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Author Topic: World-gen modding  (Read 779 times)

Rochndil

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World-gen modding
« on: April 07, 2011, 12:31:15 pm »

Good afternoon.

I've spent a lot of time tinkering with the world-gen settings to try and create the kind of world I like to play in (in the current system). I'm not happy with having to drill down 20 z-levels to find magma, and I want running water. Back a while, I always chose embark locations with an underground river and a magma vent/volcano, and if I was really lucky, a pit/chasm too. The new underground is probably better in a lot of ways, but I do miss some elements of the old way.

Here are the the settings I am currently working with. I always do small regions to reduce gen time and filesize.

Code: [Select]
[WORLD_GEN]
[TITLE:SMALL REGION]
[DIM:65:65]
[EMBARK_POINTS:1274]
[END_YEAR:1050]
[BEAST_END_YEAR:100:80]
[REVEAL_ALL_HISTORY:0]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:202:202]
[RAINFALL:0:100:101:101]
[TEMPERATURE:35:65:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:100:100:3200:3200]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:600]
[MEGABEAST_CAP:4]
[SEMIMEGABEAST_CAP:9]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_CREATURE_NUMBER:22]
[GOOD_SQ_COUNTS:6:63:127]
[EVIL_SQ_COUNTS:6:63:127]
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0]
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:528:0:0]
[REGION_COUNTS:HILLS:528:0:0]
[EROSION_CYCLE_COUNT:1000]
[RIVER_MINS:50:50]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:6]
[NON_MOUNTAIN_CAVE_MIN:12]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[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:0:0:0]

I would be very interested in what suggestions folks may have to change/modify these settings, and any thoughts on the world gen process in general.

I also should mention one funny thing that happened a while back when I was testing. I'm not really all that interested in HFS, so I tried turning OFF the bottom layer. It worked, BUT, it also got rid of all my volcanoes! They still showed up on the map, but they just weren't THERE in-game. Failing can be fun too. :)

Rochndil, who will be doing a LOT more world-genning once he gets the MMO metals/minerals changes in place...
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Build an Elf a fire, keep him warm for a day.
Drown an Elf in magma, keep him warm for the rest of his life!