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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: vjek on July 09, 2014, 10:08:21 am

Title: DF2014 (v0.40.24) Worldgen Cookbook Thread!
Post by: vjek on July 09, 2014, 10:08:21 am
From the previous version thread (http://www.bay12forums.com/smf/index.php?topic=101280.0): (thanks to Nameless Archon)

---
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!
---

I'll add to that the following..

A screenshot showing the embark location is ideal, if you are posting with a specific embark in mind, rather than just the entire world.
Please use spoiler and code tags where appropriate, to keep your posts a reasonable size.



Here's my first DF2014 worldgen & embark.  It's a steel friendly embark with an aquifer for a secure water supply. 
It contains magnetite and marble in the first 10 layers, three caverns, and saguaro trees in a rocky wasteland / sand desert.
As expected, it has sand, and magma is reasonably easy to reach.  If you stay within the desert/sand biome, you can avoid the aquifer, for the most part.

Spoiler: Gobbos! (click to show/hide)
Title: Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
Post by: Legionaries on July 09, 2014, 07:04:50 pm
Sweet!  Thank you for starting the thread for the new version.  I'll have to try out this first world.

I wanted to mention that a while back I asked a question in the previous thread about finding worlds where you started at war with the elves.  While I never found the answer on how to gen that, I found a better answer after I discovered that war with the elves gets annoying because elves are weak and they don't provide things that you can melt down into better equipment.

My solution - I started taking seeds from larger worlds, removed the history and creature seeds, and then genned the world with the fortress defense mod enabled.  This lets you gen a world with up to 18 additional hostile races willing to destroy you. Some are trap avoid and other are not.  It's very easy to add in - I hope it gets updated for the new version quickly.

Anyway, when people ask for extra extra extra goblins and a double helping of war - that's a good suggestion.  You do need a larger world to support all the races who want you dead, but it brings a steady supply of sieges directly to your house.


Title: Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
Post by: guessingo on July 09, 2014, 07:13:53 pm
what is world activation? how is this different from the previous way worlds were generated?
Title: Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
Post by: Sergarr on July 09, 2014, 07:21:16 pm
what is world activation? how is this different from the previous way worlds were generated?
history now continues after world-gen

so while you play armies continue to march new settlements continue to sprowl and so on
Title: Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
Post by: KingKaol on July 09, 2014, 07:54:02 pm
Any suggestion for how to make civilizations more dynamic for longer histories? Most of the expansion/action seems to happen in the first couple hundred years and most settlements tend to be tightly clumped.

Edit: I guess it's mostly the site cap that is being reached so quickly. I got things running pretty quickly right now, suppose I could slow it down a bit by adding more sites :)
Title: Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
Post by: Lich180 on July 09, 2014, 08:26:06 pm
Oh yeah, got me one of those crazy necromancer tower worlds. Played with the gen a bit, didn't see anything impressive yesterday, so I sheled the world. Came back to it today, opened up Dwarf Mode, and found this: (big image)

Spoiler (click to show/hide)

That's 52 or so necromancer towers, all up in the northern part of this scrap of land. There are also Pits in the north, and a goblin civ AT WAR with the only dwarven civ on the map.

World gen follows:

Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
Post by: palu on July 09, 2014, 09:00:32 pm
Necro island with only 97 elves & 11 kobolds:

(http://i.imgur.com/UaGIyAw.png)

Quote from: Civilized World Population
18929 Dwarves
6393 Humans
97 Elves
12466 Goblins
11 Kobolds

Total: 37896

Code: [Select]
Created in DF v0.40.01.

[WORLD_GEN]
[TITLE:CREATE WORLD NOW = 2534435]
[SEED:woYIcYAgY68IkSc8SyMG]
[HISTORY_SEED:giGa8YOOkQGGWikUou64]
[NAME_SEED:66aUYguiEQoOi6amKaeg]
[CREATURE_SEED:wecQoi6oK2U4mqk486Ow]
[DIM:33:33]
[EMBARK_POINTS:1324]
[END_YEAR:1050]
[BEAST_END_YEAR:1050:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:51:51]
[TEMPERATURE:25:75:51:51]
[DRAINAGE:0:100:51:51]
[VOLCANISM:0:100:51:51]
[SAVAGERY:0:100:51:51]
[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:1]
[SEMIMEGABEAST_CAP:3]
[TITAN_NUMBER:1]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:20]
[NIGHT_TROLL_NUMBER:10]
[BOGEYMAN_NUMBER:10]
[VAMPIRE_NUMBER:10]
[WEREBEAST_NUMBER:10]
[SECRET_NUMBER:20]
[REGIONAL_INTERACTION_NUMBER:20]
[DISTURBANCE_INTERACTION_NUMBER:20]
[EVIL_CLOUD_NUMBER:10]
[EVIL_RAIN_NUMBER:10]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:1:0:0]
[EVIL_SQ_COUNTS:1:0:0]
[PEAK_NUMBER_MIN:1]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:1]
[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:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:1:1]
[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:1]
[NON_MOUNTAIN_CAVE_MIN:1]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:5]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:102]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:36:72:36]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

Spoiler: Kobolds are here: (click to show/hide)
Title: Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
Post by: gunpowdertea on July 10, 2014, 02:58:59 am
Oh yeah, got me one of those crazy necromancer tower worlds. Played with the gen a bit, didn't see anything impressive yesterday, so I sheled the world. Came back to it today, opened up Dwarf Mode, and found this: (big image)

Spoiler (click to show/hide)


Is it just me or does this look quite a bit like Italy? Roman Dwarves! Build the Collosseum and all the sights of the Eternal City! Also note that in Northern Italy there are many towers, I guess that's the Lega Nord ;)
Title: Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
Post by: vjek on July 10, 2014, 11:17:13 am
I can confirm it's possible to get adamantine spires with only one cavern, in 40.01.

Personally, I wasn't able to do this, or didn't see it without a demon temple, in 34.11, so this is a nice new feature/change, imo.

For example: (in the world I just gen'd)
Embark level: 135.
Top of first and only cavern: 125.
Bottom of cavern: 121.
Magma sea/adamantine starts: 117.

Spoiler: worldgen (click to show/hide)
Title: Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
Post by: Boudazzler on July 10, 2014, 11:38:07 am
From the previous version thread (http://www.bay12forums.com/smf/index.php?topic=101280.0): (thanks to Nameless Archon)

5: Nushratlani, "Keepersister", vault
   Owner: The Cloister of Bleaching, Guardians of Iklist
   25 Guardians of Iklist
   50 Poetry Workers
   1 Treachery's Beast

The idea of a poetry worker implies something being mass produced  in stone by jaded dwarven poets. Adding in the Treachery Beast, most likely wielding a whip, just completes the picture.
Title: Re: DF2014 (v0.40.01+) Worldgen Cookbook Thread!
Post by: Grey Goo on July 10, 2014, 12:03:04 pm
Wanted 65x33 island, zero rejections. Required features:

1) Flat rock or sand desert near road.

2) Small island with easy access to main island. I want to build bridge!

3) Volcano which is easy mine down to ground or valley which can be filled easily with magma.

3b) Iron, any iron ores with volcano or valley.

4) Flat and very very deep area near coast. Near enough so that building access isn't much fuss.

4b) Any copper ores and sand with those.

4c) Also good place for lighthouse.

5) Just enough to mountains allowing dwarves exist. Otherwise plains.

6) Elves, bonus if in wars with dwarves. Also goblins and humans wanted.

7) Optimal amount of minerals. Enough for use and yet not enough to have any leftovers.

History needs not be long. Just enough for roads. Like to start near dawn of time. Yes, these all must be in one world. Planning do megaproject...
Title: Re: DF2014 (v0.40.02+) Worldgen Cookbook Thread!
Post by: exdeathbr on July 11, 2014, 08:09:00 am
For anyone that is curious, this is what happens when you average the values of all default parameters.
PS: 3.4 as some example is rounded to 3, 3.6 would be rounded to 4 and 3.5 is rounded to 4.
PS2: The other different ways of rounding non integer numbers (always rounding up, always round down, round down if .5) would problably generate way different world.

Anyway the world will complain about the lack of low elevation and lack of edge ocean. Skip the edge ocean as skiping the low elevation will not fix the "problem".

[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]
        [GENERATE_DIVINE_MATERIALS:1]
        [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: DF2014 (v0.40.02+) Worldgen Cookbook Thread!
Post by: palu on July 11, 2014, 08:13:22 am
Shouldn't this be in DF general discussion?
Title: Re: DF2014 (v0.40.02+) Worldgen Cookbook Thread!
Post by: ImagoDeo on July 11, 2014, 08:43:17 am
Shouldn't this be in DF general discussion?

Technically, maybe. Most people don't really care as much what their world looks like for adventurer mode as for fortress mode.

Also, vjek: thanks so much for doing this! I've always had a huge measure of respect for you and all the wonderful work you've done on the last thread, and it's great to see you keep it up through the update. :)
Title: Re: DF2014 (v0.40.02+) Worldgen Cookbook Thread!
Post by: vjek on July 11, 2014, 09:27:32 am
Glad to help, ImagoDeo.

Here's my first testing 40.02 embark, steel friendly, just a few trees, pocket world, lots of goblins.  One living dwarv civ.



This second 40.02 world features:
Pocket world with 100 years of history.
Sparse->Heavy forests, no were-creatures, no vampires, no savagery, no volcanos, no evil biomes.

Civilized World Population

   2872 Dwarves
   1309 Humans
   108 Elves
   2004 Goblins
   121 Kobolds

   Total: 6414


The highlighted embark features:
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: ImagoDeo on July 14, 2014, 06:30:32 pm
vjek, can you find me a terrifying desert embark with an aquifer on part (but not all) of the map? I don't care what clouds or rain or whether or not it reanimates. Just surprise me with that.

I'm looking for a challenge. :P
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: Eric Blank on July 14, 2014, 08:00:36 pm
I've got a pocket world here with only a single surviving dwarf, who just so happens to be a necromancer, amongst ~10600 goblins and kobolds (combined population). I can indeed embark in dwarf mode, and just about the only place the necromancer cant reach is the terrifying tundra in the far north. I think it may be fun for anyone looking for some Fun, so I felt like posting it.

I generated the world with some trivial changes to creature raws. Nothing that should affect the history, I don't think.
The world is also 527 years old, but generation and saving it took a trivial amount of time on a shitty public library computer with my thumbdrive.

map and info:

Spoiler: map (click to show/hide)

Spoiler: Population Info (click to show/hide)

Spoiler: Gen Parameters (click to show/hide)
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: Dushan on July 14, 2014, 08:10:09 pm
Whats a pocket world?
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: ImagoDeo on July 14, 2014, 09:28:17 pm
Whats a pocket world?
Smallest world size. 17x17.
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: colorlessness on July 14, 2014, 11:31:07 pm
What are general parameters that people would suggest to minimize the amount of aquifers in the world?  I know I can mod them out entirely, but I don't want a *totally* aquifer-free world, just something with fewer aquifers than tend to appear with default params.
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: vjek on July 15, 2014, 12:07:31 am
vjek, can you find me a terrifying desert embark with an aquifer on part (but not all) of the map? I don't care what clouds or rain or whether or not it reanimates. Just surprise me with that.

I'm looking for a challenge. :P
This should match most of that..
If you want a larger aquifer area, expand/move one tile north.  As it is, the grassland biome is the only part of the embark with an aquifer (starting in the lower soil layers).
Spoiler: terrifying desert (click to show/hide)
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: StumpytheOzzie on July 15, 2014, 02:52:08 am
Over the last few years I've spent many hours re-genning the worlds in these threads. I've had heaps of fun and !!FUN!! and everything in between. And a lot of !!SCIENCE!! too.

Super keen for a newbie paradise so I can create a military fort and go slaughtering...

Lots of iron&flux, volcano and sand should do it... With a river... lol...
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: unauthorized on July 15, 2014, 04:34:37 am
What are general parameters that people would suggest to minimize the amount of aquifers in the world?  I know I can mod them out entirely, but I don't want a *totally* aquifer-free world, just something with fewer aquifers than tend to appear with default params.
Aquifers are usually formed in regions with low drainage, high rainfall, and low elevation. You may have to turn off some rejection parameters because you won't be getting certain biomes if you play around with those parameters.
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: satan on July 15, 2014, 03:32:14 pm
Does anyone have a world where an evil biome with glumprongs and all that good stuff overlaps a good biome?
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: vjek on July 15, 2014, 08:16:56 pm
Does anyone have a world where an evil biome with glumprongs and all that good stuff overlaps a good biome?
The embark/world below shows that.  Although the density of good/evil isn't as high as it could be, it's high enough to see the good/evil trees and flora on the same embark.

Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: userpay on July 16, 2014, 09:36:54 am
So looks like vjek already posted similar to what I'd like to have though I'll put the call out there anyway.

I fondly remember many versions (and RL years for that matter) ago when I had an embark that had massive amounts of Magnetite and a magma pool near the surface all set in and around a small mountain. I was well on my way to making everything out of iron on that save. Mainly what I'm looking for are the Magnetite nodes (I never got those nodes in any other game I've played, only veins of the other irons) and preferably some sort of easy access to smelting it, either via a nearish surface magma pool or perhaps plentiful trees.

Admittedly I might not try to use it until the next version but depending on how long that takes to come down the pipe might go ahead and start on the current version.
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: vjek on July 16, 2014, 10:48:10 am
Here you go userpay, enjoy the iron.  8)

Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: userpay on July 16, 2014, 11:34:41 am
Wow that was fast! Thank ye kindly vjek. Here's hoping this will still be valid in the next version which I hope will come out in a day or two.
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: StumpytheOzzie on July 16, 2014, 03:08:22 pm
Wow! What a site!

That'll do well for my megaprojects. Magma and sand :)

Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: Thormgrim on July 16, 2014, 03:21:44 pm
Vjek,
I notice that you seem to gen a lot of worlds with only one cavern.  Why is that?
I have never messed around with the number of caverns before.  Do you lose out on variety by reducing the number of caverns (either flora or fauna)?  When you reduce the number of caverns, does it remove the top, bottom or a random cavern first?

So many questions!
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: vjek on July 16, 2014, 03:44:56 pm
In 34.11, having a single cavern removed (99% of the time) the ability to have Adamantine show up.  It also prevented, in some cases, blood thorn trees/shrooms from showing up.

However, so far in 40.x, both Adamantine and all varieties of giant shrooms show up with just a single cavern.  It may be certain other features are lacking with a single cavern, but I haven't seen that yet.

As such, from my perspective, why not make the world a little thinner, and have the magma a little closer?  :D

IIRC, it removes the bottom-most cavern, and then the middle cavern as well, for 2 and 1 caverns, respectively.
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: userpay on July 16, 2014, 04:44:17 pm
So if you increase cavern count for, say, the one I asked for what happens? Completely different embark or just farther away from magma?
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: vjek on July 16, 2014, 05:08:10 pm
So if you increase cavern count for, say, the one I asked for what happens? Completely different embark or just farther away from magma?
I tried to use the original magnetite-rich embark and did exactly that (reduced to one cavern).  Totally different embark, no magnetite.  Changing the cavern count has a big impact.
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: Bki on July 16, 2014, 06:00:07 pm
I personally look for a canyon at the convergence of two rivers, if possible one of them being a minor one, with around 10 z-levels between the top and the surface. Preferably, I would also want (from the most to least important) :

No aquifer.
Sand.
Bronze and/or Iron.
Lots of tree and/or coal.
At most one tower (I don't think I'm confident enough to embark on one of those necromancers worlds you can generate now).

With bonus point for :

At war with at least one civ.

Ideally a small or smaller world, but a medium world is fine, too.

Edit : Alternatively, which parameters are good for getting canyons?
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: Thormgrim on July 17, 2014, 05:10:41 pm
As such, from my perspective, why not make the world a little thinner, and have the magma a little closer?  :D

Agreed!

Do you know which cavern layers I need to thicken to make sure I have a nice tall candy spire, too?
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: vjek on July 17, 2014, 05:36:14 pm
... Do you know which cavern layers I need to thicken to make sure I have a nice tall candy spire, too?
The spires grow from the magma sea to the bottom of the first cavern.
So your options are twofold.  You can make them taller by making the magma sea thicker ("Z Levels above layer 5")
AND/OR
You can make them taller by making the layer above the magma sea taller.  (This may be "Z Levels above layer 4")
The only reason I say may be is because I haven't tested it in 40.x yet.  It may be "Z Levels above layer 4" only with 3 caverns, or regardless of the number of caverns.  More testing required.
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: vjek on July 17, 2014, 05:49:54 pm
I personally look for a canyon at the convergence of two rivers, if possible one of them being a minor one, with around 10 z-levels between the top and the surface. Preferably, I would also want (from the most to least important) :

No aquifer.
Sand.
Bronze and/or Iron.
Lots of tree and/or coal.
At most one tower (I don't think I'm confident enough to embark on one of those necromancers worlds you can generate now).

With bonus point for :

At war with at least one civ.

Ideally a small or smaller world, but a medium world is fine, too.

Edit : Alternatively, which parameters are good for getting canyons?
If you remove the seeds from what is below, you will always get canyons, provided north is up during worldgen.
I think I got everything except the at war civ.  If the canyon is too high, or the river too wide, let me know.  I was going big.  8)
Spoiler: 38Z River Canyon (click to show/hide)
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: Bki on July 18, 2014, 07:32:18 am
If you remove the seeds from what is below, you will always get canyons, provided north is up during worldgen.
I think I got everything except the at war civ.  If the canyon is too high, or the river too wide, let me know.  I was going big.  8)
Spoiler: 38Z River Canyon (click to show/hide)

An impressive canyon, indeed.

The river is just wide enough, and the higher the canyon, the better, so this is just what I wanted (except the fact that the Dwarf civilization don't have access to coal so it make embarking with metal just a little less convenient. But that's not really that important anyway).
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: cyberTripping on July 18, 2014, 07:50:58 am
I generated a large world as my first region in celebration of the new release.
The rng gods smiled upon me, and generated this as one of the landforms.

Spoiler (click to show/hide)

Here's the gen info if I exported it right, tell me if it's wrong (and how to not do it wrong, if you know)
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: userpay on July 20, 2014, 04:29:05 pm
Can anyone confirm whether the newest update breaks save or not? I might need a new world again if it does (can't test at work).

Request
Magma relatively close to surface (similar to last time works), lots of magnetite (or similar large quantities of other iron), at least some trees, doesn't have to be a ton like last time, flux would be great though not absolute necessity, and having other civs and goblins would be great. Only got to a year in with my previous world genned from this thread but no gobs, humans, or elves have visited.
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: vjek on July 20, 2014, 07:58:23 pm
40.03 worldgens and embarks appear to be identical.  MAGN1 (above) is identical, as far as I can tell, in 40.04

However, I'll work on a new one per your refinements, userpay.
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: userpay on July 22, 2014, 11:19:54 am
Yesh I can see why this is a difficult task though. Decided to try my hand at modifying MAGN1 and after much back and forth managed to get elves around at least according to the embark screen, haven't had any traders yet. Mildly surprised that I couldn't seem to get humans to generate. Also need to figure out how to determine population levels as I also managed to be at war with gobs so wana make sure they're stocked up.

Wanting a surprise I also embarked about a tile or two over so might not even have any Candy nor do I seem to have sand but for the moment this will work...
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: vjek on July 22, 2014, 01:07:02 pm
Generated these two worlds/embarks in the past few days.

First embark features two above-ground rock spires (this was a request for 34.11, too) which I managed to nail down using an artificial elevation map, but it's possible to make 100Z above-ground rock spires with reasonable frequency, so that's pretty cool.

Second one features a solid adamantine vein, underground, 60Z in height.

I was trying to create an artificial volcanism/elevation/rain/drain set that would permit canyon rivers to intersect volcanos, regularly.  Unfortunately, having enough volcanism to have a volcano raises the elevation so high, rivers won't typically flow through such regions/tiles to create canyons, so... that's still a dream for the moment.

In any case, on to the spoilers.

Spoiler: 50Z double spire (click to show/hide)

Spoiler: 60Z solid candy (click to show/hide)

Any troubles with reproducing these, let me know.  8)
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: Nahno on July 23, 2014, 04:56:45 am
I was trying to create an artificial volcanism/elevation/rain/drain set that would permit canyon rivers to intersect volcanos, regularly.  Unfortunately, having enough volcanism to have a volcano raises the elevation so high, rivers won't typically flow through such regions/tiles to create canyons, so... that's still a dream for the moment.
I dream of something similar. I regularly get brooks in the same tile as a volcano, but not close enough to cause a "flat" volcano regularly. May I inquire about your technique to make canyon volcanos?
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: vjek on July 23, 2014, 07:36:11 am
... I dream of something similar. I regularly get brooks in the same tile as a volcano, but not close enough to cause a "flat" volcano regularly. May I inquire about your technique to make canyon volcanos?
This embark produces river canyons quite regularly.  It even allows you to pick what kind of river (minor, major, normal, etc) if you use it right, and north is up during worldgen.
The way it works is, in the NW corner, there's a single valley, with declining elevations, this is (ideally) the start of the single river that winds it's way through the world.  At each north-south run, there are two points at which adjacent rivers are permitted to join the main river.  This is where river canyons are formed.

The trick is, these join points are quite high (elevation 299) to ensure river canyons that are steep & many Z-Levels.

In the elevation map, wherever there is a set of these values (299:100:299) that's where a steep-walled river canyon will form.  If you add an additional volcanism map, placing a volcanism value of 100 on that center region, in between the 299's, creates a new river source, because the volcano creation pushes up the elevation so high, the river can't flow normally past this point any more.

If you reduce the elevation below 100 or above 299, it seems like worldgen ignores these as potential rivers entirely.  I tried setting the elevation to 1 or 99, with 100 volcanism, and volcanos formed there, but no rivers.

So, I'm not sure there's a quick and easy answer.  I know it's possible to get the rivers to run close to flat volcanos.  The problem is, I think flat volcanos are an anomaly, related to elevation meshes "keeping them down" to lower elevation levels.  As such, I'm not sure custom elevation maps are the only piece to the "low-elevation flat-volcano" embark puzzle.

But once that's figured out, the next step will be to combine those conditions with a low elevation river and a high elevation river, to have river-canyon-volcanos.  :o
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: blue sam3 on July 23, 2014, 07:45:31 am
... Do you know which cavern layers I need to thicken to make sure I have a nice tall candy spire, too?
The spires grow from the magma sea to the bottom of the first cavern.
So your options are twofold.  You can make them taller by making the magma sea thicker ("Z Levels above layer 5")
AND/OR
You can make them taller by making the layer above the magma sea taller.  (This may be "Z Levels above layer 4")
The only reason I say may be is because I haven't tested it in 40.x yet.  It may be "Z Levels above layer 4" only with 3 caverns, or regardless of the number of caverns.  More testing required.

If it's still the same as last time I tested it (and my memory hasn't completely failed me), with less than three caverns, all of the "Z levels above layer x" are spawned in the right order, and it's just the caverns themselves that are dropped, starting from the bottom up.
Title: Re: DF2014 (v0.40.04+) Worldgen Cookbook Thread!
Post by: Thormgrim on July 23, 2014, 01:55:23 pm
I have a request that I've been dabbling with for a while, but don't really have the time to figure out properly.

I'm looking for a world with lots of little regions.  I really like to have three or more biomes/regions in a given embark.  I especially like it when I get lots of high savagery from different biomes and usually a Joyous Wilds along with some evil biome.
I would especially like to see one with cliffs along the ocean and volcanoes near water.  I like steep cliffs in general.
An embark with a volcano, a river, a joyous wilds and a haunted (or similar) and with several different biomes (grasslands, forests, mountains, etc.) would be a dream.

Here's the hard part, I have this ambition to create many fortresses around the world and would need several good embarks instead of just one.

If you can accomplish this, I will be very grateful.
Title: Re: DF2014 (v0.40.04+) Worldgen Cookbook Thread!
Post by: vjek on July 23, 2014, 03:11:35 pm
Personally, I've never seen cliffs on an ocean.  I've seen them near lakes, but not a body of water with waves.  Doesn't mean it can't happen, but I think it's gonna be tough/rare.

The rest, not too tough.  I'll see what I can find today/tomorrow, Thormgrim.
Title: Re: DF2014 (v0.40.04+) Worldgen Cookbook Thread!
Post by: Bki on July 23, 2014, 06:38:07 pm
So, I would like a game where not only no dwarven civilization remains, but where my starting seven are the last dwarves in the world (Having only the first two migrant waves is fine, too).

Because of that, the embark site should allow the fortress to be self-sufficient. I think I shouldn't receive a dwarven caravan (and if I do, then I wouldn't trade with them because they shouldn't even exist), so having sand would be good. I guess I could import it from the humans, but that would take a long time. Some metal allowing to make armour and weapons. Maybe another for furnitures. Good access to magma (either through a pipe or a volcano) would help. Access to water without having to breach the cavern, too (either river or aquifer. It's funnier if the aquifer can't simply be bypassed, but at the same time it's more annoying to exploit).  Having goblins, elves and humans (in that order of importance) existing in the world would be a good thing too. Bonus point for war.

Let's make a nice list of requirement and bonus...

Requirements :
As few dwarves as possible while still allowing fortress mode. Getting the first two migrant waves is fine, but no more than that.
Sand
Metals for armour and weapons. Steel is ideal, but iron and bronze is fine, too, and copper might be fun :).
Goblins

Bonus :
Easy magma.
Easy water.
Elves and humans.
War with elves or humans.
Clay
Title: Re: DF2014 (v0.40.04+) Worldgen Cookbook Thread!
Post by: KingKaol on July 24, 2014, 12:52:40 am
I have a request that I've been dabbling with for a while, but don't really have the time to figure out properly.

I'm looking for a world with lots of little regions.  I really like to have three or more biomes/regions in a given embark.  I especially like it when I get lots of high savagery from different biomes and usually a Joyous Wilds along with some evil biome.
I would especially like to see one with cliffs along the ocean and volcanoes near water.  I like steep cliffs in general.
An embark with a volcano, a river, a joyous wilds and a haunted (or similar) and with several different biomes (grasslands, forests, mountains, etc.) would be a dream.

Here's the hard part, I have this ambition to create many fortresses around the world and would need several good embarks instead of just one.

If you can accomplish this, I will be very grateful.

The limiting factor I believe is 'Maximum Subregions' in the advanced worldgen parameters. I am only experienced with medium worlds (129x129), but the maximum value is 5000 which is what I set it to.

I think the other parameters that you want to look at are X,Y Variance of the various types (Elevation, Rainfall, Temperature, Drainage, Volcanism, Savagery).

The only one I change is Elevation (changed from 401 to 601 both X and Y). This seems to make the regions smaller but much higher than this results in a greater number of initial rejections.

I would be interested in increasing the perimeter of mountain regions (as I'm stubborn and always look for sites on the edge of a mountain biome). Although I have increased the initial/final mountain regions, I tend to get a lot of maps with very 'clumped' mountains (say 6 or 7 peaks in one region) while I would rather have long mountain 'chains' to increase their perimeter/area ratio.
Title: Re: DF2014 (v0.40.04+) Worldgen Cookbook Thread!
Post by: vjek on July 24, 2014, 07:29:25 am
...
If you can accomplish this, I will be very grateful.
The worldgen below is close.  This type has a high rejection rate due to not being able to place the initial mountainhome, but if you're patient, you can remove the seeds and find your own that might be better.  I looked through three full worlds that had a surviving Dwarven civ, and this was the best of the three: (note each embark is multi-biome)
Title: Re: DF2014 (v0.40.04+) Worldgen Cookbook Thread!
Post by: Thormgrim on July 24, 2014, 11:51:50 pm
that is one awesome and seriously bonkers world.
i can't wait to mess around with it.
Thank you!!
Title: Re: DF2014 (v0.40.04+) Worldgen Cookbook Thread!
Post by: Thormgrim on July 24, 2014, 11:55:08 pm
what would i likely have to do to get Elves and Humans to appear/survive in this world?
Title: Re: DF2014 (v0.40.04+) Worldgen Cookbook Thread!
Post by: vjek on July 25, 2014, 12:24:21 am
what would i likely have to do to get Elves and Humans to appear/survive in this world?
Increase the site cap to 40 or so, that should do it.
Title: Re: DF2014 (v0.40.04+) Worldgen Cookbook Thread!
Post by: Thormgrim on July 25, 2014, 03:30:21 pm
what would i likely have to do to get Elves and Humans to appear/survive in this world?
Increase the site cap to 40 or so, that should do it.

That got me elves, but no humans.
Maybe there aren't enough of the sort of terrain tiles they need to start?
Title: Re: DF2014 (v0.40.04+) Worldgen Cookbook Thread!
Post by: vjek on July 25, 2014, 04:13:02 pm
Yeah, given the high levels of randomness, that doesn't surprise me, but there should be a world with all of them, in all the myriads of possibilities.  It would just take time to find.  In THIS particular world, though, without changing the seeds, humans may not be possible, it's true.
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: vjek on July 28, 2014, 12:12:58 pm
So I've run across a significant issue with 40.0x and wanted to ensure people knew what was going on, if they're trying to generate worlds that worked in 34.11 and are having problems.

There's a couple of situations that are occurring so often, they appear to be consistent, and are causing some new behavior.
1) The first NPC dwarven site/embark/mountainhome always falls to a forgotten beast.
2) Hillocks will not form unless the biome has trees and/or above ground crops. (not even in mountains!)
3) Kings/Queens are assigned immediately (or shortly thereafter) when embarking from a "dead" civilization.
4) Goblins are completely taking over some fortresses, leading to another situation where the above #3 occurs.

All of the above situations create a bit of a conundrum.  Why?  Here's why..

If you want to create a world where Dwarves survive, it becomes quite challenging, unless you increase the "Site Cap After Civ Creation" parameter in Advanced Worldgen.  However, this has no effect if the biome isn't human or elf friendly.  So, it's difficult (impossible?) to create worlds with just dwarves and goblins, where one of the above 4 situations isn't present.

If you want hillocks, you create the situation where humans and elves will likely be present, as they will start civs in those biomes if you have "Number of Civilizations" above 2.  Leaving it at 2 forces situation #1 to occur, and you're left embarking from a dead civ, leading to situation #3.

Potential solutions:
-Allow players to adjust the biomes within which Hillocks will form.  As the word "Hillock" or "hillock" does not currently appear in any 40.0x file except Dwarf Fortress.exe, this would have be a Toady-driven change and/or adjusted with DFHack, I suspect.
-Expand the biome range within which Hillocks will form, specifically to include mountains at least. (301+ elevation)  Ideally, it would include desert, wasteland, badlands, swamp and marsh.
-Allow dwarven civs to defend themselves from invasions from FB's. (if they don't already)
-If the above isn't the problem, then limit FB's attracted to the first NPC dwarven civ to (1) one. (this presumes they keep coming until the civ falls, which may not be true, but would explain a lot)
-Allow hillocks to form in biomes not adjacent to the mountainhome(s). Underground travel FTW!

Until something changes, NPC dwarven civs will continue to be wiped out trivially on worlds that have hillock-unfriendly biomes adjacent to the mountainhomes.  This includes (at least) swamp, marsh, wasteland, badlands, desert, taiga, mountain, glacier, tundra, and possibly more.

I'm not sure if all of the above is intentional.  Having hillocks only form on human/elf friendly biomes (and not mountain biomes) seems like a bug to me, but I don't want to presume that's the case.
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: JoeJoe on July 28, 2014, 01:33:56 pm
I think dwarven settlements in mountain biomes will be mountainhomes/underground fortresses and hillocks are only supposed to be in hills.
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: vjek on July 28, 2014, 02:33:09 pm
I think dwarven settlements in mountain biomes will be mountainhomes/underground fortresses and hillocks are only supposed to be in hills.
The problem is.. If you have only one dwarven civ, and one dwarven site, you're almost guaranteed that civ & site will be dead after a very short time (<30 Years, in some cases) leading to near instant king/queen promotion on embark. 

A good example is a desert world.  If the entire world is desert except one single solitary mountain region, you will get no additional sites.  Ever.  You won't get additional sites (Hillocks) in the desert, nor in the mountains.  Then a Forgotten Beast will take out the original Civ, move in to that mountainhome, and you're done.  No more dwarves in that world.  Adjust all the parameters you wish, it's not gonna happen.
This example situation, with similar biomes, happens with alarming frequency if you try to generate any kind of "unusual" world, but the important part to remember is, this is entirely different from the behavior in 34.11.  In 34.11, making these "unusual" worlds was easy & fun.

It also means you have to fight with the most demanding noble possible, that loves to punch your other dwarves to death quite regularly, from the word "Go".

As well, given the line in the d_init reads: "You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features." it seems something is not working right, or that line is wrong/out of date.
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: Aristion on July 28, 2014, 02:40:57 pm
It is with the succession line addition. If the king/queen dies with no heir to the throne, a random dwarf is chosen to be king which is generally in a player fort and it ignores that line that says you only get a king at that population. It only applies if the king is alive and not in your fort.
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: vjek on July 28, 2014, 02:46:23 pm
It is with the succession line addition. If the king/queen dies with no heir to the throne, a random dwarf is chosen to be king which is generally in a player fort and it ignores that line that says you only get a king at that population. It only applies if the king is alive and not in your fort.
Yes, I'm aware. That's the behavior that has eight threads in this forum of people saying "WTF?" when they get a king a few days after embark.  With the starting seven.

Trying to avoid that is proving extremely challenging, with the current worldgen behavior.  That's what I'm trying to draw attention to.
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: Lich180 on July 28, 2014, 04:49:33 pm
It would be nice to have this "king at the start" thing somewhat alleviated. My current world in this situation is a reclaim of a world-gen fort, that has no surviving dwarves but my founding 7. Generated in .40.04, and the seed doesn't have the same results in .40.05.
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: Isharia on July 28, 2014, 08:34:46 pm
I made a thread about this, but I guess it's more appropriate here:

I figured some people might enjoy this.  There is iron, but only if you include part of the mountain biome, otherwise you are stuck with gold, galena, tetrahedrite (as far as a surface scan went).  That's about as much as I could gather.  There is Phantom Spider silk on site, and it's full of the evil biome plants & Glumprongs, something I've been missing a lot myself, actually.  It is also a reanimation biome.
(http://i.imgur.com/s9OfAwCl.png) (http://imgur.com/s9OfAwC)
(http://i.imgur.com/sl7frawl.png) (http://imgur.com/sl7fraw)

Also Double war + 3x towers:
(http://i.imgur.com/23lROkwl.png) (http://imgur.com/23lROkw)

World Gen -- could keep respawning the same history seed (in order to preserve the war status I presume) to get towers nearby if you were patient enough.  It does often cluster ~4-5 towers within close proximity of each other though as you keep genning it with the same seeds.
Code: [Select]
Created in DF v0.40.05.

[WORLD_GEN]
[TITLE:Goblin & Elf War]
[SEED:OcQYY2KAEUoYiGw4yc6Q]
[HISTORY_SEED:aiiqQEWu2uMCy88MSEIY]
[NAME_SEED:YSyWkmS8oY4geQEEQms8]
[CREATURE_SEED:ksQeuKU6Uacy2q0wqY2u]
[DIM:65:65]
[EMBARK_POINTS:1324]
[END_YEAR:200]
[BEAST_END_YEAR:5:30]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:800:800]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:3:2:0:1:0:1]
[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:3:1:2:3:4:5]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:25]
[SEMIMEGABEAST_CAP:9]
[TITAN_NUMBER:6]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_TROLL_NUMBER:11]
[BOGEYMAN_NUMBER:11]
[VAMPIRE_NUMBER:11]
[WEREBEAST_NUMBER:11]
[SECRET_NUMBER:22]
[REGIONAL_INTERACTION_NUMBER:22]
[DISTURBANCE_INTERACTION_NUMBER:22]
[EVIL_CLOUD_NUMBER:11]
[EVIL_RAIN_NUMBER:11]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:1:16:0]
[EVIL_SQ_COUNTS:1:16:0]
[PEAK_NUMBER_MIN:1]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:1]
[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:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:5:5]
[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:4]
[NON_MOUNTAIN_CAVE_MIN:6]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:528]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:136:272:136]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:528:1056]
[VOLCANISM_RANGES:0:0:0]
Save:
http://d-h.st/diR
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: stinkasectomy on July 29, 2014, 09:44:56 am

The problem is.. If you have only one dwarven civ, and one dwarven site, you're almost guaranteed that civ & site will be dead after a very short time (<30 Years, in some cases) leading to near instant king/queen promotion on embark. 

A good example is a desert world.  If the entire world is desert except one single solitary mountain region, you will get no additional sites.  Ever.  You won't get additional sites (Hillocks) in the desert, nor in the mountains.  Then a Forgotten Beast will take out the original Civ, move in to that mountainhome, and you're done.  No more dwarves in that world.  Adjust all the parameters you wish, it's not gonna happen.
This example situation, with similar biomes, happens with alarming frequency if you try to generate any kind of "unusual" world, but the important part to remember is, this is entirely different from the behavior in 34.11.  In 34.11, making these "unusual" worlds was easy & fun.


if you really want to have hillocks in other biomes, you can always mod your dwarfs's entity in entity_default.txt
standard dwarfs have

   [SETTLEMENT_BIOME:ANY_FOREST]
   [SETTLEMENT_BIOME:MOUNTAIN]
   [SETTLEMENT_BIOME:ANY_GRASSLAND]
   [SETTLEMENT_BIOME:ANY_SAVANNA]
   [SETTLEMENT_BIOME:ANY_SHRUBLAND]
http://dwarffortresswiki.org/index.php/DF2014:Biome_token  (http://dwarffortresswiki.org/index.php/DF2014:Biome_token) has the list of possible biomes (you may need to add the relevant BIOME_SUPPORT tags

i used to get twisted up about getting the perfect generation, but but i found out the above. (not that i actually used it since 40.02- i finally dove into the advanced world generation's world painter. world painter is extremely powerful
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: vjek on July 29, 2014, 09:55:56 am
Yep, all that is possible, but wasn't necessary in 34.11.  IMO, 40.0x worldgen is LESS fun/easy/functional than 34.11.  If that's intentional, by all means, let's get jiggy with the world painter.  I've used it extensively.  If the current behavior is not intentional though, I await with great anticipation the adjustments that will fix it.

Also, having to do that makes it much more difficult to share worldgen parameters if you have a list of caveats you have to share along with the worldgen. "adjust these raws, then this worldgen will work!" <- less awesome.

