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Author Topic: PerfectWorldDF world creator utility v.1.9  (Read 448812 times)

Chromasphere

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Re: PerfectWorldDF world creator utility
« Reply #345 on: December 01, 2010, 06:23:48 pm »

Nope, as far as I know.  You can use the rain shadow thingy to get some control over region type but still not temperature.  I think it has to be changed by Toady for us to be able to mod it.
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Johnfalcon99977

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Re: PerfectWorldDF world creator utility
« Reply #346 on: December 07, 2010, 10:40:05 pm »

How do you put the damned maps on DF?
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Schmlok

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Re: PerfectWorldDF world creator utility
« Reply #347 on: December 08, 2010, 01:24:40 am »

Once you've done things, you should be able to just export it back to the worldgen file.
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colorlessness

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Re: PerfectWorldDF world creator utility
« Reply #348 on: December 29, 2010, 09:28:51 pm »

cephalo, thanks a lot for this utility ... just started playing around with it and it's already pretty great.  That's it.
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AWellTrainedFerret

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Re: PerfectWorldDF world creator utility
« Reply #349 on: January 17, 2011, 10:56:24 pm »

I love the hell outta this utility. But a quick question: Is there any way to control how worldgen designates evil/good biomes? I have so far been unable to determine any pattern other than it makes the areas I want neutral to be non-neutral and the areas I want to be good/evil neutral.
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Re: PerfectWorldDF world creator utility
« Reply #350 on: January 18, 2011, 10:03:17 pm »

I love the hell outta this utility. But a quick question: Is there any way to control how worldgen designates evil/good biomes? I have so far been unable to determine any pattern other than it makes the areas I want neutral to be non-neutral and the areas I want to be good/evil neutral.
One thing that's worked for me is to use the biome sizes to get what I want.  If I have one "extra-large" area that I want to be evil (for example, in one map set I have a huge desert in the center covering maybe 20 percent of total land area; in another a vast swamp takes the place of edge oceans), I set the "Desired Evil Count in Large Subregions" to something like 5 or 6000.  Since only large subregions are affected, the majority of the map (made up largely of small and medium sized subregions) is not.  Since all the other large regions combined barely equal the single "extra-large" region I want to be evil, more often than not the game discharges its duty to make evil tiles in large subregions by converting the "extra-large" subregion to evil, which usually means most or all of the other large subregions are unaffected. 

It's a limited method, and often requires a regen or two, but I've been happy with the results.  Fortresses built in extra large regions are more interesting anyway--I have a basically unlimited supply of zombie camels to fight, and 20 FBs so far with no indications of supply depletion.

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Re: PerfectWorldDF world creator utility
« Reply #351 on: January 27, 2011, 04:15:06 pm »

Great utility.

I am still struggling to create the type of world I want, but I am much more efficient at doing so.

What kinds of settings would you use to create large areas of Temperate rain forest in mountain foothills?

or large areas that are similar to Wales.....

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Schmlok

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Re: PerfectWorldDF world creator utility
« Reply #352 on: January 28, 2011, 05:38:30 pm »

On the elevation generator, try turning the sliders either off or almost off in various ways, you should be able to get LARGE areas of single height.
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ZioAnthros

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Re: PerfectWorldDF world creator utility
« Reply #353 on: February 17, 2011, 11:10:01 pm »

This isn't dead is it? it looks really cool, though the download link... fails.

edit:
Never mind, apparently, it's up now.
« Last Edit: February 17, 2011, 11:57:28 pm by ZioAnthros »
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cephalo

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Re: PerfectWorldDF world creator utility
« Reply #354 on: February 19, 2011, 11:12:22 am »

This isn't dead is it? it looks really cool, though the download link... fails.

edit:
Never mind, apparently, it's up now.


I'm going to try to update it when I get a chance. For now, I think the only new field is the night creatures tag, which should be easy to fix manually. I have to do something about these changing versions. Maybe I'll impliment an XML file similar to what DFHack does.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Jacos

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Re: PerfectWorldDF world creator utility
« Reply #355 on: February 21, 2011, 03:09:54 pm »

Does this work with the current version?
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cephalo

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Re: PerfectWorldDF world creator utility
« Reply #356 on: February 21, 2011, 07:55:47 pm »

Does this work with the current version?

Actually it does. I tested it yesterday. You can't set the nightcreatures number from within PWDF, but the game won't complain about it being missing. Just make sure you set that number how you like it, or just use the default value.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Max White

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Re: PerfectWorldDF world creator utility
« Reply #357 on: February 21, 2011, 08:00:16 pm »

This is realy cool! Does it work well with mods? Do new minerals appear?

cephalo

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Re: PerfectWorldDF world creator utility
« Reply #358 on: February 22, 2011, 08:05:13 pm »

This is realy cool! Does it work well with mods? Do new minerals appear?

It only modifies the various map data that is exposed. It should work with any mod.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Jeoshua

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Re: PerfectWorldDF world creator utility
« Reply #359 on: February 27, 2011, 07:12:51 pm »

I have a question for the creator here... sort of a feature request.

You're already using separate image maps for each type you can attach to the world_gen file, like Volcanism, Drainage, etc, right?  So what about being able to import and export these images as well as the height map.  That way we could import, say... a Volcanism map that specifies exactly what and where we want the volcanism, instead of playing around with noise and whatnot.

Also, as sort of a tecnhical question, not necessarily towards the OP, what resolution is the map imported into DF as? If I have a 256x256 map, does that mean that Perfect world is feeding DF a 256x256 image as a height map? Because the image that you get exported from legends in worldgen is something like 16x that size.  Is it at all possible to somehow edit THAT map at THAT resolution?  Because I'd love to be able to set up a world where the rivers didn't all have canyon walls.  Or maybe not have rivers that cut through a sheer cliff face because they can't run up-hill...  I can do better terrain generation than DF does with freaking PAINT!
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