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Author Topic: DF2012 (v34.01+) Worldgen Cookbook Thread!  (Read 296378 times)

vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #210 on: June 18, 2012, 09:31:27 am »

...  High erosion cycle counts seems to be counter productive as it just erodes everything else but not the actual level of the volcano.

Yeah, as far as I've seen, volcanos and the massive elevation changes/terrain resulting from them are placed after layers, after erosion/rivers/lakes, after pretty much everything that could be used to make a difference in their appearance.  Whether or not you get one at embark level appears to be completely random.  I've never seen any of the mesh settings affect volcano elevation in any predictable way, either.

It's unfortunate volcanos are so darn convenient.  What would be really handy is if the embark finder detected underground volcanos/lava tubes, rather than just those few that are at the surface or higher than the embark level.  I'd be happy with a lava tube between the embark layer and the top of the first cavern, for example.  In fact, that would be more desirable than a surface volcano, for most of my large projects.

Urist_McArathos

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #211 on: June 18, 2012, 01:33:15 pm »

I'm struggling for an embark that is juuuust right.

-Iron + Flux + Decent mineral contant (I usually set mineral scarcity to 700 or so; I would be happy with an abundance of one or two metals besides iron rather than a bunch of everything).  Iron + Flux + one good trade metal (gold, silver, or even tetrahedrite) + something like nickel or lead would be awesome.  I don't care about coal on site.

-Surface magma.  No particular requests there, just magma that I don't have to dig 100+ levels for.

-Brook, at least.  I like having a fishing industry, and while a river or stream or waterfall would be just sweet, I'd consider anything with surface water I can fish a success.

-Some trees on site; it doesn't need to be a forest, and otherwise I'm not picky on biomes.

-Sand and clay on site.  I know this one's the hardest part, and its where I'm getting stuck.  I really, really want a glass and pottery industry though.  Even one tile of the embark with sand would be plenty, but I figure it'll be hard to have trees and clay next to a sandy desert WITH a volcano, plus my mineral wants.

-Other civs for trading/war.  I don't want to be isolated on an island; I need my Goblin Christmas.

Anyone who could offer me advice or some good seeds would be much appreciated.  I have tried tweaking the gen parameters, but I must not know much about what I'm doing; I get lots of rejects and even after using them anyway still have trouble finding what I want.
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yamamushi

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #212 on: June 18, 2012, 07:02:26 pm »

I just wanted to point out here that there is an active DF Worldgen community over at www.reddit.com/r/dfworldgen :-) , I'm going to try to crosspost between the two but I like the Reddit layout too much to want to close the commnity. I mean, we're bigger than /r/jesus now :p
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Urist_McArathos

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #213 on: June 18, 2012, 09:27:39 pm »

I just wanted to point out here that there is an active DF Worldgen community over at www.reddit.com/r/dfworldgen :-) , I'm going to try to crosspost between the two but I like the Reddit layout too much to want to close the commnity. I mean, we're bigger than /r/jesus now :p

I'll need a field guide; I don't use reddit so it's a bit baffling for me.

I did manage to use PerfectWorld to gen a...fit, of sorts.  Aesthetically, it's ugly...VERY rocky and mountainous, but it has everything I want.

Native Copper, Tetrahedrite, Hematite, Obsidian, and Flux stone all visible plainly from the surface, along with clay and sand on site, trees, a river, and it's all joyous wilds.  I don't know what the wealth or underground are like, and I believe there's an aquifer along half the embark, but if anyone wants it I'll post the seed.

EDIT: Seems to be a fair number of Haunted/Joyous biomes bordering each other in places.

EDIT2: Man, this embark is ridiculously laggy.  I'm wondering if there's something going on in the caverns I can't see, since the magma pipe has inadvertently revealed them, in a way: I can't see in the caverns, but clearly they count as discovered or something because I have cave moss growing in my underground soil.  I usually run a 5x5 embark at 200+ FPS without issues for the first couple years, even with running water on site.  Yet I've barely done any digging, and haven't messed with the river at ALL and I'm frequently getting lag spikes where the game hangs for a few seconds before updating, and my FPS is down to 110.  Granted that's still good, but to lose half my usual rate this early in (it's not even winter of the initial year) has me VERY worried about the long-term life of this fortress.

I could post the seeds and see if someone could find a likely culprit if they've heard of this behavior before; otherwise I'll just try to find a better site and keep at it.
« Last Edit: June 19, 2012, 11:42:17 pm by Urist_McArathos »
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SAFry

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #214 on: June 20, 2012, 11:35:00 am »

Quick question, I generated a world with a random seed, is there any way to find out what that seed was later on?

@Urist_McArathos with the Masterwork mod you can grind boulders into sand, unfortunately it's only up to v34.10 atm. 
« Last Edit: June 20, 2012, 11:37:18 am by SAFry »
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #215 on: June 20, 2012, 12:18:39 pm »

Quick question, I generated a world with a random seed, is there any way to find out what that seed was later on? ...

Yep, copy the save dir, abandon the copy, start in legends, and press 'p'.  The worldgen parameters will appears in the df install dir as a text file.

