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Author Topic: PerfectWorldDF world creator utility v.1.9  (Read 444040 times)

cephalo

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Re: PerfectWorldDF world creator utility
« Reply #210 on: July 23, 2010, 08:37:48 am »

1.2 is released!

I created a bottom threshold for the volcano map so that there's some control for the lower values of volcanism. This has some effect on the mineral layers that are generated, although I'm not exactly sure how. Zero volcanism does not guarantee a sedimentary layer. If we ever figure it out we'll at least have some control now. I will post instructions on how to get a site with sediment and a volcano.

I also improved the way mountain borders are generated. In 1.1 they tended to completely overwhelm any mountains in the interior, especially at the corner of two mountain border sides. This also cause all the mountain peaks to generate in the corner, which was really ugly. Now, if a mountain is pushed up too high, it will bounce off of a 'ceiling'. If that bounce makes it too low it will bounce off a 'floor' just above the treeline. In this way it will ricochet between the mountain altitudes, instead of just making a giant peak that destroys all other mountains when the map is normalized. The mountain borders are a bit more leaky now, but you can fiddle with it until you can close it off if you are worried about escaping rivers.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

cephalo

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How to get a volcano with sediment layer.
« Reply #211 on: July 23, 2010, 09:17:26 am »

I've seen that alot of people will go to great lengths in trying to get a surface volcano that also has flux. Under normal circumstances, this is a very rare combination. With vanilla DF, not only are volcano sites very rare to begin with, they also tend to have high volcanism in the surrounding areas which eliminates the chance for sedimentary rock layers where most fluxes are found.

I've figured out how to use PW to get sites with both. What you want is to have low volcanism tiles right next to max volcanism tiles. The best chance is to have single max volcanism 'dots' as potential volcanoes that are surrounded by non-igneous extrusive tiles. To get that most easily you can max out the weight, frequency and smoothness controls on the noise input, and also set the igneous extrusive threshold to be the same as the volcano threshold, such that all igneous-extrusive tilse are also potential volcanoes. Here is an example of what you want to see on the volcanism tab in PW:
Spoiler (click to show/hide)

See how there are many isolated red dots? If a volcano appears on one of those dots, you will have a good chance of finding a site square that has a small island of volcanic layers surrounded by biome with a sediment layer. Keep in mind that with PW you can usually boost the number of volcanos without fear of map rejections. As long as there are more that 200 red tiles on the volcanism tab, you can turn up the number of volcanoes in the world-gen params to the max of 200 without trouble. The more volcanos you have, the more likely you will find the site you want. You just have decide if it looks good on your map. Not everyone wants a ridiculous number of volcanoes.

(Note: The above example is for generating a large map, if you are genning a smaller map, you'll want the red dots to be bigger so that they don't dissappear when the map is shrunk. In that case you will get rejections! If you are getting volcano rejections that is why. Just increase the size of the noise features by lowering the size slider.)

On the first map I genned, it didn't take me long to find what I was looking for. You still have to poke around, as many volcanoes will still appear in the middle of other volcanic clusters, and also because low volcanism does not guarantee a sediment layer.
Spoiler (click to show/hide)
« Last Edit: July 23, 2010, 09:35:49 am by cephalo »
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Shagomir

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Re: PerfectWorldDF world creator utility
« Reply #212 on: July 24, 2010, 02:44:32 am »

Well, I just discovered this tool and used it to make the following:

Image hidden due to massive size:
Spoiler (click to show/hide)

Here is the height map:

Actually getting this to generate the correct rivers and biomes is a little fiddly, but only for the upper Mississippi, Columbia, Ohio, and Mackenzie rivers. I have a worldgen where I have accomplished this, but it is huge (about 1 meg) so I can't post it here directly.

The final heightmap (done through PW, so it's only in the worldgen) fixes a lot of the glaring errors with the topography. The heightmap is only a framework to get the coastlines and river channels right, and took about 30 minutes to bang out with photoshop and a topographic map of North America.

Whaddya think? :D
« Last Edit: July 24, 2010, 02:52:55 am by Shagomir »
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Take a look at my fancy North America Worldgen!

cephalo

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Re: PerfectWorldDF world creator utility
« Reply #213 on: July 24, 2010, 09:59:03 am »

Whaddya think? :D

Nice job! I can't imagine what it would be like to play DF in North America lol.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Shagomir

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Re: PerfectWorldDF world creator utility
« Reply #214 on: July 24, 2010, 06:06:04 pm »

Whaddya think? :D

Nice job! I can't imagine what it would be like to play DF in North America lol.
Lots of aquifers, especially in the great plains (realism! woo!) but there are a few good 3x3 volcano + trees + flux + river sites in my worldgen. <3 marble!
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Take a look at my fancy North America Worldgen!

Kaelem Gaen

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Re: PerfectWorldDF world creator utility
« Reply #215 on: July 25, 2010, 11:00:50 pm »

>.>  I suck at using PerfectWorldDF,  is it possible you can pop out the WorldGen Cookbook for it? EDIT: The North America WorldGen I mean

Also is it possible (in PW) to make a region that's completely landlocked and surrounded by deserts? (With maybe a few fresh water lakes, swamps and no actual oceans, though if the lakes turn into oceans that's fine too)

Also:

Curses WI is Elfland
« Last Edit: July 25, 2010, 11:34:22 pm by Kaelem Gaen »
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cephalo

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Re: PerfectWorldDF world creator utility
« Reply #216 on: July 25, 2010, 11:07:58 pm »

>.>  I suck at using PerfectWorldDF,  is it possible you can pop out the WorldGen Cookbook for it?

