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Editing Extinction
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=== Repopulation === | === Repopulation === | ||
− | To get started, first download the template [https://github.com/EldrickWT/eld-dfhack-scripts here] named 'region-pops.list' (credits to EldrickWT), and open it up with any text editor. The finished file should be structured like a .bat (all commands are stated before the options). By default, this scriptlet will remove every creature, which is not what we want. All we have to do is flip (or replace) the value | + | To get started, first download the template [https://github.com/EldrickWT/eld-dfhack-scripts here] named 'region-pops.list' (credits to EldrickWT), and open it up with any text editor. The finished file should be structured like a .bat (all commands are stated before the options). By default, this scriptlet will remove every creature, which is not what we want. All we have to do is flip (or replace) the value in to a positive number. Once done, save, copy and paste it in to the dfhack terminal. This script will restock all creatures with the value you inserted. |
=== Fine Tuning === | === Fine Tuning === | ||
− | With the basic repopulation done, you can fine | + | With the basic repopulation done, you can fine tune which creatures you don't want, out with this part. Since a negative value removes creatures from the region, you can add below the last line, 'region-pops incr-all BIRD -X' to remove X from all creatures with 'BIRD' in its name. This also includes giant and animal men variants. Just remember to have the removing part at least larger than the repopulation part, to play it safe. Flying creatures often have a big impact on FPS, and removing them from your embark will definitely help. After saving the file, you can easily copy and paste your preferred region populations on every new play through. |
There is (currently) no known script to repopulate civilizations. | There is (currently) no known script to repopulate civilizations. |