Bah, didn't get the x's:Spoiler: Embark (click to show/hide)Spoiler (click to show/hide)Spoiler (click to show/hide)
EPIC canyon. When the embark screen says major river, it's not shitting around. It's a monster river that's nearly the width of an entire embark square (47 tiles wide) at the bottom of a 30 z-level deep canyon with sheer cliffs straight down. Up at the very top, there's also a stream that empties into the river, so when the water thaws, there's going to be one hell of a waterfall here. As you can see from the IsoWorld screenshot, this river has created a huge canyon across the land.Spoiler (click to show/hide)
Course the stupid dorfs embark right smack dab in the middle of the damn thing.
I found this spot last night and I embarked one tile to the right. That cut off almost the entire part of the map to the left of the river except for a single strip of cliff 1 tile wide. That was a better setup since the dorfs embarked at the top of the cliff instead of the middle of the bloody river.
No iron here either. The embark has tetrahedrite, sphalerite, and galena (bah). There is plenty of sand though, and kaolinite rather than clay. There are some kimberlite veins but unfortunately, no diamonds. Top level of the map is 140, river is at 110, bottom is 71. Two aquifers, a small one over on the left side, and a larger one underneath the river at the south end of the map. There are no magma pools extending into the caverns, you'll have to dig all the way down to the sea. However, the bottom of the map is only 40 levels under the river, so it's not too far.
Nice, but tetrahedrite is a ore of iron if im not mistaken :PNo. Copper and silver. I take tetrahedrite on embarks where no 'pure copper' ore (copper nuggets, malachite, etc.) is available,
Why calcite? Doesn't it just appear in limestone anyway?Calcite also appears in marble. You could edit that part out instead.
Anyone got tips for getting a joyous zone near an evil zone? I want undead unicorns.
Anyone got tips for getting a joyous zone near an evil zone? I want undead unicorns.
Ramp up desired evil+good biomes per region.
Anyone got tips for getting a joyous zone near an evil zone? I want undead unicorns.
Ramp up desired evil+good biomes per region.
I think that worked... thanks.
02/19/2012 ... a lot of the embark crashes and adamantine spires and weirdness should be fixed for next time ...
This is where my current fort is. It's a good site.Spoiler: World Gen (click to show/hide)
Embark:Spoiler (click to show/hide)Spoiler (click to show/hide)
Forested volcano. Good mix of soil and stone. The aquifers are a good potential source of water, they're not that big, so they shouldn't be a serious problem.Spoiler (click to show/hide)
Minerals:
77.5k native gold
23.4k tetrahedrite
18.6k galena
10k hematite
6.6k sphalerite
3k adamantite
1k emeralds
many diverse gems
I'm going to have to look for more Untamed Wilds or something. These calm lands are getting boring.
This is a decent world for adventuring. There's a big human civ in the north with two ☼towns☼ and 4 necrotowers in ther world. Several tombs scattered around.
Same here.This is where my current fort is. It's a good site.Spoiler: World Gen (click to show/hide)
Embark:Spoiler (click to show/hide)Spoiler (click to show/hide)
Forested volcano. Good mix of soil and stone. The aquifers are a good potential source of water, they're not that big, so they shouldn't be a serious problem.Spoiler (click to show/hide)
Minerals:
77.5k native gold
23.4k tetrahedrite
18.6k galena
10k hematite
6.6k sphalerite
3k adamantite
1k emeralds
many diverse gems
I'm going to have to look for more Untamed Wilds or something. These calm lands are getting boring.
This is a decent world for adventuring. There's a big human civ in the north with two ☼towns☼ and 4 necrotowers in ther world. Several tombs scattered around.
I entered in all of the settings you used and used the same seed but I got a different result. Did the world generator get changed? I'm using v0.34.05
Thanks
I managed to find a volcano 43 levels above a glacier with the mountain restricted to one corner, with marble (lots and lots of it) and both shallow and deep metals and with all trading (except goblins), but somewhat lacking in magma-proof stone; does anyone else want the map?
=Uncool-
[WORLD_GEN]
[TITLE:GLACIAL]
[SEED:0UDrXd7yyflm12lbH7lQ]
[HISTORY_SEED:t6vQsvbYdCInYw0DALev]
[NAME_SEED:ulTJwXBY7bqTHsOnrxuN]
[CREATURE_SEED:eAWfBE0QqaeuuZF4g0ut]
[DIM:129:129]
[EMBARK_POINTS:1274]
[END_YEAR:5]
[BEAST_END_YEAR:2:50]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:100:350:1500:1500]
[RAINFALL:0:100:200:200]
[TEMPERATURE:-25:-25:200:200]
[DRAINAGE:80:100:200:200]
[VOLCANISM:0:100:3200:3200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:5:1:0:0:0:1]
[RAIN_FREQUENCY:2:4:0:0:0:1]
[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:2:1:0:0:0:1]
[MINERAL_SCARCITY:1800]
[MEGABEAST_CAP:5]
[SEMIMEGABEAST_CAP:30]
[TITAN_NUMBER:30]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[VAMPIRE_NUMBER:14]
[WEREBEAST_NUMBER:14]
[SECRET_NUMBER:28]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GOOD_SQ_COUNTS:300:100:0]
[EVIL_SQ_COUNTS:800:100:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:10000:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:400:100]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:0]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:70]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]
[CAVERN_LAYER_WATER_MIN:70]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:100]
[LEVELS_ABOVE_LAYER_1:10]
[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:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:50]
[TOTAL_CIV_POPULATION:-1]
[SITE_CAP:-1]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
The volcano in question is near the middle of the screen horizontally (it is directly north of some sinister mountains in the warm zone), and is approximately 15 units north of the line between glacier and wilderness/etc. Edited in light of above edit. NM. =PHeh. Sorry, found an old explanation that worked.
Mind trying it, after changing END_YEAR to 1050, and see if the world makes it?
Yeah, that's on purpose; I like building aboveground megaprojects.Mind trying it, after changing END_YEAR to 1050, and see if the world makes it?
Wha, you mean me, personally, try to gen something from that seed? No offense, but my motherboard would melt; it's also been reported in earlier versions that your operating system may affect how worlds are genned from seeds.
Skimming back, you've jacked the "z-levels above ground" parameter way up; undo that! IIRC it has nothing to do with how high volcanoes or mountains can be; it defines how much empty space is above the highest ground level. It only creates extra z-levels of air.
Yeah, but it also makes it less likely to find one of the nice volcanoes.
If you want a giant towering volcano, jack up the various elevation and volcanism values, and turn off erosion. I can't be more specific unless I know what you're gunning for, and I'm not exactly an expert myself.
Decreasing the total map size in world gen also does wonders for speed.
I have no problem genning what I can only call "magma towers" (volcanoes with only single walls, then pretty much a cliff down).
It's having a plain at the bottom that's tough. I always find them in very mountainous regions.
Ah. You're looking for the towering magma-pipe volcanoes on an otherwise-flat map, then? Because I have no problems genning stupidly-high, FPS-breaking volcanoes in my worlds.Well, I'd usually say that 88 (which is the one I posted) is stupidly-high, but the point is to have open air above the volcano, too.
Also, if anyone has tips for getting towers in worldgen, I'd love 'em. I'm guessing they need evil biomes, anything else?I don't think they need evil biomes; in the glacial worldgen they seem to usually come on glacier "wilderness" squares, which are entirely neutral.
[WORLD_GEN]
[TITLE:GLACIALTO1050]
[SEED:UwUzGf7ojc4fvI2BUWND]
[HISTORY_SEED:omfnOTPn6PNkZkqFnVWM]
[NAME_SEED:RKZ46udYoMpcubro7hrH]
[CREATURE_SEED:GK8PeefnpczQokzEYuZd]
[DIM:129:129]
[EMBARK_POINTS:1274]
[END_YEAR:1050]
[BEAST_END_YEAR:2:50]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:100:350:1500:1500]
[RAINFALL:0:100:200:200]
[TEMPERATURE:-25:-25:200:200]
[DRAINAGE:80:100:200:200]
[VOLCANISM:0:100:3200:3200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:5:1:0:0:0:1]
[RAIN_FREQUENCY:2:4:0:0:0:1]
[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:2:1:0:0:0:1]
[MINERAL_SCARCITY:1800]
[MEGABEAST_CAP:5]
[SEMIMEGABEAST_CAP:30]
[TITAN_NUMBER:30]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[VAMPIRE_NUMBER:14]
[WEREBEAST_NUMBER:14]
[SECRET_NUMBER:28]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GOOD_SQ_COUNTS:300:100:0]
[EVIL_SQ_COUNTS:800:100:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:10000:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:400:100]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:0]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:70]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]
[CAVERN_LAYER_WATER_MIN:70]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:100]
[LEVELS_ABOVE_LAYER_1:10]
[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:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:50]
[TOTAL_CIV_POPULATION:-1]
[SITE_CAP:-1]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
=Uncool-
This is where I'm making a new fort, it's a great site, plenty of iron early on and then tons of gold:Spoiler: Worldgen Parameters: (click to show/hide)Spoiler: Embark Location: (click to show/hide)Spoiler: Prospector: (click to show/hide)
Highlights of the minerals:
65k Chalk (Sedimentary layer flux)
210k Native Gold
11k Magnetite (Iron ore, in the chalk)
34k Tetrahedrite (Copper & Silver ore)
18k Sphalerite (Zinc!)
12k Garnierite (Nickel!)
7k Cassiterite (Tin!)
8k Galena (Lead!)
78 Bismuthinite (Bismuth!
4k Emerald
5k Wax opal
4k Clear & Green Tourmaline
26k Olivine (GREEN)
18k Gypsum (Plaster!)
34k Microcline (BEAUTIFUL BLUE!)
12k Lignite (Ore of coal)
I think I figured out why it was kicking me out early; I'm guessing that all the megabeasts died out. Perhaps I need to have more in order for it to go to 1050.
=Uncool-
Yeah, I think I'm just going to tell it not to check for that. It takes 117 years to get to the point where 50% are dead, so it probably should make it to 1050 with at least a few left.I think I figured out why it was kicking me out early; I'm guessing that all the megabeasts died out. Perhaps I need to have more in order for it to go to 1050.
=Uncool-
More and larger caves help megabeasts survive longer, IIRC.
I'm having some problems duplicating worldgen results.
The site: 3x3 with sand, fire clay, stream/lake/pools, some marble for flux, limonite, tetrahedrite and native gold among the ores, mostly good but with a corner of the map evil, and a magma pool in the first cavern layer.
It was exactly what I was looking for... except for the giant thrips and giant moths and giant ravens. Rather than whine about the new animals, I just stripped them out of the raws and re-genned. Problem: I can't get recreate the world with the same good/evil biomes (what was good comes up as untamed wilds; what was evil but green comes up as evil and bright pink) and--most importantly--the magma pool seems to have been a one-time-only thing.
Thoughts? Are magma pools placed randomly during each gen?Spoiler (click to show/hide)
My understanding is that changing the raws in any way will change world gen. Remember, you're influencing the history of the world by making your giant ravens disappear! Can you remove the raws from your save, instead of the main game?
How do the world-gen pros get a decent mix of good and evil landscapes?
Seed in previous post.Bah, didn't get the x's:Spoiler: Embark (click to show/hide)Spoiler (click to show/hide)Spoiler (click to show/hide)
EPIC canyon. When the embark screen says major river, it's not shitting around. It's a monster river that's nearly the width of an entire embark square (47 tiles wide) at the bottom of a 30 z-level deep canyon with sheer cliffs straight down. Up at the very top, there's also a stream that empties into the river, so when the water thaws, there's going to be one hell of a waterfall here. As you can see from the IsoWorld screenshot, this river has created a huge canyon across the land.Spoiler (click to show/hide)
Course the stupid dorfs embark right smack dab in the middle of the damn thing.
I found this spot last night and I embarked one tile to the right. That cut off almost the entire part of the map to the left of the river except for a single strip of cliff 1 tile wide. That was a better setup since the dorfs embarked at the top of the cliff instead of the middle of the bloody river.
No iron here either. The embark has tetrahedrite, sphalerite, and galena (bah). There is plenty of sand though, and kaolinite rather than clay. There are some kimberlite veins but unfortunately, no diamonds. Top level of the map is 140, river is at 110, bottom is 71. Two aquifers, a small one over on the left side, and a larger one underneath the river at the south end of the map. There are no magma pools extending into the caverns, you'll have to dig all the way down to the sea. However, the bottom of the map is only 40 levels under the river, so it's not too far.
I've been trying to generate a world where there *were* a lot of civilizations, but all or almost all of them have died out. I wanna be an archeologist.
I've had some luck with pocket islands with very long histories (2-3000 years), but still can't get down below about 30% of sites abandoned. Any tips on how I can get to the age of emptyness, or get mass die-off in larger worlds?
Seed in previous post.Bah, didn't get the x's:Spoiler: Embark (click to show/hide)Spoiler (click to show/hide)Spoiler (click to show/hide)
EPIC canyon. When the embark screen says major river, it's not shitting around. It's a monster river that's nearly the width of an entire embark square (47 tiles wide) at the bottom of a 30 z-level deep canyon with sheer cliffs straight down. Up at the very top, there's also a stream that empties into the river, so when the water thaws, there's going to be one hell of a waterfall here. As you can see from the IsoWorld screenshot, this river has created a huge canyon across the land.Spoiler (click to show/hide)
Course the stupid dorfs embark right smack dab in the middle of the damn thing.
I found this spot last night and I embarked one tile to the right. That cut off almost the entire part of the map to the left of the river except for a single strip of cliff 1 tile wide. That was a better setup since the dorfs embarked at the top of the cliff instead of the middle of the bloody river.
No iron here either. The embark has tetrahedrite, sphalerite, and galena (bah). There is plenty of sand though, and kaolinite rather than clay. There are some kimberlite veins but unfortunately, no diamonds. Top level of the map is 140, river is at 110, bottom is 71. Two aquifers, a small one over on the left side, and a larger one underneath the river at the south end of the map. There are no magma pools extending into the caverns, you'll have to dig all the way down to the sea. However, the bottom of the map is only 40 levels under the river, so it's not too far.
I used your embark to make my fortress, eventually lost it to clowns but had fun with it. Was an awesome site!
http://mkv25.net/dfma/map-11137-canyoncrossedthebridgeofimpunity
Been trying to gen a world with a flat volcano on a glacier.
But to no avail.. so I am hoping to see if anyone been luckier than I.
Embark request:
I'm looking for a 3x3 embark, with the following three criterias:
- Flat Volcano
- River/Ocean
- Untamed Wilds
Caves, !!FUN!! and other features welcome!
-snip-
I've tried a lot to get my ideal generation: A good volcano (of any degree, although i'd prefer Mirthful or Joyous Wilds), with some fresh water source (preferably a large river or even a lake), with either clay/sand, flux, and shallow+deep metals. I've always been short one factor; i'm not sure if anyone else would have a better chance at getting me this kind of generation. I have about 7x7 or 49 tiles to work with for decent FPS constraints.
If anyone can help me out, that'd be great, but I can understand that this is a bit of a demanding generation.
Here you go.Spoiler (click to show/hide)
I've tried a lot to get my ideal generation: A good volcano (of any degree, although i'd prefer Mirthful or Joyous Wilds), with some fresh water source (preferably a large river or even a lake), with either clay/sand, flux, and shallow+deep metals. I've always been short one factor; i'm not sure if anyone else would have a better chance at getting me this kind of generation. I have about 7x7 or 49 tiles to work with for decent FPS constraints.
If anyone can help me out, that'd be great, but I can understand that this is a bit of a demanding generation.
Here you go.Spoiler (click to show/hide)
I used his save and got his prospect results.
Can anyone offer suggestions for settings to generate the following:
Volcano
soil
clay
flux
Iron (of some kind)
silver or Gold.
*giggle* It's okay. Just go look at your dining room set and you'll be fine.
Can anyone offer suggestions for settings to generate the following:
Volcano
soil
clay
flux
Iron (of some kind)
silver or Gold.
Are you still looking for an embark with ALL of these, in a 4x4, Major SNAFU?
Any requirements for races in the world, good/evil, savagery, trees, elevation, water source, necromancers, world age, predominant biomes (badlands <-> swamps) and so on?
Or just what is under the ground?
... So I confess that what I play DF for (mostly) is the SimCity aspect. I turn invaders off, etc.
I am just reaching the point where I think I might be interested in turning invaders on after a 4-5 years and seeing what happens. I have yet to do anything that looks remotely competent with the military screens, organization and I have no plans to fiddle with burrows.
I mostly want all of the goodies to build and experiment as I feel like it. At some point I will probably grow past this and want to try one of these mind-boggling hard embarks that I read about - but for now that is simply too much *fun* for me.
So yes, all of those in a 4x4 or 5x5. I don't care if it is terrifying, happy, etc, etc. I would prefer lots of trees, but I can work my way around that in other ways.
Never saw any of the Arkham Horror material, but I often had piles of 2nd Edition AD&D materials in the floor next to my chair until I closed my NWN PW. It is very comforting.*giggle* It's okay. Just go look at your dining room set and you'll be fine.
I did. It is covered with Arkham Horror and 2nd Edition AD&D material. Strangely I do feel much better.
I have a challenge for y'all:
A volcano with flux, with a lake biome, a sandy desert biome, and some moderately tree-bearing biome. Good aligned, although I could easily fix this myself. I'd prefer it to be a moderately sized world, so I can interact with some civilizations, but I can understand larger worlds take longer to generate, and are harder to isolate the right embark.
I myself have become very close to attaining this with PerfectWorldDF, but i'm always missing one variable.
...
The site under discussion has one flaw. That big river begins to go stagnant by the second spring.
There is currently a bug that if stagnant water and a river or a brook share a wall, the river or the brook will become stagnant.
What do you suppose the chances of finding a world with this is? I use Legends of Forlorn Realms, so i'm trying to run my own gen of it so I get the civs it adds.Dunno, with mods, all bets are off in terms of being able to reproduce it. It could work perfectly, it might never work. I used vanilla 34.07 to ensure it would work with the defaults.
...
The site under discussion has one flaw. That big river begins to go stagnant by the second spring.
Unfortunately, a temporary "universal" problem (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5232), depending on how you use your embarks and/or how they are laid out naturally.
From the wiki (http://dwarffortresswiki.org/index.php/DF2012:Water#Stagnant_Water):QuoteThere is currently a bug that if stagnant water and a river or a brook share a wall, the river or the brook will become stagnant.
... So I confess that what I play DF for (mostly) is the SimCity aspect. I turn invaders off, etc.
I am just reaching the point where I think I might be interested in turning invaders on after a 4-5 years and seeing what happens. I have yet to do anything that looks remotely competent with the military screens, organization and I have no plans to fiddle with burrows.
I mostly want all of the goodies to build and experiment as I feel like it. At some point I will probably grow past this and want to try one of these mind-boggling hard embarks that I read about - but for now that is simply too much *fun* for me.
So yes, all of those in a 4x4 or 5x5. I don't care if it is terrifying, happy, etc, etc. I would prefer lots of trees, but I can work my way around that in other ways.
Ok, this should do the trick...Spoiler (click to show/hide)
Civs can affect worldgen that deeply? That's interesting.flux yes, shallow metal multiple, deep metal multiple, clay yes, soil <= little, aquifer (up to you). with 800 rivers in the worldgen, you're pretty much going to get a river, brook, or stream in every region.
Also, I might be blind, but I don't see a volcano on that embark screen.
And finally, what would you recommend for search settings for finding these? I'm using Flux=yes, River=Yes.
Sorry for asking so many questions, but you definitely seem to be the best person to ask.
I'd like to make a final request: I'd like to see a world_gen that can get me a lake with volcano, with flux, and multiple shallow and deep metals, in a good-aligned biome. I'm not specifying any biome, as i'm hoping it'll be able to give me a variable there.
I wish I had the knowledge to specifically make what I want, but alas, it isn't that simple, and i'm still learning.
Much thanks as always.
... So I confess that what I play DF for (mostly) is the SimCity aspect. I turn invaders off, etc.
I am just reaching the point where I think I might be interested in turning invaders on after a 4-5 years and seeing what happens. I have yet to do anything that looks remotely competent with the military screens, organization and I have no plans to fiddle with burrows.
I mostly want all of the goodies to build and experiment as I feel like it. At some point I will probably grow past this and want to try one of these mind-boggling hard embarks that I read about - but for now that is simply too much *fun* for me.
