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Author Topic: DF2014 (v0.40.24) Worldgen Cookbook Thread!  (Read 159746 times)

vjek

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #390 on: February 01, 2015, 02:45:43 pm »

Kobolds need caves (big caves).
Elves need neutral or good forests, iirc, and humans need neutral river/grassland.

Also, they may be spawning, but instantly wiped out, depending on a variety of factors.  Just saying, depends on legends/world history, which you may or may not be looking at, rather than just what shows up on the embarkation screen.

ptb_ptb

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Terrifying+Volcano+Joyous Wild
« Reply #391 on: February 02, 2015, 05:54:14 am »

I came across an interesting 3x1 (horizontal) embark location in this 65x65 worldgen. It's not hard to find - there are only two volcanoes. It has a terrifying biome on the west, volcano in the middle, joyous wild on the East. The East has an aquifer - which you will probably be grateful for as it is a hot with no other water source near the surface.

There is adamantine down below, but I don't know about other metals.

Spoiler (click to show/hide)
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fartron

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #392 on: February 07, 2015, 01:56:06 pm »

I'm looking for an embark that mimics the old 2D locations and can be (mostly) played on one z-level. A woodland biome on the left with a river running parallel to the cliff of the mountain biome to the right. If the cavern and magma can be brought up to the same level somewhere to the right, that would be ideal, but I don't know if that's realistic or how many biomes it would take. I haven't played with their settings in gen much.
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Angle

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #393 on: February 15, 2015, 03:59:56 pm »

PTW
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The Temple of the Elements: Quirky Dungeon Crawler

WordsandChaos

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #394 on: February 17, 2015, 02:21:55 am »

Does anybody know a good way of generating islands that aren't so squarish? A lot of my genned worlds seem to hit the boundaries of the map and then stop on a roughly straight edge because they have to leave a tile of water between the land and the edge. The result is some fairly blocky maps, particularly noticeable at the corners, which I'd prefer to avoid. 

Any idea what can help to alleviate this?
This is the setup I have for a Pocket Island.  Note it is geared towards low-end Evil, which you can adjust with 'SQ_COUNT' and 'SAVAGERY' variance;

Spoiler (click to show/hide)


Yeah not having much trouble with pocket regions in this respect, but I usually play on large maps. I wonder if this is just a quirk of map size..

Evrett33

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #395 on: February 17, 2015, 09:18:24 pm »

Hello. I'm trying to create a medium quasi realistic world with plenty of temperate broadleaf forests next to deserts or badlands. I've really tried to understand the variences and meshes and whatnot and I dont think I'm getting anywhere. I'll post what I have so far. Any help would be great.


   [TITLE:Joem3]
   [DIM:129:129]
   [EMBARK_POINTS:1504]
   [END_YEAR:190]
   [BEAST_END_YEAR:150:70]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:0]
   [ELEVATION:1:400:1600:1600]
   [RAINFALL:69:100:600:900]
   [TEMPERATURE:10:75:1600:1600]
   [DRAINAGE:75:100:300:300]
   [VOLCANISM:0:100:200:200]
   [SAVAGERY:20:100:800:800]
   [ELEVATION_FREQUENCY:4:2:3:1:1:2]
   [RAIN_FREQUENCY::1:1:1:1:4]
   [DRAINAGE_FREQUENCY:1:1:1:1:1:1]
   [TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
   [SAVAGERY_FREQUENCY:5:1:2:3:4:9]
   [VOLCANISM_FREQUENCY:1:1:1:1:1:1]
   [POLE:NONE]
   [MINERAL_SCARCITY:500]
   [MEGABEAST_CAP:22]
   [SEMIMEGABEAST_CAP:45]
   [TITAN_NUMBER:15]
   [TITAN_ATTACK_TRIGGER:80:0:100000]
   [DEMON_NUMBER:28]
   [NIGHT_TROLL_NUMBER:21]
   [BOGEYMAN_NUMBER:21]
   [VAMPIRE_NUMBER:14]
   [WEREBEAST_NUMBER:21]
   [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:12:69:0]
   [EVIL_SQ_COUNTS:6:25:0]
   [PEAK_NUMBER_MIN:6]
   [PARTIAL_OCEAN_EDGE_MIN:0]
   [COMPLETE_OCEAN_EDGE_MIN:4]
   [VOLCANO_MIN:1]
   [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:300]
   [RIVER_MINS:5:5]
   [PERIODICALLY_ERODE_EXTREMES:1]
   [OROGRAPHIC_PRECIPITATION:1]
   [SUBREGION_MAX:3750]
   [CAVERN_LAYER_COUNT:3]
   [CAVERN_LAYER_OPENNESS_MIN:75]
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:25]
   [CAVERN_LAYER_WATER_MIN:15]
   [CAVERN_LAYER_WATER_MAX:33]
   [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:40]
   [NON_MOUNTAIN_CAVE_MIN:75]
   [ALL_CAVES_VISIBLE:1]
   [SHOW_EMBARK_TUNNEL:2]
   [TOTAL_CIV_NUMBER:20]
   [TOTAL_CIV_POPULATION:15000]
   [SITE_CAP:780]
   [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]

