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Author Topic: Worldgen cookbook  (Read 165188 times)

CautionToTheWind

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Re: Worldgen cookbook
« Reply #15 on: July 16, 2008, 06:45:19 am »

[GOOD_SQ_COUNTS:0:0:0]
[EVIL_SQ_COUNTS:0:0:0]

This may be the cause.
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korora

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Re: Worldgen cookbook
« Reply #16 on: July 16, 2008, 07:34:34 am »

[GOOD_SQ_COUNTS:0:0:0]
[EVIL_SQ_COUNTS:0:0:0]

This may be the cause.

I was having the same problem, so I jacked up the evil square count way higher than default for medium. Still couldn't get anything evil, but got lucky and embarked on a chasm anyways.  I'm not sure why worlds are passing generation without meeting the evil square count settings though.
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DFPaint, a cross-platform 'screenbuilder' utility

CautionToTheWind

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Re: Worldgen cookbook
« Reply #17 on: July 16, 2008, 09:08:46 am »

I upped my evil settings and i started in a great location with a volcano, a peak, a brook, a huge chasm full of cave dwellers, some wood, sand... And only 4v5.

The best part? Terrifying. Demon Rats, beak dogs, all the magma creatures, giant bats and rats and all kinds of nasty thins. The start is a bit rought, but the caravan was near the peak, so i built an entrance right at the top of the peak and as soon as i finish unloading the caravan i am going to lock the front door for a long time as i prepare to recapture the map.
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korora

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Re: Worldgen cookbook
« Reply #18 on: July 16, 2008, 10:01:59 am »

Did you have haunted/sinister/etc. regions on your world map?  If so, how high did you turn the evil settings?
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DFPaint, a cross-platform 'screenbuilder' utility

Krash

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Re: Worldgen cookbook
« Reply #19 on: July 16, 2008, 11:24:42 am »

This should give you at least a base to experiment with, when trying to get as much evil on a map as possible

Spoiler (click to show/hide)

Enjoy
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Blacken

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Re: Worldgen cookbook
« Reply #20 on: July 16, 2008, 01:03:35 pm »

This setup creates a very arid world (deserts and rocky wastelands, mostly, with only a few areas with even sparse trees--so the elves are, thankfully, dead) that nevertheless has a lot of rivers (because I like rivers, dammit) and a metric assload of magma. It's very flat as well. I generated it mostly because I'm a huge fan of flat maps where I can build massive cities.

There's a lot of igneous rock around, obsidian and basalt primarily. Not many areas have multiple layers of soil, unfortunately; I'm trying to figure out how to tweak it to have more. I think drainage has something to do with that.

I generated a world with 10 years of history and there were about eight megabeasts left alive--dragons and hydras all.

Code: [Select]
[WORLD_GEN]
[TITLE:BLACKEN ARID]
[DIM:129:129]
[END_YEAR:100]
[BEAST_END_YEAR:500:-1]
[END_YEAR:100]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:200:400:1600:1600]
[RAINFALL:0:10:80:80]
[TEMPERATURE:25:90:1600:1600]
[DRAINAGE:10:40:800:800]
[VOLCANISM:100:100:1600:1600]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:1:0:0:0:0:0]
[RAIN_FREQUENCY:1:0:0:0:0:0]
[DRAINAGE_FREQUENCY:1:0:0:0:0:0]
[TEMPERATURE_FREQUENCY:1:0:0:0:0:0]
[SAVAGERY_FREQUENCY:1:0:0:0:0:0]
[VOLCANISM_FREQUENCY:1:0:0:0:0:0]
[GOOD_SQ_COUNTS:0:0:0]
[EVIL_SQ_COUNTS:0:0:0]
[PEAK_NUMBER_MIN:0]
[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:0:0:0]
[EROSION_CYCLE_COUNT:100]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVE_MAX_SIZE:500]
[MOUNTAIN_CAVE_MIN:100]
[NON_MOUNTAIN_CAVE_MIN:200]
[ALL_CAVES_VISIBLE:0]
[TOTAL_CIV_NUMBER:20]
[TOTAL_CIV_POPULATION:-1]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[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]
« Last Edit: July 16, 2008, 01:21:27 pm by Blacken »
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PTTG??