Just sayin'.  :D
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: stinkasectomy on August 01, 2014, 08:40:40 am


Also, having to do that makes it much more difficult to share worldgen parameters if you have a list of caveats you have to share along with the worldgen. "adjust these raws, then this worldgen will work!" <- less awesome.

Just sayin'.  :D


true, which is why i said to use world painter, since it is saved as part of the generation parameters
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: vjek on August 01, 2014, 09:17:00 am
What's the tallest mountain you've found inside an embarkable area?

I've found one with 49 levels from the tip of the mountain down to the bit of plains at the base. I'm sure that can be bettered.

Bonus points if you include a world_gen.txt for it.
3x2 Embark area
100Z (149->249, embark -> mountain-top)
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: ptb_ptb on August 01, 2014, 09:27:20 am
Aha, the world painter. :P I didn't think of that (I've never got on with it well).
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: vjek on August 01, 2014, 09:34:52 am
I'm sure it's possible to find a similar embark without using the world painter, it would just take twenty times as long.  :D
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: beefsupreme on August 01, 2014, 02:47:28 pm
Is there a quicker way to input one of these sets of parameters into the worldgen, or do I have to type them one by one?
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: Lich180 on August 01, 2014, 03:29:40 pm
Copy the world gen paramters that are posted, go into your Dwarf Fortress folder, open the "data" folder, then open the "init" folder. Look for a notepad file labelled "world_gen.txt" and open it.

Then paste the parameters into the document, save it, and boot up the advanced world generation menu in Dwarf Fortress.
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: beefsupreme on August 01, 2014, 07:48:49 pm
Been digging around and can't find a clear answer to this: what worldgen settings can I change to make it more likely that there is a dwarf-goblin war at the end, with both races having a pretty big population? Ideally, I'd like war with the elves too but I know that's rarer.
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: vjek on August 01, 2014, 09:12:47 pm
Nothing simple that I'm aware of to guarantee WAR status in vanilla DF.

Here's a worldgen that, if you choose the right area and Dwarven civ on embark, can be at war with either Goblins or Elves.
Spoiler: war testing (click to show/hide)
I would imagine, if you removed the seeds and generated similar worlds, you could probably find one where Dwarves were at war with both, concurrently.
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: beefsupreme on August 01, 2014, 09:32:24 pm
Nothing simple that I'm aware of to guarantee WAR status in vanilla DF.

Here's a worldgen that, if you choose the right area and Dwarven civ on embark, can be at war with either Goblins or Elves.
Spoiler: war testing (click to show/hide)
I would imagine, if you removed the seeds and generated similar worlds, you could probably find one where Dwarves were at war with both, concurrently.

Took out the seeds, got a double war on my first try. Thanks!

Edit: Turns out it was a dead civ. I've tried changing a few different settings (end year and number of civs, mostly) and it seems that the dwarven civs that start double wars inevitably die out really quickly, probably because of the wars.
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: ptb_ptb on August 02, 2014, 12:37:38 pm
Found myself a 93-high mountain

(http://imagr.eu/up/53dd212ec6932_mountainembark.png) (http://imagr.eu/up/53dd212ec6932_mountainembark.png)

Code: [Select]
[WORLD_GEN]
[TITLE:90+Mountain]
[SEED:m3aBiv3IQzsiIXQq6Sf9]
[HISTORY_SEED:BsMaFEKvx9NOM9t0O2jZ]
[NAME_SEED:jMTLfjGN03Swj1WGtk7N]
[CREATURE_SEED:0liKpvgNTW10Gh5tRylr]
[DIM:65:65]
[EMBARK_POINTS:1324]
[END_YEAR:1050]
[BEAST_END_YEAR:100:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:3100:3100]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:1:2:1:1:1:2]
[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:4]
[SEMIMEGABEAST_CAP:9]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_TROLL_NUMBER:11]
[BOGEYMAN_NUMBER:11]
[VAMPIRE_NUMBER:11]
[WEREBEAST_NUMBER:11]
[SECRET_NUMBER:22]
[REGIONAL_INTERACTION_NUMBER:22]
[DISTURBANCE_INTERACTION_NUMBER:22]
[EVIL_CLOUD_NUMBER:11]
[EVIL_RAIN_NUMBER:11]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:1:16:0]
[EVIL_SQ_COUNTS:1:16:0]
[PEAK_NUMBER_MIN:8]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:0]
[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:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:50]
[RIVER_MINS:5:5]
[PERIODICALLY_ERODE_EXTREMES:0]
[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:4]
[NON_MOUNTAIN_CAVE_MIN:6]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:136:272:136]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: vjek on August 02, 2014, 09:01:46 pm
Had a question that I can't find an answer to (searched around for a while now) and maybe someone has already done some !!SCIENCE!! around it..

I'm trying to determine what causes more (rather than less) underground regions to be formed.  Is it a set value based on map size, or can it be influenced, modified, or adjusted?

Personally I've tried changing the number and type/style/water of caverns, rain/drain/volc/elev/temp/savagery, erosion, and Z-Levels Above Layer 1-5, and none of these appears to affect how many underground regions are formed.
So, before I invest a whole bunch of needless time & effort, has anyone figured out how to create more or fewer underground regions?

The underground regions I'm referring to are what you see in Legends mode as "Underground Regions".  I'm interested to know how this mechanic works because during worldgen, one Forgotten Beast is placed into each Underground Region.  If there are more regions, there are more beasts, and of course, more FUN! :)
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: Torrenal on August 02, 2014, 11:58:57 pm
Any tips for getting extra volcanos, with a minimum of other changes from the base worldgen configs?

//Torrenal
Twiddling thumbs while rejects pass 4000...
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: Fluoman on August 03, 2014, 01:29:16 am
Increase number of volcanoes, set volcanism variance to max, use [VOLCANISM_FREQUENCY:?:?:?:?:?:?] with something like 10 for the lowest, and 1 for the highest and the largest in "X by X" size of mesh. Set the amount of hills/forests etc tiles to 0 to avoid a lot of rejections.
This should give you pretty evenly spaced volcanoes. With some luck, due to the increase variance, you can get volcanoes in sedimentary layers for instant steel.

Edit: if anyone manages to get a flat volcano in a yellow sand desert (preferably just as flat), I'm looking for such an embark.
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: LMeire on August 03, 2014, 02:28:08 am
http://dffd.wimbli.com/file.php?id=9253

I don't know exactly what caused this since DF's internal workings may as well be in ancient Assyrian for all that I can read them, but I found a weird river that just shouldn't work at all:
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: Fluoman on August 03, 2014, 04:48:28 am
Edit: if anyone manages to get a flat volcano in a yellow sand desert (preferably just as flat), I'm looking for such an embark.
Answering my own request with this:
Spoiler (click to show/hide)
Mostly flat embark with yellow sand, magma surface at z-level -2 from the main surface. Max height is +2.
However the world is probably too large because the game is reaaally slow. Going to downgrade it to 67*67, probably.
Hope there will be FPS improvements in the future.
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: ptb_ptb on August 03, 2014, 06:02:53 am
I used PerfectWorldDF to set the elevations, then exported to worldgen.txt file. I now want to edit it with the DF World Painter, but I've got a problem. I can't see the bottom of the map.

I can get it to show the top left, top right and middle, by using right-mouse button clicks, but not the bottom.

Any ideas?

Code: [Select]
[WORLD_GEN]
[TITLE:PERFECTWORLDTEST]
[DIM:65:65]
[EMBARK_POINTS:1324]
[END_YEAR:300]
[BEAST_END_YEAR:100:85]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:800:800]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:3:2:0:1:0:1]
[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:5000]
[MEGABEAST_CAP:4]
[SEMIMEGABEAST_CAP:9]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_TROLL_NUMBER:11]
[BOGEYMAN_NUMBER:11]
[VAMPIRE_NUMBER:11]
[WEREBEAST_NUMBER:11]
[SECRET_NUMBER:22]
[REGIONAL_INTERACTION_NUMBER:22]
[DISTURBANCE_INTERACTION_NUMBER:22]
[EVIL_CLOUD_NUMBER:11]
[EVIL_RAIN_NUMBER:11]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:1:16:0]
[EVIL_SQ_COUNTS:1:16:0]
[PEAK_NUMBER_MIN:1]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:1]
[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:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:50]
[RIVER_MINS:5:5]
[PERIODICALLY_ERODE_EXTREMES:0]
[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:1]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:5]
[LEVELS_ABOVE_LAYER_3:5]
[LEVELS_ABOVE_LAYER_4:5]
[LEVELS_ABOVE_LAYER_5:5]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:4]
[NON_MOUNTAIN_CAVE_MIN:6]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[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]
[PS_EL:4:5:7:9:12:14:16:17:17:18:19:18:17:18:18:17:16:14:14:14:16:19:20:20:22:26:28:29:29:30:29:29:30:32:33:35:35:37:40:43:47:48:47:49:50:51:53:55:57:60:65:70:75:81:82:79:73:64:52:41:32:25:18:12:9]
[PS_EL:3:4:7:9:12:16:18:19:20:21:20:20:18:18:18:18:18:17:16:16:18:19:21:22:25:29:30:32:32:34:34:34:33:34:35:36:36:38:41:44:46:49:50:52:55:54:54:56:60:62:65:70:76:80:84:87:79:67:55:44:35:27:20:14:10]
[PS_EL:3:5:9:12:16:22:27:28:31:34:32:28:25:23:25:27:29:28:27:26:27:29:31:34:37:42:44:45:45:46:46:48:49:50:50:50:50:53:56:59:61:63:70:76:78:76:75:77:82:86:90:95:100:113:133:140:118:92:77:63:50:39:29:21:16]
[PS_EL:3:5:11:15:20:27:38:43:46:49:47:40:32:30:33:38:40:42:43:42:41:42:45:50:51:53:55:57:57:60:60:61:61:63:65:64:65:66:68:71:74:77:85:96:105:103:97:98:109:119:130:137:150:173:190:197:170:135:102:82:67:53:39:27:23]
[PS_EL:3:5:10:14:21:33:47:65:70:69:64:55:44:40:43:45:47:49:52:53:51:50:51:55:55:58:62:65:67:70:71:75:75:74:74:73:72:73:73:75:81:87:94:106:118:117:120:122:134:152:171:190:210:225:240:243:228:190:150:114:87:67:50:33:28]
[PS_EL:2:4:9:16:23:37:55:80:92:92:84:73:61:56:54:51:50:54:58:56:56:55:56:57:56:62:65:69:74:76:84:91:89:87:83:82:81:79:81:83:87:95:98:107:109:112:120:127:142:173:199:219:250:264:282:284:280:242:203:154:106:77:58:40:34]
[PS_EL:1:4:10:19:29:43:61:89:123:135:124:101:88:80:69:63:62:65:67:62:62:60:59:62:65:67:69:72:79:85:96:110:107:109:109:109:107:96:95:100:110:118:119:117:110:113:109:119:141:171:204:235:282:302:305:308:304:289:247:180:129:87:68:47:40]
[PS_EL:1:5:13:25:36:49:70:112:178:194:182:159:141:123:104:89:90:87:82:82:77:72:73:74:75:75:71:74:82:89:95:124:126:132:150:152:164:154:144:152:156:155:147:149:140:121:104:111:136:159:202:241:287:306:309:315:312:302:265:207:152:107:81:57:48]
[PS_EL:2:7:16:29:43:58:78:132:223:247:236:216:193:170:153:142:135:128:112:104:102:96:94:92:87:86:78:79:83:93:107:124:130:140:163:180:195:207:201:193:183:169:159:164:164:151:128:129:138:155:189:220:264:284:306:316:313:304:274:223:178:134:95:68:58]
[PS_EL:5:9:18:31:49:70:90:157:259:301:288:253:229:200:180:170:159:144:132:134:149:144:132:119:113:101:95:91:89:101:125:128:123:141:162:166:183:206:220:207:198:186:173:171:172:169:132:128:144:157:181:212:238:245:285:310:311:303:273:229:191:159:112:76:66]
[PS_EL:8:11:19:34:54:78:116:190:282:313:304:276:248:207:183:165:161:141:136:148:169:161:163:153:127:114:102:96:96:112:135:129:128:144:152:157:165:185:201:211:212:196:187:167:160:142:121:120:136:133:153:185:201:207:237:270:294:285:248:216:184:151:110:76:65]
[PS_EL:9:13:21:36:59:85:140:212:294:319:313:302:253:222:197:170:168:149:144:155:161:157:165:170:158:134:115:111:124:144:141:129:119:127:144:157:169:177:187:206:220:213:203:168:130:108:105:111:112:97:108:131:162:187:208:230:251:252:228:199:172:138:97:73:61]
[PS_EL:10:14:26:42:63:96:155:227:305:327:319:308:270:242:206:191:177:164:154:158:162:156:164:176:184:175:155:144:144:147:132:120:122:122:145:161:183:192:198:205:225:228:192:153:107:93:94:103:90:78:78:90:122:159:187:205:208:210:201:186:162:126:90:66:56]
[PS_EL:13:19:32:48:69:114:179:259:313:331:325:313:295:257:225:200:187:187:163:154:170:175:173:178:185:198:196:171:142:141:147:137:149:158:176:190:201:222:217:214:228:224:174:139:113:96:94:89:71:63:66:79:98:131:153:165:173:176:178:169:137:109:82:59:49]
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Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: vjek on August 03, 2014, 10:07:04 am
From my first draft tutorial on using the painter interface (http://www.bay12forums.com/smf/index.php?topic=133425.msg4856710#msg4856710)..
...

Right click pans the working area - however, it's reversed.  If you right click at the bottom, it will pan up.  If you right click at the top, it will pan down.  Right clicking closer to an edge will make the pan jump farther.  If you right click closer to the center, it will pan in very small increments. 0x0 is the upper left, 32x32 (in this sized map) is the lower right.

...

You haven't done the whole map!  You think you have, but you haven't.  You need to pan the map down to see the rest.  Do this by right clicking in the upper half of the painting area.  You'll see there's some unpainted elevation down south there.  paint all that.  Ensure you're at the bottom by left clicking on the bottom right, and noting it is 32x32.  Now pan back up by right clicking in the bottom half of the painting area until the upper left corner is 0x0.
 ...
Personally, I suspect the current painter panning method is a bug, and it should just center on right click, but.. only the Toad knows for sure!  :D
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: vjek on August 03, 2014, 11:11:06 am
... if anyone manages to get a flat volcano in a yellow sand desert (preferably just as flat), I'm looking for such an embark.
Here's one, with a few caveats.
100% flat embark. Flat surface volcano. Yellow sand.
However, despite showing an aquifer on the embark finder, I couldn't find it easily.  Also, there's no water in the caverns, so.. unless you can find that aquifer, water might be a problem. 
If this is a deal breaker, trying removing the seeds, increasing the rain min/max to 9/9, drainage to 32/32, and regenerating.  It'll take a few to find a yellow world with a surviving dwarven civ, but you can do it. :)
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: userpay on August 03, 2014, 11:29:37 am
http://dffd.wimbli.com/file.php?id=9253

I don't know exactly what caused this since DF's internal workings may as well be in ancient Assyrian for all that I can read them, but I found a weird river that just shouldn't work at all:
Spoiler (click to show/hide)

Want to play on this so bad but no clue where the embark is...
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: Torrenal on August 03, 2014, 02:26:33 pm
This gets me 2 usable volcanos - with metals and flux,  after 1050 rejects.  Now the catch is finding a seed for some proper neighbors.
With the given seeds, I get no goblins in range of either volcano
One volcano is in temperate conifer forest (Shallow Clay, Very Deep Soil, Shallow Metal, and a second biome of Very Deep Soil, Aquifer, Shallow Metal, Deep Metals, Flux stone layer )
, the other in temperate shrubland (Shallow Clay, Deep soil, Aquifer, Shallow Metals, Deep Metals, Flux Stone Layer)

Small world, so the rejects go fast.

Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: LMeire on August 03, 2014, 03:25:04 pm
http://dffd.wimbli.com/file.php?id=9253

I don't know exactly what caused this since DF's internal workings may as well be in ancient Assyrian for all that I can read them, but I found a weird river that just shouldn't work at all:
Spoiler (click to show/hide)

Want to play on this so bad but no clue where the embark is...

It should be the second fort on the Reclaim list, does that help? If not there's also this:
(http://i.imgur.com/c850Bur.png)
(http://i.imgur.com/QMsdqLa.png)
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: Fluoman on August 04, 2014, 12:49:59 am
... if anyone manages to get a flat volcano in a yellow sand desert (preferably just as flat), I'm looking for such an embark.
Here's one, with a few caveats.
Thank you.
Title: Re: DF2014 (v0.40.03+) Worldgen Cookbook Thread!
Post by: Reknot on August 12, 2014, 03:54:05 pm
I've got a pocket world here with only a single surviving dwarf, who just so happens to be a necromancer, amongst ~10600 goblins and kobolds (combined population). I can indeed embark in dwarf mode, and just about the only place the necromancer cant reach is the terrifying tundra in the far north. I think it may be fun for anyone looking for some Fun, so I felt like posting it.

I generated the world with some trivial changes to creature raws. Nothing that should affect the history, I don't think.
The world is also 527 years old, but generation and saving it took a trivial amount of time on a shitty public library computer with my thumbdrive.

map and info:

Spoiler: map (click to show/hide)

Spoiler: Population Info (click to show/hide)

Spoiler: Gen Parameters (click to show/hide)

Damn that looked fun, borked in 40.08 though... I don't know, it doesn't get overrun by the necromancer he is stuck up at the ice for me.

Would love to do a Survivor - Owh holy crap - playtrough on a map like this...

Looked great though.

Found any other interesting Pocket size worlds?
Title: Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
Post by: Gojira1000 on August 12, 2014, 04:12:35 pm
Any tips for getting extra volcanos, with a minimum of other changes from the base worldgen configs?

//Torrenal
Twiddling thumbs while rejects pass 4000...
Set the top end of volcanism incidence mesh to 7000 or so, minimum volcanoes to like 100 and press zoom
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Agdune on August 13, 2014, 01:36:03 am
Heyo, another world gen newbie here (Never really played with it all that much tbh). I'm just looking for tips on making a short-history, dwarf-extinct world, as close as possible to the standard gen settings; medium to small world. What are the least invasive measures I can take to get a world-gen biased towards those conditions? Obviously, low civ count (5, maybe 6 civs) will be mandatory, high megabeast and semi-megabeast pops will be useful, and high savagery probably won't hurt... what else can anyone else suggest? In an ideal world, keeping hostile races alive will be a big plus, but I have no idea how to help Goblins and Kobolds prosper...

(I feel so lazy, normally I'd spend a day or three trying to figure it out myself instead of asking :p )
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Chevaleresse on August 13, 2014, 02:30:40 am
I think dwarves need mountain peaks to create civs, so setting those to low or none would do the trick.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Reknot on August 13, 2014, 05:13:11 am
I have a question, one thing that stops me from generating my own Advanced Maps...

Everytime I make my own set of parameters and generate the world, it gets to year 30 then stops... won't go any further.
Now I do have

   [END_YEAR:1050]

but it just .. won't go any further.
  I think it has to do with Beast End Year?

   [BEAST_END_YEAR:30:80] ?
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: celem on August 13, 2014, 06:18:09 am
Ahh yes,

That tag determines when to start checking megabeast population and what percentage (remaining alive) will halt worldgen.

I coulda sworn default was to check after 300 years, maybe you tweaked it accidentally.  that looks to me like halt if more than 20% megabeasts dead at year 30.  Which is gonna be true often.  Its usually simple to find in the 'e' advanced parameter list, its just below the settings on how many years to run, embark points etc.  You will find both the setting for year to start checking and the threshold % in those options.

Edit: Is this the newest version?  you are new to forums so assuming new to game.  Perhaps Toady really changed the default on this one, I was positive it was yr 300 before.  If the default is now yr 30, 80% living then that could be an issue since its gonna gen a lotta short-worlds for the beginner players without them understanding why.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on August 13, 2014, 08:24:17 am
... Edit: Is this the newest version?  you are new to forums so assuming new to game.  Perhaps Toady really changed the default on this one, I was positive it was yr 300 before.  If the default is now yr 30, 80% living then that could be an issue since its gonna gen a lotta short-worlds for the beginner players without them understanding why.
I just checked 34.11 and 40.08, and the default for both versions is 30, for this field in POCKET worlds.  It's 300 in LARGE worlds.
Personally, I change it to match the End Year so my world always generates to the number of years I want.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Reknot on August 13, 2014, 09:03:35 am
Ahh yes,

That tag determines when to start checking megabeast population and what percentage (remaining alive) will halt worldgen.

I coulda sworn default was to check after 300 years, maybe you tweaked it accidentally.  that looks to me like halt if more than 20% megabeasts dead at year 30.  Which is gonna be true often.  Its usually simple to find in the 'e' advanced parameter list, its just below the settings on how many years to run, embark points etc.  You will find both the setting for year to start checking and the threshold % in those options.

Edit: Is this the newest version?  you are new to forums so assuming new to game.  Perhaps Toady really changed the default on this one, I was positive it was yr 300 before.  If the default is now yr 30, 80% living then that could be an issue since its gonna gen a lotta short-worlds for the beginner players without them understanding why.

Hi friend.
No, I am not that new to the game. Been lurking the forums for years, but haven't written anything.
BUT I am new to making worlds! Have just made a map, [f]ound suitable embark. Played.
Haven't paid any real attention to the world itself.

But now I kinda want to make some nasty map. Like that one with one surviving dwarf and over run by a necromancer!
Like that, where doom in immanent and lurking every round.

Back on topic; Yes. It's the 40.08 and I am sure I haven't changed it. Maybe presets are off? I don't know.
Changing that made the history flow along again. Thanks.


EDIT:World I wrote about, doesn't work in 40.08.:
   
   I've got a pocket world here with only a single surviving dwarf, who just so happens to be a necromancer, amongst ~10600 goblins and kobolds (combined population). I can indeed embark in dwarf mode, and just about the only place the necromancer cant reach is the terrifying tundra in the far north. I think it may be fun for anyone looking for some Fun, so I felt like posting it.

   I generated the world with some trivial changes to creature raws. Nothing that should affect the history, I don't think.
   The world is also 527 years old, but generation and saving it took a trivial amount of time on a shitty public library computer with my thumbdrive.

   map and info:

      
Spoiler: map (click to show/hide)

      
Spoiler: Population Info (click to show/hide)

      
Spoiler: Gen Parameters (click to show/hide)
   
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Tacomagic on August 14, 2014, 09:49:02 am
My favorite tweak for woldgen is this pairing:

[SAVAGE_FREQUENCY:3:1:1:2:3:6]
[SAVAGERY_RANGES:0:0:2080]

Makes the world a lot more FUN while at the same time still leaving just enough low-savagry areas for civilizations to eek out an existence... for a few hundred years at least.

I also prefer to double the caps for mega, submega, and titans, just to keep everyone on their toes.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Sliverine on August 16, 2014, 09:27:28 am
If anyone happens to stumble upon or knows how to create a flat embark with a equally flat volcano in a warm, heavily forested area, let me know. Even better if the embark contains a decent amount of entire obsidian layers before the first cavern  :D

Vjek: I ever requested such a map before back in the 34.11 days and I reused the world gen seed u kindly provided me back then. However I cant seem to find that sweet spot anymore. Maybe someone here might have more luck with that.

Link to world gen params: http://www.bay12forums.com/smf/index.php?topic=101280.msg4271914#msg4271914
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Ledi on August 16, 2014, 10:30:10 am
Okay, so I was trying to make a large world gen file that had oodles of volcanoes and rivers (I want a 2x2 that contains both as well as trees and flux and soil and clay and iron) but for some reason I'm not getting any elves or humans or goblins spawning in the world at all. I'm... confuzzled.

Could someone give me a set of params that could maximise my chances at the above, as well as include the other races please? I don't need a specific site, I'll search for that myself, just want to know what to plug into as numbers as mine are apparently borked.

Thanks!
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: KingKaol on August 16, 2014, 01:29:53 pm
Has anyone noticed Sites where Dwarves and Goblins (or Elves and Goblins) are living together? I haven't visited in adventure mode, just looking through the sites for my world I have a few of these where there are Goblins listed under the inhabitants of a Dwarven fortress site. Are they just visiting or are they living in peace?

Example:
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: KingKaol on August 16, 2014, 03:52:24 pm
Quote
Added pole-setting parameters for world gen, allowed north+south pole and no-pole options

Hellelujah!
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Dwarf_Fever on August 16, 2014, 04:04:37 pm
Newbie question: I was wondering, can I use this worldgen thingie to make your world more shallow, so for instance there's only one cavern layer instead of 3? Would that be difficult?
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Chevaleresse on August 16, 2014, 04:06:38 pm
All you would have to do is set cavern layers to a lower number, though IIRC that can cause issues with HFS and stuff like that.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Dwarf_Fever on August 16, 2014, 04:08:04 pm
Has anyone noticed Sites where Dwarves and Goblins (or Elves and Goblins) are living together? I haven't visited in adventure mode, just looking through the sites for my world I have a few of these where there are Goblins listed under the inhabitants of a Dwarven fortress site. Are they just visiting or are they living in peace?

Example:
Spoiler (click to show/hide)

Maybe the goblins are in cages along with the rabbits  :D
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Dwarf_Fever on August 16, 2014, 04:13:56 pm
All you would have to do is set cavern layers to a lower number, though IIRC that can cause issues with HFS and stuff like that.

It's that simple? I need to do this ASAP. Can it also make a world more shallow in z depth?
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on August 16, 2014, 04:15:28 pm
Newbie question: I was wondering, can I use this worldgen thingie to make your world more shallow, so for instance there's only one cavern layer instead of 3? Would that be difficult?
Yep, you can.  In the past, this caused problems with HFS generation, but in 40.0x so far, a single cavern creates HFS no problem at all.

It is simple to create worlds that regularly have embarks with as few as 20 Z levels from Embark to magma, consistently, including a single cavern.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Dwarf_Fever on August 16, 2014, 04:21:07 pm
Beautiful!! Thank you.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Minnakht on August 16, 2014, 04:47:06 pm
In earlier versions, I found that making the caverns have maximum openness and minimum passage density (saying those two terms from memory, might be inaccurate) also caused them to be very, very flat. Since they didn't span more than a few z-levels, and the amount of z-levels between caverns can be set freely, it also led to a shallow embark, if that's what you want.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on August 16, 2014, 05:06:02 pm
Has anyone noticed Sites where Dwarves and Goblins (or Elves and Goblins) are living together? I haven't visited in adventure mode, just looking through the sites for my world I have a few of these where there are Goblins listed under the inhabitants of a Dwarven fortress site. Are they just visiting or are they living in peace?
I just embarked on one and it had 200 hostile goblins, 8 hostile dwarves, and 1 hostile goblin administrator.
Everyone (as in, EVERYONE) except the administrator were sleeping.
/shrug  ???
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Dwarf_Fever on August 16, 2014, 05:14:54 pm
A couple of things of things change the longer history generates for, good and bad. Civilizations will weaken and die out, removing potential threats and possibly creating points of interest to reclaim in fort mode or raid for loot as an adventurer.
It's the same story with megabeasts, the longer you wait the less you'll have to deal with and the ones that do arrive will be far more prolific than specimens from younger worlds. Case in point dragons, who need a thousand years to reach their massive adult size.
Goblin civilizations that stand the test of time will diversify greatly due to snatching, and in older worlds these so-called goblin nations may contain no goblins at all. Other nations will accumulate foreign sentients over time as well, but in my experience dwarven nations acquire the least amount of foreigners and fort immigrants will always be dwarves.
I also notice shrine dwelling monsters such as colossi and titans tend to acumulate much more wealth over time, with something similar for rocs and their nests.

It's the little things that make a difference.

Bolded bit may be relevant.  :D If it's actually a dwarven site, quite possibly the goblins invaded it, set up shop, and snatched dwarves from the area? (Possibly from the very site they invaded, prior to taking it over)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: KingKaol on August 16, 2014, 05:44:38 pm
That makes more sense. The map in question has a large Dwarven civ confined to a mountain valley very close to a goblin civ:

(It's year 4401 by the way and still in the Age of Legends if I remember correctly, 11 civs, 401 site cap, default megabeast/titan settings)

Map
Spoiler (click to show/hide)

Worldgen
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Ledi on August 16, 2014, 09:46:59 pm
Okay, since there's no response yet to my last question, I'll narrow it down somewhat: What in this set of parameters is keeping the other races away? I generated 10 worlds without any other races but dwarves, and I'd really like all three other races to be around.

Code: [Select]
[WORLD_GEN]
[TITLE:Volc 2]
[DIM:257:257]
[EMBARK_POINTS:2500]
[END_YEAR:99]
[BEAST_END_YEAR:999:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:20:400:800:800]
[RAINFALL:0:100:400:400]
[TEMPERATURE:25:75:400:400]
[DRAINAGE:0:100:400:400]
[VOLCANISM:0:100:400:400]
[SAVAGERY:0:100:400:400]
[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:5:10:1:1:1:5]
[MINERAL_SCARCITY:800]
[MEGABEAST_CAP:75]
[SEMIMEGABEAST_CAP:150]
[TITAN_NUMBER:33]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:13]
[NIGHT_TROLL_NUMBER:13]
[BOGEYMAN_NUMBER:13]
[VAMPIRE_NUMBER:13]
[WEREBEAST_NUMBER:13]
[SECRET_NUMBER:13]
[REGIONAL_INTERACTION_NUMBER:13]
[DISTURBANCE_INTERACTION_NUMBER:13]
[EVIL_CLOUD_NUMBER:13]
[EVIL_RAIN_NUMBER:13]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:200:2000:4000]
[EVIL_SQ_COUNTS:50:200:400]
[PEAK_NUMBER_MIN:2]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:500:4:5]
[REGION_COUNTS:DESERT:1032:4:5]
[REGION_COUNTS:FOREST:4128:4:5]
[REGION_COUNTS:MOUNTAINS:4000:4:5]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:4000:4:5]
[REGION_COUNTS:HILLS:4000:4:5]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:75000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:90]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]
[CAVERN_LAYER_WATER_MIN:30]
[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:100]
[NON_MOUNTAIN_CAVE_MIN:200]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:5000]
[SITE_CAP:500]
[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]
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: sv-esk on August 16, 2014, 10:38:31 pm
What in this set of parameters is keeping the other races away? I generated 10 worlds without any other races but dwarves, and I'd really like all three other races to be around.
I generated one and it is ok. All races(even kobolds)are present.
Spoiler: WORLD_GEN (click to show/hide)
2,5Mb map:http://i.imgur.com/s9PocYo.jpg (http://i.imgur.com/s9PocYo.jpg)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Ledi on August 16, 2014, 10:43:15 pm
What in this set of parameters is keeping the other races away? I generated 10 worlds without any other races but dwarves, and I'd really like all three other races to be around.
I generated one and it is ok
Spoiler: world (click to show/hide)
2,5Mb image of world:http://i.imgur.com/s9PocYo.jpg (http://i.imgur.com/s9PocYo.jpg)

So it had all the different races? Hrmm. Time to try it in a completely vanilla version I guess, might be a raws thing...

Just genned your world in the version I was using, and only neighbours are dwarves. So yeah, seems like my version.

Edit again: Nope, trying it just keeps giving me dwarves as neighbours in the starter packs, both r1 and r3... what on earth is going on here? >.<
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: sv-esk on August 17, 2014, 01:45:12 am
Edit again: Nope, trying it just keeps giving me dwarves as neighbours in the starter packs, both r1 and r3... what on earth is going on here? >.<
AFAIK, for neighbor status civs should be within 30 tiles.
So try moving the pointer around the world.
Here is zone with all neighbors:
Spoiler (click to show/hide)
Your world is HUGE. If you want more places with many neighbors give them more time to spread [END_YEAR] or use smaller world.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Ledi on August 17, 2014, 02:23:41 am
Edit again: Nope, trying it just keeps giving me dwarves as neighbours in the starter packs, both r1 and r3... what on earth is going on here? >.<
AFAIK, for neighbor status civs should be within 30 tiles.
So try moving the pointer around the world.
Here is zone with all neighbors:
Spoiler (click to show/hide)
Your world is HUGE. If you want more places with many neighbors give them more time to spread [END_YEAR] or use smaller world.

...

*moves around world*

...And now I just feel silly. >.>;

So will you only get traders from neighbours? I might try tweaking my sites and such now to get a good neighbour ratio.

Thankyou for telling me  this!
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: sty on August 18, 2014, 08:19:07 pm
Hi guys,

I've been having trouble generating a world which would have an embark for creating steel without cutting trees down... it's comparatively easy to get an embark with volcano and hematite and flux, but I've now used a few days to find fuel... and oh man it's scarce!

Somehow I had better luck with 0.34 but with 0.40 (at .8 now) it seems to be rather... difficult. Any luck?

Bonus points for aggressive neighbours to use the steel at :P
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Tacomagic on August 18, 2014, 08:26:23 pm
You might be making minerals too prolific.  I remember in .34 that if you tweaked the scarcity number below about 1500, some of the fuel and flux stones started to get more scarce since they were being replaced by more valuable ores.

I generally don't use mineral scarcities below 2000 just for that reason.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Tacomagic on August 18, 2014, 08:27:38 pm
Woops, hit the wrong button.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: GavJ on August 18, 2014, 08:35:36 pm
Frequency is weird. I'd be very interested if anybody has found out in any sort of detail how it works for minerals or plants or anything (I assume it's similar for different parts of the game that use [FREQUENCY:__])

There are 2-3 relevant parameters that should exist, but not that many means of control:
* Total amount of stuff -- this is determined for plants by the biome type, for minerals by mineral scarcity, obviously
* Number of types of stuff (species of trees, number of different mineral types, etc.)
* Ratio of types of stuff

The last two variables seem to BOTH somehow be controlled by FREQUENCY tags, in some sort of complex (maybe) way that I don't understand. Does anybody understand if/how there is a way to control ratios as well as how many types of things are at a site?
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on August 18, 2014, 08:53:24 pm
Hi guys,

I've been having trouble generating a world which would have an embark for creating steel without cutting trees down... it's comparatively easy to get an embark with volcano and hematite and flux, but I've now used a few days to find fuel... and oh man it's scarce!

Somehow I had better luck with 0.34 but with 0.40 (at .8 now) it seems to be rather... difficult. Any luck?

Bonus points for aggressive neighbours to use the steel at :P
The wiki says:
Quote
Sedimentary layers are, on average, the most economically valuable of the four stone layers. They are your only source of bituminous coal and lignite, vital for fueling non-magma forges and for the coke steel-making requires (especially if you lack trees).
And..
Quote
Volcanoes tend to appear in mountainous igneous extrusive biomes, which means you may be hard pressed to find flux, coal or wood. You won't need it for fuel, but you will still need it for steel making. If you don't feel like searching hundreds of worlds for a volcano next to sedimentary stone or in a forest, your best bet may be to breach the first cavern for wood (or make tree farms underground once the caverns are opened up), or trade for wood, processed coke or charcoal.
Which is why you're having a hard time.

I'll ask this question.. Why do you need or want a volcano?  If you can give it up, the embark you want is trivial to find.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: GavJ on August 18, 2014, 09:02:38 pm
Sedimentary is far less useful now that trees job stupidly redundant amounts of logs. No particularly significant advantage to coal, other than savings in dwarf labor in charcoaling, labor which is usually overly abundant anyway.

And hematite/marble are often plentiful in volcano maps.

OR as mentioned forego the volcano, which wood also makes less important nowadays (unless you want it for flooding the surface or whatever)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: sty on August 18, 2014, 09:33:25 pm
Quote
Volcanoes tend to appear in mountainous igneous extrusive biomes, which means you may be hard pressed to find flux, coal or wood. You won't need it for fuel, but you will still need it for steel making. If you don't feel like searching hundreds of worlds for a volcano next to sedimentary stone or in a forest, your best bet may be to breach the first cavern for wood (or make tree farms underground once the caverns are opened up), or trade for wood, processed coke or charcoal.
Which is why you're having a hard time.

I'll ask this question.. Why do you need or want a volcano?  If you can give it up, the embark you want is trivial to find.

Yeah I knew that, so I generated a new big world and ignored the mountains (actually it's ridiculously easy to get a volcano with flux), then using dfhack I went through many many sedimentary multiple/multiple search hit areas and I think I found one possible embark with lignite... from out of 70 test locations or so. I didn't see a single place with bituminous coal :(.

Anyway volcanoes, steel, terrifying biome, aggressive neighbours are always so much fun so I was just asking if somebody had an worldgen/save in the backpocket to offer :)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: GavJ on August 18, 2014, 09:39:20 pm
You can also merely swap all the igneous extrusive and sedimentary stone assignments in the raws, ta da! Every volcano has sedimentary layers and almost all flux, coal, iron, etc.

Wouldn't even be particularly more unrealistic than the current world gen (the fact that igneous extrusive and sedimentary are mutually exclusive is ridiculous to begin with. They co-occur quite often in reality), so why not?
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: sty on August 18, 2014, 10:10:25 pm
You can also merely swap all the igneous extrusive and sedimentary stone assignments in the raws, ta da! Every volcano has sedimentary layers and almost all flux, coal, iron, etc.

Wouldn't even be particularly more unrealistic than the current world gen (the fact that igneous extrusive and sedimentary are mutually exclusive is ridiculous to begin with. They co-occur quite often in reality), so why not?

Yup. I might just do  that. Or just find the interesting embark and then swap some layers with dfhack :)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Capsicum on August 21, 2014, 12:34:57 am
I'm looking for an embark with as much variety as possible in 12-20 tiles. The best I've found so far is three biomes and two alignments in a 4x4 area, but I'm looking for more. Any ideas?
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Artinnio on August 22, 2014, 11:41:35 am
Has anyone got a good biome embark that's located in a grasslands, with tall cliff with a river and waterfall coming off of it? Iron, flux and all that lovely stuff please? I want an area like this to build a Mountainhome, then I'll be building more fortresses in more difficult areas.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on August 22, 2014, 12:48:50 pm
Has anyone got a good biome embark that's located in a grasslands, with tall cliff with a river and waterfall coming off of it? Iron, flux and all that lovely stuff please? I want an area like this to build a Mountainhome, then I'll be building more fortresses in more difficult areas.
I believe this one matches..