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DanielTDS

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #396 on: February 18, 2015, 12:37:11 am »

I'm in for the "The Wall challenge". For those who doesn't know, this is a challenge found by the wiki where on embarks between a haunted glacier to the north and a cold forest to the south and your main goal is to build up a wall that separates those two biomes, keeping the dead side from the living one. Anyway, I tried to generate a lot of worlds to get that specific embark but I could not be able. Has someone did this in the past?

OBS: This embark may have any other characteristics. This doesn't matter to me, I just want the two biomes mentioned before.
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wickys

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #397 on: February 23, 2015, 02:20:46 pm »

Looking for an embark with:

Sand

Clay

Deep and shallow metals , preferably lots of magnetite / platinum / gold and other expensive metals

flux

Lots of gems

No aquifer

Don't care about rivers


Like an ultimate embark that has everything.
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KingKaol

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #398 on: February 28, 2015, 09:06:51 pm »

I'm in for the "The Wall challenge". For those who doesn't know, this is a challenge found by the wiki where on embarks between a haunted glacier to the north and a cold forest to the south and your main goal is to build up a wall that separates those two biomes, keeping the dead side from the living one. Anyway, I tried to generate a lot of worlds to get that specific embark but I could not be able. Has someone did this in the past?

OBS: This embark may have any other characteristics. This doesn't matter to me, I just want the two biomes mentioned before.

I'm generating one right now:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Edit: O I actually came here to ask:

Do large glaciers tend to go 'haunted' more often than not? Looking at about 50 different worldgens and only 3 of them had large (100+ squares) glaciers, all 3 of them were haunted.
« Last Edit: February 28, 2015, 09:29:43 pm by KingKaol »
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SMASH!

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #399 on: March 22, 2015, 10:13:34 am »

That isn't necro, isn't it? I want to create sort of tropical island (by island I mean small 65x65 world without poles). How do I make more tropical regions? I think is is affected by temperature and rains.
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KingKaol

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #400 on: March 22, 2015, 05:28:15 pm »

That isn't necro, isn't it?

Not sure, what do you mean?

That isn't necro, isn't it?
I want to create sort of tropical island (by island I mean small 65x65 world without poles). How do I make more tropical regions? I think is is affected by temperature and rains.

If by tropical you mean hot but not desert, it's basically any high temperature region (maybe 66+?) with rainfall above 10.
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mlwestman

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #401 on: March 22, 2015, 06:12:48 pm »

Looking for an embark with:

Sand

Clay

Deep and shallow metals , preferably lots of magnetite / platinum / gold and other expensive metals

flux

Lots of gems

No aquifer

Don't care about rivers


Like an ultimate embark that has everything.