So yes, all of those in a 4x4 or 5x5. I don't care if it is terrifying, happy, etc, etc. I would prefer lots of trees, but I can work my way around that in other ways.
Ok, this should do the trick...Spoiler (click to show/hide)
:-[
So I decided to try the new version (haven't played DF for a while) and want to build a bridge fortress.
Can anyone help me with a site with large, broad, awesome and dangerous major river?
I tried to do it myself, but I either get a world without any major rivers, or with them located in cold regions being frozen whole year and stuff.
No need for any other features.
Thank you!
P.S. I tried the settings from the first page with deep canyon river, but got different world.
:-[
So I decided to try the new version (haven't played DF for a while) and want to build a bridge fortress.
Can anyone help me with a site with large, broad, awesome and dangerous major river?
I tried to do it myself, but I either get a world without any major rivers, or with them located in cold regions being frozen whole year and stuff.
No need for any other features.
Thank you!
P.S. I tried the settings from the first page with deep canyon river, but got different world.
That river is enormous!
If anyone is up to the task I have a request. I'd like a hot, humid jungle world. Maximum savagery, preferably with good and evil areas on the same site. More than one evil biome would be awesome as I want many types of face melting rain and mist. ;) Also a volcano... and a river. Minerals are irrelevant. Ant takers? 8)
I played around with those for a while, but I could never get the minerals I wanted with both, or the layouts I liked, so I eventually gave up on both and just went all good to get my *Unicorn Tallow Roasts*. ;DThat river is enormous!
If anyone is up to the task I have a request. I'd like a hot, humid jungle world. Maximum savagery, preferably with good and evil areas on the same site. More than one evil biome would be awesome as I want many types of face melting rain and mist. ;) Also a volcano... and a river. Minerals are irrelevant. Ant takers? 8)
I didn't think it was possible... but it apparently is.. (http://dl.dropbox.com/u/1339319/feralferret-sample-embark1.gif)
(still working on getting everything!)
:-[
So I decided to try the new version (haven't played DF for a while) and want to build a bridge fortress.
Can anyone help me with a site with large, broad, awesome and dangerous major river?
I tried to do it myself, but I either get a world without any major rivers, or with them located in cold regions being frozen whole year and stuff.
No need for any other features.
Thank you!
P.S. I tried the settings from the first page with deep canyon river, but got different world.
Sounds like you tried the second embark I put up. And yes, it was broad (47 tiles), awesome (30 z-level cliffs) and dangerous (waterfall at the top). The worldgen parameters I used lowered the minimum ocean edges (to get more of a large continent rather than islands, this tends to make rivers bigger, since they're longer IME), upped the erosion cycle count (makes rivers bigger), and turned off periodic erosion of extreme cliffs (so there's more sheer drops). You might want to tweak drainage too.
That river is enormous!
If anyone is up to the task I have a request. I'd like a hot, humid jungle world. Maximum savagery, preferably with good and evil areas on the same site. More than one evil biome would be awesome as I want many types of face melting rain and mist. Also a volcano... and a river. Minerals are irrelevant. Any takers? 8)
I'm on my phone right now, but if you look at my post a couple up, there's a link to DFFD. One of my saves uploaded is a major river Canyon with 20z waterfalls (plural), pretty nice site. 0.34.03, but it's save compatible, didn't have any issues with it in 0.34.06. 07 should be fine, as well.Well I'd use it if I had no choice, but I prefer to gen world myself and embark with my dwarfs. Thanks anyway!
This should work...Yup, that did it! Thank you! Found a nice spot with metals and interesting scenery)
Sounds like you tried the second embark I put up. And yes, it was broad (47 tiles), awesome (30 z-level cliffs) and dangerous (waterfall at the top). The worldgen parameters I used lowered the minimum ocean edges (to get more of a large continent rather than islands, this tends to make rivers bigger, since they're longer IME), upped the erosion cycle count (makes rivers bigger), and turned off periodic erosion of extreme cliffs (so there's more sheer drops). You might want to tweak drainage too.Yes, it was yours) I dunno, but for some reason that worldgen resultet in a world with only brooks and one minor river.
Anyway, the seeds should still work with 34.07 (I just tested it), but some of the good/evil biomes are in different places. The evil mountains just to the north are now neutral, for example. However, the local area map still has the exact same names.
Well, I found it, three evil biomes + joyous wilds all with forests and warm/hot in a 4x4 embark. It has a stream, and a volcano, but the volcano is at level 99, and embark is at 146. Good enough? Or do you want something more specific? I'll check back in the morning!
... Sounds great to me, thanks!
Anyone able to give some advice on mine, on how to get high ground next to the ocean (preferably with a river)?
It is more than enough, thank you. Did it take many rejections to generate this world?No, not at all. it's sort of an ... artificial world though. It's basically taking advantage of the "ocean edge" features of the map. Due to that, the game won't put both the end of a river and the waterfall on the same region. The outside edge river is treated entirely different, and doesn't actually empty into the ocean. It's like the base of the waterfall is seen as the other end of a second river that starts at the oceans edge. I'm sure there's a good reason it was done this way, but it prevents getting what you want, easily.
I'm trying to put together an animal training shallow fort.Everything but flux and iron...
Problem is, most of my gens generally give me single biome embarks, or embarks with no surface water.
My dream embark would be 3x3 or 4x4, Mountain and the Broadleaf Forest, both Untamed/Joyous Wilds (Joyous preferred) with a freshwater stream or lake, shallow metals (preferably gold or galena) and a Volcano.
Flux and iron nice by not necessary
I know I'm not one to request, but this is my first time and I have a challenge. A mountain/forest high evil area with magma and a sedimentary layer + flux (limestone or marble.)
... Sounds great to me, thanks!
Alrighty then! This one below is a bit different than the original one I found, I was tweaking things to get larger regions adjacent rather than small regions adjacent.Spoiler (click to show/hide)
A quick question, does anybody know what factors affect the openness of the caverns? I'm kinda sick of finding ones that have some open spots, but look mostly like someone heaved spaghetti at a wall. ...
A quick question, does anybody know what factors affect the openness of the caverns? I'm kinda sick of finding ones that have some open spots, but look mostly like someone heaved spaghetti at a wall. ...
The parameters are:
Cavern Layer Openness Min (anywhere from 10-100)
and
Cavern Layer Openness Max (anywhere from 15-100)
while setting
Cavern Layer Passage Density Min to zero
and
Cavern Layer Passage Density Max to zero
Will get you your classic "caves" without any narrow hallways.
Also, reducing your min/max cavern water to 10/15 can improve FPS by not having a gajillion tiles all as water sources down there. It needs to be higher than 10 or your dwarves won't be able to farm as a civilization, resulting in "Placed farming entity without crops" as a map rejection.
[CAVERN_LAYER_OPENNESS_MIN:65]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:30]
What is SECRET_NUMBER token?This determines, as far as I can tell, how many secrets books there are in the world. Currently, I believe the only types are necromancy, so basically if you want a a lot of necromancers, crank this up and generate a world with a long history.
What variables should I change to get lots of major rivers with deep canyons and many small freshwater lakes?
I am curious if anyone is able to find worldgen parameters to generate a world with at least one embark with the following properties:
-- Magma pipe (or near enough to surface magma [~50z] without inhibiting cavern exploration)
-- Huge amounts of clay/soil/sand/etc under the 'surface' z level. This is to allow creation of underground tree farms and easy pasturing.
-- Magnetite/hematite/limonite. Flux is not as important as it can be traded for pretty easily.
-- River/stream/brook or a small overlap with an aquifer-containing biome.
Salt/fresh isn't a huge deal as that can be easily managed with pumps. I mainly just want to be able to seal myself off from the outside except for a trade depot airlock and be able to have reasonably active wood/metal/animal industries.
Bonus points if it can also contain good biomes for sun berries.
Edit: I should also mention that I like savagery quite a bit and you will make me happy if there are many beasts in this world.
This is good but not quite the amount of clay I was hoping. Which options would you recommend tweaking to adjust that, or should I just remove the seed and gen some similar worlds?
I've been trying to get a 4x4 embark with a volcano and a river (not brook or stream) or lake with a sheer cliff next to it, and am having no luck. This is what I've got so far.Some clarifying questions...
<snip>
I'm thinking more volcanoes. What do you think?
cliffs next to fresh water is very much what I'm looking for. I don't need to many z levels, just 3 or so, though more is always nice. What I'm more concerned about is width, I'd like the river to be at least six tiles wide.
Any words on how to get loads and loads of wars in the world gen? I'm willing to mod the entities, if that's what it takes. Sadly making all the civs live in cities in the plains didn't seem to work =/
vjek: That's pretty much what I've got, except I want more volcanoes, I have some of the intervening elevation values in order to get lakes, andI don't have all the x/y variances set to 0. Why do you have those like that, by the way? It seems strange.
Any help with Morul's request? I can get close, but the sand + clay is proving particularly elusive for me (I'm guessing the combination of high and low drainage is the problem). I figure the surface magma is mostly a case of repetition before I hit it. I'm happy to do the effort here, but I would appreciate some guidance on how to improve my odds.
Any help with Morul's request? I can get close, but the sand + clay is proving particularly elusive for me (I'm guessing the combination of high and low drainage is the problem). I figure the surface magma is mostly a case of repetition before I hit it. I'm happy to do the effort here, but I would appreciate some guidance on how to improve my odds.
I can match all the parameters but one, and yes, sand & clay appear to be mutually exclusive most of the time. Sorry bud, no time to chase that one right now.
... Can you shoot me your best shot and I'll tweak and churn from there?
Ok, I'm very close. I lowered min drainage and rainfall in order to get more sand, and cranked up variance for both to 1000 to get more regions with close proximity of the two. I can now reliably get sand/clay in the same 4x4. Getting trees, volcano, and river in there as well is just a matter of time.
I added some small/evil squares and maybe 10% of the maps get a single tower now. Any thoughts on increasing those odds without turning too much of the map evil?
I suppose I wasn't really clear about it. It isn't so much a quantity of clay that I am looking for as large continuous areas of clay that can be hollowed out to provide subterranean tree farms without the micromanagement of defense against fliers that comes with cavern farms. For example, I had a recent random gen in 34.09 that gave me an embark with practically three entire layers of clay, soil, and sand. This makes me wonder about two things: are there worldgen parameters that influence the grouping or dispersal of materials, or is there some way to look at the "worldgen parameters" that are used by any given random world that may provide hints to this?This is good but not quite the amount of clay I was hoping. Which options would you recommend tweaking to adjust that, or should I just remove the seed and gen some similar worlds?
Heheh, there's 35k soil tiles. :) But if it's plain "clay" you specifically need, rather than "silty clay" soil, you'll definitely need another embark. Yep, I would just remove the seeds and go for it. There will be few, if any, rejections, and many suitable sites per world, from what I saw.
... I will certainly give the parameters you provided a few more seedless college tries when I have some more time to devote to it, but I am mostly curious about the parameters involved here.I have definitely seen worlds with more deep soil than others. That is, worlds that have up to 5 layers below the embark of various types of soil, before the first stone layer.
I'm requesting an FPS friendly map.
A place with either an aquifer or a river
flux, many metals, both shallow and deep, sand
Flatish, 1 cavern layer, less than 75 layers between highest layer and lowest layer
Ok, I'm very close. I lowered min drainage and rainfall in order to get more sand, and cranked up variance for both to 1000 to get more regions with close proximity of the two. I can now reliably get sand/clay in the same 4x4. Getting trees, volcano, and river in there as well is just a matter of time.Since your request is similar to my own preferences, could I take a look at your modified settings as they sit now? I'm restarting in .10, and I'd like to take a stab with your site settings to start, while looking for +iron. As far as I can see, that's really the only important difference. (I don't need the flowing water, but I don't mind it. I prefer a (partial!) aquifer.)
I'm requesting an FPS friendly map.
A place with either an aquifer or a river
flux, many metals, both shallow and deep, sand
Flatish, 1 cavern layer, less than 75 layers between highest layer and lowest layer
So, I'm looking for the values that make up the "quick start" options, or best approximate them in advanced worldgen. Any advice? I haven't seen anything about a way to extract worldgen info from an existing saved world, but I supose that would be the ideal if possible...Create your world. Start up in Legends mode, press 'p' to export, copy/paste the newly-created-worldgen file contents into your main worldgen file. Voila!
So I have what may be an interesting problem, or may be impossible, or may just be me being needy. You be the judge.
I'd like to have a fort where I can catch Giant Lions, Giant Tigers and Gigantic Pandas (oh my). That means some sort of Tropical Savanna/Grassland/Shrubland, some sort of Tropical Forest/Shrubland/Swamp and a Temperatre Forest. All high savagery for greatest fun.
(Ideally it'd also have flux, iron, a flat volcano, sand, a brook and a pony, but I'd settle for "metals that don't suck" and leave my perfectionism at the door.)
I haven't had a lot of luck with this, partly because I'm not sure how to search a map for this. So, world gen questions:
- I want some fairly varied regions next to each other, how much variance should I pump into rain and drainage? Would the mesh be better?
- When generating for this kind of thing, do you go for many small worlds or one big world? Does that change when you're aiming for a volcano embark?
- While temperate and tropical biomes coexist? What sort of temperature gradient should I be looking at to make that work?
- How much mineral scarcity should I aim at before flux stops genning properly?
Any help you can give me here is hugely appreciated. I love looking at the stuff that shows up in this thread. :D
When generating for this kind of thing, do you go for many small worlds or one big world? Does that change when you're aiming for a volcano embark?
Any words on how to get loads and loads of wars in the world gen? I'm willing to mod the entities, if that's what it takes. Sadly making all the civs live in cities in the plains didn't seem to work =/Oh, well.
******
******
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With trees around the river, and with a high chance of iron?where a river either becomes an underground river at the base of a mountain
where a river either becomes an underground river at the base of a mountain
Is it real at all?
I don't understand your question, but I'm talking about something like this:
http://img.photobucket.com/albums/v376/guitar_xe/dfriver.jpg
I have a request if anyone have created a world with a long bridge (created in wordlgen from a road). A bridge across a grand canyon (bonus if there is a river few levels below). The longer bridge the better. And if possible with paved road.
All I get so far is bridge over 4 tile wide river.
Hi, I'd like to request a world in which a dwarf civilization is not present (is this even possible?). Basically, I don't want any migrants or traders, and that my starting 7 (and the two waves after) are the last dwarves left alive.
...
+^.
++.
. Any non-river, non-mountain
^ Volcano
+ River (bigger is better) coming in from the West and exiting South (or any mirror or rotation of such)
... So long story short: good/evil aligned areas, savage enough for fun beasties with a few titans wandering about, plenty of metals, volcano could be present, but not required. Sand. Necromancer tower(s) within range of the area.
"Volcano Valley" (V1)
Mostly flat, wooded embark with sand and flat volcano. A stream bisects the embark, and there's a good amount of contiguous soil in the single soil layer. DFHAck isn't yet updated, so I can't report amounts, but there is certainly iron (hematite) as well - I hit some with a central staircase. The embark is near the south side of the world. There are two small mountains on the very southern edge of the map (west of center) where each has a volcano. North of that pair of volcanoes is a volcano on a stream.
The embark is fairly flat (Small 1-Z hills in NE/SW) and has an added FUN bonus prize - you can expect your first necromancer as early as the beginning of winter. My AAR would include getting my hunter, then my dogs, then my fort mauled by reanimated corpses (leading off with a dead water buffalo my hunter was bringing back). Bating him into cage traps when he comes (butchered animals, etc) should be a viable option, for necromancer !!SCIENCE!!.Spoiler (click to show/hide)
Not something I've actually tried for, but have you considered large elevation meshes?
... High erosion cycle counts seems to be counter productive as it just erodes everything else but not the actual level of the volcano.
I just wanted to point out here that there is an active DF Worldgen community over at www.reddit.com/r/dfworldgen :-) , I'm going to try to crosspost between the two but I like the Reddit layout too much to want to close the commnity. I mean, we're bigger than /r/jesus now :p
Quick question, I generated a world with a random seed, is there any way to find out what that seed was later on? ...
THIS is the most badass site I have ever genned:
...
Have fun with Armok's playground.
I think i may give this a go on my next embark as i've yet to play with necro's.Seed provided four of them attacking (one as a siege) within the first four years. Expect ambushing necromancers early and siege-necros later. I'll take a look at your slightly different embark in the morning - I don't remenber seeing any coal and I've got DFHack working now.
Would anybody be interested in this sort of thing:Spoiler (click to show/hide)
It's a challenging 3x3 haunted shrubland embark with 3 pretty much identical biomes. The main feature is that you start on a hill one edge of which has a 17 z-level sheer unclimbable drop down to a huge crocodile infested river completely bisecting the map. Also as you can see on the opposite side of the chasm is a 2nd river which turns into a nice waterfall. Looks like something out of Temple of Doom!
Here is the view in stonesense:Spoiler (click to show/hide)
It might be fun as any sieges may well turn up on the other side of the chasm, it would take some dwarfy engineering to build a drawbridge across.
Looks to be plenty of minerals but no magma until you hit the bottom, still the 2nd cavern level has a lot of floorspace so you could get a load of fungiwood in. It has gypsum, clay, sand and a large marble layer.
This one looks really excellent, but it always weirds me out to built on top of ground. Dwarves should build into the side of a mountains...its simply the way.
Is there really no way of giving coordinates? Be good if it showed just an X,Y on the embark screen even for my own purposes when looking at embarks. While I'm on the topic IsoWorld could use the same feature, ever tried to find a spot you found in IsoWorld in DF? Can be pretty tricky on just a medium sized world.
Would anybody be interested in this sort of thing:Spoiler (click to show/hide)
It's a challenging 3x3 haunted shrubland embark with 3 pretty much identical biomes. The main feature is that you start on a hill one edge of which has a 17 z-level sheer unclimbable drop down to a huge crocodile infested river completely bisecting the map. Also as you can see on the opposite side of the chasm is a 2nd river which turns into a nice waterfall. Looks like something out of Temple of Doom!
Here is the view in stonesense:Spoiler (click to show/hide)
It might be fun as any sieges may well turn up on the other side of the chasm, it would take some dwarfy engineering to build a drawbridge across.
Looks to be plenty of minerals but no magma until you hit the bottom, still the 2nd cavern level has a lot of floorspace so you could get a load of fungiwood in. It has gypsum, clay, sand and a large marble layer.
Quick question, is there a specific advanced world gen setting that makes the evil weather effects? I know there are "Number of Evil Cloud Types" and "Number of Evil Rain Types" but so far on all the worlds I've generated, there aren't any evil weather effects, on ANY of the evil biomes I've checked. I've set those variables to between 10 and 30 types each, and have not seen a single evil weather effect.Set:
...
THIS is the most badass site I have ever genned::'D Armok bless you good sir.Spoiler (click to show/hide)
Good, neutral, AND evil, ALL savage, all on the same 4x4 embark. And if pitting fluffy wamblers against giant desert scorpions against whatever horrors that forest of doom will vomit up is not enough, well, just check out the prospector report:Spoiler (click to show/hide)
That's right: 11k coal, 3 types of flux, magnetite and limonite. Surface steel. Oh, and toss on 3 types of sand, fire clay, and gypsum. Lots of copper and gold, with a nice amount of silver from that tetra and galena. If that wasn't awesome enough, there's a nice big candy cane poking up into cavern 3 that goes down pretty deep before it gets hollow. Big aquifer under the evil and neutral parts, but there should be enough space to dig down to the northwest. Only real flaw is there's no diamonds in that kimberlite.
Now, I found this in a world I genned up with 34.10 (actually the original was 34.05 but I like this seed). I genned it again in 34.11 to make sure it genned the same. It did (the ASCII embark was taken from 34.11).
And just to make things more !!FUN!!, the game spawned some undead ravens right as I embarked.
Oh yeah. You guys want the seed. :PSpoiler (click to show/hide)
Have fun with Armok's playground.
Not sure if I'm doing something wrong or the game simply ignores my settings and pulls out random stuff.
Not sure if I'm doing something wrong or the game simply ignores my settings and pulls out random stuff.
Have you disabled the rejection parameters? Otherwise it will keep rerolling your world until it find one that fits the original parameters.
Then I would try turning on the weighted elevation mesh and pumping up the lower ranges. Working on the idea that there is a 'sea level', the caverns are a certain level below this then the elevation of your embark is on top of that.
