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Author Topic: DF2014 (v0.40.24) Worldgen Cookbook Thread!  (Read 161196 times)

vjek

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #75 on: August 02, 2014, 09:01:46 pm »

Had a question that I can't find an answer to (searched around for a while now) and maybe someone has already done some !!SCIENCE!! around it..

I'm trying to determine what causes more (rather than less) underground regions to be formed.  Is it a set value based on map size, or can it be influenced, modified, or adjusted?

Personally I've tried changing the number and type/style/water of caverns, rain/drain/volc/elev/temp/savagery, erosion, and Z-Levels Above Layer 1-5, and none of these appears to affect how many underground regions are formed.
So, before I invest a whole bunch of needless time & effort, has anyone figured out how to create more or fewer underground regions?

The underground regions I'm referring to are what you see in Legends mode as "Underground Regions".  I'm interested to know how this mechanic works because during worldgen, one Forgotten Beast is placed into each Underground Region.  If there are more regions, there are more beasts, and of course, more FUN! :)

Torrenal

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #76 on: August 02, 2014, 11:58:57 pm »

Any tips for getting extra volcanos, with a minimum of other changes from the base worldgen configs?

//Torrenal
Twiddling thumbs while rejects pass 4000...
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Fluoman

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #77 on: August 03, 2014, 01:29:16 am »

Increase number of volcanoes, set volcanism variance to max, use [VOLCANISM_FREQUENCY:?:?:?:?:?:?] with something like 10 for the lowest, and 1 for the highest and the largest in "X by X" size of mesh. Set the amount of hills/forests etc tiles to 0 to avoid a lot of rejections.
This should give you pretty evenly spaced volcanoes. With some luck, due to the increase variance, you can get volcanoes in sedimentary layers for instant steel.

Edit: if anyone manages to get a flat volcano in a yellow sand desert (preferably just as flat), I'm looking for such an embark.
« Last Edit: August 03, 2014, 01:52:39 am by Fluoman »
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LMeire

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #78 on: August 03, 2014, 02:28:08 am »

http://dffd.wimbli.com/file.php?id=9253

I don't know exactly what caused this since DF's internal workings may as well be in ancient Assyrian for all that I can read them, but I found a weird river that just shouldn't work at all:
Spoiler (click to show/hide)
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Fluoman

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #79 on: August 03, 2014, 04:48:28 am »

Edit: if anyone manages to get a flat volcano in a yellow sand desert (preferably just as flat), I'm looking for such an embark.
Answering my own request with this:
Spoiler (click to show/hide)
Mostly flat embark with yellow sand, magma surface at z-level -2 from the main surface. Max height is +2.
However the world is probably too large because the game is reaaally slow. Going to downgrade it to 67*67, probably.
Hope there will be FPS improvements in the future.
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"hey, look, my left hand! It's only bones now, gosh, has it been that long since that cave dragon bit it off?"

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ptb_ptb

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #80 on: August 03, 2014, 06:02:53 am »

I used PerfectWorldDF to set the elevations, then exported to worldgen.txt file. I now want to edit it with the DF World Painter, but I've got a problem. I can't see the bottom of the map.

I can get it to show the top left, top right and middle, by using right-mouse button clicks, but not the bottom.

Any ideas?

Code: [Select]
[WORLD_GEN]
[TITLE:PERFECTWORLDTEST]
[DIM:65:65]
[EMBARK_POINTS:1324]
[END_YEAR:300]
[BEAST_END_YEAR:100:85]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:800:800]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:3:2:0:1:0:1]
[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:5000]
[MEGABEAST_CAP:4]
[SEMIMEGABEAST_CAP:9]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_TROLL_NUMBER:11]
[BOGEYMAN_NUMBER:11]
[VAMPIRE_NUMBER:11]
[WEREBEAST_NUMBER:11]
[SECRET_NUMBER:22]
[REGIONAL_INTERACTION_NUMBER:22]
[DISTURBANCE_INTERACTION_NUMBER:22]
[EVIL_CLOUD_NUMBER:11]
[EVIL_RAIN_NUMBER:11]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:1:16:0]
[EVIL_SQ_COUNTS:1:16:0]
[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:50]
[RIVER_MINS:5:5]
[PERIODICALLY_ERODE_EXTREMES:0]
[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:1]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:5]
[LEVELS_ABOVE_LAYER_3:5]
[LEVELS_ABOVE_LAYER_4:5]
[LEVELS_ABOVE_LAYER_5:5]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:4]
[NON_MOUNTAIN_CAVE_MIN:6]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[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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vjek

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #81 on: August 03, 2014, 10:07:04 am »

From my first draft tutorial on using the painter interface..
...

Right click pans the working area - however, it's reversed.  If you right click at the bottom, it will pan up.  If you right click at the top, it will pan down.  Right clicking closer to an edge will make the pan jump farther.  If you right click closer to the center, it will pan in very small increments. 0x0 is the upper left, 32x32 (in this sized map) is the lower right.

...

