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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Nameless Archon on February 17, 2012, 10:51:31 am

Title: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Nameless Archon on February 17, 2012, 10:51:31 am
We had one for 2010, obviously, but new version worldgen means new worlds, and the new seeds (words instead of just numbers) means an easier time finding memorable seeds. Furthermore, this weekend will be the first time people start to sit down with new worlds on a weekend. So, let's start a new cookbook full of tasty, tasy parameter set sharing to make the first weekend a great one!

Here's what I want from this thread:
Post your interesting worldgen parameter sets, along with a description of the 'ideal' embark you've found. Pictures of sites or directions to them (so others can find them) are especially nice, but at the very least, try to provide others with the parameters for your new Dwarven Paradise, roughly where your embark was and what you got out of it (features, resources). One man's Paradise is another man's Hidden Fun Stuff, so try to point out if you found any obvious problems (no underground plants, no iron known to playable civ, etc).

Got an embark situation you'd like to see? Ask for it, and perhaps a world that someone else has discarded would work better for you! Found an interesting embark with some unusual feature (Adamantine space elevators, tiny island off shore in the ocean, chasms open from surface to caverns)? Post it, and let others have some fun with what you've discovered!

Here's what I want to generally avoid:
1. Embarks from prior versions.

If you do post one, please clearly denote it as such if it will produce different results in v34.01+. There are already cookbooks for these, and this is primarily an attempt to collect worldgen settings for people into one place.

2. Embarks that depend on modified games.

If you do post one, please tell folks what mods you're running, so they can duplicate the changed game if they want!

What I'd like to find in this thread:
Personally, I'm looking for flat maps with magma (a "flat volcano" is preferred, but a narrow mountain volcano could work), high savage, primarily non-evil (evil border areas might be acceptable in moderation), plenty of wood, with sand (multiple soil layers preferable), iron (additional metals nice) flux (any) and a river or brook. (Aquifers I'll mod out.) Waterfalls, mid-river islands, and deep canyon embarks are nice, but non-essential. (All races should be present, most anything else I want I'll mod.)

I've found an embark close to this (whose parameters I'll post when I get back home this evening) (It's Joyous Wild, everything on my list except surface magma and possibly sand) but I'll probably never stop hunting for the 'perfect' embark. SO! What have you found so far?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on February 23, 2012, 05:37:40 am
Spoiler: World Gen (click to show/hide)

Checking out the world with Iso World and found this:

Spoiler (click to show/hide)

It's a mountainous spike in the middle of a small valley.  This made me curious to see what it was so I embarked there.  What is it?  Why Urist, it's a volcano:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Luckily, the nearby dwarves didn't actually build anything on the spike.  The nearby embark squares are totally crapped up with dwarf and human settlements.

Mineral wealth isn't so hot though.  Prospector reports only native copper, galena, and a little bit of tetrahedrite.   Lots of clay, but no sand. The map is pretty shallow too, the surface is at z 149 and the bottom is z 103.  First cavern isn't very deep either, and has some water if the stream isn't to the player's liking.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on February 23, 2012, 06:41:59 am
Seed in previous post.

Spoiler: Embark (click to show/hide)
Bah, didn't get the x's:
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: miauw62 on February 23, 2012, 07:59:14 am
Spoiler: Embark (click to show/hide)
Bah, didn't get the x's:
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 :P

i remember reading a few moments ago, a world were every last dwarf was a vampire, you might want to check that out. (not sure where tough)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Nameless Archon on February 23, 2012, 09:50:15 am
Nice, but tetrahedrite is a ore of iron if im not mistaken :P
No. Copper and silver. I take tetrahedrite on embarks where no 'pure copper' ore (copper nuggets, malachite, etc.) is available,

The iron ores are limonite, hematite and magnetite.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Meph on February 23, 2012, 10:13:20 am
I made this for my mod, I just copied the text from my thread, maybe it fits the topic here. :)

EIDT:PS: Serra has tons of flat, begning volcanos. Shiv should have as well, although I dont play it often

Like I said in my last post, I planned to redo the worldgens, since the sometimes cause weird errors, like a very high molten rock layer, or caverns without plants/trees. Because of this, I used the PerfectWorld Utility to make some highly customized worlds. The general geography of these worlds is always the same, but civs, river, lakes and regions differ slightly every time you generate one.

All worlds have following settings:
65*65 tiles, a small region, to help FPS.
Very high mineral count, to allow all new features.
200 Semi/Megabeasts, and many caves to allow them to survive.
Lower Megabeast attack trigger. 30 dwarves, and you are a fair target.
3 very open caverns, to avoid FPS problems.
Minimum 25-50 water in caverns, to avoid barren, plant/tree-less caverns.
I made caves visible at embark, so you can pick one if you like. The usually connect the surface to the first cavern.
25 solid levels before the first cavern. I dont know how exact the endresult is, but you should have a lot of space for your fortress.

Recommendations:
Always check the civs before you embark. You might be seperated, or allies did not survive.
Dont run long histories. With 200 titans civs might have a slight problem to prosper.
Cursed Urborg (the evil swamp world) might easily kill of allies. This is intentional.
Scorching Shiv (the desert-volcano world) might cut of trade, and has mostly no trees. This is intentional.
Remote Tolaria (the islands) has many civ-less little islands. Again, intentional, for players who like to play without invaders.
Garden of Gaia (the patchwork world) has a huge amount of biomes. It is very easy to find 3-4 biomes for one embark. This results in a bigger variety of creatures.
Blesses Serra (the plain-good world) is for beginners. It features ocean and mountains, many volcanos, forests and streams, and mostly a benign sourrounding. You can find everything you need here.

Screenshots of all five worlds and templates:
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Viscaro on February 23, 2012, 10:36:41 am
Finally genned a world with a nice site

Three Biomes

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:
Spoiler (click to show/hide)
Note: Seed is set to 25 years, feel free to bring it up a bit, I used this seed on year 300.

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.

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: yamamushi on February 23, 2012, 07:24:44 pm
I hope you guys don't mind that we cross posted your world gens over on Reddit:

http://www.reddit.com/r/dfworldgen/


We're hoping to get a community going there for people who are really into world generation, and for people who find some cool and unique worlds they want to share.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MaximumZero on February 23, 2012, 10:28:35 pm
That's...amazing. And beautiful.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Urist Da Vinci on February 23, 2012, 11:12:53 pm
How to find proper surface flux stones (Dolomite, Chalk, Limestone - all sedimentary stones that are likely to contain iron and coal):

1. Before you generate a world, go into inorganic_stone_layer.txt and remove [REACTION_CLASS:FLUX] from Marble. Save the file. Also go into inorganic_stone_mineral.txt and remove [REACTION_CLASS:FLUX] from Calcite.

2. Generate a world.

3. Search for flux and multiple shallow metals in the site finder. You will notice that some of the sites are on the shore of the ocean only, while in other cases entire regions are suitable.

4. Embark within one of the large patches of flashing sites away from the water, and not near the edge of the patch. If you embark on the edge of a patch then 98% of your map could be schist and 2% of limestone is tucked away in the corner.

5. If you really care, you can edit the raws of the generated world after embarking to put the FLUX back in marble.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on February 23, 2012, 11:26:42 pm
Why calcite?  Doesn't it just appear in limestone anyway?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Urist Da Vinci on February 24, 2012, 12:17:48 am
Why calcite?  Doesn't it just appear in limestone anyway?
Calcite also appears in marble. You could edit that part out instead.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: nightwhips on February 25, 2012, 02:00:53 pm
Anyone got tips for getting a joyous zone near an evil zone? I want undead unicorns.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Loud Whispers on February 25, 2012, 02:06:19 pm
Anyone got tips for getting a joyous zone near an evil zone? I want undead unicorns.

Ramp up desired evil+good biomes per region.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: nightwhips on February 25, 2012, 05:27:49 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Nameless Archon on March 02, 2012, 01:37:48 pm
Not a bad embark for someone who wants iron, but doesn't care about steel. I'm not him, but it's got a fairly broad array of features. It's got just over 25k iron, soil layers for trees, farms and animals, sand, a three-way stream junction near the base of the valley for easy pumping of water into the fort, and a sizable number of underground levels to play with. (If DFHack still had text output from prospect, I'd pass along the stats, but I'm not mucking with a screenshot right now.) (Screenshots and text output now included. /sigh) Scorching, Untamed Wilds, with all the trees you could want to chop and a large variety of minerals to play with (iron, gold silver copper, aluminum and platinum).

The world will run up to ~270 (in 34.04) years without touching the settings. I make no claims about the awesomeness of its legends content, and it could be ended early for a world with more beasts, I suspect.




The general site layout is a moderately wide mostly flat 'valley' that drops off to the southwest and rises to the north and east. The upper portion near the volcano has a 1z box canyon along the south wall that could make a good "natural" site. The river junction is in a canyon to the south of the embark wagon, and the left fork runs up the southwest side of the map roughly across the path of the valley. The volcano can be tapped before you ever strike stone (top layer is soil partial surround) to set up pumped magma or early forges.


Sadly, I want one with flux, too, and I don't want to mod (aside from aquifers and cutting back on clothing varieties). I'm going to keep looking and hope that when Toady says 'fix old bugs' he means 'dwarves will start using claimed clothing properly' so I can get a solid fort location and have the most major gripes I've had in a long time fixed. :)

In the meantime, still looking...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on March 05, 2012, 05:37:56 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on March 05, 2012, 07:03:17 am
Same seed.

Embark:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Warm island volcano.  Very deep map, top point is 171, bottom of HFS is -33.  There are several small to mid-sized aquifers scattered around the map, but you will probably need them for water, since the lake in cavern 1 is at level -1.  And you embark at level 119.  Even more fun: only two candy spires, and both are below the bottom cavern.  If you don't want the volcano itself, the surrounding ocean is Joyous Wilds.

Spoiler (click to show/hide)

Minerals:

40k tetrahedrite
21k native silver
20k hematite
11k garnierite
6k native gold
361 horn silver
346 bismuthinite
138 native aluminum
101k marble
382 emeralds
sand
clay
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on March 05, 2012, 09:50:05 am
Lovely.

So I find a promising site.  A nice supply of magnetite, coal, other metals, and diamonds.  I embarked, and ran prospector.  At the bottom it says there's about 160k aquifer tiles.  Oh crap, that does not sound good at all.  I run reveal.

There's an aquifer on the site 8 z-levels deep.  And the top two levels cover the whole damn embark.  And most of the coal is right in this filthy aquifer.  What a bloody tease.  A ton of wealth on the site and its embedded deeply in a huge ass aquifer.




Somewhere, Armok is laughing....
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on March 06, 2012, 03:43:27 am
Spoiler: World Gen (click to show/hide)

I'm milking this gen for all it's worth.

Embark:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Savage forest and desert.  Shallow iron and coal and deeper metals.  Sponges!

Spoiler (click to show/hide)

Minerals:

16.4k garnierite
15.1k native silver
15k marble
13.6k native gold
9.1k hematite
7.7k limonite
5.6k cassiterite
4.2k bituminous coal
3.8k adamantine
3.4k galena
1k sphalerite
858 tetrahedrite
383 emeralds
sand
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: TinyPirate on March 06, 2012, 04:22:22 am
The far eastern evil patch has SIX necromancer towers for neighbours!

Spoiler: World Gen (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: xczxc on March 09, 2012, 01:31:33 pm
I got a nice location:

No aquifer, 5 z levels waterfall, necromancer tower, flux, iron, copper, silver, bauxite and other ores; magma sea is 43 z levels down, though. There are spongemen, a giant sponge and Hippos

Spoiler (click to show/hide)

Here is the seed:

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: melomel on March 09, 2012, 04:44:39 pm
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.

Jack up the good/evil squares per small/medium/large subregions as high as they'll go without making worldgen impossible.  Max the possible subregions.  Make the good/evil meshes 2x2, and skew them towards (40-60) ranges and higher.  Input high numbers for savagery X/Y variance too if you want actual Joyous Wilds and not just Mirthful/Serene biomes.  (IIRC I think unicorns only need good, not savagery, but I could be wrong.)

I do that for pretty much every world I gen, and I get nice mixes of good and evil biomes next to each other.  Huzzah for unicorns coated in goblin blood.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: uncool on March 09, 2012, 05:56:03 pm
So I've been working on a certain style of fort for a while, and would like to continue for a little bit so that I can figure out the new features (last fort played was 31.18). If someone could find this for me, I'd be very grateful:

4x4 embark on a glacier with a volcano in one corner(glacial worldgen helps a lot; it's how I found a place in 31.18). 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-
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on March 10, 2012, 01:43:42 pm
Quote
02/19/2012 ... a lot of the embark crashes and adamantine spires and weirdness should be fixed for next time ...

As of 34.05, and quite different compared to 31.25, here's what I've observed. (using dfhack 'reveal hell')

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: TDSS02 on March 10, 2012, 06:43:30 pm
Very nice keep them coming, i was waiting for a DF2012 version cookbook thread. Now to get to work genning some worlds.  :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: celebrinborn on March 13, 2012, 03:47:32 pm
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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MehMuffin on March 13, 2012, 06:32:26 pm
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
Same here.
EDIT: Nevermind, I just genned an embark with 110088 native gold...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on March 14, 2012, 11:50:07 am
Well, the world wasn't genned in 34.05, so maybe it's coming up a little different.  I dunno.

edit: Yup, just checked it.  Totally different map in 34.05.  I genned that map in 34.02.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: celebrinborn on March 14, 2012, 12:55:13 pm
I can't remember, are 05 maps compatible with 02?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MehMuffin on March 14, 2012, 02:21:48 pm
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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: uncool on March 16, 2012, 06:40:20 pm
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-
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Rez on March 17, 2012, 02:40:43 am
Yes, sounds like a fun embark.

Couldn't you just make obsidian and use that as magma-proof stone?  I've got pretty much no experience with melting ice with magma, so I'm just guessing that you can do it.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on March 17, 2012, 04:02:09 am
A player will probably want some magma-proof stone to begin with to have useable floodgates for an obsidian farm. 
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Rez on March 17, 2012, 06:52:10 pm
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-

Gen parameters?  I want to try a glacier embark.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: melomel on March 17, 2012, 11:34:04 pm
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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: uncool on March 18, 2012, 02:23:59 am
I managed to find a similar such map; the difference is that this one actually has trade with elves (apparently the elves died out in the other world; I thought I had checked for it), and the volcano is actually 88 high. As a note, I used 100 levels above ground (which checks the top of the volcano, so there are actually 189 levels above ground, and only 43 below (including HFS). There is magma-safe stone in the mountain to the south of the volcano; it should be just enough to get you through to where you need to be.

Seed for 88 level volcano:
Code: [Select]
[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.

ETA: The world gets genned after 7 rejects, including one (the fourth one) that gets close, but doesn't quite make it.
=Uncool-
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: melomel on March 18, 2012, 03:01:25 am
Edited in light of above edit.  NM.  =P
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: uncool on March 18, 2012, 03:05:41 am
Edited in light of above edit.  NM.  =P
Heh. Sorry, found an old explanation that worked.

As a note, I'm trying to re-generate this world, but allow history to go to completion (year 1050), so that I can experience some more things that the new version has to offer (more vampires, etc.) as well as allowing the empires to grow more. However, it's really hung up now at year 113. Any idea why?

ETA: It seems to have given up at year 113 and ended worldgen. Weird. I'm going to see if it's playable. So far, it's really, really slow to save the world...

ETA2: Regenned and it's supposedly at 0 fps at year 87, but still moving. It gave up at year 118 this time.
=Uncool-
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: melomel on March 18, 2012, 03:11:44 am
I usually worldgen to year 1000.  It takes a while, but I've never had it stop outright.  Try re-genning?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: uncool on March 18, 2012, 03:40:31 am
Third regen; this time I watched it until year 130 or so. It got to 0 fps at year 82, and gave up at year 137.
=Uncool-
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: melomel on March 18, 2012, 03:51:20 am
I was about to tell ya to make a new post, the internet isn't going to run out of space...  XD

World size affects gen length.  I don't even try making anything over 65x65 on my old dino PC, and even then it takes ages to get to year 1000.

I think you can probably make a batch file that tells DF to generate X worlds based on Y seed, and walk away for however long it takes to crank them out.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: uncool on March 18, 2012, 03:53:37 am
I'm guessing that there's a failsafe so that if worldgen is taking too long it kicks you out of it.

Mind trying it, after changing END_YEAR to 1050, and see if the world makes it?
=Uncool-
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: melomel on March 18, 2012, 08:55:00 am
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.

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: uncool on March 18, 2012, 11:58:58 am
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, that's on purpose; I like building aboveground megaprojects.

ETA: I used to do it on older versions, and it went to year 1050 usually without problem.
Quote

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.
Yeah, but it also makes it less likely to find one of the nice volcanoes.

Anyone else here mind trying this one?
=Uncool-
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: melomel on March 19, 2012, 06:55:45 am
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.

Also, if anyone has tips for getting towers in worldgen, I'd love 'em.  I'm guessing they need evil biomes, anything else?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: RabblerouserGT on March 19, 2012, 07:13:02 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: melomel on March 19, 2012, 08:28:22 am
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.

Same here.  I'd say the real problem is getting something relatively flat with magma near the surface.  Just genned a world with a site that seemed promising...  it was bugged.  The caverns had green surface grass, and as soon as the game unpaused, the magma started seeping up and out into the caverns, melting the local batmen.  You'd think they'd move; it's not as if lava's fast...

I've given up on getting readily-accessible magma for now; going with this embark:
All civs and two towers for neighbors; mirthful/haunted freshwater swamp/shrubland; stream; iron, copper and gold, at a glance; marble; fire clay and sand.

I'd upload the seed, but every time I try to export it, I get...  this...

Spoiler (click to show/hide)

...WTF?  This should be fun.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on March 19, 2012, 03:22:09 pm
That first site I posted near the top of the thread has a nearly flat volcano embark.  But there's only copper and lead at the site.  I genned it in 34.02, but it'll still work alright in 34.05.  The world map has some differences, but the site is still in the same spot, and it looks the same as the embark map I posted above.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: uncool on March 19, 2012, 11:54:29 pm
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.
Quote
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.
=Uncool-
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: uncool on March 20, 2012, 01:09:16 am
After doing some more worldgenning and searching, I've come up with what I have to say is the weirdest solution to what I've asked for yet.

In the place I've found, there's a 45-level volcano in the southwest corner, above a flat plain; as in most cases, there's a mountain around the volcano.  What's different is that usually, the top of the volcano only has walls 1 or at most a few build-squares thick. Here, the entire embark square that the volcano is in - that is, 1/16 of the entire screen - is exactly as tall as the volcano is. Nowhere else on the screen is that tall.

It supposedly has flux, shallow metals, and deep metals; there is both platinum and aluminum in the world, but no rare gems. That seems to be a theme so far; none of the glacial worlds I've genned have had rare gems. This one also has trade with all races.

ETA: To find it: it is far to the east, 10 large embark squares vertically from the line dividing glacier from wilderness.

Worldgen params:
Code: [Select]
[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-
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: uncool on March 20, 2012, 04:31:28 am
To add on to earlier stuff: I just tried genning a medium island with 15 levels above ground; it's almost exactly as slow, but seems to not kick you out as quickly (I've gotten to 145).

ETA: It kicks me out at year 225, which is a lot further than I got on glacial, but not all the way to the limit.
=Uncool-
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: tivec on March 20, 2012, 06:45:46 am
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)

Hmm, over 220 rejects for this ^^ Will have to give it a shot!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: uncool on March 22, 2012, 01:13:19 am
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-
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: melomel on March 22, 2012, 02:17:04 am
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.

Also, does anyone have any earthly idea why I'm getting a blank world seed ([SEED:]) when I try to export parameters for my latest world?  It's perplexing.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: uncool on March 22, 2012, 02:27:57 am
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.
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.

ETA: Confirmation, made it to year 199. Age of heroes. Probably gonna take an hour to finish. I really, really hope there are some elves in this one...would suck to have to do this again. Although year 199 seems to be taking forever by itself...

ETA2: I'm gonna stop it at year 300. It's currently working on year 275, and taking 5 minutes to do so because it's a 25-year (which takes forever). The other years generally take about 20 seconds to half a minute, so if I genned this out fully, it would take at least approximately 20 hours (1175 minutes, to be more exact)) to finish.

Is it just me, or is worldgen a lot slower now?
=Uncool-
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Kumu on March 22, 2012, 03:15:35 am
Hello you worldgenners!

There was a 2010 map that I really liked: http://www.bay12forums.com/smf/index.php?PHPSESSID=d89bc321601a21f1bc70c4b8343ad3dd&topic=64032.msg2206777#msg2206777

It had a volcano in the ocean, that upon embark was swallowed by the ocean and capped by obsidian. Has anyone found anything similar? I really enjoyed that embark.

I tried that map in 34.05 and it didn't work. If anyone could find something similar, I would be grateful!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: nightwhips on March 22, 2012, 10:10:22 am
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ivanthe8th on March 23, 2012, 01:50:39 pm
Quick question regarding world gen.

I've been able to pretty well generate worlds with the kind of savagery distribution I'd like, but I'm finding that I typically get worlds that are primarily neutral on the good-evil axis. How do the world-gen pros get a decent mix of good and evil landscapes?

Thanks
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: melomel on March 25, 2012, 04:44:10 pm
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?

I get the exact same site as far as minerals, ores, and soil layers--that's all identical.  It's just not generating with the magma pool.

I could, but I'm iffy as to how editing the raws would work...  the annoying animals would still exist in the game files; seems to me like that's begging for bugs/crashes.

How do the world-gen pros get a decent mix of good and evil landscapes?

I'm by no means a pro, but:

Spoiler (click to show/hide)

Those parameters give me a world that's bright cyan and magenta, with all four civs + kobolds surviving to year 1000 90+% of the time.

"Desired Good/Evil Square Count in Small/Medium/Large Subregions":  You want the values as high as you can get 'em without breaking worldgen.  I've also fooled around with civs--fewer of them, and smaller.  In previous versions, having a lot of good/evil land open for elven/gobbo population explosions could result in too many civs getting wiped out, esp. if you let worldgen go on for a long time.

"Maximum Number of Subregions":  5000, the max.  It makes for a deliciously fractal world.

ETA:  Oh, and necro towers?  Anyone?  The one thing those parameters aren't getting me regularly are towers, and that makes a sad mel.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on March 25, 2012, 05:43:07 pm
This is the worldgen I've been working with. (in 34.05 or 34.06)
Spoiler (click to show/hide)
It creates a flat swamp world with 150 volcanoes, and generally more goblins than dwarves.  This is what I need to test with, and it's worked well.  Generally I get at least one embark out of any random gen that has magma at embark-1 or embark -2, both of which are ideal.

So, the problem.  Even making this world 100% flat (which is the case without the volcanoes) as soon as I start adding volcanoes, they start extruding themselves all over the map, making mountains where there were none.  In general, this is fine, but it gets tedious looking through several dozen maps to get another embark that I want.  I would prefer it if i could make an entire map with every volcano "top" (embark-1 or embark -2) was where I wanted it.

I have tried erosion.  This doesn't work as there are no elevations high enough for rivers, and thusly, no rivers, and thusly, erosion does nothing.  Even if it did/does work, the volcanoes evidently appear after erosion runs, and so aren't affected by it.

I have tried adjusting the volcanism and rain meshes, and they do not appear to have any effect.  I have tried a wide variety of numbers of volcanoes and overall minimum and maximum volcanism as well as volcanism x-variance/y-variance, to no effect.

I have tried using a world elevation of 100, 200, 299 and everything in between, to no effect.

So I'm looking for specific suggestions regarding how to get more volcanoes that have their "top" at embark -1 or embark -2.  Thanks!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Hylas on March 28, 2012, 01:10:20 pm
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Spinal232 on April 01, 2012, 04:23:34 am
Seed in previous post.

Spoiler: Embark (click to show/hide)
Bah, didn't get the x's:
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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: runlvlzero on April 01, 2012, 07:38:54 pm
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?

Killer beasts in the raws... viral plagues (maybe now with syndromes) lol, its been done before, someone did a whole succession fort were they had no immigration and 7 dwarves with just their babies. They had mutated bunnies for livestock. Everything else in the world was Nevil-esque.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on April 03, 2012, 02:27:05 pm
Seed in previous post.

Spoiler: Embark (click to show/hide)
Bah, didn't get the x's:
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

Glad you enjoyed it.  Good name for the fort.

My computer probably wouldn't have been able to handle it what with all the flow from the waterfall and river itself, plus the freezing and thawing.  But this is somewhat along the lines of what I would have done with it, have bridges and such spanning the canyon, making full use of both side of the river.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: runlvlzero on April 03, 2012, 11:59:01 pm
http://dffd.wimbli.com/file.php?id=6090 (http://dffd.wimbli.com/file.php?id=6090)

For 34.07, vamps and werebeasts are set low.

Some Really cool wasteland embarks. The noted as "DOOM" is a nice flat first cavern, deep pit, hematite, cassitrite, flat treeless surface. The wildlife is even a bit nasty if you aren't careful, had a giant bat kill my surface embark once.

There are a ton of other great flux + shallow metal + deep metal embarks nearebye that general area as well a little more to the east and north is rocky wasteland without trees (instead of badlands).

There's tons of other embarks too, ice, forest, lots of grassland, mountains, and probably a volcano (but I didn't look for any volcano's, so not sure).

Its, civ lite, but has towers, and one of every civ at least, it will take awhile for your outpost liaison to reach you if you like some peace and quiet in your embarks )

Here's the world gen if you want to gen some similar ones or tweak it yourself.

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: kenpoaj on April 04, 2012, 09:46:48 am
Ladies and Genteldwarves, It is my honor to present to you a (rather large, 11x12) small isolated island! (0.34.07)

Spoiler (click to show/hide)

Before I post the link to the world gen settings, there are a few minor issues with this one:
1.) Due to the size of the landmass, if you try to use dfhack to reveal it, it crashes. This CAN be fixed with the Large Adress Aware patch (I'm now using it)
2.) Its a big landmass so you'll lag. its spikey though, not constant, and seems timed with the forming of ocean waves.
3.) It's isolated so though elves goblins and humans are alive you'll never see them. It was discussed in another thread in 2011 that it might be possible for them to arrive via caverns, though not sure if it was ever tested. You could use JustEmbark to make crumbling ocean forts from the main continent out to the adjacent region to test this.
4.) No undead unicorns. It's got savage oceans, but no evil/good biomes.

Download: http://dffd.wimbli.com/file.php?id=6092 (http://dffd.wimbli.com/file.php?id=6092)

Includes:
-Dwarf Fortress.exe modified for Large Address Awareness
-Just Embark.exe for those who want it
-World Gen Parameters
-location pic

Now I'm going to spend the rest of the day trying to gen a 5x5 or smaller volcano island. Stay tuned!

Credit and Thanks to:
Grax-Original world gen files
Vattic-Updated world params for DF2012 here (http://www.bay12forums.com/smf/index.php?topic=91141.msg2534136)
Captain Mayday & Anticheese-Posting the link(to the link) to the LAA tool
FordGT90Concept-Made the LAA tool here (http://www.techpowerup.com/forums/showthread.php?t=112556)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: kenpoaj on April 04, 2012, 11:48:57 am
7x7 Island volcano
Warm, Calm Heavily Forested land with calm oceans on the east, south, and west. North ocean is Untamed Wilds.

Has Sand and Fire Clay.
Has a few small Aquifers that will be easy to use/avoid.

Metals Include: (in order of estimated most to least)
Spoiler (click to show/hide)

Download Parameters Here (http://dffd.wimbli.com/file.php?id=6095)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: HraTaika on April 08, 2012, 07:43:27 am
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!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Spinning Welshman on April 08, 2012, 12:22:59 pm
I've been playing around in .06 trying to increase how many necromancer towers I get, but I never seem to get more than 2 or 3.

Have you guys got any advice on increasing the number of necromancer towers?

Thanks in advance.  8)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ultimuh on April 08, 2012, 03:39:06 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 09, 2012, 10:32:41 am
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.

Here you go:

Spoiler (click to show/hide)
I found two 4x2 (at least) embark sites with zero elevations including a volcano at embark level, in the southeast region.  Specifically, the prospect report above includes the volcano named "The Fires of Omen" on "The Slick Frost" glacier, southeast of the Dwarven hall of "Horn of Crests"
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 09, 2012, 10:57:11 am
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!

This is close, in that it's a brook, not a river, but the volcano does not extrude above ground level, and it is in untamed wilds.
Spoiler (click to show/hide)
You may find other embarks on the map that are better/similar.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ultimuh on April 09, 2012, 12:50:31 pm
-snip-

Thanks, altough.. I am not used to playing in such small worlds.. So few civs..

ah well, I may as well try it out.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: NotErich on April 16, 2012, 11:08:13 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 17, 2012, 12:57:04 pm
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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: NotErich on April 21, 2012, 06:36:57 pm
Here you go.

Spoiler (click to show/hide)

Thank you, very much. That's really great.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: NotErich on April 22, 2012, 06:09:59 pm
What exactly does "No controllable entity definitions available" imply?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Major SNAFU on May 01, 2012, 12:29:46 pm
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 just generated this is 34.07 and it created a world that looks nothing like the one in the picture.  I am not sure what I may be doing wrong.  I put the WorldGen in the WorldGen file and then ran the game.  Did I need to edit other files?

I also then took your saved files, and embarked using them.  When I ran prospect, I didn't get close to the same results.  I double-checked that I embarked at the location you show.  Everything matches, but the prospect results are vastly different.



Thanks,
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: slink on May 01, 2012, 01:17:53 pm
I used his save and got his prospect results.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Major SNAFU on May 01, 2012, 01:20:39 pm
Can anyone offer suggestions for settings to generate the following:

Volcano
soil
clay
flux
Iron (of some kind)
silver or Gold.

I have been messing about with Perfect World and the WorldGen settings, and I have developed some beautiful embarks that look good on the site finder, only to find that there is no iron-bearing veins anywhere on the map, and I use 5x5 or some dimension so that the # of tiles is <= 30.  But I cannot seem to come up with a winning combination.

Also, what can be done to reduce the amount of time spent testing embarks?

Is there a way to speed up the process of embark and prospect?  What I am doing now is saving the each region just after generation and again right after I select a site.  I store these separate and then reload/copy as needed to get back to where I was.

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: slink on May 01, 2012, 01:37:32 pm
You can use prospect to test a potential site before you embark.  It only lists what can be found in the biome you have selected so you have to do it for each one on your contemplated site.  Don't forget to type "prospect all" instead of just "prospect", or you won't see everything.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Major SNAFU on May 01, 2012, 01:46:09 pm
I used his save and got his prospect results.

So here is what I am doing:

Place the poster's region data into a new regions folder, say region12, in my save folder.
Run DF
Find the identical location as is noted by the poster, then expand it to a 4x4 region.
Embark

Run Prospect and this is what I see:  (well, not really as I don't know how to post images of screenshots onto this forum.)

But it bears no resemblance at all.  There is almost nothing on the prospect screen.  The original layer materials is listed as over 1 million total, mine shows a total of less than 9000, just to give you an idea of the enormity of the difference.




OMG - I am an idiot.  Sorry for the post of this erroneous information.  face-palm big time.....

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: slink on May 01, 2012, 01:50:50 pm
*giggle*  It's okay.  Just go look at your dining room set and you'll be fine.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 01, 2012, 03:52:56 pm
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: NotErich on May 01, 2012, 03:58:32 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Major SNAFU on May 01, 2012, 06:31:20 pm
*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.

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Major SNAFU on May 01, 2012, 06:34:32 pm
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.

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 01, 2012, 11:57:44 pm
... 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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: slink on May 02, 2012, 03:01:57 pm
*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.
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.

The site under discussion has one flaw.  That big river begins to go stagnant by the second spring.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 02, 2012, 03:15:00 pm
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.

Voila!
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 02, 2012, 03:19:01 pm
...
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):
Quote
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: NotErich on May 02, 2012, 05:40:20 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 02, 2012, 06:19:48 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: NotErich on May 02, 2012, 06:36:30 pm
Civs can affect worldgen that deeply? That's interesting.

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: slink on May 02, 2012, 09:19:54 pm
...
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):
Quote
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.

Yes, I'm aware of the bug.  My point is that the embark site I was discussing with Major SNAFU apparently has a layout that causes the problem to occur.  It's important to know that ahead of time, before spending the time and effort to start a fortress there using the river for a water source.   ;)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Major SNAFU on May 02, 2012, 10:11:48 pm
... 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)

Many thanks
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 02, 2012, 11:16:59 pm
Civs can affect worldgen that deeply? That's interesting.

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.
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.

With 100% volcanism, there's generally LAVA_STONE in every embark, you just have to go down deep enough to find it.  But you're right, in that case, it doesn't show it, because it's not above the embark level.  Volcano's only show on the map that are at or above the embark level, as far as I've seen.

There's ways to get what you want, but you may not like them.  You can make it so humans and elves will embark and support desert biomes.  it's a single line change in entity_defaults.txt.  But it's a deviation from the norm, so up to you if you want to go down that path.  Or, like I mentioned you can create a world with the full range of rain and drainage to get deserts , hills, and forests, but you wanted deserts to embark, so that's why it's all 99% deserts in the worldgen I made.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: NotErich on May 05, 2012, 07:17:08 pm
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.

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 05, 2012, 09:42:41 pm
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.

Try this one..
Spoiler (click to show/hide)

What this makes is worlds with volcanos, lakes, rivers, dwarves, elves, humans, goblins, with far more good regions than non-good regions.  It generates rejections, but not many.

I haven't looked for an embark, but that's the worldgen I would start with.  To reduce the time it will take to find what you want, you could try manually changing (as in with a text editor outside the game)
   [VOLCANO_MIN:200]
to something like
   [VOLCANO_MIN:400] or    [VOLCANO_MIN:600]
to get more possible embarks with what you're looking for.

However, this will vastly increase the amount of igneous extrusion going on, and generally screw with elevation throughout the world in possibly unappealing ways.  But it will save time.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: NotErich on May 06, 2012, 12:19:19 am
Yeah, I know the manual changing trick. Much thanks, as before.

I've become good (enough) with tweaking things, but I still don't know enough to make up my own worldgen from scratch.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: rtg593 on May 06, 2012, 03:29:56 am
This... Might... Hurt...

Spoiler (click to show/hide)

Think this one might be a challenge:p

Spoiler (click to show/hide)

http://dffd.wimbli.com/file.php?id=6265

10,000 year history, 50-100 savage world... Basically a zombie apocalypse. 12 towers, and from a good chunk of this pocket world, they're all close enough to show up.

Lots of copper, a little tin, haven't noted any iron yet... I tried an xml dump for legends... 2 gb. The actual save is 89 meg. Pretty sure elves are dead... Save is above, in case you don't feel like spending a few hours letting it gen yourself;) Thought it was interesting enough to warrant sharing :-)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Major SNAFU on May 07, 2012, 05:02:06 pm
... 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)


Thanks!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: napancux on May 08, 2012, 04:54:03 pm
 :-[
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: rtg593 on May 08, 2012, 05:25:09 pm
:-[
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.

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 08, 2012, 06:17:42 pm
:-[
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.

