Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 11 12 [13] 14 15 ... 37

Author Topic: DF2014 (v0.40.24) Worldgen Cookbook Thread!  (Read 161229 times)

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #180 on: September 05, 2014, 09:09:06 pm »

DFHack is the only extra tool I use personally, and it isn't strictly speaking necessary, it just makes things a hell of a lot faster.

Specifically, prospect from the embark finder, and reveal and prospect after embarkation.  Occasionally probe for determining temperature and/or Evilness.

Having done so many, at this point, I can tell if it's going to be quick & easy or tedious and painful long before I start generating.

SpoCk0nd0pe

  • Bay Watcher
    • View Profile
Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #181 on: September 09, 2014, 11:31:40 am »

Thank you for the great thread. I got into custom world creation lately but having trouble finding the right parameters to achieve what I seek. Maybe someone is willing to help me out?

Here is what I hope for (given the standard world generation as base):

- water placement like medium region standard
- only one pole
- more humans then elves and dwarfs
- less goblins then humans (~60-80%)
- slightly less sites blocked by settlements
- higher chance for sites with joints of different biomes
- higher chance for places with adjacent different neighbors
- higher chance of running into shallow obsidian without a surface volcano or shallow magma (probably medium deep magma?)
- slightly higher chance to find places with some trees
- lower chance for deep/very deep soil
- slightly higher chance to find coal
- slightly higher chance to find multiple different kinds of ores (not necessarily more of the same kind in total)
- slightly lower chance for vampires and werebeasts
- slightly higher chance for medium sized good/evil biomes (the ones in standard world generation are often tiny)
- approximately the same chance to run into megabeasts, HFS etc.

Thanks in advance for any help!
Logged

Lyra

  • Bay Watcher
    • View Profile
Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #182 on: September 09, 2014, 10:44:23 pm »

I would like something with the following features, please:

1.  3x3 terrifying glacier with flat volcano (the surrounding area doesn't have to be flat, I just don't like magma pipes that extend 99 z-levels into the sky).
2.  A reanimating biome with some sort of evil weather, preferably clouds.
3.  Steel and/or sand would be a bonus, but not a requirement, as long I have some weapons-grade metal to work with.
4.  A pocket or small world, to hopefully minimize FPS issues after embark.
Logged

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #183 on: September 10, 2014, 12:43:07 pm »

I found one for you Lyra, just trying to get the evil clouds to show up... (stupid evil clouds!)  :P

SpoCk0nd0pe

  • Bay Watcher
    • View Profile
Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #184 on: September 11, 2014, 04:55:26 am »

After playing around with advanced worldgen a little: Is the medium island setting the one the game uses in simple world generation? The maps look very similar.
Logged

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #185 on: September 11, 2014, 08:45:30 am »

I would like something with the following features, please:

1.  3x3 terrifying glacier with flat volcano (the surrounding area doesn't have to be flat, I just don't like magma pipes that extend 99 z-levels into the sky).
2.  A reanimating biome with some sort of evil weather, preferably clouds.
3.  Steel and/or sand would be a bonus, but not a requirement, as long I have some weapons-grade metal to work with.
4.  A pocket or small world, to hopefully minimize FPS issues after embark.
Alrighty, this took longer than usual because of some ... strangeness which may end up being a worldgen bug, but who cares about that?  :D
I found this as a 3x2 but you can certainly adjust the embark size to 3x3.  If you move it one tile east, it will have a larger flat area.  The funky weather is "cursed smoke", and looks great against the snow backdrop.
Spoiler: Lyra1 (click to show/hide)

JoeJoe

  • Bay Watcher
    • View Profile
Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #186 on: September 11, 2014, 09:47:11 am »

Thank you for the great thread. I got into custom world creation lately but having trouble finding the right parameters to achieve what I seek. Maybe someone is willing to help me out?

Here is what I hope for (given the standard world generation as base):

- water placement like medium region standard
- only one pole
- more humans then elves and dwarfs
- less goblins then humans (~60-80%)
- slightly less sites blocked by settlements
- higher chance for sites with joints of different biomes
- higher chance for places with adjacent different neighbors
- higher chance of running into shallow obsidian without a surface volcano or shallow magma (probably medium deep magma?)
- slightly higher chance to find places with some trees
- lower chance for deep/very deep soil
- slightly higher chance to find coal
- slightly higher chance to find multiple different kinds of ores (not necessarily more of the same kind in total)
- slightly lower chance for vampires and werebeasts
- slightly higher chance for medium sized good/evil biomes (the ones in standard world generation are often tiny)
- approximately the same chance to run into megabeasts, HFS etc.

Thanks in advance for any help!

I'm not sure what you mean for standard world generation, but here's the parameters for a medium world where I point out what parameters you need to change:

Code: [Select]
[WORLD_GEN]
[TITLE:CREATE WORLD NOW = 4333333]
[DIM:129:129]
[EMBARK_POINTS:1324]
[END_YEAR:250]
[BEAST_END_YEAR:250:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1600:1600] --> relevant for water placement
[RAINFALL:0:100:200:200] --> relevant for places with trees
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:200:200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:4:2:0:1:0:1] --> relevant for water placement (I didn't know standard world gen uses weighted ranges!)
[RAIN_FREQUENCY:1:1:1:1:1:1] --> relevant for places with trees
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NORTH_AND_OR_SOUTH] --> change this to NORTH_OR_SOUTH or only NORTH or SOUTH
[MINERAL_SCARCITY:2500] --> lower this for more ores
[MEGABEAST_CAP:18] --> this and the 2 below relevant for megabeasts
[SEMIMEGABEAST_CAP:37]
[TITAN_NUMBER:9]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[VAMPIRE_NUMBER:14] --> lower this for fewer vampires
[WEREBEAST_NUMBER:14] --> lower this for fewer werebeasts
[SECRET_NUMBER:28]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:6:63:0] --> increase the middle or last value for larger good regions
[EVIL_SQ_COUNTS:6:63:0] --> same as above for evil regions
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4] --> relevant for water placement, makes sure all edges are ocean
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0] --> might want to change this to 0:0:0
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER:16:0:0]
[REGION_COUNTS:TUNDRA:33:0:0]
[REGION_COUNTS:GRASSLAND:528:0:0]
[REGION_COUNTS:HILLS:528:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1] --> maybe change this to 0 for more trees
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:10]
[NON_MOUNTAIN_CAVE_MIN:15]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1040] --> lower this for fewer sites in the world
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:8000:1056:528]
[RAIN_RANGES:528:1056:528]
[DRAINAGE_RANGES:528:1056:528]
[SAVAGERY_RANGES:528:1056:528]
[VOLCANISM_RANGES:528:1056:528]

