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Author Topic: DF2014 (v0.40.24) Worldgen Cookbook Thread!  (Read 161170 times)

vjek

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DF2014 (v0.40.24) Worldgen Cookbook Thread!
« on: July 09, 2014, 10:08:21 am »

From the previous version thread: (thanks to Nameless Archon)

---
Here's what I want from this thread:
Post your interesting worldgen parameter sets, along with a description of the 'ideal' embark you've found. Pictures of sites or directions to them (so others can find them) are especially nice, but at the very least, try to provide others with the parameters for your new Dwarven Paradise, roughly where your embark was and what you got out of it (features, resources). One man's Paradise is another man's Hidden Fun Stuff, so try to point out if you found any obvious problems (no underground plants, no iron known to playable civ, etc).

Got an embark situation you'd like to see? Ask for it, and perhaps a world that someone else has discarded would work better for you! Found an interesting embark with some unusual feature (Adamantine space elevators, tiny island off shore in the ocean, chasms open from surface to caverns)? Post it, and let others have some fun with what you've discovered!
---

I'll add to that the following..

A screenshot showing the embark location is ideal, if you are posting with a specific embark in mind, rather than just the entire world.
Please use spoiler and code tags where appropriate, to keep your posts a reasonable size.



Here's my first DF2014 worldgen & embark.  It's a steel friendly embark with an aquifer for a secure water supply. 
It contains magnetite and marble in the first 10 layers, three caverns, and saguaro trees in a rocky wasteland / sand desert.
As expected, it has sand, and magma is reasonably easy to reach.  If you stay within the desert/sand biome, you can avoid the aquifer, for the most part.

Spoiler: Gobbos! (click to show/hide)
« Last Edit: June 14, 2016, 12:42:28 am by vjek »
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Legionaries

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Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
« Reply #1 on: July 09, 2014, 07:04:50 pm »

Sweet!  Thank you for starting the thread for the new version.  I'll have to try out this first world.

I wanted to mention that a while back I asked a question in the previous thread about finding worlds where you started at war with the elves.  While I never found the answer on how to gen that, I found a better answer after I discovered that war with the elves gets annoying because elves are weak and they don't provide things that you can melt down into better equipment.

My solution - I started taking seeds from larger worlds, removed the history and creature seeds, and then genned the world with the fortress defense mod enabled.  This lets you gen a world with up to 18 additional hostile races willing to destroy you. Some are trap avoid and other are not.  It's very easy to add in - I hope it gets updated for the new version quickly.

Anyway, when people ask for extra extra extra goblins and a double helping of war - that's a good suggestion.  You do need a larger world to support all the races who want you dead, but it brings a steady supply of sieges directly to your house.


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guessingo

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Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
« Reply #2 on: July 09, 2014, 07:13:53 pm »

what is world activation? how is this different from the previous way worlds were generated?
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Sergarr

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Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
« Reply #3 on: July 09, 2014, 07:21:16 pm »

what is world activation? how is this different from the previous way worlds were generated?
history now continues after world-gen

so while you play armies continue to march new settlements continue to sprowl and so on
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KingKaol

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Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
« Reply #4 on: July 09, 2014, 07:54:02 pm »

Any suggestion for how to make civilizations more dynamic for longer histories? Most of the expansion/action seems to happen in the first couple hundred years and most settlements tend to be tightly clumped.

Edit: I guess it's mostly the site cap that is being reached so quickly. I got things running pretty quickly right now, suppose I could slow it down a bit by adding more sites :)
« Last Edit: July 09, 2014, 07:59:08 pm by KingKaol »
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Lich180

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Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
« Reply #5 on: July 09, 2014, 08:26:06 pm »

Oh yeah, got me one of those crazy necromancer tower worlds. Played with the gen a bit, didn't see anything impressive yesterday, so I sheled the world. Came back to it today, opened up Dwarf Mode, and found this: (big image)

Spoiler (click to show/hide)

That's 52 or so necromancer towers, all up in the northern part of this scrap of land. There are also Pits in the north, and a goblin civ AT WAR with the only dwarven civ on the map.

World gen follows:

Spoiler (click to show/hide)
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palu

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Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
« Reply #6 on: July 09, 2014, 09:00:32 pm »

Necro island with only 97 elves & 11 kobolds:



Quote from: Civilized World Population
18929 Dwarves
6393 Humans
97 Elves
12466 Goblins
11 Kobolds

Total: 37896

Code: [Select]
Created in DF v0.40.01.