This should work...
Spoiler (click to show/hide)
The world map:
(http://dl.dropbox.com/u/1339319/napancux-world_map.png)
and a random sample 4x4 embark (http://dl.dropbox.com/u/1339319/napancux-embark-sample.gif) on that big river..
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: rtg593 on May 08, 2012, 06:22:44 pm
Dear lord, that's huge... FPS death on embark, lol.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: feralferret on May 08, 2012, 06:46:16 pm
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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Grumman on May 08, 2012, 06:55:32 pm
I'm looking to get back into the game. Would someone mind helping me find a cliff face or mountain next to a merfolk-inhabited ocean with the usual good stuff (magma, flux, metal, sand)? My eventual plan for the cliffs is to fill it with obsidian to build a castle that still counts as underground. Oh, and to set up a Merperson zoo, with flooded, furnished rooms.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 08, 2012, 07:05:41 pm
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 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!)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MehMuffin on May 08, 2012, 07:28:58 pm
Similar to feralferret's request, I'd like a temperate forest bordering a swamp, both maximum savagery, swamp evil, and forest good, with a river (Stream or brook), flux, iron, and if possible volcano. Not at all necessary, but if it bordered a tropical set of the same biomes or just a tropical biome, it would be amazing. 

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 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!)
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*.  ;D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on May 08, 2012, 08:06:26 pm
:-[
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.

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: feralferret on May 08, 2012, 09:22:39 pm
That looks really promising, vjek! It really is kind of the perfect storm of embark conditions and it's very rare to come across everything all at once on the same site. I've tried what seems like  hundreds of embarks but I never get it quite right. Then again... I'm less than amazing at using advanced worldgen params so that may have something to do with it.

I recently managed to create a totally (minus the cold pole) warm and wet world without constant rejections so I'm pretty stoked. I still dream of a time when I can settle in a jungle infested with ravening undead unicorns, lit by the glow of an angry volcano. I'm not sure exactly what that says about me or my mental state but.. meh. Tiki dwarves FTW! :D

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.

I will use this technique and see if I can't come up with some better cliffs in my game. Thanks, learning lots from this thread! In my own attempts I always end up with dull, too-flat landscapes unless I embark in the middle of the mountains.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on May 08, 2012, 10:30:19 pm
I might use this map for a megaproject.

Spoiler: World Gen (click to show/hide)

Spoiler: Embark (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Some nice variation here.  Mostly flat map with a large volcanic spike in the south central part for easy magma, a stream up in the northwest for water, and a splotch of ugly evil terrian in the northeast for !!FUN!!  A small selection of metals, should be enough for a typical fort's needs, though you will need to import flux for steel.

Prospector report:
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 08, 2012, 11:44:51 pm
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)

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!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: napancux on May 09, 2012, 06:21:21 am
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.

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.
Yes, it was yours) I dunno, but for some reason that worldgen resultet in a world with only brooks and one minor river.
I'll save your advice for genning worlds with large rivers for future use, though  ;) Thank you!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: feralferret on May 09, 2012, 12:42:06 pm
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!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 09, 2012, 02:03:39 pm
... 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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Grumman on May 09, 2012, 02:49:45 pm
Anyone able to give some advice on mine, on how to get high ground next to the ocean (preferably with a river)?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 09, 2012, 05:41:46 pm
Anyone able to give some advice on mine, on how to get high ground next to the ocean (preferably with a river)?

Check out this save/embark/region (http://dl.dropbox.com/u/1339319/grumman1.7z).

It is by the ocean.  It has a river/waterfall, and at least 20z of cliff due to the waterfall.  Is this the type of thing you're looking for?  The worldgen parameters are in the save dir.  The minerals are lacking on this particular embark, I'm just trying to figure out if this is in the ballpark, elevation-wise.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Grumman on May 09, 2012, 06:07:05 pm
It is more than enough, thank you. Did it take many rejections to generate this world?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Zombi on May 09, 2012, 07:05:20 pm
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.)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: The Bard on May 09, 2012, 07:15:27 pm
I'm trying to put together an animal training shallow fort.

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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 09, 2012, 07:25:45 pm
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.

While this behavior is unusual, on each map generated with that worldgen (without the seeds) there is at least one waterfall that has the very edge of the ocean with it.  The interior (non edge) of the map is just a big lake/river source to erode back towards.  By adjusting the minimum elevation (currently at 270) the edge will retreat towards the center.  This sounds like it would be great, but it isn't, because then you lose access to the ocean.  So it's a balance between where the worldgen engine defines as the edge, and where the desirable embark would be.  With the way it is now, at least 10 rivers per world empty off the edges, whereas with minimum elevation at 390, you get 3 or 4 at best, although the rivers are typically much larger.

I've tried using the meshes and other settings to get  basically a "tophat sitting in a lake" type of world, but there's no having it, the edges are always beveled.  This was the only way I could do it reliably.

Here's the worldgen for those.  I'm going to try another approach, but this will make more of the one you liked, with no rejections, so you can build and scan them quickly for minerals etc.

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 09, 2012, 08:16:49 pm
I'm trying to put together an animal training shallow fort.

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
Everything but flux and iron...
Spoiler (click to show/hide)
21 sun berries!  Nice!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 09, 2012, 08:51:51 pm
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.)

This one matches, unless you meant you want iron bearing ore, as well?  If so, remove the seeds and you can search to your hearts content. :)
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: feralferret on May 09, 2012, 08:53:25 pm
... 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)

Thanks again, vjek. I'm about to embark now. Must have taken a while to find a place like this! It looks like it'll be interesting... I'll report back if I survive lol.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Niccolo on May 09, 2012, 09:20:20 pm
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.

Second question... Every time I've encountered a volcano, it's either been a magma tower or a ridiculously steep mountain. Does anybody have a seed for a world with slightly gentler slopes on their volcanoes?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 09, 2012, 09:58:45 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: The Bard on May 09, 2012, 10:08:33 pm
The beautiful. Thanks, vjek!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Niccolo on May 09, 2012, 10:36:22 pm
Thanks Vjek! That's exactly what I was looking for.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on May 10, 2012, 10:51:32 pm
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.

I favor these settings:

Code: [Select]
[CAVERN_LAYER_OPENNESS_MIN:65]
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:30]

Gives me somewhat open caves with a mix of narrow passages.  I don't really like huge open voids beneath my embarks, but lots of narrow passages are a pain to deal with.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Morrolan on May 13, 2012, 05:40:32 am
What is SECRET_NUMBER token?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Angle on May 13, 2012, 01:41:06 pm
What variables should I change to get lots of major rivers with deep canyons and many small freshwater lakes?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 13, 2012, 02:51:57 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 13, 2012, 03:03:07 pm
What variables should I change to get lots of major rivers with deep canyons and many small freshwater lakes?

Try something like this to start..

Spoiler (click to show/hide)

That basically raises the minimum elevation, increases rainfall, increases drainage, increase erosion, lowers temperature to reduce evaporation.  Seems to produce one major river minimum per map, with dozens of lakes.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on May 13, 2012, 09:49:33 pm
Yeah, that's the approach I'd use for making major rivers, in fact I have similar parameters for my standard custom world gen to get lots of canyons and some decent rivers.  Like I said above, getting rid of the ocean edges gives bigger continents and less islands, so the rivers have more room to flow.  That then gives them more tributaries, and they end up being wider.

Also, make the map as big as you want, a 257x257 map seems to gen a lot of big rivers (likely again because there's just more room for them).  I go for 129x129, and even with that, there's often at least two major rivers on the map somewhere.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Angle on May 13, 2012, 09:54:55 pm
Excellent, Thank You!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Martin on May 16, 2012, 07:52:14 pm
Morul requests a special location of the cartographers.


Site must have:


Sand
Clay
Flux
Flowing water
Magma at or near surface
All civs, and several dark towers in world


Site should be relatively flat with at least some trees in a 4x4 or 5x5 embark. No evil, but good is okay. One quite open cavern layer. There needs to be at least 20 solid layers below the lowest surface and the top of the cavern. No special metal needs otherwise. He's never seen a map without bees, but it has to have bees. A geologic survey is requested.


Morul realizes this is a difficult request but has faith in dwarven cartography.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 16, 2012, 07:54:02 pm
When you say "dark towers" do you mean goblin dark fortresses or necromancer towers?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Martin on May 17, 2012, 12:52:42 am
Necromancer.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: NotErich on May 17, 2012, 04:30:03 pm
I'd like to pitch a request for an ocean embark, with my typical request of deep and shallow metals, flux, and volcano. I'd like it to not be on an island, or be scorching or freezing
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: fakechuck on May 18, 2012, 01:02:07 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 18, 2012, 02:50:30 pm
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.

Well, this fits
Spoiler (click to show/hide)
But I think you could find better if you look around that world or a few other similar worlds. (specifically, something with flux)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: fakechuck on May 18, 2012, 04:32:29 pm
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Angle on May 18, 2012, 05:30:17 pm
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.

Spoiler (click to show/hide)

I'm thinking more volcanoes. What do you think?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 18, 2012, 05:33:33 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 18, 2012, 05:42:39 pm
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.

<snip>

I'm thinking more volcanoes. What do you think?
Some clarifying questions...

How many z-levels of cliff do you want?  And will a canyon work?  So the embark has a river at the bottom of a very steep canyon, the width of which is exactly as wide as the river?  Or are you looking for a cliff that is NOT adjacent to the sides of the river?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Grumman on May 18, 2012, 05:49:46 pm
If anyone else wants the oceanside mountains as I did, here's a refined version of Vjek's offering. It's weighted more strongly towards the forests, mountains and good biomes I was looking for, but it still supports all civilisation types. The biggest difference is that vampires have been turned off, so you might want to change the [VAMPIRE_NUMBER] token to put them back in.

One word of warning: I haven't actually seen any large ocean creatures yet, including Merfolk.

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Angle on May 18, 2012, 05:51:42 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 18, 2012, 06:25:05 pm
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.

Take a look at this embark
(http://dl.dropbox.com/u/1339319/angle2_embark.gif)
With this worldgen
Spoiler (click to show/hide)

The northeast quadrant of the embark has a 6-Z canyon/cliff with a river that's at least 6 tiles wide.  If that's the type of thing you want, we can find a better spot, I'm just trying to get the ideal nailed down.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: caddybear on May 18, 2012, 06:44:47 pm
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 =/
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 18, 2012, 07:01:43 pm
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 =/

Add more races, even if they're copies, with unique [ENTITY:NAME] entries, in entity_default.txt in the /raws/objects folder.  You can take [ENTITY:EVIL] for example (goblins), and make 6 copies of it, [ENTITY:SORTAEVIL], [ENTITY:VERYEVIL], etc as many as you want.

I removed all the races except dwarves and goblins and made 6 copies of the goblin race.  I got 6 unqiue civs, all of which show up on the civilization interaction screen, both prior to embark, and after.  However, to be at war with them, you'd probably have to make your dwarves babysnatchers to create offenses as time passes.  I haven't tried that.

So far, I've only ever seen one WAR tag show up on a given embark screen at a time, regardless of how many civs are there.  Even with 6 goblin civs, only one will be at WAR in a given world tile, even if the next one, in the adjacent embark, is a different civ at WAR.  Of course, this is only in my experience, so things could be different for anyone else.  And perhaps it's possible to be at WAR with all of them, if you turn dwarves into babysnatchers. :)

It may be necessary to create/copy Goblins (in creature_standard.txt) and create unique races for each unique civ, as well.  Not difficult, but I haven't tested it yet.  That may allow for multiple race-wars simultaneously.

For the moment, I'm testing this 6 goblin civ version to see if I can get multiple sieges per season/year with >100 goblins in each siege.

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Martin on May 18, 2012, 09:13:06 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Angle on May 18, 2012, 09:14:47 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 18, 2012, 09:21:09 pm
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.

It varies from world to world.  Sometimes the variance helps, sometimes it hinders.  It depends on the desired parameters.  High variance can, if desired, create many small biomes.  Very low or none generates very large biomes, depending on the elevation, drainage, rain, etc.  Not all worlds require huge numbers of biomes, so I start with no variance, always, and turn it up if necessary.

Ok, so that type of thing with a volcano.  Alrighty, lets see what we can do here...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 18, 2012, 09:22:21 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Angle on May 18, 2012, 09:23:17 pm
I already have it set up to generate lots of volcanoes. I'm genning a world now, Hopefully it'll have what I want. If not I'm bumping volcanoes up to 1600.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Martin on May 18, 2012, 09:36:15 pm
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 18, 2012, 09:50:01 pm
... Can you shoot me your best shot and I'll tweak and churn from there?

Soitenly!  The trick to this one was to get at least one Necromancer tower per world, so if you don't see an "I", just abort and retry.  If it doesn't show up by year 250, it probably won't.
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Martin on May 19, 2012, 12:43:12 am
Ok, because I suck at this world genning stuff - if there are no evil squares [EVIL_SQ_COUNTS:0:0:0], wouldn't that impede the ability of necro towers to establish?

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Martin on May 19, 2012, 04:06:03 am
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 19, 2012, 11:02:00 am
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?

Yeah, Evil doesn't have much to do with Necromancers, as far as I can tell.  The important things seem to be: lots of death (conflict with other races) and enough time passing that someone finds the secret book of undead.  So, crank up the civs and crank up the time passing.

Increasing sites can also help, but generally I find more than 2 or 3 times the number of civs leads to tediously long worldgen for no real benefit. (so if you have 10 civs, no more than 30 sites is fast)  I typically never put my site cap above 50, but if your worldgen isn't taking too long, feel free to crank it up... Necro Towers are built on sites, not on civs, so the more sites, the better the chance. ( Site Cap After Civ Creation is the field I'm referring to)

It's also worth mentioning that if your min/max volcanism are both set to 100, you have a very good chance of having a submerged volcano (magma tube/lava tube) somewhere in the embark of a 4x4, so even if you don't SEE a volcano on the surface, it's possible there may be one lurking beneath.  I only say this because I've managed to find a really good embark in the past, but it's missing a volcano.  Then i embark, prospect, find "LAVA_STONE" and voila, it's all good, there's a volcano down below.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: fakechuck on May 19, 2012, 12:45:52 pm
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 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?

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 19, 2012, 01:39:08 pm
... 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.

1 soil layer is almost always present, 2-3 are relatively common, 4 or 5 is rare.  I haven't tested it, but I would imagine a combination of rainfall, drainage, temperature, and the resulting biome would determine soil thickness.  Extremes, such as deserts, glaciers, mountains and such would likely produce less soil than those more common.

It's too bad the finder doesn't let you set it to = deep soil, rather than "up to" deep soil, then you could find it very quickly.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: dwarfkoala on May 19, 2012, 03:11:29 pm
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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Niccolo on May 20, 2012, 06:41:02 am
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

FPS-friendly =/= river

You'll have to be happy with a stream or minor river (at max) - I'd recommend going with an aquifer.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: HraTaika on May 22, 2012, 10:55:36 am
So basically an embark location with:

Major River
Small River
4z tall Waterfall

Flat Volcano
Heavily Forested
Plenty of Sand
Plenty of Minerals
Untamed Wild

All Races Present

Mods (tampered with raws)
  - Added Human Liaison
  - Added Orcs
  - Changed Pasture Requirements
  - Changed Siege Requirements
  - Removed Aquifiers
  - Removed Excess Clothing from Enemies

Running on Mac so I don't have any particular knowledge on the accurate mineral accounts. Been looking for such a nice embark for ages! Beware though, the Waterfall kinda eats your FPS!

DOWNLOAD WORLD:
http://dffd.wimbli.com/file.php?id=6365 (http://dffd.wimbli.com/file.php?id=6365)

Enjoy! (and dedicate some dwarves to me aight?!)



(http://s18.postimage.org/jkp05qkvp/Embark.png) (http://postimage.org/image/jkp05qkvp/)

(http://s18.postimage.org/vnubtavxx/Location.png) (http://postimage.org/image/vnubtavxx/)

(http://s18.postimage.org/9pxuzigxh/Waterfall.png) (http://postimage.org/image/9pxuzigxh/)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Angle on May 22, 2012, 11:29:00 am
 :o Just what I wanted. Thank you. ;D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Nameless Archon on May 22, 2012, 07:39:45 pm
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.)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Martin on May 23, 2012, 02:06:49 pm
Here's the specific seed and worldgen settings that I'm using.


Spoiler (click to show/hide)


I mostly chunked around with the drainage/rainfall settings from what vjek sent me. He had too much rainfall/drainage to create deserts, and with sand not a searchable item in the map prospector, I didn't want to have to embark a zillion times, reveal for sand, abandon, repeat. I also did the site cap and civ changes that he suggested. I turned the beasts back up, and the temp down because I hate scorching maps, and half his world was scorching and I adjusted the cavern settings a bit because I'm after a fairly specific layout. I haven't revealed the specific site that I've chosen, but some of the ones I abandoned on this map looked just right. There's basically only one region tile here that meets all of my criteria, so if it doesn't work out, I'm regenning worlds. Oh, I also cranked up the embark points because of the story, so you might want to reset that. I disabled all aquifers in my raws so I don't know how things make out for that - aquifer would have complicated the story more than I needed. It's hard enough already.


I really like these parameters overall. They give a nice variety to choose from.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 23, 2012, 06:55:06 pm
Yarr, regarding temperature, I never go above 85 now, typically a range of 75-85 to avoid glaciers, but no "everyone is dying due to fat melting" hotness. :P  I learned my lesson!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: dwarfkoala on May 25, 2012, 08:09:46 pm
when I said river, i meant brook, sorry  :-[
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 25, 2012, 10:00:40 pm
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

Found the following:

Whole 4x4 embark is 66 layers, top to bottom.
Has a stream, not a river.
Has flux, lead, copper, gold, silver, and sand.

However, your desire for flux would seem to indicate you want iron for steel.  So do you want iron + others, or is just lead, copper, gold, silver fine?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JarinArenos on May 29, 2012, 01:45:04 pm
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...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 29, 2012, 02:19:49 pm
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!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JarinArenos on May 29, 2012, 02:37:28 pm
That is exactly what I was looking for. Thanks!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: NotErich on June 01, 2012, 06:20:24 pm
I'd like to pitch a request (somewhat revised from an unanswered request earlier) that can get me a 7x7ish embark with a major river, ocean, and volcano. Good biome, with at least shallow and deep metal. If I could get a mix between sedimentary and igneous, it'd be nice, but it's fine if it is not.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on June 02, 2012, 01:54:07 pm
Here's a somewhat interesting embark I found.  I was looking for a map that would have some sea cliffs, but the closest I found was a desert shore near a volcano.  The only other alternatives were some glacial islands down in the southern sea, but meh, islands.

Spoiler: Worldgen (click to show/hide)

Spoiler: embark (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)

This one could be fun.  There's a ton of magnetite under the ocean, but there's also several aquifers on the map going down 3 z-levels. They all merge into a big one about 4 or 5 levels down.  There's a small spot in the south of the map where you can dig safely though.  And for added !!FUN!! the first level of magnetite deposits, 12 clusters of them, are right underneath the aquifer.  This isn't quite on the volcano, but magma isn't hard to come by, there's a pipe that extends up to the bottom of the first cavern, which isn't too far down.  And there's tons of gold too.

Spoiler: Prospector report (click to show/hide)

NotErich, this isn't exactly what you were looking for, but if you expand the embark square to 7x7, and put the volcano in the southwest corner, you'll just be able to overlap the volcano and a part of the ocean itself to the northeast.  You'll have some amound of beach to work with.  The ocean but not the desert is good aligned.  And there is a mix of sedimentary and igneous with the setup, though much more is igneous.  Still, you'll have magnetite, coal, and about 100k gold.

Edit: regenned the world in 34.10 and the ocean on the map is no longer good aligned.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: NotErich on June 02, 2012, 03:21:13 pm
That will be good enough; I can toy around with the world gen and see what I can get. If anything, it shows the potential to get what I need. Thank you, good sir!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: backora900 on June 03, 2012, 04:48:14 pm
When I was generating a world for my bridge-gatehouse-fortress look what I found.

Worldgen
Spoiler (click to show/hide)

Embark - it's place marked as bridge over brook (Where a road crosses The Mess of Fear brook :D)
Spoiler (click to show/hide)

It's flat, warm, woodland, moderate vegetation, wilderness, brook, clay, some soil, shallow metals, deep metals, no aquifier. (sadly few murky pools)

Neighbours: Dwarves, goblins(---), elves, humans. No tower on whole island.

But now the interesting part. On 3x3 embark (141 z-levels) it has 9129 adamantine from 10 to 87 level. And it is safe to mine from level 68. Visible from one of the caverns.
As usual it has tons of silver but it also has 37000 units of native gold (for golden fort?)

On the other hand map goes like 2 levels of clay/soil then 2 levels of stone and then first cavern. Only good for aboveground fortress.
Also there is "only" cca 2000 of iron ores located only on 3 levels. (Maybe that is not that bad if you count in 100000 of marble)
Magma located only on levels 19-23.

And note that I stopped generating that world after 545 years if it has any effect.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Oneir on June 05, 2012, 10:09:15 pm
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:

Any help you can give me here is hugely appreciated. I love looking at the stuff that shows up in this thread. :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on June 05, 2012, 11:14:02 pm
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

Nothing too bad there except (as always) the volcano.

Try this worldgen a few times, and modify the volcanos value to see if you can get what you want.
Spoiler (click to show/hide)
First gen of this world I found a 4x4 site with sand, 155k marble, and 21k limonite, along with 48k tetrahedrite in Untamed Wilds.  It also had 62 gigantic pandas, 21 giant tigers, and 6 giant lions, world-wide.  So, I think a step down the right path.

In answer to your four questions..
1) 3200 if you want the max
2) I go for a 65x65 region.  Volcanos mess with underground layers and aboveground elevations, so they impact smaller worlds more that larger ones.
3) yes.  I went with 50 to 78, but you can certainly reduce the minimum if you're not getting enough temperate.
4) 1000 seems to be fine, for me, but I've also found flux in 10/10 worlds generated with 500 mineral scarcity, in the form of marble.  If you want to use something other than marble, I'd stay above 1000.  But this is an area where the results are far more random than predictable, for many players.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on June 06, 2012, 09:27:06 am
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?

I just poke around whatever world I have genned and look for interesting sites.  For volcanoes, I have the minimum cranked up to 50 on a 129x129 map, that usually gives me some variety of sites, though they tend to form chains and it's annoying as hell when the chains are high up in the mountains or out at sea.

My other changes are a reduction in ocean edges to form a large continent rather than several islands, no erosion for more kickass canyons, tweaks to the caverns to make them more open, slightly increased savagery, and mineral scarcity at 500.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Thorik on June 06, 2012, 10:01:25 am
Would anyone be interested in a medium island world with all default settings that goes to the age of legends then heroes every time it's generated?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Oneir on June 06, 2012, 05:52:49 pm
Thanks for the help. :D Some of that's new, some of it it's just good to see I'm not insane for think about.

Regarding variance, and something I forgot to include in that earlier post:
When I last tried to set this embark up, I ran into a couple of biome issues. Rather than the (pretty trivial) "too many subregions" issue, DF was consistently failing to place enough of every single biome. Consequently, a given set of parameters would run around a thousand failed worlds before suggesting something was wrong, since it wasn't failing any given check regularly. So what's the deal there? I remember there was some other error that cropped up even if I completely nuked the minimum region and square numbers. Obviously I'll do science to it, but if anyone else has confronted this in the past I'd love to hear what you did to fix it. :)

One last quick question: are there any tricks to generating magnetite over the other (apparently more common) ores of iron? There's just something about enormous piles of ore that's so tempting...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Grax on June 07, 2012, 05:15:34 am
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.

(http://ybex.com/index.php?c=start&m=pic&key=wj3sfyllyn9bw3jzrd4byl3d69lch5yuee9z8vhu)

Civilized World Population

   24 Dwarves
   6203 Humans
   4963 Elves
   25 Goblins
   521 Kobolds
   11022 Orcs

   Total: 22758
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: guitarxe on June 07, 2012, 12:58:31 pm
Does anyone have a world that has lots of spots where a river either becomes an underground river at the base of a mountain or has it's source there, with vertical cliffs on all sides? For example like this:

Code: [Select]
******
******
**||**
**||**
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With trees around the river, and with a high chance of iron?

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Grax on June 07, 2012, 01:04:54 pm
where a river either becomes an underground river at the base of a mountain

Is it real at all?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: guitarxe on June 07, 2012, 01:13:09 pm
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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Grax on June 07, 2012, 08:45:54 pm
I don't understand your question, but I'm talking about something like this:

http://img.photobucket.com/albums/v376/guitar_xe/dfriver.jpg

Fck, i thought there's a new worldgen features.
But alas. It's just river that cleaves a mountain.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: backora900 on June 08, 2012, 05:44:19 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: dracobs on June 08, 2012, 05:46:29 pm
Would be interested in flat embark, with a volcano that rises above the flatness. Ideally the volcano should be slim, just the lava tube would be best and it should rise 3-10Zs.

Is it even possible, or would it require too much searching.

Dreaming of making a fort around magma tube which would be breached so the fort would be surrounded by a lava moat ( sea ).
Thanks!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on June 09, 2012, 08:33:31 am
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.

That might be tricky.  Civs don't seem to build roads with bridges across very wide rivers, but rather they try to parallel them.  And a big important river with a road network seems to often have a ton of human settlements around it.  I haven't seen too many canyons that didn't have rivers, but even then you'd need a canyon where a civ feels the need to build a bridge to connect settlements.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Vivio on June 14, 2012, 09:30:52 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on June 14, 2012, 10:01:06 am
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.

I have tested this extensively in 34.10.  Even if there are zero dwarves in worldgen, if there was EVER a dwarf civilization, you will get migrants, traders, and diplomats.  A dwarven civilization must be placed in the world during worldgen, normally, to mark the map as "playable" in dwarf fortress mode.

However.

If you don't want traders & diplomats, remove [ACTIVE_SEASON:AUTUMN] from dwarves in \raw\objects\entity_defaults.txt
Unfortunately, this will still mean you'll still get two waves of migrants (this appears to be hardcoded), but after that, you're on your own.  Typically those first two migrant waves will appear in summer and autumn of the first year, post embark.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Dranikos on June 14, 2012, 04:13:20 pm
I'd like to request a world with a 5x5 site that's "newbie friendly" (Iron, Flux, Water, Magma that I don't have to dig down past caverns to get, NOT or Untamed (Wilderness OK), Wood, Sand (stupid nobles).  Maybe something with a few bears for fun and military use.  I've been toying with the advanced parameters, but I can't get get what I'm looking for (every Magma rich site has Marble for Flux, half the sites with Iron don't have Sand, or some other failing)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Panando on June 15, 2012, 02:54:13 am
This worldgen is notable because the dwarven civ has access to many kinds of fluxstone (limestone, dolomite, chalk, marble, calcite) and two kinds of iron and bituminous coal and lignite, despite the worldgen length being only 65 years.
This is 34.11 and I'm playing Fortress Defence mod. FD mod wont have an effect on the world gen minerals but it will of course effect the civilizations, so my dwarvern civilization wont be yours. Still, there's only one big mountain (range), so thar be coal and flux and iron in that mountain if you're willing to hunt around for it, and you could also do good business importing flux and iron and coal.

The world is a small, 1 cavern layer, mineral density = 1500.

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on June 15, 2012, 04:54:09 pm
I'd like to share my medium sized world entitled Lost Valley! The idea is it's a kind of wild, dangerous, volcanic world teeming with life and danger. There isn't going to be much ocean, not a lot of desert or glacier but there should be some. Lots of mountains, woods, volcanoes and I've put loads of caves and titans in there.

Mineral scarcity is 300 so you're likely to get deep and shallow metals almost everywhere. I play with Masterwork mod so with all the new ores you still don't get everything at 300. Also it's balanced for 9 races to have 4 civs each, the savagery and elevation meshes are designed so that areas inhabitable by dwarves should be common but patchy. This way the dwarf civs aren't all painted into a corner and they can spread around from mountain range to mountain range. The end result is that about 90% of the map is covered by one civilisation or another.

Set the end date to 360, mostly because the mod crashes if you go much further but if a dwarf lives 120 years then 360 years should mean every dwarf's parents and grandparents lived and died in the Lost Valley. Plus 360 years is enough for the civs to spread around enough and give the megabeasts some history.

There are a whopping 1000 caves on each map but they aren't marked, it made the map look messy. Even with 1000 caves your chances of finding one by accident in fortress mode are still pretty low but you might still get lucky.

Any comments or tips appreciated, enjoy!

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Harald387 on June 15, 2012, 05:22:35 pm
Has anyone got a seed that generates one (or more) embark sites with at least one soil level, a flat volcano, and a river within a 5x5 square? Ideally the entire embark site should be as flat as possible.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on June 15, 2012, 06:26:59 pm
You should find one somewhere on the one I just posted, my current embark has a flat volcano with a river running past it. There is a minimum of 200 volcanoes so it should just be a matter of taking the time to look.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ZeroSumHappiness on June 15, 2012, 09:28:21 pm
I'm looking for a world that has this setup:
Code: [Select]
...
+^.
++.

. 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)

Bonus points for sand.  I think long ago I had a volcanic world generator that gave me that but I've since deleted all my DF stuff and re-downloaded and can't find it.

Nameless Archon, you are a gentleman and a scholar.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Nameless Archon on June 16, 2012, 01:44:40 am
"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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lich180 on June 16, 2012, 09:15:14 am
Well, I've been trying and failing to get a world I've been wanting for a while now, and looked through this thread to see if anyone else had something similar. I didn't see it, so I'll have to put in a request to the Cartographers here (you guys know way more about the advanced world gen than I do, and are probably way more patient :P)

I'm looking for a world with good/evil regions bordering each other, so I can have split maps. High enough savagery to make things interesting, with quite a few titans present. Maybe around 12 or so if possible. I would also like plenty of metals, I can do without iron but would prefer to have it present. I don't care much about a volcano - if its in the cavern layer that will work, otherwise I would like sand present somewhere on the map so I can get a pump stack running relatively easily. Hopefully I can get a necromancer tower nearby, just to make things more Fun. More open caverns than just little tunnels, but that's just nitpicky :) Aquifer doesn't matter, I kind of like them for the challenge and infinite water source.

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on June 16, 2012, 11:37:23 am
... 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.

This has everything but the iron. Half terrifying, half joyous wilds in a 4x4.  However, >15k iron is found on other similar embarks in the same worldgen.  If you find something is missing, just remove the seeds, and you'll get a wide variety of similar worlds.  The reason this advanced worldgen works is because of the elevation mesh, the maxed out variances and the good/evil square counts.  As long as you don't adjust those too much, you'll get a lot of possible embarks.  I picked this one because it had exactly half and half of high savagery and good/evil, which seemed to be high on the list of priorities.

This particular map has two towers, and this embark is in range of one of them.

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lich180 on June 16, 2012, 02:27:55 pm
Sweet, thanks a ton vjek. I'm now making a world with those parameters, looks promising!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on June 16, 2012, 04:07:47 pm
So say you want to get more flat volcanoes, would you try to raise the overall elevation? Like I've tried having 60% in the 60-80 range but that didn't seem to help. I did have the erosion up hoping that would erode down the volcanoes but I'm wondering if it was just eroding the surrounding area. Now trying same with low erosion.

Any ideas?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JAFANZ on June 17, 2012, 03:21:25 am
Not something I've actually tried for, but have you considered large elevation meshes?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Intrinsic on June 17, 2012, 09:33:48 am
"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)

1st time i've tried someone else's worldgen and that location you posted has more massive bonuses which i noticed on a quick embark test, i'll spoiler it so as not to ruin the surprise for anyone.

Spoiler (click to show/hide)

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on June 18, 2012, 01:02:10 am
Not something I've actually tried for, but have you considered large elevation meshes?

Had some success with a lot of 60-80 elevation meshes, low X and Y elevation variance (set to 50) which seems to make hills surrounding most volcanoes. High erosion cycle counts seems to be counter productive as it just erodes everything else but not the actual level of the volcano.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on June 18, 2012, 09:31:27 am
...  High erosion cycle counts seems to be counter productive as it just erodes everything else but not the actual level of the volcano.

Yeah, as far as I've seen, volcanos and the massive elevation changes/terrain resulting from them are placed after layers, after erosion/rivers/lakes, after pretty much everything that could be used to make a difference in their appearance.  Whether or not you get one at embark level appears to be completely random.  I've never seen any of the mesh settings affect volcano elevation in any predictable way, either.

It's unfortunate volcanos are so darn convenient.  What would be really handy is if the embark finder detected underground volcanos/lava tubes, rather than just those few that are at the surface or higher than the embark level.  I'd be happy with a lava tube between the embark layer and the top of the first cavern, for example.  In fact, that would be more desirable than a surface volcano, for most of my large projects.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Urist_McArathos on June 18, 2012, 01:33:15 pm
I'm struggling for an embark that is juuuust right.

-Iron + Flux + Decent mineral contant (I usually set mineral scarcity to 700 or so; I would be happy with an abundance of one or two metals besides iron rather than a bunch of everything).  Iron + Flux + one good trade metal (gold, silver, or even tetrahedrite) + something like nickel or lead would be awesome.  I don't care about coal on site.

-Surface magma.  No particular requests there, just magma that I don't have to dig 100+ levels for.

-Brook, at least.  I like having a fishing industry, and while a river or stream or waterfall would be just sweet, I'd consider anything with surface water I can fish a success.

-Some trees on site; it doesn't need to be a forest, and otherwise I'm not picky on biomes.

-Sand and clay on site.  I know this one's the hardest part, and its where I'm getting stuck.  I really, really want a glass and pottery industry though.  Even one tile of the embark with sand would be plenty, but I figure it'll be hard to have trees and clay next to a sandy desert WITH a volcano, plus my mineral wants.

-Other civs for trading/war.  I don't want to be isolated on an island; I need my Goblin Christmas.

Anyone who could offer me advice or some good seeds would be much appreciated.  I have tried tweaking the gen parameters, but I must not know much about what I'm doing; I get lots of rejects and even after using them anyway still have trouble finding what I want.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: yamamushi on June 18, 2012, 07:02:26 pm
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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Urist_McArathos on June 18, 2012, 09:27:39 pm
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

I'll need a field guide; I don't use reddit so it's a bit baffling for me.

I did manage to use PerfectWorld to gen a...fit, of sorts.  Aesthetically, it's ugly...VERY rocky and mountainous, but it has everything I want.

Native Copper, Tetrahedrite, Hematite, Obsidian, and Flux stone all visible plainly from the surface, along with clay and sand on site, trees, a river, and it's all joyous wilds.  I don't know what the wealth or underground are like, and I believe there's an aquifer along half the embark, but if anyone wants it I'll post the seed.

EDIT: Seems to be a fair number of Haunted/Joyous biomes bordering each other in places.

EDIT2: Man, this embark is ridiculously laggy.  I'm wondering if there's something going on in the caverns I can't see, since the magma pipe has inadvertently revealed them, in a way: I can't see in the caverns, but clearly they count as discovered or something because I have cave moss growing in my underground soil.  I usually run a 5x5 embark at 200+ FPS without issues for the first couple years, even with running water on site.  Yet I've barely done any digging, and haven't messed with the river at ALL and I'm frequently getting lag spikes where the game hangs for a few seconds before updating, and my FPS is down to 110.  Granted that's still good, but to lose half my usual rate this early in (it's not even winter of the initial year) has me VERY worried about the long-term life of this fortress.

I could post the seeds and see if someone could find a likely culprit if they've heard of this behavior before; otherwise I'll just try to find a better site and keep at it.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on June 20, 2012, 11:35:00 am
Quick question, I generated a world with a random seed, is there any way to find out what that seed was later on?

@Urist_McArathos with the Masterwork mod you can grind boulders into sand, unfortunately it's only up to v34.10 atm. 
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on June 20, 2012, 12:18:39 pm
Quick question, I generated a world with a random seed, is there any way to find out what that seed was later on? ...