2x2 Grassland embark, 50Z vertical river canyon, waterfall, iron, flux, lignite, and hemp!  8)
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Artinnio on August 22, 2014, 01:14:41 pm
That was quick! While that's a good embark it wasn't exactly what I was looking for, sorry

EDIT: I was picturing a landscape a little like the Seljalandsfoss waterfall, but in a good Temperate Grassland biome (one with feather trees etc.)
Spoiler (click to show/hide)

If anyone comes across an embark like that, let me know :)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on August 22, 2014, 02:40:58 pm
Ah, I thought you meant 'good' as in 'great' , not good as in GOOD rather than EVIL. :)

Personally, I've never seen something like what you're looking for, in DF, but perhaps someone else has.  It would also be possible to create that by digging out all the layers opposite the waterfall.

Additionally, if inclined, you could create such an embark trivially by embarking on any mountain (or embark with high vertical change) and df hacking in a river source at the top/elevation desired.  The caveat to such a solution would be the need to create a path for the river flow.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Artinnio on August 22, 2014, 02:45:10 pm
That's possible? Well damn, I guess I better get DF Hack then. I just hope it's easy because I'm a scrub at this stuff.
But yeah, I just need a Temperate Good Grassland with a high vertical change then. Thanks :)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on August 22, 2014, 02:59:53 pm
Yep, it's just as easy as finding the top of the mountain, then changing 1 or more tiles into a riversource tile with the liquids command.

In DFHack, that would be: (after putting the cursor on the tile you want to change)
liquids
rs
<enter by itself to paint the tile>
q


If you need more details, PM me.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Artinnio on August 23, 2014, 04:37:27 am
You my friend, are a send from Armok, many thanks \m/
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Ledi on August 24, 2014, 10:27:32 am
What should I be looking for to maximise the following (or has anyone found this):

2x2
Dwarves, Elves, Humans (goblins/kobolds optional)
Volcano
Sand
Flowing Water (Brook is fine)
Flux and Iron Ore
Trees
Non-Evil

I know 2x2 is horribly small for all those requirements, but it's taking me so much longer to search now I have to care about where my neighbours are. Hoping that makes it into the site finder or DFhack in the future...
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on August 24, 2014, 08:54:06 pm
What should I be looking for to maximise the following (or has anyone found this):

2x2
Dwarves, Elves, Humans (goblins/kobolds optional)
Volcano
Sand
Flowing Water (Brook is fine)
Flux and Iron Ore
Trees
Non-Evil

I know 2x2 is horribly small for all those requirements, but it's taking me so much longer to search now I have to care about where my neighbours are. Hoping that makes it into the site finder or DFhack in the future...
Here's one that seems to match.
Spoiler (click to show/hide)
I'm going to go off on a bit of a ranting tangent here.. (not directed at you, Ledi, in particular)
These embarks (steel friendly volcanoes + rivers) are DF at it's worst, not it's best.  You have to crank the volcanism so high and mineral scarcity so low that it really is not ideal.
Putting it another way, if the whole point of the river is a water source, partial-embark aquifers are trivial to find and inherently easier and safer to use and/or weaponize.  You literally dig one channel tile and you're done, in most cases. If the whole point of the volcano is to get magma furnaces and forges, if you choose pretty much any other combination of features, you can get magma safer/easier & with less issues than a volcano.
I mean, I get the desire for a volcano and river for the "coolness" factor, but a shallow world with an aquifer is far better in every way, imho.  :D
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Ledi on August 25, 2014, 02:10:52 am

I'm going to go off on a bit of a ranting tangent here.. (not directed at you, Ledi, in particular)
These embarks (steel friendly volcanoes + rivers) are DF at it's worst, not it's best.  You have to crank the volcanism so high and mineral scarcity so low that it really is not ideal.
Putting it another way, if the whole point of the river is a water source, partial-embark aquifers are trivial to find and inherently easier and safer to use and/or weaponize.  You literally dig one channel tile and you're done, in most cases. If the whole point of the volcano is to get magma furnaces and forges, if you choose pretty much any other combination of features, you can get magma safer/easier & with less issues than a volcano.
I mean, I get the desire for a volcano and river for the "coolness" factor, but a shallow world with an aquifer is far better in every way, imho.  :D

That's probably a very good point, as mostly I want magma for fast forges. The only thing is that... well, I suck at dorf mechanics. Never been able to set up a pump stack or pierce an aquifer (hence I turn them off), even using the wiki. What would your suggestions be for a good combo? Not too exciting, but access to everything I'd need in a 2x2 (I'm finding even 3x3s too large for me now, trying to learn to think vertically instead of laterally in a map). Or should I just create a world and go for it wherever I feel I'd have fun?
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on August 25, 2014, 09:01:13 am
... Or should I just create a world and go for it wherever I feel I'd have fun?
That's what I do now.  Typically, there's no need to pierce the aquifer, if you embark somewhere that has no aquifer on half of your embark, and aquifer on the other half.  You just dig around it, and use it as a water source.  That covers that part.

It's possible to get to magma within 12-20 Z levels.  When you consider it vertically, even 20 steps for a dwarf really isn't that far on an efficient layout.  It's also possible to go from embark to magma without breaching the caverns, if you're careful.

Personally, I decide on my goals, first, then design the world and embark to fit those goals.  Do I want to fight Titans, MB, SMB, Clowns, FB's, Goblins, random savage wildlife, undead?  Just one of those enemy types, in fortress mode, can be quite fun.  I mean, if you adjust progress triggers for population (post embark) to 1 from 3, you can get sieges of 90+ goblins mixed with trolls. It's just wave after wave of traps/automation/military slaughter. :)

On the other hand, you can make a world devoid of humanoids and stick to breaching the HFS.  That takes some real forethought, but in all cases, you only need two things for a fort to be long term..  A completely secure water supply and then as a result, some place to farm underground.  Once you have the water, you can make mud anywhere and farm mud on rock right next to your magma forges, if you want.  And all of that is withOUT dfhack.  If you're willing to take that step, well, you can embark anywhere and two commands later, your water source and magma forges are done, and you can focus on whatever megaproject strikes your imagination.  8)  Ice castle!  Hunters only! Obsidian farm!  Masterwork for everyone!  Pressure plate maze of floor spikes!

I don't want to seem like I don't enjoy providing these embarks.  I do.  I wouldn't do it if I didn't like it, I was just pointing out that DF can be a MORE fun game by customizing/tailoring the world and embark to your current gameplay goals.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Koremu on August 25, 2014, 11:18:16 am
If I'm wanting to generate a non-polar world, which advanced settings do I have to change to have it not reject due to insufficient glaciation?
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: PLANKS on August 25, 2014, 05:59:19 pm
You make such a good point Vjek. I've been worrying about rivers this whole time when aquifers would be so much easier  :-[

So here is my request:

Would I able to change the Civ's around later or does that become part of the seed? Was thinking of modding in some more nastiness to fight.

Thanks.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on August 25, 2014, 06:28:33 pm
You make such a good point Vjek. I've been worrying about rivers this whole time when aquifers would be so much easier  :-[

So here is my request:
  • 4x4 Totally flat embark
  • Aquifer in a corner or edge
  • Volcano on surface or spire
  • Trees (feather trees are nice)
  • Sand
  • Iron
  • Flux
  • All Civ's

Would I able to change the Civ's around later or does that become part of the seed? Was thinking of modding in some more nastiness to fight.

Thanks.
This matches, but the volcano is in the middle of a lake. :)
If you don't like it, I'll find another, but this one I found quickly, and lake aside, it matches all other parameters except being flat.  Up to you, just thought it was interesting enough to share.
Spoiler (click to show/hide)
80 tiles of aquifer on the NNW edge, just a single Z-Level (136)
You can change History, Name, and Creature Seeds, as long as you leave "Seed" alone, you should get the same geography/geology.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: PLANKS on August 25, 2014, 06:55:05 pm
You make such a good point Vjek. I've been worrying about rivers this whole time when aquifers would be so much easier  :-[

So here is my request:
  • 4x4 Totally flat embark
  • Aquifer in a corner or edge
  • Volcano on surface or spire
  • Trees (feather trees are nice)
  • Sand
  • Iron
  • Flux
  • All Civ's

Would I able to change the Civ's around later or does that become part of the seed? Was thinking of modding in some more nastiness to fight.

Thanks.
This matches, but the volcano is in the middle of a lake. :)
If you don't like it, I'll find another, but this one I found quickly, and lake aside, it matches all other parameters except being flat.  Up to you, just thought it was interesting enough to share.
Spoiler (click to show/hide)
80 tiles of aquifer on the NNW edge, just a single Z-Level (136)
You can change History, Name, and Creature Seeds, as long as you leave "Seed" alone, you should get the same geography/geology.

That's a really interesting embark. But I kinda wanted abit more ground and less water hah.

BTW any reliable water source is fine if you get a lake in the corner that's just as good as an aquifer.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Ledi on August 26, 2014, 05:34:00 am

It's possible to get to magma within 12-20 Z levels.  When you consider it vertically, even 20 steps for a dwarf really isn't that far on an efficient layout.  It's also possible to go from embark to magma without breaching the caverns, if you're careful.

Personally, I decide on my goals, first, then design the world and embark to fit those goals.  Do I want to fight Titans, MB, SMB, Clowns, FB's, Goblins, random savage wildlife, undead?  Just one of those enemy types, in fortress mode, can be quite fun.  I mean, if you adjust progress triggers for population (post embark) to 1 from 3, you can get sieges of 90+ goblins mixed with trolls. It's just wave after wave of traps/automation/military slaughter. :)

Hrmmm... that's a fun part, because usually my goals are to create a happy, healthy, sustainable fort. I mean, I used one fort to try and learn how to set military up, one for the metal industry... I tend to play safe, I enjoy my drwarves being happy moreso than getting slaughtered left right and centre. I'm unsure what really to poke for, it's why I usually go for the volc/everything combo.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: smjjames on August 26, 2014, 02:59:14 pm
What's a good param set to get lots of high elevation cliffs? I'd like to start a new fort in a cliff (preferrably a sheer vertical cliff), though I still need some arable land.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: PLANKS on August 27, 2014, 05:00:17 am
vjek can the flat volcano setups you make be made in large regions?

I've tried copying some of your parameters over to large region and I get rejections. Its still running so I'll see what happens. 
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: smjjames on August 27, 2014, 10:56:49 am
Anybody know of good param settings to get sheer vertical cliffs? I know turning off erode extreme cliffs helps.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: smjjames on August 27, 2014, 09:11:38 pm
*bump* Anybody?
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Ledi on August 29, 2014, 06:58:16 am
Alright, let's try a 'now for something completely different'! I'd like to make a chaos world - where anything can be next to anything. I've already tweaked variance and subregions up to max, but what else can I do to increase the likeligood of finding 4 diffrent biomes in a 2x2 embark? XD Are weighted meshes any good here? Erosion cycles? Subregions?

Edit to add: I'm basing what I have off of the "Patchwork" map in the .31 page of the wiki, http://dwarffortresswiki.org/index.php/v0.31:Worldgen_examples#Patchwork (http://dwarffortresswiki.org/index.php/v0.31:Worldgen_examples#Patchwork) for reference.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: JoeJoe on August 29, 2014, 10:05:08 am
Anybody know of good param settings to get sheer vertical cliffs? I know turning off erode extreme cliffs helps.

Turn off PERIODICALLY_ERODE_EXTREMES, set EROSION_CYCLE_COUNT to 0 (though I'm not even sure this makes much of a difference) and set the Elevation variance to max. I don't think there's anything else you can do. I suspect it's not possible to get completely vertical cliffs (i.e. without ramps) more than a few levels high.

edit: For finding cliffs I'd recommend exporting the elevation map and looking for potential embark sites there.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: GavJ on August 29, 2014, 01:35:53 pm
Naw, I have gotten vertical cliffs 30-50 z levels high. But I don't think you can make it happen other than getting lucky. Definitely set erosion low (I don't know about ZERO... everything will be horribly ugly, but whatever, experiment). Possibly also increase river count before erosion, and decrease number after (I think, again experiment with those variables)

Then during embark, hit tab until you get the vision filters for "cliffs" and "elevation" and try out sites that looks extreme.

Exporting the map does work too, but I don't think it gives you any higher resolution than the filter in game (because I don't think that resolution exists prior to making a fort), might be wrong about that.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: JoeJoe on August 29, 2014, 05:03:25 pm
Naw, I have gotten vertical cliffs 30-50 z levels high. But I don't think you can make it happen other than getting lucky. Definitely set erosion low (I don't know about ZERO... everything will be horribly ugly, but whatever, experiment). Possibly also increase river count before erosion, and decrease number after (I think, again experiment with those variables)

Then during embark, hit tab until you get the vision filters for "cliffs" and "elevation" and try out sites that looks extreme.

Exporting the map does work too, but I don't think it gives you any higher resolution than the filter in game (because I don't think that resolution exists prior to making a fort), might be wrong about that.

I've only gotten very high cliffs when there's a river canyon. But I also haven't looked very much. I prefer flat embarks.

The resolution from exporting the map is the same as the ingame resolution, i.e. 1 pixel = 1 embark square. But with an exported map it's much easier to scan large areas.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Ledi on August 30, 2014, 04:57:42 am
...Is it even possible to get a 2x2 with 4 different biomes?

I'd like 3-4 biomes, one of them good, preferably no evil, water (I have aquifers disabled, but could reenable them if needed), iron, flux, trees, soil and sand. Neighbours of Humans and Elves, goblins are okay, would prefer no towers (I'm still a wimp)

A couple of days so far of genning and I've turned up nothing... can I summon the magic of Vjek or company to save me? XD
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: GavJ on August 30, 2014, 07:11:26 pm
Quote
...Is it even possible to get a 2x2 with 4 different biomes?
Yeah of course.

It will be much easier to find these if you go into advanced options and set all of the biome-relevant stuff to have MAXIMUM variability (32,000 or whateveR) in both x and y dimensions. And set a high number of sub regions (it's on a different page of the options list).

This will cause rainfall and stuff to vary wildly and dramatically, and thus lead to lots of smaller, chopped up tiny little biome regions that are more likely to share 4 corners in one place.

Turning off evil is also guaranteed with advanced options. Just set "allowed (or preferred or whatever) number of evil tiles in large regions" = 0, and then also zero for small and medium regions.

For water, it helps if you set the number of rivers higher and make your range of possible drainages higher than standard (you may have to change the required numbers of low drainage tiles to be lower as well).


Then set mineral scarcity low to encourage iron.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Ledi on August 30, 2014, 07:39:33 pm
Oh, I know all that XD I was just wondering of the viability of what I was looking for existing. I've found 2 3-biome areas with all neighbours so far (but no sand or iron), but nothing on the 4-biome radar. I've been tinkering with advanced worldgen for years now, but mostly for a specific range of features, and now I'm branching out! ^^

Edit: New page, just reposting what I'm looking for:

Quote
I'd like 3-4 biomes, one of them good, preferably no evil, water (I have aquifers disabled, but could reenable them if needed), iron, flux, trees, soil and sand. Neighbours of Humans and Elves, goblins are okay, would prefer no towers (I'm still a wimp)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: GavJ on August 30, 2014, 11:42:56 pm
Huh, okay. That's really surprising.

Keep in mind that even if it doesn't show it on the embark screen, some other biomes might leak in a little bit on the actual map! So if that 4th biome is just one embark tile away, might be worth checking.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Urist Mc Dwarf on August 31, 2014, 10:04:02 am
Request

Small or pocket
Lots of civs, with at least one of each
Several towers
Mega and semi-mega beasts
Fairly high savagery
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: superradish on August 31, 2014, 03:42:06 pm
can someone get me a terrifying embark right next to a really GOOD area as far as savagery? like joyous wilds or whatever it's called. It's so funny when zombie unicorns are running around. Plus it's a challenge and stuff.

Oh yes, the evil biome should make undead. the good biome should.. who cares?

Bonus if there's flux, a magma pipe, iron, gold, platinum, sand, clay... yes i want it all. Right on the edge of good vs evil.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: ddenney1211 on September 01, 2014, 07:08:18 am
Slight request if possible please, I still haven't mastered how to gen my own world without it throwing up tons of warnings.


I'd like a large or medium region
High savagery, prefer to have a fair mix of joyous wilds and terrifying
lots of towers and goblins
quite a few civs if possible
lots of minerals and ores and flux
relatively flat world if possible, prefer no mountain ranges
lots of grassland and forest, little to no desert or tundra

bonus if there is lots of volcanoes as well or magma pipes
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 01, 2014, 10:07:00 am
Request

Small or pocket
Lots of civs, with at least one of each
Several towers
Mega and semi-mega beasts
Fairly high savagery
For this embark, there are three biomes, one is Untamed Wilds, the other two are calm.  There is also an aquifer in the NW quadrant, which can be ignored, bypassed or used.
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 01, 2014, 11:20:44 am
...Is it even possible to get a 2x2 with 4 different biomes?

I'd like 3-4 biomes, one of them good, preferably no evil, water (I have aquifers disabled, but could reenable them if needed), iron, flux, trees, soil and sand. Neighbours of Humans and Elves, goblins are okay, would prefer no towers (I'm still a wimp) ...
The thing that makes this tricky is the water requirement.  Getting three biomes and a river is uncommon.  Getting four biomes in a 2x2 is rare, withOUT a river.  Getting four biomes in a 2x2 plus a river?  I haven't personally seen that.  Mathematically, it is possible, but it would be quite rare, I think.

Here's what I found that matches, Ledi:
Spoiler (click to show/hide)
Note that if you're using anything but vanilla DF, in particular, generating with any raw changes, this likely won't generate the same.  I only mention this point as you said you had aquifers disabled.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: GavJ on September 01, 2014, 07:49:55 pm
I'm pretty sure it is programmed in a way that makes 4 corner biome intersections impossible, now, actually, having looked into it.

However, I do have a map that has many, many areas of 2x3 embarks that have 4 biomes (including oceans), even found a 3x3 with 5 biomes.

I have also found embarks where you would be able to get 4 biomes in a 1x4 embark (using dfhack to allow you to)

(http://i.imgur.com/JvyIMu7.png)

And the worldgen params and seeds for that one:
Spoiler (click to show/hide)

Image with some other sites highlighted (see dots and arrows near bottom part of map)
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 02, 2014, 12:50:52 pm
can someone get me a terrifying embark right next to a really GOOD area as far as savagery? like joyous wilds or whatever it's called. It's so funny when zombie unicorns are running around. Plus it's a challenge and stuff.

Oh yes, the evil biome should make undead. the good biome should.. who cares?

Bonus if there's flux, a magma pipe, iron, gold, platinum, sand, clay... yes i want it all. Right on the edge of good vs evil.
Some questions regarding this.. when you say "should make undead" do you mean re-animation, that is, when something dies, it should become undead, or do you mean when creatures spawn on that biome, they should be Corpses, or do you mean if anything steps onto the biome, it immediately becomes undead?  (or some/all of the above?)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Lewa263 on September 02, 2014, 06:32:52 pm
Does anybody have a world such that there exists a 3x3 embark with:
?
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: superradish on September 02, 2014, 07:16:41 pm
can someone get me a terrifying embark right next to a really GOOD area as far as savagery? like joyous wilds or whatever it's called. It's so funny when zombie unicorns are running around. Plus it's a challenge and stuff.

Oh yes, the evil biome should make undead. the good biome should.. who cares?

Bonus if there's flux, a magma pipe, iron, gold, platinum, sand, clay... yes i want it all. Right on the edge of good vs evil.
Some questions regarding this.. when you say "should make undead" do you mean re-animation, that is, when something dies, it should become undead, or do you mean when creatures spawn on that biome, they should be Corpses, or do you mean if anything steps onto the biome, it immediately becomes undead?  (or some/all of the above?)

The first one. I had a biome where anything that died on it became undead. It was great fun. And by fun i mean a zombie muskox killed all 7 of my dwarves. But yeh.... joyous wilds with zombies on the other side would be GREAT :D Don't care if it's a pocket world or whatever.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 02, 2014, 09:02:24 pm
can someone get me a terrifying embark right next to a really GOOD area as far as savagery? like joyous wilds or whatever it's called. It's so funny when zombie unicorns are running around. Plus it's a challenge and stuff.

Oh yes, the evil biome should make undead. the good biome should.. who cares?

Bonus if there's flux, a magma pipe, iron, gold, platinum, sand, clay... yes i want it all. Right on the edge of good vs evil.
Ok, this one matches many of your requirements, I think.  Definitely has the re-animating/terrifying biome next to joyous wilds.
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 02, 2014, 11:38:57 pm
Does anybody have a world such that there exists a 3x3 embark with:
  • Ores for bronze
  • Woodland or greater tree cover
  • Partial aquifer (10 < {percent map with aquifer} < 60)
  • All 4 civilizations as neighbors (no tower)
  • Large flat areas (doesn't need to be completely flat)
  • Not freezing or scorching climate
  • Not evil surroundings
?
Completely flat Temperate Woodland, very small aquifer in NW corner, all four civs as neighbors, tetrahedrite and cassiterite for bronze.
Spoiler (click to show/hide)
And as a bonus, quite a lot of diamonds and hemp!  :o
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Arkhon Skyhex on September 03, 2014, 08:32:59 am
I have been faffing about with this world-gen, seeing what happens when I adjust each piece, but for the love of scholars I find it hard to produce river meetings with frequent waterfalls where the elevation of the higher river produces 7+ cliffs near the lower one. I am attempting to make something akin to Helm's deep, only with shit ton more waterfalls, floodgates and the whole thing being carved into the side of the cliff. Any tips on modyfieng the elevation variances and randomness to make this occur frequently? In case you find my entries wierd, I realy, REALY like multiples of 3 and number 13.
Code: [Select]
[WORLD_GEN]
    [TITLE:HERALD]
    [DIM:257:257]
    [EMBARK_POINTS:1324]
    [END_YEAR:991]
    [BEAST_END_YEAR:300:80]
    [REVEAL_ALL_HISTORY:1]
    [CULL_HISTORICAL_FIGURES:1]
    [ELEVATION:1:400:600:600]
    [RAINFALL:0:100:500:500]
    [TEMPERATURE:25:75:50:75]
    [DRAINAGE:0:100:400:400]
    [VOLCANISM:0:100:400:400]
    [SAVAGERY:0:100:66:66]
    [ELEVATION_FREQUENCY:2:1:3:12:6:3]
    [RAIN_FREQUENCY:1:1:1:1:1:1]
    [DRAINAGE_FREQUENCY:1:1:1:1:1:1]
    [TEMPERATURE_FREQUENCY:1:1:2:4:5:1]
    [SAVAGERY_FREQUENCY:3:1:1:2:1:13]
    [VOLCANISM_FREQUENCY:1:1:1:1:1:1]
    [POLE:NORTH_AND_SOUTH]
    [MINERAL_SCARCITY:500]
    [MEGABEAST_CAP:75]
    [SEMIMEGABEAST_CAP:150]
    [TITAN_NUMBER:33]
    [TITAN_ATTACK_TRIGGER:80:0:100000]
    [DEMON_NUMBER:52]
    [NIGHT_TROLL_NUMBER:26]
    [BOGEYMAN_NUMBER:26]
    [VAMPIRE_NUMBER:26]
    [WEREBEAST_NUMBER:26]
    [SECRET_NUMBER:52]
    [REGIONAL_INTERACTION_NUMBER:52]
    [DISTURBANCE_INTERACTION_NUMBER:52]
    [EVIL_CLOUD_NUMBER:26]
    [EVIL_RAIN_NUMBER:26]
    [GENERATE_DIVINE_MATERIALS:1]
    [GOOD_SQ_COUNTS:50:250:0]
    [EVIL_SQ_COUNTS:50:250:0]
    [PEAK_NUMBER_MIN:13]
    [PARTIAL_OCEAN_EDGE_MIN:0]
    [COMPLETE_OCEAN_EDGE_MIN:0]
    [VOLCANO_MIN:99]
    [REGION_COUNTS:SWAMP:1032:7:6]
    [REGION_COUNTS:DESERT:1032:7:6]
    [REGION_COUNTS:FOREST:4128:13:12]
    [REGION_COUNTS:MOUNTAINS:8256:9:6]
    [REGION_COUNTS:OCEAN:0:0:0]
    [REGION_COUNTS:GLACIER:0:0:0]
    [REGION_COUNTS:TUNDRA:0:0:0]
    [REGION_COUNTS:GRASSLAND:8256:13:12]
    [REGION_COUNTS:HILLS:8256:13:12]
    [EROSION_CYCLE_COUNT:139]
    [RIVER_MINS:639:639]
    [PERIODICALLY_ERODE_EXTREMES:1]
    [OROGRAPHIC_PRECIPITATION:1]
    [SUBREGION_MAX:2750]
    [CAVERN_LAYER_COUNT:3]
    [CAVERN_LAYER_OPENNESS_MIN:50]
    [CAVERN_LAYER_OPENNESS_MAX:100]
    [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
    [CAVERN_LAYER_PASSAGE_DENSITY_MAX:50]
    [CAVERN_LAYER_WATER_MIN:0]
    [CAVERN_LAYER_WATER_MAX:100]
    [HAVE_BOTTOM_LAYER_1:1]
    [HAVE_BOTTOM_LAYER_2:1]
    [LEVELS_ABOVE_GROUND:25]
    [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:100]
    [NON_MOUNTAIN_CAVE_MIN:200]
    [ALL_CAVES_VISIBLE:0]
    [SHOW_EMBARK_TUNNEL:2]
    [TOTAL_CIV_NUMBER:60]
    [TOTAL_CIV_POPULATION:1300]
    [SITE_CAP:900]
    [PLAYABLE_CIVILIZATION_REQUIRED:1]
    [ELEVATION_RANGES:0:0:0]
    [RAIN_RANGES:8256:16512:8256]
    [DRAINAGE_RANGES:8256:16512:8256]
    [SAVAGERY_RANGES:0:0:16512]
    [VOLCANISM_RANGES:8256:16512:8256
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 03, 2014, 09:24:51 am
The worldgen parameter set below produces at least 10 river canyons of a depth of 50Z levels, per world, with varying widths of rivers.

It's entirely artificial, in the sense that the elevations are manually placed with the painter in advanced worldgen.  However, it should get you on the right path to trying to generate what you want, Arkhon Skyhex.

It should be noted, though, that what you're trying to do is trivially accomplished in DFHack, even if you wanted to create the entire thing from scratch on an entirely random embark.  Getting actual natural SHEER cliffs, that is, cliffs that traverse more than 7 Z-levels with no natural ramps, is quite challenging.  There's only two "natural" ways to obtain said cliffs that I know of in DF.
The first is via river canyons, hence my post here. 
The second is by finding a lake adjacent to a mountain (or other extreme elevation change) and the lake "shore" will be vertical from the non lake biome into the lake, at the edge.  Those are rare and unpredictable.

Personally, if I were attempting such a project (https://www.google.com/search?q=helm's+deep&tbm=isch), I would find a nice sloping mountain, channel out the water paths and then place river source tiles with DFHack liquids.  Often, I find when people say cliffs, they just mean a 1:1 rise:run slope, because they've never actually seen a sheer cliff face in the game.  In any case, either is possible, with varying degrees of ease or pain. :)

Spoiler: river canyons (click to show/hide)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Arkhon Skyhex on September 03, 2014, 01:15:06 pm
You are correct that I mistook the  SHEER cliff for realy STEEP slope, because I am used to look at the cliff indicator on the site finder, so I call them cliffs :P While dfhack and world painter would be the easy solution (such elvish blasphemy), I rather want to see if I can influence the procedural generation in such a way that it places high elevations right next to lower ones, preferably where those rivers meet. I essentialy only need a river on the high elevation so I can build an offshoot reservoir from it and a dam system ending in an artificial waterfall carved out into the mountainside, but a lower river is also desirable since I intend to have an arificial island as my fort entrance/mining operation and have the actual fortress inside the rock walls with carved out natural fortifications overlooking the island :D Helms deep is but the entrance, the actual megaproject is far more extensive 8)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 03, 2014, 06:04:57 pm
This may be more useful, then.

It's just an embark with a sheer cliff, a major river below, and a minor river above (that you could channel from to make waterfalls down the cliff face).  It's 12 Z level worth of sheer vertical cliff.
Spoiler (click to show/hide)
If you remove the seeds, the worlds that parameter set generates will produce similar results. (no adv. worldgen painter this time)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Trouserman on September 03, 2014, 08:17:00 pm
Is there a good way to get very thick layers of a single type of stone? I would like a large (35 high, 90 wide) straight cliff face to work with. I don't mind carving away half a mountain to get it, so sheer natural cliffs aren't necessary, but I'd really like something all white, preferably marble or limestone. I just haven't been able to find a uniform layer thick enough.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 04, 2014, 12:34:12 am
Is there a good way to get very thick layers of a single type of stone? I would like a large (35 high, 90 wide) straight cliff face to work with. I don't mind carving away half a mountain to get it, so sheer natural cliffs aren't necessary, but I'd really like something all white, preferably marble or limestone. I just haven't been able to find a uniform layer thick enough.
Sure, just change "Z Levels Above Layer 1" to 35 or whatever value you want.  Just keep in mind that's below the embark Z level.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: TheNewerMartianEmperor on September 04, 2014, 12:49:13 am
Has anyone got a good large archipelago world?
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: GavJ on September 04, 2014, 01:07:58 am
Has anyone got a good large archipelago world?
This one's super easy - just choose in advanced options "large island" then "e" and choose for both x and y variance of elevation a value of 3200.  That's all. Should get a bunch of tiny islands.

I know you're asking for an actual world, but no time. Either that advice or nothin from me right now, so hopefully it is useful.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: TheNewerMartianEmperor on September 04, 2014, 04:10:32 am
That does not appear to be working: it has trouble placing enough low tiles, apparently.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Trouserman on September 04, 2014, 05:54:52 am
Is there a good way to get very thick layers of a single type of stone? I would like a large (35 high, 90 wide) straight cliff face to work with. I don't mind carving away half a mountain to get it, so sheer natural cliffs aren't necessary, but I'd really like something all white, preferably marble or limestone. I just haven't been able to find a uniform layer thick enough.
Sure, just change "Z Levels Above Layer 1" to 35 or whatever value you want.  Just keep in mind that's below the embark Z level.
That gives plenty of total thickness, but it's not uniform. For example, 4z of gabbro, 3z of granite, 6z of phyllite, 7z of schist, 3z of quartzite, 7z of granite, 7z of gabbro, 4z of slate is a pretty typical core sample. I guess I could always edit the raws to severely restrict the available stone types. That's somehow not as satisfying as creating the right conditions through world gen, though. Ah, well.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Mimodo on September 04, 2014, 06:52:05 am
Does anyone happen to have a small world that fits a couple of parameters for me?

I need only this: Iron, Flux, and Coal, and only one layer of dirt. Trees are unnecessary, the fewer the better. (don't care about this as much).

Small embark (2*2 is great)

Thanks in advance!
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 04, 2014, 10:10:12 am
... That gives plenty of total thickness, but it's not uniform. For example, 4z of gabbro, 3z of granite, 6z of phyllite, 7z of schist, 3z of quartzite, 7z of granite, 7z of gabbro, 4z of slate is a pretty typical core sample. I guess I could always edit the raws to severely restrict the available stone types. That's somehow not as satisfying as creating the right conditions through world gen, though. Ah, well.
Try increasing the depth/thickness value to max (100) and increasing mineral scarcity to max (100k) and see if it's any different..  I'm not sure it would matter, but it might.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 04, 2014, 10:36:23 am
Does anyone happen to have a small world that fits a couple of parameters for me?

I need only this: Iron, Flux, and Coal, and only one layer of dirt. Trees are unnecessary, the fewer the better. (don't care about this as much).

Small embark (2*2 is great)

Thanks in advance!
Here it is..
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Trouserman on September 04, 2014, 11:18:10 am
Try increasing the depth/thickness value to max (100) and increasing mineral scarcity to max (100k) and see if it's any different..  I'm not sure it would matter, but it might.

Interesting. 3 chert, 4 diorite, 3 phyllite, 8 gabbro, 6 slate, 4 quartzite, 5 gneiss, 7 granite, 4 marble, 3 schist, 60 diorite. It appears the strata have the same thickness range, but their number is capped (or there's a depth limit). So maybe this isn't a surface project, but an enormous underground entrance hall. I'm sure I experimented with that Z layers parameter when I tried this before, but apparently I just didn't go far enough.

Thanks for the suggestion to take it to the max. It's an obvious thing to at least try, in retrospect. But hindsight is... 20/40? Possibly better.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: GavJ on September 04, 2014, 12:16:25 pm
That does not appear to be working: it has trouble placing enough low tiles, apparently.

Oh sorry, any time you ever do anything with advanced parameters, you should generally also set all of the "minimum blah blah type of tile: ___" to all equal zero (the whole last page or so of parameters).

They don't actually influence the way the world generates, all they do is throw out maps that don't qualify, so by setting them all zero, you are simply saying "I'd like to make my own choices about geography, thanks." And then it should work.

What's happening is that it's making a lot of mountainous islands with cool cliffs, which is presumably what you want with an archipelago!! So you're on the right track.





Another alternative if you actually want flat archipelago is to have the high x and y variance as before, but then also set the "erosion cycles" to a much higher number like 800. Possibly also add more rivers (before and after). Which will start out with thin small jagged mountainous islands but then make them flatter while still having them be islands.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Legionaries on September 05, 2014, 08:49:07 pm
I had a quick question for the map masters.
As you get all these requests - do you use any extra tools to search out the worlds after you  generate them? I get that experience provides you an idea of what values to start with and tweak, but that doesn't make it easier to compare all the possible places once you have your world.

I'm going to give in and make my own request soon, but I should probably fail a few more times first.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 05, 2014, 09:09:06 pm
DFHack is the only extra tool I use personally, and it isn't strictly speaking necessary, it just makes things a hell of a lot faster.

Specifically, prospect from the embark finder, and reveal and prospect after embarkation.  Occasionally probe for determining temperature and/or Evilness.

Having done so many, at this point, I can tell if it's going to be quick & easy or tedious and painful long before I start generating.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: SpoCk0nd0pe on September 09, 2014, 11:31:40 am
Thank you for the great thread. I got into custom world creation lately but having trouble finding the right parameters to achieve what I seek. Maybe someone is willing to help me out?

Here is what I hope for (given the standard world generation as base):

- water placement like medium region standard
- only one pole
- more humans then elves and dwarfs
- less goblins then humans (~60-80%)
- slightly less sites blocked by settlements
- higher chance for sites with joints of different biomes
- higher chance for places with adjacent different neighbors
- higher chance of running into shallow obsidian without a surface volcano or shallow magma (probably medium deep magma?)
- slightly higher chance to find places with some trees
- lower chance for deep/very deep soil
- slightly higher chance to find coal
- slightly higher chance to find multiple different kinds of ores (not necessarily more of the same kind in total)
- slightly lower chance for vampires and werebeasts
- slightly higher chance for medium sized good/evil biomes (the ones in standard world generation are often tiny)
- approximately the same chance to run into megabeasts, HFS etc.

Thanks in advance for any help!
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Lyra on September 09, 2014, 10:44:23 pm
I would like something with the following features, please:

1.  3x3 terrifying glacier with flat volcano (the surrounding area doesn't have to be flat, I just don't like magma pipes that extend 99 z-levels into the sky).
2.  A reanimating biome with some sort of evil weather, preferably clouds.
3.  Steel and/or sand would be a bonus, but not a requirement, as long I have some weapons-grade metal to work with.
4.  A pocket or small world, to hopefully minimize FPS issues after embark.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 10, 2014, 12:43:07 pm
I found one for you Lyra, just trying to get the evil clouds to show up... (stupid evil clouds!)  :P
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: SpoCk0nd0pe on September 11, 2014, 04:55:26 am
After playing around with advanced worldgen a little: Is the medium island setting the one the game uses in simple world generation? The maps look very similar.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 11, 2014, 08:45:30 am
I would like something with the following features, please:

1.  3x3 terrifying glacier with flat volcano (the surrounding area doesn't have to be flat, I just don't like magma pipes that extend 99 z-levels into the sky).
2.  A reanimating biome with some sort of evil weather, preferably clouds.
3.  Steel and/or sand would be a bonus, but not a requirement, as long I have some weapons-grade metal to work with.
4.  A pocket or small world, to hopefully minimize FPS issues after embark.
Alrighty, this took longer than usual because of some ... strangeness which may end up being a worldgen bug, but who cares about that?  :D
I found this as a 3x2 but you can certainly adjust the embark size to 3x3.  If you move it one tile east, it will have a larger flat area.  The funky weather is "cursed smoke", and looks great against the snow backdrop.
Spoiler: Lyra1 (click to show/hide)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: JoeJoe on September 11, 2014, 09:47:11 am
Thank you for the great thread. I got into custom world creation lately but having trouble finding the right parameters to achieve what I seek. Maybe someone is willing to help me out?

Here is what I hope for (given the standard world generation as base):

- water placement like medium region standard
- only one pole
- more humans then elves and dwarfs
- less goblins then humans (~60-80%)
- slightly less sites blocked by settlements
- higher chance for sites with joints of different biomes
- higher chance for places with adjacent different neighbors
- higher chance of running into shallow obsidian without a surface volcano or shallow magma (probably medium deep magma?)
- slightly higher chance to find places with some trees
- lower chance for deep/very deep soil
- slightly higher chance to find coal
- slightly higher chance to find multiple different kinds of ores (not necessarily more of the same kind in total)
- slightly lower chance for vampires and werebeasts
- slightly higher chance for medium sized good/evil biomes (the ones in standard world generation are often tiny)
- approximately the same chance to run into megabeasts, HFS etc.

Thanks in advance for any help!