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Re: Worldgen cookbook
« Reply #21 on: July 16, 2008, 01:24:18 pm »

A Canvas for World Painting
These settings will force the game to accept all world-gen painted maps- no rejections. Using this without those will result in a bland, simple world.
Code: [Select]
[WORLD_GEN]
[TITLE:SMALL CANVAS]
[DIM:65:65]
[END_YEAR:500]
[BEAST_END_YEAR:200:75]
[END_YEAR:500]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:0:0]
[RAINFALL:0:100:0:0]
[TEMPERATURE:25:75:0:0]
[DRAINAGE:0:100:0:0]
[VOLCANISM:0:100:0:0]
[SAVAGERY:0:100:0:0]
[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]
[GOOD_SQ_COUNTS:6:63:127]
[EVIL_SQ_COUNTS:6:63:63]
[PEAK_NUMBER_MIN:1]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:1]
[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:0:0:0]
[EROSION_CYCLE_COUNT:100]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVE_MAX_SIZE:30]
[MOUNTAIN_CAVE_MIN:30]
[NON_MOUNTAIN_CAVE_MIN:15]
[ALL_CAVES_VISIBLE:1]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:20000]
[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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Calenth

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Re: Worldgen cookbook
« Reply #22 on: July 16, 2008, 01:48:59 pm »

I upped my evil settings and i started in a great location with a volcano, a peak, a brook, a huge chasm full of cave dwellers, some wood, sand... And only 4v5.

The best part? Terrifying. Demon Rats, beak dogs, all the magma creatures, giant bats and rats and all kinds of nasty thins. The start is a bit rought, but the caravan was near the peak, so i built an entrance right at the top of the peak and as soon as i finish unloading the caravan i am going to lock the front door for a long time as i prepare to recapture the map.

I've got a site with all that plus adamantine  . . .and skeletal giant eagles. Frankly I'm not sure I'm dwarf enough to handle it.
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Krash

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Re: Worldgen cookbook
« Reply #23 on: July 16, 2008, 02:31:19 pm »


I've got a site with all that plus adamantine  . . .and skeletal giant eagles. Frankly I'm not sure I'm dwarf enough to handle it.

Sounds sweet.  Is there a possibility of a seed with location?  My Dwarf Prospector doesn't work for some reason

Edit:  It's fixed now, but if possible I'd still like the seed
« Last Edit: July 16, 2008, 02:38:58 pm by Krash »
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DwarfMan69

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Re: Worldgen cookbook
« Reply #24 on: July 16, 2008, 02:56:27 pm »

This setup creates a very arid world (deserts and rocky wastelands, mostly, with only a few areas with even sparse trees--so the elves are, thankfully, dead) that nevertheless has a lot of rivers (because I like rivers, dammit) and a metric assload of magma. It's very flat as well. I generated it mostly because I'm a huge fan of flat maps where I can build massive cities.

There's a lot of igneous rock around, obsidian and basalt primarily. Not many areas have multiple layers of soil, unfortunately; I'm trying to figure out how to tweak it to have more. I think drainage has something to do with that.

I generated a world with 10 years of history and there were about eight megabeasts left alive--dragons and hydras all.



Thank you. I too love flat and dry areas. In my previous game i had an awesome desert map with 2 layers of red sand, 3 aquafier layers, and a magma pipe reaching the surface+underground hidden magma. (It was in 38c, don't have the seed either.

EDIT: Picture of my world using those settings. It's too mountainous for my tastes, so i think im going to try to make it so that the mountains are at the north and as you go south it turns to desert.

