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Author Topic: Worldgen cookbook  (Read 165362 times)

UristMcGunsmith

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Re: Worldgen cookbook
« Reply #390 on: October 14, 2009, 07:33:06 am »

I have no clue how to make this, so could someone make/teach me how to make a certain world?

I want to replicate the world from a show called Desert Punk, a vast flat desert with hills, a few mountains, and human settlements. Also no rivers, no oceans, no brooks, at most a few small lakes.

Also no greens at all if possible.

DeathOfRats

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Re: Worldgen cookbook
« Reply #391 on: October 14, 2009, 07:45:38 am »

Mountain Features can't be controlled with worldgen... yet.
That should be just untrue...see: dwarfheaven, 'nilla dwarfhea'en...

It's still uncontrolled. You can *search* for them, and/or make them show in the embark screen, but that's all. The next version should fix that.
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Grax

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Re: Worldgen cookbook
« Reply #392 on: October 14, 2009, 09:02:37 am »

I have no clue how to make this, so could someone make/teach me how to make a certain world?

I want to replicate the world from a show called Desert Punk, a vast flat desert with hills, a few mountains, and human settlements. Also no rivers, no oceans, no brooks, at most a few small lakes.

Also no greens at all if possible.
No greens means no humans and no hills, so there's 3% grasslands on the map.
Most of them aren't green being savage and evil in different states.




Created in DF v0.28.181.40d16.

[WORLD_GEN]
   [TITLE:ISOLATED MICRO 0-400]
   [SEED:569015513]
   [HISTORY_SEED:1594896508]
   [NAME_SEED:1451461146]
   [DIM:129:129]
   [END_YEAR:10000]
   [BEAST_END_YEAR:50:50]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:1]
   [ELEVATION:99:400:1600:1600]
   [RAINFALL:0:15:1600:1600]
   [TEMPERATURE:15:85:1600:1600]
   [DRAINAGE:0:35:800:800]
   [VOLCANISM:0:100:1600:1600]
   [SAVAGERY:50:100:1600:1600]
   [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:4000:2000:4000]
   [PEAK_NUMBER_MIN:20]
   [OCEAN_EDGE_MIN:0]
   [VOLCANO_MIN:50]
   [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:10]
   [RIVER_MINS:0:0]
   [PERIODICALLY_ERODE_EXTREMES:0]
   [OROGRAPHIC_PRECIPITATION:1]
   [SUBREGION_MAX:5000]
   [CAVE_MIN_SIZE:1]
   [CAVE_MAX_SIZE:1]
   [MOUNTAIN_CAVE_MIN:0]
   [NON_MOUNTAIN_CAVE_MIN:0]
   [ALL_CAVES_VISIBLE:1]
   [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:5]
   [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:0:0:4000]
   [VOLCANISM_RANGES:0:0:0]
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Shoku

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Re: Worldgen cookbook
« Reply #393 on: October 16, 2009, 05:20:40 pm »

Change your init to show underground rivers on the site finder or alter the value when you generate a world. Then you can just straight up pick a long river.

Decent river + magma pipe is usually fairly common. If you want HFS you'll only find a few suitable sites on a medium map. If you want sand and flux with those you'll have a long hunt for a site spanning many worlds. If you want all of that with a glacier... well damn, there's simply no amount of worldgen tweaking that will give you more than a snowball's chance in hell of finding that.

However, if you edit the stone layers so that sand is the only type of soil there is and so that flux is not sedimentary then you've only got to find a tile with the mountain features all close together and, well, that's still a pain but not nearly so much so.
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wrajjt

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Re: Worldgen cookbook
« Reply #394 on: October 31, 2009, 03:28:25 pm »

Is it possible to change anything in the worldgen so that more obsidian will be availble? I plan on building a pyramid of obsidian in a lake of lava, but my plans are foiled since no locations I try seem to have any large amounts of obsidian availble. Not even the ones which actually say "obsidian" on the embark screen.

Also, is there a working reveal-cheat/util which does not screw up your game? (magma buildings etc)

edit: might be the wrong place to ask this, but would it be possible to replace Andesite and Rhyolite with MORE obsidian? More often than not those two types of stones are the ones showing up around volcanos I want to use :/
« Last Edit: October 31, 2009, 03:45:53 pm by wrajjt »
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Xyon

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Re: Worldgen cookbook
« Reply #395 on: October 31, 2009, 08:28:21 pm »

I was wondering,  has anyone had any success creating a map with no civilizations where you can build a fort?    I'm trying to do it but keep getting the "unable to place controllable civilization" error.     
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3

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Re: Worldgen cookbook
« Reply #396 on: October 31, 2009, 11:29:44 pm »

You need at least one dwarf civ on the map to embark from.
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Grax

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Re: Worldgen cookbook
« Reply #397 on: November 01, 2009, 04:30:15 pm »

Is it possible to change anything in the worldgen so that more obsidian will be availble?
No.
Except the one: change the text name of layers to "obsidian", and give them appropriate tags.