Yep, copy the save dir, abandon the copy, start in legends, and press 'p'.  The worldgen parameters will appears in the df install dir as a text file.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on June 21, 2012, 01:02:44 am
Ahh, thanks very much vjek
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JAFANZ on June 21, 2012, 01:40:12 am
Alternately, use "Export Local Image", & all the usual text files (Params, History, Pops) will also be created in the game root directory along with the exported image (which you'll probably want to delete).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on June 21, 2012, 04:42:10 am
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.   :P

Spoiler (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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on June 21, 2012, 11:41:11 am
OK, I got a new one, for all you flat volcano with river lovers out there! It's a nice warm 'n' wild river with piranhas and such and there is a volcano 1 z-level  above the embark elevation. This means it's possible to tap the magma to make a lava moat around your fort if you dare! All on a 3x3 embark, it has clay but no sand.

Spoiler (click to show/hide)

The map has a load of other good sites, at least 3 other river volcanoes, lots of good and evil biomes, I even found one 3 way good/neutral/evil wild spot on a 3x3 with clay and sand although the minerals aren't as good as Orius's embark above, that will be hard to beat!

Here is the location of the above embark screenshot on the map:

Spoiler (click to show/hide)

A word of warning, this recipe is based on my Lost Valley one, it has LOTS of titans and megabeasts, I have playtested it though and it's not been problematic so far. The difference with this recipe is that it is mostly highlands with some low areas and more then a few peaks. The idea was that if volcanoes' elevation is static then by raising the general elevation is more likely to produce a flat volcano.

I'm not sure what minerals you'll get as I'm playing with the Masterwork mod but there are sufficient basic ores and some trade ores lower down, one challenge you may face is that there are no gems until you get to the level of the 1st cavern. I'd be interested to find out what you get if you try this on unmodded DF. Oh, don't want to give too much away but the candy situation looks good.

Here is the actual seed:

Spoiler (click to show/hide)
 

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: WJLIII3 on June 21, 2012, 11:00:35 pm
Spoiler (click to show/hide)

Did the seed for this world get posted in here? I would like it very much. Or if anyone has a spot like it. This is my dream embark, assuming it has iron and flux. Seems everyone prefers flat sites in here.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Urist_McArathos on June 21, 2012, 11:42:00 pm
THIS is the most badass site I have ever genned:

...

Have fun with Armok's playground.

You sir, have answered my prayers.  I'm off to play!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Nameless Archon on June 22, 2012, 12:07:32 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on June 22, 2012, 09:43:46 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: WJLIII3 on June 22, 2012, 10:28:20 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on June 22, 2012, 10:36:00 am

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.

Was thinking you could build a staircase going down the cliff, overhanging the river, then have your main entrance in the cliff halfway down. You would have to decide what you were going to do with the trade depot, leave it on the surface or try to make it go down the cliff too.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: WJLIII3 on June 24, 2012, 07:38:21 am
Well give us the seed!!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on June 24, 2012, 08:12:28 am
@WJLIII3 sorry, didn't want to spam the topic if nobody was interested  ;D

it's actually the same seed as the one I posted before:

Spoiler (click to show/hide)

At this location:

Spoiler (click to show/hide)

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.

If anybody is interested here is a preview of my map pack, 5 random medium maps in my style with different flavours in one handy pack. Going to do a bit more play testing before I do a big post but any feedback would be appreciated:

Spoiler (click to show/hide)

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Urist_McArathos on June 24, 2012, 04:05:29 pm
More seeds that reliably produce certain kinds of worlds are always welcome here; everyone has different tastes and needs, and the more we have in the cookbook, the more we have to draw upon as a community (with a bonus that we increase our understanding of what alterations to the seeds create which results, allowing us to make better customized worlds).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on June 24, 2012, 05:07:03 pm
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.

Yeah it is.  I usually go to the mouth of a river and backtrack along it to help me find spots that are in the middle of nowhere.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on June 26, 2012, 11:12:04 am
In case anyone is interested and for future reference I'm doing some worldgen research here http://www.bay12forums.com/smf/index.php?topic=112132.0
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: WJLIII3 on June 26, 2012, 05:27:32 pm
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.

Was this genned in .11? I can't seem to find the site. Anyway, I'm looking for towering volcanoes, now.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on June 26, 2012, 05:43:15 pm
@WJLIII3 aww sorry, I was still on 34.10 at the time as the DFHack update for 34.11 wasn't out at the time. I just tried it with 34.11 and it looks different, similar but not the same. Might have been because I was also using Masterwork mod which I did mention but I didn't realise at the time it might change the world gen.

In future I will use vanilla when posting here to ensure they can be reproduced.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lich180 on June 26, 2012, 06:17:10 pm
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.

Seed parameters are
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on June 26, 2012, 07:49:34 pm
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:
Number of Regional Interaction Types to 1000
Number of Evil Cloud Types to 1000
Number of Evil Rain Types to 1000

And you'll get evil weather on any/all evil biome(s).   Within seconds of embarking, in my experience.
Fair warning, though, constantly raining blood/sludge/mucus can be a killer on the FPS!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Xenos on June 26, 2012, 09:49:12 pm
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.   :P

Spoiler (click to show/hide)

Have fun with Armok's playground.
:'D Armok bless you good sir.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ai Shizuka on June 27, 2012, 12:59:47 pm
Not sure if I'm doing something wrong or the game simply ignores my settings and pulls out random stuff.


I'd like a not too deep world. No more than 60 z-levels between the surface and the magma sea. Two or three cavern layers, I don't care, but they need to be shallow (2-3 levels max) and open.

Right now I'm setting it to:
two layers (ok)
minimum value above the first layer (totally random, I got anything between 6 and 60 levels above the first cavern with the same settings)
minimum value between cavern layers (this seems to be working)
max openness and min passages (ok)
cave min size 1 and max size 2 (this is random - I don't get huge caverns but the max value is ignored, up to 7-8 levels)


I don't know if the depth of the magma sea is constant across an entire world.
If not, I need it to be shallow on an ocean site, untamed wilds.


To sum it up:
- EDIT: medium world, don't care if region or island. If region, 2 ocean sides
- entire world with shallow magma sea (no more than 60 z-levels below the surface)
- two or three cavern layers, open and shallow (3 z-levels max), min water 20
- mineral scarcity 5-600

If entire world with shallow magma sea isn't possible, I'd like:
- untamed wild ocean site with shallow magma sea
- caverns as above
- decent amount of metals (iron and some shiny stuff, not necessarily gold)
- flux not required, everything else optional


I'll keep trying, but this thing is making me rage.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on June 28, 2012, 01:49:12 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: rdhghd on June 28, 2012, 02:02:54 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ai Shizuka on June 28, 2012, 11:15:35 am
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.

Thanks for the input.

I searched ocean sites only, so I don't think elevation settings are going to change my results. I'm already starting at sea level.

Will look into rejection parameters and your map.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on June 28, 2012, 02:43:15 pm
@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. 
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on June 30, 2012, 02:21:23 am
Anyone interested in this fine world:

Spoiler (click to show/hide)

Here's the seed.

Spoiler (click to show/hide)

I almost aborted when I started this up, because the world name came up as "The World of Dawns".  So inappropriate for what I was going for here.  But then I decided to keep it for the twisted irony, and let's face it, it IS a world of dawns.  They just happen to be Romero-style dawns (http://tvtropes.org/pmwiki/pmwiki.php/Film/DawnOfTheDead).... 

I reduced all good square counts to 0 (after my first attempt gave me a big ass good swamp in the middle of the map), bumped evil square counts WAY up, and for good evil measure increased evil rains and clouds to 500 and nearly doubled the amount of night trolls and bogeymen types.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: HraTaika on June 30, 2012, 03:57:06 am
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: TopHat on June 30, 2012, 04:58:03 am
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.   :P

Spoiler (click to show/hide)

Have fun with Armok's playground.

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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on June 30, 2012, 09:56:01 am
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. 
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: HraTaika on June 30, 2012, 11:06:48 am
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.

Very much appreciated!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on June 30, 2012, 04:00:59 pm
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?

Maybe.  I've read different OSes can read the seeds differently.  Still, if the world geography is the same, and the only significant difference is the good and evil placements, you might still have the same mix of minerals and ores, just not as much excitement.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: HraTaika on July 01, 2012, 06:08:44 am
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'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.

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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on July 01, 2012, 07:40:45 am
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?

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. 

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?

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: HraTaika on July 02, 2012, 04:13:48 am
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.

Good to know. Will do the same then!



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.

Hmm.. changing the mesh size and elevation spread doesn't seem to work, they mainly remove around 40% of the more elevated areas. I seem to get the most coherent hits with your first suggestion (32x32, 3.2.0.2.3). The interuption idea is pretty good, will work with that.

Then again, I was kinda wondering if I could do something with the rains and erosion? Maybe get valleys 'walls' which are narrower?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SAFry on July 02, 2012, 10:12:56 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ai Shizuka on July 03, 2012, 10:05:53 am
@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.

Yes, weird stuff happening on ocean sites. I also got got some weird caverns, sort of cut in a straight line at the border between biomes.
I finally got a site with magma around level 40, wich is good enough.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: HraTaika on July 03, 2012, 12:39:59 pm
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.

All good ideas, thank you!

Turning the elevation X and Y variance up to 1200/1200 resulted into very nice formation, will keep that as a base from now on. Also playing with the erosion and the elevation mesh weights resulted into some very nice formations, though the results weren't as constant. The river to lake idea is interesting because I was planning on doing a (local map) island embark so figuring that out for this world would get two birds with one shot.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lielac on July 03, 2012, 07:52:56 pm
Ok, guys, I need a 3x3 embark, calm or wilderness, all but one side/corner embark tile (that's much lower than the rest) filled with a MASSIVE glacier. By massive I mean at least 20z thick, and by glacier I mean no pansy stone before at least 20z below the surface of the ice. This is a serious project I have in mind, and it involves nothing but ICE ICE ICE. And cavernous structures, that's why I need a 20z thick glacier. (hey guys can you make mugs out of ice 'rocks'? :D)

Is this even possible, by the way? 'Cause if someone's tried and failed miserably tell me now so I can rework my plans.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 03, 2012, 10:40:02 pm
... 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. :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Friendstrange on July 03, 2012, 10:57:50 pm
I am perhaps asking for the impossible. But Im sure it can be done. Im just several worldgen an maybe a few teaks away.
The checklist goes:
Shallow and deep metals(particulary iron), preferably with much soil. Flux is optional.
Volcano.
Terrifying biome with evil grass. The grass is important.
A savage desert, for sand and Giant Desert Scorpions.
A Necromancer tower nearby.

I am unsure how to increase necromancer towers though.

EDIT: I forgot to add: A clown tent is very very very desirable too, but not absolutely necesary.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 03, 2012, 11:02:38 pm
... Terrifying biome with evil grass. The grass is important. ...

When you say evil grass, do you mean eyeballs, or glumprongs, or tentacles, or sliver barbs?  Or something else?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Friendstrange on July 03, 2012, 11:18:03 pm
Eyeballs and tentacles. There is no way of knowing for sure an embark has some other than embarking as some grass seems to overpower the evil one. Glumprongs would be nice too.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lielac on July 03, 2012, 11:47:03 pm
... 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.)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Corai on July 03, 2012, 11:52:24 pm
... 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.)

For a few levels underground ice still freezes. So if you mine out the levels then flood them one by one they should freeze into ice. Too deep and it just thaws though.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 04, 2012, 10:43:00 am
... 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:

Generate your world with at least 20 "Z Levels Above Ground" in advanced worldgen.
Use only one cavern, with at least 10/15 for "Cavern Layer Water Min/Max"
Dig down to the first/only cavern where there is water.
Make some buckets.
Designate the cavern water as a water source.
Designate an area on the surface to be a pond.

Theoretically, the dwarves should haul the liquid water up to the surface bucket-brigade-style, where it should more or less freeze instantly into ice?  Then all you need to do is dig up from underneath some stairs, and continue building upwards to get your enormous ice cube.

It might not work if the water freezes in the bucket on the way up.  Dunno!

...

I tested this with dfhack liquids and it works if you place water 2/7 on the surface you instantly get an ice wall with a -36 worldgen (9937 U probed) temp embark.  It takes time, though, when placing water on a large surface like this.  It takes many seconds for the water to freeze. 

The dwarves are fine at this temperature, never fear!  In a vanilla DF 34.11, where I did this testing, the dwarves (and their anmials) were on the surface for at least a month in 9937 U with no ill effects.

After more testing, using 1/7 works, it just takes much longer, and the ice doesn't freeze in big blocks (16x16) but instead in small blocks (single tiles) and multiple layers of water are required.  2/7 works much more predictably.  You still have to build in layers, though, or the water has a chance to run a bit and ruins the nice sheer ice cliff face. :)

Here's what I was able to accomplish in a few minutes:
Spoiler: icewall (click to show/hide)
I had dug a tunnel into the ice wall, then designated some stairs upwards to see if that would work, and it works fine.  Let me know if you want more detailed instructions, but it basically boils down to dfhack liquids 2/7 , build one layer at a time, and you can have your ice cliff !
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lielac on July 04, 2012, 11:13:07 am
@vjek: Oh, HELL yes. Now all I'll need is a nice flat tundra embark and I can get that myself. WHOO!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 04, 2012, 01:01:02 pm
@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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lielac on July 04, 2012, 02:57:12 pm
@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)

Eeeeahahahahahahahahaahha thank you very much.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Friendstrange on July 04, 2012, 09:13:20 pm
Ive managed to generate a savage rocky wasteland, next to a terrifying, expansive temperate savanas (which also connects to terrifying desert, rocky wasteland and shurblands, all in the same 4x4 and 3x4 embark zone, NICE), next to a terrifying ocean, and with multiple metals, clay and sand. AND near a tower. There seems to be plenty of faint yellow diamonds under the ocean as well, nice.

But no volcanoes. I think this is the closest I can get. And the world has around three zombie dragons to boot.

Would have loved some volcanos though.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: dudemauler on July 05, 2012, 10:07:10 pm

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 06, 2012, 07:43:29 am

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: TopHat on July 06, 2012, 09:02:08 am
I have a request.
Terrifying glacier, with aquifer and demon fort.
multiple necromancer towers nearby.
no other conditions.
Thanks in advance.
 
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Urist_McArathos on July 06, 2012, 09:55:48 am
As a reminder, demon forts are something you should consider optional when asking for an embark.  One per 16x16 square is set in stone, and cannot be affected by worldgen.  You have a 1 in 4 shot; to statistically ensure a demon fort in a 4x4 embark we'd at least need four different world gens that all fit your specifications.

So, while not impossible, just bear in mind that even if your site request is something as simple as "iron and flux together on site", adding in "demon fort" increases the difficulty by a significant factor.  :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: TopHat on July 06, 2012, 12:36:16 pm
Okay, forget the demon fort.
The whole square will have one, so just terrifying aquifer glacier w/ necro towers.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on July 06, 2012, 11:56:16 pm

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.

Since that world seems to be so popular, I placed it up on the file depot:

http://dffd.wimbli.com/file.php?id=6629



Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: backora900 on July 09, 2012, 10:30:29 am
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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Friendstrange on July 09, 2012, 11:19:25 am
Wait, prospector can tell if there is a clown tent? Is it using "prospect hell"?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Snateraar on July 09, 2012, 11:32:01 am
Looking for a nice somewhat-newby world with a fairly fat cliff and lots of soil, lots of trees. Should also have some kind of lignite or coal and some metal ores. Also, magma pipe.

For bonus points, all of the above and a river.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: backora900 on July 09, 2012, 11:46:18 am
Wait, prospector can tell if there is a clown tent? Is it using "prospect hell"?
"prospect all" with the newest(?) DFHack
And apparently it can.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Rez on July 10, 2012, 06:47:35 pm
Couldn't you just look for slade?  Unless you're talking about the special kind of circus.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Urist_McArathos on July 10, 2012, 11:28:37 pm
Couldn't you just look for slade?  Unless you're talking about the special kind of circus.

Slade exists on every map, regardless of other HFS features being present or absent.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: San-A on July 16, 2012, 11:32:48 am
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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 16, 2012, 12:19:34 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MasterShizzle on July 16, 2012, 04:42:17 pm
Flatcano! In my search for an all-around decent boring safe volcano site, I managed to get this:
(https://dl.dropbox.com/u/62441899/FlatCanoEmbark.PNG)
Spoiler (click to show/hide)
Prospector's report:
Spoiler (click to show/hide)
Reasonably flat heavy forest, plenty of shrubs. 8k Iron distributed over a dozen levels, flux, clay, and a magma pipe at embark level ripe for the digging. One z-level above the magma surface is some magma-safe alunite, plenty of other assorted minerals as well. Enough gold for some good furniture/whatever. An ambitious overseer with FPS to spare could expand out to include that river, but I don't really think it's necessary. Enough trees make up for the lack of coal-bearing minerals. The whole map is less than 50 Z-levels thick.

I haven't checked out how the caverns will be, but this should be a fun one for a rookie.

Seed:
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: San-A on July 16, 2012, 04:44:27 pm
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.
Thanks!  :)

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 og steel, gold, etc. ?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 17, 2012, 09:10:35 am
... 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.

I have generated worlds in the past with no copper or no iron available on embark, but I've never checked to see if the goblins show up with different metals in each.  I do recall a particular map where the goblins only came with copper and leather, never iron, but I don't remember the overall minerals for the world.  And I play without caravans, normally.  :-\
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Un67 on July 17, 2012, 10:48:03 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 17, 2012, 01:07:46 pm
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.

This should be close.  You can let it run for as long as you want, but if you let it run the full history, it should end up with 21 necromancer towers, 45 tombs,  8 roc's, 9 dragon outcasts, 32 titans, 24 minotaurs, 3 giants, 2 bronze collosi, 21 cyclops, several horror/shadow monsters, 73k goblins, and a variety of other nasties. 

It also has some human settlements to get gear, 22 camps, 79 lairs, 24 labyrinths, 34 shrines and 38 fortresses spread out here and there.  33x33 world.

Civilized World Population

   1076 Dwarves
   8233 Humans
   73212 Goblins

   Total: 82521

It's mostly grassland, so trees are not a huge impediment while traveling.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Un67 on July 17, 2012, 02:03:36 pm
 :o

Now THAT is impressive. Usually I just end up with a bunch of lairs with semis whenever I try to generate adventure worlds. Kind of fun, but killing a bunch of semi-megabeasts gets boring really quickly. I'll see what I can make of this :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: uncool on July 18, 2012, 05:08:31 pm
Well, I finally upgraded versions, and it turns out the old seed doesn't work any more. Can anyone help me find a world with the following:
Quote

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-
=Uncool-
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: dudemauler on July 18, 2012, 06:13:34 pm
Maybe this has been requested before, but I would like:

high savagery volcano embark with iron and flux.

That's it.

Thanks!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MasterShizzle on July 18, 2012, 06:44:51 pm
Maybe this has been requested before, but I would like:

high savagery volcano embark with iron and flux.

That's it.

Thanks!
Simple enough. Try this:
Spoiler: Seed (click to show/hide)
Spoiler: Embark (click to show/hide)
Spoiler: Prospector (click to show/hide)

10K iron, flux one level below embark, 3 cavern layers, untamed wilds.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: uncool on July 18, 2012, 07:49:34 pm
I've found an example of the site I was looking for. Only took 10 tries, too. Anyone want a copy?

ETA: The elves may even have sun berries! I'm hoping...
=Uncool-
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: nukedorbit on July 19, 2012, 12:33:33 am
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.  ???
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: backora900 on July 19, 2012, 03:55:41 am
...
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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: nukedorbit on July 19, 2012, 10:59:16 am
...
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

That's pretty awesome.  :D I'm on Win7, I genned it quite a few times (until I could get it all the way to 150), but my world always appears upside down, compared to the screen shot included. The south is Scorching/Hot, the North is Freezing/Cold, and all the evil biomes are in freezing.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: uncool on July 19, 2012, 12:29:15 pm
Here're the seeds for my place.

Code: [Select]
[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.

I've checked most of the civs at 200, and one of them has star sapphires; another has both platinum and aluminum. None of them have elephants or giraffes, unfortunately. I'm going to 200 this time, and hoping for all of the above (as well as elves having sun berries).
=Uncool-
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MehMuffin on July 20, 2012, 03:21:34 pm
Looking for an embark on the border of temperate and tropical forest, both savage, one or both good, and a stream or brook. Preferably shallow flux and iron.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: dudemauler on July 22, 2012, 12:11:20 am
Guys,

I need a volcano with an entire LAYER of flux at least and a decent amount of iron.

I would also like there to be clay and sand and high savagery.

Thank you!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: BrisoS on July 25, 2012, 06:02:05 pm
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.   :P

Spoiler (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.

Anyone knows if this will have magma available? I have not played DF in a while but there used to be a way to know if magma pipes/pools where around from the embark menu, wasn't there?

Also wondering if it's normal that the world I spawn in is covered in snow and that the rivers are underground. Did not look like this was the case in the screens.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: dudemauler on July 26, 2012, 12:30:08 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: BrisoS on July 28, 2012, 01:37:33 pm
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.

Got the river part - didn't realize the water could freeze and then snow could cover it. Kinda awesome! I thought I'd care about having magma right away but it turns out I don't even have time to think of it.

I made it to year 2 but I'm starting to lose it. I'm getting 20+ Migrants every season and it's just growing too freakin fast for me. I'm at 74 right now and don't have jobs for more than 15 of them.

Back to questions: Lost my first dwarf along with my 4 war dogs to some Raven Man Corpse. I have a 6-man squad equipped with bronze and iron weapons and they made short work of it once they finally got to my fort's entrance. I felt much safer with 4 wardogs leashed right at the entrance though and now they're gone. So question:

1)Can I capture, tame, and leash-up creatures called "Kangaroo Man"? It's saying animal, I think, in the unit screen. But it's not actually a kangaroo, it's a kangaroo-man. I bought a Giant Dingo from a caravan but he's alone and if 4 wardogs could not kill one undead raven, I doubt the dingo can.

2)Any tips on how to position the restraints to ensure more than 1 wardog will fight if they are attacked? I believe they can only move 1 square from the leash, so the raven came from the side and just fought the dogs 1 at a time. I had them placed like this:

XXXX  <-R

X=leash with a dog
R=Raven

I'll try a square next I guess. Or can I use z-levels somehow?

3)can I just use a "zone" / pasture and put my wardogs in it permanently? will they move and fight and help each other if I do that?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Angle on July 28, 2012, 02:07:46 pm
I don't know about the first two, but you can totally dump your dogs into a pasture. That's what I always do with them.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: WJLIII3 on August 10, 2012, 06:33:57 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Gentlefish on August 10, 2012, 11:37:11 pm
I want to try my hand at making a world with sheer cliffs into mountains.

I've got perfectworld, what would be the best way to check the world without actually embarking on various sites to see if there's something I like?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: orius on August 11, 2012, 04:24:39 am
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.

Turning off periodic eroding of extremes may help.  Beyond that, you'd probably have to play with the elevation setting and meshes and stuff.  If you're looking for lots of canyons and stuff, you could try out IsoWorld (http://www.bay12forums.com/smf/index.php?topic=70700.0), that'll show you elevation extremes, just follow rivers until they carve trenches into the landscape.  Kind of like this:

(http://i.imgur.com/f9q1j.png)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: lightrow on August 19, 2012, 11:39:04 am
Hey guys! Is there any way to get an embark such as this one?
 http://mkv25.net/dfma/map-4499-clockworks

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: BEvilR on August 30, 2012, 12:11:55 am
Hi guys, I'm looking for something really specific here, that maybe impossible to find. I want to create SeaLab.

I'm looking for a large lake, that freezes in at least winter, and thaws in at least summer. The larger and deeper the lake the better, but pretty much all other parameters are secondary. If there are (in order of importance) trees, sand, a source of flowing water unconnected to the lake, and magma, that would be ideal.

A version of these parameters involving an ocean would be fine too, but oceans don't freeze do they?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: BrisoS on August 31, 2012, 12:40:28 pm
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.   :P

Spoiler (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.

I've played about 15 fortresses on this map and wanted to say thanks. It's actually a great newbie map to learn about all the different biomes. I died a lot to the undeads at first but got a hang of it quickly.

I want to try my hand at a similar embark but with some elevation. Does anyone have anything decent? I don't need the evil biome necessarily but I still like playing with lots of all the different metals. Any rich embark with elevation would be great.

Also how do you guys find out the mineral amount of an embark? Is that part of the seed file?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Cozmopolit on August 31, 2012, 03:55:51 pm
Also how do you guys find out the mineral amount of an embark? Is that part of the seed file?

dfhack's prospect command. If I remember correctly there were other options aswell.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MasterShizzle on August 31, 2012, 04:07:36 pm
"prospect all" will give you the full run-down on all the materials in your map. It's handy for a lot of things besides just ore.

If you look at the Z-levels it shows for different materials it gives you a decent picture of your map. I look at the wood section to determine where the caverns start (Tower-caps are on the first cavern levels, so the highest Tower-cap floor is the first level of cavern 1, etc.), and the magma stats up at the top will tell you if you've got a magma pipe somewhere or just a plain magma sea.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: BrisoS on August 31, 2012, 05:27:33 pm
Neat. How accurate is the pre-embark prospect? Or do you have to embark to get the details?

Anyone with an embark with a good amount of 1)elevation 2)minerals 3)wood? Untamed wilds a plus!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: BrisoS on September 10, 2012, 07:41:38 pm
Can someone post any kind of seed with a decent embark with:

1)elevation (don't even need a mountain, just some above ground z levels)
2)metal
3)flux
4)gold

in abundance?

Please?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Verpace on September 10, 2012, 08:55:32 pm
So i'm new to this and not sure on how to use world gen but I was hoping one of you fine gents might have one where its haunted with high mountain cliffs and a river that cuts through the mountain. 
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: decev on September 14, 2012, 11:10:00 am
I just won world generation.

Generated in 34.11
Spoiler (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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Socrates27 on September 14, 2012, 02:27:21 pm
Sorry, I'm a bit daft, do you mean clown car plus check as in there is a fortress at the bottom?  Because that's a requirement for me.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: decev on September 14, 2012, 02:30:42 pm
Indeed there is, it starts in the third cavern layer. It's in the upper left tile of that 9x9 embark shown.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Artinnio on September 16, 2012, 04:56:15 pm
Hey, I'm trying to make a good biome (or find one) preferably "serene" and "warm" with no aquifer
Can anyone help me? Or at least give me directions to generate one in a new world?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: TopHat on September 17, 2012, 11:19:57 am
I just won world generation.
Quote
has anyone got anything like this for mac?

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MasterShizzle on September 17, 2012, 11:21:30 am
Hey, I'm trying to make a good biome (or find one) preferably "serene" and "warm" with no aquifer
Can anyone help me? Or at least give me directions to generate one in a new world?
If you don't want aquifers, you can just turn them off in the init files. It won't affect anything else about world generation.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: daveralph1234 on September 17, 2012, 12:06:58 pm
Hey, I'm trying to make a good biome (or find one) preferably "serene" and "warm" with no aquifer
Can anyone help me? Or at least give me directions to generate one in a new world?
If you don't want aquifers, you can just turn them off in the init files. It won't affect anything else about world generation.
Aquifers are in the RAW files, not init.
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.

For more good biomes, use advanced world generation, copy and edit one of the existing entries, go to the bottom of the list of options and start scrolling upwards from there, there should be a few options regarding good and evil biomes, if your not sure what to do with the values, start by just doubling them, too higher values can cause map rejection I believe.
About halfway down that options list, there will be 3 options regarding temperature, the maximum, the minimum and the variance, if you set the min and max to the same value and the variance to 0, most of th world will be approximately that temperature (there will still be some variation for some reason).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MasterShizzle on September 17, 2012, 12:17:40 pm
Aquifers are in the RAW files, not init.
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 stand corrected, sir. Thanks! I guess I got confused; I usually use the Lazy Newb Pack to disable aquifers.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: daveralph1234 on September 17, 2012, 12:51:27 pm
Request
Map with flux, iron and an aquifer. D shaped steep mountain (flat all the way along all edges of the map except the one its permeating from) at least 5-z high, the steeper the better. Preferably with trees, without brooks or rivers, and area not much larger than 4x4 region tiles (3x3 being ideal). The area not part of the mountain should be as flat as possible. Coal would be a bonus but isn't required.

I'm looking to build an iconic dwarven fortress into the side of the mountain with fortifications carved into of the cliff face. Aquifer required for various water powered devices, best if it runs all the way across the map and isn't more than 1 layer thick.

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: BrisoS on September 21, 2012, 01:29:04 pm
I just won world generation.

Generated in 34.11
Spoiler (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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MasterShizzle on September 21, 2012, 01:31:10 pm
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: BrisoS on September 21, 2012, 01:48:46 pm
Not sure. I tried several times. Went back to other seeds on this thread and had no issue there.

Sucks, it looked interesting.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: TopHat on September 22, 2012, 02:51:09 pm
I'd like a save too.
As far as I'm aware, saves are mac-compatible.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: thrush_titan on September 25, 2012, 09:23:37 pm
So there are a lot of really cool embark sites here, how about some really terrible ones though

I'm talking sites that get you numerous gob and undead invasions per year, at least partially evil, maybe savage (but with actual dangerous animals not just millions of derpy bug-people)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: decev on September 27, 2012, 05:29:11 pm
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?

None that I'm aware of. Uploaded save here:
http://dffd.wimbli.com/file.php?id=6966
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Shininglight on September 27, 2012, 05:35:02 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MasterShizzle on September 27, 2012, 05:42:11 pm
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.

Try putting the volcanoes down to 15 or so, set volcanism from 1 to 100, low variance, and use the volcanism mesh in something like 100/0/0/0/1. You'll have areas with little to no volcanism right next to high-volcanism areas, where volcanoes can occur. It doesn't always work, but it's a start.

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Shininglight on September 27, 2012, 05:47:17 pm
what about getting clown forts?  or is that entirely random?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: decev on September 27, 2012, 06:38:57 pm
The save I just posted has iron volcanoes and a clown fort.

If you do a 4x4 embark you have a 1 in 16 chance of getting a clown fort, because there is one clown fort tile in a 16x16 area. So it's actually asking a lot to have all the stuff you want plus also a clown fort. To find it you need to use dfhack reveal hell. Embark on a 8x16 area to find where it is. If you do 16x16 DF will just crash.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MehMuffin on September 27, 2012, 08:29:12 pm
Sorry about this, but I'm trying to find a world with a savage temperate forest bordering a savage tropical forest and a savage tropical swamp. With a brook/stream. With iron and flux. With (hopefully, but not necessary) a good biome in there.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: KoffeeKup on September 28, 2012, 05:27:32 pm
I like worlds with a lot less ocean and a lot more land. Something like Pangaea, lots of connected land mass surrounded by water. I was thinking of changing the range of elevation to make more land above sea level but are there any other ways I could get more land to walk around on? You can't really build a fortress in the middle of the salty deep, and we don't have boats yet.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: megahelmet on September 28, 2012, 05:38:14 pm
In advance worldgen params, turn minimum oceans and partial oceans to 0. You'll still end up with 1 or 2, but they will be a great deal smaller.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: KoffeeKup on September 28, 2012, 06:48:35 pm
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.
 
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: AndreaReina on September 29, 2012, 07:23:19 am
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).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MasterShizzle on September 29, 2012, 04:29:36 pm
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).
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Exovian on September 30, 2012, 01:53:24 am
Ok, I have an odd request. I'm looking for a Joyous Wilds area with a river, shallow and deep metals, and limestone. No other type of flux will work, as I'm looking for malachite, preferably lots of it. Thanks!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: nbp on September 30, 2012, 01:46:45 pm
I've been fiddling with the advanced worldgen parameters for a while, and have finally made a map with an embark that's got just about everything I want!  It's got a flat volcano, flux, and 12k iron.  It'll also let you churn out bronze (~9k each of tetrahedrite and cassiterite), and precious metal goods (20+k gold and 11+k galena).  It's got just over 3k adamantium.  Both sand and fire clay.  The embark spans both joyous wilds and terrifying, giving you access to both sun berries and sliver barbs, as well as an extra heaping of fun.  There are aquifers for miscellaneous hydro projects, but they don't cover the whole map, giving easy access to the deeper layers.  Although there's no source of coal for super-easy steel, the area is well supplied with trees, with over 1000 of them on the surface.  Neighbors include not only elves, humans and goblins (who are already at war), but also two different necromancer towers.  I built this world with the hope of building some sweet above ground cast-obsidian megaprojects, so there are a little over 60 above ground layers to play around in.

I'm about to start my fort on this embark, but the only real drawback I can see so far is that iron anvils are sadly not available.  Be a real dwarf, and use steel.  Otherwise, kick some ass.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lich180 on October 04, 2012, 07:43:38 am
After playing with a few settings (and editing the RAWS to make this possible) I have spawned quite a FUN world. I wanted to play around with capturing, taming, and breeding megabeasts, so dragons, hydras and rocs were made to lay eggs and have children. I also wanted a pretty little evil area to make a home in, preferably with some Fun weather, because who doesn't like blood rain and thralling clouds?

Bumped up the evil/good areas, played with savagery and volcanism, and tried to increase the amount of evil rain/dust/cloud, as well as made there be many more megabeasts and titans than usual (need breeding pairs of megabeasts, and they like to get themselves killed, the more there are the less they die).

Anyways, after checking legends, I find this list of beasties:
Spoiler (click to show/hide)

Now, I haven't quite embarked yet on this map (the ones I've tried got wiped out by zombies very quickly) so I've just selected a random site for a screenshot of the world.

Spoiler (click to show/hide)

That spot that is selected has sand, marble, around 1k platinum and 7.5k candy for ores, and various rare gems. Nothing else of note there, so I'm gonna embark elsewhere.

I would post the seed, but I'm at a loss for how to extract that data for you guys. I know its somewhere in this thread or forum, but I'm tired and can't think of where it was. I'll post it if anyone would be interested, and someone tells me how to get it.

Keep in mind, you might need to change your raws to what I have:
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: DNK on October 04, 2012, 09:38:01 pm
One things I'm having problems with is generating road networks. For a small region, I've set:
sitecap = 35
civ# = 15
endyear = 250

But usually I get no roads, or perhaps just one, which gives me limited choice in terrain if I want to embark on one.

Any advice? Are there things that make roads more/less common?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: arkhometha on October 05, 2012, 02:24:38 am
What does the Number of Secret Types actually does? I read the wiki but I don't know if I set it to 1 if I will only have a necromancer slab that will contain the secrets or if I set it to 5 the wolrd gen will generate 5 slabs, or if this is unrelated.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Steelweaver on October 08, 2012, 12:47:23 pm
Can anyone share plz:
* Evil, very evil, zombie carp appreciated.
* Volcano
* Iron, flux
* Coal or trees
?

oh, and plaster plz.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: nbp on October 08, 2012, 08:00:26 pm
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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Steelweaver on October 08, 2012, 11:24:00 pm
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)

Thank you, i ll try it.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Blue_Dwarf on October 16, 2012, 12:07:11 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lopezruy on October 19, 2012, 08:46:06 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MasterShizzle on October 19, 2012, 10:18:31 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lopezruy on October 19, 2012, 11:55:54 am
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.

Wow. Good to know that 500 is a better number. Must be why my maps are void of flux.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MasterShizzle on October 19, 2012, 11:58:58 am
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.

Wow. Good to know that 500 is a better number. Must be why my maps are void of flux.
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.

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lopezruy on October 19, 2012, 12:07:21 pm
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.

Wow. Good to know that 500 is a better number. Must be why my maps are void of flux.
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.

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.
Good to know. I'll start doing that. Thanks!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: gestahl on October 19, 2012, 06:06:21 pm
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.

Wow. Good to know that 500 is a better number. Must be why my maps are void of flux.
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.