You might be able to use my quagmire map recipe from my map pack posted previously as a starting point if you don't mind volcanoes and megafauna.
THIS is the most badass site I have ever genned:Spoiler (click to show/hide)
Good, neutral, AND evil, ALL savage, all on the same 4x4 embark. And if pitting fluffy wamblers against giant desert scorpions against whatever horrors that forest of doom will vomit up is not enough, well, just check out the prospector report:Spoiler (click to show/hide)
That's right: 11k coal, 3 types of flux, magnetite and limonite. Surface steel. Oh, and toss on 3 types of sand, fire clay, and gypsum. Lots of copper and gold, with a nice amount of silver from that tetra and galena. If that wasn't awesome enough, there's a nice big candy cane poking up into cavern 3 that goes down pretty deep before it gets hollow. Big aquifer under the evil and neutral parts, but there should be enough space to dig down to the northwest. Only real flaw is there's no diamonds in that kimberlite.
Now, I found this in a world I genned up with 34.10 (actually the original was 34.05 but I like this seed). I genned it again in 34.11 to make sure it genned the same. It did (the ASCII embark was taken from 34.11).
And just to make things more !!FUN!!, the game spawned some undead ravens right as I embarked.
Oh yeah. You guys want the seed. :PSpoiler (click to show/hide)
Have fun with Armok's playground.
For my next project I'm trying to create a valleyish world with
1) crapton of mountains which are
2) pierced by valleys that
3) have rives and
4) volcanoes.
I was wondering how should I edit the world-gen in order to archieve such a world?
For my next project I'm trying to create a valleyish world with
1) crapton of mountains which are
2) pierced by valleys that
3) have rives and
4) volcanoes.
I was wondering how should I edit the world-gen in order to archieve such a world?
I'd turn off the rejection parameters, that's the region counts and ranges (looks like ELEVATION_RANGES etc), then turn up minimum volcanoes to 200, then put the elevation mesh on to it's highest setting (16x16 for a medium map for example), set the 0-20 range and the 80-100 range to 1 and set the rest to 0. Finally set the river counts to 400. See how that looks, if it's too up and downy try smoothing out the mesh ranges a bit like 3.2.0.2.3 maybe. Also you might want to turn off the oceans and possibly set the minimum elevation to 90 or 100 so the bottoms of the valleys are dry land not fjords.
Here is a similar recipe I did you might want to use as a starting point, look out though because it has a lot of good/bad biomes and titans.
Spoiler (click to show/hide)
Good luck, let me know how you get on.
Strange. I tried this and got the exact same world, but with good/evil regions in different places.
Is it because I use a mac?
I'd turn off the rejection parameters, that's the region counts and ranges (looks like ELEVATION_RANGES etc), then turn up minimum volcanoes to 200, then put the elevation mesh on to it's highest setting (16x16 for a medium map for example), set the 0-20 range and the 80-100 range to 1 and set the rest to 0. Finally set the river counts to 400. See how that looks, if it's too up and downy try smoothing out the mesh ranges a bit like 3.2.0.2.3 maybe. Also you might want to turn off the oceans and possibly set the minimum elevation to 90 or 100 so the bottoms of the valleys are dry land not fjords.
It seems that I have a problem with the titans and megabeasts surviving the worldgen, currently I only get to the Age of Heroes. Any idea of making the more survivable? Increase the amount of caves and the number of titans?
I also seem to have the problem that, when creating the valleys, the worldgen traps some of the civs inside ' small valleys' which are surround by mountains. Any way of remedying this without losing the valleyishness of the world?
That information is outdated, recently updated the wiki http://dwarffortresswiki.org/index.php/DF2012:Advanced_world_generation#Set_Megabeasts (http://dwarffortresswiki.org/index.php/DF2012:Advanced_world_generation#Set_Megabeasts), you can just pump up titans and megabeast to make the world longer. Don't worry too much about them, I've had it set both to 360 and only see one every couple of years.
Hmm, try turning the mesh size down a notch or try a different spread of elevations to give more medium ones, 2.4.3.3.3 maybe? OR what I do sometimes is interrupt world generation really early on, check that I like the general lay of the land i.e. no closed of valleys, and if I don't like it I abort and try again until I get a good one.
@Ai Shizuka, interesting, I just tried to find a spot like you were saying and I noticed some oddities. Every ocean embark I tried there was a massive gap between the surface and the first cavern level despite me setting the minimum to 1. The magma sea started around level 0 so 100 Z levels below the embark. Then I tried the same map but up in a mountain (all the cavern level gaps set to 1) and the magma sea was only 40 z levels below embark at level 109!
This is quite odd, maybe you've discovered a phenomenon here, even on the same map the level of the magma sea can be higher or lower but around the ocean it seems to be at level 0.
Did you want magma and an ocean? I did find a volcano by the sea but it was an island.
HraTaika, it sounds like you're getting the hang of the controls, without looking over your shoulder it's difficult to tell you exactly what to do but you seem to be figuring it out!
32x32, so you're using a large map? Yeah, I definitely wouldn't let one of those run for long before interrupting it and checking it out, I'd probably stop it after a few seconds just scroll around and see how it looks.
With the rivers, I assume you mean you don't want so many big wide rivers? As far as I know (and we're getting into 'here be dragons' territory), big rivers are from lots of little rivers running together. The is a parameter for erosion count which is how many times it runs through an erosion cycle. I don't know if this affects how deep chasms are or if it just erodes surfaces but I heard that if you leave it on too long you get a big smooth world which causes more big rivers to form. So you could try turning erosion down but it's a pain to test to see if that's actually helping.
I guess it may be a factor you get with valleys, big valleys mean there is one obvious place for the river to run to, all the rivers converge in the valley bottoms and try to find a way to a lake or sea. What you could try is turning up the elevation X and Y variance to something like 1200 each. This should make the high elevation areas more detailed and less monolithic which might stop the rivers from converging into a few obvious places. Otherwise maybe turn the number of rivers down (there are 2 settings, I keep them both the same), there should still be rivers but they hopefully wont add up so quickly into large rivers. Or I don't know if you took my advice about turning up the minimum elevation but you could turn it down a touch to 80 or so which will let some inland seas form and be an end point for some rivers?
They're just educated guesses but I hope I gave you some ideas.
... Is this even possible, by the way? 'Cause if someone's tried and failed miserably tell me now so I can rework my plans.
... Terrifying biome with evil grass. The grass is important. ...
... Is this even possible, by the way? 'Cause if someone's tried and failed miserably tell me now so I can rework my plans.
It may not be possible. As far as I've seen (and I could be wrong) ice replaces soil in glacier biomes. So, 4 Z-levels on a flat embark is about as good as you're going to get, I think. I've tried a wide variety of parameters, and couldn't do better. I think that means you'll be limited to ~80k FROZEN_LIQUID on a 3x3 perfectly flat embark with 4 z-levels of ice.
I'm no glacier expert though, so I'm sure someone will correct me if they know better. :)
... Is this even possible, by the way? 'Cause if someone's tried and failed miserably tell me now so I can rework my plans.
It may not be possible. As far as I've seen (and I could be wrong) ice replaces soil in glacier biomes. So, 4 Z-levels on a flat embark is about as good as you're going to get, I think. I've tried a wide variety of parameters, and couldn't do better. I think that means you'll be limited to ~80k FROZEN_LIQUID on a 3x3 perfectly flat embark with 4 z-levels of ice.
I'm no glacier expert though, so I'm sure someone will correct me if they know better. :)
Ffffff- I require it to be carved, not built, carved I say...
...
What's the appropriate place to ask odd questions about icecasting? (It'd be like obsidian casting, but to get natural ice.)
... What's the appropriate place to ask odd questions about icecasting? (It'd be like obsidian casting, but to get natural ice.)Hm, I've never tried it, but this might work:
@vjek: Oh, HELL yes. Now all I'll need is a nice flat tundra embark and I can get that myself. WHOO!
@vjek: Oh, HELL yes. Now all I'll need is a nice flat tundra embark and I can get that myself. WHOO!
This is the worldgen I was using for my testing, it's ~66% tundra, very cold, and should be good for a megaproject.Spoiler (click to show/hide)
The worldgen parameters & seeds for that world are in that post. If it doesn't work in 34.11 for you, I would recommend you PM orius, the author.
In regards to this post: http://www.bay12forums.com/smf/index.php?topic=101280.msg3390884#msg3390884
I cant get a world like that to gen. At all. Could someone find some way to send that world to me? I’d really like to embark there, but I can’t get it to gen properly. It’s rejecting them based on the elevation or something and if I allow all rejects I end up with something completely different.
The worldgen parameters & seeds for that world are in that post. If it doesn't work in 34.11 for you, I would recommend you PM orius, the author.
In regards to this post: http://www.bay12forums.com/smf/index.php?topic=101280.msg3390884#msg3390884
I cant get a world like that to gen. At all. Could someone find some way to send that world to me? I’d really like to embark there, but I can’t get it to gen properly. It’s rejecting them based on the elevation or something and if I allow all rejects I end up with something completely different.
Wait, prospector can tell if there is a clown tent? Is it using "prospect hell"?"prospect all" with the newest(?) DFHack
Couldn't you just look for slade? Unless you're talking about the special kind of circus.
Hi there,
This is my first time making a request here, so I apologise in advance if I don't respect the rules.
I am looking for a basic volcano embark, with iron and fluxstone, and at least 1050 years history, medium savagery, medium number of civs... etc. A necromancer is bonus
cheers ;D
Thanks! :)Hi there,
This is my first time making a request here, so I apologise in advance if I don't respect the rules.
I am looking for a basic volcano embark, with iron and fluxstone, and at least 1050 years history, medium savagery, medium number of civs... etc. A necromancer is bonus
cheers ;D
No necromancer, but managed to get the rest in a pocket region and a 3x3 embark.Spoiler (click to show/hide)
If you want it more risky/deadly, you can of course adjust things as you wish. One thing to note is despite having set the cavern water to 25/25, there is no cavern water in this particular embark. You'll have to make/take booze with you to prevent dehydration.
... A question: in a world generated with less mineral scarcity (like this one), there are more ore and they are more diverse. Does it mean I would be more likely to face goblins with better weapons in general? Also I suppose caravans would be more likely to bring things made of steel, gold, etc. ?I'm not sure exactly what determines those features/variables. Your line of reasoning seems logical, but I've never tested it personally, nor seen any testing to prove out your theory.
Could someone help me find a good set of parameters for an Adventurer world? Ideally, I'd want a good balance between (semi)megabeasts, night creatures, bandits, and necromancers to encounter. I've never really found a good mix of those things.
=Uncool-
4x4 embark on a glacier with a volcano in one corner(glacial worldgen helps a lot; it's how I found a place in 34.05). The volcano (that is, the lava, not just the mountain around it) must extend a few levels (5 or so should be the real minimum) above the glacier; otherwise, the glacier should be flat (that is, each of the 16 squares in the 4x4 embark except the one with the volcano and possibly one next to it should be flat). 3 caverns, no aquifer. Needs to be able to trade with humans, dwarves and elves.
If it's possible to get 100 levels of air, that would be best, as I'm planning an aboveground megaproject. Even better if it has its own steel stuff, but that's not necessary (and unlikely, as flux doesn't seem to show up much on glaciers).
=Uncool-
Maybe this has been requested before, but I would like:Simple enough. Try this:
high savagery volcano embark with iron and flux.
That's it.
Thanks!
DF 34.11
Here is little something for spoiler-FUN.
To get this world I used default world generator params with increased number of megabeasts so it's not something too weird like evil volcano plain. Possibly good for adventure as well.
3x3 embark with demon temple + dragon lair (with alive dragon :o). The dragon is happily settled in his lair and doesn't kill your expedition right after unpausing. ;D
Also it is located in untamed wilds.
Bonus for chosing one of two dwarven homelands which is in war with elves and goblins. The other civ is at peace with them.
No necromancer tower.
Flux + iron + coal/trees
Sand + soil (+clay on bigger embark)
Aquifer (1 level) on west side of the map (not the whole level)
Temperate region but ponds started frozen.
River is possible if you chose 4 squares wide embark.
Getting magma would be tricky without releassing fun-castle. (but maybe not if fun-bringers don't fly)
Seeds:Spoiler (click to show/hide)
Where to:Spoiler (click to show/hide)
Prospector:Spoiler (click to show/hide)
...I'm... I'm not getting this at all. ???
...I'm... I'm not getting this at all. ???
Oddly enough neither do I. :D At least not the firts time. I tryed exit to main menu and regenerate the world and after 1 or 2 attempts it worked.
Or do you use Mac or Linux? That may be problem with seeds.
As a last resort I can upload this world before I embarked if you don't mind Phoebus tileset.
P.S. My first forgotten beast was blind and was able to swim in magma. :o
[WORLD_GEN]
[TITLE:GLACIAL]
[SEED:6lA1bLfroZyIV1okRMzU]
[HISTORY_SEED:S56GpTpMNOrbV110dWQu]
[NAME_SEED:fU98DZtO4vWalyPg3Dbc]
[CREATURE_SEED:HaCbDoYDXxEArgJMGkyW]
[DIM:129:129]
[EMBARK_POINTS:1324]
[END_YEAR:100]
[BEAST_END_YEAR:200:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:100:350:1500:1500]
[RAINFALL:0:100:200:200]
[TEMPERATURE:-25:-25:200:200]
[DRAINAGE:80:100:200:200]
[VOLCANISM:0:100:3200:3200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:5:1:0:0:0:1]
[RAIN_FREQUENCY:2:4:0:0:0:1]
[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:2:1:0:0:0:1]
[MINERAL_SCARCITY:1800]
[MEGABEAST_CAP:5]
[SEMIMEGABEAST_CAP:30]
[TITAN_NUMBER:30]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[VAMPIRE_NUMBER:14]
[WEREBEAST_NUMBER:14]
[SECRET_NUMBER:28]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GOOD_SQ_COUNTS:300:100:0]
[EVIL_SQ_COUNTS:800:100:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:10000:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:400:100]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:0]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:70]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]
[CAVERN_LAYER_WATER_MIN:70]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:100]
[LEVELS_ABOVE_LAYER_1:10]
[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:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:50]
[TOTAL_CIV_POPULATION:-1]
[SITE_CAP:-1]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
The location is about halfway between the top and bottom, towards the right side, with mountains on its right side. It has a shallow metal, deep metals, and flux stone. THIS is the most badass site I have ever genned:Spoiler (click to show/hide)
Good, neutral, AND evil, ALL savage, all on the same 4x4 embark. And if pitting fluffy wamblers against giant desert scorpions against whatever horrors that forest of doom will vomit up is not enough, well, just check out the prospector report:Spoiler (click to show/hide)
That's right: 11k coal, 3 types of flux, magnetite and limonite. Surface steel. Oh, and toss on 3 types of sand, fire clay, and gypsum. Lots of copper and gold, with a nice amount of silver from that tetra and galena. If that wasn't awesome enough, there's a nice big candy cane poking up into cavern 3 that goes down pretty deep before it gets hollow. Big aquifer under the evil and neutral parts, but there should be enough space to dig down to the northwest. Only real flaw is there's no diamonds in that kimberlite.
Now, I found this in a world I genned up with 34.10 (actually the original was 34.05 but I like this seed). I genned it again in 34.11 to make sure it genned the same. It did (the ASCII embark was taken from 34.11).
And just to make things more !!FUN!!, the game spawned some undead ravens right as I embarked.
Oh yeah. You guys want the seed. :PSpoiler (click to show/hide)
Or download a save from the DF File Depot:
http://dffd.wimbli.com/file.php?id=6629
Have fun with Armok's playground.
There's always magma it's just very deep.
The world thaws out after a while, just wait for summer and don't forget to turn temperature on. I played on that save for 2 inagme years before realizing that i had to turn on temperature for the water to thaw.
How can I get lots of high-sided mountains? Thats all I want, is steep mountains, and though it seems like rivers no longer cleanly bisect them, I would also like to know how to make that happen, if possible. I like two-part forts.
THIS is the most badass site I have ever genned:Spoiler (click to show/hide)
Good, neutral, AND evil, ALL savage, all on the same 4x4 embark. And if pitting fluffy wamblers against giant desert scorpions against whatever horrors that forest of doom will vomit up is not enough, well, just check out the prospector report:Spoiler (click to show/hide)
That's right: 11k coal, 3 types of flux, magnetite and limonite. Surface steel. Oh, and toss on 3 types of sand, fire clay, and gypsum. Lots of copper and gold, with a nice amount of silver from that tetra and galena. If that wasn't awesome enough, there's a nice big candy cane poking up into cavern 3 that goes down pretty deep before it gets hollow. Big aquifer under the evil and neutral parts, but there should be enough space to dig down to the northwest. Only real flaw is there's no diamonds in that kimberlite.
Now, I found this in a world I genned up with 34.10 (actually the original was 34.05 but I like this seed). I genned it again in 34.11 to make sure it genned the same. It did (the ASCII embark was taken from 34.11).
And just to make things more !!FUN!!, the game spawned some undead ravens right as I embarked.
Oh yeah. You guys want the seed. :PSpoiler (click to show/hide)
Or download a save from the DF File Depot:
http://dffd.wimbli.com/file.php?id=6629
Have fun with Armok's playground.
Also how do you guys find out the mineral amount of an embark? Is that part of the seed file?
I just won world generation.Quotehas anyone got anything like this for mac?
Hey, I'm trying to make a good biome (or find one) preferably "serene" and "warm" with no aquiferIf you don't want aquifers, you can just turn them off in the init files. It won't affect anything else about world generation.
Can anyone help me? Or at least give me directions to generate one in a new world?
Aquifers are in the RAW files, not init.Hey, I'm trying to make a good biome (or find one) preferably "serene" and "warm" with no aquiferIf you don't want aquifers, you can just turn them off in the init files. It won't affect anything else about world generation.
Can anyone help me? Or at least give me directions to generate one in a new world?
Aquifers are in the RAW files, not init.I stand corrected, sir. Thanks! I guess I got confused; I usually use the Lazy Newb Pack to disable aquifers.
To remove them, either get a program to do it for you (Lazy newb pack), or you can remove them from the RAWs manually by removing the [Aquifer] tag from all the entries for stone and soil.
I just won world generation.
Generated in 34.11Spoiler (click to show/hide)Spoiler (click to show/hide)
(http://i.imgur.com/MPQfd.png)
Diverse Metals? Check
Enough iron and flux to build a steel temple to armok? Check
(Or made out of lapis lazuli, apparently, for that matter. I'm not sure what's going on with that)
Wilderness, Haunted, and Joyous Wilds biomes? Check
Substantial candy cane to mine out? Check.
Three cavern layers with water in each one? Check.
All of this in a 3x3 area for those of us with FPS issues? Check.
I know what you're thinking.
"That's not so great. There's no sand or fire clay, or even coal."
How are you going to start war with the elves if you use coal instead of live trees as fuel? And if elves could figure out magma, they'd probably make glass and pottery. This embark isn't about wasting time with green glass windows. This embark is about forging your steel empire to defend yourself against infernal gloom zombies. That's right.
Non-contagious (I think, I didn't see any sort of vapor or dust covering) infernal gloom zombie clouds? Check plus.
Clown car? Check plus.
Volcano? Check plus.
If you're not dwarf enough to dig straight into the caverns, there's a brook to the northwest if you extend to 4x4 and forget about the wilderness biome. You'll still hit the clown car and the nice candy cane. The volcano is anything but flat, but there are some nice flat areas surrounding it for those above-ground fort types. You know who you are. The clouds shouldn't reach the flat, non-evil parts of the map (I think).
You're welcome.
Seed doesn't seem to generate that world for me. I'm on 34.11 too. Any chance you could upload the world save?Same here, I get a different world than pictured. Using vanilla 34.11 and LNP with default options. Altered raws, perhaps?
Seed doesn't seem to generate that world for me. I'm on 34.11 too. Any chance you could upload the world save?Same here, I get a different world than pictured. Using vanilla 34.11 and LNP with default options. Altered raws, perhaps?
If it's at all possible to have a request I was wondering if anyone could get a world and site with a clown car and a volcano as well as some decent iron deposits? I've yet to get any worlds in my own paltry attempts at world gen to have the necessary bits, any help would be funastic, preferably the above ground would be normal flatish wilderness.... i've had bad experiences with anything else.Volcano plus iron can be tricky. More volcanism means more igneous layers, which means less sedimentary layers, which means less hematite/magnetite/limonite/coal/lignite/flux. Iron and volcano rarely mix.
