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Author Topic: DF2014 (v0.40.24) Worldgen Cookbook Thread!  (Read 159749 times)

Max™

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #405 on: March 25, 2015, 12:14:38 pm »

Remove a bracket from [NO_EAT] and [NO_DRINK] in creature_standard.txt for goblins, remove a bracket from [USE_EVIL_ANIMALS] and [TOLERATES_SITE:DARK_FORTRESS] in entity_default for goblins, that should give significantly lower populations.
« Last Edit: March 25, 2015, 12:22:11 pm by Max™ »
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Hinaichigo

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #406 on: March 29, 2015, 01:56:18 pm »

Thanks but personally I don't like to mod too much.  I play with worldgen a lot these days, possibly more than fortress mode itself.  I'm more interested in learning how to decrease it by parameters alone. 
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vjek

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #407 on: March 29, 2015, 08:19:06 pm »

Thanks but personally I don't like to mod too much.  I play with worldgen a lot these days, possibly more than fortress mode itself.  I'm more interested in learning how to decrease it by parameters alone.
IIRC, goblins won't start on a good biome, so you could always crank those up.  Of course, that'll potentially just lead to a lot of elves, but still. :)

Max™

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #408 on: March 30, 2015, 12:43:02 pm »

Well, that's part of the problem, gobs have things which are tuned to produce ridiculous populations currently, there aren't any simple bugfixes that I know of, but I've been pleased with the results of those changes as it gives high end populations of 300~1500 for a fortress rather than 3000 to 15000 which is just a nightmare in adventurer mode and I don't think it will change too much if the site attacking you has 300 rather than 3000 as they still won't really send more than 100 very often.
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Max™

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #409 on: April 02, 2015, 02:01:59 am »

I love those settings I posted earlier, the 17x17 has to be watched because the history happens so fast, but look at this stuff:
Code: [Select]
Layer materials:
                FIRE_CLAY :      2304 Z: 145
          SILTY_CLAY_LOAM :      6912 Z: 144..145
                    SHALE :      6066 Z: 142..144
                 DOLOMITE :     15864 Z: 140..144
                   GNEISS :      6248 Z: 138..141
                QUARTZITE :     23430 Z: 135..140
                  DIORITE :     21576 Z: 125..137
                 PHYLLITE :     22091 Z: 126..132
                   GABBRO :      9349 Z: 125..131
>>> TOTAL = 113840

Ores:
                 HEMATITE :      2880 Z: 140..144
             TETRAHEDRITE :      1680 Z: 132..135
          NATIVE_PLATINUM :        36 Z: 140..144
              CASSITERITE :         9 Z: 142..144
>>> TOTAL = 4605


Other vein stone:
                     MICA :     10500 Z: 135..140
               MICROCLINE :      5603 Z: 125..144
               ORTHOCLASE :      4900 Z: 132..135
                     TALC :      3864 Z: 140..144
                COBALTITE :      2618 Z: 126..132
                      JET :      2364 Z: 140..144
                  LIGNITE :       720 Z: 142..144
               PYROLUSITE :        98 Z: 126..137
           PETRIFIED_WOOD :        48 Z: 140..144
               HORNBLENDE :        24 Z: 138..141
                 ILMENITE :        10 Z: 126..131
                SALTPETER :         6 Z: 142..144

Code: [Select]
Civilized World Population

        1324 Dwarves
        243 Humans
        241 Elves
        580 Goblins



What a lovely place to live, nice prospect results... only a quarter of the embark is haunted... and what wonderful neighbors!
Spoiler (click to show/hide)

>.>
Code: [Select]
[WORLD_GEN]
        [TITLE:SMALLPACKED]
        [SEED:w4GKqeowMqwuiqEEioyK]
        [HISTORY_SEED:uiUqEwi4cYGOSMY8q8qe]
        [NAME_SEED:kYOyu8yOmSUCwoogaMWy]
        [CREATURE_SEED:kcCyQWs6AEWkYQUEOyOw]
        [DIM:17:17]
        [EMBARK_POINTS:1324]
        [END_YEAR:175]
        [BEAST_END_YEAR:150:15]
        [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:10]
        [SEMIMEGABEAST_CAP:5]
        [TITAN_NUMBER:3]
        [TITAN_ATTACK_TRIGGER:80:0:100000]
        [DEMON_NUMBER:5]
        [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:1:2:4]
        [EVIL_SQ_COUNTS:1:2:4]
        [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:16:0:0]
        [EROSION_CYCLE_COUNT:150]
        [RIVER_MINS:0:0]
        [PERIODICALLY_ERODE_EXTREMES:1]
        [OROGRAPHIC_PRECIPITATION:1]
        [SUBREGION_MAX:2500]
        [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:550]
        [PLAYABLE_CIVILIZATION_REQUIRED:0]
        [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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Artinnio

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #410 on: April 09, 2015, 07:18:24 pm »

Hey everyone, has anyone found a Good biomed embark in a landform like a Gulch, gully, canyon, valley... etc with warm or temperate temperature? Any help will be great
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Ganegrei

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #411 on: April 11, 2015, 03:34:46 pm »

Was just starting a new embark when the game genned up the random fortress name, "Tower of Omens."  Aside from being an awesome name, it's an awesome Thundercats reference.

