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Author Topic: DF2014 (v0.40.24) Worldgen Cookbook Thread!  (Read 159747 times)

MehMuffin

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #420 on: May 03, 2015, 02:03:05 pm »

Ah, shoot, must have screencapped when it was flashing. There are a few little yellow mountains by the major river in the top left, and the volcano in-between the good (yellow) mountains and the neutral (gray) mountains up there is the one where I'm embarked, IIRC. There's also a little freshwater lake on the tile below.
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asnys

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #421 on: May 03, 2015, 10:33:08 pm »

Does anyone have a site with diamonds and a volcano?   Don't need anything else.
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MehMuffin

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #422 on: May 09, 2015, 12:52:54 pm »

I don't know of any off the top of my head, and it's a pain to get something specific out of the prospector, but just try raising up the volcano count on a pretty small world and genning a few times until you find one with the right stuff. Gabbro is what gets you kimberlite which gets you diamonds so as long as there's a volcano you shouldn't have too much trouble finding them.

And on a slightly more crazy note, mess with the x-y variances at your own peril... I was getting a lot of mountains running around in my river-heavy map, so I boosted x-y variance for elevation to 3200 each, and created some, uh, interesting features:

Spoiler (click to show/hide)

That's a perfectly flat embark with a volcano. On the right, though (keep in mind this entire area is forest biome--no mountains at all according to embark, I assumed the cliffs were the volcano) there's a 100z tower of stone that splits into two towards the top. For, uh, no apparent reason. And then, if you go down a few z's... The magma sea is only about twenty levels below the embark. I can upload the save if anyone wants it.


Other interesting effects: Boosting the erosion cycle count generates very smooth, peaks->mountains->hills->forests->swamps->oceans style maps, mine look sorta like bits of continents. Well, I shouldn't say boosting, I just doubled it. And here's the first one I got after 23 rejections (Each rejection takes a while since it doesn't have a problem until fairly late in the gen cycle):

Spoiler (click to show/hide)
Ain't it purty? Evil ocean on one side, good ocean on the other, perfect "spinal" (and neutral!) mountain range in the middle.
« Last Edit: May 09, 2015, 01:50:54 pm by MehMuffin »
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KingKaol

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #423 on: May 09, 2015, 07:26:19 pm »

i spent a lot of time messing with x-y variance. they don't seem to work exactly as you'd expect. high x variance does, the whole map becomes more jagged, but they y-variance it is less noticeable. one use of the y-variance i noted is if you want high variance, but still want an entire-edge ocean (which is rather hard to generate with a high variance), set the y-variance to 0 or a low value. if you then set the elevation mesh to be somewhat coarse, it doesn't take too long to find a world with the low-elevation nodes along the edge of the map, and with a low y-variance, they will all be ocean (even if the x-variance is very high!)
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Max™

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #424 on: May 09, 2015, 08:52:37 pm »

I like the x 3200 y 1600 range myself for the crazy ass elevation maps.

Spoiler (click to show/hide)
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MehMuffin

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #425 on: May 10, 2015, 09:45:02 am »

The low ones also tend to generate some nice drainage basins and the like, all the rivers flowing in the same direction.
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Iceflame

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #426 on: May 19, 2015, 09:32:06 am »

I'd like to post a request too:

- World size: 257x257
- History of 500-750 years
- contact with Goblins, and at least Humans or Elves; Bonus Points for Necromancer
- High Cliff beneath an Ocean, temperate or arctic;
- embark size up to 5x5
- Resources don't really matter, but some reliable source of fuel - either coal, wood or a volcano beneath the surface - would be cool
- not on an evil biome
- Bonus points for untamed wilds
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Curious Key

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #427 on: May 19, 2015, 04:46:32 pm »

I have a question about generating worlds, what (in general) helps to get volcanos within a 3x3 of rivers? I see people managing it, and it would be awesome to have, but the closest I've ever seen a volcano to a river is 4 embark tiles away.

Does anyone have any best practices/tips for making this more likely to happen?  :)
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vjek

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #428 on: May 19, 2015, 07:21:10 pm »

I have a question about generating worlds, what (in general) helps to get volcanos within a 3x3 of rivers? I see people managing it, and it would be awesome to have, but the closest I've ever seen a volcano to a river is 4 embark tiles away.

Does anyone have any best practices/tips for making this more likely to happen?  :)
Two ways to do it... the first is randomly with a large number of volcanoes, high rain, high drain, 100/100 volcanism, lots of slopes, generate dozens or hundreds of worlds, check them all, etc, etc.

The second way is to create a world by hand using the world painter.  With this method, you can create a valley where a river is guaranteed to flow, then add a single 100 value volcanism tile, the rest of the world at 0 volcanism, then set 1 min volcano in the world.  That one volcano will appear only where the 100 value volcanism is, so place that where the river is flowing, and voila. 
Now, of course, that doesn't guarantee exactly where the river flows in-tile, nor where the volcano is, in-tile, but it greatly increases your odds.

Max™

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #429 on: May 19, 2015, 07:45:00 pm »

Don't forget elevation variance.
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Abraxis

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #430 on: May 28, 2015, 06:54:49 pm »

Is there a way to cause region style maps to be bordered by either mountains or water on all sides?
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Max™

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #431 on: May 28, 2015, 07:59:06 pm »

Complete edge ocean and uhhhh painter/perfectworld utility?
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NW_Kohaku

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #432 on: May 28, 2015, 11:39:05 pm »

I might as well post in this...

I tend to SERIOUSLY screw with my embark parameters to achieve my own personal goals. 