[WORLD_GEN]
[TITLE:CREATE WORLD NOW = 2534435]
[SEED:woYIcYAgY68IkSc8SyMG]
[HISTORY_SEED:giGa8YOOkQGGWikUou64]
[NAME_SEED:66aUYguiEQoOi6amKaeg]
[CREATURE_SEED:wecQoi6oK2U4mqk486Ow]
[DIM:33:33]
[EMBARK_POINTS:1324]
[END_YEAR:1050]
[BEAST_END_YEAR:1050:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:51:51]
[TEMPERATURE:25:75:51:51]
[DRAINAGE:0:100:51:51]
[VOLCANISM:0:100:51:51]
[SAVAGERY:0:100:51:51]
[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]
[MINERAL_SCARCITY:100]
[MEGABEAST_CAP:1]
[SEMIMEGABEAST_CAP:3]
[TITAN_NUMBER:1]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:20]
[NIGHT_TROLL_NUMBER:10]
[BOGEYMAN_NUMBER:10]
[VAMPIRE_NUMBER:10]
[WEREBEAST_NUMBER:10]
[SECRET_NUMBER:20]
[REGIONAL_INTERACTION_NUMBER:20]
[DISTURBANCE_INTERACTION_NUMBER:20]
[EVIL_CLOUD_NUMBER:10]
[EVIL_RAIN_NUMBER:10]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:1:0:0]
[EVIL_SQ_COUNTS:1:0:0]
[PEAK_NUMBER_MIN:1]
[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:250]
[RIVER_MINS:1:1]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[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:1]
[NON_MOUNTAIN_CAVE_MIN:1]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:5]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:102]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:36:72:36]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

Spoiler: Kobolds are here: (click to show/hide)
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gunpowdertea

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Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
« Reply #7 on: July 10, 2014, 02:58:59 am »

Oh yeah, got me one of those crazy necromancer tower worlds. Played with the gen a bit, didn't see anything impressive yesterday, so I sheled the world. Came back to it today, opened up Dwarf Mode, and found this: (big image)

Spoiler (click to show/hide)


Is it just me or does this look quite a bit like Italy? Roman Dwarves! Build the Collosseum and all the sights of the Eternal City! Also note that in Northern Italy there are many towers, I guess that's the Lega Nord ;)
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vjek

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Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
« Reply #8 on: July 10, 2014, 11:17:13 am »

I can confirm it's possible to get adamantine spires with only one cavern, in 40.01.

Personally, I wasn't able to do this, or didn't see it without a demon temple, in 34.11, so this is a nice new feature/change, imo.

For example: (in the world I just gen'd)
Embark level: 135.
Top of first and only cavern: 125.
Bottom of cavern: 121.
Magma sea/adamantine starts: 117.

Spoiler: worldgen (click to show/hide)

Boudazzler

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Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
« Reply #9 on: July 10, 2014, 11:38:07 am »

From the previous version thread: (thanks to Nameless Archon)

5: Nushratlani, "Keepersister", vault
   Owner: The Cloister of Bleaching, Guardians of Iklist
   25 Guardians of Iklist
   50 Poetry Workers
   1 Treachery's Beast

The idea of a poetry worker implies something being mass produced  in stone by jaded dwarven poets. Adding in the Treachery Beast, most likely wielding a whip, just completes the picture.
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Grey Goo

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Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
« Reply #10 on: July 10, 2014, 12:03:04 pm »

Wanted 65x33 island, zero rejections. Required features:

1) Flat rock or sand desert near road.

2) Small island with easy access to main island. I want to build bridge!

3) Volcano which is easy mine down to ground or valley which can be filled easily with magma.

3b) Iron, any iron ores with volcano or valley.

4) Flat and very very deep area near coast. Near enough so that building access isn't much fuss.

4b) Any copper ores and sand with those.

4c) Also good place for lighthouse.

5) Just enough to mountains allowing dwarves exist. Otherwise plains.

6) Elves, bonus if in wars with dwarves. Also goblins and humans wanted.

7) Optimal amount of minerals. Enough for use and yet not enough to have any leftovers.

History needs not be long. Just enough for roads. Like to start near dawn of time. Yes, these all must be in one world. Planning do megaproject...
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exdeathbr

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Re: DF2014 (v0.40.02+) Worldgen Cookbook Thread!
« Reply #11 on: July 11, 2014, 08:09:00 am »

For anyone that is curious, this is what happens when you average the values of all default parameters.
PS: 3.4 as some example is rounded to 3, 3.6 would be rounded to 4 and 3.5 is rounded to 4.
PS2: The other different ways of rounding non integer numbers (always rounding up, always round down, round down if .5) would problably generate way different world.

Anyway the world will complain about the lack of low elevation and lack of edge ocean. Skip the edge ocean as skiping the low elevation will not fix the "problem".

