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Author Topic: DF2012 (v34.01+) Worldgen Cookbook Thread!  (Read 296157 times)

Dwemeral

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #360 on: October 28, 2012, 06:45:20 pm »

Or you can set the erosion to a high value: everything will be flat (more or less). Volcanoes will appear but they will be protruding out like chimneys in the middle of nowhere.
That's not a flat volcano, but it's a flat embark.

Edit:
Quote
257x257 region
volcanoes
a high civ count(the point where when I embark on a site there's a civ for every race listed as my neighbors)
alot of lakes and rivers
mostly a good/neutral biome with low savagery
wet and a lot of trees

I think I have something like that in store. Mineral occurrence is low though, so you should check with prospector.
Civs around the suggested embark:
Suggested embark:
Wold gen.txt
Spoiler (click to show/hide)

Edit2: after messing with what RedWarrior gave me, I got an almost perfect 60x60 map. Z-1 volcano set into a mountain with a sheer cliff face, large amounts of wood and ponds to get an easy cistern. Flux, not evil, a decent amount of copper but not much else.
Sadly, it's "not freezing, dry", so no above ground textile industry.
If anyone's interested...
thanks
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Drawde

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #361 on: October 29, 2012, 06:41:10 pm »

Thanks for the help, I can find some flat volcanoes.

Too bad the one I currently have is erupting   :P  The magma doesn't spread too far, but the risk of a fire is too much.
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Fluoman

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #362 on: October 30, 2012, 02:24:17 am »

Since when do volcanoes erupt?  :o
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Drawde

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #363 on: October 30, 2012, 03:32:00 am »

Since when do volcanoes erupt?  :o
First time I've seen that as well.

When I first started that game, the volcano looked normal.  One empty level on top then the rest full of magma.  As soon as I unpaused the game, that empty level started filling up with magma.  Then it started overflowing.

It only spread to about twice the original diameter.  But it occasionally started a fire.

EDIT  It looks like this was due to a bug with reclaiming a site.  I accidentally used the default embark the first time, so I abandoned the fort and tried again.  According to a thread in this forum, reclaiming a site raises the magma level of a volcano.
« Last Edit: October 30, 2012, 04:24:28 pm by Drawde »
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ke1evra

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #364 on: November 07, 2012, 03:31:01 pm »

Hi there! Is anyone can help me to find a world where i can find a 3x3 embark site with only 3-10 layers and no stone (or very little), cavern less, 2-3 levels of aquifer, magma on the bottom, obsolete flat terrain (sand desert) with no trees or lakes that will interrupt flatness, with evil biome, elf/human/goblin neighborhood + tower is optional. Temperature should be suitable for honey bees. Thank you!
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #365 on: November 08, 2012, 01:21:33 pm »

Hi there! Is anyone can help me to find a world where i can find a 3x3 embark site with only 3-10 layers and no stone (or very little), cavern less, 2-3 levels of aquifer, magma on the bottom, obsolete flat terrain (sand desert) with no trees or lakes that will interrupt flatness, with evil biome, elf/human/goblin neighborhood + tower is optional. Temperature should be suitable for honey bees. Thank you!
The only issue I see with this is cavern-less and no surface trees typically means no wood.  Is that ok with you?  I'm fine with it because I would mod in glass beds, but... just wanted to ask before hand.  No wood is good?   8)
EDIT:  Also, no trees would mean no elves...

drummingpariah

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #366 on: November 08, 2012, 07:16:25 pm »

Since when do volcanoes erupt?  :o
First time I've seen that as well.

When I first started that game, the volcano looked normal.  One empty level on top then the rest full of magma.  As soon as I unpaused the game, that empty level started filling up with magma.  Then it started overflowing.

It only spread to about twice the original diameter.  But it occasionally started a fire.

EDIT  It looks like this was due to a bug with reclaiming a site.  I accidentally used the default embark the first time, so I abandoned the fort and tried again.  According to a thread in this forum, reclaiming a site raises the magma level of a volcano.