In general, my ideal embark is one that supports the greatest amount of diversity possible.  I always like to embark on "corners" of biomes, so that I can get 3 or 4 biomes in a single embark.  I also personally love having things like deserts and forests on the same map (deserts are guaranteed sand) and aquifers on only some of the biomes. 

Generally speaking, what this creates is a world with much smaller, more scattered features, and a lot more savage forests and deserts.  If you want to embark on evil, feel free to change its weight, as well. I mostly just wanted to drift away from having one giant evil ocean and nothing else evil in the whole map.

I also personally turn off at least one of the caverns in most of my games, just to save FPS.

If you look, you'll notice I turn off a lot of the minimums.  This helps make the maps more surprising, rather than guaranteed to have all civs survive to the end of worldgen.  That said, the increase in forests tends to make elves significantly more ambitious and gives them tons of fodder for their wars, typically resulting in very large elven empires, and frequently outnumbered and surrounded dwarven mountainhomes that are locked into a smallish mountain range.  ARE YOU A BAD ENOUGH DWARF TO RESCUE THEM?

Spoiler (click to show/hide)
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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Irthos

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #433 on: June 13, 2015, 06:17:59 am »

Hello everybody!

I have a great desire to find an embark location with particular layout, but in Masterwork DF. Should I ask here or a separate post in MDF is a better idea?
I have tried using seeds from this thread directly, but results differ from original (my guess is that new races and like change how the world turns out) and there was no similar option in current thread.

Embark specifics and justification if anyone is willing to answer here below

tl;dr - a rich, rather easy embark with cliff

Embark (playable) race - dwarf
Size - 3*3 to 5*5 - big enough to dig around, small enough for decent FPS
Evil/savage - mild condition, but high savegery is ok. I am not that good at repelling attacks from undead, but taming huge animals is cool
Water source - fresh above-surface water with can
Elevation - a 10-15 tiles high elevation near the water source. That should give an overview of the area, and possibility of building ramparts/rooms with direct sunlight (maybe for RP only but still)
Flat land nearby (preferably near water) for cattle pasture with grass
Civilizations - humans/elves/gnomes/dwarves mandatory (so that caravans come), rest is less important. Invasion should occur now and then (this is a great place after all, so everyone should want a piece of it)
Temperature - warm (seasons as they should be - cold in winter, warm in summer, defrosting & freezing of open pools in spring/autumn)
Trees - mid or more dence (preffered) at least on 3 tiles of embark. These dwarves should have been smart enough not to settle in place with no logs for beds or giant corkscrews export options
Metals/flux/soil/clay/sand - all present, multiple,deep. The embark is supposed to be self-sufficient, prospected by forerunners of current expedition (not necessarily a fort reclaim, think expedition here)
Wildlife - abundant, something to tame, tho I have high hopes for elven traders in regard to pets.

Deemed unrealistic
Waterfall would be great, but likely it is too much
Volcano is also a great thing to have, but I would be surprized to find it with all the requirements above. Can it be manually added and used instead of elevatеd cliff?

Thank you for you time and answers!
« Last Edit: June 13, 2015, 06:31:03 am by Irthos »
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Yarma

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #434 on: June 19, 2015, 12:08:43 pm »

So recently generated a world that looks just like Chocobo.
Spoiler (click to show/hide)
World gen parameters are:
Code: [Select]
[WORLD_GEN]
[TITLE:CREATE WORLD NOW = 5233334]
[SEED:BhUY7wCKEwlJrj9X3g5W]
[HISTORY_SEED:3qI5oKfecFXyt8nUJ9jg]
[NAME_SEED:5RcPja1RjYVM2h5ZzpLK]
[CREATURE_SEED:YruGimgc8MqVCHccEzxa]
[DIM:257:257]
[EMBARK_POINTS:1504]
[END_YEAR:125]
[BEAST_END_YEAR:125:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1600:1600]
[RAINFALL:0:100:400:400]
[TEMPERATURE:25:75:400:400]
[DRAINAGE:0:100:400:400]
[VOLCANISM:0:100:400:400]
[SAVAGERY:0:100:400:400]
[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:NORTH_AND_OR_SOUTH]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:75]
[SEMIMEGABEAST_CAP:150]
[TITAN_NUMBER:33]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:52]
[NIGHT_TROLL_NUMBER:26]
[BOGEYMAN_NUMBER:26]
[VAMPIRE_NUMBER:26]
[WEREBEAST_NUMBER:26]
[SECRET_NUMBER:52]
[REGIONAL_INTERACTION_NUMBER:52]
[DISTURBANCE_INTERACTION_NUMBER:52]
[EVIL_CLOUD_NUMBER:26]
[EVIL_RAIN_NUMBER:26]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:24:244:0]
[EVIL_SQ_COUNTS:24:244:0]
[PEAK_NUMBER_MIN:12]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:4]
[REGION_COUNTS:SWAMP:252:1:1]
[REGION_COUNTS:DESERT:252:1:1]
[REGION_COUNTS:FOREST:1008:3:2]
[REGION_COUNTS:MOUNTAINS:2016:2:2]
[REGION_COUNTS:OCEAN:2016:1:1]
[REGION_COUNTS:GLACIER:63:0:0]
[REGION_COUNTS:TUNDRA:126:0:0]
[REGION_COUNTS:GRASSLAND:2016:3:2]
[REGION_COUNTS:HILLS:2016:3:2]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:3500]
[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:40]
[NON_MOUNTAIN_CAVE_MIN:60]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1500]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:33000:4032:2016]
[RAIN_RANGES:2016:4032:2016]
[DRAINAGE_RANGES:2016:4032:2016]
[SAVAGERY_RANGES:2016:4032:2016]
[VOLCANISM_RANGES:2016:4032:2016]
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