I don't really know how to influence the number of certain civilizations, especially since it is also strongly influenced by the history generation. I know goblins need evil regions, and I think dwarfs need mountains or hills, and elves need forests.

To get more sites with joints of different biomes you just need smaller biomes, which you can achieve by turning up the variance of the terrain parameters. Turning off rain shadows might also help. This might also help in getting more sites with different neighbors, but again, I'm not sure.

For the trees, you could increase the minimum value for rainfall. Setting it to 10 will guarantee that no deserts or badlands are formed. Or you could use the weighted ranges to make low rainfall areas less likely, e.g. 5:1:2:2:2:2.

As for the rest I don't really know how to achieve it.
Logged

SpoCk0nd0pe

  • Bay Watcher
    • View Profile
Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #187 on: September 11, 2014, 12:39:54 pm »

Thank you for the info! By standard world generation I mean the Create New World! screen without advanced parameters. Having tried it a little it seems like it uses the island advanced parameter set (with some changes depending on the options you can choose).
Logged

StagnantSoul

  • Bay Watcher
  • "Player has withdrawn from society!"
    • View Profile
Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #188 on: September 11, 2014, 12:52:28 pm »

Is it possible for me to get a
-Flat 4X4 embark, all 0's near a brook.
-Temperate forest, that doesn't freeze.
-Iron and flux readily available, along with lots of high value gems.
-The cavern being relatively deep, 24 deep minimum.
-Humans, elves, and goblins as neighbours.
I always search for on like this, but I never seen to find one. Anyone have something like that?
Logged
Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Lyra

  • Bay Watcher
    • View Profile
Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #189 on: September 11, 2014, 04:54:49 pm »

Alrighty, this took longer than usual because of some ... strangeness which may end up being a worldgen bug, but who cares about that?  :D
I found this as a 3x2 but you can certainly adjust the embark size to 3x3.  If you move it one tile east, it will have a larger flat area.  The funky weather is "cursed smoke", and looks great against the snow backdrop.
Spoiler: Lyra1 (click to show/hide)
That looks perfect, thank you!
Logged

shlorf

  • Bay Watcher
    • View Profile
Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #190 on: September 11, 2014, 05:11:14 pm »

Request:
A thinner world. Just one cavern layer ideally just 3-5 z-levels with some open space and preferably no more than 40 z-levels from ground level to magma sea. I'm really bad at advanced worldgen and whenever i change just a few numbers i end up with endless rejections, so i don't know if it's possible.
So if someone could point me at what exactly i have to change to not have 100 or more levels on even completely flat embarks, I'd really appreciate it.
 
Logged

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #191 on: September 11, 2014, 10:04:55 pm »

Request:
A thinner world. Just one cavern layer ideally just 3-5 z-levels with some open space and preferably no more than 40 z-levels from ground level to magma sea. I'm really bad at advanced worldgen and whenever i change just a few numbers i end up with endless rejections, so i don't know if it's possible.
So if someone could point me at what exactly i have to change to not have 100 or more levels on even completely flat embarks, I'd really appreciate it.
Purely as a demonstration worldgen... this will generate worlds that meet your requirements.
Now, this worldgen does usw the painter, but it's not necessary. I just used it to be absolutely sure you'd always get a good world to show off the parameters.  I generated several worlds, and in most, it was ~20 Z levels from embark to magma.
You can adjust things from there to add what you want.
Spoiler: thinner world (click to show/hide)

StagnantSoul

  • Bay Watcher
  • "Player has withdrawn from society!"
    • View Profile
Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #192 on: September 11, 2014, 10:20:15 pm »

I withdraw my request, I found something better- a place where a good tropical moist broadleaf forest, a joyous wild tropical grassland, and a good temperate coniferous forest collide. Giant cats, gorillas, bears, elephants and rhinos? This place is perfect!
Logged
Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #193 on: September 11, 2014, 10:48:48 pm »

Is it possible for me to get a
-Flat 4X4 embark, all 0's near a brook.
-Temperate forest, that doesn't freeze.
-Iron and flux readily available, along with lots of high value gems.
-The cavern being relatively deep, 24 deep minimum.
-Humans, elves, and goblins as neighbours.
I always search for on like this, but I never seen to find one. Anyone have something like that?
Found a match for you, StagnantSoul. (oh well, didn't see your post heheh.  :P )
Spoiler: stagnantsoul1 (click to show/hide)
Spoiler: Z levels 135..138 (click to show/hide)

JoeJoe

  • Bay Watcher
    • View Profile
Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #194 on: September 12, 2014, 05:43:26 am »

...whenever i change just a few numbers i end up with endless rejections...

Whenever you change anything in advanced worldgen you should always turn off the rejection parameters. These are mainly the REGION_COUNTS and XXX_RANGES parameters.
Logged
Pages: 1 ... 11 12 [13] 14 15 ... 37