Doesn't work, I just got an infinite number of rejected worlds, unless I can expect the number of rejected worlds to be in the thousands before its done.
Size is a factor too. The same set of parameters might go off on the first try with a 65x65 world, but give you infinite rejections on a 33x33. If you scale the world down you should scale down your other minimum factors as well.Doesn't work, I just got an infinite number of rejected worlds, unless I can expect the number of rejected worlds to be in the thousands before its done.
Are you sure you didn't mess with other settings? Simply setting minimum complete edge oceans and minimum partial edge oceans to 0 should result in fewer rejections. If you changed any other parameters (distribution/range of elevation, rainfall, drainage, volcanism, etc), then you should turn down the minimum biome count too (minimum initial wetland/hill/whatever tiles/regions).
Can anyone share plz:
* Evil, very evil, zombie carp appreciated.
* Volcano
* Iron, flux
* Coal or trees
?
Can anyone share plz:
* Evil, very evil, zombie carp appreciated.
* Volcano
* Iron, flux
* Coal or trees
?
The site I posted has a terrifying corner, although much of the embark is joyous. You could fiddle with the embark rectangle to get more terrifying and less joyous. No zombie carp, although I have gotten a lot of undead crow men, undead moth men, and necromancer-led zombie sieges. It has a volcano, iron, flux, and lots of trees. Plus goblins (at war), humans, elves and dwarves to interact with. Plus two necromancer towers. No plaster, but you can certainly trade for it.
http://www.bay12forums.com/smf/index.php?topic=101280.msg3653608#msg3653608 (http://www.bay12forums.com/smf/index.php?topic=101280.msg3653608#msg3653608)
Is there a way to simulate the non-advanced world generation in the advanced mode? I'm trying to make only some minor tweaks to the basic generation.
I'm loading the MEDIUM_REGION parameters, but I'm not sure how to achieve stuff like "Mineral Occurence: Sparse/Frequent" etc.
That's the one. Set it to somewhere between 500 and 1250 for a good range of ores. Anything below 500 tends to be overkill, and will decrease the amount of other things (like flux) on your maps.Is there a way to simulate the non-advanced world generation in the advanced mode? I'm trying to make only some minor tweaks to the basic generation.
I'm loading the MEDIUM_REGION parameters, but I'm not sure how to achieve stuff like "Mineral Occurence: Sparse/Frequent" etc.
I believe there is a parameter called [MINERAL_SCARCITY:###]
The lower the parameter is set, the higher frequency of ores and minerals.
That's the one. Set it to somewhere between 500 and 1250 for a good range of ores. Anything below 500 tends to be overkill, and will decrease the amount of other things (like flux) on your maps.Is there a way to simulate the non-advanced world generation in the advanced mode? I'm trying to make only some minor tweaks to the basic generation.
I'm loading the MEDIUM_REGION parameters, but I'm not sure how to achieve stuff like "Mineral Occurence: Sparse/Frequent" etc.
I believe there is a parameter called [MINERAL_SCARCITY:###]
The lower the parameter is set, the higher frequency of ores and minerals.
Now, I didn't say that was the ONLY reason. Flux is a finicky little thing, and lots of factors can make it go away.That's the one. Set it to somewhere between 500 and 1250 for a good range of ores. Anything below 500 tends to be overkill, and will decrease the amount of other things (like flux) on your maps.Is there a way to simulate the non-advanced world generation in the advanced mode? I'm trying to make only some minor tweaks to the basic generation.
I'm loading the MEDIUM_REGION parameters, but I'm not sure how to achieve stuff like "Mineral Occurence: Sparse/Frequent" etc.
I believe there is a parameter called [MINERAL_SCARCITY:###]
The lower the parameter is set, the higher frequency of ores and minerals.
Wow. Good to know that 500 is a better number. Must be why my maps are void of flux.
Good to know. I'll start doing that. Thanks!Now, I didn't say that was the ONLY reason. Flux is a finicky little thing, and lots of factors can make it go away.That's the one. Set it to somewhere between 500 and 1250 for a good range of ores. Anything below 500 tends to be overkill, and will decrease the amount of other things (like flux) on your maps.Is there a way to simulate the non-advanced world generation in the advanced mode? I'm trying to make only some minor tweaks to the basic generation.
I'm loading the MEDIUM_REGION parameters, but I'm not sure how to achieve stuff like "Mineral Occurence: Sparse/Frequent" etc.
I believe there is a parameter called [MINERAL_SCARCITY:###]
The lower the parameter is set, the higher frequency of ores and minerals.
Wow. Good to know that 500 is a better number. Must be why my maps are void of flux.
The biggest thing with me was to decrease the amount of volcanism in my maps. Less volcanism = less Igneous Extrusive layers = more Sedimentary layers = more coal, flux, and iron. If you're not getting flux ANYWHERE on the map, my guess is that your volcanism is set too high.
The embark finder lies about flux at low MINERAL_SCARCITY #'s. (I think it only finds veins/clusters of flux but not the whole layers of marble) (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5732), anyway do some prospecting (by pick or by hack) before you decide you do/don't have flux.Good to know. I'll start doing that. Thanks!Now, I didn't say that was the ONLY reason. Flux is a finicky little thing, and lots of factors can make it go away.That's the one. Set it to somewhere between 500 and 1250 for a good range of ores. Anything below 500 tends to be overkill, and will decrease the amount of other things (like flux) on your maps.Is there a way to simulate the non-advanced world generation in the advanced mode? I'm trying to make only some minor tweaks to the basic generation.
I'm loading the MEDIUM_REGION parameters, but I'm not sure how to achieve stuff like "Mineral Occurence: Sparse/Frequent" etc.
I believe there is a parameter called [MINERAL_SCARCITY:###]
The lower the parameter is set, the higher frequency of ores and minerals.
Wow. Good to know that 500 is a better number. Must be why my maps are void of flux.
The biggest thing with me was to decrease the amount of volcanism in my maps. Less volcanism = less Igneous Extrusive layers = more Sedimentary layers = more coal, flux, and iron. If you're not getting flux ANYWHERE on the map, my guess is that your volcanism is set too high.
Hope I'm not being impossible.On that note: Would anybody with an insurmountable sum of patience like to gen me a 2x2 embark with a volcano, sedimentary stone, large quantities of iron, and some flux? I will give you a cookie.
Is there a way to get flat volcanoes?From what I've seen...
Nothing else specific matters, I just want to try a volcano embark again, but I don't like multiple z-levels on the surface.
257x257 region
volcanoes
a high civ count(the point where when I embark on a site there's a civ for every race listed as my neighbors)
alot of lakes and rivers
mostly a good/neutral biome with low savagery
wet and a lot of trees
Or you can set the erosion to a high value: everything will be flat (more or less). Volcanoes will appear but they will be protruding out like chimneys in the middle of nowhere.thanks
That's not a flat volcano, but it's a flat embark.
Edit:Quote257x257 region
volcanoes
a high civ count(the point where when I embark on a site there's a civ for every race listed as my neighbors)
alot of lakes and rivers
mostly a good/neutral biome with low savagery
wet and a lot of trees
I think I have something like that in store. Mineral occurrence is low though, so you should check with prospector.
Civs around the suggested embark:Suggested embark:Spoiler (click to show/hide)Wold gen.txtSpoiler (click to show/hide)Spoiler (click to show/hide)
Edit2: after messing with what RedWarrior gave me, I got an almost perfect 60x60 map. Z-1 volcano set into a mountain with a sheer cliff face, large amounts of wood and ponds to get an easy cistern. Flux, not evil, a decent amount of copper but not much else.
Sadly, it's "not freezing, dry", so no above ground textile industry.
If anyone's interested...
Since when do volcanoes erupt? :oFirst time I've seen that as well.
Hi there! Is anyone can help me to find a world where i can find a 3x3 embark site with only 3-10 layers and no stone (or very little), cavern less, 2-3 levels of aquifer, magma on the bottom, obsolete flat terrain (sand desert) with no trees or lakes that will interrupt flatness, with evil biome, elf/human/goblin neighborhood + tower is optional. Temperature should be suitable for honey bees. Thank you!The only issue I see with this is cavern-less and no surface trees typically means no wood. Is that ok with you? I'm fine with it because I would mod in glass beds, but... just wanted to ask before hand. No wood is good? 8)
Since when do volcanoes erupt? :oFirst time I've seen that as well.
When I first started that game, the volcano looked normal. One empty level on top then the rest full of magma. As soon as I unpaused the game, that empty level started filling up with magma. Then it started overflowing.
It only spread to about twice the original diameter. But it occasionally started a fire.
EDIT It looks like this was due to a bug with reclaiming a site. I accidentally used the default embark the first time, so I abandoned the fort and tried again. According to a thread in this forum, reclaiming a site raises the magma level of a volcano.
Well, the wood should exist somewhere in the world, but I will embark in desert, so I will have no trees on my site, and i like Elves))Hi there! Is anyone can help me to find a world where i can find a 3x3 embark site with only 3-10 layers and no stone (or very little), cavern less, 2-3 levels of aquifer, magma on the bottom, obsolete flat terrain (sand desert) with no trees or lakes that will interrupt flatness, with evil biome, elf/human/goblin neighborhood + tower is optional. Temperature should be suitable for honey bees. Thank you!The only issue I see with this is cavern-less and no surface trees typically means no wood. Is that ok with you? I'm fine with it because I would mod in glass beds, but... just wanted to ask before hand. No wood is good? 8)
EDIT: Also, no trees would mean no elves...
I assume no caves -> no plumhelmets -> no dwarfesCorrect.
...True. However, you can add this to \raw\objects\entity_default.txt (in the [ENTITY:MOUNTAIN] section right after [INDOOR_FARMING] )
I assume no caves -> no plumhelmets -> no dwarfes =\ If i pass this reject, i end up with Adv/Legend only :'(
True. However, you can add this to \raw\objects\entity_default.txt (in the [ENTITY:MOUNTAIN] section right after [INDOOR_FARMING] )
[OUTDOOR_FARMING]
and it will allow your dwarves to use surface crops for food, and survive just fine without caverns.
I ended up with cavernless world, but damn! I still have 70 layers untill i strike magma level =\ Any ideas of how force the game generate less layers?Embark on a low-elevation site, or just decrease the max elevation and change the "Layers above level 1" or whatever to a lower number. Basically the game guarantees you that many layers above the first cavern, plus however many layers are there for elevation. Decrease elevation and you'll be fine.
[LEVELS_ABOVE_GROUND:100]
There's your problem. Set this to something between 5 and 15, depending on how many layers you want for your fortress.
EDIT: At least I think so. Someone else, correct me if I'm wrong here. Or does the "ABOVE_GROUND" refer to the number of "dead air" levels above the surface?
[LEVELS_ABOVE_GROUND:100] Yeah, unfortunately it only affects above groung air levels (( Some one adviced me to set it to MAX, bc it would possibly force the game to create less undergroung levels - it didn't so I have 100 levels above and beyound the surface (200 in total)It shouldn't affect anything underground, and I'd hope it won't affect RNG for world building. If you like towers, you could keep it, otherwise I'd keep it low to reduce lag, maybe around 5ish, or 10ish if you like occasional surface apartment.
I am trying to generate worlds for Adventurer Mode and I am having trouble understanding what a few of the parameters mean.Animals are placed according to their respective permitted biomes. You can change that, but you may end up with gila monsters on a glacier, or polar bears in the desert. You can make the world more suited to particular animals, or make animals more tolerant of a wider range of biomes. Either is possible.
I was wondering is there a way to increase the diversity of animals such as crabs and elephants? And increase their population size?
Thanks,
Snake_Eyes
I am trying to generate worlds for Adventurer Mode and I am having trouble understanding what a few of the parameters mean.Animals are placed according to their respective permitted biomes. You can change that, but you may end up with gila monsters on a glacier, or polar bears in the desert. You can make the world more suited to particular animals, or make animals more tolerant of a wider range of biomes. Either is possible.
I was wondering is there a way to increase the diversity of animals such as crabs and elephants? And increase their population size?
Thanks,
Snake_Eyes
>I will go with a range of environments.
Temperate biomes have a wide range of creatures. Warm, Hot, Cold, and Freezing have smaller numbers of creatures.
>Okay, Ill make sure I include more temperate weather.
With respect to population, yes, you can increase frequency, population ratios, as well as birthing rates, when an animal is considered an adult, and so on. Also, if you want to expand the range of "animals", Savage biomes permit GIANT creatures as well as animal _MEN creatures (so, for example, eagles, Giant Eagles, and Eagle Men).
>I do not really know where to begin with things like birthing rates, at the moment I am just using the Adavanced World Parameters.
>Okay, Ill increase Savagery drastically, this is probably what I needed to do. :D
All of these activities (outside of advanced worldgen) will require editing the raws, which means editing text files. It's easy, just letting you know ahead of time what's involved.
... Another question is it possible to generate worlds that use non standard metals for adventuring equipment? Things like Lead Mace, or Aluminum Spear? I noticed that starting Dwarf will get something like Bismuth Bronze Long Sword which is a bit different to the Humans, is there a way to find more of these uncommon items?
It's possible reducing the Mineral Scarcity to under 500 may cause this to be possible, but I can't say for certain.
Does the age of the world affect the types of items as well as the quality of items I find in Adventure Mode?
Probably not much change after 300 years or so. After then, I would imagine things would level off, but that's some speculation on my part.
If I change the amount of minerals available will it affect the items that I find in Adventure? Is there a way to make things like Lead, and Mithril as common building material as Copper or Iron? Does this have anything to do with "Mineral Scarcity"?
If anything can affect it, Mineral Scarcity will.
Thanks very much for your help,
:) Snake_Eyes
... Another question is it possible to generate worlds that use non standard metals for adventuring equipment? Things like Lead Mace, or Aluminum Spear? I noticed that starting Dwarf will get something like Bismuth Bronze Long Sword which is a bit different to the Humans, is there a way to find more of these uncommon items?
It's possible reducing the Mineral Scarcity to under 500 may cause this to be possible, but I can't say for certain.
>Ah okay, Ill try to generate a world with more minerals next time.
Does the age of the world affect the types of items as well as the quality of items I find in Adventure Mode?
Probably not much change after 300 years or so. After then, I would imagine things would level off, but that's some speculation on my part.
>I found that long histories have better dungeons, that was all I noticed with 2,000 year world generation, and an increase in masterwork items, but no rare materials.
If I change the amount of minerals available will it affect the items that I find in Adventure? Is there a way to make things like Lead, and Mithril as common building material as Copper or Iron? Does this have anything to do with "Mineral Scarcity"?
If anything can affect it, Mineral Scarcity will.
Thanks very much for your help,
:) Snake_Eyes
Finally genned a world with a nice site
Three Biomes
- Mountain | Warm | Wilderness
- Temperate Freshwater Swamp | Warm | Untamed Wilds
- Temperate Conifer Forest | Temperate | Untamed Wilds
Volcano
Brook
Plenty of resources (mineral scarcity set to 220) , plenty of wood, flux (chalk), lignite, coal, iron (6k hematite), copper (28k tetrahedrite), gold (5k), Lead and silver in the 15k galena and numerous other minerals scattered about. All neighbours (very close to an elven civ with a particularly amusing werecurse)Spoiler (click to show/hide)
Only things it lacks is sand, clay and gypsum really, but you can import sand and I've found rock crystal for some nice windows. No aquifier or evil/goodness either.
Seed:Note: Seed is set to 25 years, feel free to bring it up a bit, I used this seed on year 300.Spoiler (click to show/hide)
How to find:Spoiler (click to show/hide)
Enjoy!
*EDIT I'd also like to ask if anyone finds an embark similar to this but maybe with added sand, clay, longer brook/stream/river and maybe a square or two of evil/good somewhere, it would be awesome if you would PM me the seed. Need to have high savagry.
How do you get world gen seed for an existing world?copy the save folder of the world in question.
(http://sphotos-e.ak.fbcdn.net/hphotos-ak-ash4/205484_377447912336605_1943058815_n.jpg)
Sorry for the double post but I have another question,
I want to use the 257x129 world in the picture above for a community game, based on making an Adventure Mode friendly world, like the succession game Museum.
What are the maximum megabeasts, titans, savagery, vampire, werewolves, etc I can have before it slows the computer down too much?
Also how to I optimize creating a large amount of fortresses and and capitals, with a low overall population?
Is there a way to add in additional creatures? Can I do this with a mod?
Thanks again,
:D Snake_Eyes
Also how to I optimize creating a large amount of fortresses and and capitals, with a low overall population?
So many goblins. How did you get so many goblins?
Well, wasn't around for a while.... but I just can say, the instruction below works....
but I would say simply hit ESC and export "any"[key]image from your Fortress and you will see that with the images/pictures a "Fortress(World?)Name-regionBlaBla.txt" file will be created that holds the "recipe" for that "world" ;) - spares the time of copy&renaming.... you just can go on with your fortress and have the recipe in a format you can simply copy&paste over to your world_gen.txt (just remember your x/y coords for the embark) :D....How do you get world gen seed for an existing world?copy the save folder of the world in question.
continue the game (in that copy of the save)
abandon the fortress (of the copy of the save)
start playing that copy of the saved folder, in Legends Mode
press 'p'. The worldgen parameters will be placed into the DF install directory.
Civilized World Population
346 Dwarves
872 Humans
872 Elves
30386 Goblins
Total: 32476
Mountainous? How many z levels is the surface spread out between?It's not too bad, actually. There's one hill in the north side of the embark, it's something like 5-8 Z levels in height. The brook side is nice and flat.
Mountainous? How many z levels is the surface spread out between?
NO SAND (sorry!)
Civilized World Population
317 Dwarves
465 Humans
874 Elves
10128 Goblins
Total: 11784
Dwarves
Goblins --------
Elves
Humans
Sadly no, the Neighbors for that embark show as:Dwarves
Goblins --------
Elves
Humans
But I'm sure the Goblins will show up pretty quickly.
change Minimum Elevation to 100, and set Minimum Partial Edge Oceans and Complete Edge Oceans both to None.
Is it normal to have highly symmetric vulcanoes?Spoiler: Top (click to show/hide)Spoiler: Middle (click to show/hide)Spoiler: Bottom (click to show/hide)
57-z high. 3x3 region squares at the base.
It's beautiful, I must have it! What are the resources like?
Is there sand, at least? I must have this embark, it's exactly what I want!
... Also, if anyone can tell me how to adjust my settings so that less of a generated world freezes in spring, that would be very helpful.
I found an embark that matched (major river + volcano, in 2x5) but the river was only 30 wide.... so close.Can you post this please?
I found an embark that matched (major river + volcano, in 2x5) but the river was only 30 wide.... so close.Can you post this please?
Quick questions thread couldn't help me, so I'll post here:The interesting history part is sort of a matter of opinion. Personally, I remove werebeasts, necromancers and vampires as they tend to dominate quite a bit once involved in history.
Can someone please provide me with an interesting embark and a world with an interesting history? ...
I found an embark that matched (major river + volcano, in 2x5) but the river was only 30 wide.... so close.Can you post this please?
I don't have the exact one anymore, but here's one similar:Spoiler: worldgen (click to show/hide)(middle west <-> east, far south)Spoiler: embark location (click to show/hide)Spoiler: embark screenshot (click to show/hide)
If you randomize the seeds for that worldgen, you should find at least 2 or 3 volcanos on major rivers, per world. I'm reasonably certain you could find one in a 3x3, it would just take time.
...Yeah, Major Rivers can be like that. Personally, I'm not a fan, but some people love 'em, and I'm happy to oblige.
This river on the embark site you've noted is huge. 80fps on embark huge.
What's the difference?
May I enquire what command you use to prospect? 'cos whilst I get Aquifer & Temple announcements, I've never seen "Has HFS Tubes" before.that's 'prospect hell' with dfhack 34.11r2
... for Vanilla 34.11, Iwcoyote
Has some of what you wanted, but... savagery, necro towers, and good/evil are a hard combination.
River is narrow, but there is a waterfall! Serene and Sinister. Plenty of Feather/Glumprong/other wood, Sliver Barbs/Sun Berries. No clay, no aquifer. Lots of metals/flux/candy. Tower as a neighbor. No vampires.