Quote
Also, is there a working reveal-cheat/util which does not screw up your game? (magma buildings etc)
No.

Quote
edit: might be the wrong place to ask this, but would it be possible to replace Andesite and Rhyolite with MORE obsidian? More often than not those two types of stones are the ones showing up around volcanos I want to use :/
Do you think there are more obsidian in the real world?
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G-Flex

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Re: Worldgen cookbook
« Reply #398 on: November 01, 2009, 04:33:10 pm »

Entire obsidian layers aren't enough for you?

In that case, just build an obsidian-generating device out of a water source and the magma pipe.
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Grax

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Re: Worldgen cookbook
« Reply #399 on: November 01, 2009, 04:34:42 pm »

I was wondering,  has anyone had any success creating a map with no civilizations where you can build a fort?    I'm trying to do it but keep getting the "unable to place controllable civilization" error.     
Turn off "playable civ required" and get the uninhabited world.
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CobaltKobold

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Re: Worldgen cookbook
« Reply #400 on: November 01, 2009, 04:36:28 pm »

I was wondering,  has anyone had any success creating a map with no civilizations where you can build a fort?    I'm trying to do it but keep getting the "unable to place controllable civilization" error.     
Turn off "playable civ required" and get the uninhabited world.
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HAMMERMILL

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Re: Worldgen cookbook
« Reply #401 on: November 01, 2009, 07:09:37 pm »

Is it possible to change anything in the worldgen so that more obsidian will be availble?

You can add more volcanos, or you can adjust the minimum and maximum "Volcanoism" in the parameters. Make the minimum value fairly high and you should have plenty of regions with multiple layers of obsidian. Minimum 75 max 100. You could also experiment with high volcano variance. Set it up to 1600 and 1600 and you should have many more smaller regions that vary wildy in how "volcanic" they are.

Keep in mind these volcanic-type regions that have obsidian layers have no sedimentary layers, which means very little or no metal or other valuable materials.
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BigFatDwarf

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Re: Worldgen cookbook
« Reply #402 on: November 02, 2009, 07:52:35 am »

Also, is there a working reveal-cheat/util which does not screw up your game? (magma buildings etc)

Actually yes, although difficult.
Spoiler (click to show/hide)

Hope I made any sense.
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smjjames

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Re: Worldgen cookbook
« Reply #403 on: November 02, 2009, 08:08:16 am »

Also, is there a working reveal-cheat/util which does not screw up your game? (magma buildings etc)

Actually yes, although difficult.
Spoiler (click to show/hide)

Hope I made any sense.

Actually, there is a better route, but it requires that you download Visual Fortress which is a 3D visualizer. Do the same designate the whole bottom layer thing, load VF and have it load up your fort, make sure the reveal tiles square is checked. Then use the slice tool to find your magma. This will never mess with your game as all it does is take a snapshot of each tile.

While some stones (and sometimes soil) are difficult to tell apart due to having the same or nearly the same color, you can get a general idea of whats there. What it won't tell you is exactly what you are looking at, for example jet, magnetite, and mica look the same. However, correlating viens that are exposed at the surface with ones that you see in VF can help.

Of course though, you can always save the game, use reveal, look around, use task manager to force the game closed and then reload the game. Just don't save it after you have done reveal. I always do that when I want a detailed look and it works just fine.
« Last Edit: November 02, 2009, 08:11:19 am by smjjames »
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BigFatDwarf

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Re: Worldgen cookbook
« Reply #404 on: November 02, 2009, 08:58:05 am »

Of course though, you can always save the game, use reveal, look around, use task manager to force the game closed and then reload the game. Just don't save it after you have done reveal. I always do that when I want a detailed look and it works just fine.

Yeah. Also a great way of doing risky things.
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I loaded up my save in the new version, spent a minute trying to find my archery range before figuring it was the room with Xs down both sides: bins of ammo and archery targets.
Urist McCrossbower cancells practice crossbowery: Unsure of which end of the room to shoot at.
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