Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7 8 ... 42

Author Topic: Worldgen cookbook  (Read 165213 times)

PhantomSpaceMan

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #75 on: July 27, 2008, 02:32:22 pm »

Here's mine.  This world has some really neat supervolcanoes in the upper center.

Code: [Select]
Created in DF v0.28.181.39c.

[WORLD_GEN]
[TITLE:GLASSLIDE]
[SEED:3528688553]
[HISTORY_SEED:2252898000]
[NAME_SEED:2583712320]
[DIM:129:129]
[END_YEAR:1050]
[BEAST_END_YEAR:200:80]
[END_YEAR:1050]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1600:1600]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:15:100:200:200]
[SAVAGERY:0:100:200:200]
[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:0:0:0]
[EVIL_SQ_COUNTS:0:0:0]
[PEAK_NUMBER_MIN:12]
[OCEAN_EDGE_MIN:1]
[VOLCANO_MIN:150]
[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:2080:3:3]
[REGION_COUNTS:HILLS:2080:3:3]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:1]
[TOTAL_CIV_NUMBER:20]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:2080:4160:2080]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:2080:4160:2080]
[VOLCANISM_RANGES:0:0:4080]

I embarked on one of the many volcanoes on this map only to find that my little wagon had appeared  right next to a caldera,tributary chasm,and semi collapsed bottomless pit with a section of basalt overhanging it. :o

This is going to kick serious ass.Either that or my poor little dwarves will get ripped apart by ratmen,fire imps,or a large pack of naked mole dogs.All of which are on the surface. ???
Logged

Misterstone

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #76 on: July 27, 2008, 11:00:48 pm »

Can anyone give me an idea about how rivers are formed?  I have been trying to work on params for a world with one or two large circular land masses (high mountains in the center) surrounded by water on all sides.  I got this to generate, but the thing always gens without rivers!  Is it perhaps because there is too much water?
Logged

ChairmanPoo

  • Bay Watcher
  • Send in the clowns
    • View Profile
Re: Worldgen cookbook
« Reply #77 on: July 28, 2008, 07:45:46 am »

hmm... is there any sort of balance to be kept when typing in the evil percentages?

Can anyone give me some sample good-evil stats to get a predominantly evil world in smaller, small, and medium? (Large worlds tend to take half an hour to create :( )
Logged
Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

Nonanonymous

  • Bay Watcher
  • A blithering idiot
    • View Profile
Re: Worldgen cookbook
« Reply #78 on: July 28, 2008, 03:51:09 pm »

Can anyone give me an idea about how rivers are formed?  I have been trying to work on params for a world with one or two large circular land masses (high mountains in the center) surrounded by water on all sides.  I got this to generate, but the thing always gens without rivers!  Is it perhaps because there is too much water?

Yeah, just noticed that I'm having this problem too.  The strange thing is, I gave it a minimum river count and it still didn't show up with anything, but it also didn't reject the world.
Logged

Oneir

  • Bay Watcher
  • [PREFSTRING:fancy hat]
    • View Profile
Re: Worldgen cookbook
« Reply #79 on: July 28, 2008, 04:04:54 pm »

Can anyone give me an idea about how rivers are formed?  I have been trying to work on params for a world with one or two large circular land masses (high mountains in the center) surrounded by water on all sides.  I got this to generate, but the thing always gens without rivers!  Is it perhaps because there is too much water?

Yeah, just noticed that I'm having this problem too.  The strange thing is, I gave it a minimum river count and it still didn't show up with anything, but it also didn't reject the world.
Now that's just odd. Both of those, actually, but that it wouldn't reject a world without meeting one of the minimum requirements is very strange indeed.

Anyways, it seems to be that rivers form from mountain ranges and then, apparently, flow based on elevation and then erosion. This is based on some inferences from other posts in other threads, and then messing around with the gen parameters in order to allow worlds with 700+ rivers to form. Basically, whenever it rejected a long string of worlds for "insufficient river start locations" I'd mess with the weight on the elevation meshs to make more mountains as compared to other regions.

One flaw with this plan comes from the fact that rivers seem to like to flow towards someplace, and since I was genning worlds without oceans in an attempt to cut down on aquifers this seems to result in a lot of lakes. Like "To many distinct subregions: over by 500" (with a maximum of 5000...) a lot.

Because there's no info on how lakes form, the only way I could figure out how to fix it was cutting down the rivers down from the maximum possible value. I know, I suffer greatly. :P
Logged

Nonanonymous

  • Bay Watcher
  • A blithering idiot
    • View Profile
Re: Worldgen cookbook
« Reply #80 on: July 28, 2008, 04:25:35 pm »

Stranger still, I have plenty of oceans and some fairly large mountain ranges.  I think it might not have rejected it because of cave rivers, but I still don't get why I never see any flowing down the mountains.
Logged

Oneir

  • Bay Watcher
  • [PREFSTRING:fancy hat]
    • View Profile
Re: Worldgen cookbook
« Reply #81 on: July 28, 2008, 04:42:24 pm »

I don't believe cave rivers count for the purposes of the minimum rivers. Being as they are found in every mountain square, it seems like that counting them as normal rivers would mainly just be a cause for frustration.
What did you set your minimum river value for? What kind of rejects (if any) did you get around the world it made for you?
Logged

DwarfMan69

  • Bay Watcher
  • Hatred, darkness, and Despair
    • View Profile
Re: Worldgen cookbook
« Reply #82 on: July 28, 2008, 04:45:46 pm »

Does anybody have a seed where one of the dwarven civs is at war with elves/humans? I keep genning worlds but cannot find one.
Logged

Nonanonymous

  • Bay Watcher
  • A blithering idiot
    • View Profile
Re: Worldgen cookbook
« Reply #83 on: July 28, 2008, 04:58:13 pm »

Never mind, success on my part this time.  I increased the highest elevations' frequency from 8 to 9, and the minimum river starts, post and pre erosion, to 30.  Still not that many, though.