Spoiler (click to show/hide)
« Last Edit: July 16, 2008, 03:01:50 pm by DwarfMan69 »
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Blacken

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Re: Worldgen cookbook
« Reply #25 on: July 16, 2008, 03:24:33 pm »

Quote
EDIT: Picture of my world using those settings. It's too mountainous for my tastes, so i think im going to try to make it so that the mountains are at the north and as you go south it turns to desert.
Lower the minimum elevation and change the elevation X/Y from 1600/1600 to 800/800 or so and it should be a lot better. I don't know if a north/south transition will work.
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penguinofhonor

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Re: Worldgen cookbook
« Reply #26 on: July 16, 2008, 04:08:03 pm »

So I have a question about this.

How do you control how many rivers there are? I love rivers and have seen many awesome spots ruined by the lack of even a brook. Heck, I haven't even seen any actual rivers since the huge update.
« Last Edit: July 16, 2008, 04:14:18 pm by penguinofhonor »
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Erk

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Re: Worldgen cookbook
« Reply #27 on: July 16, 2008, 04:24:27 pm »

I fixed mine to work with no rejections now.
Code: [Select]
[WORLD_GEN]
[TITLE:Erky]
[DIM:257:129]
[END_YEAR:10000]
[BEAST_END_YEAR:1000:25]
[END_YEAR:10000]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:250:325:1600:1600]
[RAINFALL:0:100:200:400]
[TEMPERATURE:50:80:100:200]
[DRAINAGE:0:100:100:300]
[VOLCANISM:60:100:1600:1600]
[SAVAGERY:40:100:400:800]
[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]
[GOOD_SQ_COUNTS:100:1000:2000]
[EVIL_SQ_COUNTS:800:5000:30000]
[PEAK_NUMBER_MIN:0]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[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:0:0:0]
[EROSION_CYCLE_COUNT:25]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVE_MAX_SIZE:500]
[MOUNTAIN_CAVE_MIN:200]
[NON_MOUNTAIN_CAVE_MIN:300]
[ALL_CAVES_VISIBLE:1]
[TOTAL_CIV_NUMBER:55]
[TOTAL_CIV_POPULATION:-1]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[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]
Yields: a half-sized large world (assymetrical), with volcanic mountain ranges slicing across the landscape, dotted with evil areas in between. Lots of igneous areas, because of volcanism, and sedimentary areas, because of the huge river seed. Also just about the max number of caves it seems to want to spawn with, though I am still tweaking that. I'm sure it could handle more.

It looks like fun for adventurers and dwarves alike so far.
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'River' cancels eat: Food is problematic.

penguinofhonor

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Re: Worldgen cookbook
« Reply #28 on: July 16, 2008, 05:05:17 pm »

Okay, I found out that the rivers are made by the "Minimum River Start Locations (Pre/Post-Erosion)" values, but I'm not sure how variance works. I'm guessing that increasing the variance X/Y values would work, and I'll try it out.

Edit: I tried Goran's recipe in the first post, and in my resulting world I noticed this major river. I then traced it from where it emptied into a small sea back to its source, and discovered that it winds through most of the world. Its name is what makes it truly awesome, though. Goobear the Strapping Immorality. I decided to found a fortress on it.

The fortress is named Goobear and the group is named The Strapping Immoral Bear of Goo. It has sand, magma, no aquifer, and the awesomest river I've ever seen.
« Last Edit: July 16, 2008, 05:43:35 pm by penguinofhonor »
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Erk

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Re: Worldgen cookbook
« Reply #29 on: July 16, 2008, 06:18:00 pm »

variance determines how much the given value can change over the worldmap, n/s or e/w.

eg: if temperature variance is set to 0 on both axes, the world will all be one single, consistent temperature (chosen randomly between min and max temp).
If temperature varianceX is 0 but varianceY is 1600, there will be no change in temperature as one travels east/west, but it will vary wildly as one travels North/South, essentially arranging the world into horizontal strips of temperature regions. Vice versa if one switches the axes (ie. the strips will be N/S).

This is what I have found so far, anyway. Confirmation would be good as it's inferrence for me so far, not checked.
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