Posting from the initial thread (didn't see edit at the time of the reply
)
Well, that's interesting news on vegetation.
Between 100 and 299, altitude, to my knowledge, affects the following:
- Aquifer rate (higher = less)
- temperature (higher = less). This can result in no-pole worlds having temperate biomes where there should be tropical ones.
- relative altitude affects embark fatness.
- {unconfirmed} Perhaps what shears are available.
- river and lake formation. Tend to form in valleys. Needs at least 104 altitude to form. Needs around 122 for regular patterns to take root, Once past 104, the likelihood that an adjacent ocean combines with a lake and erases that biome for ocean increases (depending on how likely the lake is) up until around 150, after which it goes back down.
- [tentative] Whether civilization can plop down on it in world gen (at least humans seems to prefer 200z areas over 299 ones)
- Often but not always, embark-level geography in the whole world.
Now, testing and bugs....On that same 5-biome 2x2 with river embark:
Shearing:
An interesting case, found report of terrifying temperate grassland (104z, upper left corner):
Now, admittedly, the world does have some - lots of region tiles away to the south, so tropical ones.
So, I check with probe - yes it is terrifying, and then farm plot.
whatIt's a swamp. Can grow sliver barbs and papyrus on same plot.
Needless to say, that isn't grassland. Need to say, this world shouldn't have any terrifying tropical swamps at all.
(Neither should it have temperate broadleafs, yet brown recluse spider silk litters on ground on embark.)
Also, there are more obvious bugs.
Yes, there is a tropical swamp cutting off (or at least something untamed) on the lower right like that, though what threw me is how it's only 3z above embark surface (on 103z), while one needs go 1 more deeper to see river (biome).
However, the joyous tropical dry broadleaf marked on the upper left corner...isn't. It's joyous alright, but a farm plot reports Sun Berries and Teff (Tropical Grassland exclusive) rather than Sun Berries and Tomato (dry broadleaf exclusive).
Similarly, the untamed rocky desert to the south is also teff-capable, so untamed tropical grassland. Also continues z-level above.
And to the right, the untamed swamp reported...
Okay, I definitely didn't expect this.
Yes, it got "tropical swamp" correct. Probe and showbiomes match.
Yet, I can grow both sliver barbs AND sun berries on that same farm plot.
Looking again, the same thing occurs with that not-badlands mentioned before, and that "terrifying grassland" mentioned at start - I just didn't notice at the time.
In fact, I can grow sun berries even on farm plot built on terrifying grassland.
Well. Okay.
One more crash bug, embarking on top of temperate grassland 2w1h (while, curiously, 2x2 covering that area+more works):
/home/F^2/DF/df4303LNP/df_linux/hack/scripts/showbiomes.lua:782: attempt to index local 'block' (a nil value)
stack traceback:
/home/F^2/DF/df4303LNP/df_linux/hack/scripts/showbiomes.lua:782: in function 'Recalculate'
/home/F^2/DF/df4303LNP/df_linux/hack/scripts/showbiomes.lua:1035: in function 'fun'
./hack/lua/class.lua:98: in function 'invoke_after_rec'
./hack/lua/class.lua:127: in function 'BiomeViewerUi'
/home/F^2/DF/df4303LNP/df_linux/hack/scripts/showbiomes.lua:1318: in function 'show_viewer'
/home/F^2/DF/df4303LNP/df_linux/hack/scripts/showbiomes.lua:1323: in function 'showbiomes'
/home/F^2/DF/df4303LNP/df_linux/hack/scripts/showbiomes.lua:1326: in function 'f'
./hack/lua/dfhack.lua:562: in function <./hack/lua/dfhack.lua:503>
(...tail calls...)
Onto latitude.
One thing that may throw off is that the index of it counts from 1. I.e. on 17S with 4-, the tropical latitudes are 1., 2., 3., 4. DF internal for site region locations start from 0, and I think I've read that lua uses nonstandard indexing as well.
Tentatively looking at few simple worldgen embarks from the south side as well, I see some temperates labeled as tropical as well as...
Okay, yeah, that should be calm temperate shrubland, not impossibly savage tropical ocean.
However, I further suspect that it pulls from current region tile for all biomes, on account of it reporting same grassland biomes as tropical OR temperate, depending on which region tile you embark in - I've yet to see it note the distinction between tropical and temperate of same biome.
EDIT: on further checking, it seems it reports all colors as 1 higher, i.e. 3 evilness is reported as light cyan not white.