... Ah, that makes sense. I'm unsure what 'patchwork' means here, so I'll go with whichever takes less time, as I don't know what all is involved with creating specific parameters. Also, in my haste I have posted to the wrong thread I'm currently using Masterwork Mod, which is 34.xx. Can I still get an evil beach cooked for the old version?
Patchwork in this context means each square is it's own biome, or multiple biomes per square, kind of a patchwork quilt effect for the landscape, if viewed from above, rather than one large consistent biome per island.
In any case, here's a parameter set, with some caveats:
[WORLD_GEN]
[TITLE:ZOMBIE_BEACH]
[DIM:17:17]
[EMBARK_POINTS:2500]
[END_YEAR:100]
[BEAST_END_YEAR:100:-1]
[REVEAL_ALL_HISTORY:0]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:401:401]
[RAINFALL:9:10:3200:3200]
[TEMPERATURE:25:75:3200:3200]
[DRAINAGE:0:100:3200:3200]
[VOLCANISM:0:0:0:0]
[SAVAGERY:0:0:0:0]
[ELEVATION_FREQUENCY:2:6:0:0:0:4]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[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:NONE]
[MINERAL_SCARCITY:1000]
[MEGABEAST_CAP:2]
[SEMIMEGABEAST_CAP:2]
[TITAN_NUMBER:1]
[TITAN_ATTACK_TRIGGER:40:0:0]
[DEMON_NUMBER:2]
[NIGHT_TROLL_NUMBER:0]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:0]
[WEREBEAST_NUMBER:0]
[SECRET_NUMBER:0]
[REGIONAL_INTERACTION_NUMBER:100]
[DISTURBANCE_INTERACTION_NUMBER:100]
[EVIL_CLOUD_NUMBER:0]
[EVIL_RAIN_NUMBER:0]
[GENERATE_DIVINE_MATERIALS:0]
[GOOD_SQ_COUNTS:0:0:0]
[EVIL_SQ_COUNTS:289:0:289]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:0]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:999]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:0]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:1]
[CAVERN_LAYER_OPENNESS_MIN:1]
[CAVERN_LAYER_OPENNESS_MAX:5]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]
[CAVERN_LAYER_WATER_MIN:51]
[CAVERN_LAYER_WATER_MAX:60]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:10]
[LEVELS_ABOVE_LAYER_1:8]
[LEVELS_ABOVE_LAYER_2:2]
[LEVELS_ABOVE_LAYER_3:2]
[LEVELS_ABOVE_LAYER_4:2]
[LEVELS_ABOVE_LAYER_5:3]
[LEVELS_AT_BOTTOM:2]
[CAVE_MIN_SIZE:1]
[CAVE_MAX_SIZE:1]
[MOUNTAIN_CAVE_MIN:0]
[NON_MOUNTAIN_CAVE_MIN:0]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:2]
[TOTAL_CIV_POPULATION:2]
[SITE_CAP:10]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
This may or may not work with 34.11. If it doesn't, let me know, and I'll make a set that does and post it in the older thread.
Even in 40.14, this parameter set generates with many rejections. However, when it finally does generate, you'll have the best shot at finding your embark. In particular, it will be a Sinister Ocean surrounding an island or islands, and the area between the mountains and the coastline will be peppered with a wide variety of biomes with evil effects, (up to 100 per world) which should help with zombie-fying the ocean, hopefully.
Also, the worlds that are produced by this parameter set, given the high number of rejections, will likely NOT work, cross platform. In other words, unless it generates with zero rejections, it won't be identical on all operating systems. This only matters if you desire to share the seeded world, rather than a save of the world.
I have no experience with Masterwork, but this should provide a basis to start from, if nothing else.