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Yes, Z-Levels were changed as well as erosion as well as a few others regarding river start points.
I had a lot of rejected worlds when testing, but the crashes always happened at the end of the civilization generation, after the historical events.
I do have a lot of other (Mostly niemst's mods) that use SELECT_ENTITY, btw - I just checked with VScode. But I had a crash before with only the Agriculture and Orchard mods (And subsequent compatches).
I'm at 51.10, but I think I managed to suss out the actual origin (maybe).
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3094096177
I kept testing adding and removing mods - And after adding and removing your mods to mish-mash it, I was able to complete world gens and play without CTDs after loading all your mods with the exception of the compatibility patch (I'm not using modded civs atm).
Does the Orchard Compatibility mod add any skills? Most of the CTDs happened at the final stages of World Gen, when the population is being generated.
What version of Dwarf Fortress are you using?
I've been trying to make Orchards work but unfortunately, I get a lot of crashes on World Gen.
Here are a few steps I tried:
1. Making sure I'm playing on a 1080 resolution (As per suggestions that bigger resolutions may cause CTDs)
2. Added your mods, attempted World Gen, removing one mod one by one.
3. Removed all other mods and tried with only yours.
I checked the crash logs but I can't make much sense of it. Is anyone else having the same problem? Did you solve it?
If you are looking for a way to grow actual trees, DFHack has a tool called gui/sandbox that will allow you to create trees of any type at the location of the mouse cursor. The only other way to grow trees is to clear an area of land and wait for saplings to appear, killing any that aren't the desired species.
That means we only have cave trees and fruiting trees for now, gotta plan my color schemes accordingly 😂