SAFry

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #216 on: June 21, 2012, 01:02:44 am »

Ahh, thanks very much vjek

JAFANZ

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #217 on: June 21, 2012, 01:40:12 am »

Alternately, use "Export Local Image", & all the usual text files (Params, History, Pops) will also be created in the game root directory along with the exported image (which you'll probably want to delete).
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orius

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #218 on: June 21, 2012, 04:42:10 am »

THIS is the most badass site I have ever genned:

Spoiler (click to show/hide)

Good, neutral, AND evil, ALL savage, all on the same 4x4 embark.  And if pitting fluffy wamblers against giant desert scorpions against whatever horrors that forest of doom will vomit up is not enough, well, just check out the prospector report:

Spoiler (click to show/hide)

That's right: 11k coal, 3 types of flux, magnetite and limonite.  Surface steel.  Oh, and toss on 3 types of sand, fire clay, and gypsum.  Lots of copper and gold, with a nice amount of silver from that tetra and galena.  If that wasn't awesome enough, there's a nice big candy cane poking up into cavern 3 that goes down pretty deep before it gets hollow.  Big aquifer under the evil and neutral parts, but there should be enough space to dig down to the northwest.  Only real flaw is there's no diamonds in that kimberlite.

Now, I found this in a world I genned up with 34.10 (actually the original was 34.05 but I like this seed).  I genned it again in 34.11 to make sure it genned the same.  It did (the ASCII embark was taken from 34.11).

And just to make things more !!FUN!!, the game spawned some undead ravens right as I embarked.

Oh yeah.  You guys want the seed.   :P

Spoiler (click to show/hide)

Or download a save from the DF File Depot:

http://dffd.wimbli.com/file.php?id=6629

Have fun with Armok's playground.
« Last Edit: July 09, 2012, 03:05:17 pm by orius »
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SAFry

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #219 on: June 21, 2012, 11:41:11 am »

OK, I got a new one, for all you flat volcano with river lovers out there! It's a nice warm 'n' wild river with piranhas and such and there is a volcano 1 z-level  above the embark elevation. This means it's possible to tap the magma to make a lava moat around your fort if you dare! All on a 3x3 embark, it has clay but no sand.

Spoiler (click to show/hide)

The map has a load of other good sites, at least 3 other river volcanoes, lots of good and evil biomes, I even found one 3 way good/neutral/evil wild spot on a 3x3 with clay and sand although the minerals aren't as good as Orius's embark above, that will be hard to beat!

Here is the location of the above embark screenshot on the map:

Spoiler (click to show/hide)

A word of warning, this recipe is based on my Lost Valley one, it has LOTS of titans and megabeasts, I have playtested it though and it's not been problematic so far. The difference with this recipe is that it is mostly highlands with some low areas and more then a few peaks. The idea was that if volcanoes' elevation is static then by raising the general elevation is more likely to produce a flat volcano.

I'm not sure what minerals you'll get as I'm playing with the Masterwork mod but there are sufficient basic ores and some trade ores lower down, one challenge you may face is that there are no gems until you get to the level of the 1st cavern. I'd be interested to find out what you get if you try this on unmodded DF. Oh, don't want to give too much away but the candy situation looks good.

Here is the actual seed:

Spoiler (click to show/hide)
 

« Last Edit: June 21, 2012, 11:55:57 am by SAFry »
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WJLIII3

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #220 on: June 21, 2012, 11:00:35 pm »

Spoiler (click to show/hide)

Did the seed for this world get posted in here? I would like it very much. Or if anyone has a spot like it. This is my dream embark, assuming it has iron and flux. Seems everyone prefers flat sites in here.
« Last Edit: June 22, 2012, 02:20:06 am by WJLIII3 »
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Urist_McArathos

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #221 on: June 21, 2012, 11:42:00 pm »

THIS is the most badass site I have ever genned:

...

Have fun with Armok's playground.

You sir, have answered my prayers.  I'm off to play!
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Nameless Archon

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #222 on: June 22, 2012, 12:07:32 am »

I think i may give this a go on my next embark as i've yet to play with necro's.
Seed provided four of them attacking (one as a siege) within the first four years. Expect ambushing necromancers early and siege-necros later. I'll take a look at your slightly different embark in the morning - I don't remenber seeing any coal and I've got DFHack working now.
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SAFry

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #223 on: June 22, 2012, 09:43:46 am »

Would anybody be interested in this sort of thing:

Spoiler (click to show/hide)

It's a challenging 3x3 haunted shrubland embark with 3 pretty much identical biomes. The main feature is that you start on a hill one edge of which has a 17 z-level sheer unclimbable drop down to a huge crocodile infested river completely bisecting the map. Also as you can see on the opposite side of the chasm is a 2nd river which turns into a nice waterfall. Looks like something out of Temple of Doom!

Here is the view in stonesense:

Spoiler (click to show/hide)

It might be fun as any sieges may well turn up on the other side of the chasm, it would take some dwarfy engineering to build a drawbridge across.

Looks to be plenty of minerals but no magma until you hit the bottom, still the 2nd cavern level has a lot of floorspace so you could get a load of fungiwood in. It has gypsum, clay, sand and a large marble layer.
« Last Edit: June 22, 2012, 10:00:17 am by SAFry »
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WJLIII3

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #224 on: June 22, 2012, 10:28:20 am »

Would anybody be interested in this sort of thing:

Spoiler (click to show/hide)

It's a challenging 3x3 haunted shrubland embark with 3 pretty much identical biomes. The main feature is that you start on a hill one edge of which has a 17 z-level sheer unclimbable drop down to a huge crocodile infested river completely bisecting the map. Also as you can see on the opposite side of the chasm is a 2nd river which turns into a nice waterfall. Looks like something out of Temple of Doom!

Here is the view in stonesense:

Spoiler (click to show/hide)

It might be fun as any sieges may well turn up on the other side of the chasm, it would take some dwarfy engineering to build a drawbridge across.

Looks to be plenty of minerals but no magma until you hit the bottom, still the 2nd cavern level has a lot of floorspace so you could get a load of fungiwood in. It has gypsum, clay, sand and a large marble layer.

This one looks really excellent, but it always weirds me out to built on top of ground. Dwarves should build into the side of a mountains...its simply the way.
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