What I am looking for now is an embark site appropriate for that fortress name.

The site should be centered around a natural stone spire, with flat ground surrounding it.  Thinking a 3x3 zone.  Small world preferred for performance purposes.

The plan is to carve the spire into a tower worthy of the name.  I will build artificial structures on the top and sides as necessary.

To summarize, in order of importance:

Natural stone spire, maybe 30x30 at its widest point, surrounded by flatter ground.
A 3x3ish embark in a smallish world.
Trees, minerals, standard neighbors.
Gold.  I plan on gilding the entire exterior of the tower.
Sand.  What is not gold will be glass.
No nearby necromancer tower.
No vampires.

Thanks much in advance!
« Last Edit: April 11, 2015, 03:37:08 pm by Ganegrei »
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bshore

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #412 on: April 23, 2015, 08:10:23 am »

I'd like to make a request if I can.  I basically just want a world with lots of good stuff to get me back into the game after an absence.  I would like:

all races
easily accessible magma
sand and clay
iron or bronze for sure, steel would be nice but not a requirement
moderate trees and shrubbery
brook/stream/river preferred, but cavern water ok (i mod out aquifers)
I don't want a high level of evil/good, just a nice natural wild site.

The perfect topography would have steep mountains on one end with a river valley below.  I like carving into the side of mountains.

Thanks so much woldgen peoples!
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blue emu

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #413 on: April 23, 2015, 01:09:48 pm »

Great job you people are doing.

Here's my first request in the thread:

Current game version (40.24), no mods except tile-set.
small or pocket world (for FPS purposes)
moderately short history
moderately flat 2x2 embark (2x3 maximum)
at least two surface biomes
shallow map OR a volcano (either one gives quick Magma access)
lots of ores and gems, steel and glass industry needed, clay optional
partial aquifer, easily bypassed
contact with Dwarves, Goblins, Humans, Elves. Kobolds and Necromancers optional.
no evil weather (husks!).
low savagery / low evil are OK but not mandatory.

Thanks in advance.
« Last Edit: April 23, 2015, 01:18:47 pm by blue emu »
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Ganegrei

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #414 on: April 23, 2015, 04:42:07 pm »

Great job you people are doing.

Here's my first request in the thread:

Current game version (40.24), no mods except tile-set.
small or pocket world (for FPS purposes)
moderately short history
moderately flat 2x2 embark (2x3 maximum)
at least two surface biomes
shallow map OR a volcano (either one gives quick Magma access)
lots of ores and gems, steel and glass industry needed, clay optional
partial aquifer, easily bypassed
contact with Dwarves, Goblins, Humans, Elves. Kobolds and Necromancers optional.
no evil weather (husks!).
low savagery / low evil are OK but not mandatory.

Thanks in advance.

This one from this very thread looks like what you want.

http://www.bay12forums.com/smf/index.php?topic=140180.msg5689920#msg5689920
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Dushan

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #415 on: May 01, 2015, 08:44:39 am »

All I want to do is play with a major river, I cant seem to randomly make one.  How can I get my game to make a lot more major rivers.
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MehMuffin

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #416 on: May 02, 2015, 04:31:24 pm »

Try messing around with drainage and rainfall values. I'm not totally certain how they interact, but increasing both shouldn't hurt. And try increasing the minimum river sources.
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2xMachina

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #417 on: May 03, 2015, 04:07:17 am »

Anyone can teach me how to make patchwork worlds?

In a 4x4, I would like Evil next to Good regions, Mountain (volcano if possible) next to flatland forests (sedimentary layer).
Basically, sand, clay, flux & metals.
Bonus points for river/brook without the whole place being aquifers.

Prefer somewhat of a sheer cliff (say 3~5 z high) that I can use to make my entrace.
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MehMuffin

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #418 on: May 03, 2015, 11:46:11 am »

Machina, this looks like it's what you're looking for, minus the sedimentary and such, I don't know what's there other than evil and good in the same little space with a volcano.

Immortal-D also posted a parameter set for creating mixed good/evil worlds a bit ago that you might have luck with if you tinker a bit.

So, after many (many many) a try, I've finally created a world with a major river and volcano in the same reasonably sized embark.

Spoiler: Massive image (click to show/hide)
Spoiler: params (click to show/hide)

There's marble, hematite, and massive amounts of native gold and copper to play with. Should be interesting.

EDIT: Oh, also sun berries!
« Last Edit: May 03, 2015, 12:03:08 pm by MehMuffin »
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2xMachina

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #419 on: May 03, 2015, 01:22:52 pm »

Wow, that looks good.

Thanks, I can't wait to try it.

Any hints which part it is in though? Can't see the X.
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