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.
Good to know. I'll start doing that. Thanks!
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lopezruy on October 21, 2012, 08:32:46 am
I'd like a world with:

Volcano - Important
Brook/Stream - Preferable, especially if there is no rain or other water source.
Metals - Any is fine. Deep and shallow preferable.
Flux - Important
Tower Civilization - Yes plz.
Biome - Preferably not Haunted or Sinister. A little bit is fine.
Cavern layers - 3 please.

Can be anywhere from 3x3 to 6x6.

Hope I'm not being impossible.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: RedWarrior0 on October 22, 2012, 12:57:49 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on October 27, 2012, 08:37:31 am
I'm trying to create an embark site with the following properties:
Volcano;
Metal ores;
Wood in decent quantities;
Not evil;
Flux if I stumble upon it;
Not freezing;
Wet.

The objective is to get a year-round production of rope reed and plump helmets.

I kind of manage, but I never get enough metal. It's always ridiculously low amounts (300 on a 4x4 embark, for example). What should I touch to get what I want?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: RedWarrior0 on October 27, 2012, 11:55:54 am
Are you playing with advanced parameters? I have an old paramset that might help with this...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on October 27, 2012, 12:18:31 pm
Yes, I am and yes, I am interested. I'm stuck to messing with parameters without knowing exactly what X does to Y and how it prevents Z from happening. It's pretty tedious  >:(
Volcanoes are easy, but specific biomes are much harder.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: RedWarrior0 on October 27, 2012, 12:22:27 pm
What sized world were you thinking?

For 257x257, try this, and adjust other preferences (megabeasts, end year, etc.) for yourself:
Spoiler (click to show/hide)
The general idea is this:
Bump up minimum rainfall; 75 should work
-In minimum Desert, Grassland, and Hills region/square counts, change to 0, because they will only appear in rain shadows
-Change minimum mid-rainfall and low-rainfall to 0.
Change temperature to a more moderate range. This will not have an absolute effect, as there are temperature effects that we can't control, but it will help.
Change mineral scarcity to a low (100 works if you don't want flux; I use 750 so the flux doesn't get crowded out) amount
Change volcanism variances to 3200; make the middle three weighted ranges 0
-Change minimum middle volcanism count to 0.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Dwemeral on October 27, 2012, 11:01:03 pm
I need some help with with creating a waring continent continent.

I need a:

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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Drawde on October 27, 2012, 11:27:15 pm
Is there a way to get flat volcanoes?

Nothing else specific matters, I just want to try a volcano embark again, but I don't like multiple z-levels on the surface.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on October 27, 2012, 11:58:24 pm
Is there a way to get flat volcanoes?

Nothing else specific matters, I just want to try a volcano embark again, but I don't like multiple z-levels on the surface.
From what I've seen...

There's nothing specific you can do to guarantee flat embarks with volcanoes on z-1. 

For me, though, generating an entirely flat world (elevation min: 100 max 100, no variation) and then adding volcanoes and looking for them in the corners of regions, rather than the middle, that is typically where they show up.

If you have too many volcanoes in too small a world, they will extrude mountains everywhere and screw your elevations completely.  Better to have a larger world (64x64 or larger) if you want to go with max volcano count.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on October 28, 2012, 02:01:40 am
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.
That's not a flat volcano, but it's a flat embark.

Edit:
Quote
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

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:
Spoiler (click to show/hide)
Suggested embark:
Spoiler (click to show/hide)
Wold gen.txt
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...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Dwemeral on October 28, 2012, 06:45:20 pm
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.
That's not a flat volcano, but it's a flat embark.

Edit:
Quote
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

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:
Spoiler (click to show/hide)
Suggested embark:
Spoiler (click to show/hide)
Wold gen.txt
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...
thanks
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Drawde on October 29, 2012, 06:41:10 pm
Thanks for the help, I can find some flat volcanoes.

Too bad the one I currently have is erupting   :P  The magma doesn't spread too far, but the risk of a fire is too much.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on October 30, 2012, 02:24:17 am
Since when do volcanoes erupt?  :o
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Drawde on October 30, 2012, 03:32:00 am
Since when do volcanoes erupt?  :o
First 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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ke1evra on November 07, 2012, 03:31:01 pm
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!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on November 08, 2012, 01:21:33 pm
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...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: drummingpariah on November 08, 2012, 07:16:25 pm
Since when do volcanoes erupt?  :o
First 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.

I've had that happen to me, but not in a long time. As soon as I started there was a cave-in, which seemed to have caused pressure or something-of-that-sort to push magma up over the top.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ke1evra on November 09, 2012, 04:43:01 am
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...
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))

And i was trying to generate the world with this setting:
Spoiler (click to show/hide)

And always get this:
Spoiler (click to show/hide)

I assume no caves -> no plumhelmets -> no dwarfes =\ If i pass this reject, i end up with Adv/Legend only :'(
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: daveralph1234 on November 09, 2012, 08:41:53 am
I assume no caves -> no plumhelmets -> no dwarfes
Correct.
No underground plants can exist without at least 1 cavern layer.
You could work around this by modding dwarves to use aboveground-farming instead.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on November 09, 2012, 12:14:57 pm
...
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ke1evra on November 09, 2012, 03:26:34 pm
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MasterShizzle on November 09, 2012, 03:29:49 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ke1evra on November 09, 2012, 03:42:19 pm
My settings:
Spoiler (click to show/hide)
Layers above level is set to 1
I embarked on zero-level sand desert, but ingame surface was on 116th level, and magma on 40th, also as far as i know if i decrease max elevation (now it's set to 400) there will be no place for dwarves to survive -> Adv/Legend world, am I correct?


UPDATE
second try: embarked on lowest place possible, surface is on exact level 100, magma on lvl 4
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MasterShizzle on November 09, 2012, 03:49:04 pm
 [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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: AutomataKittay on November 09, 2012, 03:51:22 pm
[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?

Doesn't that only affect air layers? I know I've told someone else to increase that so they could build a tower sometimes in past week or so.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ke1evra on November 09, 2012, 03:57:10 pm
[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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: AutomataKittay on November 09, 2012, 04:01:14 pm
[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.

Sorry can't help you about the shallowing of the embark, other than to aim for shores/ocean, once you've made it as shallow as you can.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: daveralph1234 on November 09, 2012, 04:12:48 pm
Not sure if it will work but you could try messing around with erosion and elevation meshes. Never done it myself so I'm not quite sure how they work though.

I second the request though, there's a lot I would like to try using a map like this.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on November 09, 2012, 05:29:21 pm
Regarding thin (very few Z-Levels) worlds.

These parameters:

   [HAVE_BOTTOM_LAYER_1:1]
   [HAVE_BOTTOM_LAYER_2:0]
   [LEVELS_ABOVE_GROUND:1]
   [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]

Will give you a world that is exactly 10 (ten) Z levels thick, on a flat embark with a single biome.  It goes air, embark level, soil, magma, bottom.  If you want a sample world, PM me. The ones I gen'd had 101 as the top, 91 as the bottom.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on November 17, 2012, 06:24:59 am
Interesting, mildly challenging embark:
499 gen years will give you necro towers next to a volcano on a haunted biome. Fun fact: the dead walk.
Gold is litterally everywhere.
Didn't prospect, but with the amount of gold you can dig from z-2 alone, you can buy caravans easily if you want to.
Look for the left-most tower, then go up 2 squares and right 1 square.
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Snake_Eyes on November 21, 2012, 11:37:48 am
I am trying to generate worlds for Adventurer Mode and I am having trouble understanding what a few of the parameters mean.

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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on November 21, 2012, 06:04:56 pm
I am trying to generate worlds for Adventurer Mode and I am having trouble understanding what a few of the parameters mean.

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
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.

Temperate biomes have a wide range of creatures.  Warm, Hot, Cold, and Freezing have smaller numbers of creatures.

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).

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Snake_Eyes on November 21, 2012, 09:43:03 pm
I am trying to generate worlds for Adventurer Mode and I am having trouble understanding what a few of the parameters mean.

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
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 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.

I am just stick with the Advanced Parameters, as I am just starting to learn Adventure Mode, and have yet to play Fortress Mode. I will endeavor to try to grasp the fundamentals of editing raws.

I think just increasing Savagery until I find nice amount of creatures should do.

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?

Does the age of the world affect the types of items as well as the quality of items I find in Adventure Mode?

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"?

Thanks very much for your help,
:) Snake_Eyes
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on November 22, 2012, 01:00:14 am
... 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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Snake_Eyes on November 22, 2012, 01:41:57 pm
... 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

Thanks very much for answering my questions, Ill try to generate a world with different mineral scarcities, and see what affect that has on item materials.

Tyvm,
:) Snake_Eyes
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Nistenf on November 23, 2012, 02:21:13 am
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:
Spoiler (click to show/hide)
Note: Seed is set to 25 years, feel free to bring it up a bit, I used this seed on year 300.

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.

I can't get this world to gen, did worldgen change from .01?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Snake_Eyes on November 27, 2012, 11:00:09 pm
(http://sphotos-e.ak.fbcdn.net/hphotos-ak-ash4/205484_377447912336605_1943058815_n.jpg)

(Hope this link works)

I generated a world with a skull like feature at the center of the 257x129 (landscape) map.

The seed name parameter is DORF GOLD, but I do not know how to extract the rest of the parameters, but if anyone is interested I can type them out. As it occurred on the 16th reject.

As I have a terrain that I am happy with I have been trying to play around with other parameters such as civilization, rainfall, creature variety, savagery, good and evil. I am still trying to familiarize myself with Legends Mode, and the World Generation parameters.

Is there such a thing as a good Creature Seed, or History seed?

Thanks,
:) Snake_Eyes
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Nistenf on November 28, 2012, 02:28:17 pm
The link doesn't work. You should go to that link, right click the image, click "View Image" or the equivalent in your browser and then use the new url to post here
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on November 28, 2012, 05:05:36 pm
There is a Creature Seed and a History Seed.
The history seed is the one that makes you get necro towers etc.
The Creature seed is the one used to gen titans etc.
There is no "good creature" seed.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Zombi on November 28, 2012, 07:54:46 pm
How do you get world gen seed for an existing world?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on November 28, 2012, 08:29:39 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Snake_Eyes on November 29, 2012, 12:34:51 am
(http://sphotos-e.ak.fbcdn.net/hphotos-ak-ash4/205484_377447912336605_1943058815_n.jpg)

Created in DF v0.34.11.
Spoiler (click to show/hide)

Sorry for the double-post but here is the seed for the above picture, it is a 257x129 world. Having more than a few rivers changes the topography, but any civilization, savagery, alignment, mineral, etc. do not.

Population Cap and Site set at -1 Uncapped quickly generates one million events. The above seed generates roughly one million also, though over 2,000 years.

If anyone has suggestions on how to generate a good environment or population please return the seeds you used to get them.

Cheers,
:) Snake_Eyes
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on November 29, 2012, 01:43:36 pm
You want to use the world in the picture, but have lower population, is that the goal?  Is this for Fortress mode or Adventure mode?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Snake_Eyes on November 30, 2012, 07:16:21 am
It is for Adventure Mode, I am only learning Fortress Mode to unlock HFS. Currently I am trying to mod some of the raws, so I generate a new world each time I change the raw s.

I would like a world with a lot of creatures to battle in Adventure, but I cant run a world with more than one million events, or twenty thousand units, about half this is optimal.

I am happy with the terrain (it could be better, but it is near perfect) so I am using the terrain parameters, changing temperature and drainage and keeping the same overall formation, because of the feature that looks like a skull.

I am not really sure of the population cap, I recently have been setting it to 1, seems to be working okay, though I do not really know 100% what it does. I would like as many capitals as possible, the dungeons have a good assortment of armour, any way to increase them would be good. The longer the world generation the more quality items there seemed to be.

I would also like to increase the number of creatures as well if possible.

Is there a number to set werecreatures at to generate most of the possible races?

Is there a way to reduce the amount of events and units generated?

Tyvm,
:D Snake_Eyes
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Snake_Eyes on December 01, 2012, 02:50:33 am
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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on December 01, 2012, 04:32:05 am
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

1) Depends on your computer. Having a slow world gen is not a problem since it is only done once.
2) Low population cap after civ creation. High site cap after civ creation. This may mean many sites with low pop, or low sites with regular pop. Depends on your history seed I guess.
3) Yes, there's a forum thread about it in this section. Search for "language and civ creation". I'm not sure.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ubiq on December 01, 2012, 04:58:39 am
Also how to I optimize creating a large amount of fortresses and and capitals, with a low overall population?

If you want tons of fortresses, add [BUILDS_OUTDOOR_FORTIFICATIONS] to the dwarven, elven, and goblin entities so that they'll build castles. [BUILDS_OUTDOOR_TOMBS] will give you even more sites to poke around in.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ganegrei on December 04, 2012, 11:49:23 pm
Anyone have a line on a good embark or worldgen with embark(s) with the following attributes.  I had a good one a long time ago but lost it in a re-install.

Major river, roughly 7+ tiles wide with FISH.  (This is critical for a megaproject)
High Savagery.
Warmish weather.
Sedimentary zone.
All neighbors: humans, dwarves, elves, gobbos, etc.

Thanks in advance!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Tirion on December 07, 2012, 01:37:39 pm
So, has anyone found a reliable way to make those flat, "sinkhole" volcano embarks?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: knutor on December 07, 2012, 02:28:44 pm
@Snake, Unsquare worlds, break embark filter.  Filter won't finish its churning goodness, if the world isn't square.  Not like its a great feature, Filter, or that it shows Flux, but...  Its something to consider.  I use it, and rather like rectangular worlds too.  *bonkhead*

@Ganegrei,  Wish I could guarantee fish.  Fishing has been very spotty in all my embarks.  Hard to specify vermin in embark, but sea level might have something to do with it.  Not sure.  World I use for Fortress mode.  Enjoy

Spoiler (click to show/hide)

No seed, Sorry. 

I don't play adventure mode.  I know of nothing that needs changed from the default advanced worlds for adventure mode gameplay, except for maybe more beasts.  Sincerely, Knutor
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 11, 2012, 09:31:00 pm
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 spire

Spoiler: Worldgen (click to show/hide)
Embark
(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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: knutor on December 13, 2012, 12:32:36 am
Glad to see another player who disables Kobolds in advanced world generation.  Isn't it kind of a shame Observation-Ambush isn't balanced?  They'd be really fun to play vs. if they didn't turn into late game item ninjas.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Tirion on December 13, 2012, 06:26:47 am
So many goblins. How did you get so many goblins?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 13, 2012, 10:33:28 am
Wasn't really trying to have a ton of goblins, but more civs would mean even more of them, if you wanted/needed more.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on December 13, 2012, 11:19:48 am
How do you "disable kobolds"? Do you remove them from the game?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: knutor on December 13, 2012, 11:50:04 am
So many goblins. How did you get so many goblins?

@Vjek, more civs would make more fodder, wouldn't help balance it.

Goblins can be pretty successful in a world with Demon siege officers/nobles. Vjek's world is a perfect testimony.  [DEMON_NUMBER:10].

And with all those levels of HELL(layer 5), ADAM_SPIRES1 prolly generates some pretty indomitable Demons and Goblin sieges.  Post siege, Vjek prolly will find some mastercraft goblinite, with a Demon_Number above 0.

No coastlines or rivers to divide up the neighbors and provide for natural defenses.  Elevation pointed at mountains, forests and marshes.  No regional alignments to provide threatening obstacles.  Tiny caverns(layers 1-3), this thwarts subterranean trade and region taming among the friendly Civs.  Few ravaging megafauna.  This world is one big war, aimed at a Goblins win.

Once a Goblin Civ starts a war there is not much to prevent a complete site takeovers.  In the 350 years, I betcha this happened a couple times to a couple upstart Civs.

MAGMA : 991387!  OMG!  *shiver*  That's a lot of lava.


@Fluoman, a Kobold Civ does not live in Civ sites.  *scratch head*  They live in caves.  Caves are not lairs, common misnomer.  To turn Caves off, null these, like Vjek did.
[MOUNTAIN_CAVE_MIN:0]
[NON_MOUNTAIN_CAVE_MIN:0]
Doing this doesn't appear to have much affect on megafauna or much else.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Shandra on December 13, 2012, 09:52:00 pm

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 14, 2012, 12:40:35 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Tirion on December 14, 2012, 08:19:34 am
Mountainous? How many z levels is the surface spread out between?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 14, 2012, 09:08:54 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: knutor on December 14, 2012, 11:11:43 am
Mountainous? How many z levels is the surface spread out between?

259(elevation 360-101) + 2 + 5 = 266 Z-levels

[ELEVATION:101:360:0:0]
[LEVELS_ABOVE_GROUND:2]
[LEVELS_ABOVE_LAYER_1:5]

With those two 0s in the Elevation, the terrain appears to have corners.  See the shape of the long rectangular forest on right, and the hills on left.  ADAM_SPIRE2 turns on a dime and gives nine cents change.  8)

Did you remove the population caps?  LOL.  I forgot what [TOTAL_CIV_POPULATION:1] does.  *bonkself*

MAGMA : 1033944  OMG!  This one has even more.  Oh, I see a nice boon to having so many lower layers.  DIAMOND_GREEN : 5  I never see diamonds in my embarks, that's cool.  This one has five.  Something to dig up.  I'd be afraid tho, my dorfs would use that diamond on a mechanism.

So much magma, doesn't all that fluid, do funny things with the FPS when it starts moving?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 15, 2012, 01:02:23 am
I haven't noticed any FPS hits myself, at least, nothing out of the ordinary.

And yeah, Diamonds are rare, but I've done some "non-standard" Mineral Scarcity: 1 worldgens that have quite a few diamonds in them.  As far as population goes, I did a bunch of testing back when 34.xx first came out to determine what had an effect and what didn't.  I think the primary reason was to control sites vs.camps/towers and such (to be able to control necromancer appearance) but for whatever reason, that's what I use now.

Yeah, thinking about it more, I believe that setting combined with the civ sites/pop per site gives you worlds with low pop "nice" civs and very high pop "evil" civs, so Goblins get a solid foothold.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Reptillian on December 15, 2012, 05:37:22 am
Hello.

Does anyone know of a way to create surface magma pools, instead of towering volcanoes?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on December 15, 2012, 09:20:35 am
Flat embarks with volcanoes on Z0 are a matter of luck afaik.

Increasing the number of erosion cycles will not flatten volcanoes, but will flatten the land around it, making the chimney jut out of the soil for no reason.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Reptillian on December 15, 2012, 10:09:09 am
so no definitive way of increasing the chance of magma pools?

bummer T_T'
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: castellan on December 15, 2012, 04:21:04 pm
NO SAND (sorry!)

Genned this on a Mac and discovered that when I carve channels, I get the occasional yellow sand as a leftover. So, looks like even MOAR goodies :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on December 15, 2012, 04:59:04 pm
If you have time to waste, you could do some science: instead of trying multiple inputs to get ONE output (magma pool), you could get parameters from ALL magma pools in this thread and see what they have in common. Prune parameters at will: I don't think the number of Megabeasts in going to have any effect for example 8)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 15, 2012, 11:28:50 pm
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: 11784

Spoiler: 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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: knutor on December 16, 2012, 12:00:19 am
Vjek, is that embark location's goblin neighbors at WAR with the players mountainhome?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 16, 2012, 12:27:24 am
Sadly no, the Neighbors for that embark show as:
Dwarves
Goblins          --------
Elves
Humans

But I'm sure the Goblins will show up pretty quickly.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: knutor on December 16, 2012, 02:56:26 am
Thank you.  I wonder how many more years the history has to be, for it to turn into a WAR.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: nbp on December 16, 2012, 10:15:57 am
Sadly no, the Neighbors for that embark show as:
Dwarves
Goblins          --------
Elves
Humans

But I'm sure the Goblins will show up pretty quickly.

If you change just the history seed, you will generate the same physical world with settlements and civilizations playing out differently.  So you can fiddle around with that one parameter until you find a world where this physical site has the neighbors you want.  I'm sure if you run it a dozen times, you can find one where the goblins are at war with you, or you have three neighboring necromancer towers, or whatever you're looking for.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Chattox on December 18, 2012, 10:49:41 am
Apologies if this is the wrong thread to ask this, but how does one go about changing the default world gen thing to the old, mostly land parameters?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 18, 2012, 10:59:27 am
If you want mostly land, change  Minimum Elevation to 100, and set Minimum Partial Edge Oceans and Complete Edge Oceans both to None.

That should work.  If it doesn't, you may have to change all those "Square Count" and "Region Count" settings to None, as well.   In any case, try those first three settings and see if you get what you're looking for.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Chattox on December 18, 2012, 11:19:11 am
Hmm, didn't get any rejections, but still got oceans.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: XXSockXX on December 18, 2012, 11:36:37 am
You also need to set "Minimum low-elevation squares" and all ocean-related biome settings (minimum initial square count, initial and final region count) to "none".
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 18, 2012, 01:27:00 pm
To verify, I just took the default "Small Island" parameters, copied it, and modified the three fields as I mentioned, in the copy.  In version 34.11.

Quote
change  Minimum Elevation to 100, and set Minimum Partial Edge Oceans and Complete Edge Oceans both to None.

I got lakes, but no oceans.  I tried 10 different worlds, all similar.  Rivers and lakes, mountains, plains, forests, etc.  No oceans.

If you've done that, exactly, and are still getting oceans, please post your current worldgen, Chattox.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Chattox on December 19, 2012, 06:47:14 am
Here we go, set minimum elevation to 100, minimum oceans to none, then changes the minimum ocean square counts to 0 also. I now have my perfect oceanless world :D Thanks guys.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Trigonous on December 24, 2012, 03:28:59 pm
Anybody else like river canyons?  I love river canyons.  Here comes a world with two very interesting river canyons (10+ z-levels of canyon), shit-tons of dragons and other megabeasts (in case you edited your raws to kick-start a dragon-breeding program), and one embark has two necromancer towers as neighbors.  Bring it!

EDIT:  I have disabled aquifers in my raws, and after regenning this world with orcs, beastmen, and ratmen, it seems both sites have aquifers (I had forgotten to disable them again).

NOTE:  I believe I stopped world-gen around the year 765-ish, in case that affects any megabeast numbers for you guys.
Spoiler (click to show/hide)

This first one is pretty sparse as far as vegetation goes, but it has the *ahem* interesting neighbors and a fair sampling of minerals (I actually embarked with the 4x4 moved one tile lower than in the picture below):

39k Marble
33k Tetrahedrite
15k Magnetite
74k Microcline.  All hail the blue fortress!
Spoiler (click to show/hide)

The second location has, IMO, much cooler cliffs.  There's a flat area in the south-east corner of the site that makes the cliffs look just that much cooler, and the rivers are 10 tiles wide on one and 4 on the other instead of just a measly 4 all around.  It doesn't, however, have any tower neighbors.  You can expect to get attacked by goblins, but that's about it.  You can also find a ton more trees to get your fortress up and running a little faster.  In this embark I also moved the 4x4 square one tile down:

87k Obsidian
52k Marble
37k Tetrahedrite
Only 5k Hematite
3k Native Gold
Spoiler (click to show/hide)

Embark locations, in the order they appear above:
(http://img818.imageshack.us/img818/4302/35904784.png)

I'm gonna try and regen with different civ layouts to see if I can get that second site with more interesting sieges.

EDIT:  After regenning this world with the Difficulty+ Plugin Races (http://www.bay12forums.com/smf/index.php?topic=105373.0) mod (everything but gnolls), that second embark has Orc, Dwarven, Beastmen, Goblin, Human, Elvish, and Necromancer neighbors.  The first embark loses both necromancer neighbors, but does gain orc and beastmen.  However, there are now even MORE dragons; one lair has an impressive 11 Dragon outcasts living in it!
Title: Is this normal?
Post by: DTF on December 27, 2012, 06:42:55 am
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.
Title: Re: Is this normal?
Post by: daveralph1234 on December 27, 2012, 09:45:47 am
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: GreatWyrmGold on December 27, 2012, 09:54:53 am
It's as normal as anything is in DF.
Title: Re: Is this normal?
Post by: DTF on December 27, 2012, 10:16:39 am

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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Gentlefish on December 27, 2012, 05:59:53 pm
Is there sand, at least? I must have this embark, it's exactly what I want!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: DTF on December 27, 2012, 06:35:14 pm
Is there sand, at least? I must have this embark, it's exactly what I want!

No, no sand. But plenty of clay - maybe there's some sand hidden beneath some grass on the surface, but I doubt it. If anything, you can just cheat in a tile of sand with dfhack, couldnt you?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Gentlefish on December 28, 2012, 04:02:15 am
Ah, very true. Now to carve away at the side of the volcano and claim it as MINNEEEE
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JAFANZ on January 01, 2013, 07:51:40 am
Dunno if anyone is interested but I have 257x257 param set that generates worlds with lots of flat volcanos near running water, it's derived from the "Tri-River Canyon Embark" world on DFFD, but I made adjustments in a failed attempt to get more Major River canyons (I haven't actually found any on the dozen worlds I've genned on it).

I've reduced evil entities drastically, & if you want Necromancers you'll need to add secrets back in (& probably gen longer too).

Also, for some reason the metals on the sites I check tend to suck (I've had a few with "Shallow Metals" & "Deep Metals" that Tetrahedrite [or Native Copper] & Candy, no other ores).

Still if you want to do something with Clay, Glass, or Obsidian on generally flat embarks, these worlds may work for you.

Note: This is a general parameter set, not a specific world, so no maps or prospector data unless you want the ones from the world I'm playing, with no garauntees they'd be relevant to your experience.
Spoiler (click to show/hide)

edit: I've just realised I seem get more varied ores with a mineral scarcity of 900 than any on any of the worlds I genned with other values (2100, 1800, 1200, 750, 600).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JAFANZ on January 04, 2013, 10:39:14 am
Can someone help me find either of these, please:

1) 3x3 Embark site with a 40+ tile wide "Major River" in a canyon running through the middle 3 embark tiles N-S or E-W, with the lowest point(s) of the canyon walls being at least 1z above the water (i.e. so Hippos & what-not can't climb out), a waterfall acceptable, but not preferred.

or

2) A river canyon like the above, though not necessarily central, near-enough to a volcano that I can get the volcano & the furthest side of the canyon within an, at largest 5x5 embark.

I'm not overly worried about Minerals as I'm more than happy to play with scarcity across multiple regens.

Edit1: Sorry, forgot to mention, I need a river that remains liquid year-round.
Edit2: 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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 04, 2013, 12:56:48 pm
... 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.

Change:

Minimum Temperature
and
Maximum Temperature

to both be 75.  That's about as hot as you can get without getting into the 78+ "fat melting off their body" range.

You'll still get cold/freezing regions, but they'll be quite small.

I found an embark that matched (major river + volcano, in 2x5) but the river was only 30 wide.... so close.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: daveralph1234 on January 04, 2013, 01:21:27 pm
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 04, 2013, 02:43:40 pm
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)

Spoiler: embark location (click to show/hide)
(middle west <-> east, far south)

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Spitfire on January 04, 2013, 02:55:32 pm
Quick questions thread couldn't help me, so I'll post here:

Can someone please provide me with an interesting embark and a world with an interesting history? I tend to spend days and weeks finding the perfect site, instead of diving into FUN. I would tread a site you give me as an order of the high king! Nothing fancy, just a world you enjoyed and think I might enjoy as well. Thanks =)

Just three restictions:
-Nothing drasticly hard, like glaciers, war with several civs and so on
-Max 4x4 embark
-Vanilla DF
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 04, 2013, 05:47:37 pm
Quick questions thread couldn't help me, so I'll post here:

Can someone please provide me with an interesting embark and a world with an interesting history? ...
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.

However, Night Trolls are fun.  They abduct/imprison various "good" civ races and transform them into mates for themselves.  That makes for a good read in the ol' Legends mode. :)

So, here's a ~5000 year history world with many night trolls and their respective "families" as well as humans, dwarves, goblins, and elves.  I've scoped out a steel-industry friendly embark with a stream, lots of trees, and Untamed Wilds for Giant creatures, clay, sand, etc.  Details in the prospect. 

Civilized World Population

   601 Dwarves
   339 Humans
   430 Elves
   10240 Goblins

   Total: 11610

Spoiler: worldgen (click to show/hide)
Spoiler: embark location (click to show/hide)
Spoiler: prospect (click to show/hide)

Snippet from Legends...
...
In the early winter of 54, Os abducted Acithi Dutyearthen the Umbra of Crypts from Hideisland.
In the early winter of 54, Os imprisoned Acithi Dutyearthen the Umbra of Crypts.
In the early winter of 54, Os changed Acithi Dutyearthen the Umbra of Crypts from a elf into a moon horror mate.
...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Spitfire on January 05, 2013, 03:32:45 am
Thanks so much high king vjek! I will build a glittering fortress of FUN in your name.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Eneverforgets on January 11, 2013, 06:47:38 am
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)

Spoiler: embark location (click to show/hide)
(middle west <-> east, far south)

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.

This river on the embark site you've noted is huge.  80fps on embark huge.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 11, 2013, 10:49:01 am
...
This river on the embark site you've noted is huge.  80fps on embark huge.
Yeah, Major Rivers can be like that.  Personally, I'm not a fan, but some people love 'em, and I'm happy to oblige.

It's a real shame DF isn't multi-threaded.  It would be sooooo much faster on multi-core systems.  All of these FPS concerns would likely be, if not a distant memory, definitely reduced significantly.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: thepodger on January 13, 2013, 05:46:42 pm
Where's the embark location for that symmetric volcano?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: gestahl on January 14, 2013, 07:44:23 am
So I made a boring default setting world to make sure I had applied the binary patches correctly. I embark, test, and am about to abandon when i start to wonder if this area might be any good for an actual fort, and.....
the candy goes up to the third cavern, i've got all 3 ores of iron, bronze, both fule ores, more marble than rome, and what must be several layers worth or orthoclase.
It's just a regular old world, in a plain untamed wilds forest, not a seaside volcano at war with the elves, but here it is anyway.

embark
Spoiler (click to show/hide)
prospect
Spoiler (click to show/hide)
worldgen
Spoiler (click to show/hide)

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: thepodger on January 15, 2013, 04:33:19 pm
I just started playing DF again after a few years hiatus and I'm looking for a nice starting location in a reasonable environment with access to as many features and materials as possible to reacquaint myself with how everything works and see all the new features without worrying too much about material availability or extreme environs.

Flattish, cliffs, or valley preferred, but any 'interesting' topography is welcomed!
Volcano--Ideal is just a cindercone on a plain
Not evil, savage is a bonus
Candy
Major ores all accessible
Obsidian and marble
Sand
Clay
River
No acquifer in at least one biome

Just looking for a plain ol' fun map with lots of metal, magma, and water for building my first fortress in years!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on January 16, 2013, 06:23:42 am
Credit to vjek http://www.bay12forums.com/smf/index.php?topic=101280.msg3878516;topicseen#msg3878516 (http://www.bay12forums.com/smf/index.php?topic=101280.msg3878516;topicseen#msg3878516)

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: crekit on January 16, 2013, 09:40:06 pm
vjek :
-snip-

There is sand. Lots and lots and LOTS of sand. It's just in the form of "sand floor" and not "sand wall"
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on January 17, 2013, 03:18:24 am
What's the difference?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: crekit on January 17, 2013, 11:28:21 am
What's the difference?

Floors don't show up in prospector.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Librarian on January 22, 2013, 04:18:49 pm
Hi everybody !

My first post here. I've been advised by a friend to ask here, and on reddit, "the pro", for my dream-map, since i have so much trouble generating it myself ( countless rejections mainly )

If you would be so kind, i am looking for some tall mountain pics for my dwarves, taking most or all of the side of an average size embark point at least. The mountains would be taaaall with some serious cliffs. One brook or larger at least outside, and one underground. With a canyon, never managed to generate one. Some of those weird pics isolated from the mountainous mass would be niiiiiice as well as a big bonus. ( for dwarven and aesthetically pleasant environment likely to have been choosen by the settlers in terms of RP, and interesting projects )

Good & Savage medium or high, Temperate ( for the sun berries and the changing landscape, warm is ok )

Trade with all the other civs, war with the ugly

No aquifers. Multiple biomes is a nice plus. Necromancer tower is a plus.

Waterfall would be a bonus.

Shallow Metal, Deep Metal, Flux, Soil, Clay in quantities are all big bonus but none is a necessity, i am already asking a lot.

If someone know how to generate it i would be more than happy. I just don't get it.

However as much as i would be glad for a map, i would also like the generation parameters with their influence so that i can do it myself in the future.

P.S. How can i make sure to get a dragon ? ( Need one for my treasure room )

Thanks a lot my lovely dwarves !
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: lwCoyote on January 24, 2013, 07:56:47 pm
Hello! I eventually found my way here, huzzah! Been looking over the thread from top to bottom (well, sorta.. Ive only gotten about 1/3rd of the way through) but I figured I'd log a request!

First off, I had no idea that large/wide rivers could be done.. Ive never encountered more than stream/brooks 3-4 wide at tops. I rarely play around with erosion cycle and such since I dont fully understand what they do. Seeing some of the huge ones here makes me a little giddy though since thats the sort of thing I'd like!

So!

4x4-6x6 embark
River, 20-30 wide (40 wide is a bit much), in a canyon is nice  but not required. A decent sized island in it would be nice also, but again not required.
Iron and Flux
At least one of: silver, gold, platinum or aluminum
other metals optional (but candy highly encouraged)
savage wilds on the embark location, or savage wilds/joyous wilds (never played in a good biome before..)
moderate evil in the world, a few towers perhaps but no vampires if possible?
plenty of wood in the embark area
no clay, no aquifers, and preferred little soil

Hopefully that is enough useful info. I'd prefer Genesis Reborn (5.17) but will take Vanilla as well.

TY in advance <3
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 24, 2013, 11:17:44 pm
... 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! :)

Civilized World Population (4x4 embark, 1000 year history)

   207 Dwarves
   513 Humans
   7710 Elves
   191056 Goblins
   2327 Kobolds

   Total: 201813

Spoiler: worldgen (click to show/hide)
Spoiler: prospect (click to show/hide)
Spoiler: embark location (click to show/hide)
Spoiler: embark screenshot (click to show/hide)
EDIT: Remarkably, it doesn't have an aquifer according to the embark finder.  But it does have a small one on Z-Level 136, on the south map edge.  Not a huge deal, but didn't want to be misleading.  8)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JAFANZ on January 24, 2013, 11:37:50 pm
May I enquire what command you use to prospect? 'cos whilst I get Aquifer & Temple announcements, I've never seen "Has HFS Tubes" before.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 24, 2013, 11:39:19 pm
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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JAFANZ on January 25, 2013, 12:19:39 am
Thank you, I've been using "all", I didn't realise prospect had a "hell" option.

Apologies to all for digression from the thread's purpose.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: lwCoyote on January 25, 2013, 02:37:27 am
... 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! :)

Ack, I think I was too specific, or perhaps not fully clear - I wasnt necessarily looking for evil or a tower in the embark area, just in the world in general.. Im gonna guess that would have made things easier. I'll check out what you posted for sure, once I re-fix my vanilla install.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: GiantBadger on January 26, 2013, 03:25:39 pm
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).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on January 26, 2013, 05:04:16 pm
I tried genning a world with no cavern layers, and it genned a legends only map (farming civilization exception).
Then I did it with one, two and three layers, and it still genned a legends only map (with the same error)...
How come?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 26, 2013, 05:57:35 pm
I tried genning a world with no cavern layers, and it genned a legends only map (farming civilization exception).
Then I did it with one, two and three layers, and it still genned a legends only map (with the same error)...
How come?
Despite the player being able to use above ground seeds on above ground farm plots, civ dwarves cannot.
So, you need at least one cavern layer for vanilla 34.11 dwarves to be able to survive via undground farming.  It also must have -some- water in that cavern layer.  Finally, a very small amount of water in the cavern layer will sometimes restrict what types of undeground crop seeds are available on embark.

