Here's the guidelines & goals for 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).
Do you have a specific embark or world 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!
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.
Using the seeds from 42.xx worlds in at least 43.03 generates entirely different worlds, on the same platform, without rejections, so it seems reasonable to have a new thread for 43.03+ worlds.
EDIT: Here is an HTML form you can save (as an .html file) and open locally (in your browser) for use as a template or starting point for making specific embark feature requests. There's no logic/validation in this form, it just selects everything with a checkbox and then highlights the results so you can copy/paste that into a new post. If you think something should be added to this form, PM me.
<!DOCTYPE html>
<html>
<script>
function myFunction() {
var embark = document.forms[0];
var txt = "";
var i;
for (i = 0; i < embark.length; i++) {
if (embark[i].checked) {
txt = txt + embark[i].value + "\n";
}
}
document.getElementById("features").value = "I am looking for an embark with the following features: \n" + txt;
document.getElementById("features").select();
}
</script>
<body>
<u>Desired Embark Features</u><br>
<i>If you don't select a feature, it's presumed you don't want it or don't care if it's present or not.</i><br>
<form method="get" onsubmit="return myFunction()">
<DL>
<DT>World size:</DT>
<DD><input type="checkbox" name="embark" value="world size: 17x17">17x17 (fastest)</DD>
<DD><input type="checkbox" name="embark" value="world size: 33x33">33x33</DD>
<DD><input type="checkbox" name="embark" value="world size: 65x65">65x65</DD>
<DD><input type="checkbox" name="embark" value="world size: 129x129">129x129</DD>
<DD><input type="checkbox" name="embark" value="world size: 257x257">257x257 (slowest)</DD>
<DT>Embark size:</DT>
<DD><input type="checkbox" name="embark" value="embark size: 1x2">1x2 (very tiny, fastest)</DD>
<DD><input type="checkbox" name="embark" value="embark size: 2x2">2x2</DD>
<DD><input type="checkbox" name="embark" value="embark size: 3x2">3x2</DD>
<DD><input type="checkbox" name="embark" value="embark size: 3x3">3x3</DD>
<DD><input type="checkbox" name="embark" value="embark size: 4x2">4x2</DD>
<DD><input type="checkbox" name="embark" value="embark size: 4x4">4x4</DD>
<DD><input type="checkbox" name="embark" value="embark size: 5x5">5x5 (big, slowest)</DD>
<DT>Elevation:</DT>
<DD><input type="checkbox" name="embark" value="100% flat">100% completely flat</DD>
<DD><input type="checkbox" name="embark" value="75%+ flat">75%+ (mostly) flat</DD>
<DT>Savagery:</DT>
<DD><input type="checkbox" name="embark" value="savagery: calm">Calm</DD>
<DD><input type="checkbox" name="embark" value="savagery: wilderness">Wilderness</DD>
<DD><input type="checkbox" name="embark" value="savagery: untamed wilds">Untamed Wilds</DD>
<DT>Surface Trees:</DT>
<DD><input type="checkbox" name="embark" value="no surface trees">No surface Trees (zero rain)</DD>
<DD><input type="checkbox" name="embark" value="some surface trees">Some surface trees. (1+ rain)</DD>
<DD><input type="checkbox" name="embark" value="max surface trees">All trees, all the time. I am an elf. (50+ rain)</DD>
<DT>Fresh Water:</DT>
<DD><input type="checkbox" name="embark" value="a river of some kind">Surface flowing water</DD>
<DD><input type="checkbox" name="embark" value="a partial aquifer">Partial Aquifer</DD>
<DD><input type="checkbox" name="embark" value="water in the caverns">Cavern Water</DD>
<DD><input type="checkbox" name="embark" value="NO AQUIFER">NO AQUIFER</DD>
<DD><input type="checkbox" name="embark" value="no water source of any kind">No water source of any kind.</DD>
<DT>River size:</DT>
<DD><input type="checkbox" name="embark" value="brook">Don't need a bridge to cross (brook)</DD>
<DD><input type="checkbox" name="embark" value="stream or river">Need a bridge to cross (stream, river)</DD>
<DD><input type="checkbox" name="embark" value="major river+">Must be a major river, the larger the better.</DD>
<DT>Temperature:</DT>
<DD><input type="checkbox" name="embark" value="biome temperature: killing cold">Cold Damage/frostbite to everything/everyone</DD>
<DD><input type="checkbox" name="embark" value="biome temperature: freezing">Water freezes all year, on the surface</DD>
<DD><input type="checkbox" name="embark" value="biome temperature: temperate">Less than four seasons of frozen surface water.</DD>
<DD><input type="checkbox" name="embark" value="biome temperature: warm">Water never freezes on the surface</DD>