[WORLD_GEN]
        [TITLE:ALL MIX]
        [DIM:129:129]
        [EMBARK_POINTS:1324]
        [END_YEAR:1050]
        [BEAST_END_YEAR:136:80]
        [REVEAL_ALL_HISTORY:1]
        [CULL_HISTORICAL_FIGURES:0]
        [ELEVATION:1:400:636:636]
        [RAINFALL:0:100:156:156]
        [TEMPERATURE:25:75:156:156]
        [DRAINAGE:0:100:156:156]
        [VOLCANISM:0:100:156:156]
        [SAVAGERY:0:100:156:156]
        [ELEVATION_FREQUENCY:2:1:1:1:1:1]
        [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]
        [MINERAL_SCARCITY:2500]
        [MEGABEAST_CAP:20]
        [SEMIMEGABEAST_CAP:40]
        [TITAN_NUMBER:9]
        [TITAN_ATTACK_TRIGGER:80:0:100000]
        [DEMON_NUMBER:28]
        [NIGHT_TROLL_NUMBER:14]
        [BOGEYMAN_NUMBER:14]
        [VAMPIRE_NUMBER:14]
        [WEREBEAST_NUMBER:14]
        [SECRET_NUMBER:28]
        [REGIONAL_INTERACTION_NUMBER:28]
        [DISTURBANCE_INTERACTION_NUMBER:28]
        [EVIL_CLOUD_NUMBER:14]
        [EVIL_RAIN_NUMBER:18]
        [GENERATE_DIVINE_MATERIALS:1]
        [GOOD_SQ_COUNTS:17:165:263]
        [EVIL_SQ_COUNTS:17:165:263]
        [PEAK_NUMBER_MIN:9]
        [PARTIAL_OCEAN_EDGE_MIN:1]
        [COMPLETE_OCEAN_EDGE_MIN:2]
        [VOLCANO_MIN:3]
        [REGION_COUNTS:SWAMP:168:1:1]
        [REGION_COUNTS:DESERT:168:1:1]
        [REGION_COUNTS:FOREST:670:2:2]
        [REGION_COUNTS:MOUNTAINS:1341:1:1]
        [REGION_COUNTS:OCEAN:1341:1:1]
        [REGION_COUNTS:GLACIER:8:0:0]
        [REGION_COUNTS:TUNDRA:16:0:0]
        [REGION_COUNTS:GRASSLAND:1341:2:2]
        [REGION_COUNTS:HILLS:1341:2:2]
        [EROSION_CYCLE_COUNT:226]
        [RIVER_MINS:66:66]
        [PERIODICALLY_ERODE_EXTREMES:1]
        [OROGRAPHIC_PRECIPITATION:1]
        [SUBREGION_MAX:2825]
        [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:20]
        [NON_MOUNTAIN_CAVE_MIN:18]
        [ALL_CAVES_VISIBLE:0]
        [SHOW_EMBARK_TUNNEL:2]
        [TOTAL_CIV_NUMBER:21]
        [TOTAL_CIV_POPULATION:15000]
        [SITE_CAP:578]
        [PLAYABLE_CIVILIZATION_REQUIRED:1]
        [ELEVATION_RANGES:5224:2758:1379]
        [RAIN_RANGES:1314:2629:1314]
        [DRAINAGE_RANGES:1314:2629:1314]
        [SAVAGERY_RANGES:1314:2629:1314]
        [VOLCANISM_RANGES:1314:2629:1314]
« Last Edit: July 11, 2014, 08:14:31 am by exdeathbr »
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palu

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Re: DF2014 (v0.40.02+) Worldgen Cookbook Thread!
« Reply #12 on: July 11, 2014, 08:13:22 am »

Shouldn't this be in DF general discussion?
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ImagoDeo

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Re: DF2014 (v0.40.02+) Worldgen Cookbook Thread!
« Reply #13 on: July 11, 2014, 08:43:17 am »

Shouldn't this be in DF general discussion?

Technically, maybe. Most people don't really care as much what their world looks like for adventurer mode as for fortress mode.

Also, vjek: thanks so much for doing this! I've always had a huge measure of respect for you and all the wonderful work you've done on the last thread, and it's great to see you keep it up through the update. :)
« Last Edit: July 11, 2014, 08:45:44 am by ImagoDeo »
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What would it be like to live in a world that was copy/pasted? Would we even notice? If not, how many times have we switched celestial harddrives or whatever?

vjek

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Re: DF2014 (v0.40.02+) Worldgen Cookbook Thread!
« Reply #14 on: July 11, 2014, 09:27:32 am »

Glad to help, ImagoDeo.

Here's my first testing 40.02 embark, steel friendly, just a few trees, pocket world, lots of goblins.  One living dwarv civ.



This second 40.02 world features:
Pocket world with 100 years of history.
Sparse->Heavy forests, no were-creatures, no vampires, no savagery, no volcanos, no evil biomes.

Civilized World Population

   2872 Dwarves
   1309 Humans
   108 Elves
   2004 Goblins
   121 Kobolds

   Total: 6414


The highlighted embark features:
  • Hot, Tropical Savanna
  • less than 50 trees on embark level.  Enough, but not too many!
  • embark layer is 137 (completely flat embark)
  • dolomite, lignite & hematite (layers 133->130)
  • native gold (layers 127 & 124 at least, likely 129->123)
  • cavern 119->115 inclusive
  • aquifer: at least layer 134, extreme NW corner, visible by biome change on embark surface.  Trivial to use or ignore.
  • magma forges can go on 113/112
  • magma sea/HFS: 112->108
« Last Edit: July 11, 2014, 03:33:22 pm by vjek »
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