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Author Topic: worldgen help in .31  (Read 914 times)

Alkaios

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worldgen help in .31
« on: April 08, 2010, 10:36:18 pm »

I am sorry if this is covered in a tutorial somewhere, but I've been searching for an hour or two and the only mentions of the worldgen are either in beginners guides:"let it do its thing" or in threads for producing maps with very specific purposes (with arcane jargon that I cant wrap my mind around.)

What I would like is for someone to explain what are some of the most important parameters, what they do, and how to change them to achieve certain favorable effects. Also, bonus points if anyone can explain to me how to insert seeds supplied in threads here,(like this)
Spoiler (click to show/hide)
because I assume there is an easier way than matching all of the information in the text provided to the in game parameter list.

Oh, and by "favorable effects" I mean stuff like magma pipes, large caverns close to the surface, sedimentary rock, preferably flux, and reliable water for farming unwieldy land.

Thank you very much in advance.
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Alkaios

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Re: worldgen help in .31
« Reply #1 on: April 09, 2010, 06:04:18 pm »

Come on, any help? I know tons of you guys know every twist and turn of the worldgen, so help me out.
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Qloos

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Re: worldgen help in .31
« Reply #2 on: April 09, 2010, 06:05:58 pm »

Surely you now have an opportunity to test the great events at the creation of the universe.  I am spitting jealous. 
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Alkaios

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Re: worldgen help in .31
« Reply #3 on: April 09, 2010, 06:22:01 pm »

I don't really understand your response. I've generated several worlds before, and I played dwarf mode for a few months about a year and a half ago, I am just now delving back in to learn some more advanced principles after the 2010 release, and I would really like to know how to input the big blocks of worldgen data(such as the spoiler in my first post) from places like these forums into the parameter list ingame.
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Sizik

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Re: worldgen help in .31
« Reply #4 on: April 09, 2010, 08:14:30 pm »

I don't really understand your response. I've generated several worlds before, and I played dwarf mode for a few months about a year and a half ago, I am just now delving back in to learn some more advanced principles after the 2010 release, and I would really like to know how to input the big blocks of worldgen data(such as the spoiler in my first post) from places like these forums into the parameter list ingame.

Paste it into data/init/world_gen.txt
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Ubiq

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Re: worldgen help in .31
« Reply #5 on: April 09, 2010, 09:13:19 pm »

Oh, and by "favorable effects" I mean stuff like magma pipes, large caverns close to the surface, sedimentary rock, preferably flux, and reliable water for farming unwieldy land.

1) Set Minimum Volcanism to something higher than 0 and put Minimum Volcano Number at the maximum.
2) Five is as low as you can set that particular option. You could always jack up the number of caves (mountain and otherwise) as well as increasing the maximum size of the caves though you're going to wind up with a lot more Forgotten Beasts making it to the surface.
3) Not a clue on this one though cranking up Volcanism is going to mean a lot more dacite, basalt, and obsidian with less flux than usual. It seems like flux is more common in this version in general than the last, but I don't know what controls that.
4) Set both Desired River Start Locations to the maximum. You could also try bumping up Rainfall to help keep surface pools filled, but that usually just results in a bunch of rejects for me.
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Paul

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Re: worldgen help in .31
« Reply #6 on: April 09, 2010, 09:48:03 pm »

You don't need high rainfall to have murky pools useable year round. Just turn the murky pool into a rainwater collector with the actual pool down below it. Water will trickle into your reservoir every time it rains, it will never dry up as long as you keep it at least 2 deep, and you can use it just like the murky pools - fishing, irrigation, drinking water, etc.

As far as world generation, the mesh size and weighted ranges are very powerful for affecting how the world generates. I like setting my weights to 1 1 3 2 1 on the elevation, this gives you more tiles in the upper end which generates more mountainous areas, which means a larger goblin and dwarven civ area as well as more good embark areas near mountains. Elevation apparently reduces aquifers too.

Heres an example of world gen parameters that will make a big mountainous island with ocean all around it.
Spoiler (click to show/hide)
What makes this world the way it is is primarily the elevation settings. You could do the same with high volcanism to make tons of volcanos (set the weight of 80-100 volcanism to a higher number). The mesh size/weightings are really the most powerful setting in world gen. They affect how the world generates, while most of the other stuff just triggers rejections if it isn't present.

Oh, and that example generation is actually a really good world, but it has so much going on in it (due to increased civilizations and the ability for the goblins to spread far and wide and war with everyone) that it takes forever to generate to 1050, genning it to a lower year would be faster. It has tons of places with sand and flux and rivers and such. I posted about a great site in it here if anyone is curious.
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Alkaios

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Re: worldgen help in .31
« Reply #7 on: April 10, 2010, 12:27:15 am »

Thank you kind sirs, this is exactly what i was looking for. for now i am going to build a standard fortress and build up a massive military to get back into the swing of things in this new version, but  i think i'm going to use that mountain island map to test an idea i had.
basically, ill  find a large cavern with lots of space, then channel in a circle from the surface all the way to the roof of the cavern, making a giant cylinder that (presumably)  will crash into the floor, maybe cause a cave in or two, and leave me with a stone tower in the middle of a cavern, which will then be dug out and become a military outpost for further spelunking efforts.

man, this game makes me go off on tangents.
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Danjen

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Re: worldgen help in .31
« Reply #8 on: April 10, 2010, 03:53:46 am »

Elevation apparently reduces aquifers too.
Something like any elevation below 20 is an ocean. Tiles near oceans are likely to be aquifers.
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