Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: (38a)Worldgen Weirdness - Rivers and Seashores  (Read 956 times)

Keldor

  • Bay Watcher
  • Blood for the blood god!
    • View Profile
(38a)Worldgen Weirdness - Rivers and Seashores
« on: February 08, 2008, 04:01:00 am »

I noticed something really odd concerning the way rivers currently flow into oceans.  Namely, as soon as the river hits the ocean coast map, the river bed shoots up 70 z levels or so!  Stranger still, this only happens if the river is flowing south at the time.

To be more specific, what happens is the localish terrain chunks containing the river in the map zone where the river hits the sea (from the north, not any other direction) seem to gain a very great deal of altitude above the surrounding terrain.  The super high elevation starts at the edge of the map zone and stops where the river ends into the sea.

After noticing this, I created a second world.  The problem was also in this second world.  Another thing to note is that when you export a detained image of the world, you can see the strange river deltas as blips of high elevation areas, while the rest of the world looks perfectly normal.  This indicates that the problem is occuring at worldgen time.

Logged
If ignorance is bliss, why are my dwarves all tantruming?

roguester

  • Bay Watcher
    • View Profile
Re: (38a)Worldgen Weirdness - Rivers and Seashores
« Reply #1 on: February 08, 2008, 08:27:00 am »

I have something similar. In my world I've found about half a dozen of these. They all have a river source on top. The river then flows south for about 2-5 tiles on the local map, then drops 40+ levels into the sea. They make great natural fortresses, but there is some strangeness with the rivers. I exported an image of the one I started out on, will try to post it. Also can get a save if you need.
Logged

Connie Radical

  • Bay Watcher
    • View Profile
Re: (38a)Worldgen Weirdness - Rivers and Seashores
« Reply #2 on: February 08, 2008, 12:47:00 pm »

Yeah, I just got one of these. The riverbed is 80 levels above the beach, and there's just an empty cavern with white sand walls alllll the way down. I have a save and also pictures.

I also got it by looking for weird elevations on the embark map.

Logged

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: (38a)Worldgen Weirdness - Rivers and Seashores
« Reply #3 on: February 08, 2008, 06:46:00 pm »

I was actually just looking for this tread because I have a save embarked onto one such location.  An unmodded save is probably better than a modded one.  But who knows, if Toady wants another save I got one.

Kinda funny. I dug a stair into the side of it and let the water out. And the water pushed my miner and his cat off the stairs and they dropped 40 z-levels down and exploded into dozens of parts.  It took them a whole 10 seconds to hit the ground.   :D

Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: (38a)Worldgen Weirdness - Rivers and Seashores
« Reply #4 on: February 08, 2008, 08:37:00 pm »

I'll take a look at it and let you know if I need anything else.  Seems like it is quite common.
Logged
The Toad, a Natural Resource:  Preserve yours today!

Chariot

  • Bay Watcher
  • Turtle Trainer
    • View Profile
Re: (38a)Worldgen Weirdness - Rivers and Seashores
« Reply #5 on: February 08, 2008, 08:42:00 pm »

very common, and quite crazy looking :|

Logged

Thingy Master

  • Bay Watcher
  • The Disemboweld
    • View Profile
Re: (38a)Worldgen Weirdness - Rivers and Seashores
« Reply #6 on: February 09, 2008, 05:07:00 pm »

Sweet, thanks for telling me about this, I'm making a human civilization on one of these behemoths (about 50 z-levels high) and it has a river junction that forms a small flowing pool and two massive waterfalls.

This is going to be very fun.

Logged

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: (38a)Worldgen Weirdness - Rivers and Seashores
« Reply #7 on: February 09, 2008, 05:38:00 pm »

I think it has a connection to the "omnipresent stream" bug. The stream manifests itself in most of the world, but some areas (usually completely devoid of rivers) are free of it. In most cases, the weird river bits appear when a stream-infested area touches an ocean.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

THLawrence

  • Bay Watcher
  • Mad Scientest
    • View Profile
Re: (38a)Worldgen Weirdness - Rivers and Seashores
« Reply #8 on: February 09, 2008, 07:25:00 pm »

It gets better. Not only is it very common and gives 60+ cliffs. But the material of the cliffs is treated as the top level for mineral placement. I've found magnetite, platinum and coal in gabbro. The top level was chalk. Now then, I'm off to find magma at one of these sites.

After having scoured the world I found some oddities.
-Rivers flowing into the ocean from the north to the south appear normally but with this bug. Scratch that, Checked again. They don't come in properly.
-Rivers flowing from the east or west suddenly come into the ocean tile from the north. If they come in at all.
-Rivers from the south almost never enter the tile.
-The new source doesn't have to be touching anything. Not even ground. New source

I think the bug of changes in altitude have to do with the creation of a new source beside the ocean.

[ February 09, 2008: Message edited by: THLawrence ]

[ February 09, 2008: Message edited by: THLawrence ]

Logged

Draco18s

  • Bay Watcher
    • View Profile
Re: (38a)Worldgen Weirdness - Rivers and Seashores
« Reply #9 on: February 10, 2008, 08:06:00 pm »

Most amusing thing I had about this was the fact that all of that water promptly feel to the beach, some 47 levels down (fish fall faster than water, did you know that?) and oddly enough, didn't dry out the river, despite the map thinking the river flowed north: the "tributaries" ran through a lake, which is acting as a source, spawning new water (though it never rises about 4/7 it never falls below that either).

Edit: Ah, no the "river source" tile of one of the tributaries just happened to spawn next to the lake.

[ February 10, 2008: Message edited by: Draco18s ]

Logged

Dorten

  • Bay Watcher
  • [CAFFEINE_DEPENDENT ]
    • View Profile
Re: (38a)Worldgen Weirdness - Rivers and Seashores
« Reply #10 on: February 10, 2008, 11:39:00 pm »

It really looks awesome! http://mkv25.net/dfma/map-2072-abug
Logged
Cacodemon 2nd Leutenant
medals: 8/40
specials: 30/44
badges: 13:8:3:0:0