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Author Topic: Worldgen cookbook  (Read 163752 times)

PTTG??

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Re: Worldgen cookbook
« Reply #360 on: September 20, 2009, 01:32:36 pm »

I just had a world where there was a volcanic magma tube at the very peak of a steep slope down to a rocky cliff where I started, complete with a few curving jagged rocky spires over the magma.
Unfortunately this was with some messed-up raws, and I couldn't reproduce the world.

But one of these days I'm going to make a custom world designed to have tons of great sites like that.
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DeathOfRats

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Re: Worldgen cookbook
« Reply #361 on: September 21, 2009, 06:04:03 am »

You're trying to get flux in a volcanic region.
That's impossible in a clear vanilla DF, so if you don't mind to make some cheat, you'll need to edit the worldgen info.
Just set the volcanism string to [VOLCANISM:1:100:99000:99900]
And somewhere you'll get chalk square next to obsidian.

When did changing worldgen params become cheating?  ???

Anyway, setting the volcanism variance high and choosing a smaller map size (since the variance calculation is dependant on map size, and smaller sizes get more variation for the same values) ought to give you a good result. Just remember to turn off all the "Minimum number of x tiles" checks, and you should find a nice place in two or three worldgens. I didn't have much trouble with it (though I'm running Mayday's pack, so it's not exactly vanilla).
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Grax

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Re: Worldgen cookbook
« Reply #362 on: September 21, 2009, 07:34:41 am »

You're trying to get flux in a volcanic region.
That's impossible in a clear vanilla DF, so if you don't mind to make some cheat, you'll need to edit the worldgen info.
Just set the volcanism string to [VOLCANISM:1:100:99000:99900]
And somewhere you'll get chalk square next to obsidian.
When did changing worldgen params become cheating?  ???
At that moment whence you setting it more than the program allows.
The legal worldgen maximum is 1600.
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DeathOfRats

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Re: Worldgen cookbook
« Reply #363 on: September 21, 2009, 07:58:25 am »

You're trying to get flux in a volcanic region.
That's impossible in a clear vanilla DF, so if you don't mind to make some cheat, you'll need to edit the worldgen info.
Just set the volcanism string to [VOLCANISM:1:100:99000:99900]
And somewhere you'll get chalk square next to obsidian.
When did changing worldgen params become cheating?  ???
At that moment whence you setting it more than the program allows.
The legal worldgen maximum is 1600.

Heh, hadn't noticed that. Never had any problem getting flux next to a pipe with 1600 - as long as I keep to small maps, which I usually prefer anyway.
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h45hc0d3

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Re: Worldgen cookbook
« Reply #364 on: September 22, 2009, 02:57:08 am »

Having fun with Erky's params -- turned orographic precip off so it would gen faster because I'm impatient, and turned periodically erode extreme cliffs off. Found a nice site with ~82 z-levels to play with, a river, magma tube, and a bottomless pit.

It's too bad there's no setting to increase/decrease density of veins/clusters.
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G-Flex

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Re: Worldgen cookbook
« Reply #365 on: September 22, 2009, 11:32:41 am »

Whoa, you can actually set the variance higher than the program allows you to?

HEheheheheheheheh.
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Shoku

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Re: Worldgen cookbook
« Reply #366 on: September 22, 2009, 01:18:19 pm »

Anybody know with nonsquare worlds if the variance still behaves square or if it's independent per axis?
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Grax

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Re: Worldgen cookbook
« Reply #367 on: September 22, 2009, 01:28:47 pm »

Anybody know with nonsquare worlds if the variance still behaves square or if it's independent per axis?
Square.
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Shoku

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Re: Worldgen cookbook
« Reply #368 on: September 22, 2009, 03:05:27 pm »

Well damn, that makes long worlds pretty sucky. Guess I'll have to go back to dicking around with smalls or rely on painter.
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Grax

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Re: Worldgen cookbook
« Reply #369 on: September 22, 2009, 03:39:27 pm »

Well damn, that makes long worlds pretty sucky. Guess I'll have to go back to dicking around with smalls or rely on painter.
Long worlds are for the greater climate variations set and more races boodle.
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DeathOfRats

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Re: Worldgen cookbook
« Reply #370 on: September 22, 2009, 04:53:47 pm »

Whoa, you can actually set the variance higher than the program allows you to?

HEheheheheheheheh.

Does it have any effect? I mean, it wouldn't be the first program that included a check and if the value given is greater than the maximum, it reverts to the max instead of using the value we've given.

I hope that made sense, it's late here and I'm sleepy  ::)
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Grax

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Re: Worldgen cookbook
« Reply #371 on: September 22, 2009, 11:25:16 pm »

Does it have any effect? I mean, it wouldn't be the first program that included a check and if the value given is greater than the maximum, it reverts to the max instead of using the value we've given.
Maybe maximum is lower than given 99000, but it's definitely more than in-worldgen 1600, because the effects are visible in height variation. You can't get 1-2-3 tile peaks (80-100 z-levels) in straight plain with standard 1600 settings.
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Draco18s

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Re: Worldgen cookbook
« Reply #372 on: September 22, 2009, 11:41:53 pm »

Does it have any effect? I mean, it wouldn't be the first program that included a check and if the value given is greater than the maximum, it reverts to the max instead of using the value we've given.

It's a bug, really.  It's known.
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martinuzz

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Re: Worldgen cookbook
« Reply #373 on: September 23, 2009, 07:53:35 am »

I genned a very nice, and EVIL world:

Created in DF v0.28.181.40d.

Spoiler (click to show/hide)

I think I found a decent embark spot on it as well:
Spoiler (click to show/hide)
It has sand, magma pipe, no aquifer, chasm, UG pool, brook, trees.. HFS..
9x3, a bit odd sized, but it allows for selective removal of features if it's too hard on FPS.
Note, all 3 of it's biomes are on terrifying grounds  ;D

Didn't do any spectacular modding, except making dragons size 80, and upping goblin damblock to 3, as well as elves' damblock, idem. Oh. And make GCS feel comfy in UG water biomes as well as chasm biome.
Except maybe, that I meddled with the ores, to make some a bit more common. Nothing major, but here's the matgloss_stone_mineral.txt:
Spoiler (click to show/hide)

Have fun exploring the huge evil mountains for good embark sites. If you end up genning something completely different, I can provide more slightly altered raw files, if nescessary.  ;)

EDIT:
Spoiler (click to show/hide)
EDIT2: one downside, I found out there are no goblins. At least, they have a red dotted line next to their name on the embark screen, no matter where I am on the map. Well. The undead will do I guess.
« Last Edit: September 23, 2009, 08:13:51 am by martinuzz »
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CobaltKobold

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Re: Worldgen cookbook
« Reply #374 on: September 23, 2009, 03:45:57 pm »

EDIT2: one downside, I found out there are no goblins. At least, they have a red dotted line next to their name on the embark screen, no matter where I am on the map. Well. The undead will do I guess.
red-dashes is usual. Is the bit that Toady kludged to make snatchers always combative, I think. If the race is unreachable, it just doesn't show up on neighboring civ list. (except your home- they're always reachable.)
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