Also is it possible (in PW) to make a region that's completely landlocked and surrounded by deserts? (With maybe a few fresh water lakes, swamps and no actual oceans, though if the lakes turn into oceans that's fine too)

Also:

Curses WI is Elfland

Make sure you do the walkthrough in the manual. Some of this stuff is kinda non-obvious.

On the elevation map turn the sea level slider to zero, that should get rid of all oceans. Generate your rainfall, and turn the 'below desert threshold slider' really high. That should get you close.


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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

FreakyCheeseMan

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Re: PerfectWorldDF world creator utility
« Reply #217 on: July 25, 2010, 11:09:57 pm »

*breathes in deeply*
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY!!!!

Now to figure out how to use it.... It works with 2010, right?

Actually, what's probably gonna happen is that, now that I have an elegant solution, the normal gen I have running while I type this will turn up a perfect, irresistable world.

Seriously, it's gonna have adamantine as a sediment layer.

Actually, speaking of which... I know their's adamantine everywhere now, but is there a way to find/place the forts? I didn't see it in init options...
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FreakyCheeseMan

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Re: PerfectWorldDF world creator utility
« Reply #218 on: July 25, 2010, 11:40:38 pm »

I think I'm missing something- won't run at all for me. "Unable to find a version of the runtime to support this application". ".NET framework initilization error".

I sense that I'm being dumb in some way, but I do not yet know what...
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What do you really need to turn Elves into Dwarves? Mutation could make them grow a beard; insanity effects could make them evil-minded, aggressive, tree-hating cave dwellers, and instant, full necrosis of their lower legs could make them short.

Orangebottle

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Re: PerfectWorldDF world creator utility
« Reply #219 on: July 25, 2010, 11:46:10 pm »

Note: This is a Windows Forms application and as such requires the Microsoft .NET framework version 3.5 to be installed on the machine. For Linux and Mac users addictgamer has come to the rescue with the following link for running .NET apps on Linux. I can't give alot of support on this however since I know absolutely nothing about either of those platforms.
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FreakyCheeseMan

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Re: PerfectWorldDF world creator utility
« Reply #220 on: July 26, 2010, 12:05:20 am »

Trying to install that now, seems to think it already is.

*is using windows for the first time in many, many years*

Yep, did a full repair, no change. Can anyone walk the dumb mac use through this?
« Last Edit: July 26, 2010, 12:16:52 am by FreakyCheeseMan »
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What do you really need to turn Elves into Dwarves? Mutation could make them grow a beard; insanity effects could make them evil-minded, aggressive, tree-hating cave dwellers, and instant, full necrosis of their lower legs could make them short.

userpay

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Re: PerfectWorldDF world creator utility
« Reply #221 on: July 26, 2010, 12:31:15 am »

*breathes in deeply*
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY!!!!

Now to figure out how to use it.... It works with 2010, right?

Actually, what's probably gonna happen is that, now that I have an elegant solution, the normal gen I have running while I type this will turn up a perfect, irresistable world.

Seriously, it's gonna have adamantine as a sediment layer.

Actually, speaking of which... I know their's adamantine everywhere now, but is there a way to find/place the forts? I didn't see it in init options...

It is litterally everywhere, every tile has the fun metal and a lake of fire at the lowest levels. Well suppose to anyway.
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FreakyCheeseMan

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Re: PerfectWorldDF world creator utility
« Reply #222 on: July 26, 2010, 01:05:09 am »

*breathes in deeply*
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY!!!!

Now to figure out how to use it.... It works with 2010, right?

Actually, what's probably gonna happen is that, now that I have an elegant solution, the normal gen I have running while I type this will turn up a perfect, irresistable world.

Seriously, it's gonna have adamantine as a sediment layer.

Actually, speaking of which... I know their's adamantine everywhere now, but is there a way to find/place the forts? I didn't see it in init options...

It is litterally everywhere, every tile has the fun metal and a lake of fire at the lowest levels. Well suppose to anyway.

Yeah, but the forts are something specialish. They're in every tile, but not on every embark site- and without a way to see, the chances of getting one by luck are pretty poor.
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What do you really need to turn Elves into Dwarves? Mutation could make them grow a beard; insanity effects could make them evil-minded, aggressive, tree-hating cave dwellers, and instant, full necrosis of their lower legs could make them short.

Shagomir

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Re: PerfectWorldDF world creator utility
« Reply #223 on: July 26, 2010, 03:16:56 am »

*breathes in deeply*
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY!!!!

Now to figure out how to use it.... It works with 2010, right?

Actually, what's probably gonna happen is that, now that I have an elegant solution, the normal gen I have running while I type this will turn up a perfect, irresistable world.

Seriously, it's gonna have adamantine as a sediment layer.

Actually, speaking of which... I know their's adamantine everywhere now, but is there a way to find/place the forts? I didn't see it in init options...

It is litterally everywhere, every tile has the fun metal and a lake of fire at the lowest levels. Well suppose to anyway.

Yeah, but the forts are something specialish. They're in every tile, but not on every embark site- and without a way to see, the chances of getting one by luck are pretty poor.

You could always embark at 16x16, use dfhack to reveal the
Spoiler (click to show/hide)
, then use the task manager to kill the process and make sure that you include that square in your embark. It's sort of cheating, but it would work.
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Take a look at my fancy North America Worldgen!

nickbii

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Re: PerfectWorldDF world creator utility
« Reply #224 on: July 26, 2010, 04:33:08 am »

Trying to install that now, seems to think it already is.

*is using windows for the first time in many, many years*

Yep, did a full repair, no change. Can anyone walk the dumb mac use through this?
I use it on my Mac with minimal issues.

You have to install a program called mono. Download it here:
http://www.go-mono.com/mono-downloads/download.html

Nick
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