Of course you can remove the seeds and try your hand at generating a few. If you want to give up the savagery, and/or give up the good/evil and/or give up the necro towers, I can provide a much more specific embark. All three is a tall order! :)
I tried genning a world with no cavern layers, and it genned a legends only map (farming civilization exception).Despite the player being able to use above ground seeds on above ground farm plots, civ dwarves cannot.
Then I did it with one, two and three layers, and it still genned a legends only map (with the same error)...
How come?
Hello, I would like to request a world that has an volcano embark with iron and silver (and aluminium for my statues but it's not necesarry) that's next to an freshwater lake , that's all :).
(English isn't my first language so sorry if i may have misspelled something).
Embark position:
http://hpics.li/6ae6561
Seed:Spoiler (click to show/hide)
Hello Forum.Try this one (http://www.bay12forums.com/smf/index.php?topic=101280.msg3873540#msg3873540), Trev_lite. It may not be an exact match, but check it out. From what others have said, there is sand available, too, despite not showing up in the prospect.
I would like to request a custom world.
...
Hi all, I'm still new-ish and am looking for an embark with a tall waterfall and cliff (preferably if there's a curve in the river creating a "crag" that would be good for building a castle), iron, flux, and convenient magma. I still haven't worked with magma yet as it is always very, very deep. I'm looking for a site that's moderately dangerous, but not downright evil. My current map is completely boring, I'm pumping out high-value trade goods as fast as I can but it took me years to get one puny goblin attack. And all I have for wild animals are a couple of turkeys.
... Simplifying this a bit, has anybody got a map with magma near the surface (volcano or magma pipe ok) and also a waterfall/cliff? Iron would be nice but I'll take what I can get for metals.Unfortunately, the waterfall/volcano combination is what makes it tedious to find. :D
Does anyone know how to change the parameters to create the most necromancers possible on a small map?If using "Design New World with Advanced Parameters" scroll down to "Number of Secret Types" & set it arbitrarily high (max = 1000), as currently all the "Secrets" are necromancy.
Here you go redslim, I think this matches your criteria
Prospect highlights
MAGMA : 21765 Z: 100..104 (embark level is 137)
SAND_RED : 1306 Z: 136..139
CHALK : 34050 Z: 129..138
MAGNETITE : 2718 Z: 132..137
HEMATITE : 1467 Z: 130..138
LIMONITE : 1354 Z: 129..137
COAL_BITUMINOUS : 1794 Z: 129..138
LIGNITE : 1013 Z: 129..138
NATIVE_GOLD : 5551 Z: 103..138
NATIVE_PLATINUM : 59 Z: 103..138
Civilized World Population
345 Dwarves
353 Humans
433 Elves
10208 Goblins
Total: 11339Spoiler: embark_location (click to show/hide)Spoiler: embark_screenshot (click to show/hide)Spoiler: prospect (click to show/hide)Spoiler: worldgen (click to show/hide)
-snip-
-snip-
I quite like this set of parameters, makes it easy to set exactly what you want, along with getting volcanoes and rivers on the same embark. Did take a bit of looking around, but I found a nice 3x3 embark with a river and volcano (volcano centered dead center). I'd recommend this to people, if they really want to just build stuff or play around.
Since my post is the last one here for a while, I'll just add on to the post.
Using these parameters, I found an embark with a volcano, river, and clown fort in haunted surroundings all in a 3x3 embark. Should be interesting. If anyone wants my parameters and the location, I'll post em up here,
Not to be grave-digging, but I'd like the parameters if you still have them. Sounds like a very !!FUN!! embark. :)Ok, here's the parameters:
-snip-Cheers, mate!
-snip-I hope this is a joke, because this is nothing less than impossible. Pretty sure 2x2 embarks are as small as its gonna get, unless you mess with the raws.
Let's find a fun micro embark. I want:Have you seen this one (http://www.bay12forums.com/smf/index.php?topic=101280.msg3878516;topicseen#msg3878516), flabort? It's not exact, but it has many of the things you're looking for.
A 1x1 embark area, tops. :P
Exposed magma.
An aquifer.
Wood and soil not necessary, but desired.
I don't think that a river can run through the same tile as a volcano, but if you somehow make it happen, the aquifer isn't necessary.
Savage area, probably hot as well.
Not necessary to be Good, but would be nice.
450 mineral scarcity, world gen past year 500, medium world size.
Hello!
What is a good advanced world gen setting for a world that is desert-heavy? Having a narrow band of life would be a bonus. Think Athas (not quite Dune, but getting there).
Vjek> Thanks, I'll check that out. I gotta ask, how the heck did you get the mountains to form a perfect diamond in the middle? Also, I dont mind the odd lake or small river, so I'll poke that and see how it goes.The worldgen parameters are put into /data/init/world_gen.txt , just paste them in at the end of the file and then it will appear in the advanced worldgen menu as a choice, which you can use or edit.
Im not sure how to use the data you provided (Aside from manually entering it in the game).. is there some way to save it and have the game use it from a text file of some sort?
Not really looking for an embark, but for a world that consists, if possible, out of 1 big continent, with as many necromancer towers as possible.If this (http://dwarffortresswiki.org/index.php/DF2012:Worldgen_examples#Human_Necromancers) doesn't work, reply and we'll find something more to your liking.
Looking more for an adventure world, but as this is the world cookbook...
This world is filled with human necromancers, and over 40 towers would be typically generated. Due to the nature of Necromancer discovery, the exact number isn't always predictable. Dwarves, Humans, and 75,000 goblins.
How do I identify sites that will have a temple from the embark screen? Are they only in mountains, evil regions?There's one per embark map square irrc. That's the 16x16 area that you can select your embark from.
How do I identify sites that will have a temple from the embark screen? Are they only in mountains, evil regions?There's one per embark map square irrc. That's the 16x16 area that you can select your embark from.
I think he did not mean a clown fort, but something like the golden temple with a magma pool down below talked about in a thread recently.
Please correct me if I am wrong.
If anyone's interested, I just genned an incredible site on a pretty nice world.Interested, too!
Features:
-Goblins, elves, and humans as neighbors, but no tower.
-A brook with a small (3 z level I believe) natural waterfall.
-Ready access to wood, surface plants, and water (of course).
-Gold, kaolinite, sand, iron ore, tetrahedrite, and flux all on surface level.
If people sound interested, I'll get the prospector report and gen parameters.
I'd like to start experimenting with some more advanced features. If anyone has a site with:
<snip>
NO volcano. Getting all of the above with a volcano is going to be very time consuming to find in a 2x2 or 3x2 embark size.
not saying it can't be done, and by all means go for it if you want, but I was able to get everything but the volcano pretty quickly.
If you just want the volcano for magma forges, two commands in DFHack will give you that on any embark with a Magma layer. (just sayin')
The evil in these biomes is harmless, as far as I can tell, just some raining blood.
Do extinct civs send migrants and caravans now?Yes, you'll always get the first two waves of migrants, plus liaison and caravans, even if the civ is extinct. You can, however, disable them, by removing [ACTIVE_SEASON:AUTUMN] from entity_default.txt (for dwarves) in your save. That will prevent liaison visits and caravans.
Because I have a world with a single extinct dwarven civ and I'm getting those. :(
vjek: The Xs on the location screen are a bit hard to spot. Just for everyone's benefit, they are lower left on world, and middle left on region.
Daetrin: Caravans shouldn't be sent by extinct civs, but you'll still get a minimum 2 migrant waves. If the civ is truly extinct, that will be the maximum, too, though.
Anyone who wants to answer:
I want an interesting world with a variety of duplicated raws, particularly some stone, interactions, and plants, that doesn't crash early on; Just zip up the save, as it will have the duped raws in it, and put it with the worldgen here, if you feel up to it.
Yes, you'll always get the first two waves of migrants, plus liaison and caravans, even if the civ is extinct. You can, however, disable them, by removing [ACTIVE_SEASON:AUTUMN] from entity_default.txt (for dwarves) in your save. That will prevent liaison visits and caravans.
River not in the very corner of embark (to be a part of citadel)are a bit contradictory. That is, rivers through the middle of an embark and a mountain in the middle of the embark are typically mutually exclusive.
A peak close to the center of the embark (to be worked into a natural tower, the higher the better)
If anyone's interested, I just genned an incredible site on a pretty nice world.
Features:
-Goblins, elves, and humans as neighbors, but no tower.
-A brook with a small (3 z level I believe) natural waterfall.
-Ready access to wood, surface plants, and water (of course).
-Gold, kaolinite, sand, iron ore, tetrahedrite, and flux all on surface level.
If people sound interested, I'll get the prospector report and gen parameters.
Quick question: How to copy the prospect output?Oh, found it.
Can't find the command/function.
vjek, running this worldgen in Masterwork Dwarf Fortress (v2h) gave me different, but still interesting result. The number of squares that fit search criteria is way over twenty (if not times more), so I will will look them over with prospect at least (plenty of volcanoes!) .
No Raw adamantine whatsoever so far though, which contradicts with Wiki saying that adamantine must be generated on 3x3 embark, and I checked 16x16 ones.
Could you point out, what was the most vital for such map configuration (high elevation/low elevation extremes)? Short erosion cycle?
Also, built-in search shows no flux, dispite a great deal being there according do prospect, but this should probably be said in other thread.
Hello!
What is a good advanced world gen setting for a world that is desert-heavy? Having a narrow band of life would be a bonus. Think Athas (not quite Dune, but getting there).
If you want entirely sand (white, black, red, yellow) desert with just one polar region...
Rainfall of zero min, zero max.
Drainage of zero min, 32 max.Spoiler: sandworld worldgen (click to show/hide)Various random gens of that world produce similar results. A mountainous central region prevents lake formation almost everywhere, in these worlds. Without it, you can get numerous small lakes forming, despite zero rain. Of course, you need to provide a mountainous region as well, but that's taken care of in what I've provided.Spoiler: sand world picture (click to show/hide)
The worldgen can be tweaked to have just one big desert (or close to it), but this one has more variety.
And finally, here's an example that just produces badlands (http://dwarffortresswiki.org/index.php/DF2012:Worldgen_examples#Badlands), rather than sand deserts, for comparison.
Gah, forgot to post the embark site in my last post. Here are the parameters again, for reference sake:Spoiler: World Gen Parameters (click to show/hide)
Here's the embark site, screencapped in default graphics.Spoiler: Embark (click to show/hide)
That 4x4 site contains:
-Soil, including sand, fire clay, and kaolinite. Lots of kaolinite, actually (nearly 30k). Coupled with the glass and fire clay, you've got the makings of a powerful porcelain and pottery industry, no glaze required (which is good because the tin ore on site sucks).
-Nickel ore (155k+ ore), for a plentiful and cheap local source of magma-resistant metal. That's not a typo.
-Lots of precious metals: 134k (also not a typo) tetrahedrite for copper (and silver), 23k galena (for lead and silver), 20k gold, and even a sliver of native platinum. There is some tin ore on site, so a host of metalcrafting options present themselves here.
-Plentiful on-site magma safe stone, flux (71k limestone, 204k marble), though only 5k hematite on hand. I suggest saving your iron and goblinite for steel production, though 5,000 bars of steel might be enough to satisfy most fort demands.
-267 rock crystals, in case you feel like making crystal glass as well.
-orthoclase, microcline, and cobaltite are very plentiful as well, for all you fans of color-coding, Some rutile as well, but sadly no olivine or bauxite (though if you don't fancy making porcelain, there's plenty of kaolinite for your red block needs).
-All major races nearby, including kobold thieves. Don't underestimate them; my first embark was hit by kobold ambushers in my first spring, catastrophically affecting my fledgling fort. No necromancer tower, though.
-Sorry, no surface magma or on-site fuel sources aside from the trees. There are a lot of trees in the non-mountain biomes, though (and magma deep down, about 120 z levels below surface). So I guess if you're a REAL dwarf, there's plenty of on site fuel.
-As mentioned before, the site has a brook and small waterfall as well.
And for you veterans who want something a little hard to find in your embark...Spoiler: For Real Spoilers: Don't read if you want to be surprised. (click to show/hide)
EDIT: Really liking this site the more I try it. I'm considering an AAR for the community games section using this site, it's been so fun (and Fun).
Anyone have an embark in a good biome with sand, and lots of flux and iron ore? Source of freshwater prefered, but no aquifer over the whole map. I would prefer to not have an evil biome in the embark region, but I am okay with very large embark regions.
Thanks!
I recall it being a combo of mid elevation, high drainage, and high rainfall, so tweak those.
...I'm not sure what this means? But that aside, this (http://www.bay12forums.com/smf/index.php?topic=101280.msg3878516#msg3878516) embark meets your criteria, as does this one (http://www.bay12forums.com/smf/index.php?topic=101280.msg3867836#msg3867836).
- Pit exposed to the surface
...
...I'm not sure what this means? But that aside, this (http://www.bay12forums.com/smf/index.php?topic=101280.msg3878516#msg3878516) embark meets your criteria, as does this one (http://www.bay12forums.com/smf/index.php?topic=101280.msg3867836#msg3867836).
- Pit exposed to the surface
...
I've been playing with the first one quite a bit, but I would like a similar embark with a round chasm that goes entirely through the map's Z-levels. I would like to build a fort with the pit as the central pillar that everything is built around.Chasms are very rare, if they even exist in this version. I've never seen one myself.
...I'm not sure what this means? But that aside, this (http://www.bay12forums.com/smf/index.php?topic=101280.msg3878516#msg3878516) embark meets your criteria, as does this one (http://www.bay12forums.com/smf/index.php?topic=101280.msg3867836#msg3867836).
- Pit exposed to the surface
...
I've been playing with the first one quite a bit, but I would like a similar embark with a round chasm that goes entirely through the map's Z-levels. I would like to build a fort with the pit as the central pillar that everything is built around.
Hey guys. Could you please suggest a world-gen with good ocean biome. Spent hours to find one on random gen and playing with edit brought no good.Apilem,
Thanks in advance.
Hello!
I'm looking for a freezing map, really freezing. Meaning dwarves die if they stay outside too much.
Preferably Frozen Ocean, Glacier is nice too. Some metals.
Volcano, Necromancers, Wars if you can. Volcano being the most important of the three.
Is that possible?
... Edit again, for knowledge's sake:From what I've seen, the X and Y variance values are essentially distribution values. My impression is, the lower the value, the more adjacent the distribution (1 1 1 1 1 1 1) whereas the higher the value, the more varied the distribution (1 100 1 100 1 100). The variance will use the min and max of each (in this case, elevation) to produce it's values.
How did you manage to generate a world with mountain peaks (necessary for dwarven society) when max altitude was 350, and without setting the minimum number of mountain peaks?
I'm looking for a good map with a volcano and an ocean, preferably a savage biome, but connected to the mainland so I can have elves to feed to the volcano. Anybody got one?
i think i found an embark side that is good enough that i should share it.
-1z lava on a flat volcano
river
sand
marble (flux)
gold
iron
1.5k candy
would share prospect but don't know how
seedSpoiler (click to show/hide)
siteSpoiler (click to show/hide)
I will do my best, Werdna. I've added a few more sample worldgens (http://dwarffortresswiki.org/index.php/DF2012:Worldgen_examples) to the wiki, and can continue to add more, if players find them useful.
I also have a tutorial for the "Set Preset Field Values" painting interface which is still looking for a home. There's not much documentation available for it, that I have found, but it's very powerful once you know how it works.
Anyone got tips for Volcano/Ocean embarks?
All my volcanoes that I generate seem to fill the majority of the 16x16 region up with land, with maybe a bit of beach right at the edge, including the ones that generate right in the middle of the ocean.
I've been messing around with advanced world gen for a while now trying to get my stupid perfect embark. ...The difficulty , bottles, will be in finding a volcano near the joining of two rivers, in order to get a sheer cliff face. Everything else is trivial.
Anyone got tips for Volcano/Ocean embarks?
All my volcanoes that I generate seem to fill the majority of the 16x16 region up with land, with maybe a bit of beach right at the edge, including the ones that generate right in the middle of the ocean.
Finding a volcano next to an large body of water will depend more on luck than anything else. It's exceptionally rare. You can try increasing the elevation and volcanism variance, though, and generating the max 200 volcanoes per world.
Put together this world & embark today, and it seems good enough to share.
3x3 Embark, with a volcano on the surface. A brook, two biomes (mountain + temperate shrubland). Dwarves, Humans, Elves and Goblins, generated in vanilla 34.11.
The highlighted embark site features the following:
Sand
5k+ gold
3k+ silver
5k+ magnetite (iron)
110k+ marble (flux)
3 Caverns
67 Z-levels of NON-hollow candy spireEmbarkSpoiler: Worldgen (click to show/hide)
(http://dl.dropbox.com/u/1339319/adam_spires1_embark.gif)Spoiler: Prospect (click to show/hide)
Populations
Civilized World Population
206 Dwarves
491 Humans
433 Elves
20266 Goblins
Total: 21396
Enjoy! 8)
I tried generating the world below but it doesn't come up with the same world :S I just copied and pasted the worldgen into the text file and generated it with 34.11.Any mods installed, alexij? LNP? All my worldgens are done with vanilla 34.11, no mods, no raw edits, nothing special or extra.
I tried generating the world below but it doesn't come up with the same world :S I just copied and pasted the worldgen into the text file and generated it with 34.11.Any mods installed, alexij? LNP? All my worldgens are done with vanilla 34.11, no mods, no raw edits, nothing special or extra.
Has anyone genned a warm, good shrubland with decent amount of ore (including iron and gold please)Found one close, Artinnio.
a river would be appreciated as would at least one cliff face :)
Found one close, Artinnio.
Hot (not warm) good 3x2 shrubland with iron, flux and gold, river ( a brook, but you can channel it out if you want ) but alas, completely flat. 638 trees on the surface if you're concerned about fuel. Goblins in the world, but no elves or humans. Half joyous wilds, half serene, two biomes, one tropical, one temperate.
joeclark77,thank you.
i tryed to check it out - but i couldnt.
there were 1000+ rejects and the creator gave me options to ignore rejects or continue searching etc. i dont know what to do :)
Hi, im pretty noob in this game. If it is allowed, id like to request a map.
Id realy like a map with ...
Hi there! I'm pretty new to the game and looking for some things in an embark.This post (http://www.bay12forums.com/smf/index.php?topic=101280.msg4247782#msg4247782) (and others in the thread) has those features. However, even on the embarks that are flat, you can simply dig down 5 Z levels to stone and build your fort directly underground, if you don't want to build the fort in soil layers. If you want a vertical cliff with no ramps, the most common place those exist is near a water feature such as a lake, or the joining of two rivers.
I'm trying to find a place that has a volcano, running water, flux, iron, and soil, but has a mountain or cliff face I can use to dig into for my fort. I dont care if the magma is on the surface. It would be nice if there were some goblin or other evil neighbors so I get to have some fun.
I have read thru the thread and I was wondering someone could clarify what settings specifically they are using to get flat volcanoes near Rivers. Since no mater what i try with elevation and erosion, i can't seem to get any flat volcanoes or ones flat land near by. I only get ones with cliffs on all sides extending out at least 7 squares from the volcano.
Thanks
I was wondering what would be the items you'd want to filter by? I'm trying not to add *too* many fields as it becomes a chore to fill in when you upload a world. The details page for each world can show the prospect output and other descriptive text you can type in. I'd like to keep the filterable page to fields where it's either true or false or you can choose the item from a dropdown. e.g. has volcano, or site has River/Brook/None.
Pushing the boundaries of Worldgen Science, I present...
A 2x2 , 34.11 vanilla embark with the following features:
100% Flat embark
A Volcano on the surface
A Brook
Clay
Sand
12k Tetrahedrite (copper/silver)
11k Gold
7k Galena (lead/silver)
5k Candy (two spires)
4k Garnierite (nickel)
1k Hematite (iron), plus Limonite too.
28k Marble (flux)
3k Silver
2k Sphalerite (zinc)
1k Cassiterite (tin)
1k Copper
800+ Bituminous Coal
700+ Lignite
and of course, 3 Caverns
The embark is split half Temperate Savanna and half Temperate Grassland.Civilized World Population
317 Dwarves
465 Humans
874 Elves
10128 Goblins
Total: 11784Spoiler: prospect (click to show/hide)Spoiler: worldgen (click to show/hide)Spoiler: embark location (click to show/hide)Spoiler: embark screenshot (click to show/hide)Spoiler: world screenshot (click to show/hide)
... I get the volcano a few squares away from the river and not flat. I'm using v0.34.11. No world changing mods. It's otherwise a very similar world. Am I doing something wrong?I just downloaded a brand new 34.11, installed it, copied the worldgen into worldgen.txt, generated it, and embarked on it as described. Completely flat, and identical to the embark screenshot.
