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Author Topic: World generation tips  (Read 522 times)

DFAddict

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World generation tips
« on: September 02, 2010, 03:17:57 pm »

How would one generate a world that has a lot of peaks, underground forests and underground rivers? I've fooled around a bit but if anybody can give me some tips you would be awesome (or even more awesome).
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Gearheart

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Re: World generation tips
« Reply #1 on: September 02, 2010, 03:30:49 pm »

Don't know about underground rivers, but underground forests will spawn after a few years if you set cavern openness to max.

This means that it wont be a mesh of tunnels, and will instead be an open cavern, which causes forests of tree mushrooms to appear.
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Trekkin

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Re: World generation tips
« Reply #2 on: September 02, 2010, 03:41:49 pm »

Underground rivers don't exist in the same way they did in 40d, in that you won't have fixed-width channels of flowing water. However, set cavern water min and max high enough and you will get water from map edge to map edge, which is close.

Trees pop up on all natural cavern tiles not covered in water until maximum plant density is reached, so they will be seen on almost every map.

For peaks, just set high elevation variance or paint a map with lots of elevation variance.
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JAFANZ

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Re: World generation tips
« Reply #3 on: September 02, 2010, 04:05:52 pm »

Set Cavern Water Min to 1 or Higher to force all caverns to be potentially muddied, otherwise you will occaisionally see a dry one, no water means no mud, means no shrubs or trees.

For peaks, set Min Peaks & Min Volcanos to 200, that'll force lots of Mountains, but you'll probably want to set the Elevation Variances to 3200, Erosion Cycles to 1000, & Periodically erode cliffs to TRUE, so that you also get some places that you can actually embark.
« Last Edit: September 02, 2010, 04:07:56 pm by JAFANZ »
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DFAddict

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Re: World generation tips
« Reply #4 on: September 04, 2010, 10:27:43 am »

What about minimizing or eliminating the aquifer in low elevations?
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