I'm not sure what you mean for standard world generation, but here's the parameters for a medium world where I point out what parameters you need to change:

Code: [Select]
[WORLD_GEN]
[TITLE:CREATE WORLD NOW = 4333333]
[DIM:129:129]
[EMBARK_POINTS:1324]
[END_YEAR:250]
[BEAST_END_YEAR:250:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1600:1600] --> relevant for water placement
[RAINFALL:0:100:200:200] --> relevant for places with trees
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:200:200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:4:2:0:1:0:1] --> relevant for water placement (I didn't know standard world gen uses weighted ranges!)
[RAIN_FREQUENCY:1:1:1:1:1:1] --> relevant for places with trees
[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]
[POLE:NORTH_AND_OR_SOUTH] --> change this to NORTH_OR_SOUTH or only NORTH or SOUTH
[MINERAL_SCARCITY:2500] --> lower this for more ores
[MEGABEAST_CAP:18] --> this and the 2 below relevant for megabeasts
[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] --> lower this for fewer vampires
[WEREBEAST_NUMBER:14] --> lower this for fewer werebeasts
[SECRET_NUMBER:28]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:6:63:0] --> increase the middle or last value for larger good regions
[EVIL_SQ_COUNTS:6:63:0] --> same as above for evil regions
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4] --> relevant for water placement, makes sure all edges are ocean
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0] --> might want to change this to 0:0:0
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER:16:0:0]
[REGION_COUNTS:TUNDRA:33:0:0]
[REGION_COUNTS:GRASSLAND:528:0:0]
[REGION_COUNTS:HILLS:528:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1] --> maybe change this to 0 for more trees
[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:10]
[NON_MOUNTAIN_CAVE_MIN:15]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1040] --> lower this for fewer sites in the world
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:8000:1056:528]
[RAIN_RANGES:528:1056:528]
[DRAINAGE_RANGES:528:1056:528]
[SAVAGERY_RANGES:528:1056:528]
[VOLCANISM_RANGES:528:1056:528]

I don't really know how to influence the number of certain civilizations, especially since it is also strongly influenced by the history generation. I know goblins need evil regions, and I think dwarfs need mountains or hills, and elves need forests.

To get more sites with joints of different biomes you just need smaller biomes, which you can achieve by turning up the variance of the terrain parameters. Turning off rain shadows might also help. This might also help in getting more sites with different neighbors, but again, I'm not sure.

For the trees, you could increase the minimum value for rainfall. Setting it to 10 will guarantee that no deserts or badlands are formed. Or you could use the weighted ranges to make low rainfall areas less likely, e.g. 5:1:2:2:2:2.

As for the rest I don't really know how to achieve it.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: SpoCk0nd0pe on September 11, 2014, 12:39:54 pm
Thank you for the info! By standard world generation I mean the Create New World! screen without advanced parameters. Having tried it a little it seems like it uses the island advanced parameter set (with some changes depending on the options you can choose).
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: StagnantSoul on September 11, 2014, 12:52:28 pm
Is it possible for me to get a
-Flat 4X4 embark, all 0's near a brook.
-Temperate forest, that doesn't freeze.
-Iron and flux readily available, along with lots of high value gems.
-The cavern being relatively deep, 24 deep minimum.
-Humans, elves, and goblins as neighbours.
I always search for on like this, but I never seen to find one. Anyone have something like that?
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Lyra on September 11, 2014, 04:54:49 pm
Alrighty, this took longer than usual because of some ... strangeness which may end up being a worldgen bug, but who cares about that?  :D
I found this as a 3x2 but you can certainly adjust the embark size to 3x3.  If you move it one tile east, it will have a larger flat area.  The funky weather is "cursed smoke", and looks great against the snow backdrop.
Spoiler: Lyra1 (click to show/hide)
That looks perfect, thank you!
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: shlorf on September 11, 2014, 05:11:14 pm
Request:
A thinner world. Just one cavern layer ideally just 3-5 z-levels with some open space and preferably no more than 40 z-levels from ground level to magma sea. I'm really bad at advanced worldgen and whenever i change just a few numbers i end up with endless rejections, so i don't know if it's possible.
So if someone could point me at what exactly i have to change to not have 100 or more levels on even completely flat embarks, I'd really appreciate it.
 
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 11, 2014, 10:04:55 pm
Request:
A thinner world. Just one cavern layer ideally just 3-5 z-levels with some open space and preferably no more than 40 z-levels from ground level to magma sea. I'm really bad at advanced worldgen and whenever i change just a few numbers i end up with endless rejections, so i don't know if it's possible.
So if someone could point me at what exactly i have to change to not have 100 or more levels on even completely flat embarks, I'd really appreciate it.
Purely as a demonstration worldgen... this will generate worlds that meet your requirements.
Now, this worldgen does usw the painter, but it's not necessary. I just used it to be absolutely sure you'd always get a good world to show off the parameters.  I generated several worlds, and in most, it was ~20 Z levels from embark to magma.
You can adjust things from there to add what you want.
Spoiler: thinner world (click to show/hide)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: StagnantSoul on September 11, 2014, 10:20:15 pm
I withdraw my request, I found something better- a place where a good tropical moist broadleaf forest, a joyous wild tropical grassland, and a good temperate coniferous forest collide. Giant cats, gorillas, bears, elephants and rhinos? This place is perfect!
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 11, 2014, 10:48:48 pm
Is it possible for me to get a
-Flat 4X4 embark, all 0's near a brook.
-Temperate forest, that doesn't freeze.
-Iron and flux readily available, along with lots of high value gems.
-The cavern being relatively deep, 24 deep minimum.
-Humans, elves, and goblins as neighbours.
I always search for on like this, but I never seen to find one. Anyone have something like that?
Found a match for you, StagnantSoul. (oh well, didn't see your post heheh.  :P )
Spoiler: stagnantsoul1 (click to show/hide)
Spoiler: Z levels 135..138 (click to show/hide)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: JoeJoe on September 12, 2014, 05:43:26 am
...whenever i change just a few numbers i end up with endless rejections...

Whenever you change anything in advanced worldgen you should always turn off the rejection parameters. These are mainly the REGION_COUNTS and XXX_RANGES parameters.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vastaghen12 on September 12, 2014, 09:25:58 am
Can anyone tell me what settings to change if I want to generate very tall caverns that are mostly open space?

I want to make a cavern fort, and the normal 5 level tall caverns are somewhat inappropriate for this.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: nuget102 on September 12, 2014, 09:53:05 am
I have a request that may or may not be hard to get.

Long version:
Spoiler (click to show/hide)

Short Version:
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 12, 2014, 11:09:40 am
Can anyone tell me what settings to change if I want to generate very tall caverns that are mostly open space?

I want to make a cavern fort, and the normal 5 level tall caverns are somewhat inappropriate for this.
I've seen what you're describing before, but rarely, and I think it's a bug that it happens at all.
In any case, this is an embark that has a 46 Z-Height dry first cavern.
However, a few items of note about this world/embark.
The top of the embark is 279.  The tree level is 149.  The bottom (the very bottom) is at -131.  That's a 410 Z level change from top to bottom, so it's a bit... atypical.  ???

Spoiler (click to show/hide)
I suspect similar caverns will exist throughout this world.

In order to generate what you're looking for, a few things have to be at play, I suspect.  The first is volcanism.  I haven't seen a stretched cavern without volcanism involved, not from 34.10 -> 40.10.  It seems like a combination of factors  are at play, including the requirement to have a 0/ocean elevation tile somewhere in the world, a 400/peak elevation tile somewhere in the world, volcanism everywhere, greather-than-default amounts of layers between caverns and magma tubes poking through all the caverns.  Or it could be none of these, and just random chance, YMMV.

It may be possible to create this effect in a shallow world, I just know that I've seen it in very thick worlds, so that was easiest to find what you were describing, initially.  I'll work at it for a while and see if I can narrow down which particular parameters are required for stretched caverns.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 12, 2014, 12:17:46 pm
... on a 2x2 embark, from most important to least.
At the least must have Goblins and Elves as neighbors.
All three cavern layers.
Has to have iron.
An aquifer. (or a brook, stream, or river. But I rather have a aquifer, FPS reasons.)
Magma near or on the surface. Does not have to be a volcano. But if it is a volcano, bonus points for being flat.
Necro Tower~ :D
Gems. The more the better. c:
Sand.
Gypsum would be fantastic, but I can always buy it from caravans.
Platinum and/or silver. By no means is this even relatively as important as gypsum though. :P
Surface farming.
Humans are the least important thing of all.
Pretty sure this hits everything.  However, the flat volcano is in a small lake biome (which also has the partial aquifer below it).  This has the consequence of capping the volcano in obsidian shortly after embark, but it's just unpausing a few dozen times and you're good.  At least it'll keep the magma crabs from starting fires on the surface.  8)
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vastaghen12 on September 12, 2014, 07:23:55 pm
Can anyone tell me what settings to change if I want to generate very tall caverns that are mostly open space?

I want to make a cavern fort, and the normal 5 level tall caverns are somewhat inappropriate for this.
I've seen what you're describing before, but rarely, and I think it's a bug that it happens at all.
In any case, this is an embark that has a 46 Z-Height dry first cavern.
However, a few items of note about this world/embark.
The top of the embark is 279.  The tree level is 149.  The bottom (the very bottom) is at -131.  That's a 410 Z level change from top to bottom, so it's a bit... atypical.  ???

Spoiler (click to show/hide)
I suspect similar caverns will exist throughout this world.

In order to generate what you're looking for, a few things have to be at play, I suspect.  The first is volcanism.  I haven't seen a stretched cavern without volcanism involved, not from 34.10 -> 40.10.  It seems like a combination of factors  are at play, including the requirement to have a 0/ocean elevation tile somewhere in the world, a 400/peak elevation tile somewhere in the world, volcanism everywhere, greather-than-default amounts of layers between caverns and magma tubes poking through all the caverns.  Or it could be none of these, and just random chance, YMMV.

It may be possible to create this effect in a shallow world, I just know that I've seen it in very thick worlds, so that was easiest to find what you were describing, initially.  I'll work at it for a while and see if I can narrow down which particular parameters are required for stretched caverns.

Thanks for the world and the guide!

Hmm that generation procedure is pretty complex, perhaps i'll try it later, but the world you made works perfectly fine. 
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: nuget102 on September 12, 2014, 09:47:02 pm
... on a 2x2 embark, from most important to least.
At the least must have Goblins and Elves as neighbors.
All three cavern layers.
Has to have iron.
An aquifer. (or a brook, stream, or river. But I rather have a aquifer, FPS reasons.)
Magma near or on the surface. Does not have to be a volcano. But if it is a volcano, bonus points for being flat.
Necro Tower~ :D
Gems. The more the better. c:
Sand.
Gypsum would be fantastic, but I can always buy it from caravans.
Platinum and/or silver. By no means is this even relatively as important as gypsum though. :P
Surface farming.
Humans are the least important thing of all.
Pretty sure this hits everything.  However, the flat volcano is in a small lake biome (which also has the partial aquifer below it).  This has the consequence of capping the volcano in obsidian shortly after embark, but it's just unpausing a few dozen times and you're good.  At least it'll keep the magma crabs from starting fires on the surface.  8)
Spoiler (click to show/hide)

Thanks a ton. :3 The world is great. I think I may actually record my YT series with this world. :P
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: UltimateHobo on September 13, 2014, 03:26:24 pm
We can make requests?  :)

I dont want much, probably.

All i want is an embark (6x6 or so) with coal, iron and a river in a non-evil, non-good biome with deep caverns.

By deep caverns i mean layers between z layers. I HATE caverns, not because of the creatures in them but because they RUIN my beautiful, symmetrical, orderly and generally perfect layout.

Currently, i have 25 z layers between the surface and the 1st cavern. If you can have more than 25 layers then, please, do so. I dont know how to manipulate the world gen and if you add too many then the dwarves dont seem to live (i assume they cant find plump helmets or something). I can never seem to find coal or even iron because i guess the game just hates me :( Im sick of having fortresses which rely entirely on copper armour and trade so, please, if anyone has something spare share it. (i dont think ive ever seen surface coal, its a legend told to me only through my friends.)

It can be any type of neutral biome, a desert, mountain, tundra, forest or anything. The populations can be anything, i dont care.

Anything beyond iron, coal and a river is a bonus. Im not going to turn around and reject a world with everything and more.

If someone knows what perams i should use to make then then just send those, i can cook some worlds and i know this isnt a very glamorous world.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 13, 2014, 11:19:36 pm
In my quest to nail down what causes stretched caverns, I narrowed down the parameters today, somewhat.

This is a 2x2 48Z-single-cavern embark, and the stretched effect pervades much of the world, in many many embarks.  I figured out it isn't affected by LEVELS_ABOVE_LAYER_X, nor the number of caverns, nor volcanism.  All those presumptions were wrong.  However, it does seem to be affected by overall world depth.  More testing required, but this is a pretty neat set of parameters, and steel friendly, so figured I'd share.  Of course, the HISTORY_SEED, NAME_SEED and CREATURE_SEED can all be removed and randomized for more variation with respect to civs & enemies.

To be clear, what makes this parameter & embark special is there is one cavern, and it's 48Z in height, underground, rather than the typical cavern which is ~5Z in height.

Spoiler: 48Z single cavern (click to show/hide)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 13, 2014, 11:44:41 pm
...
All i want is an embark (6x6 or so) with coal, iron and a river in a non-evil, non-good biome with deep caverns.
...
This seems to match.. Embark level is 142, top of the first and only cavern is 109.  Magma starts at 100.  There is some aquifer bleeding in on the NW quadrant, but it's small and easily avoided.  If you move the embark one south, you'll avoid it almost entirely.
Spoiler: UltimateHobo1 (click to show/hide)
One thing to note, UltimateHobo.. 6x6 is a very large embark.  You can shrink this down to 2x2 and it will still have everything you're looking for, resource-wise.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Incanus on September 14, 2014, 05:18:11 am
Hello, people.

I have much trouble in this version to change world parameters for what i seek. I would appreciate some advices, if you can help me. Here is what i want to achieve:

A world with:
- Lots of Waterfalls.
- Lots of Volcanoes.
- A bit on the cold side of temperatures.
- A decent load of minerals, gem and flux.
- Few towns but all civilizations (dwarves, elves, goblins, humans).
- A decent amount of bad, good and savage regions.

Not original at all, i know! And yet i have trouble to figure the right parameters. Everytime i try something, either i end up in rejections, or the result is far from what i figured!

Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: vjek on September 14, 2014, 09:12:50 am
This one (http://www.bay12forums.com/smf/index.php?topic=140180.msg5506261;topicseen#msg5506261) has some of what you want, and should put you on the right path, Incanus.  Personally I don't recall seeing a volcano next to a waterfall in a 3x3, but I suppose it's possible.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: UltimateHobo on September 14, 2014, 12:28:58 pm

<3

ty so much. I just cant work the world gen; every time i either get a world made entirely of ore or one with no ore whatsoever and as for the intricacies i dont even understand them at all.
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: flabort on September 14, 2014, 01:03:44 pm
PTW
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on September 14, 2014, 06:38:05 pm
So more science regarding stretched caverns.

Here's a worldgen & embark that has a 103Z single cavern.
The layers go thusly:
100 embark
99 to 96 soil
95 normal
94 to -9 cavern
-10 normal
-11 magma sea

In this case, the cavern takes up pretty much as much space as it can, vertically.

Overall, the embark depth is 122Z, the shallowest I've seen with this effect.  It was created by using the advanced worldgen painter to create a world with mostly mountains (elev 400) and ocean (elev 1), and a strip of "embarkable" land in the middle (elev 100).  This, I think, exaggerates whatever is going on in the background to create this stretching effect.  The World in the embark finder looks something like this, to visualize the layout:
▲▲▲▲▲▲▲,,,≈≈≈≈≈≈≈
▲▲▲▲▲▲▲,',≈≈≈≈≈≈≈
▲▲▲▲▲▲▲,,,≈≈≈≈≈≈≈
▲▲▲▲▲▲▲'''≈≈≈≈≈≈≈
▲▲▲▲▲▲▲,,'≈≈≈≈≈≈≈
▲▲▲▲▲▲▲,',≈≈≈≈≈≈≈
▲▲▲▲▲▲▲'',≈≈≈≈≈≈≈
▲▲▲▲▲▲▲','≈≈≈≈≈≈≈
▲▲▲▲▲▲▲,',≈≈≈≈≈≈≈
▲▲▲▲▲▲▲,,,≈≈≈≈≈≈≈
▲▲▲▲▲▲▲,,,≈≈≈≈≈≈≈
▲▲▲▲▲▲▲'''≈≈≈≈≈≈≈
▲▲▲▲▲▲▲,,,≈≈≈≈≈≈≈
▲▲▲▲▲▲▲'''≈≈≈≈≈≈≈
▲▲▲▲▲▲▲',,≈≈≈≈≈≈≈
▲▲▲▲▲▲▲',,≈≈≈≈≈≈≈
▲▲▲▲▲▲▲,,,≈≈≈≈≈≈≈

Here's the details:
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Legionaries on September 15, 2014, 06:04:10 pm
So I'm going to go ahead and make my request.  I'm not figuring this out myself.

Can you help me with the following:

Aquifers are all good if present.  Iron is always welcome but optional.   This volcano fort in the jungle just sounds like fun to me.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on September 15, 2014, 09:35:43 pm
So I'm going to go ahead and make my request.  I'm not figuring this out myself.

Can you help me with the following:
  • Medium world - I plan to drop in the fortress defense mod so there are tons of races to fight.  I'll delete out the history/civ seeds and regen to add in all the custom monsters.
    I've made that work before.
  • Jungle with a volcano - higher savagery the better
  • Flux

Aquifers are all good if present.  Iron is always welcome but optional.   This volcano fort in the jungle just sounds like fun to me.
So, no iron, no aquifer, but two types of flux (chalk & marble) and the rest matches.
This is a tricky request because the world is huge, plus you need a Pole to get tropical biomes, and then you only get to look through about 1/6th of the world each time, so the number of embarks is extremely limited, per world.  Also, by 'jungle' I presumed you meant a tropical moist broadleaf forest, so that's what I limited my search to.
You may be able to regenerate with different mineral scarcity and get iron.  Haven't tried it, but others have in the past.  Savagery of 97/100.  Flat embark. Flat volcano.  Water in the caverns.
Spoiler: legionaries1 (click to show/hide)
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: Max™ on September 16, 2014, 06:09:05 pm
This one (http://www.bay12forums.com/smf/index.php?topic=140180.msg5506261;topicseen#msg5506261) has some of what you want, and should put you on the right path, Incanus.  Personally I don't recall seeing a volcano next to a waterfall in a 3x3, but I suppose it's possible.
I don't think this is exactly what they meant, but...
Spoiler (click to show/hide)
I think I was setting the cavern openness to max, layer density to max, high volcanism, and shallow worlds. Trying to find the parameters.

I think these were the same ones:
Spoiler (click to show/hide)

You will start out with several of the collapse spam messages, then it calms down and you get waterfallcanos!
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Deeps on September 18, 2014, 12:31:54 pm
Hi! Just got into DF a few months ago and have been fully geeking out about worldgen. It's like in Myst: The Book of Atrus; change one little thing and the world you link to could be completely different. Can't get enough of it.

First, an offering:

Spoiler (click to show/hide)

4x2, Flat volcano, waterfall into a 25Z triangular canyon, plentiful shallow hematite, clay, sand, feather trees, sun berries, nether caps, all neighbors + tower, very gentle slope ('1' on cliff indicator).

Also, no bubble bulbs. I know some people prefer that, though I personally like them and haven't figured out how to get them to show up. I've tried dummying out the other grass types one by one in the raws before worldgen, but no dice: it just puts bamboo everywhere, and when I dummy out all the possible forest grasses except the [GOOD] ones, DF just crashes in worldgen. Any ideas?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: worldspawn on September 19, 2014, 12:26:11 pm
I've been trying to gen a world with the following and keep coming close, but in the end all embark sites I find are missing one of the following. Has anyone generated a world with these?

-Huge cliff on one side of embark and desert/badlands on the other. No trees, will accept vegetation but prefer none
-Goblins and either humans or elves as neighbors (preferably all)
-Kaolinite
-Native gold
-Marble
-Magma tube/volcano

I'm on a particular OCD fad where I want to eventually purge my fort of all foreign goods and have everything be masterwork with the best material. ie. kaolinite pots instead of stone etc. That and I want to carve a very large and elaborate entrance into the cliff, the usual 3 tile wide 1z high entrances on a hill have gotten old. I prefer a magma tube over a volcano because having magma right on the surface is too easy.

Iron would be great too but isn't needed since in the end I can use goblinite. Platinum and silver are nice too, I can decorate my giant solid gold megaprojects with it.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on September 19, 2014, 12:48:26 pm
worldspawn, when you say 'cliffs' do you mean a sheer vertical face, or a 1:1 rise:run (with ramps) slope, that is, a steep hill?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: worldspawn on September 19, 2014, 01:33:04 pm
worldspawn, when you say 'cliffs' do you mean a sheer vertical face, or a 1:1 rise:run (with ramps) slope, that is, a steep hill?

Both are fine since I can take a 1:1 and make it sheer with my miners. The sharper the gradient the better though.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on September 19, 2014, 04:24:39 pm
I suspect you probably already know this, worldspawn, but as kaolinite is found in sedimentary layers, and volcanism produces igneous extrusive layers, it's going to be rare to find them adjacent in a small embark.  Without the requirement for a volcano, it's trivial (I found several embarks in the second world I generated) to find what you want.

With the volcano, very challenging, and likely only on a very large embark size. (4x4 or larger)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: worldspawn on September 19, 2014, 05:17:53 pm
Oh I'm aware of their mutually exclusive nature, it's why I've been searching for so long :) I'm trying to gen one now that has that and am ditching the need for magma tubes at the moment. Just dry, steep, and full of gold.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: StagnantSoul on September 19, 2014, 05:19:44 pm
Can I get a world with-
Limestone being the sedimentary stone, with at least 6 layers being sedimentary.

3-5 deep with soil, but not too far down.

Warm, but not hot or temperate.

Fresh water.

Savage/joyous wilds tropical grassland/shrub land/anything that gives me big cats. Bonus points if it intersects a moist tropical broadleaf or temperate forest. I'll bow down and kiss your boots if it has all three, my world like that corrupted.

Caverns not being very big, so I have lots of room to put rooms and stuff.

All flat.

Access to goblins, elves, and humans. No tower.

Plenty of iron and some medium-large cassiterite veins.

Rare and precious gems would be nice, but not necessary.

Some hula girls. If there's no hula girls, don't tell me.  :P

Preferably with not many trees, but still some.

Hope that's not too much.

Thanks!

Ps. Sorry for the big order. I appreciate your work.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on September 19, 2014, 05:42:15 pm
Oh I'm aware of their mutually exclusive nature, it's why I've been searching for so long :) I'm trying to gen one now that has that and am ditching the need for magma tubes at the moment. Just dry, steep, and full of gold.
Ok, this is an "artificial" world made with the advanced worldgen painter, but it works.  At the very least, you know it's possible to find what you want.  If you'd rather not such an "artificial" world, let me know, and I'll re-do it.
There are three towers, but unfortunately, they're -just- too far away for this particular embark.  You may be able to find a suitable embark nearby that meets your requirements and includes a/the tower(s).
Spoiler: worldspawn1 (click to show/hide)
Also note there are three civs from which you can embark, which may or may not affect whether or not you get a monarch assigned in the first year.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: worldspawn on September 19, 2014, 06:30:08 pm
Oh I'm aware of their mutually exclusive nature, it's why I've been searching for so long :) I'm trying to gen one now that has that and am ditching the need for magma tubes at the moment. Just dry, steep, and full of gold.
Ok, this is an "artificial" world made with the advanced worldgen painter, but it works.  At the very least, you know it's possible to find what you want.  If you'd rather not such an "artificial" world, let me know, and I'll re-do it.
There are three towers, but unfortunately, they're -just- too far away for this particular embark.  You may be able to find a suitable embark nearby that meets your requirements and includes a/the tower(s).
Spoiler: worldspawn1 (click to show/hide)
Also note there are three civs from which you can embark, which may or may not affect whether or not you get a monarch assigned in the first year.

Ah thanks, haven't messed around with the artificials too much. I'll see what I can do with it :)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on September 19, 2014, 10:17:48 pm
Can I get a world with-
 ...
I believe this matches everything but the cassiterite:
Three biomes in a 3x2:
Spoiler (click to show/hide)
There is an embark in the world with cassiterite, but no limestone, although still some flux.  If the intent of the Limestone is for flux, that one might be better.
Also, I managed to get 4/5 types of flux, in this one embark.  8)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on September 20, 2014, 02:53:45 am
Hi! Just got into DF a few months ago and have been fully geeking out about worldgen. It's like in Myst: The Book of Atrus; change one little thing and the world you link to could be completely different. Can't get enough of it.

First, an offering:

Spoiler (click to show/hide)

4x2, Flat volcano, waterfall into a 25Z triangular canyon, plentiful shallow hematite, clay, sand, feather trees, sun berries, nether caps, all neighbors + tower, very gentle slope ('1' on cliff indicator).

Also, no bubble bulbs. I know some people prefer that, though I personally like them and haven't figured out how to get them to show up. I've tried dummying out the other grass types one by one in the raws before worldgen, but no dice: it just puts bamboo everywhere, and when I dummy out all the possible forest grasses except the [GOOD] ones, DF just crashes in worldgen. Any ideas?
No luck on the tweaking but that canyon is fascinating, you didn't mention that it has two candycanes with something like 1800 readily and safely accessible chunks of candy before you even have to worry about trying to dig around the !FUN!, with a third much more risky tube almost exactly under the awesome canyon.

Naturally I didn't think to see what I could find along those lines until after I had micromanaged an almost complete suit of artifact steel armor (missing a mail shirt, as apparently segmented breastplates are just a flavor blurb, though I had to savescum a billion times to get the left gauntlet instead of a third right, as I had already given up on getting the second one to stop loading as a right one) but hey, it's all good right!

I think I messed something up though, I bumped the embark points up to use my typical profile, the layout was the same but I don't see any feather trees or native sunberries, and I had to manually change some of the veins in the upper layers as there was 0 iron ore at all, lots of malachitemagnetite and mica mixed in with gorgeous layers of marble to dig into now though.

No sign of the tower or goblins either. T.T
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Deeps on September 21, 2014, 10:56:12 pm
No luck on the tweaking but that canyon is fascinating, you didn't mention that it has two candycanes with something like 1800 readily and safely accessible chunks of candy before you even have to worry about trying to dig around the !FUN!, with a third much more risky tube almost exactly under the awesome canyon.

Naturally I didn't think to see what I could find along those lines until after I had micromanaged an almost complete suit of artifact steel armor (missing a mail shirt, as apparently segmented breastplates are just a flavor blurb, though I had to savescum a billion times to get the left gauntlet instead of a third right, as I had already given up on getting the second one to stop loading as a right one) but hey, it's all good right!

I think I messed something up though, I bumped the embark points up to use my typical profile, the layout was the same but I don't see any feather trees or native sunberries, and I had to manually change some of the veins in the upper layers as there was 0 iron ore at all, lots of malachitemagnetite and mica mixed in with gorgeous layers of marble to dig into now though.

No sign of the tower or goblins either. T.T

Curses, same with me about the malachite -- for whatever reason I tend to confuse it with hematite. Back to the drawing board on that rather crucial point. Dunno about the feather trees, though -- I've never generated a (tree-supporting) good embark without them. Is the place good anymore when you generate it? I've never had embark points alone mess with my mineral layout before. Temperature, mineral frequency, and layers above 'x' are usually culprits for changing the plants and/or the good/evil of an embark, with only superficial alteration in surface topography, IME.

As for the goblins, randomizing the history seed should help. If not, it would seem the right biomes aren't forming at all, as everyone is almost guaranteed to be a neighbor in a pocket world. I've noticed that towers don't place themselves consistently even if I run the same seed over and over without any randomization in DF2014, so sometimes just running it repeatedly can get me that spooktacular fifth neighbor.

Still got nothing on the bubble bulbs. I've changed the name and appearance of a mundane grass in the world's raws to look like them, but that's just not elegant.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: tivec on September 26, 2014, 02:42:12 am
Hey guys, I am sure this has been asked for a few times, but my initial searches have come up with nil. I'm looking for:
* Surface volcano
* Sand
* River (or brook, but river is preferred)
* Flat 4x4 area
* Forested area
* Flux and iron
* Thick stone layer, preferably obsidian or basalt, but any single magma-safe rock type is alright.
* Plenty of z-levels to work with.
* No aquifer, or only in a small area of the map.

The idea is to build a glass fortress, so I will need a steady amount of wood to make ash/potash/pearlash for clear glass.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on September 26, 2014, 10:22:49 am
Hey guys, I am sure this has been asked for a few times, but my initial searches have come up with nil. I'm looking for:
* Surface volcano
* Sand
* River (or brook, but river is preferred)
* Flat 4x4 area
* Forested area
* Flux and iron
* Thick stone layer, preferably obsidian or basalt, but any single magma-safe rock type is alright.
* Plenty of z-levels to work with.
* No aquifer, or only in a small area of the map.

The idea is to build a glass fortress, so I will need a steady amount of wood to make ash/potash/pearlash for clear glass.
I believe this one matches, but if something is missing, or it doesn't work, let me know.
Spoiler: 2x2 volcano/river (click to show/hide)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: tivec on September 26, 2014, 11:25:25 am
Hey guys, I am sure this has been asked for a few times, but my initial searches have come up with nil. I'm looking for:
* Surface volcano
* Sand
* River (or brook, but river is preferred)
* Flat 4x4 area
* Forested area
* Flux and iron
* Thick stone layer, preferably obsidian or basalt, but any single magma-safe rock type is alright.
* Plenty of z-levels to work with.
* No aquifer, or only in a small area of the map.

The idea is to build a glass fortress, so I will need a steady amount of wood to make ash/potash/pearlash for clear glass.
I believe this one matches, but if something is missing, or it doesn't work, let me know.
Spoiler: 2x2 volcano/river (click to show/hide)

Vjek, you're a god at mapgen - that volcano is like 10 tiles from the river. That's just pure awesome :) And it has all I was hoping for too. Excellent :)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on September 26, 2014, 05:21:32 pm
No luck on the tweaking but that canyon is fascinating, you didn't mention that it has two candycanes with something like 1800 readily and safely accessible chunks of candy before you even have to worry about trying to dig around the !FUN!, with a third much more risky tube almost exactly under the awesome canyon.

Naturally I didn't think to see what I could find along those lines until after I had micromanaged an almost complete suit of artifact steel armor (missing a mail shirt, as apparently segmented breastplates are just a flavor blurb, though I had to savescum a billion times to get the left gauntlet instead of a third right, as I had already given up on getting the second one to stop loading as a right one) but hey, it's all good right!

I think I messed something up though, I bumped the embark points up to use my typical profile, the layout was the same but I don't see any feather trees or native sunberries, and I had to manually change some of the veins in the upper layers as there was 0 iron ore at all, lots of malachitemagnetite and mica mixed in with gorgeous layers of marble to dig into now though.

No sign of the tower or goblins either. T.T

Curses, same with me about the malachite -- for whatever reason I tend to confuse it with hematite. Back to the drawing board on that rather crucial point. Dunno about the feather trees, though -- I've never generated a (tree-supporting) good embark without them. Is the place good anymore when you generate it? I've never had embark points alone mess with my mineral layout before. Temperature, mineral frequency, and layers above 'x' are usually culprits for changing the plants and/or the good/evil of an embark, with only superficial alteration in surface topography, IME.

As for the goblins, randomizing the history seed should help. If not, it would seem the right biomes aren't forming at all, as everyone is almost guaranteed to be a neighbor in a pocket world. I've noticed that towers don't place themselves consistently even if I run the same seed over and over without any randomization in DF2014, so sometimes just running it repeatedly can get me that spooktacular fifth neighbor.

Still got nothing on the bubble bulbs. I've changed the name and appearance of a mundane grass in the world's raws to look like them, but that's just not elegant.
Gobs did show up and it's a fascinating site to build around. Been trying to goad elves into attacking me with no luck so far.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Arcani on September 27, 2014, 10:54:26 pm
Hey,

I'm looking for a freezing savage Taiga that is, if at all possible, sitting adjacent to either a haunted/terrifying glacier
or a haunted/terrifying forest.  I need a river, flux stone, and preferably multiple metals.  I'm able to get all that by myself, but the problem comes when I also try to find a volcano in the same place.  Help would be appreciated.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: flabort on September 28, 2014, 01:18:57 pm
If at all possible, I would like an embark that is situated at the borders of two different evil biomes and a good biome. High savagery in all of them, and hopefully one is a glacier or freezing ocean.
And deep soil. As deep as possible, like 16 layers of soil, or however deep that worldgen magic can make it.

I don't need that other stuff like metals or flux stone, although sand or clay would be nice.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: GavJ on September 28, 2014, 04:54:06 pm
Update: it is indeed possible to get a 2x2 embark with 4 biomes in it. I have such a map if somebody is still interested from like 5 pages ago. Though also just FYI for general information. (PM me if you wanted that map)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on September 28, 2014, 05:47:38 pm
Here's a kind of.. experimental world/embark.

I was playing around with temperature extremes to find out the limits of colddamage and melting, to see what would be the actual ranges in worldgen with poles and world sizes.

Inadvertently, I found an embark where the water on the surface turns to steam, while the river is running.  Specifically, the outside surface temp transitions to higher than 10180'U, within an embark with a river on it.

Then my goal was to find an embark with a tolerable temperature range combined with a boiling river.
Thus I give you: Ecruletters, the steam river embark!
Spoiler (click to show/hide)
The important part is to embark on the second biome, that is, to have the F2 biome (the warm tropical moist forest) highlighted when you embark, so all the dwarves and animals don't instantly melt and die when you start/unpause. ;)
Otherwise, it's pretty neat to see.  I have no idea if dwarves like steam, or if the steam could be weaponized in some way, but it's a hella neat effect when it starts raining in the boiled-dry riverbed, let me tell you.  Also, the second river that runs north is also boiling dry in it's path, and is nearby in the embark.
To be clear:  The only safe surface portion of this embark is the SouthEast corner.  Everywhere else, everything melts/boils to death.    :o
And yes, this could be done without the world painter, I was hoping for a steam waterfall, but couldn't find one quickly/easily.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on September 28, 2014, 08:13:43 pm
Today I learned: you can control which biome you embark on... I feel like such a frickin' idiot for not trying that before.

Also that steam river is named Nightmarestandard, how... appropriate?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Zuglarkun on October 04, 2014, 01:47:03 am
Previously, I have saved the parameters for a small region that gave me lots of swamp and lakes. I know rivers can cut canyons through a biome generating steep cliffs over the river. Is the same possible with lakes? Specifically, is it possible to get a elevated 3x3 swamp biome on a lake? Would be interested in knowing how to go about generating one if it is possible.

For example,
L - lake biome
S - swamp biome

LLL         where the elevation is     333   instead of    333   
LSL                                           313                    303
LSL                                           313                    303

Or something like that?
I've only ever generated flat swamp biomes bordering lakes, in that 3x3 grid formation.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on October 04, 2014, 09:57:54 am
Something like this, Zuglarkun, or a larger elevation off the water?
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on October 04, 2014, 01:38:19 pm
That steam river embark is crazy btw, part of my wagon landed close enough that I had to autodump some of the stuff from it because the dorfs wouldn't touch it, couldn't even put a wall around it because they wouldn't go on the northwest corner at all.

Then the cats all decided to play lemming and die at the edge of the steam-creek, and an elephant showed up to kill everyone so I chucked it into the hippos and left it at that.

Post-embark pause screen:
Spoiler (click to show/hide)

*tap period one time*
Spoiler (click to show/hide)

...

I've had embarks where a volcano actually started to erupt (I think there was ice in the caverns that melted and made a natural piston maybe? I still dunno what happened there, too busy dying to figure it out at the time) and dumped liquid fun everywhere while I was in the process of setting up shop.

I've had embarks where flooded caverns empty into a volcano, giving a rather awesome permanent waterfall, and a bunch of annoying obsidian collapse spam at the start.

This steam river of doom is hands down the craziest embark I've ever had, you can't even pick stuff up off of part of the wagon, and the tree right next to it can't be cut down. Can't build anything on those squares because you get "no access to non-economic materials" warnings, and so forth.

Oh, and there's an aquifer covering the whole map like two layers down, two or three layers thick.

Ridiculous and amazing. I doff my hat to you, vjek, you are a magnificent bastard for figuring out how to create such an awesomely horrible yet completely ordinary looking place.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Zuglarkun on October 04, 2014, 02:46:30 pm
Something like this, Zuglarkun, or a larger elevation off the water?
Spoiler (click to show/hide)

 :o Yeah, like that but with a larger elevation off the water, like a small hill will suffice.
Planning to build a fort right at the end of it, and if there is a hillside I can make use of, all the better.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on October 04, 2014, 06:26:05 pm
... Ridiculous and amazing. I doff my hat to you, vjek, you are a magnificent bastard for figuring out how to create such an awesomely horrible yet completely ordinary looking place.
Glad you like it!  8)  I have it on my to-do list to determine the "they won't walk here because it's too hot" limit, vs. the "the river is boiling" limit and/or find a steam waterfall.  Long term goals.

:o Yeah, like that but with a larger elevation off the water, like a small hill will suffice.
Planning to build a fort right at the end of it, and if there is a hillside I can make use of, all the better.
I've looked for a while, doesn't look like what you want will be easy to find.  However, how about something like this (https://dl.dropboxusercontent.com/u/1339319/mountain-swamp-lake-stonesense1.jpg)?  The lower/flat land is swamp, while the vertical cliffs next to the lake is mountain biome.  I'm not sure I could find a single mountain tile at the end of a swamp isthmus, but that may be the most likely viable option.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on October 04, 2014, 06:34:37 pm
Oh, if you want some more fun stuff to experiment with, try using infinitesky and tiletypes to put some "natural" stone towers up somewhere and probe them. I mentioned in another thread that I once lost several dorfs because I had a layer I added--trying to get more splat from my drop tower--which was adamantine (due to having done changelayer for shiny living areas like 60 z below) for some reason and at one point collapsed into sand, but that's not the weird part... the temperature read 0 urists, and I think like 40 on the fractional part?

The dorfs I told to pit things down the drop tube were dying as they passed through the up/down staircase on that layer, so that's a datapoint: 0 urists can kill in the time it takes to haul a creature up a staircase, but it didn't kill every time, I think just the slower beasts did the haulers in, and the poor fool I asked to build a wall there was found dead by one dorf who died finding him, and was then found dead by another that I managed to stop so I could autodump the bodies before it cascaded into more three stoogery.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Zuglarkun on October 04, 2014, 09:41:20 pm
:o Yeah, like that but with a larger elevation off the water, like a small hill will suffice.
Planning to build a fort right at the end of it, and if there is a hillside I can make use of, all the better.
I've looked for a while, doesn't look like what you want will be easy to find.  However, how about something like this (https://dl.dropboxusercontent.com/u/1339319/mountain-swamp-lake-stonesense1.jpg)?  The lower/flat land is swamp, while the vertical cliffs next to the lake is mountain biome.  I'm not sure I could find a single mountain tile at the end of a swamp isthmus, but that may be the most likely viable option.