Further tweaking adding more savagery as well as some more good/evil zones. Hopefully closer to getting cliff faces next to lowlands, my intention is to get a flat forested area (preferably Joyous Wilds) with a Steep cliff/volcano (preferably evil) and a river. i am getting closer though it will take a while.
I'm posting this one because it might have some interest to some of you. It contains 4 biomes, 2 Heavy forest and a woodland, all flat and Untamed wilds with the volcano area being terrifying. The top right has a volcano as well as two rock spires (see pic) which could be useful for Dwarfing and hollowing out. In the bottom right corner there is a river (currently frozen).
It has a good and varied selection of rocks, Dolomite, Marble and Obsidian are of note. It has a very wide range of ores but strangely none of the blue stuff (moving the embark a little may fix that thoough), there is iron but only around 3k of it in the 4x4 but that is more than enough.
Heres the gumph, on this map there are areas where good and bad meet but no areas with volcanos and rivers.
Embark location (lower left)Spoiler (click to show/hide)
Embark piccySpoiler (click to show/hide)
OresSpoiler (click to show/hide)
ParametersSpoiler (click to show/hide)
I'm using the Linux Phoebus pre-install, but that /should/ just be a texture pack with no world gen modifications. I'll try with a completely vanilla install, and report results.
Edit: I genned it in a completely new vanilla dwarf fortress (with ascii and everything), and then ported the region to my actual df directory (with tilesets). There was no difference in generation.Spoiler (click to show/hide)
If anybody could upload the generation, I'd be happy.
I was wondering what would be the items you'd want to filter by? I'm trying not to add *too* many fields as it becomes a chore to fill in when you upload a world. The details page for each world can show the prospect output and other descriptive text you can type in. I'd like to keep the filterable page to fields where it's either true or false or you can choose the item from a dropdown. e.g. has volcano, or site has River/Brook/None.
I don't have a non-Linux computer to test this with, sorry. I know for a fact I'm looking at the right location. I've got that section of the map memorized better than I do my own city of residence. It is weird that we are having slightly different generations. I would expect larger variations myself. ...Yep, no problem at all. I just presumed that there would be no differences based on operating system. I'm going to try a few other tests today and see if I can nail down if the slight differences are caused by the initial 29 rejections in that worldgen. If that is the case, I'll come up with a new world with no rejections, and only provide rejection-free maps in the future or post with Windows-only caveats from now on. It's good to know, just not very convenient for you, Havvy. :P
There you go Havvy.
http://dffd.wimbli.com/file.php?id=7678
It has Phobos gfx because that is what I use but you can just switch out the raw folder and copy yours in.
I don't have a non-Linux computer to test this with, sorry. I know for a fact I'm looking at the right location. I've got that section of the map memorized better than I do my own city of residence. It is weird that we are having slightly different generations. I would expect larger variations myself. ...Yep, no problem at all. I just presumed that there would be no differences based on operating system. I'm going to try a few other tests today and see if I can nail down if the slight differences are caused by the initial 29 rejections in that worldgen. If that is the case, I'll come up with a new world with no rejections, and only provide rejection-free maps in the future or post with Windows-only caveats from now on. It's good to know, just not very convenient for you, Havvy. :P
...I don't have a non-Linux computer to test this with, sorry. I know for a fact I'm looking at the right location. I've got that section of the map memorized better than I do my own city of residence. It is weird that we are having slightly different generations. I would expect larger variations myself. ...Yep, no problem at all. I just presumed that there would be no differences based on operating system. I'm going to try a few other tests today and see if I can nail down if the slight differences are caused by the initial 29 rejections in that worldgen. If that is the case, I'll come up with a new world with no rejections, and only provide rejection-free maps in the future or post with Windows-only caveats from now on. It's good to know, just not very convenient for you, Havvy. :P
Looks like some World Gen !!Science!! to be performed.
I have a request for a map with no dwarven civilization. I want this so I can have a 7 dwarf challenge and only populate my fort by birth. Thx :)Even if the dwarven civ is 'extinct' you will still get as many dwarves as your population cap. The only way to stop them is to remove the ACTIVE_SEASON:AUTUMN entry for dwarves in entity_default.txt in your saved game. This needs to be done immediately after the embark is created.
Hi all, I have a request for a max 5x5 map with:
...
I've been trying to doing this for awhile, with no luck, so maybe someone will point me in the right direction. I've been trying to get a canyon or chasm of some sort with high cliffs with a low center area (something similar to the river canyon map posted in the beginning).From what I've seen; The only places non-sloped Z-level changes are created are where lakes meet land or two rivers meet, or for a very large embark, where a river meets the ocean. Large rivers are huge drain on FPS, as well, so something to consider.
I'd like to do a megaproject of constructing an overland bridge across said chasm, so I'd like to to be fairly large apart. My attempts at getting a good chasm/canyon/etc. whatever seem doomed to failure, despite how much I fiddle with evalations (the best I've gotten is the Z levels and sloping hills across an embark site; its rather frustrating ...)
I've been trying to doing this for awhile, with no luck, so maybe someone will point me in the right direction. I've been trying to get a canyon or chasm of some sort with high cliffs with a low center area (something similar to the river canyon map posted in the beginning).From what I've seen; The only places non-sloped Z-level changes are created are where lakes meet land or two rivers meet, or for a very large embark, where a river meets the ocean. Large rivers are huge drain on FPS, as well, so something to consider.
I'd like to do a megaproject of constructing an overland bridge across said chasm, so I'd like to to be fairly large apart. My attempts at getting a good chasm/canyon/etc. whatever seem doomed to failure, despite how much I fiddle with evalations (the best I've gotten is the Z levels and sloping hills across an embark site; its rather frustrating ...)
Focus your search where 2, 3, or 4 rivers meet, and you should find something suitable.
... What's the best way to increase the number of rivers to try and get such an intersection? I've tried playing with the drainage, but I've had limited luck in getting that to work proper.I get a river on every region with 100 min/max rainfall, 100 min/max drainage, and keeping the elevation as flat as possible. I also set desired and required rivers to 0 and set number of erosion cycles to somewhere between 20 and 1000.
I've been trying to doing this for awhile, with no luck, so maybe someone will point me in the right direction. I've been trying to get a canyon or chasm of some sort with high cliffs with a low center area (something similar to the river canyon map posted in the beginning) ...
I've made my dfworldgen site (http://dfworlds.alexjj.com/).Looks good.
I'm just learning python/django and wanted to keep it simple. Let me know any problems.
I hope people want to use it and then find it useful.
Looks good.This is because I've uses two different model types for volcano and water. I've assumed there'd only be one volcano on a map and therefore only one type but with water you could have multiple (e.g. there could be a river, a waterfall and ponds). I've also been lazy and let django make the form page for me and so it uses a different input type for different models. I intend on making that page a bit nicer and smarter in the future.
Things to note, from an HMI point of view:
In the "add a world" menu, adding a volcano or water uses two different scroll types, which is strange. Maybe you should use the same menu type but without the multi choice possibility.
The big image at the center should link to the "World List" menu.Done! Good call with making the world a link to the list page. I like it!
"Sheer cliff", not "Shear cliff".
... A flat embark area, with a hill, mountain, or a plain old cliff, going up on one side, preferably north or south (or both), at least 8 z-levels, but the more the merrier ...
More that the hill/cliff is sufficiently steep as to not have much ground on it...while also not being part of a large flowing body of water, but also not being a desolate mountain biome.... A flat embark area, with a hill, mountain, or a plain old cliff, going up on one side, preferably north or south (or both), at least 8 z-levels, but the more the merrier ...
Ok, so if the 3x3 embark was like this:
123
456
789
The only part that -must- be flat is region 5? And the Z-level change must be higher than region 5, not lower than region 5, to get the 8-Z levels, right?
... Now, with that, is there are any particular trick to being able to get such steep slopes, without really hilly terrain, a desolate environment (IE, where step 1 is to find the 1st cavern), or the river being right in the embark? ...The two most impacting variables that I've seen for the most varied topography are:
Don't you use meshes with 1 0 0 0 1 to get varied topography?I just tried changing the "BUCKETS1" to use that, and it did not give nearly as varied elevation within small embark sites, while the geographical settings of "BUCKETS1" offers several such embarks (some more mineral-poor than others, but the geography and biomes were there, and not hard to find). I've been playing with the settings a bit, and changing elevation or drainage from 1:1:1:1:1:1 seems to be part of making either more hilly, or separating the elevation changes by more embark squares than merely the boime changes. I've changed min savagery and added more supernatural entity types (with no titans, megabeasts, semimegabeasts, vampires, etc., what am I supposed to do if I actually manage to make a smooth-running fortress? :))), made the caverns more open, and tinkered with a few other settings, all resulting in a similar world, but changing the mesh frequency and drainage seem to break whatever it is that makes it work well, for the steep edges around the embark squares.
I can't seem to duplicate this world I just created. I saved a backup of the world in my save file... but even though I have the exact seed that was used (I had to type it in manually) and made no changes to the parameters it is rejected. Am I doing something wrong?I would remove all doubt by copy/pasting the exported worldgen directly into world_gen.txt
Did you change computers? Seeds are a fickle thing...
I would remove all doubt by copy/pasting the exported worldgen directly into world_gen.txt
Manual typing has been (IIRC) not possible in the past, due to field size issues.
Exact worldgens, generated without rejections using vanilla raws, are identical, cross-platform (win7 & linux). I've personally verified this in the past month.
... A sound plan... But urist mcnewb here doesn't know how to export it! Any suggestions? ...Pause the game in fortress mode
Erm, probably a question answered in the 45 pages already posted, but how do you enter a seed? Trying to figure it out.
I love working with and building forts with glass
Anyone have any good embarks with lots of fuel (coal and such) and sand, or sand and access to early magma? 3x3 or so preferably, I don't like overly large embarks
I love working with and building forts with glass
Anyone have any good embarks with lots of fuel (coal and such) and sand, or sand and access to early magma? 3x3 or so preferably, I don't like overly large embarksSpoiler (click to show/hide)
Flat volcano + red sand desert + tower + flux.
Nickel, Iron, Copper, gold and silver.
There's a very high column of stone in the center of the embark (40 Z-levels), next to the lava pit.
Genned with LNP and no aquifers on Windows 7.
How to find it:
Go to the bottom-most, right-most corner of the map.
There should be a tower nearby.
Start from the tower and go down one tile, then right until you find a volcano.
This should be it.
I'm curious.. has anyone managed to find a volcano rising up out of a lake? i.e. completely surrounded by water? I have half-formed ideas for various sorts of fun, but I'd prefer not being forced to make an artificial lake to implement them.
I just genned a world that had a flat volcano (surface tube) in the middle of a fresh water lake. Of course this has the problem of it being underwater.. with all the cave in notice spam that entails until it caps itself over. Not exactly idea either. =/
That happened to me once. Frame rate died that day. It was a tragic day for all of frame-kind.I'm curious.. has anyone managed to find a volcano rising up out of a lake? i.e. completely surrounded by water? I have half-formed ideas for various sorts of fun, but I'd prefer not being forced to make an artificial lake to implement them.
I just genned a world that had a flat volcano (surface tube) in the middle of a fresh water lake. Of course this has the problem of it being underwater.. with all the cave in notice spam that entails until it caps itself over. Not exactly idea either. =/
I recently read a thread where a guy just found a random hole in his ocean.
Turns out it was a volcano.
EPICNESS ensued.
That happened to me once. Frame rate died that day. It was a tragic day for all of frame-kind.I'm curious.. has anyone managed to find a volcano rising up out of a lake? i.e. completely surrounded by water? I have half-formed ideas for various sorts of fun, but I'd prefer not being forced to make an artificial lake to implement them.
I just genned a world that had a flat volcano (surface tube) in the middle of a fresh water lake. Of course this has the problem of it being underwater.. with all the cave in notice spam that entails until it caps itself over. Not exactly idea either. =/
I recently read a thread where a guy just found a random hole in his ocean.
Turns out it was a volcano.
EPICNESS ensued.
I started a new fort last night with a submerged volcano and just used dfhack to add extend the tube walls up 1 level above the water. It's a stopgap at best, but I don't think the game will ever gen a 'normal' flat tube in water since the lake bed and not the water is counted as ground level.
Alright, I want to do some mega-constructions, but in the interest of consistency I want them to be made entirely out of simple materials
So what I'd like is a relatively flat embark, 3x3 or so, with access to sand or clay and a surface magma tube, preferably as close to 'ground level' as possible. I wanna build a big awesome castle, basically.
Alright, I want to do some mega-constructions, but in the interest of consistency I want them to be made entirely out of simple materials
So what I'd like is a relatively flat embark, 3x3 or so, with access to sand or clay and a surface magma tube, preferably as close to 'ground level' as possible. I wanna build a big awesome castle, basically.
I have a good one for you, I've used to for two projects so far and it's pretty decent.Spoiler (click to show/hide)
Embark Location:Spoiler (click to show/hide)
Prospect shows native copper, cassiterite, sphaleritie, gold and marble. Black sand and fire clay are abundant, making up the entirety of the soil layers. The magma tube is directly in the middle of the embark, and magma is only one z-level away. The whole area, except the north to north-east corner is flat, and what isn't flat is only 2-3 z-levels in elevation.
There are quite a few megabeasts hanging around, lots of goblins, and a necro tower close by, but if you are only concerned with buolding you can always turn invasions off.
And marble means any iron I acquire can be made into steel...provided that you have coal, yes. based on screenshot i take it there is not so much wood is there. well, except caves which can provide tree farm.
I'd like to request to have something like this, if possible:
- canyon with waterfall, preferably 5-10z high and 10+ urists wide. preferably not major river to reduce lag.
preferably atleast one side is steepwhatever, i can dig that out- any volcano, or atleast magma lake
- decent amount of iron, flux, other metals
- sand! (maybe not sand walls, there is sometimes sand floor tiles hidden under soil ramps, in this case prospector reports there is no sand, but there actually is)
- i dunno, temperate biome? so i can dam river in the winter. maybe not really requred, obsidian and whatnot
- two cases: one any evil, another any non-evil. maybe third one with reanimating biome or necro tower
I'd like to request to have something like this, if possible:Would something like Rooterracks (http://www.bay12forums.com/smf/index.php?topic=101280.msg4276813#msg4276813)+ an evil-biome volcano be what you're looking for, Hommit?
- canyon with waterfall, preferably 5-10z high and 10+ urists wide. preferably not major river to reduce lag.
preferably atleast one side is steepwhatever, i can dig that out- any volcano, or atleast magma lake
- decent amount of iron, flux, other metals
- sand! (maybe not sand walls, there is sometimes sand floor tiles hidden under soil ramps, in this case prospector reports there is no sand, but there actually is)
- i dunno, temperate biome? so i can dam river in the winter. maybe not really requred, obsidian and whatnot
- two cases: one any evil, another any non-evil. maybe third one with reanimating biome or necro tower
I found something similar to that on DFFD recently, but it does involve a major river. However I think with a few setting modifications you can get something pretty similar to what you are looking for. http://dffd.wimbli.com/file.php?id=7788Thanks, nice one. i'll look into that.
Would something like Rooterracks (http://www.bay12forums.com/smf/index.php?topic=101280.msg4276813#msg4276813)+ an evil-biome volcano be what you're looking for, Hommit?Maybe half or whole area, not only volcano, but yeah. and wider canyon.
I was wondering if anyone could give me some advice on how to generate a very special embark spot, i'm looking for a sheer stone cliff in a desert biome with gold and iron deposits as well as some coal. Oh and Clown Car, Is such a thing even possible?sheer stone cliff will be where two rivers meet.
I was wondering if anyone could give me some advice on how to generate a very special embark spot, i'm looking for a sheer stone cliff in a desert biome with gold and iron deposits as well as some coal. Oh and Clown Car, Is such a thing even possible?sheer stone cliff will be where two rivers meet.
gold, iron, and coal, no problem. clown car is always present.
desert and rivers of appropriate size will be challenging, but not impossible.
I was wondering if anyone could give me some advice on how to generate a very special embark spot, i'm looking for a sheer stone cliff in a desert biome with gold and iron deposits as well as some coal. Oh and Clown Car, Is such a thing even possible?sheer stone cliff will be where two rivers meet.
gold, iron, and coal, no problem. clown car is always present.
desert and rivers of appropriate size will be challenging, but not impossible.
Thanks, now the work begins
I was wondering if anyone could give me some advice on how to generate a very special embark spot, i'm looking for a sheer stone cliff in a desert biome with gold and iron deposits as well as some coal. Oh and Clown Car, Is such a thing even possible?Here's a site, Boltlarge, that matches your requirements, Shininglight:
I was wondering if anyone could give me some advice on how to generate a very special embark spot, i'm looking for a sheer stone cliff in a desert biome with gold and iron deposits as well as some coal. Oh and Clown Car, Is such a thing even possible?Here's a site, Boltlarge, that matches your requirements, Shininglight:
Hot Sand Desert, 3x2 embark size.
There is an aquifer, although it doesn't cover the entire embark. Also much, but not all, of the hematite is within this aquifer. Of course, there are different ways of dealing with the aquifer, if it's a big problem.
Coal, Gold, Iron, and Flux as requested, are present.Spoiler: Boltlarge (click to show/hide)
I was wondering if anyone could give me some advice on how to generate a very special embark spot, i'm looking for a sheer stone cliff in a desert biome with gold and iron deposits as well as some coal. Oh and Clown Car, Is such a thing even possible?sheer stone cliff will be where two rivers meet.
gold, iron, and coal, no problem. clown car is always present.
desert and rivers of appropriate size will be challenging, but not impossible.
Thanks, now the work begins
If you use the Perfect World (http://dffd.wimbli.com/file.php?id=2354) utility you can use the rainfall map and drainage map features to your advantage by raising the desert threshold. After that just add a lot of rivers and your desired location will surely be a reality after a couple of map gens. Deserts are (obviously) low rainfall, and low drainage. Also in the low rainfall categories are rocky wasteland, which is high drainage, and I think medium drainage is badlands.
The DFwiki has enough information on how biomes work that it can be pretty easy to get your desired gen. The only really unpredictable things appear to be good/evil biomes and temperature.
**Minor Update**
I like using the world generator so I went ahead and tried to produce a region heavier in desert biomes. It does have more deserts than I usually produce, but I still intended for there to be greater swaths of sandy desert than are presently available there. I think adding all those extra rivers confused it somehow because it was about then that I noticed an unusual border between zones (the flat one between a forest and then suddenly badlands). I'll try again with some smaller worlds after I plumb the riches of the present one. If I find an embark site relevant to your interests I'll let you know and post its worldgen.txt entry.
Also I deliberately bothered the large zone options and those have a way of turning the entire ocean into an evil biome, which I like because evil oceans are amusing for embark purposes. It is easily rectified by setting the good/evil large region settings to 0.
For now, here is a picture:Spoiler (click to show/hide)
**Update Again**
Found a promising site, which I embarked on and did some minor exploration.Spoiler (click to show/hide)
There is a lot of slope, but a sizable plateau exists at the upper z-level. There are actually two different aquifers but both can be readily avoided, as there is a pretty large gap between both of them. The large amount of slope, especially that on the northern side of the map causes the red sand to be available a pretty long way down while also allowing you to have a lot of access to stone at the cliffs. Mind the aquifer, although it is largely out of the way it is pretty big.
The river coming from the south is significantly higher than the one moving along the east-west axis and once it thaws it will waterfall into the river below. My map is in a temperate zone so the rivers are presently frozen and there is snow all over the place.
Here is the relevant prospect info:Spoiler (click to show/hide)
Sadly, no coal. I'll resume searching in other areas of desert, since, unless you want to embark half-desert half-place-with-trees you will probably actually need coal in order to protect your dwarves from being killed by sissy gas-butterfly FBs.
**Useless Update**
I am still poking around, but I've found a few more places that are, from the embark screen, similar to what we are searching for. I had to make a copy of the map to continue searching, though, because I found an embark site that I really, really liked for myself and simply had to use it. There are at least three major regions where I found desert river cliffs, two of which have no troublesome aquifers.