You haven't done the whole map!  You think you have, but you haven't.  You need to pan the map down to see the rest.  Do this by right clicking in the upper half of the painting area.  You'll see there's some unpainted elevation down south there.  paint all that.  Ensure you're at the bottom by left clicking on the bottom right, and noting it is 32x32.  Now pan back up by right clicking in the bottom half of the painting area until the upper left corner is 0x0.
 ...
Personally, I suspect the current painter panning method is a bug, and it should just center on right click, but.. only the Toad knows for sure!  :D

vjek

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #82 on: August 03, 2014, 11:11:06 am »

... if anyone manages to get a flat volcano in a yellow sand desert (preferably just as flat), I'm looking for such an embark.
Here's one, with a few caveats.
100% flat embark. Flat surface volcano. Yellow sand.
However, despite showing an aquifer on the embark finder, I couldn't find it easily.  Also, there's no water in the caverns, so.. unless you can find that aquifer, water might be a problem. 
If this is a deal breaker, trying removing the seeds, increasing the rain min/max to 9/9, drainage to 32/32, and regenerating.  It'll take a few to find a yellow world with a surviving dwarven civ, but you can do it. :)

userpay

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #83 on: August 03, 2014, 11:29:37 am »

http://dffd.wimbli.com/file.php?id=9253

I don't know exactly what caused this since DF's internal workings may as well be in ancient Assyrian for all that I can read them, but I found a weird river that just shouldn't work at all:
Spoiler (click to show/hide)

Want to play on this so bad but no clue where the embark is...
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Torrenal

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #84 on: August 03, 2014, 02:26:33 pm »

This gets me 2 usable volcanos - with metals and flux,  after 1050 rejects.  Now the catch is finding a seed for some proper neighbors.
With the given seeds, I get no goblins in range of either volcano
One volcano is in temperate conifer forest (Shallow Clay, Very Deep Soil, Shallow Metal, and a second biome of Very Deep Soil, Aquifer, Shallow Metal, Deep Metals, Flux stone layer )
, the other in temperate shrubland (Shallow Clay, Deep soil, Aquifer, Shallow Metals, Deep Metals, Flux Stone Layer)

Small world, so the rejects go fast.

Spoiler (click to show/hide)
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LMeire

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #85 on: August 03, 2014, 03:25:04 pm »

http://dffd.wimbli.com/file.php?id=9253

I don't know exactly what caused this since DF's internal workings may as well be in ancient Assyrian for all that I can read them, but I found a weird river that just shouldn't work at all:
Spoiler (click to show/hide)

Want to play on this so bad but no clue where the embark is...

It should be the second fort on the Reclaim list, does that help? If not there's also this:

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"☼Perfection☼ in the job puts pleasure in the work." - Uristotle

Fluoman

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #86 on: August 04, 2014, 12:49:59 am »

... if anyone manages to get a flat volcano in a yellow sand desert (preferably just as flat), I'm looking for such an embark.
Here's one, with a few caveats.
Thank you.
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Reknot

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Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
« Reply #87 on: August 12, 2014, 03:54:05 pm »

I've got a pocket world here with only a single surviving dwarf, who just so happens to be a necromancer, amongst ~10600 goblins and kobolds (combined population). I can indeed embark in dwarf mode, and just about the only place the necromancer cant reach is the terrifying tundra in the far north. I think it may be fun for anyone looking for some Fun, so I felt like posting it.

I generated the world with some trivial changes to creature raws. Nothing that should affect the history, I don't think.
The world is also 527 years old, but generation and saving it took a trivial amount of time on a shitty public library computer with my thumbdrive.

map and info:

Spoiler: map (click to show/hide)

Spoiler: Population Info (click to show/hide)

Spoiler: Gen Parameters (click to show/hide)

Damn that looked fun, borked in 40.08 though... I don't know, it doesn't get overrun by the necromancer he is stuck up at the ice for me.

Would love to do a Survivor - Owh holy crap - playtrough on a map like this...

Looked great though.

Found any other interesting Pocket size worlds?
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Gojira1000

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #88 on: August 12, 2014, 04:12:35 pm »

Any tips for getting extra volcanos, with a minimum of other changes from the base worldgen configs?

//Torrenal
Twiddling thumbs while rejects pass 4000...
Set the top end of volcanism incidence mesh to 7000 or so, minimum volcanoes to like 100 and press zoom
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Agdune

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #89 on: August 13, 2014, 01:36:03 am »

Heyo, another world gen newbie here (Never really played with it all that much tbh). I'm just looking for tips on making a short-history, dwarf-extinct world, as close as possible to the standard gen settings; medium to small world. What are the least invasive measures I can take to get a world-gen biased towards those conditions? Obviously, low civ count (5, maybe 6 civs) will be mandatory, high megabeast and semi-megabeast pops will be useful, and high savagery probably won't hurt... what else can anyone else suggest? In an ideal world, keeping hostile races alive will be a big plus, but I have no idea how to help Goblins and Kobolds prosper...

(I feel so lazy, normally I'd spend a day or three trying to figure it out myself instead of asking :p )
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