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ID | Project | Category | View Status | Date Submitted | Last Update | |
0006271 | Dwarf Fortress | World Generation -- Parameters | public | 2013-01-01 07:37 | 2015-01-06 14:32 | |
Reporter | Di | |||||
Assigned To | Toady One | |||||
Priority | normal | Severity | minor | Reproducibility | always | |
Status | resolved | Resolution | no change required | |||
Platform | OS | OS Version | ||||
Product Version | 0.34.11 | |||||
Target Version | Fixed in Version | |||||
Summary | 0006271: Disabling evil rain does not disable blood rain | |||||
Description | When number of evil rain types is set to zero those are present in evil biomes anyway. Setting the number of regional interactions to zero disables them but every other regional interaction is disabled as well. | |||||
Steps To Reproduce | Set the amount of evil rain types to zero and generate the world. | |||||
Tags | Intentional/Expected?, Weather, world generation | |||||
Attached Files | ||||||
Notes | |
(0023812) Knight Otu (manager) 2013-01-03 02:42 |
There are two types of evil weather, rains and clouds. They need to be disabled separately - disabling only rain as you say you did leaves the evil clouds. |
(0024345) Di (reporter) 2014-01-24 08:36 edited on: 2014-01-24 08:38 |
No it doesn't. The save here is made in the middle of rain of blood despite the [EVIL_RAIN_NUMBER:0]. It probably doesn't have syndrome attached but qualifies as freakish weather and cannot be turned off with d_init.txt settings. http://dffd.wimbli.com/file.php?id=8359 [^] The raws here are modified with modest mod and tileset but those don't add any new interactions. |
(0024346) Knight Otu (manager) 2014-01-24 08:53 |
Blood rain does not count towards the evil rain total. The evil rains are randomly-generated materials with attached syndromes. That is almost certainly by design. |
(0031743) Toady One (administrator) 2015-01-06 14:32 |
Yeah, this is working as expected, though suggestions for how to improve world gen are always welcome. The parameter is to set the number of random materials used as evil rain, and blood is a difference hard-coded chance. |
Issue History | |||
Date Modified | Username | Field | Change |
2013-01-01 07:37 | Di | New Issue | |
2013-01-01 07:39 | Di | Tag Attached: Weather | |
2013-01-01 07:39 | Di | Tag Attached: world generation | |
2013-01-03 02:42 | Knight Otu | Note Added: 0023812 | |
2013-01-03 02:42 | Knight Otu | Status | new => resolved |
2013-01-03 02:42 | Knight Otu | Resolution | open => no change required |
2013-01-03 02:42 | Knight Otu | Assigned To | => Knight Otu |
2014-01-24 08:36 | Di | Note Added: 0024345 | |
2014-01-24 08:36 | Di | Status | resolved => needs feedback |
2014-01-24 08:36 | Di | Resolution | no change required => reopened |
2014-01-24 08:38 | Di | Note Edited: 0024345 | View Revisions |
2014-01-24 08:53 | Knight Otu | Note Added: 0024346 | |
2014-01-24 08:53 | Knight Otu | Assigned To | Knight Otu => |
2014-01-24 08:53 | Knight Otu | Status | needs feedback => new |
2014-01-24 08:54 | Knight Otu | Tag Attached: Intentional/Expected? | |
2014-01-24 08:55 | Knight Otu | Summary | Unable to disable freakish weather. => Disabling evil rain does not disable blood rain |
2014-01-26 09:59 | Footkerchief | Relationship added | related to 0005124 |
2015-01-06 14:32 | Toady One | Note Added: 0031743 | |
2015-01-06 14:32 | Toady One | Status | new => resolved |
2015-01-06 14:32 | Toady One | Resolution | reopened => no change required |
2015-01-06 14:32 | Toady One | Assigned To | => Toady One |
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