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Author Topic: Natural waterfalls in worldgen?  (Read 1651 times)

guitarxe

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Natural waterfalls in worldgen?
« on: June 08, 2012, 10:34:55 am »

Has anyone seen a natural waterfall from worldgen? I've never seen one, but I think it would be an awesome place to embark on.
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Bulwersator

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Re: Natural waterfalls in worldgen?
« Reply #1 on: June 08, 2012, 10:37:08 am »

yes
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Finn

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Re: Natural waterfalls in worldgen?
« Reply #2 on: June 08, 2012, 10:49:15 am »

Many times.  The wiki will tell you where to look.
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DTF

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Re: Natural waterfalls in worldgen?
« Reply #3 on: June 08, 2012, 10:54:26 am »

Just keep looking for 'river crossings'. If you find one, check the elevation and the cliff-meter with TAB.
If the rivers intersect on different heights, you have found a waterfall.
I once had an embark with 3 waterfalls joining in a fairly deep canyon - although it was a nice site to build, the computer says noooo *cough*.
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vidboi

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Re: Natural waterfalls in worldgen?
« Reply #4 on: June 08, 2012, 01:19:06 pm »

They're very common where rivers meet. I also found one once in the middle of a stream which was pretty neat (no meeting streams, just a 2 z level drop in the middle of the watercourse) but I've never seen that again. Waterfalls do however have a tendency to decimate your fps as has been previously mentioned.
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guitarxe

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Re: Natural waterfalls in worldgen?
« Reply #5 on: June 08, 2012, 01:22:15 pm »

Decimate my FPS how badly? I have an i5-2500k with 8gig of RAM.

Also, how can I coax the world gen to give me more rivers? For some reason, most of my worlds seem to have very few rivers...
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Xheia

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Re: Natural waterfalls in worldgen?
« Reply #6 on: June 08, 2012, 01:38:59 pm »

I think exploring a bit as an adventurer may help you locate good waterfalls, as it is easier to see rivers from the adventurer fast travel screen than the embark screen, and you can tell for sure if there is a waterfall.

Maybe just generate more worlds? You should probably be getting the average amount of rivers on your maps...
A quick look at the "Advanced world generation" wiki page says there's a setting called "Minimum/Desired River Start Locations" which you can increase that may give more rivers.
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vertinox

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Re: Natural waterfalls in worldgen?
« Reply #7 on: June 08, 2012, 01:44:42 pm »

On my laptop I embarked on a waterfall completely by chance. It was quite awesome as the waterfall had a pit so to speak which I dug out my fort near the base of the water fall keeping the dwarfs from going around the top of it.

GhostDwemer

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Re: Natural waterfalls in worldgen?
« Reply #8 on: June 08, 2012, 04:26:02 pm »

Most worlds generated with the standard or advanced world gen lack many large rivers, but they always have plenty of smaller waterways like brooks and streams.. The reason they lack large rivers is that they tend to generate worlds where the highlands slope smoothly and directly down to the ocean. Meaning, each little stream has it's own path to the ocean, they don't tend to meet up and make bigger rivers.

"Minimum/Desired river starts" is actually a world rejection parameter. Worlds with fewer than that number of starts will be rejected. If you create an arid world for instance, and set river starts too high, world gen will never complete. River starts are not actually rivers, either, but waterways, usually brooks, which hopefully join up to rivers, but might not.

Use Perfect World along with some sort of image editor to predraw a height map. I made one world that was a spiral. It had one major river that ran all the way around the spiral. You can really make any kind of world you want using Perfect World, GIMP, and Wilbur for simulating realistic erosion.
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guitarxe

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Re: Natural waterfalls in worldgen?
« Reply #9 on: June 08, 2012, 06:46:41 pm »

I don't understand how to use Perfect World. There isn't any documentation in the .zip I download, and the release thread doesn't really have any instructions either...

Is there a way to make larger rivers appear more often using simple in-game advanced world parameters?
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i2amroy

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Re: Natural waterfalls in worldgen?
« Reply #10 on: June 08, 2012, 11:48:27 pm »

Decimate my FPS how badly? I have an i5-2500k with 8gig of RAM.
Not really anything to be worried about. Water only causes FPS hits when it is fluctuating or moving at less then 7/7. Waterfalls only cause something like 2x or so the moving tiles as a normal river (20 compared to 10) so it isn't really a big deal. An easy way to tell exactly how big the hit would be would be to find a place with a river and embark on it, check your FPS, then embark right next to it where there isn't a river. Take the difference between those two FPS's and subtract it from the river embark. That should be about your FPS for a waterfall embark.
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DTF

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Re: Natural waterfalls in worldgen?
« Reply #11 on: June 09, 2012, 02:45:04 am »

Decimate my FPS how badly? I have an i5-2500k with 8gig of RAM.
Not really anything to be worried about. Water only causes FPS hits when it is fluctuating or moving at less then 7/7.

I have to say my PC is really bad, so you shouldnt take my statement as exact measurement.
With your CPU, there shouldnt be much of a problem with a few more tiles of moving liquid.

Also, I do not understand how you are struggling so hard to find a waterfall. I find lots of them on standard generated maps without any of the fancy advanced stuff.
Example:
Spoiler (click to show/hide)
If you find a river/brook/stream crossing with different heights (the picture in the middle gives elevation) and high cliffs (the last one) you are bound to at least find a (deep) canyon and usually a waterfall, too.
In the example the river going from south to the west has a waterfall feeding it from the river coming in from the east. I haven't embarked on it, but I'm 99% certain that it is this way.
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