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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 | + | '''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 is 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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== Overview == | == Overview == | ||
− | The term refers to the duplication of game object definitions present in the game's [[raw file]]s. The presence of raw entries (such as <code>[CREATURE:DWARF]</code>) being defined more than once causes internal numeric IDs of the target type to be misattributed during the initial save, resulting in each pointer after the point of duplication | + | The term refers to the duplication of game object definitions present in the game's [[raw file]]s. The presence of raw entries (such as <code>[CREATURE:DWARF]</code>) being defined more than once causes internal numeric IDs of the target type to be misattributed during the initial save, resulting in each pointer after the point of duplication to be shifted one entry forward. Definitions before the point of duplication are unaffected. The effects are cumulative when more than one duplicated entry is present. |
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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 == | ||
− | One of the most visible results of duplicated [[plant]] raws is a complete lack of [[tree]]s. Other vegetation will likely be replaced by uniform dark green [[grass]] composed of non-grass plants, or generic grass like that from | + | One of the most visible results of duplicated [[plant]] raws is a complete lack of [[tree]]s. Other vegetation will likely be replaced by uniform dark green [[grass]] composed of non-grass plants, or generic grass like that from older versions of the game. |
− | Plant materials, notably [[wood]], will be screwed up the same way creature materials are in creature raws duplication | + | Plant materials, notably [[wood]], will be screwed up the same way creature materials are in creature raws duplication. That is, your would-be wooden items will be composed of [[plump helmet]]s, frozen [[booze]], [[dye]], or "unknown frozen plant substance". Other plant-derived items will be affected as well. |
== Duplicated materials == | == Duplicated materials == | ||
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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]] === | |
− | + | 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 | + | [[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. |
− | Contrary to what you might think, | + | === [[Metal]] layers === |
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+ | 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]] === | ||
This metal of the [[deity|gods]] is completely impervious to [[temperature|heat]], and superior to anything other than [[adamantine]]. Mined boulders of it can be processed the same way as boulders of other metals, discussed above. | This metal of the [[deity|gods]] is completely impervious to [[temperature|heat]], and superior to anything other than [[adamantine]]. Mined boulders of it can be processed the same way as boulders of other metals, discussed above. | ||
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== Gallery == | == Gallery == | ||
<gallery> | <gallery> | ||
File:Flickering ground.gif|Flickering tiles are one of the effects of material duplication. | File:Flickering ground.gif|Flickering tiles are one of the effects of material duplication. | ||
− | File:Duplicated_raws_embark.png| | + | File:Duplicated_raws_embark.png|[[Embark]] screen can be used to inspect material weirdnesses. |
File:Duplicated_raws_grass.png|Glitched vegetation in a world with duplicated plants. | File:Duplicated_raws_grass.png|Glitched vegetation in a world with duplicated plants. | ||
− | File:Duplicated_raws_layer.png|Unusual stone layer composition | + | File:Duplicated_raws_layer.png|Unusual stone layer composition characteristic to worlds with duplicated minerals. |
File:Duplicated_raws_artifact.png|An [[artifact]] created in a world with duplicated raws. | File:Duplicated_raws_artifact.png|An [[artifact]] created in a world with duplicated raws. | ||
</gallery> | </gallery> |