacing these files will usually cause unwanted effects such as magma seas present on the surface or spires of adamantine spiraling up into the sky.
  • A series of files named region_snapshot-#.dat. These are the historical maps available in Legends mode.
  • A series of files named site-#.dat. These files store the detailed map data of previously abandoned or retired fortresses.
  • A series of files named unit-#.dat. These contain the details of historical creatures which might potentially visit your fortress. Prior to version 0.44.10, modifying or deleting these files would lead to the dreaded "Nemesis Unit Load Failed" crash, but now the game will attempt to gracefully recover from such corruption by regenerating the unit from other available information.
  • Depending on the mode currently active (or the lack thereof), a large file named world.sav or world.dat. In fortress mode, this file is named world.sav and includes the current fortress data, as well as the world data. In a save without a currently active game, this is the main save folder. The custom raws generated for the forgotten beasts, titans, demons, night creatures, and evil effects are stored inside this file. Replacing this entire file will almost certainly crash the game; however, replacing certain portions of the raws included may still keep the save folder working.

Missing one or more of the aforementioned important files may indicate a problem with the save; this is a very common source of crashes.

For basic backups, though, all you need to keep to is: Always copy the whole folder, not parts of it.

Manually backing up saves[edit]

Toady recommends that you make backups, and always save to a fresh file:

  1. Copy the relevant region folder in "data/save" to a safe location.
  2. When you want to reuse it, copy that region back to "data/save".

Do not overwrite an old folder, as it might leave residual files.

Automatically back up save files[edit]

Windows systems: A batch file script can be run to handle copying the save folder from a cloud location like drobox into DF before the game starts, start the game and when it finishes copy the save folder back to the cloud location. If your interested in the script have a look at it https://onemancoder.wixsite.com/dwarffortress The script also creates date_time stamped backups of your local game folder to c:\temp\df as well as computer-name_date_time stamps of your cloud save games


(edit the info to make it more user friendly)

Restoring saves[edit]

See also: Save compatibility

Restoring a savegame from backup can be very confusing: The game saves back to the directory you loaded, so if you load a seasonal save, the game will save to that folder (e.g. [region1-01056-01-01]) and not to the original folder ([region1]) where you might expect it.

This can cause some high blood pressure and panic when you see your 'Region X' save is several years older than expected, and it might look like you lost all your (fortress/adv party) work to some bug. The "missing" save is, however, going to be in the directory you loaded previously. Dwarf Fortress lists the in-game year of each save on the right of the load screen; the highest year will generally be the most recent save (unless you've savescummed from earlier saves).

Dwarf Fortress autosaves to the original folder and then copies the save to a backup folder, so you should generally be able to recover from a crash by simply loading the 'main' save folder--it should be as recent as the latest "backup" save. If you want to load a backup savegame, it's recommended that you copy/rename the save to indicate that. For instance, using the examples above, copy [region1-01056-01-01] to [region1-fix] and continue play on that save (creating new backup saves of the form [region1-fix-01056-04-01]). Remember to only modify saves while the game is not running, per the instructions for savescumming above.

Warning: Save folders can be large, ranging from 20 MB for small saves to several hundred megabytes for large saves. If you run out of hard drive space while saving, Dwarf Fortress will pretend to save correctly, but the save will be unloadable. Opening other saves to verify that they still work, then saving and exiting, will corrupt your previously-working saves as well. If you don't want the game to save, just kill the application. Make sure you have sufficient free disk space before launching Dwarf Fortress! Bug:2587

Mods[edit]

If a world is using a mod that's been updated, and is currently using an older version of that mod, the player will be prompted about this when a save is loading. Causing a message like the following to appear:
Mod version v50 prompt.png

When this happens, you have the choice of simply updating the mod, updating all mods at once, continuing to use the older version of the mod in question without updating, selecting the previous task but not updating any possibly outdated mods or simply returning to the title screen.

Hints[edit]

On Linux or macOS, you can replace the raw directory with a symbolic link to ../../../raw if you want to save a few megabytes on every backup. Forum thread.