Yeah, Looking for that isthmus itself is already tough, didn't think adding elevation would be any easier. Well, thanks for the suggestion! Will keep an eye out for that! Also your dropbox image ain't showing up right  :-\ But I'll keep genning worlds and looking!
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Unknown_User on October 12, 2014, 10:20:41 am
Alright, I'm coming back to DF now with the new release and all, and have something in my head I want to try.

I'm looking for a mountainous volcano and a brook/stream in the same embark, with lots of trees and plenty of everything to make steel.  Preferably cold or temperate climates, with high savagery (preferably neutral Untamed Wilds but I'll take joyous wilds too) and I'd love to have a Tower for a neighbor.  Ideally, I'd love it if there were only a few dwarves left in the world - enough for the first few migrant waves, maybe a hundred or so total?  I know that's a rough one, but from what it seems, if anyone can do it it's you guys.

Thanks so much!
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: wuphonsreach on October 12, 2014, 10:26:56 am
Even if your dwarven civ is extinct (to the point that all sites are destroyed), you will still get magic migrants showing up (they have no pre-existing relations) in DF2014.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Unknown_User on October 12, 2014, 10:31:27 am
Really?  I remember that it used to be that way for the first two migrant waves, and then the rest were dependent on the world population.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Immortal-D on October 26, 2014, 10:52:41 pm
Had an idea for a Fortress, but I don't know if the parameters are even possible; I want to find a Sinister beach, preferably adjacent to any of the other 2 Neutral/Savage types.  Can oceans/lakes even exist within an Evil biome?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on October 26, 2014, 11:50:05 pm
Had an idea for a Fortress, but I don't know if the parameters are even possible; I want to find a Sinister beach, preferably adjacent to any of the other 2 Neutral/Savage types.  Can oceans/lakes even exist within an Evil biome?
So you want, specifically: sinister ocean beach or sinister lake beach with adjacent savage wilds and wilderness/calm? 
Three biomes in the one embark?  Does it matter what the other two biomes are, temp/type?  any other requirements for races or elevation, things like that?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: utunnels on October 27, 2014, 02:42:12 am
I think I have a terrifying beach in my current random map (0.40.14).
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Immortal-D on October 27, 2014, 08:03:09 am
Specifically; I want to fight some aquatic zombies, but I don't think I'm quite ready for resurrection biome.  As I understand it, Sinister has the lowest chance of resurrection, but still provides undead.  If possible to get any of the other biomes at neutral or savage, would be amusing, but I'm mostly focused on constructing a beach house and defending it from said aquatics.  No other requirements, and I have a pretty good handle on Aquifers right now.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on October 27, 2014, 10:38:16 am
So, here's the deal with this..

It's no problem to get a Sinister Ocean.  That's easy.  The problem is, there tends to be only one ocean per world, provided it meets up with itself below elevation 100 somewhere in the world.  The reason this is a problem is that if you create the world in such a way that ONLY the ocean is sinister, you only get one "Evil" effect in the biome.

With only one biome, and only one effect, it's typically raining some kind of blood, even though the number of types of raining blood is zero. (yes, likely a bug, but what can you do?)
In other words, you need a larger number of evil biomes to get a wider number of evil effects globally, including things like resurrection/zombies.  Or, you generate dozens of worlds, hoping the RNG is kind enough to grant you a single zombie creating evil effect for the single evil biome.

So, are you ok with a "patchwork" island, or would you prefer to roll the dice with the RNG? :)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Immortal-D on October 27, 2014, 02:23:44 pm
Sorry for the delay.  Apparently, plotting a zombie-infested Dwarven sand castle "Does not constitute a proper use of company time" ::)

So, here's the deal with this..

It's no problem to get a Sinister Ocean.  That's easy.  The problem is, there tends to be only one ocean per world, provided it meets up with itself below elevation 100 somewhere in the world.  The reason this is a problem is that if you create the world in such a way that ONLY the ocean is sinister, you only get one "Evil" effect in the biome.

With only one biome, and only one effect, it's typically raining some kind of blood, even though the number of types of raining blood is zero. (yes, likely a bug, but what can you do?)
In other words, you need a larger number of evil biomes to get a wider number of evil effects globally, including things like resurrection/zombies.  Or, you generate dozens of worlds, hoping the RNG is kind enough to grant you a single zombie creating evil effect for the single evil biome.

So, are you ok with a "patchwork" island, or would you prefer to roll the dice with the RNG? :)
Ah, that makes sense.  I'm unsure what 'patchwork' means here, so I'll go with whichever takes less time, as I don't know what all is involved with creating specific parameters.  Also, in my haste I have posted to the wrong thread :-[  I'm currently using Masterwork Mod, which is 34.xx.  Can I still get an evil beach cooked for the old version?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Lyra on October 27, 2014, 04:17:29 pm
I've looked for a while, doesn't look like what you want will be easy to find.  However, how about something like this (https://dl.dropboxusercontent.com/u/1339319/mountain-swamp-lake-stonesense1.jpg)?  The lower/flat land is swamp, while the vertical cliffs next to the lake is mountain biome.  I'm not sure I could find a single mountain tile at the end of a swamp isthmus, but that may be the most likely viable option.

Could I have the seed for this, please?  I'd like to try something with more interesting terrain than my usual flat embark.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on October 27, 2014, 04:33:33 pm
I've looked for a while, doesn't look like what you want will be easy to find.  However, how about something like this (https://dl.dropboxusercontent.com/u/1339319/mountain-swamp-lake-stonesense1.jpg)?  The lower/flat land is swamp, while the vertical cliffs next to the lake is mountain biome.  I'm not sure I could find a single mountain tile at the end of a swamp isthmus, but that may be the most likely viable option.

Could I have the seed for this, please?  I'd like to try something with more interesting terrain than my usual flat embark.
Sure, here it is:
Spoiler: chainbridged (click to show/hide)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on October 27, 2014, 04:53:44 pm
... Ah, that makes sense.  I'm unsure what 'patchwork' means here, so I'll go with whichever takes less time, as I don't know what all is involved with creating specific parameters.  Also, in my haste I have posted to the wrong thread :-[  I'm currently using Masterwork Mod, which is 34.xx.  Can I still get an evil beach cooked for the old version?
Patchwork in this context means each square is it's own biome, or multiple biomes per square, kind of a patchwork quilt effect for the landscape, if viewed from above, rather than one large consistent biome per island.

In any case, here's a parameter set, with some caveats:
Spoiler: zombie_beach (click to show/hide)
This may or may not work with 34.11.  If it doesn't, let me know, and I'll make a set that does and post it in the older thread.

Even in 40.14, this  parameter set generates with many rejections.  However, when it finally does generate, you'll have the best shot at finding your embark.  In particular, it will be a Sinister Ocean surrounding an island or islands, and the area between the mountains and the coastline will be peppered with a wide variety of biomes with evil effects, (up to 100 per world) which should help with zombie-fying the ocean, hopefully.

Also, the worlds that are produced by this parameter set, given the high number of rejections, will likely NOT work, cross platform.  In other words, unless it generates with zero rejections, it won't be identical on all operating systems.  This only matters if you desire to share the seeded world, rather than a save of the world.

I have no experience with Masterwork, but this should provide a basis to start from, if nothing else.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Immortal-D on October 27, 2014, 05:29:55 pm
Doesn't seem to be backwards compatible.  All of the accepted worlds had zero water, lol.  I even tried increasing the size to 50, resulting in 33x33, but still nothing.  I appreciate the effort, and if you make it for 34.11 can just pm me instead of bumping the old thread.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Omeganaut on October 28, 2014, 11:09:52 pm
A note to the cavern science: I've noticed that cave depth also affects the depth of the world.  I pushed cave depth to min. 100 and most of the earth was 200+ z-levels deep, even though the distance between each layer was less than 10. 

Also thanks for the sweet seeds.  I'm definitely gonna try some of these suckers out, even if I do have to change the history seeds for more civs.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Lolfail0009 on October 30, 2014, 12:34:53 am
PTW
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: eharper256 on November 01, 2014, 06:21:06 am
Quick question for the Scientists here: What seed affects the names of historical figures, civilizations, gods and creatures in world gen? History seed, Name seed, or Creature seed?!? Is it all of the above, since its not obvious to me. Basically, I'd like to keep a nice gen of decent sounding civs and their gods and move them over to a world that has cooler looking embark locations. Is this possible?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 01, 2014, 09:59:50 am
Quick question for the Scientists here: What seed affects the names of historical figures, civilizations, gods and creatures in world gen? History seed, Name seed, or Creature seed?!? Is it all of the above, since its not obvious to me. Basically, I'd like to keep a nice gen of decent sounding civs and their gods and move them over to a world that has cooler looking embark locations. Is this possible?
I've never tried it.

I've tried keeping the world seed and creating a new history.  That works as expected.
I've never tried using the historical/other seed(s) on a new world.  Try it, and let us know! :)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: eharper256 on November 02, 2014, 04:53:56 am
Observations so far are a little strange (with 40.13) actually, which is why I was asking since I'd already done experiments but not been successful, and wanted to know if I was missing something abrasively obvious.  ???

My tests were: I took a world design that I put together in PerfectWorld, and repeatedly did 35 generations (only 10 years) with that as the basis, whilst keeping all seeds except the world seed. My main test to save time trawling through entries was checking the first human civ's gods, and checking out the artifact slabs. However, the names and history appear to end up different each time when checking them in Legends mode- which civ is placed first varies, and the artifact slabs vary wildly within the conditions that there is always 1-3 of them and they are always raised by demons.

However, as one might expect, keeping ALL the seeds including the world seed results in a carbon copy world. I only did this twice but it was quite obvious.

I guess that the simple conclusion from this is that the world seed also affects history and name generation. Which I guess in some ways makes sense for the history; even with a perfectworld basis, rivers and volcanoes and minerals and lakes and such will be generated in different places; so settlements will spring up differently. But its a little bit of a shame for people wanting carry across their favorite gods and stuff, like this:
(http://img.photobucket.com/albums/v487/simjimm/Snap10_zps06891852.jpg) (http://smg.photobucket.com/user/simjimm/media/Snap10_zps06891852.jpg.html)
Haha. As you might guess, I wanted to keep the Glacial Confederacies and their cool gods (there was also 'Ok, the god of revenge', and 'Sol, god of the sun' in their line up which was amazing!). Ah well...
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: RailroadRider on November 02, 2014, 07:34:09 am
Would it be possible to get an embark that has
- A volcano
- A freshwater lake
- A Terrifying biome
- A river
- Shallow metals
- Deep metals
- That is heavily forested
- And the entire thing is at least warm
?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 02, 2014, 10:04:56 am
Would it be possible to get an embark that has
- A volcano
- A freshwater lake
- A Terrifying biome
- A river
- Shallow metals
- Deep metals
- That is heavily forested
- And the entire thing is at least warm
?
All easy except the lake, river & volcano in the same area.  That will be the time consuming part, because volcano placement within the region is random. 

If you can give up the volcano, it becomes much easier.  Do you need the volcano just for magma/forges, or some other reason?  I can offer you a very shallow world with magma less than 20-Z from the embark level, if it helps.. (typically this is closer than the volcano would be on the surface).
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Omeganaut on November 02, 2014, 11:13:32 am
One thing that stays consistent with the name seed is the name of the world.  I was wondering why all my regions were being named the same.  But otherwise, I would guess that each randomized seed impacts every seed below it, so if you want to keep the names exactly the same, you'd have to keep the history and the geography the same as well.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: eharper256 on November 02, 2014, 04:22:31 pm
One thing that stays consistent with the name seed is the name of the world.  I was wondering why all my regions were being named the same.  But otherwise, I would guess that each randomized seed impacts every seed below it, so if you want to keep the names exactly the same, you'd have to keep the history and the geography the same as well.

I didn't actually test that (I forgot to mention that I used a new custom name for each world that I tested!) it makes sense precisely because of that. I also established during my test that custom names (if you assign one) also have no bearing at all on the rest of the world.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Thuellai on November 02, 2014, 04:52:00 pm
Can I get an embark with a volcano, clay, a useful military metal (iron+flux or the materials for bronze), and possibly an ocean or large lake?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 02, 2014, 05:41:39 pm
Can I get an embark with a volcano, clay, a useful military metal (iron+flux or the materials for bronze), and possibly an ocean or large lake?
This one (http://www.bay12forums.com/smf/index.php?topic=140180.msg5654385#msg5654385) has everything, but the only mention of clay is SILTY_CLAY_LOAM, so I'm not sure if that's good enough?  I've never monetized clay, myself.  ???
If that's not what you want, or it doesn't work, let me know.
Again, if the volcano is only to get access to magma, there are other options available that make worldgen far, far less time consuming/random.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: wierd on November 02, 2014, 05:55:23 pm
A slight poke at the raws will fix it if not. Any soil type will happily become clay and or sand, with a gentle poke at the raws. Does not require a regen.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on November 02, 2014, 07:05:03 pm
Just for warning, if you try to embark on a volcano anyways after making the world shallower to get easy access to the magma sea, make sure you don't have your caverns too open... I've been consistently getting drained volcanic tubes that are open to the caverns... oh wait, I think I might still have the thicker layer 4 from when I was trying to get big spires instead of just cutting them out entirely... hmmmm, wonder what else that can do.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: RailroadRider on November 02, 2014, 07:47:56 pm
If you can give up the volcano, it becomes much easier.  Do you need the volcano just for magma/forges, or some other reason?  I can offer you a very shallow world with magma less than 20-Z from the embark level, if it helps.. (typically this is closer than the volcano would be on the surface).
Yeah, that sounds fine.
Extra request, would it be possible to get some large mountain tiles thrown in, so, like a mountain lake with sharp cliffs with a grassy area, and either the lake, the mountain, or the grassy area is terrifying.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 02, 2014, 11:04:08 pm
...
Yeah, that sounds fine.
Extra request, would it be possible to get some large mountain tiles thrown in, so, like a mountain lake with sharp cliffs with a grassy area, and either the lake, the mountain, or the grassy area is terrifying.
Ok, try this one
Spoiler (click to show/hide)
If it's not exactly what you want, you can remove the seeds and generate more worlds that will be similar.  Keep in mind the 'evil' lakes won't be blue, but red or brownish, often.
Magma is within 16 Z levels of the embark level, in both embarks.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Rotten_Karma on November 05, 2014, 01:21:24 am
Ok, here is a fairly specific request. 

I would like a River cutting through a large sedimentary canyon (8 or more z levels), preferably limestone.  Marble at the surface would also work.  The river needs to be a horseshoe such that on a five by five embark it creates a U, like this.
Code: [Select]
00000
00000
00000
0---0
0|0|0

Iron ore would be nice, but goblinite works.  Trees are also nice. 

I will be attempting to create this, although i likely won't be sucessful, as i don't know how to get thick sedimentary layers.

Edit: This does not seem possible.  Rivers in DF don't meander.  Oh well
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 05, 2014, 10:03:04 am
While it's true it doesn't happen naturally, you could always make it a project to create such a horseshoe bend.

Or use dfhack and make it in a few seconds.  :o
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Draxxalon on November 08, 2014, 12:23:40 am
A few years ago I found one of these the hard way, and after playing with worldgen for a few hours, I thought I'd ask to see if someone has what I'm looking for already, as I'd love to have another go at it:

-A major (15+ tiles across) flowing (not frozen) river, going over a 5+ level drop waterfall.   (I want to have my front door behind it).   
-Trees

+Bonus: The ingredients for steel on-site

Thanks in advance!
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on November 08, 2014, 03:21:35 am
Maaaaan, the older parameters posted to generate war on embark aren't working, anyone know what the magical mixture that helps get this going is these days?

As for a 15 tile wide waterfall, seems like you could get good results setting elevation variation up higher, and reducing the erosion cycles, as others say, it often makes ugly stuff, but once in a while you find amazing spots like you're describing.

I think the waterfall-canyons parameters listed a few pages back would be a good spot to poke around in until someone with better wizardry shows up.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 09, 2014, 12:28:43 am
I've been working on the large waterfall parameters..

I think it's possible, it'll just take a while to get it exactly right, artificially.  Getting large rivers is no problem, it's getting large rivers to intersect with other large rivers that's tricky.  Getting tiny streams to intersect with large rivers, no problem, but then you get tiny waterfalls.

I've seen large river waterfalls in the past, but remarkably few.  Like probably 3 in a thousand kind of rare.  In any event, I'll post something specific when I have it.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on November 09, 2014, 04:32:49 am
Yeah, I cheated one up since I got a weird ass drained volcano, think it's because it was right on the edge of a mountain and wilderness border, the difference between the southwest lip and northeast lip was like 60 z!

Just added some river source tiles up top and a couple further down by the sides to get the volcano lined with misty waterfalls effect. (http://i.imgur.com/LT7ezye.png)

Mostly though I had to post to say how freaking embarrassed I am that I sat there for most of an hour trying to figure out why the worlds were all turning out flat and crappy using painter before I remembered you can set parameters to randomize during gen...
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 10, 2014, 11:08:12 am
what exactly determines the existence of necromancer towers?

I want to generate worlds without them, because necromancers are just too much for me at the moment.

Or is there like a certain distance away from a tower you can get and not have them raid you?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 10, 2014, 11:49:47 am
If you never want them, that's easy:

Set: "Number of Secret Types" to None.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 10, 2014, 01:24:08 pm
oh thank you so much, that helps a ton!
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Deeps on November 11, 2014, 04:47:22 am
Is a flat (magma surface close to ground level) volcano on an ocean coast impossible? My attempts in world painter seem to generate mountain ranges around the volcano that push the coast well into the next world tile.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Omeganaut on November 11, 2014, 08:26:26 am
Is your erosion set high?  That would be my best suggestion.  Otherwise you will just have to be lucky.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: StagnantSoul on November 11, 2014, 01:18:01 pm
This is going to sound super newby... But how do I lower the amount of lakes the map wants? I always get down to 2-5 lakes, then get rejected.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Omeganaut on November 11, 2014, 01:45:00 pm
If your messing in the advanced parameters, you need to find the options that are minimums.  These sections don't change the generation, just add criteria to reject a world.  So you probably want to make those zero.  It might also be the number of edge-oceans, which is the same deal.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 11, 2014, 03:14:32 pm
This is going to sound super newby... But how do I lower the amount of lakes the map wants? I always get down to 2-5 lakes, then get rejected.
Map Rejections can be enabled to a log file in your DF directory, via a setting in one of the /data/init/ files, so you know for sure what's causing the rejection(s).
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on November 11, 2014, 03:46:20 pm
WE'RE NOT ALL MAP WIZARDS VJEK, THIS DOESN'T ALWAYS HELP...

Sorry, just seemed like it would be funnier to capslockcruisecontrolforcool it.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 11, 2014, 06:39:12 pm
True, some of the error message are tricky to remove, but at least with some error messages, you can figure out a path forward.  :D
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on November 12, 2014, 01:53:37 am
Remember you're talking to someone who spent almost an hour trying to figure out why the worlds which he subconsciously knew were gonna have boring elevation and biomes... kept having boring elevation and biomes because he forgot to let the game randomize the stuff he didn't want to paint in.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: ptb_ptb on November 14, 2014, 08:40:53 am
Quick question for worldgen experts.

Can volcanoes be hidden by other map features? e.g. If you've just generated a world and you have a hamlet and a volcano in the same map square, which one gets shown?

If they can be hidden are there any ways to find them?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Omeganaut on November 14, 2014, 10:36:58 am
Caves and Civ cities and constructions including roads hide volcanoes on the region map.  You can sometimes see them on the map to the right, but not always.  Otherwise you just have to look at every square in the local map.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: ptb_ptb on November 14, 2014, 11:12:56 am
Caves and Civ cities and constructions including roads hide volcanoes on the region map.
Ugh. Hmm, what about legends mode map exports? Maybe I'll check.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 16, 2014, 02:03:45 pm
okay I made another post for this because I couldn't find it. But now I have! I don't know why this isn't stickied.

I'd like an embark location that has both iron and flux stone and possibly candy. I want all civs present, including goblin and kobold. Volcanic area would be nice, but a river or lake or some source of continuous water would be nicer.

Vampires yes, necromancers no.

Dragons, titans, forgotten beasts, bronze colossi in reasonable amounts. I love fighting them, I just don't want it to be every few in game months.

Lots of levels of caverns underground, and no HFS if possible (that is beyond my ability as of yet.)

Extra points if it is mirthful or joyous wilds.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 16, 2014, 10:59:36 pm
okay I made another post for this because I couldn't find it. But now I have! I don't know why this isn't stickied.

I'd like an embark location that has both iron and flux stone and possibly candy. I want all civs present, including goblin and kobold. Volcanic area would be nice, but a river or lake or some source of continuous water would be nicer.

Vampires yes, necromancers no.

Dragons, titans, forgotten beasts, bronze colossi in reasonable amounts. I love fighting them, I just don't want it to be every few in game months.

Lots of levels of caverns underground, and no HFS if possible (that is beyond my ability as of yet.)

Extra points if it is mirthful or joyous wilds.
Has all races including kobolds, flat embark, serene, small river, surface volcano, hematite, marble. No candy, no HFS, specified beasts, three caverns. 3x2 Warm Temperate Conifer Forest.  Surface is thick with sun berries, bubble bulbs, downy grass and feather trees.  Hematite in the first few layers, marble a bit further down, near the first cavern.
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 18, 2014, 06:26:13 pm
thank you so much!
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 19, 2014, 03:52:07 pm
Okay another request. I'd like a mostly good aligned pocket island. I am on a hunt for a giant sperm whale farm and would like to do it in a good aligned area. Preferable a spot on there with no goblins or kobolds. Titans and Forgotten beasts are fine, I need something to keep me busy now and then, or I will get bored.

I'm not sure what would up the chance of whales, giant sperm whales and basking sharks, but if that's at all possible, it would make me very happy.

This spot, if possible, should also have a source of fresh water, but the seaside part is higher priority.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Lyra on November 19, 2014, 07:19:29 pm
I would like a cold, haunted forest with hills to the north, non-reanimating. Sinister and Terrifying biomes are fine also, but I think those tend to be reanimating?  I'm not particular about metals or stone, though bronze would be nice.  I would prefer it to be an isolated patch of evil in a mostly neutral world if possible.

I'm also still on 0.40.14, if that matters.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: The Bard on November 19, 2014, 07:30:52 pm
Are magma pipes still a thing in 40d?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: PatrikLundell on November 20, 2014, 04:13:10 pm
What I'm trying to create:
-Tiny world (keep FPS losses at a minimum)
- Short, culled history for the same reason
- Preferably dead mother civilization to limit the migrant influx to the two mandatory waves
- War with goblins (but I think that happens automatically if it doesn't start that way)
- Kobolds nearby is preferable
- Elven caravans is preferable (need some way to get rid of worn clothing that doesn't interfere with sentient body dumping), but not human or dwarven (I don't want to be tempted to buy useful stuff, and elves don't carry any)
- High savagery, but not evil
- Magma reachable (not having to dig down to the magma sea)
- Any kind of sand
- Neither shallow nor deep metals
- Preferably flux
- Water in the form of an aquifer or a river
- No surface trees, but some surface regrowing vegetation is preferable
- Preferably soil, which seems incompatible with mountains, though (I don't find the bucket brigade to be much fun, but top sand should work just fine, as long as it exends at least two levels. Bucket brigade is not ruled out, though).
- Reasonably flat terrain is the best, as I think it has the least FPS impact, and is the least painful to manage (I've built too many staircases that accidentally gets built one level from the ground, due to uneven terrain).
- Non freezing, as I intend to try my hand at windmills.

I'm trying to get a fortress going without any metal except battle spoils and embark (well, candy in the late stage), no wood except via caverns and embark, and compensate (somewhat) for these deficiencies with a magma powered glass industry (something I haven't bothered with so far) and obsidian weaponry. I want a slow population growth, rather than being inundated by migration waves larger than the current fortress population (especially important given that lack of wood means lack of beds).
Obviously, metal cannot be non existent, as invaders won't bring any, in that case. I've experimented with a mineral_scarcity of 80000, which seems to result in a reasonably low number of sites "destroyed" by metal presence.

My main problems when trying to play with the world_gen parameters and the embark site selection screen is that:
1. I don't know how to ensure magma access, short of having a volcano tile as one of the embark tiles. Is there some kind of magma ensurance radius from a volcano?
2. Sand is not a searchable parameter, and it seems to be very scarce, at least in the terrains I've looked at. I've seen it in mountain terrain (which I think is one of the embark options, with the other being a desert, but I'm not sure about that one) once or twice only.
3. There doesn't seem to be any way to ensure an extinct mother civilization, that is still playable, in Fortress mode. My understanding is that you could work around that by setting a low population cap (30?), a reasonably small child ratio (I think 60/50% might work), and a higher absolute population cap (thinking about 120), but a dead mother civilization also gets rid of the caravans.

vjek's post to smeeprocket shows the output from some kind of tool, which seems mightly handy for this purpose (giving a bit too much info, but you can't get everything, and you don't have to use the info). Which tool is that?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 20, 2014, 04:32:43 pm
the list he gave is from dfhack.

I think you either embark on a volcano or go magma sea, there's no in between.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 20, 2014, 05:32:09 pm
What I'm trying to create: ...
So, a few items of note.

17x17 is a small world, it will keep things at a brisk pace
a dead civ means nothing, Armok will create and send as many dwarves as you set your popcap to, regardless of current civs
War and opposed are different.  Getting to be at WAR is often challenging, you can only tell when you embark, and that of course can change immediately after, if certain armies conquer sites and so on.
kobolds are tough to get and harder to make survive, given their features. however, a short history of say 50 years and a 500/500 cavern should get you there
for elves you need non-evil forests, which can complicate worldgen when shooting for other features
the whole world can be lacking in evil, or you can make it evil in the biome sense without evil effects like reanimation. either is possible.
magma is always reachable unless you remove it from worldgen, but if you want it easily reachable, only put in one layer of caverns.  this has other consequences though, some of which can be annoying to dire.
getting sand can be frustrating, but soil generation is not my specialty, honestly.
no shallow or deep metals of any kind means no metals of any kind..  are you sure?
what do you need the flux for, if there are no metals...? goblinite?
partial aquifer or full aquifer are possible, there's also water in the caverns, or streams or rivers, which are quite different.  streams don't block non-swimmers, rivers do.
no surface trees but with elves desired can be tricky without either many gens and getting lucky with the RNG, or using the world painter.
there's almost always wood in the caverns, but sometimes not, depends on a few factors, regarding beds.
I can almost guarantee you a dead civ.  that's very easy, especially in the current versions.  Just allow one site for your civ, and it'll be dead, almost guaranteed.  Why?  because the first site of any dwarven civ is almost always conquered by a forgotten beast.  So if there's only one, it's gone.
You'll always get caravans, even from a dead civ, in my experience.

If the goal is magma, make a shallow world (search this thread for shallow) and a single cavern.  Ensure there's at least 50% water and you'll get all your underground crops.
If you want candy but no clowns, set demons to zero.  However, this will make it so there's no goblin civs, which means no goblinite.  Goblin civs require a demon leader, now.
Keeping those in mind, what you want to do should be possible.

The tool to show what was in the embark was 'prospect' in dfhack, and I think dfhack also has a sand search plugin/script now, in the lastest versions (15+?) although I haven't personally used that feature.

Typically, as smeeprocket has said, it's either the magma sea or a volcano at or above the embark level.  I have seen underground volcanos (what some people call magma pipes) but I've never derived a method to reliably generate them at desired depths, so I just stick with shallow worlds.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: PatrikLundell on November 21, 2014, 06:43:37 am
Thanks you vjek for your clear and extensive reply.

- I didn't realize the difference between goblin war and opposition. Good to know.
- The idea with no metals is to have "goblinite" as the only (early to mid) source, forcing usage of obsidian, glass, and bone as substitutes. I thought of bringing a few junk metal bars for moods on embark. Flux would be used to upgrade goblin iron to steel, yes. "Useless" metals (i.e. those that cannot be used for weapons and/or armor) would not be a problem, but I don't know how you'd differentiate between
- When it comes to water, I didn't know there was a difference between stream and river, so that's helpful. However, I was really after a source of water, especially if no top soil/sand is available. A partial aquifer is more convenient than a full one.
- Well, the no surface tree requirement would be for the embark site only, but I think a dry world makes that easier, but elves harder.
- No cavern wood would definitely be bad...
- Clowns are not really a problem, since if you don't want them, you just have to be careful with your harvest. If you then decide to take them on, you can then open things up (in fact, that's the point at which I put my current fortress into permanent hibernation due to horrible FPS).
- My impression is that sand doesn't appear "natively" in mountains, but can be present as a "contaminant" from a neighboring tile with a different biome, or possibly as a byproduct of the transition. I don't think I've ever seen any aquifers in mountains either.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Omeganaut on November 21, 2014, 09:28:41 am
I've seen sand occurring on mountains with low erosion counts, but no aquifers because by the level the entire embark is covered, the layer stone won't have an aquifer.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 21, 2014, 09:46:41 am
I'm having a really hard time generating a successful high volcanism mostly good pocket island. I'm trying to avoid beaches, and have the forest end right at the water but I suspect that isn't possible.


The problem is, with a 2x2 embark, I can't get trees AND ocean.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: ptb_ptb on November 21, 2014, 10:01:54 am
The problem is, with a 2x2 embark, I can't get trees AND ocean.
Lol, sounds like a challenge. Would a 3x1 embark suit you maybe? dfhack can do that if you are in a supported version of Dwarf Fortress.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 21, 2014, 10:05:53 am
I'm having a really hard time generating a successful high volcanism mostly good pocket island. I'm trying to avoid beaches, and have the forest end right at the water but I suspect that isn't possible.


The problem is, with a 2x2 embark, I can't get trees AND ocean.
Try this one as a template, smeeprocket.  Remove the seeds to get different types.
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 21, 2014, 11:10:23 am
thanks, I'll give it a try now. Updating to 40.18 now that the smelting thing is fixed.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 21, 2014, 11:58:35 am
This looks great, I made a few modifications, but one thing. Is there anyway to get even less sand? I want a fresh water source, but all the rivers that intersect with the ocean have sand around them. Obviously I don't want the river and ocean to touch, but any sand on the embark map is useless to me in large quantity because it takes up valuable space for wood and plants.

I'm trying to minimize my fortress' eventual fps drop to keep this going as long as possible.

Also, is there any way to ensure giant sperm whales will exist in this world? One of the embarks I tried, dfhack didn't list them under region-pops list-all, and the only way to figure out if they exist or not is to embark over and over. 

Edit: nvm got it! The ocean had to be untamed wilds

edit:edit: is there a way to modify things in the world after generation and embark. I meant to put in vampires for some entertainment since I have like nothing else going on. I either subtracted them previously or they weren't there. I don't really have any opposition. I want to mostly focus on the farm but not being able to kill things will become boring.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 21, 2014, 01:57:20 pm
Sure, just take the worldgen that you have (export it with Esc-Export Local Image if you don't have the seed) and change Number of Vampire Curse Types to 10.  Regen and it'll be identical, and have vampires.  8)

EDIT: (sorry, this won't change things after embark... misread)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 21, 2014, 02:00:15 pm
I just embarked so I will do that, actually.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: taro8 on November 21, 2014, 09:08:48 pm
Hi guys, I would like to gen world that is very tightly packed with lots of different stuff like temples, cities, different biomes etc. The idea is to create a Dark Souls like world for my adventures where I can visit lots of very different places and fight some horrors without travelling too much. Lots of monsters, FB's etc. would be very much welcome.

Any idea how to go at that? I tried the advanced world gen in order to create a pocket world with loads of stuff turned up, but world gen only goes up 30 years on those tiny worlds. How to make it go longer?

BTW: New to this stuff.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on November 21, 2014, 09:15:23 pm
Change the "megabeast percentage dead before stopping" and some of the civilization/site count numbers until you find the settings that work for you?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 22, 2014, 09:44:04 am
Hi guys, I would like to gen world that is very tightly packed with lots of different stuff like temples, cities, different biomes etc. The idea is to create a Dark Souls like world for my adventures where I can visit lots of very different places and fight some horrors without travelling too much. Lots of monsters, FB's etc. would be very much welcome.

Any idea how to go at that? I tried the advanced world gen in order to create a pocket world with loads of stuff turned up, but world gen only goes up 30 years on those tiny worlds. How to make it go longer?

BTW: New to this stuff.

From another thread...

In the Shadow Empires thread we made a combination of Worldgen setting changes and some tweaks to the raw files.

The raw file changes were to increase dwarf settlements. Without that few dwarven civilizations survived.

before (entity_default.txt)

Code: [Select]
[EXCLUSIVE_START_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_FOREST]
[SETTLEMENT_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_GRASSLAND]
[SETTLEMENT_BIOME:ANY_SAVANNA]
[SETTLEMENT_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_FOREST:1]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]

After

Code: [Select]
[EXCLUSIVE_START_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_FOREST]
[SETTLEMENT_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_GRASSLAND]
[SETTLEMENT_BIOME:ANY_SAVANNA]
[SETTLEMENT_BIOME:ANY_SHRUBLAND]
[SETTLEMENT_BIOME:FOREST_TAIGA]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:MOUNTAIN:4]
[BIOME_SUPPORT:ANY_GRASSLAND:2]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:2]
[BIOME_SUPPORT:FOREST_TAIGA:2]

The worldgen includes lots of evil, savage, high megamonsters, etc. I've removed the seeds. Give it a few runs you should get fairly nasty surroundings.

Spoiler (click to show/hide)

I think this will get you what you want. The person requested a way to get more goblins.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: wuphonsreach on November 22, 2014, 02:23:12 pm
When folks ask for lots of biomes, densely packed, you're aiming for a "patchwork" world which means playing with:

[ELEVATION:1:400:2500:2500]
[RAINFALL:0:100:3200:3200]
[TEMPERATURE:25:75:850:1150]
[DRAINAGE:0:100:2350:1150]
[VOLCANISM:0:100:1750:1750]
[SAVAGERY:0:100:1150:1150]

[ELEVATION_FREQUENCY:10:400:250:60:120:250]
[RAIN_FREQUENCY:5:10:20:60:100:150]
[DRAINAGE_FREQUENCY:6:80:40:40:40:80]
[TEMPERATURE_FREQUENCY:8:15:80:150:60:10]
[SAVAGERY_FREQUENCY:7:20:20:20:10:10]
[VOLCANISM_FREQUENCY:9:60:20:60:80:120]

You also have to adjust the following to avoid rejects (making the numbers much lower):

[REGION_COUNTS:SWAMP:20:0:0]
[REGION_COUNTS:DESERT:20:0:0]
[REGION_COUNTS:FOREST:20:0:0]
[REGION_COUNTS:MOUNTAINS:100:0:0]
[REGION_COUNTS:OCEAN:20:0:0]
[REGION_COUNTS:GLACIER:8:0:0]
[REGION_COUNTS:TUNDRA:8:0:0]
[REGION_COUNTS:GRASSLAND:40:0:0]
[REGION_COUNTS:HILLS:20:0:0]

[ELEVATION_RANGES:30:60:30]
[RAIN_RANGES:30:60:30]
[DRAINAGE_RANGES:30:60:30]
[SAVAGERY_RANGES:20:60:20]
[VOLCANISM_RANGES:30:60:30]

And [SUBREGION_MAX:5000] will likely have to be boosted to the maximum of 5000.

You may also have to adjust some of the _MIN tags to avoid rejects, possibly some of the other _COUNTS] tags as well.

Turning down [EROSION_CYCLE_COUNT:100] can also be useful.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 22, 2014, 02:36:32 pm
The problem is, with a 2x2 embark, I can't get trees AND ocean.
Lol, sounds like a challenge. Would a 3x1 embark suit you maybe? dfhack can do that if you are in a supported version of Dwarf Fortress.

I didn't answer this, a 3x1 is perfectly fine.

I'm looking for high savagery, the ocean either needs to be untamed wilds or joyous wilds, I am not sure. The other world was giving me calm and serene. I kind of like joyous wilds land and untamed wilds ocean.

I've modified it but am still not entirely happy. I need to learn more about these values, I think part of the problem is I removed a lot of the bad guys when I edited it and just thinking about a challengeless embark makes me bored.

Only 1 tile of ocean is rough for trying to get sea creatures tho. I'm not sure if there would actually be a loss or if having 4 tiles is the only thing relevant to animal pop, since I know I have to restrict land animal pop to get more sea animals.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: ptb_ptb on November 22, 2014, 02:49:25 pm
Only 1 tile of ocean is rough for trying to get sea creatures tho.

Simple. Have a 4x1 embark.

* Forest
* Beach
* 2 x Ocean
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 22, 2014, 02:54:50 pm
actually, based on what someone recently said, I retract my opinion. 1 tile of beach is preferable. Land and sea animals go towards the same count, if I line opened bridges along the sides of my embark and restrict land animals that way, I can focus the one tile of sea animals into fewer tanks for capturing.

Now if only I could get one of those other tiles as a volcano...
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 22, 2014, 03:03:47 pm
So I get my question is what numbers give me an entirely savage world and what numbers give me a ridiculous amount of volcanoes?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: ptb_ptb on November 22, 2014, 03:06:14 pm
So I get my question is what numbers give me an entirely savage world and what numbers give me a ridiculous amount of volcanoes?

Personally I'd use a small world set for three volcanos and just re-generate it until you get a volcano somewhere you like. Set the world to stop at 300 years or so to save time.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 22, 2014, 03:08:13 pm
I'm not sure how to make any number of volcanoes, much less modify how many there are.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: ptb_ptb on November 22, 2014, 03:13:30 pm
Try

Spoiler (click to show/hide)

   [VOLCANO_MIN:3]

Gives you three volcanoes, but that just means it is rejected if there are fewer than 3.