However, you can change that, trivially, and give your dwarves the ability to use above ground farming, and then generate worlds with no caverns.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: joeclark77 on January 27, 2013, 03:15:56 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: The Dingos on January 27, 2013, 03:08:03 pm
I'm making a *fun* new world, and it'll have 1999 years of history:
Spoiler (click to show/hide)
Some of the volcanoes are covered by towers, so you cant see all of them in this image...
Anyone else wanna embark here? I'll post the parameters too if there's interest, but this has taken hours (with 300 civs, that's what I would expect).
I <3 Necromancers & Volcanoes
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on January 27, 2013, 03:50:39 pm
Oh.
Oh wow.
I want this <3
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on January 27, 2013, 04:12:56 pm
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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Trev_lite on January 27, 2013, 06:17:35 pm
Hello Forum.

I would like to request a custom world.

I would like:
3-6 by 3-6 (25 tiles max)

tropic forest (moist broad-leaf preferred but any if fine)
mountain or temperate forest as other biome (less important but still highly preferred)
many biomes preferred but 2 is ok
i like trees for my carpenter and tigers for animal trainer
no evil (good is ok)
tropic forest is savage

river (brook or stream)
a nice cliff or mountain to carve a fortress into
sand (even tiles from removing ramps are fine)
lots of coal or shallow magma (less than 10z from surface) or volcano (any of these will work, 2 of them will be great but is asking too much)

at least 10z levels till cavern from top of mountain/cliff (for fortress)
lots of iron ore
lots of flux less than 10z down
some soil for farms doesn't need to be full layer but multi layers are preferred for storage.

only need world seed. will mod and regen with breeding dragons/rocs and block workshop and other minor mods to animal frequency

a medium or large world is preferred so other embark sites in same world when i'm done with this fort

if its too hard to gen this i can loose the cliffs or mountain.

hope this isn't asking too much but seeing the advanced state of flat volcano !!SCIENCE!! i think this should be easy for someone who mastered worldgen

Thanks for the help

PS: my first post.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: GiantBadger on January 28, 2013, 02:01:47 am

Embark position:
http://hpics.li/6ae6561
Seed:
Spoiler (click to show/hide)

I like it, thanks alot.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 28, 2013, 01:01:36 pm
Hello Forum.

I would like to request a custom world.
...
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Trev_lite on January 28, 2013, 02:44:50 pm
thanks
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: joeclark77 on January 28, 2013, 05:41:33 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 28, 2013, 07:20:06 pm
... 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
This embark (http://www.bay12forums.com/smf/index.php?topic=101280.msg3307100#msg3307100) claims to have a waterfall and volcano.. have you given that one a try?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Artinnio on January 29, 2013, 05:02:09 am
I'd like to request another map xD
Has anyone had a decent gen which had joyous wilds (I like unicorn products) in a canyon or valley sort of thing (preferably with a river) and a necromancer tower relatively near by?

I tend to like playing Fortress mode until my fort succumbs to ruin and then finding it in Adventure mode - so the necromancer tower would be for my adventurer

Any help would be most appreciated :)

EDIT: I'd like the joyous wilds to be in a shrub-land biome with both shallow and deep metals - if that's do-able
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: The Dingos on January 29, 2013, 09:19:45 pm
Does anyone know how to change the parameters to create the most necromancers possible on a small map?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JAFANZ on January 29, 2013, 10:22:54 pm
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.

If editing the World_Gen file, look for the relevant "SECRET_NUMBER" line, the advantage being that you're probably not limited to 1000 any more (I routinely use this method to generate worlds with excessive numbers of Volcanos, Rivers, & Embark Points).

AIUI this just dictates how many opportunities there are to find them, so shorter historical periods will still have few necromancers.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: redslim on January 31, 2013, 11:10:57 am
Hi, I am a longtime fan of this thread so thankyou to everyone who has contributed already. This is my virgin post on the forum and I'm using it to make a request (leechy I know!) but I am tearing my hair out trying to find an embark that suits. Can any of you legendary +5 worldgenners could help me out?

Essential features: high savagery. iron, coal/lignite, shallow flux. goblins and/or kobolds nearby. multiple above-ground z levels. sand.
Preferred features: neutral. brook/stream, human and elf neighbours, high-value metals above the first cavern layer. accessible magma.

I am trying to find a Fun but stable enough place to test some late-fortress plans I've been cooking up. I want to capture and train lots of exciting wildlife, but I've been playing DF less than a year so I'd like a fort to experiment with rather than getting my ass handed to me after year 8 or so...

thanks in advance!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 31, 2013, 11:59:05 am
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: 11339


Spoiler: 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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: redslim on January 31, 2013, 01:37:11 pm
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: 11339


Spoiler: 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)

Hi vjek, thanks for the quick reply. Sadly I can't get a world that looks like that to gen over here (more than 1 attempt). I'm on Win7 x64. I can also boot xp or ubuntu if you think it would help?

prospector looks awesome though, thankyou!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 31, 2013, 01:55:59 pm
that world was gen'd in win7 x64.  Are you using vanilla 34.11?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: redslim on January 31, 2013, 02:49:54 pm
I am indeed. I keep retrying and I keep getting the same thing but not what's shown in your screen cap :(

EDIT: I was being blind (not accustomed to looking around in ASCII) my partner just helped me spot it. thanks vjek I am going to lose many an hour to this one!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 31, 2013, 03:02:02 pm
Huzzah, glad to hear it!  :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Mimidormi on February 02, 2013, 09:15:46 am
[DF 34.11] Quite simple: a terrifying glacier, with huskifying mist, regional undeath, undead wildlife and a upright spoiler. Three cavern layers, with flora and water touching the edge. Iron ores and bituminous coal on the damp layers, but there's ample pockets of magnetite, microcline and gypsum to bypass the aquifer. Two biomes, but they're identical.




Nothing special or noteworthy, but sometimes can be hard to find all those features together. The only things that it's missing are sand, clay, kaolinite, magma near the surface and a nearby necromancer tower.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: shrike.ex on February 02, 2013, 02:51:17 pm
I have a world-gen request:


Thanks :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lich180 on February 03, 2013, 08:26:07 pm
-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,
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lopezruy on February 23, 2013, 08:23:26 am
-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. :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lich180 on February 23, 2013, 10:31:01 am
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:
Spoiler (click to show/hide)

And the embark location:
Spoiler (click to show/hide)

I thought it was a 3x3, but its a 4x4. The clown fort is in the upper right 2x2 area, and the river there is about 19 tiles across. There are a few other surprises, but I'll let you find them out :P

Have fun, I sure am!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lopezruy on February 23, 2013, 10:54:35 am
-snip-
Cheers, mate!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: flabort on February 23, 2013, 01:04:40 pm
Let's find a fun micro embark. I want:
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lopezruy on February 23, 2013, 03:16:00 pm
-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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on February 23, 2013, 03:47:33 pm
Let's find a fun micro embark. I want:
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.
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: flabort on March 10, 2013, 04:24:53 pm
Well, the 1x1 thing was to be sort of silly, but meaning as small as possible.

No, I hadn't seen that one, and it fits basically everything but the alignment. While a savage, good area would have been nice, I think I'll load that one up. :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: lwCoyote on March 13, 2013, 03:35:04 pm
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).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on March 13, 2013, 05:08:28 pm
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)
Spoiler: sand world picture (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.

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Shiv on March 14, 2013, 07:19:53 am
Hey folks, I'm not looking for anything too exotic, just wondering how to increase my chances of finding something like this:

I've been trying to fiddle with it myself to no avail, so hoping someone can suggest parameters to change, or perhaps someone has an old worldgen with similar goals.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: lwCoyote on March 14, 2013, 11:34:41 am
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.

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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on March 14, 2013, 12:23:05 pm
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.

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?
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.

As far as the diamond-mountains goes, it was just one of several that randomly appeared that way. :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Frelus on March 18, 2013, 11:14:56 am
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.
Looking more for an adventure world, but as this is the world cookbook...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on March 18, 2013, 11:47:13 am
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.
Looking more for an adventure world, but as this is the world cookbook...
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.
Quote
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Frelus on March 18, 2013, 02:44:42 pm
Thanks, will try!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: oasis789 on March 20, 2013, 01:17:51 am
How do I identify sites that will have a temple from the embark screen? Are they only in mountains, evil regions?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: gestahl on March 20, 2013, 05:41:09 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: oasis789 on March 20, 2013, 07:59:57 pm
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.

is it randomly distributed within that 16x16 square?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lich180 on March 20, 2013, 08:29:29 pm
Afaik, yes, the clown fort can appear anywhere within that 16x16 square.

I just make 4 8x8 embarks, then narrow down the location a bit more until I have the right size embark I usually use.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Frelus on March 21, 2013, 06:41:23 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lich180 on March 21, 2013, 10:10:26 am
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.

Oh, like a temple that has a titan or something in it?

No idea how to find one of those, unless you go through the world in adventure mode, discover the site, then remember where on the world map it is to embark on. That golden temple was, I think, in a human town iirc.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: assasin on March 21, 2013, 09:08:33 pm
I'd like to start experimenting with some more advanced features. If anyone has a site with:

easy access [preferably above the first cavern layer] to as many raw resources as possible: ie metals of as many types as possible, heavily forested. flux stone.  Sand and clay would be optional

good water supply: lake or river

soil for farms.

A volcano


my prefered [ie its not nesseary, but it would be nice] sort of terrain would be:
three quarters of the map being a plain,
the other quarter would some hills I can build my fortress into. preferably with a few flat plateaus I can use for pastures or above ground construction

other more optional details
high savagery

sinister/aquifer: as long as these areas of the map are limited. I'd prefer safish access to a river or lake and if there is a hill I'd rather not have it be evil or an aquifer underneath. the aquifer would be to teach myself how to breach it, so the map would be useless if I can't find a way underneath it if I can't breach it. the evil is just encouragement to get myself more experienced with milatary matters, I'd rather not build my fort ontop of it.

temperature I guess doesnt matter that much as long as its not too extreme. I'm starting to get bored of warm though.



NB: I use a laptop so I'd prefer the map to be as small as possible. A waterfall may be interesting as long as it doesn't eat up the fps too much.

Obviously I know that getting all of this is almost impossible, but the closer the better, obviously. and of course if anyone has any other maps that they would recommend to someone who understands most of the basics but would like a smallish challenge with enough resources to be able to experiment without having to waste time digging down to or past the caverns they would be considered.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Daetrin on March 22, 2013, 07:42:09 am
I'm looking for a world with an extinct Dwarven civ I can embark with.  Been trying to generate one without success (or can you not embark with an extinct civ anymore?).

Of course the very next world I generate has not one, but two.

Of course.

Edit edit:

Apparently I need all civs extinct to not get migrants?  I'll resubmit my need for a world where I can get no migrants!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Urist_McArathos on March 22, 2013, 10:45:30 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: GiantBadger on March 22, 2013, 11:52:59 am
I'm interested :D.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: oasis789 on March 22, 2013, 02:06:39 pm
you can just tweak the history seed and regen a couple times to get a tower if you really want
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Frelus on March 22, 2013, 02:35:38 pm
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.
Interested, too!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on March 22, 2013, 04:48:48 pm
I'd like to start experimenting with some more advanced features. If anyone has a site with:
<snip>

3x2 embark with:
terrifying temperate grassland, joyous wilds temperate shrubland, and terrifying freezing mountain
sand and clay
three caverns
soil
evil & good biomes
high savagery
one corner hill/mountain
the rest flat plains
aquifer, but smaller than half the embark
lots of metals
flux stone
a brook
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.

Civilized World Population

   648 Dwarves
   358 Elves
   16633 Goblins

   Total: 17639

worldgen
Spoiler (click to show/hide)
prospect
Spoiler (click to show/hide)
embark location:
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Daetrin on March 22, 2013, 07:09:58 pm
Do extinct civs send migrants and caravans now?

Because I have a world with a single extinct dwarven civ and I'm getting those. :(
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: flabort on March 22, 2013, 07:20:38 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: assasin on March 22, 2013, 07:21:25 pm
Quote
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.

thanks
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on March 22, 2013, 07:56:21 pm
Do extinct civs send migrants and caravans now?

Because I have a world with a single extinct dwarven civ and I'm getting those. :(
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Daetrin on March 22, 2013, 07:59:39 pm
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.

Hnh.  According to legends my dwarf civ was defeated in 814 and yet I'm still getting caravans and multiple (3+) migrant waves.  Any thoughts?

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.

Hmm.  Doesn't explain the excess migrant waves but that's something I can do.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Irthos on March 23, 2013, 02:56:18 pm
Good day to all!

I am looking for a rich, but challenging world gen, compatible with masterwork Dwarf Fortress with following featuring:

River not in the very corner of embark (to be a part of citadel)
A peak close to the center of the embark (to be worked into a natural tower, the higher the better)
A good supply of trees on flan surface (kick-starting economy with giant speart production)
A reasonably good supply of metal, flux and soil, if possible.
A good amount of neighbors (both friendly and neutral)
A wild surrounding with plenty of animals roaming (to be a challenge and pets)
A Volcano would be great, but not really needed as long as there is magma below
Clay (any sort)
No Aquifier (can be fixed anyway, right?)

Ultimate idea - a surefooted citadel in lush, but troublesome inviroment, built according to blueprints (2-d images ready for Quickfort, can add if there will be intrest), built in part above ground (around initial tower and river - possibly with houses)

So far I managed to gen a world with a river, peak, forest and civilizations, but there seems to be no ore or real trouble from the wilds apart from sieges

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on March 23, 2013, 05:19:08 pm
What's the largest embark size you'll tolerate, Irthos? 3x3? 5x5? 4x2?

EDIT:

Also, these two requirements:
Quote
River not in the very corner of embark (to be a part of citadel)
A peak close to the center of the embark (to be worked into a natural tower, the higher the better)
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.
Would you settle for a river that starts and stops on opposite, rather than adjacent, embark edges?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Irthos on March 23, 2013, 06:32:57 pm
I would say 5x5, as I ran some fortresses earlier, and it was fine with up to 200 dwarfs with no screw pumps.

As of the river and peak - a peak I am looking for is about 15-20 squares circle at the bottom, reducing by 1-2 squares to the top, going up about 7-10 levels or more (a cone of sort). I managed to get some of these, but not the whole bunch together.
A way cooler option (my guess - also rare) a mountain/hill (about 50-70 squares at the bottom - less ok, bigger probably will be an issue design-wise) over the river, with river running some distance underground. I have seen some places like that, mostly when two rivers meet, but sadly with no savagery of needed level. Then a fortress can sit atop the mount, with walls circling it, a cool entrance directly into the side and the whole nine yards.

Nevertheless, if the river is not solely by the side or corner of the embark, it would be good too.

The idea is a tower overlooking a valley, with a bunch of bridges over the river (this is why brook is not that fun, anyone can cross it, so why pay taxes?). If a boook can be made into a river by channeling that would work too (have not researched the matter yet, just got the idea)

Edit:

If an embark is on a mountain, one can build Minas Tirith :)

Edit:

Fewer levels of peak seems also to work out.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on March 24, 2013, 07:38:37 pm
So, Irthos, meeting these requirements is complicated by a few factors.  Personally, in 34.11, I've never seen an underground river generated in DF.  I've seen rivers that cut through mountains or hills, but never a river covered by terrain.  I admit they're possible, but I've never seen one.  In other words, all rivers I've seen have always had an open view to the sky.
As usual, finding a volcano within a few tiles of a river is also difficult.
And finally, finding an embark with lots of trees, but high elevation is also quite difficult, as mountain biomes have no trees.
So the competing factors are trees, volcano, deep river (not a brook), river not in the center, and high elevation, but in a small central area.
I wasn't able to find an embark that matched all of these, but what follows is as close as I'm willing to spend the time to find:

5x5 embark (you might be able to make it smaller)
untamed wilds - tropical moist broadleaf forest, wilderness - tropical savanna, wilderness - mountain
A stream running diagonally across the NE quadrant.
A large mountain/hill to the west/southwest.
Five civs
Clay
Iron bearing ore
Flux
An aquifer, but not the whole embark (and as you say, easy to drain if you wish)

Civilized World Population

   214 Dwarves
   505 Humans
   401 Elves
   10128 Goblins
   168 Kobolds

   Total: 11416

worldgen:
Spoiler (click to show/hide)
prospect:
Spoiler (click to show/hide)
embark location: (farthest south you can go, just west of center)
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Irthos on March 24, 2013, 07:53:14 pm
vjek, thank you very much for the embark! Will see if my blueprints will be good enough for the challenge provided. Just need to finish the plan of crypts, they might be needed...

EDIT - And I must apologize if I mislead you in a way by saying 'underground river". What you describe as a river cutting through the hill or mountain would fully fit my criteria.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on March 24, 2013, 08:09:47 pm
Ah ok, well that makes things much easier.   I'll take another look with a "canyon river" in mind.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Urist_McArathos on March 25, 2013, 11:46:31 am
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.

Posting the site now.

Here are the world gen parameters:
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Frelus on March 25, 2013, 06:01:52 pm
Quick question: How to copy the prospect output?
Can't find the command/function.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Irthos on March 25, 2013, 07:28:21 pm
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.

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Frelus on March 26, 2013, 03:23:27 am
Quick question: How to copy the prospect output?
Can't find the command/function.
Oh, found it.
Sadly, it is not, as I thought, a cliff, but still a very steep slope.
Embark now:
Spoiler (click to show/hide)
Prospect:
Spoiler (click to show/hide)
Yes, over 200k gold and a clown base above the circus.
I could see 3 or 4 tubes running down with reveal, one of them solid for 9 z-levels, 8 of them above the SMR.

Also, did I mention FREAKING 280k GOLD?
No iron for that, but with flux and goblinite, it should work out after a short while.
EDIT: CRAP FORGOT EMBARK XD :
Spoiler (click to show/hide)

EDIT 2: Ah yes, I modded out aquifers via LNP. Care for that!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on March 26, 2013, 09:17:23 am
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.

With respect to adamantine, I saw lots of it in vanilla DF, so if that's not a masterwork thing, I have no answer.

As far as configuration goes, I was trying to find rivers near mountains originally (as opposed to rivers through mountains) so that's why I went with those numbers.  Using 3200 variance creates a lot of biome diversity, and ideally very low next to very high for all parameters.  A larger number of unique regions allows for more megabeasts, semi-megabeasts, titans, and forgotten beasts, as each one requires their own region during worldgen.  So if you want a lot of them, you need to have a lot of regions.

I've found a few spots with rivers slicing through hills, producing 7-Z cliffs on either side, but nothing with that plus an elevated region above.  As you've mentioned, the only place this occurs is where two rivers meet, so it's a bit of a needle in the haystack search, to find everything, plus a high-Z disparity between two rivers, and one of them not a brook.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Urist_McArathos on March 26, 2013, 11:06:35 am
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...

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).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ZeroMcUrist on March 28, 2013, 07:58:44 pm
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)
Spoiler: sand world picture (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.

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.

There are no random lakes, are there? Is there water in the caverns?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: joeclark77 on April 02, 2013, 09:54:16 am
I'm looking for the elusive combination of river and volcano.  Can anybody give me some tips for how to gen a world where this is more likely? (I understand it's going to be a rare combo, regardless.)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 02, 2013, 10:24:31 am
Not sure I can offer any tips that would make a difference other than: ensure you have flowing water on every region and then max out your volcanos to try and get them together.  This will likely require 100/100 min/max volcanism on some world sizes.

Here are four prior embarks I've made with a volcano and flowing water, together (varying sizes, features, etc)

http://www.bay12forums.com/smf/index.php?topic=101280.msg3878516#msg3878516
http://www.bay12forums.com/smf/index.php?topic=101280.msg3873540#msg3873540
http://www.bay12forums.com/smf/index.php?topic=101280.msg3867836#msg3867836
http://www.bay12forums.com/smf/index.php?topic=101280.msg3246392#msg3246392

There may be some common parameters in there to help.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Irthos on April 02, 2013, 10:35:46 am
Depends on embark size by the looks of it. Brute force is getting Perfect world, genning world there and setting river and volcano number to something high - 200 volcanoes and 140 rivers worked for me (keep in mind, it is a fixed number of volcanoes you will get).

I got a volcano + river in a 4 by 4 embark with them sitting on the borders.

I suspect that erosion may be help as well, but I am not sure.

Lastly, I read about adding volcano to an already generated world, but have not found this post yet.

In regard to my prior posts, I managed to generate a map with Masterwork DF v2h, with river, volcano, plenty of trees, couple of hills (clay mainly), ore and flux.

Got an even better map (3x3 embark with all above), but it was genned (alas) with simple minerals turned on and I dumped it.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: The_Jester on April 02, 2013, 01:57:45 pm
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...

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).

This is a pretty awesome site, thanks Urist_McArathos. Looking through the embark I wanted to point out that there is actually magma 53 levels down from surface level in the second cavern layer. There are also several other magma tubes present, although they are farther down. Also, if anyone wants to run this embark as a 3x3, if you cut out the right and bottom you keep all of the important features except for the waterfall (which if you are running a smaller size for fps you might not want anyway). Cuts down most of the resources as well, but still plenty of everything (biggest reduction seems to be hematite, from 5000 to 2500).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Shininglight on April 03, 2013, 07:10:43 pm
Can anyone here help me with genning a world with nice big open caverns for my fort? Im hoping to do an underground fortress thingamathing but i can't seem to make my caverns any bigger or smaller even with the advanced worldgen parameter cavern meddling.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Zanthra on April 03, 2013, 08:03:07 pm
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!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 04, 2013, 12:27:34 am
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!

Here you go, Zanthra.

Highlights:
3x2 embark size
Joyous Wilds
Tropical Coniferous Forest
Clay
Sand
Brook
Magnetite/Hematite/Limonite (5k+)
Dolomite (32k+)
Coal/Lignite (3k+)

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: joeclark77 on April 04, 2013, 11:54:27 pm
I finally got myself a waterfall and volcano in one embark -- albeit only a 1-z waterfall and I had to extend to a 5x4 embark.
This site has sand, clay, 6679 hematite, 3379 native gold and a dash of aluminum, lots of trees, warm climate, untamed wilds (sponge men and river otter men were present when I embarked).  It's got contact with all the usual humanoids, but not with a necromancer tower.

Parameters:
Spoiler (click to show/hide)
Location:
Spoiler (click to show/hide)

If you use a random seed, these parameters seem good for getting the elusive waterfall/volcano combination.  I started by simply upping the minimum # of volcanos and of rivers, but generated 20 worlds or so without any promising sites.  Then I fiddled with "volcanism x-variance" and "volcanism y-variance" whatever that means, and suddenly I had lots of volcanos near rivers and river forks.  (That's where you usually find waterfalls: where one river meets another.)  I found another site that required a way-too-big embark rectangle, then two worlds later I found this site.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Zanthra on April 05, 2013, 01:03:25 pm
Ah, very cool vjek, Thank you!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lich180 on April 10, 2013, 04:42:33 pm
Ok, so I'm playing with that necromancer world vjek posted about from the wiki, and I've been trying to at least get a few elven sites to generate. The map is set to only generate flat lands, with no forests or other regions really.

My question is: what parameters affect the generation of forests? I tried the region counts, min/max counts, and such, but I honestly have no clue what else could be affecting it, unless I need to change the rain/temperature/something else settings around.

Anyone know what to change? I appreciate the help.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Necrisha on April 10, 2013, 06:52:34 pm
I recall it being a combo of mid elevation, high drainage, and high rainfall, so tweak those.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lich180 on April 11, 2013, 05:38:49 pm
I recall it being a combo of mid elevation, high drainage, and high rainfall, so tweak those.

Sweet, thanks. Got a map to gen that had a few forests, but elves are a little too weak to survive worldgen I guess. A few worlds have them a few don't, just depends on lucky good biomes spawning on forests.

Found a decent little spot; two towers in range, no elves but the site itself has fire clay, marble, limonite, cassiterite, native gold, garnerite, tetrahedrite, sphalerite, native copper, galena, 6 bismuthinite, 2k candy, gypsum and kaolinite.

Located on a river, zombie ravens tend to invade relatively early and can cause some issues, the area reanimates all dead and rains elf blood.

Location:
Spoiler (click to show/hide)

World Gen:
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: asnys on April 11, 2013, 06:11:23 pm
Does anyone have an embark with colored diamonds and rock crystal in reasonable quantity, preferably near the surface?   Or even just colored diamonds - I've found light yellow and faint yellow diamonds in 34.11, but I've yet to see any colored ones (other than imports, obviously).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: salttotart on April 14, 2013, 10:15:27 am
I'm looking for something that may or may not be a challenge.  Here is what I'm looking for:

- River/Brook
- Volcano/Pool near the surface
- Pit exposed to the surface
- Shallow and Deep metals
- Sand (underground is fine, that's typically how I find it anyway)
- Not evil
- Medium to low savagery

Embark size doesn't really matter as long as it isn't gigantic.

Can I get an embark?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 15, 2013, 09:02:17 am
...
- 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).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: salttotart on April 16, 2013, 02:22:30 pm
...
- 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).

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: joeclark77 on April 16, 2013, 03:09:57 pm
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.
If you look up about four or five posts, I posted something I found out about worldgen parameters that gives you a lot of volcanos near rivers.  That might be a good place to start.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: The_Jester on April 16, 2013, 03:22:56 pm
...
- 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).

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.

You are probably going to have to dig your own chasm. Takes a while, but it isn't too difficult.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Apilem on April 16, 2013, 04:26:04 pm
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.
Thanks in advance.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 16, 2013, 04:42:18 pm
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.
Thanks in advance.
Apilem,
Do you mean something like... beachfront ocean with Good (as in feather trees/sun berry) biome adjacent in the same embark?  Any other preferences regarding savagery, embark size, elevation (flat, non-flat) temperature, etc?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: mobucks on April 16, 2013, 04:44:28 pm
Favor low elevation in the elevation weighted range. Low elevation actually means under water. Then raise the min number of partial/full map edges that have ocean. (Minimum Complete/Partial Edge Oceans)

To get more "good" locations, raise the Desired Good/Evil Square Counts to favor good. AFAIK this is the only setting that affects alignment of biomes. Savagery is different.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Apilem on April 16, 2013, 05:16:19 pm
Vjek, Mobucks,
Overall, I am looking for the mermaids. And on wiki i saw a term "good ocean", where they exist.
So I think I got something. More playing with gen and now I got ocean with good savagery.

Got it. Thanks.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 16, 2013, 05:27:02 pm
gotcha.

Ok, well, I presumed as much, and did this.  I know you've got something already, but maybe this will be an option if you want to try some variety (you can just remove the seeds to get some more similar worlds):

It produces world(s) that look like this, or similar (with different seeds):
Spoiler: world_screenshot (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Apilem on April 16, 2013, 06:09:28 pm
vjek,
Thanks! Helped a lot with the understanding of procedure.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Mesa on April 18, 2013, 09:35:05 am
So I've been trying to make some sort of a "circus-on-earth" world with lots of volcanism, HUGE mountain ranges, extremely high temperatures and high as hell savagery. (also, visible, always max-sized cave systems).

...But I just can't make it work. (maybe because of the Fun overload).
Help?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 18, 2013, 10:28:01 am
DarkDXZ,

Likely it's due to the high savagery.  Dwarves won't settle a mountainhome in a highly savage tile, so you need to provide at least one place for them that doesn't have savagery in it.
There's a few ways to do that, but get the world just right with zero savagery (0 min/0 max), first, and then crank it up slowly to approach your goal.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: joeclark77 on April 18, 2013, 12:07:58 pm
Anybody know how to generate sheer cliffs?  The only cliffs I've ever seen in the game are cut by rivers accompanying waterfalls.  I'd like to try a desert or badlands map with a tall cliff to try and build a fort in the style of ancient Indian cliff dwellings.  Even better would be if the biomes were different on both sides of the cliff, for example if the top was forest and the bottom was desert, or vice versa.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Gentlefish on April 18, 2013, 01:03:48 pm
I'm actually pretty interested in a "dry" cliff map, too. I'd love to have a cliff face like 23a but 3D.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Eric Blank on April 18, 2013, 02:53:06 pm
Only luck I've had finding cliffs like that not accompanied by a large waterway is where lowlands meet extreme mountains. Aim for a highly mountainous world with high elevation variance, perhaps.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Mesa on April 20, 2013, 01:15:29 pm
Well, apparently I'm unable to make a world on reverse side of the temperature spectrum - temperature always below 0 (aiming for -20 being maximum, and -80 minimum), but something just doesn't allow me to gen it. (turns out it's swamps and marshes, but it still refuses to generate despite no rainfall, drainage and me disabling wetlands in the parameters screen).

Help?
Edit. It's always some sort of biome that I forgot to tick off. (also, apparently glaciers require high drainage)


Nevermind the entire post, it works now.
Ultimate arctic fun, here I come!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on April 24, 2013, 06:30:28 am
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 24, 2013, 09:55:02 am
Should be possible, Fluoman.  I'll be able to make a few attempts this evening. (in about 8 hours)
Any preferences regarding elevation, good/evil/savagery?  Do you want trees on the non-ocean surface, or just ice/snow?

--
EDIT

Ok, this is kind of cool.  While looking for an embark for Fluoman, I came across something I've never seen before.

A single cavern.
A candy spire.
A candy spire that spiked THROUGH and HIGHER than the single cavern.

Up to this point, I've never seen a spire with a single cavern, never mind higher than it and/or through it, and the reason is...
Spoiler (click to show/hide)

Here's the worldgen
Spoiler (click to show/hide)
and here's the embark location.
Spoiler (click to show/hide)

If someone could verify these results, that would be much appreciated.  I want to be sure this isn't a one time thing or some strange glitch.   :-\
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Necrisha on April 24, 2013, 05:30:59 pm
hm. well It would be smart of me to actually have DFhack installed when I try to replicate...

*looks horrified* Yep, repeatable.
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 24, 2013, 05:34:38 pm
Nice!  Now I have a new goal... heheheh.   8)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 26, 2013, 12:05:36 am
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?

I spent some time trying to get all the features, but it's pretty tricky.  There's a few variables that would take a very long time to line up.  In any case, I found glacier, steel industry (hematite + dolomite), volcano, necromancers (4 towers as neighbors), goblins, and very cold.  9908U, to be precise.  Wood starts taking frost damage at 9900, so I figured that was a reasonable temperature.

Of course, you can drive the temp down and keep trying to find something more challenging, but here's what I found:

Spoiler (click to show/hide)

Just change the seeds to random to try and find something more to your liking, if this isn't ideal.   :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on April 26, 2013, 03:15:10 am
Thanks for the help everyone :)
I'm glad someone found an interesting candy spire during his/her attempts  8)

Edit for science!
Interesting fact: changing mineral scarcity has changed the number of towers popping on the map.

Edit again, for knowledge's sake:
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Trev_lite on April 30, 2013, 12:48:12 am
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

seed
Spoiler (click to show/hide)

site
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 30, 2013, 09:39:41 am
... Edit again, for knowledge's sake:
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?
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.

I use 350 just to get mountains, but not peaks.  Despite what some people claim, a peak is not required for the mountainhome, just a mountain biome.  Given you can't grow crops on a mountain biome, I'm not a fan of them for embark locations, so I try to keep them to the absolute minimum required.  You could use 301 max elevation, and it would potentially work, but you might get a few more rejections until you got a few adjacent mountain tiles.

The other method is to use a 10% max elevation weighted range for the high elevations.  That is, 9,0,0,0,1, so 90% of the elevation is within 0-20% of the distributed values, none for 20-40, none for 40-60, none for 60-80, and then 10% for 80-100%.  What this means in practice is 90% of the world will be lowland, and only 10% will be highland.  If you use no variance with this,  you can make a very flat thin world for most of it, and give the mountainhome it's 10% mountains it needs to start.

Of course, with a single line in the raws, all of that is unnecessary and dwarves will use any biome, but still... gotta keep the vanilla folks happy.  :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Werdna on April 30, 2013, 10:12:20 am
Hey vjek, been watching this thread for awhile now.  You're a saint, for both your worldgen-fu and for helping out so many people.  Could I make a suggestion?  When the next DF version come out, please race to be the one to start the next worldgen thread, and I would dearly love it if you could use that first post to (over time) provide a mind dump of all the useful tricks and such that you know of to generate all these desired world features.  A single thread where people can not only discuss and share seeds (as its always been), but also something we can easily refer to and use as a reference for doing it ourselves, would be phenomenal!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 30, 2013, 10:47:18 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: joeclark77 on April 30, 2013, 11:55:45 am
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 30, 2013, 01:41:32 pm
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?

What I've found,

3x2 embark with:
Temperate Broadleaf Forest, Warm, Heavily Forested, Joyous Wilds and Serene
Volcano on the surface
Flat embark
A brook

Civilized World Population

   327 Dwarves
   664 Humans
   432 Elves
   5058 Goblins

   Total: 6481

Spoiler: read on for more... (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: joeclark77 on April 30, 2013, 01:59:33 pm
Nice one, thanks!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Trev_lite on April 30, 2013, 06:17:48 pm
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

seed
Spoiler (click to show/hide)

site
Spoiler (click to show/hide)

im new to wordgen but this is the result of my goal of getting a world with:
river, volcano (near surface), iron, flux, coal, sand, savage, tropic broadleaf


this map may not have all of these but its close.
does anyone have any suggestions on how i can tweak my custom medium param set so that i can get good sites like this more often and eventualy maybe get my perfect site.

ps: if i forgot to share something in my seed posting please tell me so that i can fix it.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 30, 2013, 11:34:02 pm
Trev_lite,

Check out these (http://www.bay12forums.com/smf/index.php?topic=101280.msg3878516#msg3878516) two (http://www.bay12forums.com/smf/index.php?topic=101280.msg3867836#msg3867836).

They should help narrow down the parameters you'll need.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on May 01, 2013, 10:04:44 am
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.

Worldgens should be tagged. That would make it much easier. Tickboxes with "standard" features (volcano, flux, iron etc) narrowing the answers, which would be hosted on DFFD with either a screen to show where to embark, or suggested X,Y coordinates.
It could even be a 3d-party utility.
That'd be great, and I would certainly try to help on such a project.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: TDarksword on May 04, 2013, 07:02:11 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Eric Blank on May 04, 2013, 10:09:44 am
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.
Title: :::
Post by: bottles on May 05, 2013, 07:35:21 am
I've been messing around with advanced world gen for a while now trying to get my stupid perfect embark.

I seem to have trouble getting iron on my maps, and sometimes I'm not getting much in the way of useable metals at all. I set the mineral scarcity pretty low (~600-800), and I set everything I don't care about to maximum or minimum depending (like 0 minimum oceans, swamps, etc). Could that stuff be affecting it? (On another note, I've noticed that lately when I try to get more good and savage biomes in the world to have more to pick from, I get very few evil areas (but not none) as expected, but my worlds also stay in the Age of Myth all the way through to whatever year I stop it (like 900+). They don't even reach the 60% of megabeasts killed mark. Is that related? It's weird.)

I'm trying to get a good+high savagry embark (I want unicorns mainly, and giant vicious aminals, but no preference on biome) with decent trees and vegetations and a river in a canyon or with at least one tall, sheer cliff face (especially if the river makes the cliff a defensible position). Waterfall cool but optional. Bituminous coal/lignite (especially if few trees), iron (+flux), other metals (gold would be nice, happy with copper/silver), and magma higher up than the magma sea would be cool.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Sir Crashalot on May 05, 2013, 09:14:02 am
Been away for a while so my WorldGen-Fu is a bit rusty but I've knocked up a medium region world with a decent smattering of good and evil Biomes, 200 years of gen.