Oookay, here we go. Somehow modified that for evilness, soo...I found something similar to that on DFFD recently, but it does involve a major river. However I think with a few setting modifications you can get something pretty similar to what you are looking for. http://dffd.wimbli.com/file.php?id=7788Thanks, nice one. i'll look into that.
any luck on this?Would something like Rooterracks (http://www.bay12forums.com/smf/index.php?topic=101280.msg4276813#msg4276813)+ an evil-biome volcano be what you're looking for, Hommit?Maybe half or whole area, not only volcano, but yeah. and wider canyon.
... any luck on this?It's tricky. I can get you a river that's 1 region wide, but the FPS drain is significant. Getting a river that's more than 10 but less than 50 in width, but many z-levels, and with a volcano, is largely a matter of random chance. And not a very high random chance. :)
Some questions for you, Planks.
When you say cliff, do you mean no ramps? And how many Z-Levels does the cliff have to be? 1? 10? 32?
Or do you mean a chasm between the mountainous and flat part?
Do you expect that the mountain will rise in elevation away from the cliff, or you just want a Mountain biome and it can be flat?
Can there be running water on the embark?
Do you care about temperature (can it be covered in snow) ?
I'm not sure if I can actually control the content of evil biomes as far as what will happen with corpses. I also can't control what evil clouds do, however it is possible to eliminate them entirely which is probably the best solution with regard to avoiding reanimation or thrallification. I am not using Masterwork, so as far as I know I can't generate a Masterwork world unless I install the mod. Not that that would actually stop me since I can just make a copy of DF and install Masterwork on that copy, so I may have to do that. I could give you the worldgen.txt info but you've already expressed difficulties with that (which I could help you overcome, if you are so inclined).
Before I generate a map there are other things I would like to know, as they are settings I find can dramatically alter the experience. Do you have any preferences with regard to megabeast and titan populations? Do you like more or less civilizations? Outside of high savagery and having evil-biome diversity do you have any biome preferences? You asked for running water so I am going to assume you don't want many aquifers, correct me if I'm wrong.
I'll do a little bit of research and see what I can do about avoiding corpse-raising in evil biomes, and if nothing else I can supply a seed and someone else can probably gen it. Or someone else will beat me to doing this, we'll see hoo hoo hoo
ALSO! About getting volcanoes where you want them:Yup, pretty much just chance.Spoiler (click to show/hide)
***UPDATE***
I have found one promising gen if you don't mind having a 2x4 or 4x4 embark area, but I will try one more map gen before I go to class since I suspect I can do mildly better with a minor adjustment or two. Considering that the class I am going to is Art History and I remember practically everything I hear I can probably spend some time during class performing minor tasks like taking pictures of promising embark sites.
Also, one more question; do you care if untamed wilds is joyous wilds instead or do you really want it to be untamed wilds? I ask because I think I can generate good biomes with greater control than neutral ones. Furthermore, I thiiiiiinnnnnk Vjek posted something a few days ago that fits nearly all the requirements except having a volcano and we might be able to tinker with that idk. Puzzledceiling or Puzzledroof or something having to do with being puzzled about the top of a building, can't look now gotta run to class.
As an aside, I seem to have stumbled across settings that cause elf extinctions but not human ones. Will test more.
I have a request.Ok, here's one that I think is a close match, Planks.
5x5 Embark (I could work with any size though bigger is abit better)
Flat ground going to sheer cliff.
Example:
mmmmm m = Mountain
mmmmm c = Cliff
mmmmm f = Flat
c c c c c
f f f f f
Doesn't need to be exactly this shape.
Plenty of Iron and Gold
Lots of candy
Flux
Sand
Clay would be nice but I'm not fussed by it too much.
Some trees.
Open caverns with lots of water.
Can anyone help a Dorf out? :D
[/spoiler]Yup, pretty much just chance.Spoiler (click to show/hide)
***UPDATE***
I have found one promising gen if you don't mind having a 2x4 or 4x4 embark area, but I will try one more map gen before I go to class since I suspect I can do mildly better with a minor adjustment or two. Considering that the class I am going to is Art History and I remember practically everything I hear I can probably spend some time during class performing minor tasks like taking pictures of promising embark sites.
Also, one more question; do you care if untamed wilds is joyous wilds instead or do you really want it to be untamed wilds? I ask because I think I can generate good biomes with greater control than neutral ones. Furthermore, I thiiiiiinnnnnk Vjek posted something a few days ago that fits nearly all the requirements except having a volcano and we might be able to tinker with that idk. Puzzledceiling or Puzzledroof or something having to do with being puzzled about the top of a building, can't look now gotta run to class.
As an aside, I seem to have stumbled across settings that cause elf extinctions but not human ones. Will test more.
I have a request.Ok, here's one that I think is a close match, Planks.
5x5 Embark (I could work with any size though bigger is abit better)
Flat ground going to sheer cliff.
Example:
mmmmm m = Mountain
mmmmm c = Cliff
mmmmm f = Flat
c c c c c
f f f f f
Doesn't need to be exactly this shape.
Plenty of Iron and Gold
Lots of candy
Flux
Sand
Clay would be nice but I'm not fussed by it too much.
Some trees.
Open caverns with lots of water.
Can anyone help a Dorf out? :D
3x3 embark (you can expand it if you want, this is just the closest match) with mountainous and temperate shrubland.
At least 40 Z levels of "rise". gold, iron & steel friendly, no sand. There are other embarks nearby with sand, if that's a deal breaker. This one had a good slope, though. 8)Spoiler (click to show/hide)
I want to make a clay fortress. I've tried this in a heavily forested area, but incredibly rapid deforestation ended that pretty quickly. So I need magma.Everything but sand, found!
Necessities: surface magma, surface or near-surface clay, no evil fog/rain that will kill my dwarves for being above ground, access to humans/dwarves/goblins, relatively flat ground
Huge bonuses: very flat ground (i.e. the majority of the surface is on one z level), fire clay instead of regular clay, river or brook
Nice bonuses: aquifer (for water, if no river/brook is present), access to elves/kobolds
Not necessary but cool: sand
A seed and location would be nice, but if you just want to give me some worldgen parameters that will make this most likely then I can generate things and search myself.
How do I generate an embark with:Something like this:
3x3
No (or minimal) flowing surface water, to speed up frame-rate
lots of diverse metals, with both iron ores and flux
max adamantine
sand and bituminous coal, with clay if possible
not too evil (I'm fairly noobish).
[/spoiler]Yup, pretty much just chance.Spoiler (click to show/hide)
***UPDATE***
I have found one promising gen if you don't mind having a 2x4 or 4x4 embark area, but I will try one more map gen before I go to class since I suspect I can do mildly better with a minor adjustment or two. Considering that the class I am going to is Art History and I remember practically everything I hear I can probably spend some time during class performing minor tasks like taking pictures of promising embark sites.
Also, one more question; do you care if untamed wilds is joyous wilds instead or do you really want it to be untamed wilds? I ask because I think I can generate good biomes with greater control than neutral ones. Furthermore, I thiiiiiinnnnnk Vjek posted something a few days ago that fits nearly all the requirements except having a volcano and we might be able to tinker with that idk. Puzzledceiling or Puzzledroof or something having to do with being puzzled about the top of a building, can't look now gotta run to class.
As an aside, I seem to have stumbled across settings that cause elf extinctions but not human ones. Will test more.Quote
Hi there! Thanks for helping me out, I dont know much about Megabeast and Titans, as I've never encountered any :/. I think that having the evil biom and wilds will be enough for now. I'd like to have lots of Civs to interact with, which increases my chances of pissing one off and getting sieged. No aquifers would be prefered, wood would be nice, normal temp, I dont really know what other biome options you need
I would love to know how to fix the world gen issues I'm having too.
Last questions, what is the difference between joyus wilds and untamed?
Joyous wilds has unicorns.
Unfortunately, Vndetta, that worldgen has been manually edited beyond what the game would normally permit for input values. As such, I think you'll have a hard time getting it to work.
I'm looking for a 4x4 or 5x5 embark site to build a mountain fortress. I'm looking for a site with a flat area and then a sheer slope, it doesn't need to be a cliff, but something close to that.Most of this is trivial beyond the sheer slope part. However, before I start, is something like this (https://dl.dropboxusercontent.com/u/1339319/planks-embark-3d-screenshot1.jpg) what you're looking for?
Has to have: Flux, iron, a lot of ore/gem variety, a tropical savage biome, and expansive caves(I know how to get these, but I'm not clear on whether it affects other aspects of worldgen?)
Would be nice: A river, joyous wilds, sand, clay, and a volcano.
I'm looking for a 4x4 or 5x5 embark site to build a mountain fortress. I'm looking for a site with a flat area and then a sheer slope, it doesn't need to be a cliff, but something close to that.Most of this is trivial beyond the sheer slope part. However, before I start, is something like this (https://dl.dropboxusercontent.com/u/1339319/planks-embark-3d-screenshot1.jpg) what you're looking for?
Has to have: Flux, iron, a lot of ore/gem variety, a tropical savage biome, and expansive caves(I know how to get these, but I'm not clear on whether it affects other aspects of worldgen?)
Would be nice: A river, joyous wilds, sand, clay, and a volcano.
... Pretty much, although a sharper slope would be nice, I guess those are hard to produce in the current version though. I've mostly been having trouble producing the proper biome and getting the rest of the stuff at the same time.Yeah, it's pretty much one slope per Z or a cliff adjacent to a river, those are the two choices. I'll take a run at this tonight/early tomorrow.
I'm looking for a 4x4 or 5x5 embark site to build a mountain fortress. I'm looking for a site with a flat area and then a sheer slope, it doesn't need to be a cliff, but something close to that.Ok, found one that's close. There's 15 Z levels of slope on the surface, and quite a few other matching parameters.
Has to have: Flux, iron, a lot of ore/gem variety, a tropical savage biome, and expansive caves(I know how to get these, but I'm not clear on whether it affects other aspects of worldgen?)
Would be nice: A river, joyous wilds, sand, clay, and a volcano.
It's beautiful, I must have it! What are the resources like?
Hematite, Tetrahedrite, Marble. Nothing fancy, sadly.Spoiler: World Gen (click to show/hide)
Forest requires higher rainfall and drainage. if those are 50+ each you'll get a forest biome. Give it a try and see.
Haven't been around here in like, forever. I also got back into DF recently.Check these out, smjjames:
Anyways, anybody got a good set of parameters that make lots of flat volcanoes on flat embarks (or at least make alot of flat embark volcanoes) with a river?
Alternatively, maybe an embark request.
Medium or small world
5x5 embark
Flat volcano
flat embark
not evil
river
Lots of iron, preferrably magnetite, but any of the three iron ores will do.
Sedimentary flux would be great
also, I'm thinking of trying an ocean embark and am trying to find a nice site with a volcano and access to all civilizations. I would like a flat embark there as well, though meh, sea cliffs would be awesome.
I don't remember the exact stance the forum has against bumping since I know in general you shouldn't really bump, but..... just saying that I simplified the requirements a bit.Unfortunately, for myself, I haven't found a site that matches after looking through several dozen worlds. Finding a volcano within 5 tiles of an ocean with cliffs, and flat, is evidently quite rare.
So I've been lurking in the forum for a long time, but this thread contains enough awesome that I had to register just to say this thread is full of awesome.Glad to hear it! I find myself looking back through the thread now, first, before I gen new worlds. There's a few nuggets, for sure.
This thread is full of awesome. Thank you for helping us out. I forged my first candy weapon and opened my first pit yesterday evening using the embark on reply 287, and I've generated but not started the world in post 724 because I just opened my first pit and forged my first candy weapon yesterday evening. I have to see if I can take the clowns on my first try.
I will not make my first post a request - that would not be awesome. I will make it my third post because I can plan ahead.
I've never tried to get all the races to be at war. I can see it with elves and goblins, but humans are pretty tolerant.
You can modify races to be easier to go to war with (over philosophical differences and communication problems) but in general, I've found that if you have multiple non dwarven civs, of all types, you can get at least one of them to be at war with you.
I'll see what I can do to generate an at war world, with elves, humans, and goblins.
so here's my worldgen parameters. I want to make this world a patchwork of good and evil biomes next to each other, but raising the SAVAGERY_RANGES values just results in endless rejections and without it I just get a few good and evil biomes scattered around. I tried raising the GOOD_SQ_COUNTS and EVIL_SQ_COUNTS but that didn't do anything except make oceans good or evil. I also used perfectworlddf to make a predefined volcanism map, but that's too long to include in the post.Give this one a try, Spacebat:
... What do you guys think? :)Do you only want one slope in the embark, or the entire mountain, surrounded by plains, within the 8x8?
I'm having some trouble finding a Glacial/Tundra terrifying aquifered embark that raises the undead. Basically, everything gone horribly wrong. I'm hoping one of you kind folks can help me.This one matches, and has a reasonably good prospect, I think.
I've tried messing with advanced worldgen and I'm getting tons of rejections as I can't seem to get the temperature and glacial values worked out to lower the # of rejections. Any recommendations?
VJek, much obliged. Wierd that Prospect All was able to find the aquifer, but search didn't.The search (finder) found it, it was just the second (F2) biome, not the first shown. I think you'll definitely find it challenging. :P
I've currently got a world that has everything (and kicked my arse on the first playthrough...) but I will definately use this as the backup plan... as soon as I figure out how to import some settings. I don't think it's THAT difficult, though.
Woot woot, options are glorious! :)
I would be more than happy to post the generation information if someone could explain to me how to find it.
I would be more than happy to post the generation information if someone could explain to me how to find it.
Looks like a nice place.
To get the worldgen settings you can either hit 'p' in the finder to export the world's setting, or, from a fortress hit escape and choose 'export images' exporting any level images will also create all the world's setting files. In the exported files you'll find two txt files, one with all the world's population and sites, and another with the specific worldgen settings. Please post this world! It looks like a very nice place!
[WORLD_GEN]
[TITLE:MEDIUM REGION]
[SEED:W6KaoCG8m0uOOyCUsKcK]
[HISTORY_SEED:KWIIKwe2OycmgOWsOYYW]
[NAME_SEED:OCIAO8oQQs8iqioA8OCy]
[CREATURE_SEED:CImGaog0gEYaUq4KWcaC]
[DIM:129:129]
[EMBARK_POINTS:2000]
[END_YEAR:250]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:20:100:200:200]
[SAVAGERY:0:100:200:200]
[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:100]
[MEGABEAST_CAP:18]
[SEMIMEGABEAST_CAP:37]
[TITAN_NUMBER:9]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[VAMPIRE_NUMBER:14]
[WEREBEAST_NUMBER:14]
[SECRET_NUMBER:28]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GOOD_SQ_COUNTS:25:251:503]
[EVIL_SQ_COUNTS:25:251:503]
[PEAK_NUMBER_MIN:12]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:10]
[REGION_COUNTS:SWAMP:260:1:1]
[REGION_COUNTS:DESERT:260:1:1]
[REGION_COUNTS:FOREST:1040:3:3]
[REGION_COUNTS:MOUNTAINS:2080:2:2]
[REGION_COUNTS:OCEAN:2080:1:1]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:2080:3:3]
[REGION_COUNTS:HILLS:2080:3:3]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:100:100]
[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:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1040]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:2080:4160:2080]
[RAIN_RANGES:2080:4160:2080]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:2080:4160:2080]
[VOLCANISM_RANGES:2080:4160:2080]
I recently genned a somewhat interesting world, with a novel geographical feature. might as well share.Can I enquire where the "Box Canyon" would be exactly, please?
[snip]
The formula is unstable, so regenerating it could be tricky. I was only after interesting geography, not actual DF play use, but the lake islands (north east) and the box canyon (south west) are particularly intriguing.
Merendel, these are the settings I'm using for World Gen:Spoiler (click to show/hide)
Results in a small world dominated by hot, low rainfall, high drainage terrifying biomes (so, lots of badlands). After that, it's just a matter of searching for aquifer, very deep soil, no clay, and hoping for reanimating.
Hellooooo, worldgenners!Have a look at this one (http://www.bay12forums.com/smf/index.php?topic=101280.msg4276813#msg4276813), Lielac, in particular, bronzestars. If that's close to what you want, let me know and we'll find one exact.
Hokay, I'm looking for a fun world. Not ‼fun‼, though, unless I start playing with artificial magma waterfalls...
Anyway. I want a 3x3 embark, heavily forested, too warm to freeze, with a maxed-out major river (IMPORTANT) slicing it in half, completely straight and its surface at least 20 Urists below the rest of the embark, 30+ absolutely glorious. Ideally I'd like both non-river 1x3/3x1 sections to be completely flat. Waterfalls are fun but bad for my FPS, so I'll make my own.
Please and thank you!
Hellooooo, worldgenners!Have a look at this one (http://www.bay12forums.com/smf/index.php?topic=101280.msg4276813#msg4276813), Lielac, in particular, bronzestars. If that's close to what you want, let me know and we'll find one exact.
Hokay, I'm looking for a fun world. Not ‼fun‼, though, unless I start playing with artificial magma waterfalls...
Anyway. I want a 3x3 embark, heavily forested, too warm to freeze, with a maxed-out major river (IMPORTANT) slicing it in half, completely straight and its surface at least 20 Urists below the rest of the embark, 30+ absolutely glorious. Ideally I'd like both non-river 1x3/3x1 sections to be completely flat. Waterfalls are fun but bad for my FPS, so I'll make my own.
Please and thank you!
Ok, first, for lielac, I think I found an exact match to your request...
Take a look at this stonesense screenshot (https://dl.dropboxusercontent.com/u/1339319/stonesense-lielac-embark-river-canyon.jpg) and let me know if that's what you wanted.
And here's the details for the s-curve 43Z world/embark:Yes, it takes a long time to gen, I was trying my best to get very deep rivers. :DSpoiler (click to show/hide)
...Ok, good to hear!
YES THAT STONESENSE IS PERFECT
Sorry about going radio-dead for a couple days in here, RL bit me in the ass. But yes, vjek. PERFECT EMBARK IS PERFECT THANK YOU
...Ok, good to hear!
YES THAT STONESENSE IS PERFECT
Sorry about going radio-dead for a couple days in here, RL bit me in the ass. But yes, vjek. PERFECT EMBARK IS PERFECT THANK YOU
So, that's the good news. The bad news is, it's in the same world as the 43Z S-curve, so it will take a long time to generate the world. :-\ But at least it's there!
Also, the aquifer does not create a waterfall, and doesn't cover the entirety of either side, so trivial to work around.
There is iron, but no flux.I'm working on trying to find a similar location in a smaller world, but it seems to get these really deep canyons you need a large world for the river to run far enough/long enough and/or combine with another major river to get the required steepness. If I find a smaller world with a 20+Z canyon meeting your requirements, though, I'll post it.Spoiler (click to show/hide)
ONE IDEA.Umm... no.
Lets try to create a collective parameter.
Lets start with size
surveymonkey.com/s/CSJKKB8
1 means I hate it and 5 means I love it. Vote how much you like every choice.
Does anyone know a good temperature where dwarfs will eventually start dying on the surface after about a minute from freezing to death, but will be safe indoors? I managed to get a sweetspot a few versions ago but can no longer remember it. The concept of some dwarfs living in a frozen wasteland, hiding inside just appeals to me for some reason.In advanced worldgen, if you set the min and max temp to -80, I think you'll get close. The world will still have a temperature gradient from north to south, but in there, you should find what you're looking for.
ONE IDEA.Umm... no.
Lets try to create a collective parameter.
Lets start with size
surveymonkey.com/s/CSJKKB8
1 means I hate it and 5 means I love it. Vote how much you like every choice.
All such a thing would do would be disincline those who prefer other sizes from the one voted on to share their worlds, defeating the purpose of this thread (IMO).
Also found this embark, if anyone is interested..Yes, that's a 43Z maxxed-major-river canyon sheer cliff in a 2x3 embark. :P No natural waterfalls.Spoiler (click to show/hide)
Hopefully one of you worldgen masters could help me in my quest for a scenic embark.I can find all of this in as small as a 3x3. Do you need the 6x6 for a specific reason, or is smaller ok?
I'm looking for:
-Small world.
-An embark with no major impediments to working outside (goblin sieges are fine, I just don't want lethal rain).
-No running water on the embark.
-No aquifer.
-High mineral occurence.
-Major elevation variation. Ideally about 3/4 of the embark would be mountainous with the final quarter relatively flat. (This is the most important.)
-Ideally heavily forested and green, but this is not critical.
-Ideally within 6x6 embark area, although I'm willing to go as high as 8x8.