   [VOLCANISM:0:100:301:301]

Spoiler (click to show/hide)

   [VOLCANISM_FREQUENCY:1:1:1:1:1:1]

Spoiler (click to show/hide)

   [VOLCANISM_RANGES:264:528:264]

Spoiler (click to show/hide)

Are the numbers you need to play around with.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 22, 2014, 03:33:20 pm
this is giving me lots of errors, double the errors if I mimic the numbers for savagery :P

I've played around with it, and I'm not being particularly successful at what I need. My map is 16x16 if that matters any
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: ptb_ptb on November 22, 2014, 03:41:48 pm
My map is 16x16 if that matters any

It matters a lot. :P

The '[???_RANGES]' figures are for minimum number of squares. My worldgen was for 65x65.  There are a lot more squares in 65x65 than in 17x17. You'd need completely different numbers in those sections.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 22, 2014, 03:43:58 pm
I checked the wiki file. Even used the sample numbers. I'm not sure what ranges work for a 16x16 world.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 22, 2014, 03:46:30 pm
yea I've been dropping the numbers drastically and am still getting errors consistently. (in response to your edit)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: ptb_ptb on November 22, 2014, 03:48:28 pm
Try something like

 [VOLCANISM_RANGES:36:36:72]

if that doesn't work go gradually from there towards

 [VOLCANISM_RANGES:36:72:36]

Let me know how it works out. :)

OH! And you should probably set
[VOLCANO_MIN:1]
not 3.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 22, 2014, 03:49:42 pm
oh I'm getting 3 volcanoes np, let me punch that in.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 22, 2014, 03:55:06 pm
omg it worked, I had to exit out of it to get the world gen changes to take effect. Now to play with the numbers.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: rmblr on November 24, 2014, 12:48:08 pm
I would love a beautiful canyon with waterfalls like this fantastic map (http://www.reddit.com/r/dwarffortress/comments/2hg0fe/the_bridgefort_of_spiregilt_built_over_a_massive/). Does anyone know of anything similar for DF2014?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: ptb_ptb on November 24, 2014, 12:54:43 pm
I would love a beautiful canyon with waterfalls like this fantastic map (http://www.reddit.com/r/dwarffortress/comments/2hg0fe/the_bridgefort_of_spiregilt_built_over_a_massive/). Does anyone know of anything similar for DF2014?
A good place to look for waterfalls is where two rivers meet or a river meets a lake.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 24, 2014, 01:15:24 pm
I would love a beautiful canyon with waterfalls like this fantastic map (http://www.reddit.com/r/dwarffortress/comments/2hg0fe/the_bridgefort_of_spiregilt_built_over_a_massive/). Does anyone know of anything similar for DF2014?
This one is similar (http://www.bay12forums.com/smf/index.php?topic=140180.msg5485274;topicseen#msg5485274).  There are more results, search "This topic" for waterfall river and you'll see more results.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on November 24, 2014, 05:08:13 pm
This one was one of my favorites of yours: http://www.bay12forums.com/smf/index.php?topic=140180.msg5631823#msg5631823

The big totally straight totally sheer cliff with the little creek up top waiting for me to carve channels and waterfalls down the side of the fort I dug into the cliff face.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: taro8 on November 27, 2014, 01:59:04 am
EDIT: Got around the problem with placing other beast phase. Right now my gen works, but it genning the history SLOWLY, why is that?

I want a patchwork pocket world for to adventure in with lots of secrets, legends and beasts to kill. Preferable a dying civilisation stage. In short kinda like Dark Souls.

Code: [Select]
[WORLD_GEN]
[TITLE:NEW]
[DIM:17:17]
[EMBARK_POINTS:1504]
[END_YEAR:10000]
[BEAST_END_YEAR:2:80]
[REVEAL_ALL_HISTORY:0]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:600:600]
[RAINFALL:0:100:600:600]
[TEMPERATURE:25:75:600:600]
[DRAINAGE:0:100:600:600]
[VOLCANISM:0:100:600:600]
[SAVAGERY:0:100:600:600]
[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]
[POLE:NORTH_OR_SOUTH]
[MINERAL_SCARCITY:2500]
[MEGABEAST_CAP:100000]
[SEMIMEGABEAST_CAP:100000]
[TITAN_NUMBER:100]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:100]
[NIGHT_TROLL_NUMBER:100]
[BOGEYMAN_NUMBER:100]
[VAMPIRE_NUMBER:100]
[WEREBEAST_NUMBER:100]
[SECRET_NUMBER:1000]
[REGIONAL_INTERACTION_NUMBER:1000]
[DISTURBANCE_INTERACTION_NUMBER:1000]
[EVIL_CLOUD_NUMBER:100]
[EVIL_RAIN_NUMBER:100]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:1:0:0]
[EVIL_SQ_COUNTS:1:0:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:2]
[VOLCANO_MIN:0]
[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:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:0]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[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:1]
[CAVE_MAX_SIZE:500]
[MOUNTAIN_CAVE_MIN:0]
[NON_MOUNTAIN_CAVE_MIN:0]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[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]
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 27, 2014, 09:09:15 am
The slowness is likely due to 10,000 years of history and no culling.  When you enable culling, it will speed up a bit, but if you reduce the history to 1000 years or less, it should be reasonably quick.  100 years is very quick.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 27, 2014, 03:27:11 pm
I'm wondering if anyone could give me some tips on making a densely populated highly evil and dangerous pocket island. I'm going to test some things out but I'm wondering if there is any trick to getting the full potential.

I think I've evolved past just trying to keep my fort alive through titans and such (though there will always be that one FB or titan that will end a fort, no matter what.) I've learned to train military and build up weapons and armor to the point that goblins will probably still be a big challenge, but waiting for them will get boring.

Basically, I'm winning too much. Too many of my forts are dying FPS deaths.

I'm going to download the new version and go sans dfhack and therapist for this. I don't lean on them too hard, anyway, other than for clean all and cleanowned. (Usually I also do a reveal and prospect after embarking, I don't actually look at where the veins are though, I just want to know what I've been given.)

So pocket island (so I can have ocean if I want) and then if you find a good embark, that too. I'll be doing a 2x2 embark, would do a 1x4 but no dfhack. If the world could not have husk clouds, more the better. I want to be able to access the surface to fight the bad things at some point.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on November 27, 2014, 03:35:45 pm
*lights the vjek signal, a drawbridge lowers and a minecart full of caged goblins slams into a wall one z-level down, ejecting them through fortifications and a magma waterfall into the nearby forest, setting it ablaze*

...hrrm, it wasn't supposed to do any of those things.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 28, 2014, 10:35:04 am
... Basically, I'm winning too much. ...
This should help with that..  :P

Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 28, 2014, 11:55:47 am
Thank you!
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 28, 2014, 01:05:35 pm
yea every embark I've done so far has died before I built my first workshop. lol

I think I'm going to try an evil, more forested area. It seems my major problems come from trying to get wood, but even without that the undead find me.

This is fun!
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Vita on November 29, 2014, 06:43:27 am
Hey, I'm looking for a fairly specific embark and I've had no luck trying myself. I've got a very specific plan in mind for my next fortress.

- Major river running straight through the middle of the embark, no bends, at the bottom of a sheer-walled canyon. The more z-levels the better.

That's the only essential requirement, other than that the more of the following that's also present the better (in order of most preferred to least).

Lot's of z-levels before first cavern layer
Multiple metals
Flux
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 29, 2014, 10:07:31 am
Hey, I'm looking for a fairly specific embark and I've had no luck trying myself. I've got a very specific plan in mind for my next fortress.

- Major river running straight through the middle of the embark, no bends, at the bottom of a sheer-walled canyon. The more z-levels the better.

That's the only essential requirement, other than that the more of the following that's also present the better (in order of most preferred to least).

Lot's of z-levels before first cavern layer
Multiple metals
Flux
This should match, it's a 2x2 embark with a 50Z canyon with a major river at the bottom, five different metal-bearing ores, and flux as marble.  However, this was done with the world painter, so if you want something more natural, let me know and I'll re-do it.
The aquifer is partial, and easy to bypass if desired.  It also can be used to create waterfalls on demand, by digging staircases in the cliff face (or other similar mining).
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on November 29, 2014, 03:33:18 pm
I need the perfect world for adventures. Lots of baddies, evil areas, civs, secrets, vampires, etc etc. I want it packed full of fun.

IF world size affects FPS in adventure mode, a pocket world would be nice, if not, probably as big a world as is reasonable.

Thank you in advance. (I am working on being able to gen my own, but I don't quite grasp the numbers yet.)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Vita on November 29, 2014, 04:44:40 pm
Hey, I'm looking for a fairly specific embark and I've had no luck trying myself. I've got a very specific plan in mind for my next fortress.

- Major river running straight through the middle of the embark, no bends, at the bottom of a sheer-walled canyon. The more z-levels the better.

That's the only essential requirement, other than that the more of the following that's also present the better (in order of most preferred to least).

Lot's of z-levels before first cavern layer
Multiple metals
Flux
This should match, it's a 2x2 embark with a 50Z canyon with a major river at the bottom, five different metal-bearing ores, and flux as marble.  However, this was done with the world painter, so if you want something more natural, let me know and I'll re-do it.
The aquifer is partial, and easy to bypass if desired.  It also can be used to create waterfalls on demand, by digging staircases in the cliff face (or other similar mining).
Spoiler (click to show/hide)

Weird, when I try that I get a dwarf civilisation right over the embark...
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 30, 2014, 01:01:44 am
... Weird, when I try that I get a dwarf civilisation right over the embark...
Version?  Any mods?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Vita on November 30, 2014, 06:38:13 am
... Weird, when I try that I get a dwarf civilisation right over the embark...
Version?  Any mods?

I'm using macnewbie, I'll give it a go with vanilla df and transfer the save.

Having looked at other embarks on that map though I realised I forgot to specify that I was looking for sheer cliffs. Are the ones in that location sheer?

EDIT: Gave it a go on vanilla df and got the same result. Is history affected by OS? I'm doing this on a mac.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on November 30, 2014, 09:50:29 am
Yep, cliffs are sheer.  Ok, I'll do it again with 40.19 to ensure there's no strangeness, should be up in the next 24 hours.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Vita on November 30, 2014, 01:36:17 pm
Yep, cliffs are sheer.  Ok, I'll do it again with 40.19 to ensure there's no strangeness, should be up in the next 24 hours.

I managed to get it working thanks, just shortened the history to before the civ was there
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: ptb_ptb on November 30, 2014, 05:18:06 pm
I need the perfect world for adventures. Lots of baddies, evil areas, civs, secrets, vampires, etc etc. I want it packed full of fun.

IF world size affects FPS in adventure mode, a pocket world would be nice, if not, probably as big a world as is reasonable.

Thank you in advance. (I am working on being able to gen my own, but I don't quite grasp the numbers yet.)

Try these numbers:

Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: smeeprocket on December 01, 2014, 09:28:37 am
I need the perfect world for adventures. Lots of baddies, evil areas, civs, secrets, vampires, etc etc. I want it packed full of fun.

IF world size affects FPS in adventure mode, a pocket world would be nice, if not, probably as big a world as is reasonable.

Thank you in advance. (I am working on being able to gen my own, but I don't quite grasp the numbers yet.)

Try these numbers:

Spoiler (click to show/hide)

thanks! my current attempt was really laggy.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: ptb_ptb on December 01, 2014, 09:57:59 am
thanks! my current attempt was really laggy.

I can't give any guarantees about lag, unfortunately. That's a 'rectangular' worldgen half way between a large and a medium. So it shouldn't be as laggy as a full large. I pumped it full of all sorts of monsters. :P
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: taptap on December 04, 2014, 04:40:08 pm
How do I gen a world without annoying evil rains? I did set number of evil rains to 0 (hoping to get something more interesting than a silly rain), embarked multi-biome (haunted+terrifying), but now it rains fricking dwarf blood. (Not that it matters. Was wiped out shortly after by a pack of boar corpses.)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on December 04, 2014, 07:41:39 pm
How do I gen a world without annoying evil rains? I did set number of evil rains to 0 (hoping to get something more interesting than a silly rain), embarked multi-biome (haunted+terrifying), but now it rains fricking dwarf blood. (Not that it matters. Was wiped out shortly after by a pack of boar corpses.)
I consider this behavior a long standing bug, but opinions will vary.

If you want -some- evil effects, evil rain is a possibility.

If you want -no- evil effects, set Regional Interactions to None, along with evil clouds and evil rain to None.

Raining blood of some kind appears to be the most common Regional Interaction, and the ~first to be applied to the ~first evil biome.  If you only have one or a few biomes, then, it will likely be what you get.  As a result, you either need to increase both the number of biomes and the number of regional interactions to get a variety (which may or may not include raining blood) or set them to none, and meditate on the the glumprongs stark beauty. ;)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Skooma on December 07, 2014, 12:57:13 am
I'd like a map with plenty of iron ores, trees, and goblins please.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Badger Storm on December 07, 2014, 05:23:07 am
Is this the place to ask worldgen questions?  If so, I'd like to know how to fiddle with the savagery mesh to get moar savagery.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on December 07, 2014, 08:29:14 am
Good a place as any I'd say, vjek is handy with that stuff.

I think changing the savagery mesh sizes to the highest for the map size, then something like 4, 6, 8, 10 for the other options with the x/y variation set to 3200 works, or at least it does for volcanospam everywhere.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Bigheaded on December 07, 2014, 11:01:01 am
Is this the place to ask worldgen questions?  If so, I'd like to know how to fiddle with the savagery mesh to get moar savagery.
Savagery as far as i can tell, just means the animals wandering around the top are more aggressive, and get far more "giant" versions of animals. As an example, half of a fort of goblins were eaten by a small force of alligators according to the legends in a fort i made with quite high savagery.

I.e, more of the map is "untamed wilds" where aggressive animals are common.

Personally, i would mostly leave the minimum and maximum values alone, can increase the minimum a tiny bit, but if increased too much will give a lot of rejects.

Increasing the variance should be fine, if you get too many rejects, lower it slightly.
Also try increasing the number of high savagery areas. i,e this:
[SAVAGERY_FREQUENCY:<mesh>:<0-20 weight>:<20-40 weight>:<40-60 weight>:<60-80 weight>:<80-100 weight>]
Increase the number of 80-100 weights to about 6 can enforce more "very savage" areas on your map.

Bear in mind if you go over the top, you may lose out on some megabeasts, as in the legends of the same map with goblins getting eaten, a dragon took out about 200 dwarves/elves/animals and then died to an elephant.


I'm unsure how you "force" iron onto maps. I think a general idea is to try and increase the amount of sedimentary layers. I usually find they're more common in mountainous regions and occasionally near volcanos.
I suggest embarking where there is flux stone on a high mineral map and hoping for the best.
Goblins and trees are easy to deal with though.


Here was my attempt at getting all 3:
[WORLD_GEN]
   [TITLE:IronTreeGob]
   [DIM:33:33]
   [EMBARK_POINTS:1024]
   [END_YEAR:40]
   [BEAST_END_YEAR:50:80]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:1]
   [ELEVATION:1:310:102:102]
   [RAINFALL:10:100:80:80]
   [TEMPERATURE:30:75:51:51]
   [DRAINAGE:0:100:51:51]
   [VOLCANISM:0:100:51:51]
   [SAVAGERY:0:100:100:100]
   [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:1:1:1:1:1:2]
   [VOLCANISM_FREQUENCY:1:1:1:1:1:2]
   [POLE:NORTH_OR_SOUTH]
   [MINERAL_SCARCITY:250]
   [MEGABEAST_CAP:5]
   [SEMIMEGABEAST_CAP:2]
   [TITAN_NUMBER:1]
   [TITAN_ATTACK_TRIGGER:80:0:100000]
   [DEMON_NUMBER:20]
   [NIGHT_TROLL_NUMBER:10]
   [BOGEYMAN_NUMBER:10]
   [VAMPIRE_NUMBER:10]
   [WEREBEAST_NUMBER:10]
   [SECRET_NUMBER:20]
   [REGIONAL_INTERACTION_NUMBER:20]
   [DISTURBANCE_INTERACTION_NUMBER:20]
   [EVIL_CLOUD_NUMBER:10]
   [EVIL_RAIN_NUMBER:10]
   [GENERATE_DIVINE_MATERIALS:1]
   [GOOD_SQ_COUNTS:0:2:0]
   [EVIL_SQ_COUNTS:2:32:0]
   [PEAK_NUMBER_MIN:0]
   [PARTIAL_OCEAN_EDGE_MIN:1]
   [COMPLETE_OCEAN_EDGE_MIN:0]
   [VOLCANO_MIN:2]
   [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:0:0:0]
   [REGION_COUNTS:TUNDRA:0:0:0]
   [REGION_COUNTS:GRASSLAND:0:0:0]
   [REGION_COUNTS:HILLS:0:0:0]
   [EROSION_CYCLE_COUNT:250]
   [RIVER_MINS:6:6]
   [PERIODICALLY_ERODE_EXTREMES:1]
   [OROGRAPHIC_PRECIPITATION:1]
   [SUBREGION_MAX:2750]
   [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:25]
   [CAVERN_LAYER_WATER_MIN:5]
   [CAVERN_LAYER_WATER_MAX:15]
   [HAVE_BOTTOM_LAYER_1:1]
   [HAVE_BOTTOM_LAYER_2:1]
   [LEVELS_ABOVE_GROUND:5]
   [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:1]
   [NON_MOUNTAIN_CAVE_MIN:3]
   [ALL_CAVES_VISIBLE:1]
   [SHOW_EMBARK_TUNNEL:2]
   [TOTAL_CIV_NUMBER:10]
   [TOTAL_CIV_POPULATION:15000]
   [SITE_CAP:68]
   [PLAYABLE_CIVILIZATION_REQUIRED:1]
   [ELEVATION_RANGES:60:100:0]
   [RAIN_RANGES:0:0:0]
   [DRAINAGE_RANGES:0:0:0]
   [SAVAGERY_RANGES:0:0:0]
   [VOLCANISM_RANGES:0:0:0]

Pretty much standard, i've made the cavern layers very empty of water, so you can wander around down there quite easily, so if you want to try and catch some GCS/Cave dragons, it's a possibility.
More evil squares helps the goblin count, lower good squares means less elves.
Should get you an embark reasonably quickly.

I suggest you change the amount of years to something you want, i've set it at 40 to make it less likely that any civilizations get destroyed, for at around 100, whilst necromancers start popping up, i also find several civilizations get destroyed by dragons.

Slightly increased the number of megabeasts, so it is within the realm of possibility that you'll find one, which i think will be !!FUN!!
If that's not for you, change that also,
do ctrl + f for:
[END_YEAR:40] <-- change that to what year you wish to start at.
[MEGABEAST_CAP:5] consider lowering this, but i find it amusing with dragons etc slaughtering everything. Also means if i go adventurer i may actually find one.

I like my caverns like this:
   [CAVERN_LAYER_OPENNESS_MIN:70]
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:25]
Means that you get wide open areas, rather than many tiny little narrow walkways. Feel free to modify. Also note, there's only about 70 layers between the surface and magma layer, often less. If this is an issue change some of these:
   [LEVELS_ABOVE_LAYER_1:5]
   [LEVELS_ABOVE_LAYER_2:1]
   [LEVELS_ABOVE_LAYER_3:1]
15/10/10 should give you plenty to work with. Or just 30/1/1 to increase the space between you and the first cavern and then all 3 caverns coming up quickly.



To use the map, just copy the whole thing (including worldgen bit) and paste it:
DF folder -> data -> init -> world_gen.txt and just paste it at the bottom.
Given it a few tries, in all of them i get a decent population of goblins, a decent amount of dwarves/humans and not many elves.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on December 07, 2014, 11:15:46 am
Is this the place to ask worldgen questions?  If so, I'd like to know how to fiddle with the savagery mesh to get moar savagery.
As Badger Storm mentioned, savagery is a biome modifier to determine what enters your map, for the most part.

The biggest detractor of savagery is that Dwarves will not start a mountainhome on a savage biome.  So if you make your whole world super savage, you get no place for the Mountainhome, thusly no dwarves, and lots of rejections.

However, with world painter, you can always leave a single world tile non-savage, to give the dwarves a place to start, if your goal is a 99.99% savagery, for example. :)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Thomas Winwood on December 09, 2014, 11:39:24 am
Here is a slightly unusual request.

Given these worldgen parameters...
Spoiler (click to show/hide)
...can you find me a history seed such that this site...
Spoiler (click to show/hide)
...has all four civs in range? Obviously the site also needs to be accessible - I managed to generate one world where the dwarves on that mountain had already embarked all over my land before I got fed up.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: rmblr on December 09, 2014, 12:16:41 pm
To do that, just batch gen with RANDOM as the history seed, leave it overnight and check the generated worlds in the morning.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Thomas Winwood on December 09, 2014, 01:37:26 pm
Huh. Didn't know worldgen could be run separately from a batch file. That's a relatively useful feature, though it'd be better if it ran headlessly so I could just daemonise the script and kill it later - as is, I can only run it while I'm not using the computer since the new DF window will open on the current workspace. Still, the more people help the faster I'm likely to get an answer.

e: okay, apparently it doesn't really work all that well - after generating it gave me the Enter/[a]bort/[p]rint prompt you'd get if you did worldgen normally and then froze.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Arkangel on December 10, 2014, 07:59:12 am
I'm having some trouble generating an embark I want for the new version. Basically, my goal is to get an embark with maximum crop (and wildlife) diversity, i.e. planting as many different crops as possible and getting lots of cool critters for taming. According to the wiki page (and my own observations), I'd need an embark with both temperate and tropical biomes to start with, those would cover a lot of the crops. If at least one tropical biome is grassland, almost everything should be available. The only biomes left then would be tropical dry broadleaf forest (tomato, buckwheat) and tropical savannah (fonio), but I can live without those. For wildlife variety, I'd like a tropical moist broadleaf forest (seems like lots of nice animals live there, I like monkeys) and a stream for aquatic/amphibious animals (I believe brooks don't allow for wildlife). Savagery needs to be as high as possible to allow for giant animals. Clay, sand, and lots of minerals would be welcome as well. Secondary, but not essential, features would be fire clay and a (surface) volcano. World size should be pocket to conserve resources (but I'd be willing to try larger), and embark should be no larger than 4x4 (4x2 would be great, fits my screen almost perfectly).

I've generated dozens of worlds, and have come pretty close to optimal results, but have never quite gotten there. I'd love some help if anyone can offer it, be it in the form of a generated world or advice on specific parameters. Thanks in advance!
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Thomas Winwood on December 10, 2014, 10:38:13 am
I'm a lazy jackass please do effort for me
I spent some time generating worlds while watching something trashy and found the history seed LhbzWmfjHgIqp1cYCLfv did what I wanted. Thanks for anyone who did try to help out, and hopefully if someone wants to use that site they'll find the seed helpful.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: asnys on December 10, 2014, 01:28:39 pm
Does anyone have any sites where colored diamonds show up?   I haven't seen any for a long time.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: nasobema on December 12, 2014, 11:42:52 am
How can I extract world gen parameters from an existing world? Especially the seed values.

I would like to regen a world with different history because I like many features of this world except the distribution of civilizations.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on December 12, 2014, 11:48:33 am
Hmmm, I could swear I remembered how to do that, was it the last world you generated perhaps? If so that is the easiest because it will show the seeds, and you can just replace the history seed with random and use it like that.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: nasobema on December 12, 2014, 01:46:24 pm
Well, I actually did that. But I must have made a mistake because the world looks different.

After all, I've found out how to do it.
You'll need to export world gen information from Legends mode with 'p'.

And changing the seeds for history and creatures changed the world until it was full of goblins!
Now the world looks like fun. Have a look by yourself, if you like...

The name comes from my favorite embark location in the "Horns of Pregnancy" Mountains.
Careful prospecting was promising and all races are around.

Have fun!

Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on December 12, 2014, 04:46:38 pm
Well, I actually did that. But I must have made a mistake because the world looks different.
Is there another way to extract the seedsbfrom the world save somehow?
From your ebark, press Escape to get the menu, then choose Export local image, then 'e'.  The worldgen parameters will be placed in your DF directory, prefixed with the name of your embark/fortress.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: nasobema on December 12, 2014, 05:03:36 pm
From your ebark, press Escape to get the menu, then choose Export local image, then 'e'.  The worldgen parameters will be placed in your DF directory, prefixed with the name of your embark/fortress.

Or this, thanks for the help!
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on December 13, 2014, 05:32:24 am
This is why I declared him a wizard (well, I assume him, haven't checked under the beard yet) with world workings.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Gelatinous yam on December 14, 2014, 07:54:54 pm
Yo Vjek/Max, I'm looking for a world that'll be fun to play on for a long time. I don't really care about specific perfect embarks or anything, I'm kind of just looking for a mid-large-sized world with lots of interesting stuff going on in different areas so I can play a bunch of adventurers and forts in succession in the same world.
Also, I like to play with minerals on the scarce side, but other than that just give me something cool that'll sustain my interest. Thanks  :)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: nasobema on December 16, 2014, 04:46:09 am
Yo Vjek/Max, I'm looking for a world that'll be fun to play on for a long time. I don't really care about specific perfect embarks or anything, I'm kind of just looking for a mid-large-sized world with lots of interesting stuff going on in different areas so I can play a bunch of adventurers and forts in succession in the same world.
Also, I like to play with minerals on the scarce side, but other than that just give me something cool that'll sustain my interest. Thanks  :)

Well that's ... unspecific.

What's wrong with the usual randomized worlds? Just generate and if you're curious you may check out legends mode or the legends viewer to get an idea of how fun the world is.
And needless to say, that the definition of a fun world is completely up to you and others might have other preferences.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Bigheaded on December 16, 2014, 08:01:28 am
Yo Vjek/Max, I'm looking for a world that'll be fun to play on for a long time. I don't really care about specific perfect embarks or anything, I'm kind of just looking for a mid-large-sized world with lots of interesting stuff going on in different areas so I can play a bunch of adventurers and forts in succession in the same world.
Also, I like to play with minerals on the scarce side, but other than that just give me something cool that'll sustain my interest. Thanks  :)

http://www.bay12forums.com/smf/index.php?topic=140180.msg5654385#msg5654385

It's a small world, so easier to move around on. Would suggest increasing the megabeast cap, to give your adventurer some more dragons and roc's to kill. But ye, i've used that a few times with a few minor modifications (such as more megabeasts). The amount of volcano embarks on a tiny map (so good fps) is pretty impressive.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Gelatinous yam on December 17, 2014, 10:22:25 am
Nasobema, I definitely use the default world generator a lot. I just feel like the guys with a lot of worldgen experience might have some particular ideas about how to make something cool to spend my time with. It's definitely very open ended and subjective, lol.

I'll take a look at that world for sure, Bigheaded.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Bigheaded on December 18, 2014, 01:26:19 pm
Nasobema, I definitely use the default world generator a lot. I just feel like the guys with a lot of worldgen experience might have some particular ideas about how to make something cool to spend my time with. It's definitely very open ended and subjective, lol.

I'll take a look at that world for sure, Bigheaded.

If you can be more specific in what you're looking for, i can be more specific in my worldgen :P
One thing i suspect you may be interested in, is extra megabests, as it's fairly easy to get a good 20 even on a small map, as it's what i'm using at the moment, all of which are alive at 20 years in.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Visus Draconis on December 20, 2014, 08:29:29 am
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Wooster on December 20, 2014, 08:53:05 am
This isn't a request for a world recipe so much as a question about how an ingredient might work...

I'm trying to work out how to get more magma pools in my worlds. I know you can't see them ahead of embark, but I'd like to increase my chances of hitting one. I'm happy if more volcanoes are a side-effect but it's not a necessity (so I guess I can leave VOLCANO_MIN alone). If I monkey about with VOLCANISM, in particular increasing the variances, should that do it?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on December 20, 2014, 11:19:44 am
This isn't a request for a world recipe so much as a question about how an ingredient might work...

I'm trying to work out how to get more magma pools in my worlds. I know you can't see them ahead of embark, but I'd like to increase my chances of hitting one. I'm happy if more volcanoes are a side-effect but it's not a necessity (so I guess I can leave VOLCANO_MIN alone). If I monkey about with VOLCANISM, in particular increasing the variances, should that do it?
If by magma pools you mean subsurface magma tubes or half-grown-volcanoes, features that aren't the magma sea, then just make both the min and max volcanism 100.  That should make most/some/every tile igneous extrusive, and give the highest chance for those features to form.
It will also have the side effect of making sedimentary layers, and the features that appear in them, more/very rare.
Variances likely won't affect anything in this case. 

If the goal of your endeavor is to get magma closer to the surface, with very simple adjustments, you can get the magma sea to within ~20 Z levels of embark, much closer than dwarves typically have to walk on the surface to reach a surface volcano.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Wooster on December 20, 2014, 01:26:15 pm
This isn't a request for a world recipe so much as a question about how an ingredient might work...

I'm trying to work out how to get more magma pools in my worlds. I know you can't see them ahead of embark, but I'd like to increase my chances of hitting one. I'm happy if more volcanoes are a side-effect but it's not a necessity (so I guess I can leave VOLCANO_MIN alone). If I monkey about with VOLCANISM, in particular increasing the variances, should that do it?
If by magma pools you mean subsurface magma tubes or half-grown-volcanoes, features that aren't the magma sea, then just make both the min and max volcanism 100.  That should make most/some/every tile igneous extrusive, and give the highest chance for those features to form.
It will also have the side effect of making sedimentary layers, and the features that appear in them, more/very rare.
Variances likely won't affect anything in this case. 

If the goal of your endeavor is to get magma closer to the surface, with very simple adjustments, you can get the magma sea to within ~20 Z levels of embark, much closer than dwarves typically have to walk on the surface to reach a surface volcano.
Thanks. Next time I generate a world, I'll try increasing the minimum volcanism: probably not to 100 but I'll experiment. I should have thought of pulling out a cavern layer or two, as well!
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: flabort on December 20, 2014, 02:49:25 pm
 :( I haven't been able to find anything like the embark I had for the 10 hour challenge again.

It was a reanimating ocean with periodic freezing, with a joyful adjoining biome, iirc.

But what I'd REALLY like to find is an embark that is a narrow strip of land with an ocean on either side:

O O O L O
O O L L O
O O L L O
O L L L O
O L L O O

Where the land is divided into 2 biomes, the oceans are seperated, and 3/4 biomes are evil. 2/4 biomes should be Savage, doesn't matter which in relation to the evilness.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: PLANKS on December 24, 2014, 01:20:25 am
I'm also looking for another embark.


There might be one of these embarks kicking around on the thread. Point me in the right direction if it is!

Thanks heaps!
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: PABadger on December 25, 2014, 01:57:42 pm
Mostly I need some advice, because I want to generate a very specific map, and I don’t have the time, energy, and inclination to spend half a day building random map after random map and hoping I get lucky.

I’m using 40.19 with Perfect World. I want to know, first, how I can make more areas with sedimentary layers; second, how I can increase my chances of having fire clay at a specific site; and third, how I can limit the number of dwarves and increase the number of goblin civilizations. Is there anyone who has done !!Science!! on these kinds of things who can help me out? Thanks for any help you can provide.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: nuget102 on December 31, 2014, 06:54:24 pm
I'm also looking for another embark.

  • 4x4 Absolutely flat embark
  • Large World
  • Heaps of Gobos
  • Water source (Aquafier is fine if its in one corner)
  • Volcano at surface or above
  • Iron
  • Flux
  • Sand
  • Heaps of trees (feather wood is nice but not overly concerned about type)
  • Non evil biome

There might be one of these embarks kicking around on the thread. Point me in the right direction if it is!

Thanks heaps!

I found this a little further back in the thread. It fits most of your criteria I think. It's a 'smaller' world, which FPS wise is better, but other than that I think it fits all of your criteria. http://www.bay12forums.com/smf/index.php?topic=140180.msg5689920;topicseen#msg5689920
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Immortal-D on December 31, 2014, 07:39:36 pm
Edit; Nevermind, found it on page 2 ::)

I've been slowly learning the WorldGen parameters; mostly dealing with direct number like population/civ caps, Clown variety, Megabeasts, etc.  I'm still a little fuzzy on terrain modifiers though.  So, would it be possible to cook me a world that has Joyous & Evil adjacent?  I got an idea in my head to have 1/2 the Embark be zombie-filled resurrection nightmare, while the other half is Fluffy Wamblers & Giant Eagles.  Then I could have zombie Giant Eagles for some reason (I'll figure that out later).
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Draba on January 04, 2015, 01:02:40 am
I'm a bit lost in the worldgen params, any help would be appreciated. I'm looking for:
- 3x3 embark
- close to vertical cliff face on one of the edge tiles looking inward (think boatmurdered, plenty of space underground to dig)
- flux and iron close to the surface
- magma close to the surface(preferably volcano but I couldn't get one with sedimentary layers in a bazillion tries so I've kinda given up on it)
- brook/stream/small river
- circus/candy
- non-evil high savagery would be nice

After a good while I've managed to find a very nice one
- has 6 sedimentary layers full of magnetite and dolomite right on the z-levels where the entrance would go
- the mountainside is in the corner
- untamed wilderness
- in a few rerolls goblins did well and got a necro tower right next to me

Checked it out but magma is some 180 z levels below me :(
My questions are:
- is there any way to alter this world in the direction I want? Using different history and creature seeds apparently do not change the geography, are there any parameters related to magma that do not give an entirely different result?
- am I missing out on cavern features if I just make them appear ~15 z levels below?

Ofc if anyone had an embark like this that'd do, too :)
I've been dicking around with elevation min/max/mesh variables + volcanism, but couldn't really get it right so far.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: TheFlame52 on January 05, 2015, 07:50:52 pm
Anyone have a world or parameters that would make dark fortresses not lagfests? I want to rescue captured children.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: PLANKS on January 06, 2015, 05:59:34 pm
I'm also looking for another embark.

  • 4x4 Absolutely flat embark
  • Large World
  • Heaps of Gobos
  • Water source (Aquafier is fine if its in one corner)
  • Volcano at surface or above
  • Iron
  • Flux
  • Sand
  • Heaps of trees (feather wood is nice but not overly concerned about type)
  • Non evil biome

There might be one of these embarks kicking around on the thread. Point me in the right direction if it is!

Thanks heaps!

I found this a little further back in the thread. It fits most of your criteria I think. It's a 'smaller' world, which FPS wise is better, but other than that I think it fits all of your criteria. http://www.bay12forums.com/smf/index.php?topic=140180.msg5689920;topicseen#msg5689920

Thanks I'll have a play with it.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Taal on January 08, 2015, 08:53:08 pm
In honour of the latest update, can we get some great one dimension spots going?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Immortal-D on January 10, 2015, 06:00:26 pm
Hey peeps.  I'm hoping to get some help editing this setup.  It is designed to create Joyous & Terrifying side by side, which it does on a fairly regular basis.  Is it possible to allow these maximum alignments over a mountain?  All of the locations where good & evil share a border are at best, rolling hillsides with elevation between 3 and 5.  I cranked up the Elevation Variance, which results in a handful of mountain rages, but none of them fall within the alignment areas.  Any info is appreciated :)

Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: King_of_Baboons on January 19, 2015, 06:05:03 pm
I don't known if it's possible but...

A worldgen that creates a world in the age of death/emptiness with 1000 years of history and it's FILLED with ruins,animals,beasts and loot.But not too much evil

I'm planning in installing  Wanderer's Friend and advfort together and a world with no one but me,megabeasts and necromancers would be a perfect combination.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Max™ on January 19, 2015, 08:32:16 pm
Simply jacking up the number of beasts/megabeasts and reducing the population caps should get that result.
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Wheeljack on January 22, 2015, 02:00:22 pm
Asked this in the World Cookbook thread in general discussion but I'll drop it here to cover my bases, too.

Quick question for those that are more knowledgeable than I: is there a way to guarantee at least 10-15 layers (possibly more) of the same rock? Or is this completely random? Also, what is the deepest soil layers can range?

I want to terraform a completely flat map into a grand fortress dug into a cliff face, but I'm having issues finding a good site. I would prefer not to have to DFHack the layers if it's something I can find normally but the largest stretch of rock I've found is 5-6 z layers and it wasn't near the surface. I think I saw a post that someone mentioned making the world very deep had an odd stretching effect on rock layers, but I also don't want to have to dig 200+ layers to get to lava.

Thanks in advance!
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: taptap on January 26, 2015, 02:28:55 pm
I am looking for a non-savage (I hate animal men, but am too lazy to mod), evil, reanimating world, yet when I generate worlds that don't feature terrifying biomes, I fail to find any undead in the legends. Advice? Experience?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: WordsandChaos on January 26, 2015, 03:48:48 pm
Does anybody know a good way of generating islands that aren't so squarish? A lot of my genned worlds seem to hit the boundaries of the map and then stop on a roughly straight edge because they have to leave a tile of water between the land and the edge. The result is some fairly blocky maps, particularly noticeable at the corners, which I'd prefer to avoid. 

Any idea what can help to alleviate this?
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: Immortal-D on February 01, 2015, 11:58:06 am
Does anybody know a good way of generating islands that aren't so squarish? A lot of my genned worlds seem to hit the boundaries of the map and then stop on a roughly straight edge because they have to leave a tile of water between the land and the edge. The result is some fairly blocky maps, particularly noticeable at the corners, which I'd prefer to avoid. 

Any idea what can help to alleviate this?
This is the setup I have for a Pocket Island.  Note it is geared towards low-end Evil, which you can adjust with 'SQ_COUNT' and 'SAVAGERY' variance;

Spoiler (click to show/hide)

I am looking for a non-savage (I hate animal men, but am too lazy to mod), evil, reanimating world, yet when I generate worlds that don't feature terrifying biomes, I fail to find any undead in the legends. Advice? Experience?
These values have the most direct impact on beard-melting Evil !FUN!; [EVIL_CLOUD_NUMBER:<number>] [EVIL_RAIN_NUMBER:<number>] [REGIONAL_INTERACTION_NUMBER:<number>] [DISTURBANCE_INTERACTION_NUMBER:<number>]  Try cranking up these values and see what happens.  All have a range of 0-1k.

Edit; I found a fix.  For anyone else using extreme levels of Savagery, increase the total number of Civs, to the tune of 40-50.  This allows a handful of each to survive.
I have a query for WorldGen pros.  In short, I don't know why Elves/Humans/Kobolds do not spawn in the following World.  Not sure if it's the Good/Evil counts, the number of Titans & MBs, or my elevation tweaks.

Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: vjek on February 01, 2015, 02:45:43 pm
Kobolds need caves (big caves).
Elves need neutral or good forests, iirc, and humans need neutral river/grassland.

