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Author Topic: Mountains, mountains, everywhere! But not anywhere to embark.  (Read 451 times)

Fayrik

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Mountains, mountains, everywhere! But not anywhere to embark.
« on: October 18, 2010, 10:12:52 pm »

So, this could possibly be a redunant question, but I must ask it to put my mind at rest.

In .16 (Or, just DF2010 really), is there any way to embark on a mountainous only region?
From my research "Embark Anywhere!" is long since out of date. I admit, I haven't tried it, but it just looks that out of date.

I get the feeling that Embark Anywhere! is now redundant, if that's the case, is it possible to edit raw files to embark to mountains, or is there an updated tool?

...And, I apologize if this is a stupid question, but I really had to ask it.
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So THIS is how migrations start.
"Hey, dude, there's this crazy bastard digging in the ground for stuff. Let's go watch."

Untelligent

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Re: Mountains, mountains, everywhere! But not anywhere to embark.
« Reply #1 on: October 18, 2010, 10:16:42 pm »

Nope, can't embark on mountains/lake/ocean-only embark without a utility. Haven't seen such a utility recently.
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Fayrik

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Re: Mountains, mountains, everywhere! But not anywhere to embark.
« Reply #2 on: October 18, 2010, 10:22:07 pm »

Dang!
Mountain forts are the best, and it's so hard to get a good zone which overlaps another biome.

It also really irks me to see totally inaccessable volcanos.
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So THIS is how migrations start.
"Hey, dude, there's this crazy bastard digging in the ground for stuff. Let's go watch."

Untelligent

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Re: Mountains, mountains, everywhere! But not anywhere to embark.
« Reply #3 on: October 18, 2010, 10:27:15 pm »

Try maximizing your elevation x- and y-variances. You get a more better effect the smaller your world is.
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Johnny Madhouse

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Re: Mountains, mountains, everywhere! But not anywhere to embark.
« Reply #4 on: October 18, 2010, 10:44:27 pm »

And if maximizing isn't enough, go directly to the world_gen file in the data folder and increase variance by a ridiculous amount, like a factor of 100. Be sure to increase the subregion max count accordingly, though, or you'll get rejects out the wazoo.

I think the most biomes the game spawns per region tile is one: they can overlap within local tiles, but there is only one region 'start point' per tile. My source for that is experimentation with the world painter, however, which can only be painted at the regional level.
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Useless migrants go the Culling Burrow.