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Author Topic: Finding Sedimentary Layers  (Read 3549 times)

TheYakuza

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Finding Sedimentary Layers
« on: March 25, 2012, 02:58:41 pm »

Is there any sure way of embarking on a Sedimentary Layer? It's really frustrating embarking on a layer with no good metals.
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Syanas

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Re: Finding Sedimentary Layers
« Reply #1 on: March 25, 2012, 03:11:19 pm »

I've been trying it right now, but it seems that Flux Stone only actually pops up in pre-embark screens when you set mineral occurance to "sparse" or "frequent" on a lucky occasion. Other than that, you could probably use some DFHack to see exactly what's on your embark site.
« Last Edit: March 25, 2012, 03:35:51 pm by Syanas »
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Loud Whispers

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Re: Finding Sedimentary Layers
« Reply #2 on: March 25, 2012, 03:50:43 pm »

Shallow metals. Not always a guarantee though.

Flying Dice

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Re: Finding Sedimentary Layers
« Reply #3 on: March 25, 2012, 04:13:46 pm »

DFhack > Prospect

(On the pre-embark map)


Also, search for flux + multiple shallow metals +aquifers (if you don't have them off).
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MenacesWithSpikes

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Re: Finding Sedimentary Layers
« Reply #4 on: March 25, 2012, 04:18:20 pm »

Is there a 34.06-friendly version of dfhack?
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Flying Dice

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Re: Finding Sedimentary Layers
« Reply #5 on: March 25, 2012, 05:43:54 pm »

I don't think it has been updated yet. Hopefully shouldn't take too long, though.
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Re: Finding Sedimentary Layers
« Reply #6 on: March 25, 2012, 05:57:00 pm »

Sedimentaries tend to occur in flatish aquiferous biomes with shallow metals.  Try to include two or more biomes in your embarks for a greater variety of stuff.     

For my worlds I always go into the advanced settings and increase the weighted range of the highest and lowest levels of volcanism to 3 or so.  I think it makes embarks more interesting as there is always mid volcanism rock a couple dozen Z levels down anyway. 
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Elone

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Re: Finding Sedimentary Layers
« Reply #7 on: March 25, 2012, 11:09:50 pm »

Forests! Forests are always sedimentary from my experience. They often come with aquifers but you can either edit them out, or have a tile of a non aquifer biome in your embark. If you are generating through advanced settings, you can create a preset which creates a lot of forests by messing with rainfall and drainage. I forgot the exact numbers. But remember to also remove various variances for more predictable results.

This does not guarantee magnetite on your map, however, as DFhack will show you once it updates.
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Absentia

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Re: Finding Sedimentary Layers
« Reply #8 on: March 26, 2012, 01:10:17 am »

Forests! Forests are always sedimentary from my experience. They often come with aquifers but you can either edit them out, or have a tile of a non aquifer biome in your embark. If you are generating through advanced settings, you can create a preset which creates a lot of forests by messing with rainfall and drainage. I forgot the exact numbers. But remember to also remove various variances for more predictable results.

This does not guarantee magnetite on your map, however, as DFhack will show you once it updates.

Just a note: forests are not always sedimentary. My most recent embark is a forest that's all igneous extrusive and metamorphic.
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Garath

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Re: Finding Sedimentary Layers
« Reply #9 on: March 26, 2012, 01:40:28 am »

This may sound obvious, but you may want to embark away from mountains, closer to sealevel.
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Sus

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Re: Finding Sedimentary Layers
« Reply #10 on: March 26, 2012, 04:58:31 am »

Forests! Forests are always sedimentary from my experience.
Not quite.
My current embark is a dense conifer forest on top of loam, sand, clay, basalt, basalt, basalt, native copper, basalt, tetrahedrite and basalt.
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Lexx

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Re: Finding Sedimentary Layers
« Reply #11 on: March 26, 2012, 06:28:21 am »

What you want is as others said. Forests with deep soil and shallow metals (plural). You will get something useful more than likely doing this.

Failing that edit the mineral scarcity in world gen.
« Last Edit: March 26, 2012, 06:30:38 am by Lexx »
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Elone

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Re: Finding Sedimentary Layers
« Reply #12 on: March 26, 2012, 07:34:04 am »

I said "from my experience" so that automatically makes me right XD

Here is my worldgen... it is not tweaked because I consider it "good enough" (i gen a tiny world and hop into action) and it gives many forests and little mountains, usually near the edges where the dorf civ will be.

Spoiler (click to show/hide)

Note that, the more you restrict your parameters, the more rejections you will get. Only some of these values actually affect the generation - the others merely decide whether a freshly generated world will be accepted or rejected.
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