Also, they may be spawning, but instantly wiped out, depending on a variety of factors.  Just saying, depends on legends/world history, which you may or may not be looking at, rather than just what shows up on the embarkation screen.
Title: Terrifying+Volcano+Joyous Wild
Post by: ptb_ptb on February 02, 2015, 05:54:14 am
I came across an interesting 3x1 (horizontal) embark location in this 65x65 worldgen. It's not hard to find - there are only two volcanoes. It has a terrifying biome on the west, volcano in the middle, joyous wild on the East. The East has an aquifer - which you will probably be grateful for as it is a hot with no other water source near the surface.

There is adamantine down below, but I don't know about other metals.

Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: fartron on February 07, 2015, 01:56:06 pm
I'm looking for an embark that mimics the old 2D locations and can be (mostly) played on one z-level. A woodland biome on the left with a river running parallel to the cliff of the mountain biome to the right. If the cavern and magma can be brought up to the same level somewhere to the right, that would be ideal, but I don't know if that's realistic or how many biomes it would take. I haven't played with their settings in gen much.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Angle on February 15, 2015, 03:59:56 pm
PTW
Title: Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
Post by: WordsandChaos on February 17, 2015, 02:21:55 am
Does anybody know a good way of generating islands that aren't so squarish? A lot of my genned worlds seem to hit the boundaries of the map and then stop on a roughly straight edge because they have to leave a tile of water between the land and the edge. The result is some fairly blocky maps, particularly noticeable at the corners, which I'd prefer to avoid. 

Any idea what can help to alleviate this?
This is the setup I have for a Pocket Island.  Note it is geared towards low-end Evil, which you can adjust with 'SQ_COUNT' and 'SAVAGERY' variance;

Spoiler (click to show/hide)


Yeah not having much trouble with pocket regions in this respect, but I usually play on large maps. I wonder if this is just a quirk of map size..
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Evrett33 on February 17, 2015, 09:18:24 pm
Hello. I'm trying to create a medium quasi realistic world with plenty of temperate broadleaf forests next to deserts or badlands. I've really tried to understand the variences and meshes and whatnot and I dont think I'm getting anywhere. I'll post what I have so far. Any help would be great.


   [TITLE:Joem3]
   [DIM:129:129]
   [EMBARK_POINTS:1504]
   [END_YEAR:190]
   [BEAST_END_YEAR:150:70]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:0]
   [ELEVATION:1:400:1600:1600]
   [RAINFALL:69:100:600:900]
   [TEMPERATURE:10:75:1600:1600]
   [DRAINAGE:75:100:300:300]
   [VOLCANISM:0:100:200:200]
   [SAVAGERY:20:100:800:800]
   [ELEVATION_FREQUENCY:4:2:3:1:1:2]
   [RAIN_FREQUENCY::1:1:1:1:4]
   [DRAINAGE_FREQUENCY:1:1:1:1:1:1]
   [TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
   [SAVAGERY_FREQUENCY:5:1:2:3:4:9]
   [VOLCANISM_FREQUENCY:1:1:1:1:1:1]
   [POLE:NONE]
   [MINERAL_SCARCITY:500]
   [MEGABEAST_CAP:22]
   [SEMIMEGABEAST_CAP:45]
   [TITAN_NUMBER:15]
   [TITAN_ATTACK_TRIGGER:80:0:100000]
   [DEMON_NUMBER:28]
   [NIGHT_TROLL_NUMBER:21]
   [BOGEYMAN_NUMBER:21]
   [VAMPIRE_NUMBER:14]
   [WEREBEAST_NUMBER:21]
   [SECRET_NUMBER:28]
   [REGIONAL_INTERACTION_NUMBER:28]
   [DISTURBANCE_INTERACTION_NUMBER:28]
   [EVIL_CLOUD_NUMBER:14]
   [EVIL_RAIN_NUMBER:14]
   [GENERATE_DIVINE_MATERIALS:1]
   [GOOD_SQ_COUNTS:12:69:0]
   [EVIL_SQ_COUNTS:6:25:0]
   [PEAK_NUMBER_MIN:6]
   [PARTIAL_OCEAN_EDGE_MIN:0]
   [COMPLETE_OCEAN_EDGE_MIN:4]
   [VOLCANO_MIN:1]
   [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:0:0:0]
   [REGION_COUNTS:TUNDRA:0:0:0]
   [REGION_COUNTS:GRASSLAND:0:0:0]
   [REGION_COUNTS:HILLS:0:0:0]
   [EROSION_CYCLE_COUNT:300]
   [RIVER_MINS:5:5]
   [PERIODICALLY_ERODE_EXTREMES:1]
   [OROGRAPHIC_PRECIPITATION:1]
   [SUBREGION_MAX:3750]
   [CAVERN_LAYER_COUNT:3]
   [CAVERN_LAYER_OPENNESS_MIN:75]
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:25]
   [CAVERN_LAYER_WATER_MIN:15]
   [CAVERN_LAYER_WATER_MAX:33]
   [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:40]
   [NON_MOUNTAIN_CAVE_MIN:75]
   [ALL_CAVES_VISIBLE:1]
   [SHOW_EMBARK_TUNNEL:2]
   [TOTAL_CIV_NUMBER:20]
   [TOTAL_CIV_POPULATION:15000]
   [SITE_CAP:780]
   [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]

Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: DanielTDS on February 18, 2015, 12:37:11 am
I'm in for the "The Wall challenge". For those who doesn't know, this is a challenge found by the wiki where on embarks between a haunted glacier to the north and a cold forest to the south and your main goal is to build up a wall that separates those two biomes, keeping the dead side from the living one. Anyway, I tried to generate a lot of worlds to get that specific embark but I could not be able. Has someone did this in the past?

OBS: This embark may have any other characteristics. This doesn't matter to me, I just want the two biomes mentioned before.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: wickys on February 23, 2015, 02:20:46 pm
Looking for an embark with:

Sand

Clay

Deep and shallow metals , preferably lots of magnetite / platinum / gold and other expensive metals

flux

Lots of gems

No aquifer

Don't care about rivers


Like an ultimate embark that has everything.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: KingKaol on February 28, 2015, 09:06:51 pm
I'm in for the "The Wall challenge". For those who doesn't know, this is a challenge found by the wiki where on embarks between a haunted glacier to the north and a cold forest to the south and your main goal is to build up a wall that separates those two biomes, keeping the dead side from the living one. Anyway, I tried to generate a lot of worlds to get that specific embark but I could not be able. Has someone did this in the past?

OBS: This embark may have any other characteristics. This doesn't matter to me, I just want the two biomes mentioned before.

I'm generating one right now:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Edit: O I actually came here to ask:

Do large glaciers tend to go 'haunted' more often than not? Looking at about 50 different worldgens and only 3 of them had large (100+ squares) glaciers, all 3 of them were haunted.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: SMASH! on March 22, 2015, 10:13:34 am
That isn't necro, isn't it? I want to create sort of tropical island (by island I mean small 65x65 world without poles). How do I make more tropical regions? I think is is affected by temperature and rains.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: KingKaol on March 22, 2015, 05:28:15 pm
That isn't necro, isn't it?

Not sure, what do you mean?

That isn't necro, isn't it?
I want to create sort of tropical island (by island I mean small 65x65 world without poles). How do I make more tropical regions? I think is is affected by temperature and rains.

If by tropical you mean hot but not desert, it's basically any high temperature region (maybe 66+?) with rainfall above 10.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: mlwestman on March 22, 2015, 06:12:48 pm
Looking for an embark with:

Sand

Clay

Deep and shallow metals , preferably lots of magnetite / platinum / gold and other expensive metals

flux

Lots of gems

No aquifer

Don't care about rivers


Like an ultimate embark that has everything.

Not sure if it has both sand and clay, but I found a site in a large world that gives a river or brook, trees, lots of metals (iron, gold, platinum, and aluminum all either exposed or easily accessible, plus lots of our her goodies), coal, and a volcano. You'd have to be able to run a 5x5 or maybe 6x5 to get running water, soil, and lava into the same embark, though. If you're interested, I can post the seed when I next get to my laptop.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Zuglarkun on March 25, 2015, 02:33:18 am
Just generated a pretty interesting map feature, that I think might be of particular interest for some folks, so just posting to share.

Basically its just two islands formed naturally from the twisting intersections of two rivers leading to a lake. Makes for pretty good natural defenses if you incorporate it by building your base entrance on the islands.

Details and screenshots below:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

3x3 map in small (65x65) world
access to goblins, elves and humans
36 out of 40 megabeasts still active in world
150 years world gen
3 cavern layers
Around 25 z-levels between 1st cavern and surface

Where to find it?
Cerulean swamp (lake tile) (middle, west portion of map, below the misty steppe, next to the lakes of culmination)

Biomes:
tropical freshwater marsh (joyous wilds)
tropical freshwater marsh (mirthful)
tropical freshwater lake (untamed wilds)

Prospect reveals:

sand
tetrahedrite 38223
magnetite 24500 (just below surface)
native gold 4200
galena 3145
native silver 907
malachite 240
dolomite 46270 (just below surface)
marble 100286
microcline
orthoclase
cobaltite
gabbro
quartzite

Notes about map:
The murky pools are dry, probably because of the scorching weather. The river will drain (!!) towards the bottom left corner of the map, and eventually empty the natural river moats. However, if you dam up the bottom left corner of the river, the lake will fill up the water eventually. Tried and tested. Also, Hippos and plenty of fish. Have FUN!

LINK HERE: http://dffd.bay12games.com/file.php?id=10704
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on March 25, 2015, 09:34:16 am
Figured I'd go ahead and post this here since I've had a lot of fun with the 65x65 and 17x17 iterations (just adjust the megabeast/semimegabeast/titan numbers and change the dimensions and you should get fun results) but it was mostly made for adventurer fun, and I should note that the parameters gave the results I was after with tweaks the goblin entity/creature raws to remove the no_eat/drink and the use_evil_animals plus tolerates_site:dark_fortress to keep them from having ten thousand passive trolls plus eight thousand gobs packed into a single fort, so they might take over the world more often with the settings here, as it is they do it something like one in ten worlds:
Code: [Select]
[WORLD_GEN]
[TITLE:PACKED]
[DIM:33:33]
[EMBARK_POINTS:1324]
[END_YEAR:200]
[BEAST_END_YEAR:175:15]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:150:400:3200:3200]
[RAINFALL:10:85:101:101]
[TEMPERATURE:40:80:101:101]
[DRAINAGE:40:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NONE]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:20]
[SEMIMEGABEAST_CAP:10]
[TITAN_NUMBER:10]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:10]
[NIGHT_TROLL_NUMBER:0]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:5]
[WEREBEAST_NUMBER:5]
[SECRET_NUMBER:5]
[REGIONAL_INTERACTION_NUMBER:5]
[DISTURBANCE_INTERACTION_NUMBER:5]
[EVIL_CLOUD_NUMBER:5]
[EVIL_RAIN_NUMBER:5]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:3:32:63]
[EVIL_SQ_COUNTS:3:32:63]
[PEAK_NUMBER_MIN:1]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:0]
[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:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:256:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:1]
[CAVERN_LAYER_OPENNESS_MIN:95]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]
[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:1]
[CAVE_MAX_SIZE:5]
[MOUNTAIN_CAVE_MIN:0]
[NON_MOUNTAIN_CAVE_MIN:3]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:20]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:350]
[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]
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Hinaichigo on March 25, 2015, 11:24:38 am
In my worlds I just get a huge excess of goblins and like double-digit dwarves, extinct elves, etc. after 1024 years.  Or, in larger world with many civs I'll have like 300,000+ goblins and like 20,000 dwarves.  Any way to reduce the number of goblins so other races can have some breathing room?
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on March 25, 2015, 12:14:38 pm
Remove a bracket from [NO_EAT] and [NO_DRINK] in creature_standard.txt for goblins, remove a bracket from [USE_EVIL_ANIMALS] and [TOLERATES_SITE:DARK_FORTRESS] in entity_default for goblins, that should give significantly lower populations.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Hinaichigo on March 29, 2015, 01:56:18 pm
Thanks but personally I don't like to mod too much.  I play with worldgen a lot these days, possibly more than fortress mode itself.  I'm more interested in learning how to decrease it by parameters alone. 
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on March 29, 2015, 08:19:06 pm
Thanks but personally I don't like to mod too much.  I play with worldgen a lot these days, possibly more than fortress mode itself.  I'm more interested in learning how to decrease it by parameters alone.
IIRC, goblins won't start on a good biome, so you could always crank those up.  Of course, that'll potentially just lead to a lot of elves, but still. :)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on March 30, 2015, 12:43:02 pm
Well, that's part of the problem, gobs have things which are tuned to produce ridiculous populations currently, there aren't any simple bugfixes that I know of, but I've been pleased with the results of those changes as it gives high end populations of 300~1500 for a fortress rather than 3000 to 15000 which is just a nightmare in adventurer mode and I don't think it will change too much if the site attacking you has 300 rather than 3000 as they still won't really send more than 100 very often.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on April 02, 2015, 02:01:59 am
I love those settings I posted earlier, the 17x17 has to be watched because the history happens so fast, but look at this stuff:
Code: [Select]
Layer materials:
                FIRE_CLAY :      2304 Z: 145
          SILTY_CLAY_LOAM :      6912 Z: 144..145
                    SHALE :      6066 Z: 142..144
                 DOLOMITE :     15864 Z: 140..144
                   GNEISS :      6248 Z: 138..141
                QUARTZITE :     23430 Z: 135..140
                  DIORITE :     21576 Z: 125..137
                 PHYLLITE :     22091 Z: 126..132
                   GABBRO :      9349 Z: 125..131
>>> TOTAL = 113840

Ores:
                 HEMATITE :      2880 Z: 140..144
             TETRAHEDRITE :      1680 Z: 132..135
          NATIVE_PLATINUM :        36 Z: 140..144
              CASSITERITE :         9 Z: 142..144
>>> TOTAL = 4605


Other vein stone:
                     MICA :     10500 Z: 135..140
               MICROCLINE :      5603 Z: 125..144
               ORTHOCLASE :      4900 Z: 132..135
                     TALC :      3864 Z: 140..144
                COBALTITE :      2618 Z: 126..132
                      JET :      2364 Z: 140..144
                  LIGNITE :       720 Z: 142..144
               PYROLUSITE :        98 Z: 126..137
           PETRIFIED_WOOD :        48 Z: 140..144
               HORNBLENDE :        24 Z: 138..141
                 ILMENITE :        10 Z: 126..131
                SALTPETER :         6 Z: 142..144

Code: [Select]
Civilized World Population

        1324 Dwarves
        243 Humans
        241 Elves
        580 Goblins

(http://i.imgur.com/6qZeL5d.png)

What a lovely place to live, nice prospect results... only a quarter of the embark is haunted... and what wonderful neighbors!
Spoiler (click to show/hide)

>.>
Code: [Select]
[WORLD_GEN]
        [TITLE:SMALLPACKED]
        [SEED:w4GKqeowMqwuiqEEioyK]
        [HISTORY_SEED:uiUqEwi4cYGOSMY8q8qe]
        [NAME_SEED:kYOyu8yOmSUCwoogaMWy]
        [CREATURE_SEED:kcCyQWs6AEWkYQUEOyOw]
        [DIM:17:17]
        [EMBARK_POINTS:1324]
        [END_YEAR:175]
        [BEAST_END_YEAR:150:15]
        [REVEAL_ALL_HISTORY:1]
        [CULL_HISTORICAL_FIGURES:0]
        [ELEVATION:150:400:3200:3200]
        [RAINFALL:10:85:101:101]
        [TEMPERATURE:40:80:101:101]
        [DRAINAGE:40:100:101:101]
        [VOLCANISM:0:100:101:101]
        [SAVAGERY:0:100:101:101]
        [ELEVATION_FREQUENCY:1:1:1:1:1:1]
        [RAIN_FREQUENCY:1:1:1:1:1:1]
        [DRAINAGE_FREQUENCY:1:1:1:1:1:1]
        [TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
        [SAVAGERY_FREQUENCY:1:1:1:1:1:1]
        [VOLCANISM_FREQUENCY:1:1:1:1:1:1]
        [POLE:NONE]
        [MINERAL_SCARCITY:500]
        [MEGABEAST_CAP:10]
        [SEMIMEGABEAST_CAP:5]
        [TITAN_NUMBER:3]
        [TITAN_ATTACK_TRIGGER:80:0:100000]
        [DEMON_NUMBER:5]
        [NIGHT_TROLL_NUMBER:0]
        [BOGEYMAN_NUMBER:0]
        [VAMPIRE_NUMBER:5]
        [WEREBEAST_NUMBER:5]
        [SECRET_NUMBER:5]
        [REGIONAL_INTERACTION_NUMBER:5]
        [DISTURBANCE_INTERACTION_NUMBER:5]
        [EVIL_CLOUD_NUMBER:5]
        [EVIL_RAIN_NUMBER:5]
        [GENERATE_DIVINE_MATERIALS:1]
        [GOOD_SQ_COUNTS:1:2:4]
        [EVIL_SQ_COUNTS:1:2:4]
        [PEAK_NUMBER_MIN:1]
        [PARTIAL_OCEAN_EDGE_MIN:0]
        [COMPLETE_OCEAN_EDGE_MIN:0]
        [VOLCANO_MIN:0]
        [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:0:0:0]
        [REGION_COUNTS:TUNDRA:0:0:0]
        [REGION_COUNTS:GRASSLAND:0:0:0]
        [REGION_COUNTS:HILLS:16:0:0]
        [EROSION_CYCLE_COUNT:150]
        [RIVER_MINS:0:0]
        [PERIODICALLY_ERODE_EXTREMES:1]
        [OROGRAPHIC_PRECIPITATION:1]
        [SUBREGION_MAX:2500]
        [CAVERN_LAYER_COUNT:1]
        [CAVERN_LAYER_OPENNESS_MIN:95]
        [CAVERN_LAYER_OPENNESS_MAX:100]
        [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
        [CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]
        [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:1]
        [CAVE_MAX_SIZE:5]
        [MOUNTAIN_CAVE_MIN:0]
        [NON_MOUNTAIN_CAVE_MIN:3]
        [ALL_CAVES_VISIBLE:0]
        [SHOW_EMBARK_TUNNEL:2]
        [TOTAL_CIV_NUMBER:20]
        [TOTAL_CIV_POPULATION:15000]
        [SITE_CAP:550]
        [PLAYABLE_CIVILIZATION_REQUIRED:0]
        [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]
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Artinnio on April 09, 2015, 07:18:24 pm
Hey everyone, has anyone found a Good biomed embark in a landform like a Gulch, gully, canyon, valley... etc with warm or temperate temperature? Any help will be great
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Ganegrei on April 11, 2015, 03:34:46 pm
Was just starting a new embark when the game genned up the random fortress name, "Tower of Omens."  Aside from being an awesome name, it's an awesome Thundercats reference.

What I am looking for now is an embark site appropriate for that fortress name.

The site should be centered around a natural stone spire, with flat ground surrounding it.  Thinking a 3x3 zone.  Small world preferred for performance purposes.

The plan is to carve the spire into a tower worthy of the name.  I will build artificial structures on the top and sides as necessary.

To summarize, in order of importance:

Natural stone spire, maybe 30x30 at its widest point, surrounded by flatter ground.
A 3x3ish embark in a smallish world.
Trees, minerals, standard neighbors.
Gold.  I plan on gilding the entire exterior of the tower.
Sand.  What is not gold will be glass.
No nearby necromancer tower.
No vampires.

Thanks much in advance!
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: bshore on April 23, 2015, 08:10:23 am
I'd like to make a request if I can.  I basically just want a world with lots of good stuff to get me back into the game after an absence.  I would like:

all races
easily accessible magma
sand and clay
iron or bronze for sure, steel would be nice but not a requirement
moderate trees and shrubbery
brook/stream/river preferred, but cavern water ok (i mod out aquifers)
I don't want a high level of evil/good, just a nice natural wild site.

The perfect topography would have steep mountains on one end with a river valley below.  I like carving into the side of mountains.

Thanks so much woldgen peoples!
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: blue emu on April 23, 2015, 01:09:48 pm
Great job you people are doing.

Here's my first request in the thread:

Current game version (40.24), no mods except tile-set.
small or pocket world (for FPS purposes)
moderately short history
moderately flat 2x2 embark (2x3 maximum)
at least two surface biomes
shallow map OR a volcano (either one gives quick Magma access)
lots of ores and gems, steel and glass industry needed, clay optional
partial aquifer, easily bypassed
contact with Dwarves, Goblins, Humans, Elves. Kobolds and Necromancers optional.
no evil weather (husks!).
low savagery / low evil are OK but not mandatory.

Thanks in advance.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Ganegrei on April 23, 2015, 04:42:07 pm
Great job you people are doing.

Here's my first request in the thread:

Current game version (40.24), no mods except tile-set.
small or pocket world (for FPS purposes)
moderately short history
moderately flat 2x2 embark (2x3 maximum)
at least two surface biomes
shallow map OR a volcano (either one gives quick Magma access)
lots of ores and gems, steel and glass industry needed, clay optional
partial aquifer, easily bypassed
contact with Dwarves, Goblins, Humans, Elves. Kobolds and Necromancers optional.
no evil weather (husks!).
low savagery / low evil are OK but not mandatory.

Thanks in advance.

This one from this very thread looks like what you want.

http://www.bay12forums.com/smf/index.php?topic=140180.msg5689920#msg5689920
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Dushan on May 01, 2015, 08:44:39 am
All I want to do is play with a major river, I cant seem to randomly make one.  How can I get my game to make a lot more major rivers.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: MehMuffin on May 02, 2015, 04:31:24 pm
Try messing around with drainage and rainfall values. I'm not totally certain how they interact, but increasing both shouldn't hurt. And try increasing the minimum river sources.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: 2xMachina on May 03, 2015, 04:07:17 am
Anyone can teach me how to make patchwork worlds?

In a 4x4, I would like Evil next to Good regions, Mountain (volcano if possible) next to flatland forests (sedimentary layer).
Basically, sand, clay, flux & metals.
Bonus points for river/brook without the whole place being aquifers.

Prefer somewhat of a sheer cliff (say 3~5 z high) that I can use to make my entrace.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: MehMuffin on May 03, 2015, 11:46:11 am
Machina, this (http://www.bay12forums.com/smf/index.php?=topic=140180.msg6004432#msg6004432) looks like it's what you're looking for, minus the sedimentary and such, I don't know what's there other than evil and good in the same little space with a volcano.

Immortal-D also posted a parameter set for creating mixed good/evil worlds a bit ago that you might have luck with if you tinker a bit.  (http://www.bay12forums.com/smf/index.php?=topic=140180.msg5943322#msg5943322 date=1420930826)

So, after many (many many) a try, I've finally created a world with a major river and volcano in the same reasonably sized embark.

Spoiler: Massive image (click to show/hide)
Spoiler: params (click to show/hide)

There's marble, hematite, and massive amounts of native gold and copper to play with. Should be interesting.

EDIT: Oh, also sun berries!
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: 2xMachina on May 03, 2015, 01:22:52 pm
Wow, that looks good.

Thanks, I can't wait to try it.

Any hints which part it is in though? Can't see the X.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: MehMuffin on May 03, 2015, 02:03:05 pm
Ah, shoot, must have screencapped when it was flashing. There are a few little yellow mountains by the major river in the top left, and the volcano in-between the good (yellow) mountains and the neutral (gray) mountains up there is the one where I'm embarked, IIRC. There's also a little freshwater lake on the tile below.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: asnys on May 03, 2015, 10:33:08 pm
Does anyone have a site with diamonds and a volcano?   Don't need anything else.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: MehMuffin on May 09, 2015, 12:52:54 pm
I don't know of any off the top of my head, and it's a pain to get something specific out of the prospector, but just try raising up the volcano count on a pretty small world and genning a few times until you find one with the right stuff. Gabbro is what gets you kimberlite which gets you diamonds so as long as there's a volcano you shouldn't have too much trouble finding them.

And on a slightly more crazy note, mess with the x-y variances at your own peril... I was getting a lot of mountains running around in my river-heavy map, so I boosted x-y variance for elevation to 3200 each, and created some, uh, interesting features:

Spoiler (click to show/hide)

That's a perfectly flat embark with a volcano. On the right, though (keep in mind this entire area is forest biome--no mountains at all according to embark, I assumed the cliffs were the volcano) there's a 100z tower of stone that splits into two towards the top. For, uh, no apparent reason. And then, if you go down a few z's... The magma sea is only about twenty levels below the embark. I can upload the save if anyone wants it.


Other interesting effects: Boosting the erosion cycle count generates very smooth, peaks->mountains->hills->forests->swamps->oceans style maps, mine look sorta like bits of continents. Well, I shouldn't say boosting, I just doubled it. And here's the first one I got after 23 rejections (Each rejection takes a while since it doesn't have a problem until fairly late in the gen cycle):

Spoiler (click to show/hide)
Ain't it purty? Evil ocean on one side, good ocean on the other, perfect "spinal" (and neutral!) mountain range in the middle.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: KingKaol on May 09, 2015, 07:26:19 pm
i spent a lot of time messing with x-y variance. they don't seem to work exactly as you'd expect. high x variance does, the whole map becomes more jagged, but they y-variance it is less noticeable. one use of the y-variance i noted is if you want high variance, but still want an entire-edge ocean (which is rather hard to generate with a high variance), set the y-variance to 0 or a low value. if you then set the elevation mesh to be somewhat coarse, it doesn't take too long to find a world with the low-elevation nodes along the edge of the map, and with a low y-variance, they will all be ocean (even if the x-variance is very high!)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on May 09, 2015, 08:52:37 pm
I like the x 3200 y 1600 range myself for the crazy ass elevation maps.

Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: MehMuffin on May 10, 2015, 09:45:02 am
The low ones also tend to generate some nice drainage basins and the like, all the rivers flowing in the same direction.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Iceflame on May 19, 2015, 09:32:06 am
I'd like to post a request too:

- World size: 257x257
- History of 500-750 years
- contact with Goblins, and at least Humans or Elves; Bonus Points for Necromancer
- High Cliff beneath an Ocean, temperate or arctic;
- embark size up to 5x5
- Resources don't really matter, but some reliable source of fuel - either coal, wood or a volcano beneath the surface - would be cool
- not on an evil biome
- Bonus points for untamed wilds
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Curious Key on May 19, 2015, 04:46:32 pm
I have a question about generating worlds, what (in general) helps to get volcanos within a 3x3 of rivers? I see people managing it, and it would be awesome to have, but the closest I've ever seen a volcano to a river is 4 embark tiles away.

Does anyone have any best practices/tips for making this more likely to happen?  :)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on May 19, 2015, 07:21:10 pm
I have a question about generating worlds, what (in general) helps to get volcanos within a 3x3 of rivers? I see people managing it, and it would be awesome to have, but the closest I've ever seen a volcano to a river is 4 embark tiles away.

Does anyone have any best practices/tips for making this more likely to happen?  :)
Two ways to do it... the first is randomly with a large number of volcanoes, high rain, high drain, 100/100 volcanism, lots of slopes, generate dozens or hundreds of worlds, check them all, etc, etc.

The second way is to create a world by hand using the world painter.  With this method, you can create a valley where a river is guaranteed to flow, then add a single 100 value volcanism tile, the rest of the world at 0 volcanism, then set 1 min volcano in the world.  That one volcano will appear only where the 100 value volcanism is, so place that where the river is flowing, and voila. 
Now, of course, that doesn't guarantee exactly where the river flows in-tile, nor where the volcano is, in-tile, but it greatly increases your odds.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on May 19, 2015, 07:45:00 pm
Don't forget elevation variance.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Abraxis on May 28, 2015, 06:54:49 pm
Is there a way to cause region style maps to be bordered by either mountains or water on all sides?
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on May 28, 2015, 07:59:06 pm
Complete edge ocean and uhhhh painter/perfectworld utility?
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: NW_Kohaku on May 28, 2015, 11:39:05 pm
I might as well post in this...

I tend to SERIOUSLY screw with my embark parameters to achieve my own personal goals. 

In general, my ideal embark is one that supports the greatest amount of diversity possible.  I always like to embark on "corners" of biomes, so that I can get 3 or 4 biomes in a single embark.  I also personally love having things like deserts and forests on the same map (deserts are guaranteed sand) and aquifers on only some of the biomes. 

Generally speaking, what this creates is a world with much smaller, more scattered features, and a lot more savage forests and deserts.  If you want to embark on evil, feel free to change its weight, as well. I mostly just wanted to drift away from having one giant evil ocean and nothing else evil in the whole map.

I also personally turn off at least one of the caverns in most of my games, just to save FPS.

If you look, you'll notice I turn off a lot of the minimums.  This helps make the maps more surprising, rather than guaranteed to have all civs survive to the end of worldgen.  That said, the increase in forests tends to make elves significantly more ambitious and gives them tons of fodder for their wars, typically resulting in very large elven empires, and frequently outnumbered and surrounded dwarven mountainhomes that are locked into a smallish mountain range.  ARE YOU A BAD ENOUGH DWARF TO RESCUE THEM?

Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Irthos on June 13, 2015, 06:17:59 am
Hello everybody!

I have a great desire to find an embark location with particular layout, but in Masterwork DF. Should I ask here or a separate post in MDF is a better idea?
I have tried using seeds from this thread directly, but results differ from original (my guess is that new races and like change how the world turns out) and there was no similar option in current thread.

Embark specifics and justification if anyone is willing to answer here below

tl;dr - a rich, rather easy embark with cliff

Embark (playable) race - dwarf
Size - 3*3 to 5*5 - big enough to dig around, small enough for decent FPS
Evil/savage - mild condition, but high savegery is ok. I am not that good at repelling attacks from undead, but taming huge animals is cool
Water source - fresh above-surface water with can
Elevation - a 10-15 tiles high elevation near the water source. That should give an overview of the area, and possibility of building ramparts/rooms with direct sunlight (maybe for RP only but still)
Flat land nearby (preferably near water) for cattle pasture with grass
Civilizations - humans/elves/gnomes/dwarves mandatory (so that caravans come), rest is less important. Invasion should occur now and then (this is a great place after all, so everyone should want a piece of it)
Temperature - warm (seasons as they should be - cold in winter, warm in summer, defrosting & freezing of open pools in spring/autumn)
Trees - mid or more dence (preffered) at least on 3 tiles of embark. These dwarves should have been smart enough not to settle in place with no logs for beds or giant corkscrews export options
Metals/flux/soil/clay/sand - all present, multiple,deep. The embark is supposed to be self-sufficient, prospected by forerunners of current expedition (not necessarily a fort reclaim, think expedition here)
Wildlife - abundant, something to tame, tho I have high hopes for elven traders in regard to pets.

Deemed unrealistic
Waterfall would be great, but likely it is too much
Volcano is also a great thing to have, but I would be surprized to find it with all the requirements above. Can it be manually added and used instead of elevatеd cliff?

Thank you for you time and answers!
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Yarma on June 19, 2015, 12:08:43 pm
So recently generated a world that looks just like Chocobo.
Spoiler (click to show/hide)
World gen parameters are:
Code: [Select]
[WORLD_GEN]
[TITLE:CREATE WORLD NOW = 5233334]
[SEED:BhUY7wCKEwlJrj9X3g5W]
[HISTORY_SEED:3qI5oKfecFXyt8nUJ9jg]
[NAME_SEED:5RcPja1RjYVM2h5ZzpLK]
[CREATURE_SEED:YruGimgc8MqVCHccEzxa]
[DIM:257:257]
[EMBARK_POINTS:1504]
[END_YEAR:125]
[BEAST_END_YEAR:125:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1600:1600]
[RAINFALL:0:100:400:400]
[TEMPERATURE:25:75:400:400]
[DRAINAGE:0:100:400:400]
[VOLCANISM:0:100:400:400]
[SAVAGERY:0:100:400:400]
[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]
[POLE:NORTH_AND_OR_SOUTH]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:75]
[SEMIMEGABEAST_CAP:150]
[TITAN_NUMBER:33]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:52]
[NIGHT_TROLL_NUMBER:26]
[BOGEYMAN_NUMBER:26]
[VAMPIRE_NUMBER:26]
[WEREBEAST_NUMBER:26]
[SECRET_NUMBER:52]
[REGIONAL_INTERACTION_NUMBER:52]
[DISTURBANCE_INTERACTION_NUMBER:52]
[EVIL_CLOUD_NUMBER:26]
[EVIL_RAIN_NUMBER:26]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:24:244:0]
[EVIL_SQ_COUNTS:24:244:0]
[PEAK_NUMBER_MIN:12]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:4]
[REGION_COUNTS:SWAMP:252:1:1]
[REGION_COUNTS:DESERT:252:1:1]
[REGION_COUNTS:FOREST:1008:3:2]
[REGION_COUNTS:MOUNTAINS:2016:2:2]
[REGION_COUNTS:OCEAN:2016:1:1]
[REGION_COUNTS:GLACIER:63:0:0]
[REGION_COUNTS:TUNDRA:126:0:0]
[REGION_COUNTS:GRASSLAND:2016:3:2]
[REGION_COUNTS:HILLS:2016:3:2]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:3500]
[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:40]
[NON_MOUNTAIN_CAVE_MIN:60]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1500]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:33000:4032:2016]
[RAIN_RANGES:2016:4032:2016]
[DRAINAGE_RANGES:2016:4032:2016]
[SAVAGERY_RANGES:2016:4032:2016]
[VOLCANISM_RANGES:2016:4032:2016]
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: tahu16 on June 21, 2015, 09:38:25 am
I would like to make a request:
-a lot of necromancer towers concentrated at one point
-a living dwarf civilization
-sand
-deep and/or shallow metal
-copper is fine (iron is great, even without flux)

BONUS POINTS:
-even more towers‼
-flux
-it shouldn't too rich, I don't like when I'm drowning in diamonds
-the world should be FPS-friendly
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Bouchart on August 13, 2015, 02:47:58 pm
So what parameters do I need to set to create a world with tons of variation in evil/good and savage/tame biomes?  I'd like to be able to do  have a 4x4 embark with something like one part joyous wilds, one part calm, one part haunted. 
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Angle on August 13, 2015, 03:24:56 pm
Turn up the x and y variance for the listed parameters. You could also use the weighted mesh to get extremes, by turning mesh size to 2x2 and then turning up the listed values at each end.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jazzeraint on August 18, 2015, 12:12:12 am
Why am I not seeing any volcanoes on my maps?  [VOLCANISM:15:100:400:3200] and [VOLCANISM_FREQUENCY:2:1:0:0:0:3] and not a single red carrot in the last dozen worlds I've made.

Relatedly, I'd love to see a map with the following, or an image usable for Perfect World (or exported PW worldgen file) that slots well for this:
Spoiler (click to show/hide)

I've been at this for many, many hours with no grand success, so I'd greatly appreciate any aid given at this point.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Immortal-D on August 18, 2015, 08:16:10 am
Why am I not seeing any volcanoes on my maps?  [VOLCANISM:15:100:400:3200] and [VOLCANISM_FREQUENCY:2:1:0:0:0:3] and not a single red carrot in the last dozen worlds I've made.

Relatedly, I'd love to see a map with the following, or an image usable for Perfect World (or exported PW worldgen file) that slots well for this:
Spoiler (click to show/hide)

I've been at this for many, many hours with no grand success, so I'd greatly appreciate any aid given at this point.
Try [Volcano_Min:3-10] depending on world size.

So what parameters do I need to set to create a world with tons of variation in evil/good and savage/tame biomes?  I'd like to be able to do  have a 4x4 embark with something like one part joyous wilds, one part calm, one part haunted.
Sent you a pm for this.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Omeganaut on August 18, 2015, 01:22:08 pm
Set your min volcanism up around 50.  Low volcanism includes values up to 70 or so, I can't remember the exact number, so even by setting it high, you still will have a variety of volcanic layers.  According to the wiki, Volcanoes only appear at 100 volcanism, although I have also heard it was just random in high volcanism, which was at 90+.  Either way, by pushing up the min, and requiring volcanoes to appear, things should be better.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jazzeraint on August 18, 2015, 06:35:36 pm
Try [Volcano_Min:3-10] depending on world size.

Set your min volcanism up around 50.  Low volcanism includes values up to 70 or so, I can't remember the exact number, so even by setting it high, you still will have a variety of volcanic layers.  According to the wiki, Volcanoes only appear at 100 volcanism, although I have also heard it was just random in high volcanism, which was at 90+.  Either way, by pushing up the min, and requiring volcanoes to appear, things should be better.

Just did a bunch of testing on this.
Contrary to the Wiki, Minimum Volcanoes determines the number of volcanoes on the region.
Tweaking the Volcanism mesh and Min/Max had zero effect on the number of volcanoes that showed up.

Thanks to you both, I now have 125 volcanoes oozing sweet, sweet magma all over my embarks.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Angle on August 18, 2015, 11:24:44 pm
If you really like volcaoes, you can get even more by editing the worldgen textfiles. You can put the value above it's normal maximums that way.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Omeganaut on August 19, 2015, 07:42:33 am
Thanks for the testing.  I guess I hadn't bothered to do the science on the new version.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jazzeraint on August 19, 2015, 11:50:06 am
Thanks for the testing.  I guess I hadn't bothered to do the science on the new version.

There were rejections at world start, though, so the volcanism settings need to permit the number of volcanoes popping up. Even with volcanism minimum at 0, though, it didn't add any extra time to the world-gen process. The rejections happen before it starts processing anything (so when it first draws the volcanism map, I suppose).

Now I just need to find a volcano next to the other features I like...
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on August 19, 2015, 12:48:12 pm
... Now I just need to find a volcano next to the other features I like...
While I understand the desire NOT to do this, it takes very little time to get a volcano exactly where you want it (at least, at the world level, not the embark level) with world painter.
It takes something that can occupy day's worth of time, and reduces it to minutes or hours at most.

In particular, if you create the exact world you want, and paint one tile of 100% volcanism, and request one volcano, it will only appear in that painted location.  Everything else can be random, if desired.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jazzeraint on August 19, 2015, 01:14:58 pm
While I understand the desire NOT to do this, it takes very little time to get a volcano exactly where you want it (at least, at the world level, not the embark level) with world painter.
It takes something that can occupy day's worth of time, and reduces it to minutes or hours at most.

In particular, if you create the exact world you want, and paint one tile of 100% volcanism, and request one volcano, it will only appear in that painted location.  Everything else can be random, if desired.