<DD><input type="checkbox" name="embark" value="biome temperature: hot/scorching">Hot, but not deadly</DD>
<DD><input type="checkbox" name="embark" value="biome temperature: very very hot">Fat Melting</DD>
<DD><input type="checkbox" name="embark" value="biome temperature: scorching death">River Vaporizing</DD>
<DT>Resources:</DT>
<DD><input type="checkbox" name="embark" value="sand">sand</DD>
<DD><input type="checkbox" name="embark" value="clay">clay</DD>
<DD><input type="checkbox" name="embark" value="flux">flux</DD>
<DD><input type="checkbox" name="embark" value="iron ore">iron bearing ore</DD>
<DD><input type="checkbox" name="embark" value="metal ore">any metal bearing ore</DD>
<DD><input type="checkbox" name="embark" value="lignite/coal">lignite and/or coal</DD>
<DD><input type="checkbox" name="embark" value="gold ore">gold ore</DD>
<DD><input type="checkbox" name="embark" value="candy">candy</DD>
<DD><input type="checkbox" name="embark" value="no metal ore">No metal bearing ore of any kind</DD>
<DT>Dwarven Civ at embark:</DT>
<DD><input type="checkbox" name="embark" value="dead dwarven civ">Dead Dwarven Civ</DD>
<DD><input type="checkbox" name="embark" value="dying dwarven civ">Dying Dwarven Civ</DD>
<DD><input type="checkbox" name="embark" value="living dwarven civ">Living Dwarven Civ</DD>
<DD><input type="checkbox" name="embark" value="multiple dwarven civs">Thriving/Multiple Dwarven Civs</DD>
<DT>Other races as neighbors at embark:</DT>
<DD><input type="checkbox" name="embark" value="neighbor: goblins">Goblins</DD>
<DD><input type="checkbox" name="embark" value="neighbor: humans">Humans</DD>
<DD><input type="checkbox" name="embark" value="neighbor: elves">Elves</DD>
<DD><input type="checkbox" name="embark" value="neighbor: a tower">Tower (Necromancer)</DD>
<DD><input type="checkbox" name="embark" value="neighbors: many towers">Many Towers (Necromancers)</DD>
<DT>Optional Invaders:</DT>
<DD><input type="checkbox" name="embark" value="semi-megabeasts">Semi Megabeasts (ettin, giants, minotaurs, cyclops)</DD>
<DD><input type="checkbox" name="embark" value="megabeasts">Megabeasts (dragons, rocs, hydra, bronze colossus)</DD>
<DD><input type="checkbox" name="embark" value="titans">Titans</DD>
<DT>Years of history:</DT>
<DD><input type="checkbox" name="embark" value="1 year of history">1 year of history</DD>
<DD><input type="checkbox" name="embark" value="100 years of history">100 years of history</DD>
<DD><input type="checkbox" name="embark" value="500 years of history">500 years of history</DD>
<DD><input type="checkbox" name="embark" value="1000 years of history">1000 years of history</DD>
<DT>Volcano options:</DT>
<DD><input type="checkbox" name="embark" value="tall volcano">Volcano present and higher than embark level</DD>
<DD><input type="checkbox" name="embark" value="flat volcano">Flat surface volcano (volcano present and at embark level)</DD>
<DT>Cavern options:</DT>
<DD><input type="checkbox" name="embark" value="dry caverns">Dry caverns (Bloodthorn cavern trees only)</DD>
<DD><input type="checkbox" name="embark" value="nether cap in cavern(s)">Nether cap present</DD>
<DD><input type="checkbox" name="embark" value="one cavern">one cavern</DD>
<DD><input type="checkbox" name="embark" value="two caverns">two caverns</DD>
<DD><input type="checkbox" name="embark" value="three caverns">three caverns</DD>
<DT>Good/Evil:</DT>
<DD><input type="checkbox" name="embark" value="biome alignment: some good">At least some Good</DD>
<DD><input type="checkbox" name="embark" value="biome alignment: some evil">At least some Evil</DD>
<DD><input type="checkbox" name="embark" value="biome alignment: 100% good">Pure 100% Good</DD>
<DD><input type="checkbox" name="embark" value="biome alignment: 100% evil">Pure 100% Evil</DD>
<DD><input type="checkbox" name="embark" value="biome alignment: some good, some evil">Mix of Good/Evil</DD>
<DD><input type="checkbox" name="embark" value="biome alignment: neutral">No good & no evil. Just sweet, sweet neutral.</DD>
<DT>Evil biome features:</DT>
<DD><input type="checkbox" name="embark" value="reanimation">reanimation</DD>
<DD><input type="checkbox" name="embark" value="undead flora & fauna">everything is undead/dead, even the trees and animals</DD>
<DD><input type="checkbox" name="embark" value="unnatural rain">non-water rain (blood, mucus, etc)</DD>
<DD><input type="checkbox" name="embark" value="evil clouds">evil clouds of doom</DD>
</DL>
<textarea name="textarea" rows="10" cols="50" id="features" >Embark features will go here..</textarea>
<br><br>
<input type="button" onclick="myFunction()" value="Parse Features">
</form>
</body>
</html>