Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: DF WorldGen Microscaping  (Read 485 times)

Geoclasm

  • Bay Watcher
    • View Profile
DF WorldGen Microscaping
« on: September 30, 2014, 03:48:08 pm »

I've spent more time looking for the "perfect embark" than I've actually spent playing them.

There's a certain level of enjoyment had in finding them, but even more so I would like to be able to create the perfect embark (Not necessarily to the point of placing all the minerals and stuff, that would be silly (and tedious)).

By that I mean, being able to create a small area on the map BEFORE generation occurs that is left as untouched by it as you want (so you could have it that nothing happens to it at all, or you could have it affected by the temperatures in the area, or whatever else you wanted to make it valid for changing).

So that I could, say, create a magma tube that descends all the way down to clown town, and perhaps a lake, and make it flat, and next to a mountain that I could tunnel into and start building my fortress there...

That would be pretty cool.
Logged
99 little bugs in the code. 99 little bugs.
Take one down, patch it around.
117 bugs in the code.