Also, the world-gen will shift all of the tiles up or down some if it finds they are unbalanced, so if you want to get rid of oceans, decrease rainfall, and increase altitude variance.
I never had this, unless your talking about erosion?
Setting minimum elevation to 100 allways neatly eleminated all oceans for me, if you cant fix your woes without those two topics, maybe you should post your parameter set.
Setting it at 100 minimum did indeed help; previously I was trying much lower numbers. But then I was getting an excess of mountains, so I set the maximum a bit lower, and then the game complained about not being able to place enough peaks, so I nulled that out too but there's still a lot of mountain coverage...
I think the main concept I didn't realise before is that it's okay to allow the world to ignore certain reject types. I was under the impression that this was very bad, would leave me with a lifeless world. Turns out it's not as bad as I thought, and allowing rejections must be a common thing with custom worlds.
The problem with the cookbook thread is that the 'recipes' are spread out over its pages instead of condensed into the first post. There's a lot of discussion to follow if you want to understand what types of world are being posted in response to various requests.
The parameter thread is helpful in explaining what they do, but not how interdependant the numbers are. It explains in general terms without being very specific.
For example:
Minimum Rainfall: Sets the minimum (possible?) rainfall value in the world. I don't know if it's guaranteed that this value will exist somewhere in the world. This is used to create biome information. Areas with high rainfall tend to turn into either forest or marsh, depending on drainage.
This tells me in basic terms what might happen, but doesn't give me any idea on the scale of the numbers or what its relationship is with drainage that causes forests and marshes to appear and in what volume. (In this case I can figure that last part out with a little common sense, but it's still a trial-and-error process with no clear value ranges to work with.)
If I had the time and patience for it, I'd create my own FAQ to solve just these issues, as just complaining about it isn't very helpful, I know.
I just get the general impression that most people deal with worldgen without so many problems, and that there's some big secret to it that I've yet to discover. But then it might just be the rejection thing, which I must admit has been the single most helpful discovery so far.