I've had that happen to me, but not in a long time. As soon as I started there was a cave-in, which seemed to have caused pressure or something-of-that-sort to push magma up over the top.
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ke1evra

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #367 on: November 09, 2012, 04:43:01 am »

Hi there! Is anyone can help me to find a world where i can find a 3x3 embark site with only 3-10 layers and no stone (or very little), cavern less, 2-3 levels of aquifer, magma on the bottom, obsolete flat terrain (sand desert) with no trees or lakes that will interrupt flatness, with evil biome, elf/human/goblin neighborhood + tower is optional. Temperature should be suitable for honey bees. Thank you!
The only issue I see with this is cavern-less and no surface trees typically means no wood.  Is that ok with you?  I'm fine with it because I would mod in glass beds, but... just wanted to ask before hand.  No wood is good?   8)
EDIT:  Also, no trees would mean no elves...
Well, the wood should exist somewhere in the world, but I will embark in desert, so I will have no trees on my site, and i like Elves))

And i was trying to generate the world with this setting:
Spoiler (click to show/hide)

And always get this:
Spoiler (click to show/hide)

I assume no caves -> no plumhelmets -> no dwarfes =\ If i pass this reject, i end up with Adv/Legend only :'(
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daveralph1234

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #368 on: November 09, 2012, 08:41:53 am »

I assume no caves -> no plumhelmets -> no dwarfes
Correct.
No underground plants can exist without at least 1 cavern layer.
You could work around this by modding dwarves to use aboveground-farming instead.

vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #369 on: November 09, 2012, 12:14:57 pm »

...
I assume no caves -> no plumhelmets -> no dwarfes =\ If i pass this reject, i end up with Adv/Legend only :'(
True.  However, you can add this to \raw\objects\entity_default.txt (in the [ENTITY:MOUNTAIN] section right after   [INDOOR_FARMING] )

   [OUTDOOR_FARMING]

and it will allow your dwarves to use surface crops for food, and survive just fine without caverns.

ke1evra

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #370 on: November 09, 2012, 03:26:34 pm »

True.  However, you can add this to \raw\objects\entity_default.txt (in the [ENTITY:MOUNTAIN] section right after   [INDOOR_FARMING] )

   [OUTDOOR_FARMING]

and it will allow your dwarves to use surface crops for food, and survive just fine without caverns.

I ended up with cavernless world, but damn! I still have 70 layers untill i strike magma level =\ Any ideas of how force the game generate less layers?
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MasterShizzle

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #371 on: November 09, 2012, 03:29:49 pm »

I ended up with cavernless world, but damn! I still have 70 layers untill i strike magma level =\ Any ideas of how force the game generate less layers?
Embark on a low-elevation site, or just decrease the max elevation and change the "Layers above level 1" or whatever to a lower number. Basically the game guarantees you that many layers above the first cavern, plus however many layers are there for elevation. Decrease elevation and you'll be fine.
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ke1evra

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #372 on: November 09, 2012, 03:42:19 pm »

My settings:
Spoiler (click to show/hide)
Layers above level is set to 1
I embarked on zero-level sand desert, but ingame surface was on 116th level, and magma on 40th, also as far as i know if i decrease max elevation (now it's set to 400) there will be no place for dwarves to survive -> Adv/Legend world, am I correct?


UPDATE
second try: embarked on lowest place possible, surface is on exact level 100, magma on lvl 4
« Last Edit: November 09, 2012, 03:48:09 pm by ke1evra »
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MasterShizzle

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #373 on: November 09, 2012, 03:49:04 pm »

 [LEVELS_ABOVE_GROUND:100]

There's your problem. Set this to something between 5 and 15, depending on how many layers you want for your fortress.

EDIT: At least I think so. Someone else, correct me if I'm wrong here. Or does the "ABOVE_GROUND" refer to the number of "dead air" levels above the surface?
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AutomataKittay

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #374 on: November 09, 2012, 03:51:22 pm »

[LEVELS_ABOVE_GROUND:100]

There's your problem. Set this to something between 5 and 15, depending on how many layers you want for your fortress.

EDIT: At least I think so. Someone else, correct me if I'm wrong here. Or does the "ABOVE_GROUND" refer to the number of "dead air" levels above the surface?

Doesn't that only affect air layers? I know I've told someone else to increase that so they could build a tower sometimes in past week or so.
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