Advance thanks to anyone who helps. :)
I can find all of this in as small as a 3x3. Do you need the 6x6 for a specific reason, or is smaller ok?The only reason I was looking for a larger embark is for better terrain. Ideally the areas that are mountainous would have multiple hills. I assumed that to get the size and number of hills that I want I would need a larger embark, but if you can make it smaller thats fine. Flux and ore is nice, but great terrain is more important.
Also, do you want coal/iron-bearing-ore/flux or does that not matter?
Hmmm... That map you linked looks like three cotton candy cones stuck upside down. Please tell me that each of 'em in your picture also have huge fluffy mounds of cotton candy directly beneath them only a few Z levels away....Sadly no. Two short (mostly)hollow spires 42-Z below embark level. :| 1369 cotton candy tiles, total.
How about this (https://dl.dropboxusercontent.com/u/1339319/aze-stonesense1.jpg)? Is that kind of what you're looking for, AzeTheGreat?Wow...
EDIT: That's 249 max Z level, 149 embark level. (100Z levels of elelvation above ground)
Wow...Ok, I'll find something with less vertical. Most people like the extremes, so that's what I was going for, but no problem at all, less extreme is easier! :D
I didn't think that was even remotely possible. Nothing like that at all. I'm looking for something much more natural looking. The mountain on the far right is more what I was aiming for, you know, something that could plausibly exist. The uniformity between those peaks is quite striking however.
Ok, I'll find something with less vertical. Most people like the extremes, so that's what I was going for, but no problem at all, less extreme is easier! :DThanks. I totally understand the extreme thing; I just think (especially in this case) it looks fairly ridiculous. Don't rush since I won't be playing until next weekend at the earliest (why is break already over?), and more likely the weekend after that (*shakes fist at soccer taking away DF time*).
How about this (https://dl.dropboxusercontent.com/u/1339319/aze-stonesense1.jpg)? Is that kind of what you're looking for, AzeTheGreat?That's Beautiful!
EDIT: That's 249 max Z level, 149 embark level. (100Z levels of elelvation above ground)
Here's the embark/worldgen details:How about this (https://dl.dropboxusercontent.com/u/1339319/aze-stonesense1.jpg)? Is that kind of what you're looking for, AzeTheGreat?That's Beautiful!
EDIT: That's 249 max Z level, 149 embark level. (100Z levels of elelvation above ground)
Magnificent even!!!
I only care that there is at least one dwarf civilization (duh), there are hardly any (or no) metals, and nearly the whole place is a barren wasteland.Give this one a try. It may not be exact, but let me know if it's getting close..
Hey there im new on the forums, nice to meet yall. Now to the point...Pretty sure this one matches, NSlasher.
I had that vision for a fort but i cant seem to find the embark i need for it. Heres roughly how im seeing things: a fort made entirely out of glass and id like some war leopards guarding it and other beasts (my first idea was giants scorpions but it looks like you cant train those). So here a list of what im looking for:
Embark size: 4x4
Biome: Desert
Volcano: Yes
Clay: Dont care/Doesnt matter
Aquifer:Dont care/Doesnt matter
Evil?: No
River/brook:Dont care/Doesnt matter
Trees:Dont care/Doesnt matter
Oher vegetation:Dont care/Doesnt matter
Savagery: High as hell
Temperature: Hot (i can live with scorching but id rather not if possible)
Minerals: I only need iron.
Flux Stone: Yes
Gems: Anything will do just dont leave me gemless.
I think thats covers about everything. Its probly not even that hard to gen but im a scrub when it comes to the advanced world gen, i always get like 10k rejects, i might be doing something very wrong lol. Thx in advance.
Hi Vjek, in response to our PM exchange:
(And thanks for the link to this thread)
size 4x4 not really sure if 5x5 is safe for framerate yet.
evilness/goodness Low evil, moderately high goodness
temperature mostly temperate, cold ok
savagery Low-medium
steel friendly? Doesn't matter
iron required? Iron. And Sand. Fire clay would be a bonus.
surface volcano Yes
candy? don't care
flat embark? Steep cliffs preferred, but a flat embark wouldn't be the end of the world
Civs/Creatures Dwarf, Goblin, Kobold, Human, Elven..Unicorns, Giant Eagles eventually
world size 129x129
river/aquifer River (not brook), preferably more than one. Aquifer ok, partial aquifer ideal.
Very small number of titans and megabeasts
Very limited Haunted/Towers
Very limited Desert
1 curse each of vamp/were
10-15 z levels between surface and level 1
Big open caverns with big open passages
Much appreciated!
Even MOAR Goblins, Candy, and Ore. :o
(http://dl.dropbox.com/u/1339319/adam_spires2_embark.gif)
This vanilla 34.11 , 3x3 embark features:Civilized World Population
346 Dwarves
872 Humans
872 Elves
30386 Goblins
Total: 32476
28k Tetrahedrite (copper/silver)
22k Gold
18k Galena (lead/silver)
9k Candy (three spires)
8k Hematite (iron)
80k Marble (flux)
6k Cassiterite (tin)
5k Silver
4k Copper
4k Sphalerite (zinc)
4k Garnierite (nickel)
3k Malachite (copper)
NO SAND (sorry!)
8/9 regions in the embark are Mountainous Untamed Wilds. 1/9 regions in the embark is Tropical Moist Broadleaf Forest Wilderness. 3 Caverns underground.
A surface level Volcano (at embark level), a brook, and Dwarves, Elves, Humans and Goblins as Neighbors.Spoiler: prospect (click to show/hide)Spoiler: worldgen (click to show/hide)
This world was generated in an effort to disprove the theory that lowering the Mineral Scarcity makes flux impossible to find on Volcano embarks. This world has a Mineral Scarcity of 100 (one hundred), and both iron and flux for steel on this volcano embark. :D
I feel like a vacation salesman. Enjoy your stay at "The Grand Forest" today! heheh.
Hi, looking for something similar as the embark below but I also need a necro tower...Use that same seed & worldgen, but change things thusly and see how it goes:
I lack the time and patience at the moment to figure out a good generation set myself, so I'll just ask -Regarding the Terrifying part, do you want just the evil biome and high savagery, or what about evil rain, evil clouds, re-animation, undead by default, etc? Just how terrifying do you want your Terrifying? :o
I'd like:
a Terrifying Tropical Moist/Dry Broadleaf 3x3 embark with shallow metals, deep metal/s, flux stone, and preferably but not necessarily no aquifer. Don't need a stream on the surface. Don't care about necro towers. Don't care whether it straddles multiple biomes.
Thanks in advance to whoever decides to find this for me. :)
Regarding the Terrifying part, do you want just the evil biome and high savagery, or what about evil rain, evil clouds, re-animation, undead by default, etc? Just how terrifying do you want your Terrifying? :o
The evilness of the locale makes no difference to me, actually, so long as it won't instakill my dwarves and provided the biome spawns living creatures. To that end, perhaps terrifying is not a good option. How about untamed wilderness instead?Awww... :D I had a really good embark with Heinous Gloom zombie-clouds , re-animating biome, and always undead wildlife (Tapir corpses!). Such a shame..
Awww... :D I had a really good embark with Heinous Gloom zombie-clouds , re-animating biome, and always undead wildlife (Tapir corpses!). Such a shame..
Ok, I'll have an updated embark this morning and will post it shortly.
I'd like an embark with thrall clouds, lots of metal, flux, clay and soil. Anyone know of an easy way to guarantee thrall clouds?
He's not the only one. I'd rather have thrall clouds than the various disgusting rains that simply result in bruising and such.I'd like an embark with thrall clouds, lots of metal, flux, clay and soil. Anyone know of an easy way to guarantee thrall clouds?
Egads man, why would you want thrall clouds?
Hey, cool! Thanks for that. I'll mess around with it this weekend.Can't say that I've ever noticed, but you can train up the military on animals if you want, prior to the goblins showing up. Alternately, you can always attack the humans and elves. :)
I was looking for the "at war" because I was under the impression that that's how you got migrants with military skill. Is that still the case?
I saw talk on here a while ago about obsidian deserts... Anyone have a seed for one, or can point me in the right direction to create one?Does that mean you want a desert biome, with obsidian on the surface as well as sand?
I don't remember if it was a flat obsidian desert/badland or just obsidian present being discussed, but either would be good, preferably the one with obsidian on the surface. Doesn't really matter, just had a thought while playing my current fort. Biome and resources dont matter, i'm more curious as to the circumstances they form under and couldn't find the posts about them.Well, this is one: There's iron & flux, no aquifer, obsidian boulders on the surface, yellow sand, rocky wasteland. Water in the caverns.
For ImagoDeo:So I embarked here and I'm having a jolly old time making an above ground diorite apartment complex and burning all the wood to make steel clad dwarven tanks. I'm two years in and haven't seen a goblin yet though - I'm wondering if invasions are off? And, perhaps more importantly, is there a way that I could have figured this out myself from the world gen info, instead of (potentially) wasting people's time?
3x3 Embark in a Hot, Tropical Moist Broadleaf Forest, Terrifying
Shallow Metals
Deep Metals
Flux
Fear not, in this world the Terrifying biome has no truly terrifying features. :PSpoiler (click to show/hide)
So I embarked here and I'm having a jolly old time making an above ground diorite apartment complex and burning all the wood to make steel clad dwarven tanks. I'm two years in and haven't seen a goblin yet though - I'm wondering if invasions are off? And, perhaps more importantly, is there a way that I could have figured this out myself from the world gen info, instead of (potentially) wasting people's time?Invasions (Invaders) are a local setting, so that's something you can check in your local d_init.txt
So here's my shopping list just in time for the holidays. I'm looking for:Close, only thing missing is a surface volcano, but there is a short lava tube, and embark is at Z99, while magma is at Z71, so it's a short run down.
-4x4 embark
-Wilderness surroundings
-Temperate Climate
-Steepish slopes I can build into
-Heavily forested, ideally conifer/broadleaf550+ surface trees, woodland, shrubland
-Volcano
-BrookStream.
-Fire clay and sand
-Flux stone
-Iron and lots of metals
-Location between dwarf and gobbo civillization
No place is perfect, but if you find something like this, let me know.
-snip-
Ask and ye shall recieve. Not perfect, but nothing is. Thanks a lot Vjek :DNope, everything is vanilla. And all my worldgens have zero rejections, so they work cross-platform. Let me re-verify what I posted with a fresh download, and I'll edit this post with the results.
Edit: Are you by any chance running a modded game? All I get are rejections for elevation, rainfall, savagery, and volcanism.
Windows. I am running lazy newb, though...could that make a difference?LNP is certainly capable of editing raws, so, it's a possibility. All I can verify for certain is that with a vanilla install of DF 34.11, that worldgen reproduces reliably.
Hello world builders,This appears to match, but let me know if it's not what you were looking for.
I'm looking for a lonely mountain, a single tall mountain surrounded by plains, 3x3 or 4x4 is fine, with no other minor mountains around.
If possible, all the usual good stuff is desired, such as flux, metals, and some goblins.
Thanks a lot, having a hard time finding an embark like this.
I'm looking for a lonely mountain, a single tall mountain surrounded by plains, 3x3 or 4x4 is fine, with no other minor mountains around.
I'm looking for a crap-load of accessible Candy for a megaproject.Your best bet for maxxing out candy (other than exploits (http://dwarffortresswiki.org/index.php/DF2012:Exploit#Infinite_Adamantine_.2F_Metals)) is to increase "Levels above Layer 4" and "Levels above Layer 5" both to 100, and set your number of Caverns to 3 (three).
It would be nice if I didn't have to deal with too many distractions such as reanimating skeletal Moose or whatever.
I've been trying to make this by tweaking things (thanks wierd for the help :) ) but my computer does not seem to handle rejections well. Any world i try to gen with a rejection eventually crashes during genning.It's all trivial (easy to generate) except the volcano and stream in a 2x2. Everything except that is quick and easy.
Basically i am looking for a world with an obscene amount of every type of enemy- goblins, elves, secret classes, max numger of meg and semi mega beasts/titans, all those and lots of evil and savagery, a river or stream, and a volcano-in a 1x1 embark ideally but 2x2 would work.
Not even sure if that is possible.
How would i go about making that?
Anybody know a good way to increase goblin population in worldgen early on in the game? I want my dwarves to be outnumbered about 10 years into history; not by much, but enough to make me sweat. Any ideas?Goblins should always outnumber the dwarves as long as they're not fighting anyone else. Especially if there are two Goblin civs.
Worldgenning noob here-How do i fix this? I was trying to create an insanely evil/difficult world and was changing anything that looked related to that- now i getJust increase subregions from 2750 to 5000. That should be the only thing you have to change to fix that particular problem.
http://prntscr.com/2gdjek
I tried to set the required number of every type square/region to 0, that didn't seem to fix it.
Hey all,Ledi, check out this post (http://www.bay12forums.com/smf/index.php?topic=101280.msg4454645#msg4454645). If it doesn't link to one that meets your requirements, let me know, and we can find something that does.
I'm looking for a set of world gen parameters for a large world that are likely to get me a 4x4 embark with a volcano on a minor/plain/major river,
...
Ledi, check out this post (http://www.bay12forums.com/smf/index.php?topic=101280.msg4454645#msg4454645). If it doesn't link to one that meets your requirements, let me know, and we can find something that does.
So this might be a long shot but after failed worldgen after failed worldgen I'm going to ask here.If by sheer you mean vertical, and by flat land you mean no river, nope, never have seen such a thing, myself. Doesn't mean it's impossible, though.
Does anyone have an embark that has a sheer cliff face with flat land in front of it, I used to get them quite often but I can't seem to generate one for the life of me anymore. I'm not too fussy about minerals, although Iron and flux would be appreciated.
hey, vjek. Considering the new release is coming closer and closer, do you think it will be much of an interruption to your worldgen science?My intention is to start genning worlds as soon as the next version is released, so hopefully I'll be able to figure out what is typical and how to make what people want right away.
I'm thinking of asking you for a world in the next version.
I'm looking for embark with normal not-flat volcano with sand, trees (doesn't have to be many), iron+flux (bonus points for good amount of marble) and some gold or cooper + zinc so I have something to make statues out of. I actually would prefer if ore wasn't too abundant (as crazy as it sounds, I just don't like hitting veins constantly when I try to dig out some rooms/moat). I would definitely want full set of neighbours (tower included) but that's isn't really requirement since I can play with history myself. River would be very nice but not absolutely required. Would prefer if it wasn't in double-plus Fun biome with nasty weather. I'm also thinking about fairly expansive (meaning not maze-spaghetti) single layer caverns. However feature I'm really really looking for is terrain. I want to build half underground, half aboveground fort using natural sculpt of the land, some convenient area encompassed by hills/river/whatever I can wall of fairly easily to setup above ground farms or whatever and dig into mountain face. I know it's very specific so I don't really expect anyone to have something like this on hand, however I would appreciate if someone gave me seeds which are likely to produce something like this. I can look for sites myself.
Hey !I was away for a few weeks, sorry for the late reply, but the only tricky part of this, Nevrast, is the volcano. A 20-Z level elevation drop within 3x3 of a volcano is difficult to find. Trivial without the volcano, though.
This is my first post here, I have been looking for a specific map for a very long time for a megaproject !
What i would like is :
- A river that runs through multiple Z levels through waterfalls (20 lvls would be nice)
- A warm biome or at least a river that nevers freezes
- A volcano
- Iron
- Flux & Sand would be a nice bonus
I want to dam & divert the river trought the entire fortress
Thanks 8)
That's why i asked for help ! :DI'll keep looking this week, so far, best I've found is a waterfall & volcano within a 4x5, and it wasn't a very tall waterfall..
But i can do without the volcano i guess. It's just way easier to dam river with magma ...
Hey !Ok, this is the closest match I've found, so far (in a 3x3)
This is my first post here, I have been looking for a specific map for a very long time for a megaproject !
What i would like is :
- A river that runs through multiple Z levels through waterfalls (20 lvls would be nice)
- A warm biome or at least a river that nevers freezes
- A volcano
- Iron
- Flux & Sand would be a nice bonus
I want to dam & divert the river trought the entire fortress
Thanks 8)
So I'm looking for the stereotypical dwarfy world, something good to get back into dwarf fortress with.search this thread for: 2x2 volcano
I want it somewhat mountainous, with a volcano and a brook or river, and everything needed to make steel (coal would be awesome, but trees do just handily in a pinch), with prefererably a small embark zone (up to 3v3 to save on FPS death later on...). I'd like it somewhat cooler in climate, the water could freeze. Plenty of baddies/savagery would be wonderful as well.
All those last points aren't really too necessary. Just the first sentence is the important part.
I've got something similar to this, but it's warmer, calm, and on a 5v5, so I'd like to downsize a bit.
At least 50 levels between the surface and the first cavern layer.Most worlds are generated with the default amount of layers between surface and caverns, and caverns and caverns.
Fun worldgen temperature facts (that you won't find on the wiki):
- If you gen an area with [TEMPERATURE:0:0:0:0] i.e. max, min, and both variances are zero, you can see how latitude, elevation, and rainfall affect the temperatures.
- Temperature is strongly affected by latitude, and to a lesser degree the other factors including the random variances introduced by the player (unless you enter absurdly large max or min numbers).
- The difference between winter and summer temperatures is zero at the top and bottom of the map, and linearly grows to a peak of about 30 U (40 W) difference in the central temperate zones.
- The normal temperature is the seaside summer temperature. Elevation or time of year (in temperate areas) subtracts from this temperature.
- High rainfall (over 66) can reduce a scorching/hot area to hot or warm.
- The elevation and rainfall changes happen during worldgen and are reflected in the exported temperature map. The exported temperature map shows the summer temperatures for temperate areas.
- The maximum temperature worldwide is capped at the worldgen max+25 (in W units). No such logic exists for minimum temperatures. While this was probably implemented to solve the fat-melting bug, it can also be used to enforce a global freezing.
Worldgen_temperature * 0.75 + 10000 = degrees Urist
In worldgen units:Code: [Select]-0 freezing
0-15 cold
15-50 temperate
50-75 warm
75-90 hot
90+ scorching
There may already be a embark in the thread with what I want already. If so point me in the right direction.One of these (http://www.bay12forums.com/smf/index.php?topic=101280.msg4263424;topicseen#msg4263424) should be close, PLANKS. Cryptplunges, in particular, looks like it matches on almost everything..
I'm looking for an embark with the following:
Flat 4x4
near/at/flat surface Volcano
Water source bigger than a brook. So river?
Flux
Lots of Iron and Gold
Sand
I like trees
At least 50 levels between the surface and the first cavern layer.
3 caverns for fun
All Civs would be nice with plenty of gobos
I hope its not too hard to get a volcano at the surface with such a large gap between the first cavern and the surface.
Cheers
There may already be a embark in the thread with what I want already. If so point me in the right direction.One of these (http://www.bay12forums.com/smf/index.php?topic=101280.msg4263424;topicseen#msg4263424) should be close, PLANKS. Cryptplunges, in particular, looks like it matches on almost everything..
I'm looking for an embark with the following:
Flat 4x4
near/at/flat surface Volcano
Water source bigger than a brook. So river?
Flux
Lots of Iron and Gold
Sand
I like trees
At least 50 levels between the surface and the first cavern layer.
3 caverns for fun
All Civs would be nice with plenty of gobos
I hope its not too hard to get a volcano at the surface with such a large gap between the first cavern and the surface.
Cheers
There may already be a embark in the thread with what I want already. If so point me in the right direction.One of these (http://www.bay12forums.com/smf/index.php?topic=101280.msg4263424;topicseen#msg4263424) should be close, PLANKS. Cryptplunges, in particular, looks like it matches on almost everything..
I'm looking for an embark with the following:
Flat 4x4
near/at/flat surface Volcano
Water source bigger than a brook. So river?
Flux
Lots of Iron and Gold
Sand
I like trees
At least 50 levels between the surface and the first cavern layer.
3 caverns for fun
All Civs would be nice with plenty of gobos
I hope its not too hard to get a volcano at the surface with such a large gap between the first cavern and the surface.
Cheers
Thanks I'll give it try.
So, what's the best way to encourage necromancer towers?Try this one, Zale..
Again, I have a worldgen that's pretty good at giving me stuff like that. You'll want to turn up the evil, the mineral occurrence rates, and maybe mess with the civs somehow, but it should be a good starting point.Spoiler (click to show/hide)