Here is a nice Flat embark with a surface volcano pit and the end of a brook. It has clay, iron, gold, silver and flux though youll have to dig down a bit for the marble. It is a 4x4 embark but you can fit the both lava pit and brook on a 3x2 of you wish.

Embark Location
Spoiler (click to show/hide)

Embark piccy
Spoiler (click to show/hide)

World Gen Parameters
Spoiler (click to show/hide)

Prospect
Spoiler (click to show/hide)
Title: Re: :::
Post by: vjek on May 05, 2013, 10:14:21 am
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.

In other words, if you build the cliff yourself (out of glass, clay, wood, or obsidian, for example) then an appropriate embark will be easy to find.  8)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Sir Crashalot on May 05, 2013, 12:48:16 pm
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.

Edit: Sorry I messed up on this one and posted the gen without the seed which is long gone. :(
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: TDarksword on May 05, 2013, 05:38:50 pm
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.

Hmm that was what I was finding, maybe 2 out of 300 volcanoes per spawn that actually had ocean rather than beach in their embark region. (Note, manual adjust of worldgen for the 300 volcanoes and use of Perfect World to get them all spawning near the coast)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: alexjj on May 06, 2013, 03:55:09 am
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.

I get this instead...
(http://i.imgur.com/fYixHtp.png)

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 spire

Spoiler: Worldgen (click to show/hide)
Embark
(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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Sir Crashalot on May 06, 2013, 08:49:01 am
Here is an embark some may like, it is close to what I was searching for but without a river.

Steep faced Volcano and mountains (Terrifying Biome) meeting a flat forested area (Joyous Wilds) has potential for fun play whether you like to delve inside or build outside. It is rich with ores including iron and gold and has 3k of the blue metal. It has flux marble and plenty of Obsidian to play with.

Download the pre-generated world here
http://dffd.wimbli.com/file.php?id=7637

Embark location (far right and centre of the main map)
Spoiler (click to show/hide)

Embark piccy
Spoiler (click to show/hide)

Ores
Spoiler (click to show/hide)

Parameters
Spoiler (click to show/hide)

Edit: Oww Oww Oww! Giant Undead Eagles can bring on the "fun" quite early on in this map if you are not careful. lol
I hope you enjoy this embark.  ;D

Meanwhile I shall reform The Mighty Belches and persevere to make AceHoles a fortress to remember.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Sir Crashalot on May 06, 2013, 09:31:42 am
Grrr, accidently quoted instead of editing my post. Isn't there an option to delete posts like this?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 06, 2013, 09:58:19 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: alexjj on May 06, 2013, 10:27:41 am
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 was using MacTherapist...running with a fresh download of just df and it works perfectly.

Thanks for the great worldgen and support!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: joeclark77 on May 07, 2013, 03:45:04 pm
I've found a great map that I have just got to share.

Things you want:
- 4x5 embark  (if that's too big, you can go down to 2x5 and still get the volcano and waterfall)
- volcano
- 8-z-level waterfall & minor river
- no site-wide aquifer
- iron, copper, silver, and nickel ores
- flux stone (marble)
- sand
- fire clay
- dwarf, elf, human, and goblin neighbors

Other interesting stuff:
- lots of cobaltite if you like blue stuff
- spoiler metal is actually visible from the surface (look down the volcano!)
- 40 z-level mountain/pillar/mesa right next to the volcano: suitable for sculpting a colossus?
- curiously it's not very deep.  only 10 levels or so between the bottom of the waterfall and the first cavern.  only another 10 levels or so to the bottom of the map.
- there's a second magma shaft at about the level of the first cavern

Some drawbacks:
- It's a cold climate so your waterfall only flows maybe 3 months out of the year.
- It's grasslands and badlands so trees/plants are very scarce.
- It's a calm biome so the wildlife is pretty boring.

Parameters:
Spoiler (click to show/hide)
(Be sure to (t)olerate the various rejection notices.)

Embark site:
Spoiler (click to show/hide)

Prospect:
Spoiler (click to show/hide)

If it's possible to mod the embark to be warmer or to have more savage wildlife, somebody please let me know how!  Otherwise this site is just perfect for me.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: edgefigaro on May 08, 2013, 12:11:02 pm
Request!

I want to make a water temple in a sinister area, preferably tropical freshwater marsh or a tropical forest. I am looking for a stream or brook (not river) with a large zlvl drop. I want no evil rain, evil clouds, and no reincarnation. A shallow magma sea is preferred, but not required.

Also, I want no ore.

Thank you!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: joeclark77 on May 09, 2013, 02:00:58 pm
Does anybody have a particularly horrifying embark with at least part of the map "evil" and "savage" and preferably NOT re-animating?  Or at least some other part of the map non-reanimating?  At least one or two interesting features (e.g. waterfall, volcano, ocean) would make it extra nice.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Artinnio on May 10, 2013, 02:13:14 pm
Has anyone genned a warm, good shrubland with decent amount of ore (including iron and gold please)

a river would be appreciated as would at least one cliff face :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: assasin on May 10, 2013, 08:22:54 pm
I could use an embark that's half evil half untamed/joyous wilds. I'd definitely don't want any clouds or rains that do any major damage to dwarves. a few minor syndromes are fine just to add a challenge. I'm not sure about zombies. I'd rather not get attacked the second after I embark, but if I had enough time to set up defences I'd probably be okay with them.

on the looks of the embark i'd like a river. as long as its not too big to get a bridge easily across I don't care about the size. I'd like want two flat plains with very high cliffs in the middle. one side of the cliffs would be evil, the cliffs themselves and the other side would be untamed/joyous wilds. at least part of the river should be accessable away from the evil areas. no waterfall.

while I prefer a 6x6, the fps does drop fairly quickly. I would like some room to move around the map though.

surface resources I'd like are: lots of wood, lots of plants, a good variety of animal types [snake or scorpion pits pits/gladiatorial arenas/food etc.]. a volcano is nice, but optional.

underground I think a single, open cavern would be best for fps. I'm not really that interested in them. I'd like a lot of room to work with before hitting the cavern though. unless it'd be a serious drain on fps at least a hundred z-levels.
 
What do want is a large variety of resources. tin, copper, iron, silver and gold would be nice.in very large amounts. flux I could probably live without, but it would be nice. I don't really care about sand or clay, but soil is nessesary for a farm.

I don't really care about the temp. but colder might be more interesting. as long as there liquid water in the river some of the time I'll be happy.

i'd like to have goblin, elf and human neighbours. but towers could be nice.

I wouldn't mind and ocean if it wouldn't be a serious drain on fps. as long as it had interesting wildlife.

I wouldn't mind it if the map had any interesting terrain like a cliff with no ramps, completely enclosed valleys.

last thing i'd like to say is i'd like to be as self sustaining as possible most of the trading i'd do would likely involve bolts and axeblades instead of rock crafts. but i'd still like the option to completely ignore the traders without missing something vital to an industry or whatever.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 10, 2013, 10:55:17 pm
Has anyone genned a warm, good shrubland with decent amount of ore (including iron and gold please)

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.

Spoiler (click to show/hide)
Similar worlds could be generated by removing the seeds and rolling the dice.  8)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Artinnio on May 12, 2013, 04:04:51 pm
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.

Thank you very much :) This will be very useful

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JOanita on May 14, 2013, 10:59:44 am
Hi, im pretty noob in this game. If it is allowed, id like to request a map.

Id realy like a map with
Flowing water /river/brook
A big flat area with lots of grass, preferably temperat (untamed) wilderniss with thick vegetation in the middle of the map
Sand, clay
magma near the surface (0 to -10 ? somewhere)
lots of iron, also in the first some z-levels
all civs available
the cavern(? , what lets wood-fungus grow) as deep as possible, dont want to explore it until i have nice fort.
at least one of the first undergound-levels with a farmable surface
flux and other metals can be deep or non-existant, its not that important for me

i think thats all. the untamed wilderniss isnt that important. i like some animals, but they should not be to strong/aggressive

thank you in advance
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 14, 2013, 12:54:31 pm
JOanita,

What you've outlined isn't too hard to find, and I'd be happy to do so, but the one thing is the " untamed wilderness. "

Untamed Wilds means savagery is high, and you'll have Giant creatures.

So, do you want Wilderness or Untamed Wilds (http://dwarffortresswiki.org/index.php/DF2012:Surroundings)?

And when you say big flat area, do you mean a 3x3, 4x4, or 5x5 embark size?  Let me know!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JOanita on May 14, 2013, 01:23:55 pm
well, i had untamed wildernis in my second fort, there was no thread from them. but if you say it could be dangerous, i think youre right and i should take wildernis. its not realy that important wich wildlife there is, as long as it is not that hard/aggressive. i can handle some bears, but not much more in the early stage. that said, and with a little wiki, i think everything except "EVIL" would be fine :)

(are bears always available by trading? i realy like them. would be great if i can get them in any way - but if thats to hard, ill just take dogs to embark)

Id like to take a 4x4 or 5x5 embark, but if theres a mountain on the side - that doesnt matter. i only need a 2x2  flat grass area for my outside part of the fort, preferably in the middle of the 5x5 map.

thanks for trying to make one! :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: joeclark77 on May 14, 2013, 02:04:48 pm
JOanita, you might check out this map I found:
http://www.bay12forums.com/smf/index.php?topic=101280.msg4154136#msg4154136

It's a 5x4 embark with a volcano in the SE corner,  a stream with a one z-level waterfall that goes along the north and west edges, and most of the rest of the map is flat and heavily forested.  It's a warm map, so the river never freezes.  It has iron in the form of hematite as well as native gold.  It's an untamed wilds map, so it has giant creatures, but they aren't aggressive or evil.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JOanita on May 14, 2013, 03:14:18 pm
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 :)

and on your screenshot it says "deep metals" , well, i would realy prefer iron in the first few levels. 
i came to DF because of a Lets Play/Tutorial, and.. digging deeper means lots of "FUN", for those who are experianced - but i want to learn some basics before i go deeper - "how much farms and farmers do i need per cook, and how many people can be fed by a cook, how does glas/cloth/pottery work" and all that stuff, and accessible iron would make that much easier, at least my militia could handle some attacks that way and i dont have to "Airlock" my base.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: joeclark77 on May 14, 2013, 04:50:07 pm
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 :)

You have to (t)olerate each of the error types.  Yeah, it's like the 5000th world it generates, but it works!  (I fiddled with the world-gen parameters a lot to try and get volcanos next to waterfalls, and this tends to make screwy worlds without enough lowlands or what have you.)

The iron on this map isn't really very deep below the plain.  It may say "deep metals" simply because it's in an igneous layer rather than a sedimentary one (it's hematite), or simply because the volcano above it is rather tall.  I'm pretty sure that the iron is higher than the first cavern.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JOanita on May 14, 2013, 06:22:11 pm
well, i checked it now. its not realy what im searching for. the river+flat area+available magma are nice features and theres also sand, but there is only a very low amount of iron
Spoiler (click to show/hide)
, i would also prefer more trees&vegetation. But thanks for shareing :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 14, 2013, 06:31:17 pm
Hi, im pretty noob in this game. If it is allowed, id like to request a map.

Id realy like a map with ...

Here's what I've found, JOanita:
5x5, Temperate Conifer Forest, Untamed Wilds + Calm, Warm
Clay, Sand, Stream, Volcano on surface, flat area in the middle of the embark
24k Hematite, available immediately beneath the soil layers, and 209k flux if desired.
3.7k surface trees

Civs:
   326 Dwarves
   638 Humans
   434 Elves
   10135 Goblins
   192 Kobolds

Cavern starts at 106, embark is 141.
This map generates with no rejections.
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JOanita on May 14, 2013, 07:18:12 pm
that sounds great! big thanks vjek!
Ill have alot of fun with this place and a great starting-worldgen-config to play with if i feel like i need a new, more "FUN" map. You just made lots of dwars happy :)

its not temperate, its warm, so i cant dig my watersupply while the water is frozen (no danger).

But im realy thankfull for the map&config, ill use it "warm" as it is, as a (hopefully small) challange with the water :)

now you have a special place on my pc..
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 14, 2013, 07:25:00 pm
Ok, fair enough.  It is a temperate biome, but the temperature is warm, so... I didn't realize you wanted colder temperatures, but yeah, you can definitely find that by generating some more seeds with that worldgen profile and searching around.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JOanita on May 15, 2013, 03:33:00 am
hm, well. i have to retract my compliment of a 1-point-to-perfect map.

It IS perfect. the river in the north biome just froze :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Gentlefish on May 16, 2013, 07:25:11 pm
I think I'm going to take that map and make an obsidian farm above-ground. Using trees for the walls. Thanks, vjek, you're quite seriously the best :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 16, 2013, 08:08:35 pm
Glad to help.  :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Organikk on May 17, 2013, 05:36:10 pm
Hi there! I'm pretty new to the game and looking for some things in an embark.

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 18, 2013, 10:10:59 am
Hi there! I'm pretty new to the game and looking for some things in an embark.

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.
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.

However, you can always de-ramp z-levels and dig it out yourself if you want some arbitrary shape, or build it up from wood, glass, or clay, those being in "infinite" supply.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Yisin on May 18, 2013, 11:11:44 am
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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: alexjj on May 18, 2013, 03:49:31 pm
Currently building a worldgen database website, where anyone can upload a worldgen then you can filter and search the worlds for things, e.g. volcanoes or has iron etc.

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.

Sample so far:
From Page
(http://i.imgur.com/Qgsd26bl.png)
List Page
(http://i.imgur.com/qnwu0H2l.png)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Yisin on May 18, 2013, 05:24:37 pm
Alex,
  Looks awesome, I would have options for volcanoes, flat volcanoes, and good/evil, calm/savage, size, length of history, and  for type (region, islands etc.).   
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ORCACommander on May 18, 2013, 05:55:51 pm
Started a succession fort on another forum :) Take a look at the center of the map. Recommend downloading for optimal viewing

http://fav.me/d65qbrv

Spoiler (click to show/hide)

Download the Untouched Save (http://www.gamefront.com/files/?filepath=bloodreign//Dwarf-Fortress/TheCyclopeanUniverses.rar)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Sir Crashalot on May 18, 2013, 06:20:46 pm
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 work from the "region" params in the world gen txt file.

With 200+ volcanos and without altering the elevation or erosion I can usually get at least one of those per gen.
The embark elevation map can be misleading, you might get an area with all 0s except the volcano area which will show as maximum but on embarking the whole area will be flat. It is a case of getting used to it really, once you've done it a few times you will know what you are looking for.

I find that most with elevations between 1 and 9 will not be flat but there are exceptions.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: daveralph1234 on May 18, 2013, 07:29:53 pm

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.


Make sure to include an N/A or 'any' option for each field.
Probably best to have options for iron, flux, other weapons grade metals (copper or silver), Other valuable metals (platinum, gold or silver), savagery, evil, temperature and terrain (probably options like "completely flat", "mostly flat", "hill/mountain side", "valley" or "shear cliff")
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on May 19, 2013, 03:58:22 am
Standard requests are usually covered by:

Metal: weapons-grade / iron / precious metals / precious metals and weapons grade / precious metals and iron / NA
Stone: Flux / Magma-safe / Obsidian / NA

Temperature: Extra cold / cold / temperate / hot / extra hot / NA
Ice: Year round / Thaws in Summer / Thaws in Spring and Summer / Thaws in Spring, Summer and Autumn / Never / NA
Savagery: Savage / Neutral / Tame / Mixed / NA
Evil : Evil / Neutral / Good / Mixed / NA

Magma level: Magma sea / Above Magma sea / Flat volcano / Any volcano / No magma / NA
Water level: Ocean side / Lake / Large river(s) / Brook(s) / Waterfall / Ponds / No water / NA
Aquifers: Yes / No / Less than Z levels deep / Doesn't cover all of the map / NA
Soft earth: Sand / Clay / Soil / Mixed / No soil / NA

Edit: Neighbors (tickboxes) : Dwarves / Dwarves are extinct / Elves / Humans / Goblins / Kobolds / Tower(s) / NA
Diplomacy: At war with Elves / Humans / Goblins / Kobolds; At peace with Elves / Humans / Goblins / Kobolds ; NA.
/Edit
Curses : Reanimating Biome / Husks / Others / Not Reanimating / Mixed / None / NA
Size (3x3, 2x4 etc): Less than X / More than X / Less than Y / More than Y / Area smaller than Z / NA
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Havvy on May 19, 2013, 07:08:26 am
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: 11784

Spoiler: 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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 19, 2013, 10:13:21 am
... 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.

Any chance you're using the Lazy Newb Pack, or any other launchers for 34.11, Havvy?  I don't think this should matter, but are you on Linux or Mac?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on May 19, 2013, 10:14:42 am
The LNP doesn't change the results of world gen. I've used gens many times and never did I get anything different from advertised.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Vita on May 19, 2013, 02:29:39 pm
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 piccy
Spoiler (click to show/hide)

Ores
Spoiler (click to show/hide)


Parameters
Spoiler (click to show/hide)

No matter what I do I just can't seem to replicate your results here. Am I missing something obvious? I'm running the most recent version of vanilla by the by. If anyone else can replicate this a world download link would be sweet.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Sir Crashalot on May 19, 2013, 02:29:43 pm
I've found in the past that having different graphics sets can alter the gens slightly which is why I upload generated maps to dffd.

This was in an older version where a volcano was appearing in a different place for some while not for others.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Havvy on May 19, 2013, 02:52:23 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Sir Crashalot on May 19, 2013, 07:20:36 pm
Vita: oh bugger there is no seed. :(
I've been looking through and cannot find it so it looks like it is doomed.
I'll be uploading every gen I post from now on.

Sorry about that, how embarrassing.  :-[
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 19, 2013, 10:42:29 pm
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.

Well both of us can't be doing it the same way and get different results. :)  Is there any chance you're not picking the right location?  I know the world has several locations that look similar...?  I'm happy to upload the world as gen'd, but it would be a bad precedent if we don't know what's causing the disparity.

EDIT: Ok, tried this on Linux and it creates the world you're seeing.  Apparently there is a difference based on platform?  To be clear, same worldgen, same version (vanilla 34.11), Windows for one and Linux for the other and slightly different worlds are generated.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Havvy on May 20, 2013, 05:12:44 am
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.

-----

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.

There are two kinds of world gens:  Specific world gens, focused on a single embark site and General world gens, giving more freeform. Some options work for both, but there are ones that are specific to each other. Make sure not to lump both of them together.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Sir Crashalot on May 20, 2013, 06:01:13 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: joeclark77 on May 20, 2013, 09:58:10 am
I'm looking for an EVIL volcano embark with huskifying/thrallifying weather.

Must have:
- volcano
- husk/thrall cloud or fog
- goblin, elf, & human neighbors

Some of the things I'd like to see (you don't have to hit all points):

- NO evil rain (i just don't like the way it makes the landscape look)
- live sliver barbs
- live glumprongs
- flowing water
- sand and clay
- either casserite+copper OR iron+flux
- high savagery
- reanimation
- part of the map NOT evil
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 20, 2013, 10:03:36 am
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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Havvy on May 20, 2013, 07:44:11 pm
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.

Thanks.

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Chiral on May 21, 2013, 02:15:47 pm
...
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.

Hi,
let me try a useful first post. I tried to gen the same map and got different results with the normal lazy newb pack and the advanced one. Both under Win7 on the same machine. The one that got me the right spot was the normal version.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 21, 2013, 10:07:53 pm
Ok, so, some results for "Hoofbolt"

This worldgen and embark was generated with no rejections, on both Linux and Win7, with vanilla 34.11.  It produced identical worlds and embarks, down to a 2x2 river + volcano on a flat embark.
So, while not conclusive, it demonstrates it is possible the rejections are causing some issues, cross platform.

In any case, here's the info:
2x2 100% flat embark
temperate broadleaf forest biome, warm temperature
sand
clay
iron (1.4k magnetite)
flux (23k marble)
river on surface (not a brook!)
volcano on surface
Civs:
   69 Dwarves
   436 Elves
   10127 Goblins

Spoiler: hoofbolt (click to show/hide)

I'm going to keep looking for a similar style of embark closer to the original, but thought it was worth sharing this one.

EDIT: A second example, generates and embarks identically, on both Linux and Win7:

Spoiler: soulsfountain (click to show/hide)

EDIT2: And a third example, identical on Linux and Win7 (2x2, flat, volcano, untamed wilds, minor river, steel friendly, all civs)

Spoiler: cryptplunges (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: swimmerdwarf on May 24, 2013, 07:41:35 pm
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 :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 25, 2013, 12:09:15 am
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.

You'll still get the first two migrant waves, however, without some hacking.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Sliverine on May 25, 2013, 03:15:55 pm
Hi all, I have a request for a max 5x5 map with:

-volcano and river
-joyous wild/serene/mirthful surroundings
-warm or temperate
-heavily forested or at least has decent amt of trees
-entire obsidian layers near the surface (all within 10 z-levels or so below sea level if possible)
-has iron on map

-no preference for savagery
-slight preference for flat volcano or volcano starting just slightly below the surface but not particularly concerned with that
-mild preference for some soil on the top 2 or so layers
-preference for some form of enemies (goblins, kobolds etc) but not too heavy
-preference for some form of flux, not a requirement tho but wld be nice to have

As some of you may guess from this setup, i'm seeking to make an ideal fortress ala sim city style, albeit with some form of challenge. Thanks in advance to anyone who is willing to give it a go.  :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 25, 2013, 06:55:13 pm
Hi all, I have a request for a max 5x5 map with:
...

I believe this will meet most of your requirements, Silverine

Spoiler: cryptplunges2 (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Sliverine on May 25, 2013, 11:47:12 pm
Thanks vj, that map is pretty much closer to what i want then all of the other maps i've been sourcing up till now!

On a side note, is it possible to have just entire layers of mostly obsidian? This one has layers of obsidian but all the layers contain some ovals of other resources, which tend to interrupt its uniformity..

edit: i turned up the mineral scarcity to 800 and i pretty much got what i wanted, although the iron veins disappeared. gonna try to find a sweetspot that gives me enough scarcity for iron veins but not so much that every other thing appears as well

edit2: sweetspot attained at 650 mineral scarcity
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: alexjj on May 26, 2013, 04:29:47 pm
I've made my dfworldgen site (http://dfworlds.alexjj.com/).

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: NCommander on May 26, 2013, 11:53:36 pm
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'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 ...)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 27, 2013, 10:35:25 am
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'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 ...)
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.
Focus your search where 2, 3, or 4 rivers meet, and you should find something suitable.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: NCommander on May 27, 2013, 12:16:41 pm
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'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 ...)
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.
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 27, 2013, 12:36:01 pm
... 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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on May 27, 2013, 07:51:44 pm
Found an interesting embark today, I think it's worth sharing.

2x2 river/cliff, half temperate broadleaf forest, half temperate woodland, temperature hot
Half calm, half untamed wilds
22-Z level of sheer cliff from embark down to the level of the water in a major river
steel friendly (magnetite and limestone in the first 3 Z levels of stone, also has clay
aquifers, but not full-Z levels, so you can dig around them if you wish
The entire south half of the embark is the empty space over the river
natural 22-Z level waterfall

Spoiler: bronzestars (click to show/hide)
This worldgen and embark are identical in Linux and Win7
EDIT: Added Stonesense 3D screenshot of the bronzestars embark here (https://dl.dropboxusercontent.com/u/1339319/bronzestars-stonesense-screenshot.jpg).

EDIT2:
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) ...

Let me know if this is what you mean, NCommander... (20 Z-Levels from embark to bottom of river canyon)

Spoiler: rooterracks (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: derriesen on May 30, 2013, 03:37:56 am
Hi Forums,

thought I´d share the following Embark with you since it pretty much hits what I´ve been searching for big time...

What the embark has (5x5):
Spoiler (click to show/hide)

Here is the save:
Spoiler (click to show/hide)
You can start out with my starting setup (Bunch of usefull stuff including an anvil. Starting Dwarfs are:
- Mason/Buidling Designer (Miner) 2x
- Mechanic/Carpenter
- Gem Setter/Cutter
- Grower/Cook
- Armorsmith/Metalsmith/Weaponsmith
- Diagnostician/Appraiser/Organizer/Record Keeper

Appart from that the Save is unppaused.

If You want your own start you can abbandon the fort, read the Seed and genning information from legends i think and create a brand new embark.

HAve Fun!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Xolroc on June 03, 2013, 08:05:28 pm
Might I make a request?  I'm looking for a map with a river (intersecting ones if possible, I like waterfalls!), some huge cliffs (preferably a mountain!), serene surroundings, some soil but not too much, sand if at all possible, and flux.  Pretty sure that's about all I need; may be able to tweak it if it's not.

I'm a beginner, looking for an easy but fun embark!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: derekiv on June 06, 2013, 08:31:12 pm
I'm looking for an embark that fits the following qualities:
5x5 or 4x4
Volcano
Freezing
Evil
Flux Stone
Good amount of ores
Aquifer
Multiple caves

Thanks in advance.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on June 06, 2013, 11:48:58 pm
derekiv,

I've found a couple of matching embarks, but there is a distinct lack of wildlife. (as in none)  Would you say that's normal or expected?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on June 07, 2013, 04:15:07 am
I've made my dfworldgen site (http://dfworlds.alexjj.com/).

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.
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.
"Sheer cliff", not "Shear cliff".
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: alexjj on June 09, 2013, 09:32:44 am
Thanks for the feedback!  :)

Looks good.
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.
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.
The big image at the center should link to the "World List" menu.
"Sheer cliff", not "Shear cliff".
Done! Good call with making the world a link to the list page. I like it!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: bucketsofbuckets on June 16, 2013, 05:57:10 am
I'd like to make a request:
3x3
Joyous Wilds or Untamed Wilds
Warm, Temperate, or Cold
An easily renewable water source that doesn't span the whole embark, and is not a wide river, nor a waterfall (80+ murky pool tiles, a partial-embark aquifer, or edge-touching lake in the first cavern would do)
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

I seem to not be able to get both of the last two, without wide rivers or waterfalls.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on June 16, 2013, 06:54:12 pm
... 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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: bucketsofbuckets on June 16, 2013, 11:02:06 pm
... 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?
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.

Less like this:
Spoiler (click to show/hide)
More like this:
Spoiler (click to show/hide)
But without the almost-inevitable waterfall or major river, or minimal/no wildlife or plants outside.

Or, since Stonesense is not being screenshot-friendly with a reclaim, a collage of a few Z-levels of the beginnings of an anti-turtle anti-cave-adaptation ground/hill fort, before the 2D-ness of the UI drove me bonkers, trying to start building and farming outside :) (Z+0 being the highest ground level, Z+10 being the lowest ground level):
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on June 16, 2013, 11:45:47 pm
Ok, this may not be a perfect match, but see if this is close to what you want...

Temperate Mountain Biome, Untamed Wilds + Temperate Grassland Biome, Serene
Partial-Embark Aquifer

Spoiler: buckets1 (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: bucketsofbuckets on June 17, 2013, 01:13:43 am
That should do nicely, thank you! The 2 lowest ground levels should be enough for all the outdoor farms (and walls, and pillboxes, and militia practice areas with many war dogs, and "airlocks" for unwanted migrants/goblins/mad civ traders, and...).

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? I made over 10GBs worth of worlds, with varied elevation, rain, drainage, and erosion settings, and making many embark attempts on what appeared similar in the site finder, before breaking down and asking :).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on June 17, 2013, 09:20:22 am
... 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:

0 - 100 volcanism, 3200/3200 variance, max number of volcanos that the map will support

or (as there was no stated desire for a volcano in this case)

100-350 elevation, 3200/3200 variance.
The large range and max variance will produce very high values adjacent to very low values, which have a higher chance to produce what you were looking for.

Also, I kept rain as low as I could to still get trees for elves and just a few erosion cycles to keep the rivers narrow/small.

You could remove the seeds (change them to random) and try a few worlds to see if it gets closer to your ideal, if you wanted to.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on June 17, 2013, 09:50:09 am
Don't you use meshes with 1 0 0 0 1 to get varied topography?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: bucketsofbuckets on June 19, 2013, 01:45:25 am
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.

Cavern and temperature changes changed the locations a bit, but similar embarks were in similar locations, between the different world maps, with no main geography settings changed.
Spoiler (click to show/hide)

I've been liking ADF, lately, mostly for the simplified lists, so I tried it out with LNP R18, and ADF raws, but with aquifers added back. I started scanning for elevation changes without cliffs, and suitable biomes. I had one hilly mess embark, and then only on my 2nd site, hit the jackpot:
Spoiler (click to show/hide)
I know, with modded raws of modded raws, it might be impossible to replicate exactly, but thanks again, vjek! I was pulling my hair out, and not even coming close.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on June 19, 2013, 09:31:12 am
Nice! Glad you found one that matched!  :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Rogue Yun on June 20, 2013, 01:59:45 pm
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on June 20, 2013, 03:06:01 pm
Did you change computers? Seeds are a fickle thing...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on June 20, 2013, 05:15:24 pm
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
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Vita on June 21, 2013, 06:00:41 am
I'm looking for a good embark to build an underwater city on, mainly ocean with a volcano somewhere is my aim. Flux/iron/clay etc would make it perfect.

Anyone have a seed like this?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: nickbii on June 21, 2013, 09:35:07 am
I created a wonderful, beautiful map in 34.07. If has clay, sand, freshwater, no stupid aquifers, natural defenses, no crazy evil mists, AND the very first stone level is mixed Dolomite/Bituminous Coal/Hematite/Magnetite. The only way this site could be more suited for dwarves would be if the little bastards didn't have to walk 150 squares to get all these buetific stones to the Magma Forge.

Fortunately 34.11 has minecarts to make this easy. Unfortunately my 34.07 fort-design is based on stairs, which do not work with minecarts safely. This is very important because I have immigration off, so I really really really can't afford to accidentally skoosh any of my loveable little twits. Even the 5-6 guys who mostly do hauling are incredibly important because that means the Legendary Weaponsmith isn't doing Hauling.

So I copied the world, abandoned in the copy, exported the worldgen info from Legends mode, and re-genned. But the new world has Microline clusters instead of Magnetite, and no veins of Coal or Hemetite.

Does anybody have any clue as to why this would change?

EDIT: Found the problem. When I added the worldgen parameters to the file I put them between the first [WORLD_GEN] tag and the Large Island parameters. I didn't add a new [WORLD_GEN] tag in front of the Large Island parameters, and apparently when DF has two mineral scarcities to choose from it picks the second one.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Gentlefish on June 21, 2013, 10:41:35 pm
I was also gonna say, it's between two different builds. But if you've got it figured out, that's good news.

Also please post that. please. That sounds so delicious.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: nickbii on June 22, 2013, 02:05:47 am
It's a great world if you're not looking for a challenging environment. The place I've been using is by a lake (the "natural defenses" I mentioned), called the "Lake of Channeling." It's in the Southwest quadrant of the world map, 6 squares north of the southern edge and 7 squares east of the western edge. The lake is clearly visible on the region map, it's two squares north of a Gobbo settlement so sieges could get interesting. On the local map it's in the Southeast corner.

The world as a whole is quite aquifer-free, so I found a lot of the low-risk environments I like with the site-finder. I just lucked out that the first one had Magnetite, Hematite, and Bituminous Coal on Level 5. Here's the map seed:

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Gentlefish on June 22, 2013, 11:06:13 pm
Sweet, thanks. I'm surprised that aquifer on/off isn't a worldgen option yet. I think it'd make save compatibilities a lot nicer.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Rogue Yun on June 23, 2013, 09:13:28 am
Did you change computers? Seeds are a fickle thing...

Nope : ( as far as I can tell no changes whatsoever.

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?

It has what I think is a pretty cool embark location.

Pros
2x2
Flat
Volcano
Brook
includes 2 towers for neighbors
Joyful Wilds

No iron but I believe it has a marble layer.. I really haven't done too much with it because I can't duplicate the darn thing : (

Question 2: Is there a trick to getting flat volcanoes more often? More rivers? More or less erosion? Thank in advance!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on June 23, 2013, 10:20:47 am
... A sound plan... But urist mcnewb here doesn't know how to export it! Any suggestions? ...
Pause the game in fortress mode
Press escape (screen will now be: Dwarf Fortress Options)
Select Export Local Image
Press e
Press escape (to return to the options menu)
Press escape (to return to the game)

This will create a file in your DF install directory called something like:

Pulleychants-param-region1-101-0.txt

It won't be called that, but it will be the newest file in the directory, so if you sort by date it'll either be at the top of the list or the bottom, depending on how you sort.

The format is: Outpost_name-param-save_name-year-#.txt

That will contain the worldgen output that can be pasted into world_gen.txt
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Rogue Yun on June 23, 2013, 10:56:02 am
Awesome... but sadly it still gets rejected... must have been a fluke that it was ever created. Unless someone wants to try this and see if it works.

If someone wants to try this world just send me a message and I'll send the parameters.. thanks for the help...

Now anyone know how to increase the generation of flat volcanoes?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on June 23, 2013, 11:46:08 am
Flat volcanoes is luck. People used to gen worlds with a high erosion cycle count but it doesn't erode volcanoes, it only flattens the ground around it.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ArchAIngel on June 23, 2013, 04:56:18 pm
EDIT: Nevermind, google magic solved it.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Rogue Yun on June 23, 2013, 05:23:36 pm
Erm, probably a question answered in the 45 pages already posted, but how do you enter a seed? Trying to figure it out.

I know repeat questions can be annoying, but I ask your patience, I'm still a newb at all of this and my searches have been fruitless.  Though, I will admit, I did not read all the pages of this thread.

After creating a world in the Advanced Parameters menu if you return to the advanced parameters menu it shows the last seed used (I think). I entered that manually. (Whether it works or not I don't know because it did not for me but that might just be a user error. I didn't find any better tutorial on how to do this until vjek's kind explanation). Wish we could sticky that to the beginning of the thread.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Thuellai on June 23, 2013, 10:21:03 pm
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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on June 24, 2013, 12:09:17 am
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
Spoiler (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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Thuellai on June 24, 2013, 02:10:12 am
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
Spoiler (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.

Don't suppose you might have a screen shot?  I'm not finding it, maybe history somehow played out differently, and I love the sound of the site itself
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on June 24, 2013, 02:36:36 am
Doing that right now.
http://hpics.li/4249485 (http://hpics.li/4249485)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: chris_strain on June 24, 2013, 10:43:46 pm
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. =/
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: BFEL on June 25, 2013, 08:30:48 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on June 25, 2013, 04:54:03 pm
Found this embark today, and felt it might be useful for players that want to experience a particular kind of evil embark. 
This one features evil clouds that turn everything into zombies.  Specifically, accursed smoke zombies.
There are goblins, titans, and forgotten beasts as well.  The ground does NOT re-animate the dead, and there are no necromancers in the world.

Features a 3x2 embark size, and shallow, only 35 Z-levels thick.
Warm, Tropical Freshwater Swamp and Hot, Tropical Freshwater Marsh.  Both Sinister.
There is an aquifer, but it's only on half the map, and only 4 Z-levels deep, so trivially bypassed or utilized if desired.
There is hematite, marble, and lignite (for steel) and a variety of other metal bearing ores.
Fire Clay
Black Sand
No river or stream.
No volcano, but a cavern, magma and circus as normal. 

Spoiler: Puzzledroof (click to show/hide)
Embark screenshot with cloud. (https://dl.dropboxusercontent.com/u/1339319/puzzledroof-embark-screenshot.jpg)
Enjoy!  8)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: skyte100 on June 25, 2013, 05:02:25 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: chris_strain on June 25, 2013, 09:18:23 pm
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 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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Rogue Yun on June 26, 2013, 02:08:59 pm
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.

