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Author Topic: DF2014 (v0.40.24) Worldgen Cookbook Thread!  (Read 161278 times)

Draxxalon

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #270 on: November 08, 2014, 12:23:40 am »

A few years ago I found one of these the hard way, and after playing with worldgen for a few hours, I thought I'd ask to see if someone has what I'm looking for already, as I'd love to have another go at it:

-A major (15+ tiles across) flowing (not frozen) river, going over a 5+ level drop waterfall.   (I want to have my front door behind it).   
-Trees

+Bonus: The ingredients for steel on-site

Thanks in advance!
« Last Edit: November 08, 2014, 01:54:36 am by Draxxalon »
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Max™

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #271 on: November 08, 2014, 03:21:35 am »

Maaaaan, the older parameters posted to generate war on embark aren't working, anyone know what the magical mixture that helps get this going is these days?

As for a 15 tile wide waterfall, seems like you could get good results setting elevation variation up higher, and reducing the erosion cycles, as others say, it often makes ugly stuff, but once in a while you find amazing spots like you're describing.

I think the waterfall-canyons parameters listed a few pages back would be a good spot to poke around in until someone with better wizardry shows up.
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vjek

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #272 on: November 09, 2014, 12:28:43 am »

I've been working on the large waterfall parameters..

I think it's possible, it'll just take a while to get it exactly right, artificially.  Getting large rivers is no problem, it's getting large rivers to intersect with other large rivers that's tricky.  Getting tiny streams to intersect with large rivers, no problem, but then you get tiny waterfalls.

I've seen large river waterfalls in the past, but remarkably few.  Like probably 3 in a thousand kind of rare.  In any event, I'll post something specific when I have it.

Max™

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #273 on: November 09, 2014, 04:32:49 am »

Yeah, I cheated one up since I got a weird ass drained volcano, think it's because it was right on the edge of a mountain and wilderness border, the difference between the southwest lip and northeast lip was like 60 z!

Just added some river source tiles up top and a couple further down by the sides to get the volcano lined with misty waterfalls effect.

Mostly though I had to post to say how freaking embarrassed I am that I sat there for most of an hour trying to figure out why the worlds were all turning out flat and crappy using painter before I remembered you can set parameters to randomize during gen...
« Last Edit: November 09, 2014, 04:34:45 am by Max™ »
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smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #274 on: November 10, 2014, 11:08:12 am »

what exactly determines the existence of necromancer towers?

I want to generate worlds without them, because necromancers are just too much for me at the moment.

Or is there like a certain distance away from a tower you can get and not have them raid you?
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Steam Name: Ratpocalypse
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vjek

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #275 on: November 10, 2014, 11:49:47 am »

If you never want them, that's easy:

Set: "Number of Secret Types" to None.

smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #276 on: November 10, 2014, 01:24:08 pm »

oh thank you so much, that helps a ton!
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Deeps

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #277 on: November 11, 2014, 04:47:22 am »

Is a flat (magma surface close to ground level) volcano on an ocean coast impossible? My attempts in world painter seem to generate mountain ranges around the volcano that push the coast well into the next world tile.
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Omeganaut

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #278 on: November 11, 2014, 08:26:26 am »

Is your erosion set high?  That would be my best suggestion.  Otherwise you will just have to be lucky.
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StagnantSoul

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #279 on: November 11, 2014, 01:18:01 pm »

This is going to sound super newby... But how do I lower the amount of lakes the map wants? I always get down to 2-5 lakes, then get rejected.
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Omeganaut

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #280 on: November 11, 2014, 01:45:00 pm »

If your messing in the advanced parameters, you need to find the options that are minimums.  These sections don't change the generation, just add criteria to reject a world.  So you probably want to make those zero.  It might also be the number of edge-oceans, which is the same deal.
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vjek

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #281 on: November 11, 2014, 03:14:32 pm »

This is going to sound super newby... But how do I lower the amount of lakes the map wants? I always get down to 2-5 lakes, then get rejected.
Map Rejections can be enabled to a log file in your DF directory, via a setting in one of the /data/init/ files, so you know for sure what's causing the rejection(s).

Max™

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #282 on: November 11, 2014, 03:46:20 pm »

WE'RE NOT ALL MAP WIZARDS VJEK, THIS DOESN'T ALWAYS HELP...

Sorry, just seemed like it would be funnier to capslockcruisecontrolforcool it.
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vjek

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #283 on: November 11, 2014, 06:39:12 pm »

True, some of the error message are tricky to remove, but at least with some error messages, you can figure out a path forward.  :D

Max™

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #284 on: November 12, 2014, 01:53:37 am »

Remember you're talking to someone who spent almost an hour trying to figure out why the worlds which he subconsciously knew were gonna have boring elevation and biomes... kept having boring elevation and biomes because he forgot to let the game randomize the stuff he didn't want to paint in.
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