Okay, nothing but brooks here.  Maybe the majority of the water is going into sea creation?  Would having more rivers mean that more lakes would show up?  Should I try messing with the drainage variables?

Note:  It seems like having more oceans for rivers to drain into gives them less opportunities to 'grow' from being a brook to a fully fledged river.
« Last Edit: July 28, 2008, 05:32:01 pm by Nonanonymous »
Logged

Misterstone

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #84 on: July 28, 2008, 05:41:34 pm »

I know very little about geology but I would have thought that having large oceans would if anything make more rivers... I mean, rivers originate from rainwater, which is evaporated from oceans, right?  I wonder if we should bring something up in the bug or suggestion forum?
Logged

Doppel

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #85 on: July 28, 2008, 05:45:32 pm »

I know very little about geology but I would have thought that having large oceans would if anything make more rivers... I mean, rivers originate from rainwater, which is evaporated from oceans, right?  I wonder if we should bring something up in the bug or suggestion forum?

Does it work like that in DF you think? I don't even understand how to create/delete potential of oceans really.
Logged
Doppel has been ecstatic lately. He took joy in playing DF lately. He slept on a rough cave keyboard recently.
He is a member of the Dwarf Fortress Forums.
Doppel likes the color Dark Blue, cats for their aloofness and girls for their silky soft brea beards.
He appreciates art and natural beauty.

Oneir

  • Bay Watcher
  • [PREFSTRING:fancy hat]
    • View Profile
Re: Worldgen cookbook
« Reply #86 on: July 28, 2008, 06:23:21 pm »

Oceans form at elevations of less than 100 units. All biomes besides mountains form at elevations between 100 and 299 units. Mountains form at elevations between 300 and 400 units with peaks forming at greater than 380 units. Rain and drainage affect which biomes form in the 100-299 unit range (which means that unless you nix the minimum square number when you mess around with rain and drainage you'll get an infinite reject loop). Numbers can be found at this thread, along with some info from Toady on some specific details. At first I thought that lakes would also form at the 0-99 range, since the OP in that thread just said "water", but since lakes form even without the elevation range being available that doesn't seem to be the case (suggesting instead that it is based on relative elevation or the convergence of rivers or something).

Rivers seem to mostly care about relative elevation more than oceans, though, as you can quite easily create a world full of rivers but devoid of oceans, and lakes are placed after rivers.

Your note about rivers not seeming to "grow" with more oceans to drain into is interesting, Nonanonymous, are you checking the water on the region screen? And, if so, are you sure you don't mean stream as opposed to brook (as brooks are not visible on the region screen)? It might be some interaction between the elevation variables, meaning that having higher elevations (as opposed to the very low ones needed for oceans) encourages larger rivers, or possibly something in the shift of elevation from high to low...

I don't suppose you could post the parameters you used? You've gotten me curious, now.

(also, am I getting to analytical in my tone of voice? It bugs me when I do 'cause I used to sound like a brat trying to sound smarter than everyone in the room. I don't know whether it's all the reposting of the information that I've been doing recently or some sciency stuff I've been thinking about in real life but today I've been typing differently and it bugs me.)
Logged

Nonanonymous

  • Bay Watcher
  • A blithering idiot
    • View Profile
Re: Worldgen cookbook
« Reply #87 on: July 28, 2008, 06:41:26 pm »

Compare a few of the parameters I've been using in my experiments.
Spoiler (click to show/hide)

Spoiler (click to show/hide)

I think it's either based on the length the river gets to travel, or where it has to drain into.
Logged

Misterstone

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #88 on: July 28, 2008, 09:58:06 pm »

If anyone can figure out why these params produce a viable world with 0 rivers, let me know.  I tweaked nothing but elevation and volcanism, I think, although I did get rid of all x and y variation...

Code: [Select]
WORLD_GEN]
[TITLE:NEW]
[CUSTOM_NAME: ]
[DIM:257:257]
[END_YEAR:1050]
[BEAST_END_YEAR:300:95]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:0:0]
[RAINFALL:0:100:1:1]
[TEMPERATURE:25:75:1:1]
[DRAINAGE:0:100:1:1]
[VOLCANISM:0:100:1:1]
[SAVAGERY:25:100:1:1]
[ELEVATION_FREQUENCY:3:2000:150:150:150:500]
[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:6:150:200:250:500:500]
[GOOD_SQ_COUNTS:5:15:55]
[EVIL_SQ_COUNTS:500:2500:15000]
[PEAK_NUMBER_MIN:0]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:15]
[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:400]
[RIVER_MINS:300:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2500]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:15]
[MOUNTAIN_CAVE_MIN:115]
[NON_MOUNTAIN_CAVE_MIN:200]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_RIVER:2]
[SHOW_EMBARK_POOL:2]
[SHOW_EMBARK_M_POOL:2]
[SHOW_EMBARK_M_PIPE:2]
[SHOW_EMBARK_CHASM:2]
[SHOW_EMBARK_PIT:2]
[SHOW_EMBARK_OTHER:2]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:45]
[TOTAL_CIV_POPULATION:20000]
[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]
Logged

Nonanonymous

  • Bay Watcher
  • A blithering idiot
    • View Profile
Re: Worldgen cookbook
« Reply #89 on: July 28, 2008, 11:07:20 pm »

Well, you can at least get brooks if you set the minimum river starts to 100 or more.
Logged
Pages: 1 ... 4 5 [6] 7 8 ... 42