What a simple solution! I'll remember that one for later.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Thuellai on June 26, 2013, 09:06:53 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lich180 on June 26, 2013, 10:43:59 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Thuellai on June 26, 2013, 11:32:42 pm
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.

Thanks!  Looks great!  Copper and cassiterite means bronze, right?  And marble means any iron I acquire can be made into steel...  Very nice find!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Hommit on June 30, 2013, 02:46:07 pm
I'd like to request to have something like this, if possible:

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: GrimDark_Majyyks on June 30, 2013, 05:30:35 pm
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 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=7788
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on June 30, 2013, 09:13:55 pm
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
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Hommit on July 01, 2013, 12:58:56 am
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=7788
Thanks, 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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Shininglight on July 04, 2013, 04:59:26 pm
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 04, 2013, 08:56:54 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Shininglight on July 04, 2013, 11:52:20 pm
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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: GrimDark_Majyyks on July 04, 2013, 11:58:05 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 05, 2013, 11:19:03 am
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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: flabort on July 05, 2013, 01:07:09 pm
@Grimdark:
Where was this world when I was doing my challenge fort? I had to settle with the land-side of my embark being evil, and so burrowing into the earth under the ocean when it froze didn't really offer what I was looking for (although the zombies were a problem for the migrants). Now, if undead whales had attacked whenever it thawed, that would have been cool.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Shininglight on July 05, 2013, 09:59:30 pm
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.

Thanks guys i'll try it out, my idea was for my fort to be built into the stone side of a bluff, i was planning on exporting the gold and much of the iron while importing whatever i can't make, it's going to be a relatively small fort and built around a "supply depot" type idea.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: PLANKS on July 08, 2013, 05:01:42 am
I have a request.

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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 08, 2013, 09:02:41 am
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) ?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Hommit on July 08, 2013, 09:32:55 am
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=7788
Thanks, nice one. i'll look into that.
Oookay, here we go. Somehow modified that for evilness, soo...
(http://4put.ru/pictures/small/664/2042272.jpg) (http://4put.ru/view-max-picture.php?id=2042272)
Terrifying warm forest, sand, clay, tons of metals, flux and candy, major river&canyon, waterfall (second stream combines with first one just a few tiles from edge, so can very easily made into second waterfall), and clown tent. sadly no volcano :(
Spoiler: prospect (click to show/hide)
params: http://rghost.ru/47293138
(could some1 plz repost them as text? my poor connection from here can't handle 1mb profile and hangs :(, and filesharing will expire in 1 month

Quote
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?

2 Planks: u can dig right side of ^that map out, lol
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 08, 2013, 09:49:22 am
... 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. :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Organikk on July 08, 2013, 12:57:45 pm
Hi there!

I'm looking to try out my first evil embark, and I'm looking for a relatively specific embark. I'd like it to be mostly evil, with some untamed wilds, a body of moving water for fishing, and a volcano(doesnt have to be flat), iron, flux, some soil, and preferably no ground or smoke that regenerates corpses. I'm using masterwork if that changed how world-gen works at all.

If someone could possibly make this and post a download link to the world, already made, that would be great, ive had a rough time making worlds with seeds and .txt files(they never turn out how i want them)

If this is possible to gen for me, hard farming off (masterwork options) would be great... I cant stand waiting 4 seasons for plump helmets.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: GrimDark_Majyyks on July 08, 2013, 04:53:53 pm
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:
Spoiler (click to show/hide)
Yup, pretty much just chance.

***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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: PLANKS on July 09, 2013, 04:03:14 am
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) ?

Sorry let me word it differently. Flat ground that raises straight up into mountains. Ramps are fine since they are usally generated. 30+ levels would be awesome.

So shaped somthing like this:
               _______
              /
             /
            /
           /
          /
_____/

I don't realy want running water as it kills fps. Any temp is fine.

@Hommit My dorfs are going to do lots of digging as it is! :P

Thanks.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Organikk on July 09, 2013, 11:02:39 am
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:
Spoiler (click to show/hide)
Yup, pretty much just chance.

***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.

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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 09, 2013, 01:04:03 pm
I have a request.

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
Ok, here's one that I think is a close match, Planks.
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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lielac on July 09, 2013, 01:07:57 pm
Spoiler (click to show/hide)
Yup, pretty much just chance.

***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.
[/spoiler]

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?
[/quote]

Joyous wilds has unicorns.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: PLANKS on July 09, 2013, 11:06:13 pm
I have a request.

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
Ok, here's one that I think is a close match, Planks.
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)

Thanks Vjek I'll check it out.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: penguinofhonor on July 10, 2013, 01:46:01 pm
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.

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 10, 2013, 03:00:13 pm
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.

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.
Everything but sand, found!
3x2 Scorching Tropical Shrubland embark with stream, fire clay and surface volcano.  Flat.  All races.

Interesting note: I've never seen an embark quite like this, in all the hundreds (thousands?) of embarks I've seen.  The surface is... higher than the water, and the pools are two Z levels deep.  It's kind of neat.
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: blue emu on July 10, 2013, 09:39:42 pm
How do I generate an embark with:

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).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 11, 2013, 12:34:52 am
How do I generate an embark with:

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).
Something like this:
3x3 Embark in Warm, Temperate Conifer Forest
Dwarves and Goblins, a few titans & beasts

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Organikk on July 11, 2013, 11:54:29 am
Spoiler (click to show/hide)
Yup, pretty much just chance.

***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.
[/spoiler]
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.

I like Unicorns...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: flameaway on July 18, 2013, 05:33:00 pm
Well, I've been messing about in world gen, just looking for interesting features.  I found an open volcano sitting under two z levels of lake water.  I had to patch the embark and my dwarves ended up on a small out-cropping of rock in the lower left hand corner of the map.

I'm not sure if this is an interesting embark. Might be completely isolated from dwarf civ, not sure.  Might be a good science embark because of the easy and infinite availability of water and magma in close proximity.


What was interesting was watching the lake drain into the caldera and close it up.  The initial series of collapses often seems to breach some HFS around z -58. Also looks like it effects one of the layers of caverns as well.

WORLD_GEN:
Spoiler (click to show/hide)

Embark Location:
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Hommit on July 20, 2013, 04:00:31 pm
Had my first encounter with reanimating embark (flat volcano, 4z deep canyon, metals, flux, sand)
that was... interesting :P
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Vndetta on July 20, 2013, 05:48:03 pm
I've been trying for weeks (literally) to generate a particular custom world and can't do it. It flat-out crashes with a Windows unhandled exception error while "Finalizing Sites" at the end, no matter if I stop it mid-generation or let it run to completion. Tried everything I can find to fix it; four different PCs, fresh installs, Large Address Aware, etc. but nothing worked. No mods, and I don't think it's the seed, because I had the same issue with different ones, although non-custom worlds generate fine.

Anyway, I really want to play this world with these exact parameters, because it just looks so darn cool. The "# dead" count keeps going backward because of all the zombies, heh. Lots of volcanoes, and it looks like it will be really varied.

Can someone generate it, and share it back with me? I'm also curious to see if it works elsewhere, 'cause it sure ain't workin' here, haha. Just in case someone can do this, I'll add that I would prefer it run to 1050, have at least one standing necromancer-tower at the end of generation, and for none of the races to be completely dead. So is having someone else generate the world possible?

WORLD_GEN parameters:
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 20, 2013, 07:55:06 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Vndetta on July 20, 2013, 07:59:06 pm
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.

Hmm... I did max out some values in the "advanced parameters" screen within the game, but nothing is beyond maximum (I didn't edit the text file manually, I mean). I didn't think it allowed you to go beyond the numbers in-game.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 20, 2013, 08:06:06 pm
Ok, I'll rephrase then... some of those values are way out of wack, and the only way it's going to work is if you reduce them back to something reasonable/default.  :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Astarch on July 24, 2013, 06:07:38 pm
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.

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 24, 2013, 07:16:21 pm
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.

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.
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Astarch on July 24, 2013, 07:25:05 pm
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.

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.
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?

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 24, 2013, 07:47:19 pm
... 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. 
Is one cavern layer fine, or do you want 2 or 3?  I know you said caves, I'm just asking for clarification.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Astarch on July 24, 2013, 07:52:35 pm
Does reducing the number of cavern layers affect underground monsters/foliage? Two would be my preference, but I'd like to get all the deep wood and creatures.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 25, 2013, 09:58:22 am
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.

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.
Ok, found one that's close.  There's 15 Z levels of slope on the surface, and quite a few other matching parameters.
4x4 Hot Tropical Shrubland, Joyous Wilds, A brook, sand, clay, flux, iron, lots of ores/gems.
Three levels of caverns, A magma tube starting at 71, embark on 104, plus more in the spoiler.  You can expand the embark to the north and west for more slope/rise if you wish.
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Astarch on July 25, 2013, 12:41:26 pm
Awesome, thanks.
Title: Re: Is this normal?
Post by: John D on July 25, 2013, 06:06:23 pm

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)

OK, this embark with the big symmetric volcano is pretty cool, and it serves as a good foundation for my world-gen theory question: Suppose I wanted to play the same site but with a different biome? Could the parameters be tweaked enough to turn it into a forest while still producing the same topography? Or maybe turn it into a joyous wilds? So far in my experimenting, the changes I can make that produce the same map features only have the effect of moving some civ sites and necro towers around.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 25, 2013, 07:53:38 pm
Forest requires higher rainfall and drainage.  if those are 50+ each you'll get a forest biome.  Give it a try and see.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: GrimDark_Majyyks on July 25, 2013, 09:38:41 pm
Forest requires higher rainfall and drainage.  if those are 50+ each you'll get a forest biome.  Give it a try and see.

Yes, what vjek said. For reference, use this (http://dwarffortresswiki.org/index.php/DF2012:Biome#Generating_a_Biome). More precisely, anything at or above 66 rainfall produces a forest. Drainage will change the type of forest as well as, it seems, take part in determining the presence of an aquifer. I might be mistaken, but I feel like I've noticed a trend where the lower drainage ratings are more likely to produce aquifers. In any case, you definitely need to tinker with the rainfall in order to produce a forest biome. Temperature also will change the type of forest you produce if you are gunning for particular creatures.

EDIT: I might not be entirely correct about the aquifers, research presently. Tentatively, it seems like it might be an elevation thing, which just happens to correlate to drainage since the drainage map seems to generate based off of the elevation map, especially when using Perfect World. Presumably the standard advanced gen undergoes a similar procedure.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: John D on July 26, 2013, 10:27:28 pm
Sorry, I've seen the chart on what rainfall and drainage levels do.

What I'm trying to do, and was asking if you think it's possible, was change the rainfall level enough to go from savanna to swamp/forest without causing more rejections, so that the RNG generates exactly the same elevation and vulcanism maps.

When I change the minimum rainfall setting, the result an entirely different map. Am I changing it too much? Or is it more a matter of changing the weighted ranges and hoping?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: smjjames on July 31, 2013, 09:17:27 pm
Haven't been around here in like, forever. I also got back into DF recently.

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on August 01, 2013, 09:03:08 am
Haven't been around here in like, forever. I also got back into DF recently.

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.
Check these out, smjjames:
one (http://www.bay12forums.com/smf/index.php?topic=101280.msg4263424;topicseen#msg4263424)
two (http://www.bay12forums.com/smf/index.php?topic=101280.msg3878516#msg3878516)
three (http://www.bay12forums.com/smf/index.php?topic=101280.msg3873540#msg3873540)
four (http://www.bay12forums.com/smf/index.php?topic=101280.msg3867836#msg3867836)
If those aren't to your liking, let me know and I'll find something similar.  these are small embarks, but you can make them bigger if you want.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: smjjames on August 01, 2013, 03:34:46 pm
Thanks, the fourth one definetly looks good and has tons more ore if you move it a bit and use 5x5, although not a whole lot of soil.

I like the flat ones of link one, but those are pretty scarce in iron. Mainly I wanted to get a good sampling of what works well for flat volcanoes.

I'm still interested in an ocean embark with volcano, so my ocean embark request is:

5x5, though a 4x4 area could also work.
Volcano, a flat one is optional, and if it's underwater that's fine.
Seacliffs, gotta have those, right? and several z levels worth :D Or at least more than one.
Sand is optional (are there non-sandy beaches?)
non-evil biomes.
Doesn't matter what savagery it is, though it would be awesome to have one of those giant whales beach themselves, but any savagery would work.
Lots of iron and other ores, what other ores doesn't matter, but it MUST have iron.
Access to dwarves, humans, and elves at the very least.
having part of the embark being flat would be good.
Flux, marble at least.
20 layers above the top cavern level and maybe 20 z levels of sky? or go with default value for z levels above ground, not sure about megaprojects.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: smjjames on August 05, 2013, 10:55:47 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on August 05, 2013, 01:07:51 pm
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.
Finding a volcano isolated in the ocean is trivial, but it has no contact with any of the land civs.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: wierd on August 05, 2013, 03:13:24 pm
Industrious players can remedy that, but it requires multiple overlapping embarks, and thus, dfhack.

You can create a bridge between the island and the landmass, and that allows other civs to visit.

*tested! I used liquids after forcing the embark over the ocean while still paused on intial site load, to create obsidian floors supported by obsidian walls down to the ocean floors. Worked great.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Legionaries on August 08, 2013, 08:54:28 pm
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.

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.

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on August 08, 2013, 10:59:43 pm
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.

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.
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Legionaries on August 08, 2013, 11:38:29 pm
I do have a specific question for the world generation masters.
I am very curious about the at war status with other civilizations.  There are plenty of interesting worlds getting generated, but I have a idea in my head.

I think it would be fun to build my army off of the melted down spoils from lots of sieges.  Become powerful enough clear out the HFS wave. Why worry about iron in the ground.. when you can have it delivered by GobEx.  Just kill the goblin and remove.  I'm stating to think about a map without a lot of iron or copper and maybe silver to make this survival story with my fort as I go.  Maybe I will go completely underground as it is the reverse of some of the fort challenges I've seen.

I just played one embark in the middle of 3 towers. I'm a bit tired of undead at the moment.  I've seen comments on how to generate more towers so we can ignore those for the moment.  Every time a goblin siege arrived the undead siege came as well and killed them.  I kill the undead and all is well.

If you wanted to have as many civilizations war with you as possible at embark... how would you approach it?  I saw the wiki entry with all the goblins.  Can you have lots of every other race that hates you as well?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on August 08, 2013, 11:44:41 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Legionaries on August 09, 2013, 12:40:40 am
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.

Thanks a bunch.  I think the only other thing I would ask for some magma close to the embark location.  It doesn't have to be a volcano - I just don't want to attempt another 100z level pumpstack for water or 100z level minecart magma delivery system.  I just discovered volcano joy so I'd not say no to one.

But I'm game to try anything you think fits the description.  The at war is hard enough.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Spacebat on August 14, 2013, 02:58:11 pm
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.

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: wierd on August 14, 2013, 03:33:53 pm
You might try adjusting the weights on the good/evil meshes as well. By default, there is no weighting on the algorithm, but you can turn it on for fun and profit.

Works wonders when futzing with elevations as well.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on August 15, 2013, 01:09:57 am
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:
Spoiler (click to show/hide)
You can make a larger world, but you run the risk of rejections due to running out of subregions.  As the max subregions is 5000, and the max number of regions in a 65x65 is 4225, there's no risk of that.

In any case, that'll create a tremendous number of good/evil regions, adjacent.  That particular world is also steel friendly, and has a great steel-friendly embark if you're looking for one.  If that's not what you want, just randomize the seeds for different worlds.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ravendarksky on August 15, 2013, 03:32:04 pm
Hi,

I'm looking for a particular sort of embark for my next fortress and I was hoping this thread could help.

I'm looking to make a dwarfen monestary where my dwarfs can dedicate their lives to wrestling and !!science!!

I want a mountain which goes up many z levels in the middle of a plain, the more z levels the better! Ideally it will be fairly broad and square, I'm going to shape it later on. I don't want anything too cold either (and no volcanoes). To clarify I'm looking for a mountain with plains surrounding it 360 degrees, hopefully in the middle of a large embark.

 I'd like it to span across many biomes as I want a rich variety of stone and metal, however I am not fussy what metals they are as long as there is an abundance of either gold, silver or platinum. I'd also like as much candy as possible.

Bonuses would be at least one river or one aquafier, decent collection of wild animals, plenty of invaders and people to trade with. Trees would be very useful too.

Ideally I'm planning an 8x8 embark so hopefully it won't be too difficult to get everything i want...

What do you guys think? :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on August 15, 2013, 03:54:07 pm
... What do you guys think? :)
Do you only want one slope in the embark, or the entire mountain, surrounded by plains, within the 8x8?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ravendarksky on August 15, 2013, 04:07:28 pm
I want a lonely mountain type thing, plains all around! Ideally the mountain is rocky too so I can engrave high up in it... I've had no luck finding something like this myself but I'm not great at world genning.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Spacebat on August 16, 2013, 12:50:57 pm
Well, for the sake of science, I tried fiddling with the weighted mesh on savagery, and even setting the mesh size to 2x2 and telling it to make 90% of the world savage didn't work. I still just have a pretty normal distribution of savagery with almost no good/evil areas. Further research is required.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: WanderingKid on August 16, 2013, 04:23:45 pm
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.

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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Spacebat on August 16, 2013, 04:27:43 pm
Wow, okay, so I jacked up the good and evil square counts just for large regions, just a little bit below the max so I could get some neutral areas, and this came out. http://i.imgur.com/bp5DgUe.jpg No humans at all, just one little dwarf civ and volcanoes everywhere (as intended). If anyone wants it I can put the world gen for it on pastebin, I think it's too long to put here with the volcano map from perfectworlddf.

EDIT: Uploaded anyway, so people can check it out if they want. http://pastebin.com/5D6xc7r0
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Sabretache on August 16, 2013, 06:56:55 pm
Hello everyone.

I managed to find what is possibly a nice embark where a mountain meets a freshwater lake with a river flowing into it.
Spoiler (click to show/hide)

There is also sand, clay, ALOT of metals, coal and flux stones:
Spoiler (click to show/hide)

I would be more than happy to post the generation information if someone could explain to me how to find it.



Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: wierd on August 16, 2013, 08:27:47 pm
I recently genned a somewhat interesting world, with a novel geographical feature. might as well share.

Spoiler (click to show/hide)

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.

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on August 17, 2013, 12:19:19 am
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.

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?
This one matches, and has a reasonably good prospect, I think.
3x2 Terrifying Tundra, aquifer, undead animals immediately upon entering the embark, and killed embark animals are raised up as corpses, automatically.
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: WanderingKid on August 17, 2013, 12:22:01 am
VJek, much obliged.  Wierd that Prospect All was able to find the aquifer, but search didn't.

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! :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on August 17, 2013, 12:26:23 am
VJek, much obliged.  Wierd that Prospect All was able to find the aquifer, but search didn't.

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! :)
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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: WanderingKid on August 17, 2013, 12:27:44 am
Heh, err, I didn't mean the biome wouldn't be challenging, I meant importing the settings to be able to use the world. Sorry about that.  :-\
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: nonobots on August 19, 2013, 01:47:28 pm
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!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Sabretache on August 19, 2013, 04:18:07 pm
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!

Thank you for explaining the process.
There are a lot of very suitable sites on this map, hope you enjoy.
Code: [Select]
[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]
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ravendarksky on August 20, 2013, 04:30:20 am
Spoiler (click to show/hide)
I've still not managed to gen what I'm looking for :(, Although I've now decided I'll settle for a smaller than 8x8 embark. 5x5, 6x6 would be fine.

Wanting a large embark with a mountain in the middle of it with plains all around.

I got a fairly nice 5x5 embark just now though,

Mountain is 44 tiles in circumference at the bottom, 1 tile at the top, mostly made of rock and spans 34 Z levels. This is Perfect for me... BUT

- Map features another big mountain next to it, Ideally I want space all round
- No plants/wood
- Mountain is right at the bottom of the map
- No gold, platinum or gypsum

Some nice features though:
- Plains at the bottom of mountain, but only on 90degrees.
- Large freshwater lake and  34 z level drop into it from the top of large mountain
- Magma pipes
- Unobtrusive aquafier
- Lots of colourful stone for building
- Iron + flux
- Lots of silver
- Loads of sand and clay
- There is a magma pipe 24 z levels below the freshwater lake.
- Reasonable amount of candy reachable without the circus

Let me know if anyone would like a copy.. it's a pretty cool map.

(http://i.imgur.com/pSnHvK8.png)



Also.. Does anyone know if I can export a world view of the cliff indicator from the dwarf fortress embark location selection screen? I could use that to find places where extreme cliffs meet plains, would save me a lot of searching.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JAFANZ on August 20, 2013, 11:13:32 am
actually, I wouldn't mind a look at this, as I assume the "Not Attached" means that that if that region tile is the center of a 3x3 the other 8 tiles are fairly flat?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ravendarksky on August 20, 2013, 03:32:02 pm
Spoiler (click to show/hide)

It's not perfect but it's the best I've managed to Gen. I've manually channeled the few squares which attach it to the larger mountain at the very base Z level.

My monks have moved in and are *mostly* having a good time.

I've not yet got one where the mountain is in the middle - it's what I really want!

World is based off of the 1000AD map of Chrono trigger

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JAFANZ on August 20, 2013, 04:38:13 pm
@Ravendarksky: Thanks.  :)

@wierd:
I recently genned a somewhat interesting world, with a novel geographical feature. might as well share.
[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.
Can I enquire where the "Box Canyon" would be exactly, please?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Merendel on September 19, 2013, 04:24:42 am
I'm looking for something special for wanderingkids single pick challenge.  Looking for a flat reanimating embark with a soil aquifer, no trees/vegetation in a temperature region that wont freeze water.  3x3 or 4x4 preferably although a good sized region for seperate embark attempts would be nice.  Freakish weather/smoke/clouds are fine as long as its not a deadly rain that will kill my dwarves the instant I unpause.  Would prefer that there be at least one weapons grade material available if I survive long enough to either get a caravan or scavenge an anvil off their corpses but if I have to go strait for candy so be it.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Stochasty on September 19, 2013, 07:51:01 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JAFANZ on September 19, 2013, 10:55:37 am
These are the params & details for an embark that doesn't (AFAIK) meet anyone's specific request, but which I think could be quite good for a newbie.

Note that, due to certain preferences of mine, Necromancers are disabled (Secrets = 0), Kobolds aren't, & I increased the open sky to 27-urists for scope for above-ground structures.

Spoiler (click to show/hide)

My preferred Embark site is as shown (sorry, forgot to highlight the x's before uploading the image to imgur):
Spoiler (click to show/hide)

And this is a post-embark "Prospect all":
Spoiler (click to show/hide)

There is, admittedly, not a whole of Candy, & you'll play hell getting it without singing "send in the clowns", but with that much Iron (no Coal though), does it really matter?

Warning: If you have aquifers enabled, there's a dual-layer one across the entire embark, be prepared.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lielac on September 19, 2013, 12:05:36 pm
Hellooooo, worldgenners!

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!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Merendel on September 19, 2013, 12:35:02 pm
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.

Thanks I'll give it a try.  one I was useing before dominated with colder climates and I'm not really good enough with advanced gen to do enough tweeks to fix that without haveing an infinate reject loop.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on September 19, 2013, 01:28:00 pm
Hellooooo, worldgenners!

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!
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lielac on September 19, 2013, 03:00:54 pm
Hellooooo, worldgenners!

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!
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.

This embark location, on top of Bronzestars' location, is nearly poifect (other than the waterfall and aquifer waterfall, one of which is pretty easy to fix and the other really annoying because it is less easy to fix)

Spoiler: It's a giiiiif (click to show/hide)

Except that the southern half of the embark is hill heaven. I wouldn't even mind that if I was embarked on the other side, but as it is I have to either make a bridge (which I was planning on doing anyway, thus the request for the awesome cliffs, but not until I have enough dwarves and infrastructure to make it 11 Urists wide and maybe move my whole fortress into the canyon air instead of walls) or dig down and then up again and mess up the aesthetics of the place.

Hmmmmm. On the one hand, ew those southern hills. On the other... limestone. And visible limonite and lignite. And according to the prospect report from the original embark magnetite, although I knocked the mineral scarcity down to 300 and all I see jutting out of the southern hills is bauxite blobs, which are cool and all because red is Armok's second favorite color (the favorite being adamantine cyan) but magnetiiiiite. And I don't have DFHack on this copy to see for myself...

Nyehhhh. I don't like the look of the aquifer waterfall, my FPS is taking it badly and it's not something you can dam unlike the stream. I'm entirely willing to drop the forested requirements in exchange for no aquifer waterfall; I'm too reliant on free deforestation opportunities as it is.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JAFANZ on September 19, 2013, 04:09:36 pm
Why not disable the aquifer entirely?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on September 19, 2013, 10:34:00 pm
Ok, I'll do my best to find one without the aquifer/waterfall.  It might be impossible almost impossible, given the need to have two intersecting rivers to generate most cliffs, but I'll give it a whirl.  Should have something in the morning.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on September 20, 2013, 01:10:10 pm
Ok, try this one, Lielac.
Spoiler: flyarches worldgen (click to show/hide)
There's a bunch of +20Z cliffs in this world, on the major rivers north of the central mountain, but this embark location is the best I've found, so far.  The aquifer is not a waterfall, and does not cover the entire embark.
(https://dl.dropboxusercontent.com/u/1339319/flyarches-embark-location1.png)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on September 21, 2013, 09:15:34 pm
Also found this embark, if anyone is interested..
Spoiler (click to show/hide)
Yes, that's a 43Z maxxed-major-river canyon sheer cliff in a 2x3 embark. :P  No natural waterfalls.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: flabort on September 21, 2013, 09:27:11 pm
OK, where did you find that? share the goodies, that looks amazing to work with.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on September 21, 2013, 09:53:59 pm
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:
Spoiler (click to show/hide)
Yes, it takes a long time to gen, I was trying my best to get very deep rivers.  :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lielac on September 21, 2013, 11:53:13 pm
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:
Spoiler (click to show/hide)
Yes, it takes a long time to gen, I was trying my best to get very deep rivers.  :D

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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on September 22, 2013, 09:12:18 am
...
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!

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.
Spoiler (click to show/hide)
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lielac on September 22, 2013, 06:03:17 pm
...
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!

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.
Spoiler (click to show/hide)
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.

Thank you, you wonderful person you! :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: SeelenJägerTee on September 30, 2013, 11:22:49 am
I just found out that adding reactions in the entity file changes the outcome of history - even if it are dummy reactions with no product.
I mean I could understand a different outcome from history if a civ gets access to e.g. steel. As this changes its powerlevel and that basically can change the cause of history.
[EDIT] Just tested changing the output of a reaction does NOT affect worldgen. Forget this. It changes history. It was just a coincidence that a tower spawned really close where it used to be. [/EDIT]

This appears to only affect history and not the landscape.
However I think it would be possible that other changes to the raw files change the outcome of worldgen to a larger or lesser degree. E.g. adding a low-boiling mineral for an "inhaled syndrome by workshop reaction" could very likely change the landscape generation.
This could be an explanation for some of the "not reproducible worlds" posted here in this thread.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: exdeathbr on October 08, 2013, 11:58:57 am
ONE IDEA.
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JAFANZ on October 08, 2013, 07:23:55 pm
ONE IDEA.
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.
Umm... no.

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).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Asra on October 09, 2013, 04:30:37 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on October 09, 2013, 04:56:20 pm
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. 
If you go below -80 (say -81 to -85) you'll find more lethal environments where wood/barrels are damaged on embark, for example.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: exdeathbr on October 12, 2013, 11:08:36 am
ONE IDEA.
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.
Umm... no.

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).

Yeah, I get it.
If that is a problem , then, we could just start with other parts of the paremeter and then do the world size as the last thing.
If someone hate the selected size selected by votes on the last pool, he can just skip it use his own, with all the other parts of the world parameter (that were selected by votes)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Legionaries on October 12, 2013, 12:57:10 pm
Also found this embark, if anyone is interested..
Spoiler (click to show/hide)
Yes, that's a 43Z maxxed-major-river canyon sheer cliff in a 2x3 embark. :P  No natural waterfalls.

Wow...  I didn't think I wanted that kind of map... but the image makes me want to try it.
The only issue I have right now is that I have some strange bug where a dwarf enters a mood, gathers all the required materials and then goes insane.

Must decide if I'm going to figure out what is causing this, flush my install and redownload, or wait for this next release...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: AzeTheGreat on October 13, 2013, 11:52:32 pm
Hopefully one of you worldgen masters could help me in my quest for a scenic embark.

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. :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on October 14, 2013, 12:25:52 pm
Hopefully one of you worldgen masters could help me in my quest for a scenic embark.

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?
Also, do you want coal/iron-bearing-ore/flux or does that not matter?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: AzeTheGreat on October 14, 2013, 02:12:53 pm
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?
Also, do you want coal/iron-bearing-ore/flux or does that not matter?
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on October 14, 2013, 03:43:51 pm
How about this (https://dl.dropboxusercontent.com/u/1339319/aze-stonesense1.jpg)?  Is that kind of what you're looking for, AzeTheGreat?

EDIT: That's 249 max Z level, 149 embark level. (100Z levels of elelvation above ground)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: jcochran on October 14, 2013, 06:17:01 pm
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....
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on October 14, 2013, 06:24:36 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: AzeTheGreat on October 14, 2013, 06:28:25 pm
How about this (https://dl.dropboxusercontent.com/u/1339319/aze-stonesense1.jpg)?  Is that kind of what you're looking for, AzeTheGreat?

EDIT: That's 249 max Z level, 149 embark level. (100Z levels of elelvation above ground)
Wow...
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on October 14, 2013, 10:23:01 pm
Wow...
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!  :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: AzeTheGreat on October 14, 2013, 11:42:40 pm
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
Thanks.  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*).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JAFANZ on October 15, 2013, 02:10:38 am
How about this (https://dl.dropboxusercontent.com/u/1339319/aze-stonesense1.jpg)?  Is that kind of what you're looking for, AzeTheGreat?

EDIT: That's 249 max Z level, 149 embark level. (100Z levels of elelvation above ground)
That's Beautiful!

Magnificent even!!!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on October 15, 2013, 09:36:07 am
How about this (https://dl.dropboxusercontent.com/u/1339319/aze-stonesense1.jpg)?  Is that kind of what you're looking for, AzeTheGreat?

EDIT: That's 249 max Z level, 149 embark level. (100Z levels of elelvation above ground)
That's Beautiful!

Magnificent even!!!
Here's the embark/worldgen details:
Spoiler (click to show/hide)
You can make the embark smaller (3x3) if you remove the northernmost row from the embark selection.  It'll still have the three spike mountains.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: JAFANZ on October 15, 2013, 10:11:59 am
Thank you vjek!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Grey Goo on October 15, 2013, 11:07:06 am
Hm, i'll guess I am going asking for something too. This may can be tricky one...

Zoned world. Imagine something like part from large circle or perhaps from large crater. "Outer" should be very cold, inner very hot. Somewhere center of map should be mountain range. At colder side of these ranges should be frozen ocean and some landmass. Towards hotter there should be first swamp, then lots of volcanic plains. After that wastelands, ending with evil biomes at other end. Good biomes either should not exist or are somewhere with colder areas. Size of world don't matter much, as long those all fits into it.

Yes, tricky one. Probably nothing can live in there, which may mean many rejections. However I need demand quite much for zero rejections. Okay, at least no rejections because of not possible putting on civizations. Going with tough custom creature. Landscape rejections are okay because custom creatures probably won't affect it. Ah, also planning start at Dawn of Time.

In other words biomes like this, in order from edge to edge:
-Freezing wastelands. Bonus if most minerals comes from there. Another bonus if haunting.
-Frozen sea and beach. Bonus if most good biomes are with this.
-Mountain range, probably very sharp and unfriendly one. Cold too.
-Swamp and wetlands. Livable area, in theory anyway.
-Volcanic wastelands or at least zone where most volcanos are.
-Wastelands.
-Evil wastelands.
-Kittens.

Hopefully nobody goes insane with this ^^
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: AzeTheGreat on October 15, 2013, 11:54:54 am
I'm probably wrong, but I was under the impression that temperature was a gradient from one side to the other.  If true, this would make surrounding cold very difficult. (Again, I'm probably wrong).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Grey Goo on October 15, 2013, 04:47:12 pm
I am happy if one edge (bottom or top, no matter) is cold and other is hot. So, yes, gradient, probably? Kind of slice from something larger, yessshhh...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Urist Mc Dwarf on October 15, 2013, 06:50:12 pm
My request: Lots of ores, gems and flux, high savegrey and magma, forest, and a river.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ordenrahl on October 16, 2013, 10:34:48 pm
Hi there,

I checked the OP to see if there were any instructions on how to use these seeds,  but I didn't see anything there.

I understand that you can go into advance parameters to type in the seed code line, but is that all you need to do?  Do I need to go through each line of the world gen file and try and enter in the information on my parameters?

Thanks,


Found the worldgen file in the data/init folder.  Thanks!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: chris_strain on October 27, 2013, 10:50:39 am
About a week ago I got a, for me, rare result of one of the dwarf civs at war with the elves. Sadly the world itself is crap. SO I Was wondering if anyone had any saved gens that led to wars. I don't care if it's elves or humans, so long as there's a war.

As a side project.. I'm not sure if using the same history seed on a different gen will still result in the same war but I intend to test tonight. :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Bihlbo on November 13, 2013, 09:45:17 pm
I've been working on making a Dune/Dark Sun-like world (as in, Arrakis from the book Dune or Athas from Dark Sun). As little metals as possible, virtually no water anywhere. Obviously with trees then being rare elves will be either overrun or hard to find, leaving the world mostly full of humans, goblins, and dwarves - in that order of frequency. I might change elves so they live in caves as well as tree cities, to compensate.

However I'm not having much luck. I can't seem to get it to produce something with mostly desert and very few rivers/lakes/oceans. Even when I set the desired river sources to something low like 5 it just rejects every nearly-right map in favor of those with a lot more rain than what I'm after. And no matter what there's metal everywhere. Every human city has combat-professioned people wearing metal and using it for weapons. I can't seem to make that a rare thing.

Ideally the end result is a game where obsidian swords are the best melee weapons most people ever see (meaning I've got to mod picks to make them constructable out of non-metals), and wars take place for the right to settle near some water. Not even sure if that's possible, but it's what I'm after.

Assistance would be appreciated.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on November 14, 2013, 12:39:43 am
Getting a world that's mostly desert with dwarves, humans, and goblins is trivial.

Having elves in there as well, that's exceedingly difficult without manually painting rainfall and drainage.  Are elves a must-have, or optional?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Bihlbo on November 14, 2013, 01:12:28 am
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Larix on November 14, 2013, 07:19:02 am
Specifying extremely low rainfall (minimum zero, maximum zero e.g.) helps somewhat; i allowed 0-1 rain and 95-100 drainage, and got nothing more luxurious than savanna, more than half of the world was rocky wasteland, no rivers were found anywhere. There were still oceans and most of the world still had aquifer. You'll have to nullify most "minimum xxx-yyy square" (medium-rainfall, low-drainage etc.) counts and minimum river starting positions. You could also try switching off orographic effects.

Setting mineral scarcity extremely high helps in getting fewer metals provided in the ground, but civ units will still be equipped with metal. AFAIK kobolds and goblins get random metals regardless of what materials are available in their settlement areas, humans and dwarfs are limited somewhat by ores found in areas they control, but they get automatic access to all alloys they know to make - bronze for humans, dwarfs also get bismuth bronze and steel. A proper no- or low-metal world would probably require heavy modding.
Extreme mineral scarcity also massively reduces the frequency of gems and uncommon minerals, which makes digging quite uninteresting.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on November 14, 2013, 10:17:58 am
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..
Spoiler: worldgen (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Bihlbo on November 14, 2013, 07:29:36 pm
Larix, I did try a few of the things you suggest, but ran into nothing but rejections. I'm not sure if I tried all of your suggestions together though, I could probably have been more scientific about it. I never tried turning off orthographic projections though.

