![]() so far I discovered no really big problems. Just to know how to deal with it in the future: how bad is a corrupted map? Can I continue playing without problems or would it be better to re-generate it and start over until it succeeds? - I mean. Furthermore, I just regenerated it using the same parameters and raws, and now all 3 cavern layers are comparatively normal (the 3rd one is completely flooded). Decide for yourself: The bottom half of the 3rd cavern layer being made of semi-molten rock definitely counts as "corrupted world". Sadly, I do not have enough experience with the bugs of DF to judge whether this is a corrupted world or not. If there are terrain generation errors, then the save file probably isn't useful because the world itself is likely corrupted - if you regenerate it with the exact same settings (and seeds), it'll probably turn out normal. Now that you pointed at it, a terrain generation error seems obvious, as the lowest cavern contained some very strange geological formations (probably unrelated, but still a bug). Fortunately I was able to find yet another cavern level, which contained cave moss, floor fungus and all the other standard cave stuff. ![]() If the world was generated in version 0.31.25, then post a save file on DFFD and I'll reopen the entry on the tracker Template:Bug. If it's generic green "grass", then it's a bug. On my current fortress I got no moss but standard "Grass" instead, in 2/2 of all cavern levels discovered so far - this makes underground tree farms impossible. Has anyone done some tests to see what it will spread to once a cavern has been breached? It immediately took over my subterranean dirt floors, but not the muddy rock.Īnnoyingly when cave moss grows on mud it's not visible, you can only check if its there is with look(k). ![]()
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