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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1248233 times)

Meph

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
« Reply #8745 on: January 14, 2012, 06:26:49 pm »

material_template. But if you remove it as well you get a ton of errors in your error log.
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Ozfer

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
« Reply #8746 on: January 14, 2012, 06:34:11 pm »

Thanks :).  I looked over the file, and deleted the text.  And when you say I'll get lots of errorlog messages, how will that affect my game?
« Last Edit: January 14, 2012, 06:36:46 pm by Ozfer »
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IamanElfCollaborator

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
« Reply #8747 on: January 14, 2012, 06:35:16 pm »

Not much. It'll just clog up your errorlog so you cant find the important stuff if you mod in something which crashes your world.

Ozfer

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
« Reply #8748 on: January 14, 2012, 06:41:08 pm »

Just tested it out in arena mode, but its still there :\.
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Putnam

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
« Reply #8749 on: January 14, 2012, 09:54:43 pm »

Also, you'll need to gen a new world.

MAurelius

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
« Reply #8750 on: January 14, 2012, 10:27:30 pm »

Hello,

I would like to make some small changes to worldgen and I am using Genesis.

I would like a few more embark points, and I would like there to be at least 10 layers until the first cavern.

I know how to do this in advanced world gen but I'm afraid using AWG will automatically delete some of the changes Deon already made (particularly to the caverns) that I really like. I checked the worldgen files and they look identical to vanilla DF, so I can't edit the files, either. Where are the Genesis modified world gen files stored?

To summarize: I want to use basic worldgen, not advanced. I would like it to automatically every time make sure there are at least 10 z levels before top of cavern one, and a bit more embark points, while keeping all the other modifications Genesis already has made to vanilla. How do I do this?

Thank you!
« Last Edit: January 14, 2012, 10:30:20 pm by MAurelius »
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Ozfer

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
« Reply #8751 on: January 14, 2012, 10:36:55 pm »

I did gen a new world :\.
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Meph

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
« Reply #8752 on: January 14, 2012, 10:42:11 pm »

@maurelius: I am not sure if you can alter the basic world gen. If yes, then this is unknown to me.
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MAurelius

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
« Reply #8753 on: January 14, 2012, 10:51:23 pm »

Am I just hallucinating? The standard Genesis worlds I create have much better looking and less mazey caverns than vanilla but when I look at the worldgen files they look JUST like vanilla. No difference at all (I mean the folder with SMALL_WORLD, SMALL_ISLAND, MEDIUM_WORLD...etc. etc.). Deon responded to a previous post of mine saying "I think I increased minimum openness and reduced the amount of small tunnels in caverns" but when I look at the Data/Init/world_gen file it doesn't seem any different at all (at least as it relates to caverns) than vanilla. But Genesis caverns very clearly look different in shape to me (in a positive way vs. vanilla). What's going on?

Ok, then, how about this: Does anyone know what settings in advanced world gen correspond with the following basic gen parameters:

Large World.
Short History.
Minerals Everywhere.
Everything else Medium.
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Meph

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
« Reply #8754 on: January 14, 2012, 11:37:29 pm »

(I mean the folder with SMALL_WORLD, SMALL_ISLAND, MEDIUM_WORLD...etc. etc.).

These are the templates for the advanced world gen.


Large World. = Large world in adv. worldgen. Or large island.
Short History. = Cull unimportand historical... YES
Minerals Everywhere. = Low mineral scarcity count. Try 1000.
Everything else Medium. = Leave it as it is.
EDIT:
About the caverns: Openness 85-100 and density 0-10. :)
10 levels of rock minimum before cavern: Layers above level 1: 10 :)

This should be close.

EDIT AGAIN:
Just looked it up, the genesis caverns are:
   [CAVERN_LAYER_OPENNESS_MIN:25]
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:50]

The vanilla caverns are
   [CAVERN_LAYER_OPENNESS_MIN:0]
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
« Last Edit: January 14, 2012, 11:41:26 pm by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

MAurelius

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
« Reply #8755 on: January 14, 2012, 11:52:21 pm »

Thanks so much for taking the time, Meph.

But aren't those cavern values for the "Worldmap" template, the one that looks like our world? As you scroll down world_gen you see LARGE, MEDIUM, etc. and those have regular cavern values. Or is "Worldmap" some kind of overarching parameter set?
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Meph

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
« Reply #8756 on: January 14, 2012, 11:57:17 pm »

No problem, I studied the damn thing for my custom worlds. ;)

But I am not deon. It is true that these cavern values are taken from his worldmap. But they result in open, less labyrinth like caverns.

As soon as deon shows up, he can clarify if, and if yes, then how, he altered the basic world gen.

EDIT: Wow, just tried the worldmap setting. It really does create a good copy. Although I get unlimited swamp rejections, and after those I get lake rejections...
« Last Edit: January 15, 2012, 12:01:23 am by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
« Reply #8757 on: January 15, 2012, 01:48:23 am »

I've only changed the "world map" template, other are base templates so you are either lucky or hallucinating :P. Probably both, do not drink Sewer Brew in the morning.

Meph told what you want. Pick an advanced world gen, large size, and set up those values as he said.

Quote
Although I get unlimited swamp rejections, and after those I get lake rejections...
I did not have time to perfect it to avoid all rejections, but it still works in the end.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.27 ϟ] - genesis-mod.webs.com
« Reply #8758 on: January 15, 2012, 02:32:53 am »

Oops, I've just noticed that I've made the change to rocktip arrows only for ASCII version! How could I miss it... I will make a save-compatible update soon, you will just have to replace your /raw/ folder in /data/save/ if you've started to play already and it will work.

As a bonus I've added "anthracite", a more expensive coal. More coals is always better.
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Deon

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** 3.27b
* Rocktip arrows are now considered "wooden" by the game so dwarves can store them in ammo stockpile (was only in ASCII 3.27).
* New "anthracite" coal.

Save compatible.
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