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Author Topic: DF2012 (v34.01+) Worldgen Cookbook Thread!  (Read 296529 times)

Fluoman

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #660 on: June 20, 2013, 03:06:01 pm »

Did you change computers? Seeds are a fickle thing...
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #661 on: June 20, 2013, 05:15:24 pm »

I can't seem to duplicate this world I just created. I saved a backup of the world in my save file... but even though I have the exact seed that was used (I had to type it in manually) and made no changes to the parameters it is rejected. Am I doing something wrong?
I would remove all doubt by copy/pasting the exported worldgen directly into world_gen.txt
Manual typing has been (IIRC) not possible in the past, due to field size issues.
Exact worldgens, generated without rejections using vanilla raws, are identical, cross-platform (win7 & linux).  I've personally verified this in the past month.

Vita

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #662 on: June 21, 2013, 06:00:41 am »

I'm looking for a good embark to build an underwater city on, mainly ocean with a volcano somewhere is my aim. Flux/iron/clay etc would make it perfect.

Anyone have a seed like this?
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nickbii

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #663 on: June 21, 2013, 09:35:07 am »

I created a wonderful, beautiful map in 34.07. If has clay, sand, freshwater, no stupid aquifers, natural defenses, no crazy evil mists, AND the very first stone level is mixed Dolomite/Bituminous Coal/Hematite/Magnetite. The only way this site could be more suited for dwarves would be if the little bastards didn't have to walk 150 squares to get all these buetific stones to the Magma Forge.

Fortunately 34.11 has minecarts to make this easy. Unfortunately my 34.07 fort-design is based on stairs, which do not work with minecarts safely. This is very important because I have immigration off, so I really really really can't afford to accidentally skoosh any of my loveable little twits. Even the 5-6 guys who mostly do hauling are incredibly important because that means the Legendary Weaponsmith isn't doing Hauling.

So I copied the world, abandoned in the copy, exported the worldgen info from Legends mode, and re-genned. But the new world has Microline clusters instead of Magnetite, and no veins of Coal or Hemetite.

Does anybody have any clue as to why this would change?

EDIT: Found the problem. When I added the worldgen parameters to the file I put them between the first [WORLD_GEN] tag and the Large Island parameters. I didn't add a new [WORLD_GEN] tag in front of the Large Island parameters, and apparently when DF has two mineral scarcities to choose from it picks the second one.
« Last Edit: June 21, 2013, 09:49:26 am by nickbii »
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Gentlefish

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #664 on: June 21, 2013, 10:41:35 pm »

I was also gonna say, it's between two different builds. But if you've got it figured out, that's good news.

Also please post that. please. That sounds so delicious.

nickbii

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #665 on: June 22, 2013, 02:05:47 am »

It's a great world if you're not looking for a challenging environment. The place I've been using is by a lake (the "natural defenses" I mentioned), called the "Lake of Channeling." It's in the Southwest quadrant of the world map, 6 squares north of the southern edge and 7 squares east of the western edge. The lake is clearly visible on the region map, it's two squares north of a Gobbo settlement so sieges could get interesting. On the local map it's in the Southeast corner.

The world as a whole is quite aquifer-free, so I found a lot of the low-risk environments I like with the site-finder. I just lucked out that the first one had Magnetite, Hematite, and Bituminous Coal on Level 5. Here's the map seed:

Spoiler (click to show/hide)
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Gentlefish

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #666 on: June 22, 2013, 11:06:13 pm »

Sweet, thanks. I'm surprised that aquifer on/off isn't a worldgen option yet. I think it'd make save compatibilities a lot nicer.

Rogue Yun

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #667 on: June 23, 2013, 09:13:28 am »

Did you change computers? Seeds are a fickle thing...

Nope : ( as far as I can tell no changes whatsoever.

I would remove all doubt by copy/pasting the exported worldgen directly into world_gen.txt
Manual typing has been (IIRC) not possible in the past, due to field size issues.
Exact worldgens, generated without rejections using vanilla raws, are identical, cross-platform (win7 & linux).  I've personally verified this in the past month.

A sound plan... But urist mcnewb here doesn't know how to export it! Any suggestions?

It has what I think is a pretty cool embark location.

Pros
2x2
Flat
Volcano
Brook
includes 2 towers for neighbors
Joyful Wilds

No iron but I believe it has a marble layer.. I really haven't done too much with it because I can't duplicate the darn thing : (

Question 2: Is there a trick to getting flat volcanoes more often? More rivers? More or less erosion? Thank in advance!
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #668 on: June 23, 2013, 10:20:47 am »

... A sound plan... But urist mcnewb here doesn't know how to export it! Any suggestions? ...
Pause the game in fortress mode
Press escape (screen will now be: Dwarf Fortress Options)
Select Export Local Image
Press e
Press escape (to return to the options menu)
Press escape (to return to the game)

This will create a file in your DF install directory called something like:

Pulleychants-param-region1-101-0.txt

It won't be called that, but it will be the newest file in the directory, so if you sort by date it'll either be at the top of the list or the bottom, depending on how you sort.

The format is: Outpost_name-param-save_name-year-#.txt

That will contain the worldgen output that can be pasted into world_gen.txt

Rogue Yun

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #669 on: June 23, 2013, 10:56:02 am »

Awesome... but sadly it still gets rejected... must have been a fluke that it was ever created. Unless someone wants to try this and see if it works.

If someone wants to try this world just send me a message and I'll send the parameters.. thanks for the help...

Now anyone know how to increase the generation of flat volcanoes?
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Fluoman

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #670 on: June 23, 2013, 11:46:08 am »

Flat volcanoes is luck. People used to gen worlds with a high erosion cycle count but it doesn't erode volcanoes, it only flattens the ground around it.
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ArchAIngel

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #671 on: June 23, 2013, 04:56:18 pm »

EDIT: Nevermind, google magic solved it.
« Last Edit: June 23, 2013, 05:11:07 pm by ArchAIngel »
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Rogue Yun

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #672 on: June 23, 2013, 05:23:36 pm »

Erm, probably a question answered in the 45 pages already posted, but how do you enter a seed? Trying to figure it out.

I know repeat questions can be annoying, but I ask your patience, I'm still a newb at all of this and my searches have been fruitless.  Though, I will admit, I did not read all the pages of this thread.

After creating a world in the Advanced Parameters menu if you return to the advanced parameters menu it shows the last seed used (I think). I entered that manually. (Whether it works or not I don't know because it did not for me but that might just be a user error. I didn't find any better tutorial on how to do this until vjek's kind explanation). Wish we could sticky that to the beginning of the thread.
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Thuellai

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #673 on: June 23, 2013, 10:21:03 pm »

I love working with and building forts with glass

Anyone have any good embarks with lots of fuel (coal and such) and sand, or sand and access to early magma?  3x3 or so preferably, I don't like overly large embarks
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Fluoman

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #674 on: June 24, 2013, 12:09:17 am »

I love working with and building forts with glass

Anyone have any good embarks with lots of fuel (coal and such) and sand, or sand and access to early magma?  3x3 or so preferably, I don't like overly large embarks
Spoiler (click to show/hide)

Flat volcano + red sand desert + tower + flux.
Nickel, Iron, Copper, gold and silver.
There's a very high column of stone in the center of the embark (40 Z-levels), next to the lava pit.
Genned with LNP and no aquifers on Windows 7.

How to find it:
Go to the bottom-most, right-most corner of the map.
There should be a tower nearby.
Start from the tower and go down one tile, then right until you find a volcano.
This should be it.
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