Thanks for the note on metals. It should be enough for metals to be rare on embark - if I want to approximate a full-on Dark Sun world I can mod the critters and metals. The only annoying thing about that is keeping separate raws just for that type of world. Is there a rawset manager somewhere that helps you switch between one set and another?

Vjek, thanks a lot I'll give that a shot soon!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: NSlasher on November 16, 2013, 03:09:32 am
Hey there im new on the forums, nice to meet yall. Now to the point...

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: nekoexmachina on November 16, 2013, 04:04:16 am
Is it possible to predict/gen history that I want?
I want to have wars with Elves & Goblins (not ---, but wars) from the very beginning. Is that possible?

Also I have one world that has war at yr 402, but lacks vampires.
My second worldgen with everything same (incl. hist. seed) but much, much more vampires gave me no war :(
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Bihlbo on November 16, 2013, 05:57:57 am
Unless I'm mistaken, the only way to influence who goes to war is through ethics. And the reason goblins survive in the world is because no one really hates them. The way ethics work, not a lot of hate is produced if your race forbids something and another permits it. Restrictions make a permissive race very angry, however. Goblins permit almost everything, so they hate everyone else a lot more than everyone hates goblins. For instance, when calculating the weights, dwarves like dwarven ethics at a value of 39, and hate goblin ethics at a value of -36. Goblins like goblin ethics at a value of 23 and hate dwarven ethics at a value of -176.

If you want elves to get along with humans and dwarves better, but be much more hated by goblins you can set elven ethics for EAT_SAPIENT_KILL to 15.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on November 16, 2013, 08:36:00 am
Hey there im new on the forums, nice to meet yall. Now to the point...

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.
Pretty sure this one matches, NSlasher.
also:    11442 giant leopards and 7628 leopards, and flat/surface volcano at the embark level.

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: NSlasher on November 16, 2013, 10:57:10 am
Yup, looks perfect!
Thx vjek. Now i just need to survive all thoses leopards on embark and ill be set.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: xcorps on December 02, 2013, 02:33:49 pm
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!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 02, 2013, 06:52:08 pm
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!

Think I hit all the buttons on this one: (except fire clay)
Spoiler (click to show/hide)
You may be able to find a better embark, I found 6 really good ones that almost matched.  And of course, I've only got a 2x2 shown, but you could make it as large as you wish.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: xcorps on December 02, 2013, 07:42:03 pm
Wow, thanks so very much!

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: jocke the beast on December 04, 2013, 12:44:48 pm
Hi, looking for something similar as the embark below but I also need a necro tower...



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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 04, 2013, 02:41:04 pm
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:

Population Cap After Civ Creation: 50
Site Cap After Civ Creation: 50
Number of Civs: 16 (might need to go higher, it depends, but start there)
Cull Unimportant Historical Figures: No
Reveal All Historical Events: Yes
Number of Secret Types: 100

That might work.  If you can't get good results with those, I'll take another look.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: jocke the beast on December 04, 2013, 03:28:58 pm
Thanks alot. I'll try it out.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 09, 2013, 02:41:10 pm
Created a vanilla 34.11 world and found an embark folks might enjoy.

World is (almost) entirely badlands, 17x17, and at war with 8k+ goblins.  The original dwarven civ has been wiped out, but Armok will see to it you get all the dwarves you need! :)

There are no trees, rivers, lakes, or other surface water.
There is no cavern water in this particular embark, and underground water is very scarce, in general.
The embark features:
The world generates without rejections, so it should be identical, cross-platform.
Enjoy!
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ImagoDeo on December 10, 2013, 02:25:14 pm
I lack the time and patience at the moment to figure out a good generation set myself, so I'll just ask -

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. :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 10, 2013, 06:15:13 pm
I lack the time and patience at the moment to figure out a good generation set myself, so I'll just ask -

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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ImagoDeo on December 11, 2013, 03:44:23 am
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 11, 2013, 11:16:01 am
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..

Ok, I'll have an updated embark this morning and will post it shortly.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 11, 2013, 11:37:07 am
For ImagoDeo:
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.  :P
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ImagoDeo on December 11, 2013, 11:52:01 am
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'm not interested in that much Fun. At least not yet. ;)

Thanks for the world! I'll enjoy messing with giant war tigers.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ImagoDeo on December 11, 2013, 09:17:26 pm
vjek, would you hand over the worldgen for that other one - with the reanimation and shit? I have a friend who wants to know how hard DF can be.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 12, 2013, 11:04:54 am
Soitenly..
Spoiler (click to show/hide)
Embark location is the same as above (for the same metals, and !!FUN!! )
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: COMMOFDOOM on December 19, 2013, 12:40:24 pm
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: PaleBlueHammer on December 19, 2013, 02:58:20 pm
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? 
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: jcochran on December 19, 2013, 04:37:57 pm
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?
He's not the only one. I'd rather have thrall clouds than the various disgusting rains that simply result in bruising and such.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 19, 2013, 06:04:23 pm
Heinous Gloom Zombies not good enough, eh? Gotta be thralls? :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: bshore on December 20, 2013, 06:44:59 am
Might I make a humble request?  I'm just getting back into DF after a few years away and would love to try some things in a certain kind of embark.  Here are my needs:

3x3 or 3x4 site
some surface vegetation & trees
surface water
surface magma
sand
iron
at war with someone
nothing that will kill my dwarves upon embark (no poison fog or acid rain or undead leopards)

bonuses would include:
kaolinite
interesting geography (cliffs, spiky mountains, waterfall, beach)
joyous wilds

Would anyone be willing to play around with this?  I promise to make a very cool fort and post pictures.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 20, 2013, 04:36:46 pm
Ok bshore, I found everything but 'at war' and kaolinite, I think..
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: bshore on December 21, 2013, 01:05:01 pm
Hey, cool!  Thanks for that.  I'll mess around with it this weekend.

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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 21, 2013, 01:33:00 pm
Hey, cool!  Thanks for that.  I'll mess around with it this weekend.

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?
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. :)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Belvita on December 22, 2013, 04:27:28 am
Could I request the following?
- 4*4 site
- decent levels of trees/vegetation (planning on inviting some of Santa's helpers around for some Fun)
- river
- volcano
- iron
- flux
- neutral surroundings

Unnecessary, but desired extras would include sand, clay and relatively flat terrain.

Much appreciated!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 23, 2013, 10:49:38 am
Belvita,
This post (http://www.bay12forums.com/smf/index.php?topic=101280.msg4454645;topicseen#msg4454645) has several that match.  You can expand the embarks if they're not large enough.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lich180 on December 23, 2013, 07:49:28 pm
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 23, 2013, 08:22:54 pm
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? 
Or just obsidian on the surface and badlands or desert, or rocky wasteland?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lich180 on December 23, 2013, 09:09:53 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 23, 2013, 09:26:12 pm
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.

The combination of parameters that appears to help may be, 100% volcanism, high erosion and 100 mineral scarcity.  I also made a very thin world, there's only 10 layers of stone between soil and magma.  It's perfectly playable, though.

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: PABadger on December 24, 2013, 05:50:16 pm
So here's my shopping list just in time for the holidays. I'm looking for:
-4x4 embark
-Wilderness surroundings
-Temperate Climate
-Steepish slopes I can build into
-Heavily forested, ideally conifer/broadleaf
-Volcano
-Brook
-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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ColdBones on December 24, 2013, 06:00:43 pm
For ImagoDeo:
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.  :P
Spoiler (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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 24, 2013, 06:39:55 pm
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
There are 18k goblins in that world, so... they should be around!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 24, 2013, 07:46:42 pm
So here's my shopping list just in time for the holidays. I'm looking for:
-4x4 embark
-Wilderness surroundings
-Temperate Climate
-Steepish slopes I can build into
-Heavily forested, ideally conifer/broadleaf 550+ surface trees, woodland, shrubland
-Volcano
-Brook Stream.
-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.
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.

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Lich180 on December 24, 2013, 09:31:21 pm
-snip-

Awesome, thanks a ton vjek. Should be able to get similar results on a bigger map, now that I know what parameters to play with.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: PABadger on December 25, 2013, 10:18:16 am
Ask and ye shall recieve. Not perfect, but nothing is. Thanks a lot Vjek :D

Edit: Are you by any chance running a modded game? All I get are rejections for elevation, rainfall, savagery, and volcanism.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 25, 2013, 11:19:46 am
Ask and ye shall recieve. Not perfect, but nothing is. Thanks a lot Vjek :D

Edit: Are you by any chance running a modded game? All I get are rejections for elevation, rainfall, savagery, and volcanism.
Nope, 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:  fresh download of 34.11, edited ONLY worldgen.txt, generated with zero rejections, embark is exactly as described.  Are you running Linux, Mac, or Windows, PABadger?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: PABadger on December 27, 2013, 01:57:36 pm
Windows. I am running lazy newb, though...could that make a difference?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on December 27, 2013, 02:43:28 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: bzxbot on January 02, 2014, 12:35:16 pm
Hello world builders,

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 02, 2014, 03:30:16 pm
Hello world builders,

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.
This appears to match, but let me know if it's not what you were looking for.

3x3 embark, temperate grassland, temperature: hot,
features:
36Z mountain, solitary spire.
iron
flux
surface volcano

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: VerdantSF on January 02, 2014, 03:37:02 pm
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'd love to see a DF replica of Erebor one day.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: blue emu on January 02, 2014, 07:01:15 pm
I'm looking for a crap-load of accessible Candy for a megaproject.

It would be nice if I didn't have to deal with too many distractions such as reanimating skeletal Moose or whatever.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 02, 2014, 07:35:50 pm
I'm looking for a crap-load of accessible Candy for a megaproject.

It would be nice if I didn't have to deal with too many distractions such as reanimating skeletal Moose or whatever.
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).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: YvAd on January 02, 2014, 08:57:55 pm
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.
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 02, 2014, 09:38:41 pm
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.
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?
It's all trivial (easy to generate) except the volcano and stream in a 2x2.  Everything except that is quick and easy.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: edgefigaro on January 03, 2014, 03:42:55 am
I'm looking for an isthmus between a good and evil oceans that never freeze.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: PABadger on January 03, 2014, 10:54:19 am
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?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 03, 2014, 10:59:45 am
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.

You can control that by making the entire world badlands or swamp, and just a single mountain for the Mountainhome.  Then you can have as many Goblin civs as you want.

An example (http://www.bay12forums.com/smf/index.php?topic=126960.msg4302858#msg4302858).

Reducing caverns, savagery, titans, semi-megabeasts, megabeasts, and demons will also help, as then it will mostly be the goblins as the primary enemies.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: YvAd on January 04, 2014, 03:17:16 am
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 get
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on January 04, 2014, 01:01:05 pm
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 get
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.
Just increase subregions from 2750 to 5000.  That should be the only thing you have to change to fix that particular problem.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ImagoDeo on January 31, 2014, 12:00:26 am
I need help. I generated a world a while back that had one of the best challenge spots I've ever found: an isolated reanimating biome peninsula in a savage ocean area. I foolishly embarked, died, and didn't forcequit, and I don't want to reclaim but I have no clean versions of the world remaining. How do I regenerate a new copy of an old world? What files must I copy and what values must I paste?

Here's the world I want to regenerate: http://dffd.wimbli.com/file.php?id=8379
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Necrisha on January 31, 2014, 12:53:12 am
Go Into legends mode. from there you should be able to get the gen info export through (p) from there in the main folder. (where you click the DF shortcut) You should have a txt document for the gen parameters including all the seeds. Copy and paste the information in the document into the embark_profiles txt document (at the bottom of the page) under Data->Init folder... you will want to name it something you would recognize. check the preferences for any ridiculous values before genning the world and make sure the first four settings are not set to random.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ImagoDeo on January 31, 2014, 02:10:39 pm
Worked, thanks!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Necrisha on January 31, 2014, 10:53:14 pm
No problem, can't believe I still remember how to do that considering I only used it once wayy back around April I think...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ledi on February 16, 2014, 11:36:45 pm
Hey all,

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, with soil, sand, a mix of shallow and deep metals, trees and flux. I like the idea of multiple biomes as well! I'm willing to do all the legwork myself with random seeds and searching, but there are people here far more experienced with the worldgen parameters than I. I'd prefer temperate or warm, low-ish savagery areas but I know that changing seeds changes those areas so they're not as important. No oceans please, they're just a waste of space. >.>

I've been playing with rivers min/max, erosion cycles etc but hoping the gurus in the forums can help me pinpoint a set of parameters that will maximise my chances of finding such a place! I've found a few on streams, plenty on brooks, using an edited version of params I found on reddit but I think they used perfect world (something that still remains a mystery to me) as the geography is identical every single time, only the rivers and volcanoes changing places. I'm fine with using a text editor to tweak past the maximum numbers - the aforementioned params have 8192 volcanoes and 1200 starting rivers as their numbers XD

Thanks!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on February 17, 2014, 09:58:40 am
Hey all,

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ledi on February 18, 2014, 02:40:16 am
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.

*dives in eagerly* Many thanks! This should keep me busy for a few days as I tweak and search! I'm looking for a place to call home for a livestream fort, and being wussy about the embark since there's so much new stuff I need to get my head around like linking stockpiles and wheelbarrows and minecarts!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ModemEZ on February 19, 2014, 03:39:09 pm
So this might be a long shot but after failed worldgen after failed worldgen I'm going to ask here.

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on February 19, 2014, 04:58:29 pm
So this might be a long shot but after failed worldgen after failed worldgen I'm going to ask here.

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.
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.

Vertical cliffs with a river at the bottom? Yep, several worldgens & embarks in this thread with that.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: janekk on February 24, 2014, 07:33:14 pm
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on February 25, 2014, 12:16:13 am
I think I found everything except the river and tower, janekk.  But as always, you can remove the seeds and give it a try yourself.  :D

Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: janekk on February 25, 2014, 06:14:02 am
Wow, that's pretty extreme cliff face, this should be good enough but I'll play with seeds to see what else this can get. Thanks!

EDIT: Man, those parameters are great, I tweaked erosion a bit and I'm getting some really nice formations, I tried doing this myself but I never got results like these. For instance nicest, natural looking volcano I have seen yet:
Spoiler (click to show/hide)
Also another site with pretty nice vertical cliff with lake at bottom:
Spoiler (click to show/hide)

Once I'll find perfect spot I'll post it here for sure.

Yet another edit:
I stumbled onto something interesting when I was fiddling with parameters. While I'm sure it's nothing new to most people here I think it could be helpful tip for people that don't know about it. Changing mineral scarcity doesn't affect terrain shape in any way, you get almost exactly same map. Difference is:
Spoiler (click to show/hide)
These are prospects from exactly the same embark (cliff face stonsense pic above), difference is in mineral scarcity which I wrote down on picture. Pretty big differences considering I just bumped it by 1. Where I'm going with this is that from exactly same map I got vastly different minerals, large amounts of iron, cooper, gold, zinc, tin lead, silver.. pretty much anything. So if you found perfect embark BUT it doesn't have mineral you absolutely must have.. try regening world with small change in ms.

Edits are forever:
When I was checking sites I found one with unusual amount of diamonds, 5500 on 3v3 and nearly 9000 on 5v5. Not gonna use it myself but thought some people might want that.
Prospect and localization (http://i.imgur.com/gRcGUls.png)
Spoiler: "Seed" (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: flabort on February 25, 2014, 09:49:00 pm
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?
I'm thinking of asking you for a world in the next version.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on February 25, 2014, 11:33:09 pm
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?
I'm thinking of asking you for a world in the next version.
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.
It will be slow & less precise without dfhack, but I think reasonable results should be possible quickly.  Once dfhack catches up, things will proceed much faster.

However, I will be without Internet access during the first three weeks in March, so... if the release comes then, all bets are off.  :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Melting Sky on March 02, 2014, 09:15:27 pm
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.

I'm very new to these forums so I have no idea where to upload world gen files etc. but I've cooked up a world with an embark site that pretty much fits all of your requirements. It has a classic cinder cone shaped towering volcano in the east of the map. On the west side of the map is the head of a river which flows south. The southern half of the map consists of untamed wild tropical grassland with a decent number of trees on it. The north half of the map is a savage neutrally aligned desert with lots of black sand. There is clay and plenty of soil to grow in the river valley which extends up the sides of the volcano a bit. There is shallow iron ore on the north side of the map but there isn't a ton of it. There is enough coal and marble for the steel industry. There is plenty of copper/silver ore and enough gold to build an above ground city out of nothing but gold bricks. It's the most common metal by far which is rather funny. There are human, dwarf and elven caravan routes to the site as well as some VERY aggressive goblin neighbors. My last two sieges included war cave dragons, war jabberers and war cave crocodiles ridden by some truly vicious goblins. The local wildlife is interesting. You might not like the caverns much. They are numerous and some of them have the cavern spaghetti thing going on. The world this site sits in is quite volcanic with a lot of savage biomes.

Let me know if you are interested in it and if so how I might go about making it available to you. Is there a centralized place to upload these sorts of things?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ledi on March 03, 2014, 12:18:23 am
If anyone wants a captive audience to try out strange world gens, I'm planning a stream series where I take gen files from the community to play embarks on. Thread for it is over here (http://www.bay12forums.com/smf/index.php?topic=136795.0).
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Nevrast on March 16, 2014, 09:03:08 am
Hey !

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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on March 20, 2014, 11:44:11 am
Hey !

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)
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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Nevrast on March 20, 2014, 05:40:27 pm
That's why i asked for help ! :D

But i can do without the volcano i guess. It's just way easier to dam river with magma ...
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on March 23, 2014, 09:32:23 am
That's why i asked for help ! :D

But i can do without the volcano i guess. It's just way easier to dam river with magma ...
I'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..
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ranalcus on March 25, 2014, 06:57:33 am
Sorry top bother you guys.

ONCE I had a really cool location.

- 2 small rivers going throught whole map
- 2 waterfalls
- Lake 7 Z levels bellow the rivers/waterfall
- Few "pillboxes"/mounds (1-2 Z high) all around

But after less than 10 minutes:
- Only Miner + Lake + No slopes Combo
then
- Horde of Crocodiles

;___; I hate this game with passion, yet I can't stop to play it.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on March 25, 2014, 02:30:06 pm
Hey !

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)
Ok, this is the closest match I've found, so far (in a 3x3)
Two rivers (one waterfalling into the other, an 8Z drop)
Warm Biome
Volcano
Iron
Sand (and fire clay)
No Flux

Spoiler (click to show/hide)
If this isn't what you meant, or this isn't what you were looking for, please clarify.  :D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Nevrast on March 26, 2014, 02:37:23 pm
Vjek you are amazing !  :D

This map is beautiful  ! Perfect spot to get back to DF. I'll try to use both side of the canyon and divert the upper river underground. My dwarfs will probably all end up drowned ...

Thank you !

Ranalcus i would also be interested in such a map, coulb you provide a seed or a save ?  ;D
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Ranalcus on March 27, 2014, 12:27:11 am
@Neverast
Sorry I am looking for it by myself, and do Map Generator !!SCIENCE!! by myself (with ekhm... "not adequate results").
But when (not IF) I will success with it (by myself or with help of other people) then I will post it here ASAP.


P.S. TFW you play a Vanilia DF at work, and everyone thinks that you use our company accounting program xD
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: m-logik on March 29, 2014, 02:29:20 pm
I'm having trouble reproducing a world that I created. It had an embark point with 5 biomes (some duplication, but 3/5 were untamed wilds), a volcano in a 40z+ sheer cliff, and a brook that ran almost parallel to the cliff all in a 3x5. It was a beautiful site, but I wanted a longer history and more titans/vamps/werecreatures in the world. But I can't get it to regen from the seed.
I suspect that the problem is that it went through 10 rejections on the initial gen, until I allowed the rejection. It still does this on regen, and the resulting geography is never the same even if I don't change the parameters at all.
So, is there a way to turn off rejections? And will I get the correct geography if I do? If I can manage to reliably reproduce the world I'll gladly share.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on March 29, 2014, 03:25:58 pm
Sorry, m-logik, after I verified rejections cause cross-platform issues, I stopped gen'ing worlds with them.

I have no idea what the consequences are or difficulties will be with what you're trying to do.   :-\
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: m-logik on March 29, 2014, 05:32:28 pm
Well, I got the world to gen without rejections by upping the maximum subregions above the cap in the .txt. Unfortunately, it did not successfully recreate the embark location, so I guess this is a one-off embark.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Unknown_User on April 11, 2014, 08:34:31 pm
So I'm looking for the stereotypical dwarfy world, something good to get back into dwarf fortress with. 

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.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 12, 2014, 11:49:31 am
So I'm looking for the stereotypical dwarfy world, something good to get back into dwarf fortress with. 

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.
search this thread for: 2x2 volcano
and you'll find some good matches
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: PLANKS on April 13, 2014, 01:16:17 am
There may already be a embark in the thread with what I want already. If so point me in the right direction.

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
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on April 13, 2014, 02:08:49 am
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.
This default is between 2 and 5. It's easy to check it out in the world gen parameters (advanced world gen, 'e', then go down until you find 'Z-levels above' parameters).
I don't think people have genned a 50 levels above cavern 1 world here.

Otherwise: Worldgen science!

Temperature:
I didn't know some of this!
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

Mineral scarcity:
Changing the mineral scarcity will influence the EVIL in the world!

Consider this: using the HOT WORLD gen (it's a flat volcano + tower + sand + a HUGE finger of rock planted for no reason) I published earlier in this thread and without changing anything else, going from 100 to 1000 to 10 000 to 100 000 mineral scarcity changed history (which is not surprising) and made the tower disappear.
More surprising however, is the fact that evilness changed, and that regions which had been good turned to evil, and neutral turned to good etc. I can't explain this. If evilness were random, then seeds would give worlds of rndom evilness. But since evilness obviously isn't random, why would changing mineral scarcity (and only mineral scarcity) change evilness?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MDFification on April 13, 2014, 09:14:06 am
I'm looking for a site to try and build megaprojects in, but I haven't been able to reliably gen one. I'm aiming for a flat map with a partial aquifer, preferably with a large amount of iron, coal, flux and gold/silver. If I can I'd like to embark near a tower/with a partially reanimating biome.
Any tips for genning this kind of site? I'm having difficulty trying to arrange for the stone layers I want and keeping it flat without making dwarves rare/extinct, which is problematic as I'm trying to run very long worldgens and they don't hold up too good.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 13, 2014, 09:54:52 am
There may already be a embark in the thread with what I want already. If so point me in the right direction.

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
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..
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: PLANKS on April 13, 2014, 05:05:47 pm
There may already be a embark in the thread with what I want already. If so point me in the right direction.

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
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..

Thanks I'll give it try.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vidboi on April 13, 2014, 06:09:11 pm
There may already be a embark in the thread with what I want already. If so point me in the right direction.

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
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..

Thanks I'll give it try.

You should be a able to change the minimum distance between cavern layers without changing the surface geography, although it may affect minerals. Changing the mineral scaricty value even by 1 will completely change the minerals present without changing the geography so you can experiment with this until you find the right minerals on your embark.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: PLANKS on April 14, 2014, 02:04:32 am
Yeah I changed it to 55 its great.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Zale on April 19, 2014, 08:58:12 pm
So, what's the best way to encourage necromancer towers?
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on April 20, 2014, 07:23:30 pm
So, what's the best way to encourage necromancer towers?
Try this one, Zale..
Spoiler (click to show/hide)
It should give you some indications of what helps.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Melting Sky on April 20, 2014, 09:48:18 pm
For a load of necromancer towers increase the secrets of life and death, the number of civilizations, decrease the amount of savagery and try to make it so there are a lot of plains and other flat biomes. 
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Natti on April 26, 2014, 06:19:06 pm
Can anyone spare any tips on how to get volcanos and sedimentary layers next to each other? On flat ground, preferably.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fluoman on April 26, 2014, 07:04:58 pm
High volcanism variance + the strange thing with N x N that nobody understands with N the biggest number available + make the options under it 9 0 0 0 1.

This mostly works for me.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MeMyselfAndI on May 27, 2014, 07:59:48 pm
Can someone give me an embark?

I want a 3x3 with the following:


Bonus points for any of the following:


(I am aware of the potential conflict between flowing water and freezing, but magma can warm things enough to get around it)

Other than that, I don't want to know anything more. I'd like to discover things on my own.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: MDFification on May 28, 2014, 08:47:59 am
Found a really nice site here. (http://dffd.wimbli.com/file.php?id=7301) It's already embarked, but abandoning it and reclaiming should mark it out easily on the map. I stole it from Moltenchannels.

It's flat, has a surface volcano, sedimentary layers with plenty of iron and flux, an evil biome, a good biome, necromancers within range... the only thing it doesn't have that you'd want for a truly epic fortress is a partial aquifer. Water's a little tight as-is; most of the ponds refill, but there's no river, so if you're doing a project requiring large amounts of water you'll have to pump it up from the caverns.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Foxite on May 28, 2014, 10:36:48 am
Sadly, I never started trying out seeds. Yet I want to know if anyone's got a world with a place something like this :P

If this is too specific then you can limit it a little, but please make sure that there is are some trees the least and a river(and no aquifer! Or you can do what I did and disable aquifer in the raws, which will make finding a good site without aquifer alot easier.) :)

Some large hills, if it is possible then put it at the egde of the mountain(lets say something like 1/4 of the embark region would be mountain)
No aquifer
A river, dont really care if its a stream or a brook. I dont really care if there are ponds or not either
Temperature: Warm or temperate
Surroundings: Wilderness or calm, if it is a good biome then serene
Trees: Woodland, Forested or Heavily forested
Other veg: Dont care
Multiple metals at both shallow and deep, if it can be determined then with iron and coal(lignite or bituminous coal). If there is iron, then prefer a site with some kind of flux, though it is not absolutely necessary so feel free to leave it out.
Soil: some to deep, if not possible then clay
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Melting Sky on May 28, 2014, 03:14:03 pm
Latius1290, I am currently playing a fort on a volcano/river embark that meets this description except that the two biomes it is on include a hot savanah style wilderness with good tree coverage and a savage neutral desert biome in the north west corner of the map. The creatures have been pretty tame though, to be honest. There is iron, coal, flux and copper/silver ore plus an absolute ton of gold. Let me know if you want me to post the seed info. Its a slightly larger than average embark, 3x5 if I remember correctly. It will run slightly faster than a 4 x 4 so if your computer can't handle that then skip it.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: ORCACommander on June 16, 2014, 11:27:43 am
I kinda forgot to put htis here last night: http://www.gamefront.com/files/?filepath=bloodreign//Dwarf-Fortress/Maps/10000_years.rar

Successfully generated 10,000 year large region. Caveat is that i had to reduce the amount of civs by 10 and reduce their max populations by 50,000
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: exdeathbr on July 03, 2014, 06:26:36 am
For anyone that want, here is a parameter that is made of the average  (rounded to nearest and rounded up if .5) values of all the default parameters
PS: rounding to nearest and down if .5, rounding always down, and rounding always up would give different parameters, but I am not redoing this more 3 times.
PS: DF will say the game is having a hard time to put enought low elevation and enought ocean edges. Just tell DF to skip the ocean edge check and the world will generate. Well DF rejects world really fast with those parameters, so you could try to continue pressing C until somehow DF generate a world without rejecting it.

[WORLD_GEN]
        [TITLE:ALL MIX]
        [DIM:129:129]
        [EMBARK_POINTS:1324]
        [END_YEAR:1050]
        [BEAST_END_YEAR:136:80]
        [REVEAL_ALL_HISTORY:1]
        [CULL_HISTORICAL_FIGURES:0]
        [ELEVATION:1:400:636:636]
        [RAINFALL:0:100:156:156]
        [TEMPERATURE:25:75:156:156]
        [DRAINAGE:0:100:156:156]
        [VOLCANISM:0:100:156:156]
        [SAVAGERY:0:100:156:156]
        [ELEVATION_FREQUENCY:2:1:1:1:1:1]
        [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:2500]
        [MEGABEAST_CAP:20]
        [SEMIMEGABEAST_CAP:40]
        [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:18]
        [GOOD_SQ_COUNTS:17:165:263]
        [EVIL_SQ_COUNTS:17:165:263]
        [PEAK_NUMBER_MIN:9]
        [PARTIAL_OCEAN_EDGE_MIN:1]
        [COMPLETE_OCEAN_EDGE_MIN:2]
        [VOLCANO_MIN:3]
        [REGION_COUNTS:SWAMP:168:1:1]
        [REGION_COUNTS:DESERT:168:1:1]
        [REGION_COUNTS:FOREST:670:2:2]
        [REGION_COUNTS:MOUNTAINS:1341:1:1]
        [REGION_COUNTS:OCEAN:1341:1:1]
        [REGION_COUNTS:GLACIER:8:0:0]
        [REGION_COUNTS:TUNDRA:16:0:0]
        [REGION_COUNTS:GRASSLAND:1341:2:2]
        [REGION_COUNTS:HILLS:1341:2:2]
        [EROSION_CYCLE_COUNT:226]
        [RIVER_MINS:66:66]
        [PERIODICALLY_ERODE_EXTREMES:1]
        [OROGRAPHIC_PRECIPITATION:1]
        [SUBREGION_MAX:2825]
        [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:20]
        [NON_MOUNTAIN_CAVE_MIN:18]
        [ALL_CAVES_VISIBLE:0]
        [SHOW_EMBARK_TUNNEL:2]
        [TOTAL_CIV_NUMBER:21]
        [TOTAL_CIV_POPULATION:15000]
        [SITE_CAP:578]
        [PLAYABLE_CIVILIZATION_REQUIRED:1]
        [ELEVATION_RANGES:5224:2758:1379]
        [RAIN_RANGES:1314:2629:1314]
        [DRAINAGE_RANGES:1314:2629:1314]
        [SAVAGERY_RANGES:1314:2629:1314]
        [VOLCANISM_RANGES:1314:2629:1314]
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Legionaries on July 08, 2014, 10:29:20 pm
So now that the new version is out....

Should one of the map-masters go ahead and make a DF2014 Worldgen Cookbook Thread?  I would have done this already except I don't want to take any credit from those who actually perform the black bearded magic.  I just partake of the cookbook goodness as I find compelling embarks - and I now need a thread to choose DF2014 embarks from.

So far I've discovered lots of ways to fail world gen and not get goodies to share. I have a lot to learn on this.
 
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: vjek on July 08, 2014, 10:40:39 pm
I can do it, I was going to wait until there's a version with a few less bugs, though..
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Blastbeard on July 08, 2014, 10:46:45 pm
The recipes in this thread might still work if you paste this line in.

LO AND BEHOLD !!SECRETS!!, AVERT THINE EYES YE PURISTS.
Spoiler (click to show/hide)

That line comes right after [EVIL_RAIN_NUMBER], putting it anywhere else might or might not do strange things.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: flabort on July 08, 2014, 11:23:19 pm
I think certain new features (multitile trees and succession among them) will make the seeds work differently now.

We will have to wait for the results of SCIENCE!!! before we can know for sure.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: macrosblackd on August 01, 2014, 11:13:51 pm
I was wondering if anyone had something like the following:

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Angle on August 02, 2014, 01:20:55 am
I have a worldgen that gives me loads of those. It's optimized to give me Volcanoes next to major rivers, but if you're willing to settle for less you should have hundred of embarks.

Spoiler (click to show/hide)

Unless you mean necromancer tower in which case you'll need to mess with it, I don't get many necromancer towers.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: macrosblackd on August 03, 2014, 10:42:57 am
Yea, I was talking about necro towers. I'll give this a shot and tweak as necessary, thanks!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Chevaleresse on August 09, 2014, 03:22:29 am
Reposting this.

How would I go about generating a site that:
-has a volcano
-has sand
-contains iron ore (or at least more metal than my current embark, which is to say any metal at all)
-contains flux
-has fresh water
-has at least some surface wood
-is savage
-is not evil
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Shiv on September 14, 2014, 03:59:38 am
I feel this is super specific but it's what I enjoy playing in so we'll see if someone can help out:

Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Angle on September 14, 2014, 12:26:16 pm
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)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Arcani on September 27, 2014, 10:51:33 pm
-Edit-
Nvm, gonna post it in the new thread.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: PillarsOfSalt on November 25, 2014, 02:21:49 am
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)

Thank you. I lowered the amount of good zones because my first
Gen was a little too joyful but I have now found an ideal embark.

PRAISE ARMOK! Many kittens will be sacrificed to him here!
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: iofhua on February 11, 2015, 04:38:54 pm
Hi I am having a problem with generating one of my worlds and I was hoping someone here might now whats going on. I use the same seed for this one world I keep regenerating, and I keep getting different results each time? I thought if you use the same seed, you should get the same world each time? If someone could take a look and see what happens if you regen this a few times:

Spoiler (click to show/hide)

I always get the same map and same starting locations, but sometimes the human town in the bottom left will grow larger, sometimes it stays a small town, sometimes it gets destroyed shortly after year 1. Necro towers will spawn at different spots on the map, or not at all. The elves almost always get wiped out, but their forest retreats will end up under the control of humans, dwarves, and sometimes kobolds. I have tried with unmodded DF and how the civilizations grow still seems random each time.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Max™ on February 11, 2015, 05:02:32 pm
That's just how things work with the history and world activation now as I recall. This is also the 34.01+ cookbook thread btw.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: iofhua on February 11, 2015, 05:25:24 pm
Oh alright so civs will grow randomly no matter what I do? Thanks for the help.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Max™ on February 11, 2015, 06:28:10 pm
Yeah, it's not totally randomly, but they interact with each other and neighboring creatures in a more fine-grained simulation than they used to as I recall, producing less predictable results.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: iofhua on February 15, 2015, 03:47:43 pm
I was able to generate a really nice world for DF 34_11. I uploaded my save to the DF repository, since while I keep a static history seed, the civilization development is still pretty random. On my save the dwarfs conquered the goblin fortress on the middle left of the map, and made peace with the humans, creating a huge road network. If the dwarfs don't conquer that fortress and make peace, you won't get that.

There is a nice embark that has a wooded area with a river, volcano, flux, and metal, and access to all civs except goblins. There are goblins on the map, but they are in secluded mountain areas that you have to embark right next to for access. There are also other embarks with both a volcano and river, but not may not have many neighbors or access to flux.

One of the dwarf civs "The Rock of Realms" has a dwarf fort, multiple goblin forts, and an elf retreat. They should have lots of stuff to take at embark and trade with.

It has lots of sites to visit. It should be fun in adventurer mode.

You can download the save here:
http://dffd.bay12games.com/file.php?id=10588 (http://dffd.bay12games.com/file.php?id=10588)

You can find screenshots of the embark locations here:
https://www.flickr.com/photos/53957811@N08 (https://www.flickr.com/photos/53957811@N08)

Here are the worldgen parameters:
Spoiler (click to show/hide)
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: knutor on May 14, 2020, 06:49:05 am
How do avoid the map reject msg, regarding crops? 47.04, I am running my parameters out to yr 992, for an elder dragon encounter possibility on yr 1002. Have overcome the extinct dorf problem, and on occassion even have elf civs still flourishing at stoppage. My problem is going from 10 civs to 15. I'd like 15 civs, but the generator produces the vague crop error reject. Doesnt even say what crop or with whom, its happening.
Title: Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
Post by: Fleeting Frames on May 14, 2020, 07:03:51 am
Perhaps use this thread instead (http://www.bay12forums.com/smf/index.php?topic=175538.0)?

That aside, crop rejection is typically from insufficient subterranean water - dwarves need at least 10 for wet caverns (that can have plump helmets).