Thanks, FleshForge!
After hours of button-smashing in .16, I've got the world of Boldolonra--this site, specifically:
Features: Volcano, sand, some mudstone, marble for flux, what looks to be a good amount of gabbro and granite. Tropical Joyous/Savage Wilds. Access to all other civs; kobolds are alive in this world. Top of volcano pierces a murky pool, so two veins of cotton candy are immediately revealed. There are two caves fairly close by; not sure if this affects titan/megabeast attacks.
Possible drawbacks: May not have an infinite source of water; biomes are also Hot. Kind of lumpy and uncompelling, when it comes to z-level distribution. NO EVIL SQUARES!! :[
But... the sand is only four steps from the magma. Four. Steps.
Created in DF v0.31.16.
[WORLD_GEN]
[TITLE:CUSTOM]
[SEED:16]
[HISTORY_SEED:2910543020]
[NAME_SEED:459502123]
[CREATURE_SEED:1584370084]
[DIM:65:65]
[EMBARK_POINTS:1400]
[END_YEAR:1000]
[BEAST_END_YEAR:1000:20]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:500:500]
[RAINFALL:10:100:500:500]
[TEMPERATURE:25:75:500:500]
[DRAINAGE:15:100:500:500]
[VOLCANISM:10:100:500:500]
[SAVAGERY:10:100:500:500]
[ELEVATION_FREQUENCY:2:2:2:2:1:1]
[RAIN_FREQUENCY:2:1:1:2:1:1]
[DRAINAGE_FREQUENCY:2:1:2:3:2:1]
[TEMPERATURE_FREQUENCY:2:1:2:3:2:1]
[SAVAGERY_FREQUENCY:2:1:2:3:2:1]
[VOLCANISM_FREQUENCY:2:1:2:3:2:1]
[MEGABEAST_CAP:12]
[SEMIMEGABEAST_CAP:16]
[TITAN_NUMBER:10]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:6]
[GOOD_SQ_COUNTS:24:200:500]
[EVIL_SQ_COUNTS:24:200:500]
[PEAK_NUMBER_MIN:5]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:25]
[REGION_COUNTS:SWAMP:40:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:200:0:0]
[REGION_COUNTS:HILLS:200:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:50]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:40]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:80]
[CAVERN_LAYER_WATER_MIN:25]
[CAVERN_LAYER_WATER_MAX:50]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:3]
[LEVELS_ABOVE_LAYER_3:3]
[LEVELS_ABOVE_LAYER_4:3]
[LEVELS_ABOVE_LAYER_5:3]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:25]
[CAVE_MAX_SIZE:50]
[MOUNTAIN_CAVE_MIN:12]
[NON_MOUNTAIN_CAVE_MIN:18]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:180]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:528:1056:528]
[RAIN_RANGES:264:528:264]
[DRAINAGE_RANGES:264:528:264]
[SAVAGERY_RANGES:264:528:264]
[VOLCANISM_RANGES:264:528:264]
With a world genned in .12 and convered to .14, it took me several tries but I did get an evil embark that has phantom spiders and glumprong, it looks like there are three possibilities for evil biomes: 1) all dead, with undeads, 2) all mundane with stuff like ogres, and 3) supernatural with glumprong/silverbarb/spiders and werewolves.
I tested with an all-herbalist team and came up with silverbarbs on the glumprong map, so I'm pretty sure if you see glumprongs you'll get silverbarbs too.
I think you are teh winner!
I actually did manage to gen a world with glumprongs in .14 or .15. My .12 map had werewolves and no glumprongs--but that might've been due to using it with newer versions.
Despite several 16x16 embarks I only got one set, all dead or mundane or supernatural, so I'm pretty sure this is determined for the entire embark tile (possibly for the entire subregion but I really hope not).
The "type" of evil seems to be hugely widespread... so, hoping not also, but strongly suspecting yes.