Not sure if it has both sand and clay, but I found a site in a large world that gives a river or brook, trees, lots of metals (iron, gold, platinum, and aluminum all either exposed or easily accessible, plus lots of our her goodies), coal, and a volcano. You'd have to be able to run a 5x5 or maybe 6x5 to get running water, soil, and lava into the same embark, though. If you're interested, I can post the seed when I next get to my laptop.
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Zuglarkun

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #402 on: March 25, 2015, 02:33:18 am »

Just generated a pretty interesting map feature, that I think might be of particular interest for some folks, so just posting to share.

Basically its just two islands formed naturally from the twisting intersections of two rivers leading to a lake. Makes for pretty good natural defenses if you incorporate it by building your base entrance on the islands.

Details and screenshots below:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

3x3 map in small (65x65) world
access to goblins, elves and humans
36 out of 40 megabeasts still active in world
150 years world gen
3 cavern layers
Around 25 z-levels between 1st cavern and surface

Where to find it?
Cerulean swamp (lake tile) (middle, west portion of map, below the misty steppe, next to the lakes of culmination)

Biomes:
tropical freshwater marsh (joyous wilds)
tropical freshwater marsh (mirthful)
tropical freshwater lake (untamed wilds)

Prospect reveals:

sand
tetrahedrite 38223
magnetite 24500 (just below surface)
native gold 4200
galena 3145
native silver 907
malachite 240
dolomite 46270 (just below surface)
marble 100286
microcline
orthoclase
cobaltite
gabbro
quartzite

Notes about map:
The murky pools are dry, probably because of the scorching weather. The river will drain (!!) towards the bottom left corner of the map, and eventually empty the natural river moats. However, if you dam up the bottom left corner of the river, the lake will fill up the water eventually. Tried and tested. Also, Hippos and plenty of fish. Have FUN!

LINK HERE: http://dffd.bay12games.com/file.php?id=10704
« Last Edit: March 25, 2015, 02:43:17 am by Zuglarkun »
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Max™

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #403 on: March 25, 2015, 09:34:16 am »

Figured I'd go ahead and post this here since I've had a lot of fun with the 65x65 and 17x17 iterations (just adjust the megabeast/semimegabeast/titan numbers and change the dimensions and you should get fun results) but it was mostly made for adventurer fun, and I should note that the parameters gave the results I was after with tweaks the goblin entity/creature raws to remove the no_eat/drink and the use_evil_animals plus tolerates_site:dark_fortress to keep them from having ten thousand passive trolls plus eight thousand gobs packed into a single fort, so they might take over the world more often with the settings here, as it is they do it something like one in ten worlds:
Code: [Select]
[WORLD_GEN]
[TITLE:PACKED]
[DIM:33:33]
[EMBARK_POINTS:1324]
[END_YEAR:200]
[BEAST_END_YEAR:175:15]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:150:400:3200:3200]
[RAINFALL:10:85:101:101]
[TEMPERATURE:40:80:101:101]
[DRAINAGE:40:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[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:500]
[MEGABEAST_CAP:20]
[SEMIMEGABEAST_CAP:10]
[TITAN_NUMBER:10]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:10]
[NIGHT_TROLL_NUMBER:0]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:5]
[WEREBEAST_NUMBER:5]
[SECRET_NUMBER:5]
[REGIONAL_INTERACTION_NUMBER:5]
[DISTURBANCE_INTERACTION_NUMBER:5]
[EVIL_CLOUD_NUMBER:5]
[EVIL_RAIN_NUMBER:5]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:3:32:63]
[EVIL_SQ_COUNTS:3:32:63]
[PEAK_NUMBER_MIN:1]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[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:256:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:1]
[CAVERN_LAYER_OPENNESS_MIN:95]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]
[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:1]
[CAVE_MAX_SIZE:5]
[MOUNTAIN_CAVE_MIN:0]
[NON_MOUNTAIN_CAVE_MIN:3]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:20]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:350]
[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]
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Hinaichigo

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #404 on: March 25, 2015, 11:24:38 am »

In my worlds I just get a huge excess of goblins and like double-digit dwarves, extinct elves, etc. after 1024 years.  Or, in larger world with many civs I'll have like 300,000+ goblins and like 20,000 dwarves.  Any way to reduce the number of goblins so other races can have some breathing room?
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