Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Looking for world gen advice  (Read 684 times)

derekiv

  • Bay Watcher
  • The smile.
    • View Profile
Looking for world gen advice
« on: December 14, 2014, 05:56:23 pm »

I'm trying to create an embark with the following features:
  • A river either at the base of a canyon, or going over a waterfall
  • A volcano
  • Access to flux
  • Relatively open caverns[/;i]
To get the open caverns I increased min openess, and decreased max density. To get the volcanoes, I just increased the number of Volcanoes. At the moment, I'm generating and discarding worlds. Any advice as to how to make the time it takes me to find my embark shorter?
Logged

Aslandus

  • Bay Watcher
  • Slowly descending into madness
    • View Profile
Re: Looking for world gen advice
« Reply #1 on: December 14, 2014, 07:56:35 pm »

there is a search feature on the embark screen, though I don't think volcanoes and caverns are on it... in fact, the only way I've been able to find the caverns is on accident, when I go looking for them they end up being a hundred z levels down...

you can see the river from the map, that shouldn't be too much trouble...

Curious Key

  • Bay Watcher
  • Stumbling belligerence-first through life.
    • View Profile
Re: Looking for world gen advice
« Reply #2 on: December 14, 2014, 10:00:17 pm »

I'm not entirely sure of how much changed, as I've just come back after two years, but turning off "Periodically Erode Extreme Cliffs" in advanced world gen should make it a whole lot easier to find steep-sided caverns.

Edit: It just so happens that a world I just started has a river at the base of a canyon, with flux and singular shallow and deep ore, but with no volcano. If that works for you though I could upload my save file? It has an embark already, but you could always abandon.
« Last Edit: December 14, 2014, 11:46:20 pm by Curious Key »
Logged

Bigheaded

  • Bay Watcher
    • View Profile
Re: Looking for world gen advice
« Reply #3 on: December 15, 2014, 04:29:13 am »

I'm trying to create an embark with the following features:
  • A river either at the base of a canyon, or going over a waterfall
  • A volcano
  • Access to flux
  • Relatively open caverns[/;i]
To get the open caverns I increased min openess, and decreased max density. To get the volcanoes, I just increased the number of Volcanoes. At the moment, I'm generating and discarding worlds. Any advice as to how to make the time it takes me to find my embark shorter?

How many volcanoes do you want? one of the embarks in the world gen cookbook thread seemed to have this, may need to open out the caverns though which is very very easy.

vjek is the one to ask and to be fair, this thread should simply be in the cookbook thread: http://www.bay12forums.com/smf/index.php?topic=140180.360


This particular gen gives one heck of a tonne of volcanoes: http://www.bay12forums.com/smf/index.php?topic=140180.msg5654385#msg5654385
Used it before. Think you may need to add some hills in though.

also modify this:
   [CAVERN_LAYER_OPENNESS_MIN:1]
   [CAVERN_LAYER_OPENNESS_MAX:5]
to
   [CAVERN_LAYER_OPENNESS_MIN:70]
   [CAVERN_LAYER_OPENNESS_MAX:100]

This will give you the caves as requested. There's already very little water in the caverns so that looks good also.


Basically to get it so that you don't get too many rejections, you change to volcano number to somewhat match high volcanism areas.
He used: [VOLCANISM:0:100:3200:3200]
with:    [VOLCANO_MIN:20]
   [SITE_CAP:30] Lowering this helps a lot also. Means you get less civizilations placed at embark, but they can spread out (or die in some cases)
Be warned the map given is very evil also with necros all over the place.
« Last Edit: December 15, 2014, 04:32:33 am by Bigheaded »
Logged
Dear Urist McStockpileDrone
I just found a barrel which contained a wheelbarrow. Inside the wheelbarrow was another barrel. I don't even understand how that is possible.