The desired bit in particular is in the evil (at least one that reanimates, preferably) / good regions and biomes around the volcano at the embark level, as well as having local Necromancer towers. I haven't tried to max out subregions through fidgety brushing in Perfect World, though, since I've gotten errors after painting a couple of times before. Or do you mean a different application?
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on August 19, 2015, 01:20:55 pm
... Or do you mean a different application?
I mean the built in world painter interface, or Preset Field Values interface (http://www.bay12forums.com/smf/index.php?topic=133425.msg4856710#msg4856710), if you prefer.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jazzeraint on August 19, 2015, 01:22:53 pm
... Or do you mean a different application?
I mean the built in world painter interface, or Preset Field Values interface (http://www.bay12forums.com/smf/index.php?topic=133425.msg4856710#msg4856710), if you prefer.

Oh, I'll have to try this. Thank you!
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: zdrgn on August 21, 2015, 02:43:51 am
I spent a while playing with worldgen to find a nice vanilla mix with volcanoes galore.

I just made this map, it parameters are fun without these exact seeds, but I generated about 10 tonight before finding this one that has a lot of volcanoes with 3+ biomes in a 4x4 embark near water like aquifer or river.  Scarcity is 666 resulting in lots of embarks with shallow metals + deep metals + flux.
It has boosted numbers of good and evil biomes and is pretty close to as many biomes as u can fit on a large region map.  I remember from tweaking these back in about 40.9 that I had to adjust some of the variance numbers down or fail to create from too many biomes.

I will play this map a while and hopefully abandon many a fortress to ruin before attempting some of the harder embarks
like:  joyous tundra + terrifying frozen sea + volcano
or simply terrifying aquifer glacier volcano.  (both with multiple biome + metals & flux in 4x4 embark of volc.)

I counted at least 6 starts with my resource reqs of 2-3 biomes shallow, deep and flux + volcano and surface water (partial aquifer or river) in a 4x4.

It is very very spikey mountainous because of my parameters.
Lots of 12+ cliff faces on these volcanoes.

I boosted numbers of megas and kept the time short (112 years) to have less of them killed off.

Oh and some of the parameters lead to extra forest wetness, minimized frozen waste(though still plenty of starts) and minimized speckled oceans, lots of mountains in smaller ranges.

I hope to enjoy it, and hope someone else may :).


Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jazzeraint on August 22, 2015, 04:32:37 pm
I spent a while playing with worldgen to find a nice vanilla mix with volcanoes galore.

I just made this map, it parameters are fun without these exact seeds, but I generated about 10 tonight before finding this one that has a lot of volcanoes with 3+ biomes in a 4x4 embark near water like aquifer or river.  Scarcity is 666 resulting in lots of embarks with shallow metals + deep metals + flux.
It has boosted numbers of good and evil biomes and is pretty close to as many biomes as u can fit on a large region map.  I remember from tweaking these back in about 40.9 that I had to adjust some of the variance numbers down or fail to create from too many biomes.

I will play this map a while and hopefully abandon many a fortress to ruin before attempting some of the harder embarks
like:  joyous tundra + terrifying frozen sea + volcano
or simply terrifying aquifer glacier volcano.  (both with multiple biome + metals & flux in 4x4 embark of volc.)

I counted at least 6 starts with my resource reqs of 2-3 biomes shallow, deep and flux + volcano and surface water (partial aquifer or river) in a 4x4.

It is very very spikey mountainous because of my parameters.
Lots of 12+ cliff faces on these volcanoes.

I boosted numbers of megas and kept the time short (112 years) to have less of them killed off.

Oh and some of the parameters lead to extra forest wetness, minimized frozen waste(though still plenty of starts) and minimized speckled oceans, lots of mountains in smaller ranges.

I hope to enjoy it, and hope someone else may :).


Spoiler (click to show/hide)

Thanks for this, and for the PFV tutorial!
Title: Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
Post by: xcorps on August 22, 2015, 06:07:43 pm
This matches, but the volcano is in the middle of a lake. :)
If you don't like it, I'll find another, but this one I found quickly, and lake aside, it matches all other parameters except being flat.  Up to you, just thought it was interesting enough to share.
Spoiler (click to show/hide)
80 tiles of aquifer on the NNW edge, just a single Z-Level (136)
You can change History, Name, and Creature Seeds, as long as you leave "Seed" alone, you should get the same geography/geology.

I'd really like to play this particular embark, but I'd like to adjust the world temps so that it's either temperate or cold.

Is this possible without breaking this embark/world?

Edit:

I changed the min and max temps and it altered the geography.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on August 22, 2015, 06:31:13 pm
Worth noting, if you post world-gen parameters in a [ code] block it can still be spoilered but it adds a button to select it all and a scrollbox just for the code block.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on August 23, 2015, 05:33:40 pm
I hope to enjoy it, and hope someone else may :).


Spoiler (click to show/hide)


Yeah, I'm digging it. I tweaked some of the stuff a bit, and of course have my wanderlust mod in place which helped prevent the gobs from just running rampant everywhere, but it turned out very interestingly mixed and the geography is nicely suited for running around on as an adventurer.

Also found a few really promising sites.

Open in new tab, this is downsized from the original map export by like 75% I think.
Spoiler (click to show/hide)

I see a few of these scattered around, see the yellow mountain range in the mid-southeast region? I'm betting the volcano and mini-range right there is a little freestanding freak like this one.
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jazzeraint on August 29, 2015, 03:29:07 pm
All of my dabbling and worldgenning has finally paid off in a big way.

This is my embark:
Spoiler (click to show/hide)

It has 5 subregions and a feature.
The Dreadful Biles: Sinister Freshwater Marsh with Aquifer that rains bruising & dizzying slush that makes animals bleed.
The Coastal Steppe: Wilderness Temperate Shrubland with Clay.
The Waste of Trouble: Sinister Sand Desert with Aquifer that fogs up with devilish ash, turning those afflicted into horrific husks. (Possibly reanimating)
The Forest of Disgust: Terrifying Temperate Conifer Forest with Aquifer that rains horrible ooze with makes animals feverish, dizzyed, and vomitous. (Definitely reanimating)
The Gleeful Finger: Serene Mountain.
The Circular Blaze: A gosh derned Volcano.

All regions have Sand, Flux & Deep Metals. 3/5 have multiple shallow metals, the other two have singular shallow metal.


Neighbors! Dwarves, Elves; Tower; Nagas, Frogmen, Beak Wolves, Putrid Blendecs & Goblins

Elevation and map placement:
Spoiler (click to show/hide)

My little hidey hole at current (it immediately rained evil on load, oh geez):
Spoiler (click to show/hide)

Worldgen Data (http://"http://dffd.bay12games.com/file.php?id=11093")

There is some modest modding in the data. Best of all, this means that you can build towers out of the bones of your enemies.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: kostrahb on September 11, 2015, 02:22:00 am
All of my dabbling and worldgenning has finally paid off in a big way.

This is my embark:
Spoiler (click to show/hide)

It has 5 subregions and a feature.
The Dreadful Biles: Sinister Freshwater Marsh with Aquifer that rains bruising & dizzying slush that makes animals bleed.
The Coastal Steppe: Wilderness Temperate Shrubland with Clay.
The Waste of Trouble: Sinister Sand Desert with Aquifer that fogs up with devilish ash, turning those afflicted into horrific husks. (Possibly reanimating)
The Forest of Disgust: Terrifying Temperate Conifer Forest with Aquifer that rains horrible ooze with makes animals feverish, dizzyed, and vomitous. (Definitely reanimating)
The Gleeful Finger: Serene Mountain.
The Circular Blaze: A gosh derned Volcano.

All regions have Sand, Flux & Deep Metals. 3/5 have multiple shallow metals, the other two have singular shallow metal.


Neighbors! Dwarves, Elves; Tower; Nagas, Frogmen, Beak Wolves, Putrid Blendecs & Goblins

Elevation and map placement:
Spoiler (click to show/hide)

My little hidey hole at current (it immediately rained evil on load, oh geez):
Spoiler (click to show/hide)

Worldgen Data (http://"http://dffd.bay12games.com/file.php?id=11093")

There is some modest modding in the data. Best of all, this means that you can build towers out of the bones of your enemies.

Hi, it's probably dumb question but I can't figure out where the starting position is. I'm looking for that yellow X for a good half an hour but still nothing :(
Could you possibly specify where shall I look? Thank you very much :)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jazzeraint on September 12, 2015, 01:33:52 am
Hi, it's probably dumb question but I can't figure out where the starting position is. I'm looking for that yellow X for a good half an hour but still nothing :(
Could you possibly specify where shall I look? Thank you very much :)

Sorry, I caught it during the off-blink. Here it is:

Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: kostrahb on September 12, 2015, 03:57:37 pm
Hi, it's probably dumb question but I can't figure out where the starting position is. I'm looking for that yellow X for a good half an hour but still nothing :(
Could you possibly specify where shall I look? Thank you very much :)

Sorry, I caught it during the off-blink. Here it is:

Spoiler (click to show/hide)

Thank you, I have found that square and it really had 5 different biomes but they are definitely not evil, only untamed wilds, wilderness, serene and calm (same in both worlds I generated). Obviously something is with pseudorandom number generator. Maybe wrong appropriate seed, unexpected alteration by installing mods or could it be OS issue? I used df version with instaled phoebus graphics on linux and apparently terrain and water (at least oceans) look the same but biomes are totaly different (however with same borders otherwise I wouldn't be able to find that spot)
If not, would it be possible to upload the map somewhere? This is far too tempting to let it go :)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jazzeraint on September 12, 2015, 04:16:44 pm
Thank you, I have found that square and it really had 5 different biomes but they are definitely not evil, only untamed wilds, wilderness, serene and calm (same in both worlds I generated). Obviously something is with pseudorandom number generator. Maybe wrong appropriate seed, unexpected alteration by installing mods or could it be OS issue? I used df version with instaled phoebus graphics on linux and apparently terrain and water (at least oceans) look the same but biomes are totaly different (however with same borders otherwise I wouldn't be able to find that spot)
If not, would it be possible to upload the map somewhere? This is far too tempting to let it go :)

I've regenned the world several times, and while Civs and Towers have changed, the biomes and other features never have for me. I do use ASCII graphics, though.

Due to some incidents and tomfoolery, I no longer have the pre-embark save, but I do have three in-progress saves (http://dffd.bay12games.com/file.php?id=11127) you can make use of.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on September 12, 2015, 04:26:56 pm
Just for reference, in my experience, there are two requirements for generating an identical world & embark, cross platform:

1) It must be generated on a vanilla install.  No mods, no dfhack, no editing of any kind of any raws.
2) It must be generated with zero rejections.  None.  Not even one.

If those two things are true, all seeds work cross platform without any problems, in all the tests I've done.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on September 12, 2015, 06:55:16 pm
SO VJEK HAS SAID

SO IT SHALL BE
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: kostrahb on September 14, 2015, 11:57:29 am
Just for reference, in my experience, there are two requirements for generating an identical world & embark, cross platform:

1) It must be generated on a vanilla install.  No mods, no dfhack, no editing of any kind of any raws.
2) It must be generated with zero rejections.  None.  Not even one.

If those two things are true, all seeds work cross platform without any problems, in all the tests I've done.

Editing data/init/world_gen.txt counts as edit? Because I have downloaded vanilla version and only copied the parameters but the map is generated exactly as I generated it with the first version (with installed graphics).
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Urist McVoyager on September 17, 2015, 02:31:15 pm
Okay, so I'm looking to do a human surface run where I settle on a hilltop Celtic style. What I want from a world is plenty of rolling hills and plains and enough rivers to settle by so I have a lot of potential embark sites. There should be enough mountains to make dwarves possible neighbors (I'd like every race to be present) but they shouldn't dominate the landscape.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on September 19, 2015, 11:26:22 am
What is you say? You want towers?

We do this, is 10 towers ok? No? Not enough? 15 towers is good maybe?
Spoiler (click to show/hide)
We can do this too. Is 15 towers not enough? You want 17 towers? Is ok too!
Spoiler (click to show/hide)
Is 23 towers too much? Tough!
Spoiler (click to show/hide)
Code: [Select]
[WORLD_GEN]
[TITLE:SOMANYTOWARZ]
[DIM:33:33]
[EMBARK_POINTS:1324]
[END_YEAR:2500]
[BEAST_END_YEAR:750:75]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:90:400:3200:800]
[RAINFALL:0:100:51:51]
[TEMPERATURE:25:75:51:51]
[DRAINAGE:0:100:51:51]
[VOLCANISM:0:100:51:51]
[SAVAGERY:0:100:51:51]
[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]
[POLE:NORTH_OR_SOUTH]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:12]
[SEMIMEGABEAST_CAP:7]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:44]
[NIGHT_TROLL_NUMBER:0]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:10]
[WEREBEAST_NUMBER:10]
[SECRET_NUMBER:66]
[REGIONAL_INTERACTION_NUMBER:20]
[DISTURBANCE_INTERACTION_NUMBER:20]
[EVIL_CLOUD_NUMBER:10]
[EVIL_RAIN_NUMBER:10]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:2:8:0]
[EVIL_SQ_COUNTS:2:8:0]
[PEAK_NUMBER_MIN:5]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:10]
[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:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:4:1:1]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:1]
[CAVERN_LAYER_OPENNESS_MIN:90]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:50]
[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:1]
[CAVE_MAX_SIZE:5]
[MOUNTAIN_CAVE_MIN:1]
[NON_MOUNTAIN_CAVE_MIN:3]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:75]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:200]
[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]

Let it run the first 30 or so years and if you see two or three towers by then let it run a good four or five hundred years, you should end up with a dozen towers or so easily.

Spoiler (click to show/hide)
Has fun you crazy kids!
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jazzeraint on September 20, 2015, 11:16:28 am
How do you get so many towers? I've never gotten more than 4, even with my secret number hundreds higher, a map much larger, and a history much longer than yours. D:
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on September 20, 2015, 12:05:20 pm
Lots of civs and controlling the site count after civ creation.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jazzeraint on September 20, 2015, 12:28:39 pm
So the low cap enables lots of towers to form?
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on September 20, 2015, 01:16:28 pm
So the low cap enables lots of towers to form?
Think so, lots of civs with no room, lots of gods, death gods, wait a bit, pow, towerspam.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jazzeraint on September 20, 2015, 01:38:59 pm
So the low cap enables lots of towers to form?
Think so, lots of civs with no room, lots of gods, death gods, wait a bit, pow, towerspam.

Alright, ty~
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on September 20, 2015, 07:55:56 pm
Do let me know how it works out, I'm fascinated to see if you can get them applied to other world sizes or other sorts of changes with the same kind of towerspam.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: PyroTechno on September 26, 2015, 07:45:25 pm
Do let me know how it works out, I'm fascinated to see if you can get them applied to other world sizes or other sorts of changes with the same kind of towerspam.

You might want to turn on "Cull unimportant historical figures". That seems to minimize CPU meltdowns during worldgen.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jesterdwarf on September 29, 2015, 01:39:34 am
Huh, not sure this is the right tread to ask, but... ???
Well, I'd like to know how to gen a world with a lot of goblins. And by "a lot" I mean "they have manpower to send nice, big as elven ego and regular as tax collectors' visits sieges" level of population. Most obvious solution is to increase number of civs, but it only leads to poor gobbos being so outnumbered by other races, that all they are trying to do is to defend their Dark Pits from unending tide of humans, elves and, occasionally, dwarves. It's like the polar opposite of typical fantasy world. Or "Free People of DF Miltiverse"tm spend most, if not all, of their free time banging eachother and occasionally praying to gods of fertility and family for even more children.
So the question is: if increasing civ number and number of cites doesn't work, what parameters I need to change to make goblins sirvive and steadily multiply during worldgen?
(Most likely, answer lies somewere in the fields of RAW editing, but I'd like to be sure I didn't miss something very obvious. :-\ )
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: PyroTechno on September 29, 2015, 04:42:03 am
Huh, not sure this is the right tread to ask, but... ???
Well, I'd like to know how to gen a world with a lot of goblins. And by "a lot" I mean "they have manpower to send nice, big as elven ego and regular as tax collectors' visits sieges" level of population. Most obvious solution is to increase number of civs, but it only leads to poor gobbos being so outnumbered by other races, that all they are trying to do is to defend their Dark Pits from unending tide of humans, elves and, occasionally, dwarves. It's like the polar opposite of typical fantasy world. Or "Free People of DF Miltiverse"tm spend most, if not all, of their free time banging eachother and occasionally praying to gods of fertility and family for even more children.
So the question is: if increasing civ number and number of cites doesn't work, what parameters I need to change to make goblins sirvive and steadily multiply during worldgen?
(Most likely, answer lies somewere in the fields of RAW editing, but I'd like to be sure I didn't miss something very obvious. :-\ )

One way I can think of to have a lot of goblins is to limit the number of generated civilizations to 2 with Advanced World Gen (assuming you want playable dwarves as well) and continue generating and re-generating until you get goblins. They will have no competitors besides the dwarves, who they should kill off fairly easily.

(This method quite obviously has other consequences that you may not want, such as a lack of other races.)

If you still want other races as well, you're going to have to start getting into good/evil requirements - or just keep regenning vanilla worlds until you get one with the goblins dominating everything, which can and will happen eventually.

Keep in mind that in order to actually form, dwarves and humans need neutral territory, elves need pretty much any forested area, and goblins need evil territory - I think (I do know that they only build Dark Fortresses in evil biomes). The wiki isn't very specific. Therefore, increasing the amount of evil area will increase goblin territory and decrease the territory of everyone else. The best way to affect this is the "Desired Good/Evil Square Count" section of Advanced World Gen. However, this parameter is actually only a loose goal for the generator, and results will be inconsistent.

(There is the possibility that I don't know what I'm talking about here. Proceed with caution.  ;) )
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jesterdwarf on September 29, 2015, 05:36:03 am
Well, endlessly generating, re-generating and generating again proved to be quite tedious. And time-consuming. But, according to Probability theory, this way I will eventually get the ideal world, so, if everything else fails, I'll resort to this method.
As for changing Desired Good/Evil Square Count - thanks, I'll try it. :)
Also - demons often (if not always) rule over goblin civilizations. I wonder what will happen if I increase Number of Demon Types. Probably nothing in particular, but it's hard to resist the urge to instantly flip every switch, push every button and pull every lever, when you start meddling with something as complex as DF worldgen is, you know.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: celem on September 29, 2015, 08:09:13 am
For what its worth i find the very small worlds to be regularly goblin dominated.  You have intrinsically fewer civs anyway, and their close proximity to all the major players tends in my experience to lead to the goblins stomping everything early in gen.

Also, try not to change too many parameters between generations, it makes it devilishly hard to figure out what was the trigger when something changes ;)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on September 29, 2015, 12:41:21 pm
Huh, not sure this is the right tread to ask, but... ???
Well, I'd like to know how to gen a world with a lot of goblins. And by "a lot" I mean "they have manpower to send nice, big as elven ego and regular as tax collectors' visits sieges" level of population.  ...
Try this one:

Spoiler (click to show/hide)
This is a PSV world, so it's a bit contrived.  I created the area in the northwest corner just for volcano's, and left the rest of the world flat and badlands.  The volcano's create enough elevation for dwarven civs to be placed there without raising the overall thickness of the entire world.  The point here is just to demonstrate what's possible.

This world has ~10k goblins, ~5k each in two dark fortresses.  The playable civs are pure dwarven, so you shouldn't have any issues with goblin monarchs.
You can do the same in a smaller world, but the odds of "ECE's" (extinction civ events) is greater in such a small space, relatively speaking.
Aside from a titan and a few semi/megabeasts, forgotten beasts and goblins should be your only enemies.

This world also generates without rejections, as a bonus.

If this is what you're looking for, Jesterdwarf, let me know, and we can iterate on features.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Octocaesar on September 30, 2015, 02:51:25 am
It has been eight hours since I started generating worlds. No map was as close as this to the map I have in mind. It might be too big: and will probably kill my FPS eventually. I will try to use it anyway. I just had a challenging proficiency exam--I am very fired up to build a huge fortress to reward myself from all the academic pursuits I have been doing in the past few months. This shall be my map. Thank you so much.

I spent a while playing with worldgen to find a nice vanilla mix with volcanoes galore.

I just made this map, it parameters are fun without these exact seeds, but I generated about 10 tonight before finding this one that has a lot of volcanoes with 3+ biomes in a 4x4 embark near water like aquifer or river.  Scarcity is 666 resulting in lots of embarks with shallow metals + deep metals + flux.
It has boosted numbers of good and evil biomes and is pretty close to as many biomes as u can fit on a large region map.  I remember from tweaking these back in about 40.9 that I had to adjust some of the variance numbers down or fail to create from too many biomes.

I will play this map a while and hopefully abandon many a fortress to ruin before attempting some of the harder embarks
like:  joyous tundra + terrifying frozen sea + volcano
or simply terrifying aquifer glacier volcano.  (both with multiple biome + metals & flux in 4x4 embark of volc.)

I counted at least 6 starts with my resource reqs of 2-3 biomes shallow, deep and flux + volcano and surface water (partial aquifer or river) in a 4x4.

It is very very spikey mountainous because of my parameters.
Lots of 12+ cliff faces on these volcanoes.

I boosted numbers of megas and kept the time short (112 years) to have less of them killed off.

Oh and some of the parameters lead to extra forest wetness, minimized frozen waste(though still plenty of starts) and minimized speckled oceans, lots of mountains in smaller ranges.

I hope to enjoy it, and hope someone else may :).


Spoiler (click to show/hide)

Thanks for this, and for the PFV tutorial!
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Octocaesar on September 30, 2015, 08:14:35 am
Hello,


Guys I would like to request a map

1.) Slightly larger than pocket map
2.) Has a lot of mountains and volcanoes
3.) Various mountain heights accessible to all races and possibly towers
4.) Generally dry map with some patches of green
5.) Patches of good and evil biome
6.) Major rivers


Basically, it would look like a dry desolate mountainous/volcanic land accessible to all races with random patches of greens, major river, good and evil biomes, and lots of ores.


Do you think this is possible to generate?
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on September 30, 2015, 09:54:25 am
... Do you think this is possible to generate?
Without using PFV, I doubt it.

The primary reason is the desire to have both major rivers (which require 90+ rain) and mostly dry areas and/or just patches of green, which require a rain of 0-9 or 10+ respectively.

I mean, I suppose it could happen, randomly, but it will be rare.

Also, all races requires both grassland/rivers for humans, and dense forest for elves.  The grassland/rivers isn't that big of a deal, but forest requires 50+ rain/drain, minimum, which again, will be challenging in a mostly dry world.

Elevation and good/evil will simply restrict some civ locations, so that, while minor, does add a bit of challenge.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: nuget102 on September 30, 2015, 05:21:02 pm
Hey, can anyone come up with this:
A evil savage tundra AND glacier with a high number of megabeast, semi-megabeast, were-beast, and vampires. A volcano is a HUGE plus. Also I want to have access to all the civs (including Kobolds). I want the world to be really young too, just year 2 preferably. Or however long it'd take for a tower to be built nearby, since a necromancer is another plus.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Immortal-D on September 30, 2015, 09:28:09 pm
Hey, can anyone come up with this:
A evil savage tundra AND glacier with a high number of megabeast, semi-megabeast, were-beast, and vampires. A volcano is a HUGE plus. Also I want to have access to all the civs (including Kobolds). I want the world to be really young too, just year 2 preferably. Or however long it'd take for a tower to be built nearby, since a necromancer is another plus.
Pick the basic World type you want (Large Island, Pocket World, etc.) and change/add the following parameters;
Spoiler (click to show/hide)
If you are unable to get the embark you're after, I will make up a full WorldGen when I am slightly less full of rum.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: nuget102 on October 01, 2015, 09:04:29 am
Hey, can anyone come up with this:
A evil savage tundra AND glacier with a high number of megabeast, semi-megabeast, were-beast, and vampires. A volcano is a HUGE plus. Also I want to have access to all the civs (including Kobolds). I want the world to be really young too, just year 2 preferably. Or however long it'd take for a tower to be built nearby, since a necromancer is another plus.
Pick the basic World type you want (Large Island, Pocket World, etc.) and change/add the following parameters;
Spoiler (click to show/hide)
If you are unable to get the embark you're after, I will make up a full WorldGen when I am slightly less full of rum.

I just get an endless world gen and a rejection that says "can't place enough mountain peaks" don't I need those for dwarves? :o Either way, my game crashes before I can finish the gen.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Ramiel. on October 01, 2015, 02:22:47 pm
So I've been building this nice fort in a really interesting location like I've never seen before, and thought someone might be interested in it.  Only concern is I'm using the Modest Mod, and I'm not sure just how much mods like that affect worldgen.

So the spot I'm at is an underwater volcano just offshore in a freshwater lake.  Just the right position you can get the volcano and a large chunk of land in a 3x3 embark.  Small region, 350 year history.  Temperate, savage biome, confirmed to contain large amounts of hematite, tetrahedrite, cassiterite, and galena.  Lots of flux (chalk), sand and fire clay.  Yes the volcano comes right up to the surface, so on embark you have to wait through a bunch of 'a section of the cavern has collapsed' spam until an obsidian cap forms over it.  Two dwarf civilizations, the one I'm playing as appears to have lost most (if not all) of its sites to the goblins in war, but only recently as refugee migrants keep coming to my fort.  No outpost liason has ever showed up, but the dwarven caravan comes every year no problem.  At war with the goblins like I said, and I have confirmed sieges, though I don't know how large they'll eventually get.  Sadly I don't have a picture to show you where, but search for the volcanoes/lakes and you should find it easily.

Full worldgen params, since I don't know exactly which ones are important.
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: nuget102 on October 01, 2015, 07:00:54 pm
So I've been building this nice fort in a really interesting location like I've never seen before, and thought someone might be interested in it.  Only concern is I'm using the Modest Mod, and I'm not sure just how much mods like that affect worldgen.

So the spot I'm at is an underwater volcano just offshore in a freshwater lake.  Just the right position you can get the volcano and a large chunk of land in a 3x3 embark.  Small region, 350 year history.  Temperate, savage biome, confirmed to contain large amounts of hematite, tetrahedrite, cassiterite, and galena.  Lots of flux (chalk), sand and fire clay.  Yes the volcano comes right up to the surface, so on embark you have to wait through a bunch of 'a section of the cavern has collapsed' spam until an obsidian cap forms over it.  Two dwarf civilizations, the one I'm playing as appears to have lost most (if not all) of its sites to the goblins in war, but only recently as refugee migrants keep coming to my fort.  No outpost liason has ever showed up, but the dwarven caravan comes every year no problem.  At war with the goblins like I said, and I have confirmed sieges, though I don't know how large they'll eventually get.  Sadly I don't have a picture to show you where, but search for the volcanoes/lakes and you should find it easily.

Full worldgen params, since I don't know exactly which ones are important.
Spoiler (click to show/hide)

Every value that you copied matters to replicate your world. :) Sounds like a rather awesome embark.. I'll give it a go later (when I get my computer working...)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jesterdwarf on October 02, 2015, 12:57:08 pm
Try this one:

Spoiler (click to show/hide)
This is a PSV world, so it's a bit contrived.  I created the area in the northwest corner just for volcano's, and left the rest of the world flat and badlands.  The volcano's create enough elevation for dwarven civs to be placed there without raising the overall thickness of the entire world.  The point here is just to demonstrate what's possible.

This world has ~10k goblins, ~5k each in two dark fortresses.  The playable civs are pure dwarven, so you shouldn't have any issues with goblin monarchs.
You can do the same in a smaller world, but the odds of "ECE's" (extinction civ events) is greater in such a small space, relatively speaking.
Aside from a titan and a few semi/megabeasts, forgotten beasts and goblins should be your only enemies.

This world also generates without rejections, as a bonus.

If this is what you're looking for, Jesterdwarf, let me know, and we can iterate on features.

Oh, thanks, vjek.
Well, I tried this world. Even after I embarked right under goblin fortress,
Spoiler (click to show/hide)
there were no sieges at all. My outpost had "Created Wealth" of ~150000, and population of 60. No sieges, no ambushes, no snatchers. Goblin civ has 5017 goblins and 2500 trolls. Maybe it's because dwarves are so deep in the mountains that they can't reach the rest of the world during worldgen, and so they never actually settle anywhere, never meet goblins and do not go to war with them? (But goblins being babysnatchers would still make them come and try to steal children from my fort, IIRC.)
I mean, look:
Spoiler (click to show/hide)
No battles, no wars, no settlements. Just dingoes in the lairs all over the continent.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on October 02, 2015, 02:07:45 pm
You could always try this:

In  the file:
\$savename$\raw\objects\entity_default.txt

Under
ENTITY:EVIL
     [CREATURE:GOBLIN]

Change
   [PROGRESS_TRIGGER_POP_SIEGE:3]
   [PROGRESS_TRIGGER_PROD_SIEGE:0]
   [PROGRESS_TRIGGER_TRADE_SIEGE:0]
to
   [PROGRESS_TRIGGER_POP_SIEGE:1]
   [PROGRESS_TRIGGER_PROD_SIEGE:1]
   [PROGRESS_TRIGGER_TRADE_SIEGE:1]

and see if anything changes in the next season.  Worth a shot?
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Aris on October 02, 2015, 07:30:25 pm
Hi. I got a problem with creating a world with advanced parameters. Using the 2014 version Im trying to get a 0.34.11 parameters working.
The thing is... It worked once, and never again (but it worked without aquifers, since I disabled them that time). I cannot make it put 2 civs and the civs live so I can play the map.
The parameters are this (http://dwarffortresswiki.org/index.php/DF2014:Worldgen_examples#Badlands), but with some evil squares.
Can someone help me a bit?...
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jesterdwarf on October 03, 2015, 01:42:12 am
You could always try this:

In  the file:
\$savename$\raw\objects\entity_default.txt

Under
ENTITY:EVIL
     [CREATURE:GOBLIN]

Change
   [PROGRESS_TRIGGER_POP_SIEGE:3]
   [PROGRESS_TRIGGER_PROD_SIEGE:0]
   [PROGRESS_TRIGGER_TRADE_SIEGE:0]
to
   [PROGRESS_TRIGGER_POP_SIEGE:1]
   [PROGRESS_TRIGGER_PROD_SIEGE:1]
   [PROGRESS_TRIGGER_TRADE_SIEGE:1]

and see if anything changes in the next season.  Worth a shot?
Nope, nothing changed. Waited for 2 more years, Created Wealth is now over 4000000, still no sign of goblins.   
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on October 03, 2015, 10:20:42 am
Yeah, not much you can do, then. 

You could try re-genning that world with random history and creature seeds, to see if you can get more goblins and/or some at War with the Dwarves, maybe?  It would seem a poor 'feature' that you'd have to be at War to get goblin sieges, but maybe that's the case now.

It's a chronic problem in 0.40.x versions, it seems (for myself and others), and I have no other solutions to offer. :(
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Aris on October 03, 2015, 11:59:51 am
Hi. I got a problem with creating a world with advanced parameters. Using the 2014 version Im trying to get a 0.34.11 parameters working.
The thing is... It worked once, and never again (but it worked without aquifers, since I disabled them that time). I cannot make it put 2 civs and the civs live so I can play the map.
The parameters are this (http://dwarffortresswiki.org/index.php/DF2014:Worldgen_examples#Badlands), but with some evil squares.
Can someone help me a bit?...

Nevermind. Got the problem. I was playing with another civ activated :b
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Jesterdwarf on October 04, 2015, 01:15:30 am
It's a chronic problem in 0.40.x versions, it seems (for myself and others), and I have no other solutions to offer. :(
Oh well. Thanks anyway.  :)
Back to re-genning worlds and praying to RNG gods, I guess.
...
Actually, no. I have a couple of questions:
1) How can I increase the number of underground "civs"? In 0.40.xx I saw exactly zero animalmen tribes in caverns. Just my luck or they were wiped out by FBs?
2) If I want a really big river, what parameters in adv. worldgen should I mess with?
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on October 04, 2015, 03:01:34 pm
1) If you have all three cavern layers, that will help, and increased savagery overall will generate more animal-men races.
2) For major rivers you need lots of rain, and lots of elevation change, over a lot of horizontal river-course.  Of course, there's "major" and then there's "MAJOR", some examples are in this thread regarding the difference.  Some rivers can be as much as an entire tile wide, but flat, while others can carve a perfectly vertical canyon over 50Z deep, on the surface.

I'm working through an @WAR with 15k goblins pocket world, and if it works that they attack within the first year, I'll post the parameters.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Thuellai on October 05, 2015, 11:45:42 pm
Playing a mod with a lot of civs with diverse biome requirements, so I'd like a medium sized world (to have enough space for everyone) with varied terrain - not necessarily patchwork, but probably smaller individual biomes so that there's room for lots of variance on the map.  If it has some easily accessible (IE not in unembarkable mountain ranges) volcanoes that would be excellent as well.  A volcano next to sand or clay would be especially appreciated.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on October 06, 2015, 01:39:20 pm
Playing a mod with a lot of civs with diverse biome requirements, so I'd like a medium sized world (to have enough space for everyone) with varied terrain - not necessarily patchwork, but probably smaller individual biomes so that there's room for lots of variance on the map.  If it has some easily accessible (IE not in unembarkable mountain ranges) volcanoes that would be excellent as well.  A volcano next to sand or clay would be especially appreciated.
This may work, but you'll note there's no seeds.  The reason being, you're playing with a mod, and modded raws lead to inconsistent worldgen reproduction.

In any case, let me know if it's what you were looking for.  I tested it 10 times, and it generated random worlds 10 times with no rejections.  You may need to increase the number of civs, depending on your needs.
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: taptap on October 06, 2015, 02:47:43 pm
I am scouting for nice caverns ... but I fear the tedium of steady new world generation or looking into dozens of embarks. I usually run with 2 cavern layers, certain min openness and limited max connection so I get some open areas in caverns, but without them looking completely artificial, and a minimum amount of water. But I never figured out what governs e.g. me getting nice chasms in caverns connecting the layers. Sometimes caverns are interesting (open while structured), sometimes they are just plain boring ... Anyone?

What governs world depth? I have highly varying depth even in a pocket region from as low as 30 to over 100. Would like a flat world in swamp biome.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Immortal-D on October 19, 2015, 09:48:55 am
I am scouting for nice caverns ... but I fear the tedium of steady new world generation or looking into dozens of embarks. I usually run with 2 cavern layers, certain min openness and limited max connection so I get some open areas in caverns, but without them looking completely artificial, and a minimum amount of water. But I never figured out what governs e.g. me getting nice chasms in caverns connecting the layers. Sometimes caverns are interesting (open while structured), sometimes they are just plain boring ... Anyone?

What governs world depth? I have highly varying depth even in a pocket region from as low as 30 to over 100. Would like a flat world in swamp biome.
To get a flat world, you'll want to lower the Elevation parameter.  To get a more evenly spaced Cavern, try lowering the Density value.  Query for the advanced; I have just encountered a rejection message I have never seen before.  'Having trouble placing farming civilizations'.  Apparently the civs have none or very few plants available upon creation.  Did my raws get screwed up, or is this a temperature/elevation issue?

Edit: I figured out the problem.  Suffice to say, be careful when adjusting Temperature :o
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Vardia on October 22, 2015, 07:56:44 pm
Don't suppose anyone could find me something like this?:
Default embark size (or maybe one bigger)
Good biome
Dirt
Flux stones
Warm
Waterfall (Not NEEDED but it'd be nice.)
Some water source that isn't an aquifer
Trees
Human or Elf neighbors.
Maybe native marble, gold, or some other nice type of stone? Not really required though.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: PyroTechno on October 22, 2015, 08:52:07 pm
Query for the advanced; I have just encountered a rejection message I have never seen before.  'Having trouble placing farming civilizations'.  Apparently the civs have none or very few plants available upon creation.  Did my raws get screwed up, or is this a temperature/elevation issue?

Edit: I figured out the problem.  Suffice to say, be careful when adjusting Temperature :o

Temperature, huh? Usually, when I get that error, it's because I forgot to switch the [CIV_CONTROLLABLE] tag over to humans before generating a no-cavern world.

(Note: If you switch CIV_CONTROLLABLE over to humanity, consider copying over some of the nobles too. Important functions like the bookkeeper or the chief medical have no analog outside of the dwarves.)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Pseudo on November 10, 2015, 12:26:19 pm
Crosspost:

Could someone please set me up an embark?

So. I've played for a while (on and off since, and most of my forts lately have ended in a decided lack of !!fun!!.

With that in mind, I have had a thought. Most of the reason why my forts aren't !!fun!! is because of my choice of world / embark. So what if someone else sets up an embark for me? Could be interesting.

As such: Vanilla 0.40.24 please, new 2x2 embark, no larger than a small world. Other than that, whatever, have fun. Note that I am not the best player, so this could be a (very) short game, depending on where I get placed. But meh. I'll take a stab at whatever gets thrown at me regardless.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on November 10, 2015, 01:24:14 pm
Here you go, Pseudo. (http://dffd.bay12games.com/file.php?id=11269)

Context:

The mountainhome has set the following guidelines for your outpost:
Your primary goal is to reach 5M in created wealth as quickly as possible.

Our mountainhome scouts have reported the following:
It is 10z to Armoks tears (cavern water)
It is 13z to Armoks blood (magma)
This region is ideal for producing steel.
Dust devils have been observed at the site.

Enjoy!  :D


Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Pseudo on November 10, 2015, 01:53:49 pm
Welp, this should be fun.

Thank you!
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: PowerSurge on November 12, 2015, 06:48:09 pm
Some help could be nice. I am trying to generate a world that has:
large region map
age around 150
Evil, good, and Wilderness. all high savage.
With river
sand
clay
very deep soil
aquifer
shallow metals
deep metals
flux layer
heavily forested
vegetation thick
temperate
with all civs and tower
volcano if possible - dont care much though

Any one have some settings that might help?
Also, how do I post my settings?

Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: PyroTechno on November 12, 2015, 09:35:51 pm
Some help could be nice. I am trying to generate a world that has:
large region map
age around 150
Evil, good, and Wilderness. all high savage.
With river
sand
clay
very deep soil
aquifer
shallow metals
deep metals
flux layer
heavily forested
vegetation thick
temperate
with all civs and tower
volcano if possible - dont care much though

Any one have some settings that might help?
Also, how to i post my settings?

From the Dwarf Fortress main menu, select "Design New World With Advanced Parameters". Highlight the "LARGE REGION" preset and (c)opy it. Highlight the copy and choose (e)nter advanced parameters. Then, choose select (p)reset field values to enter the World Painter.

The World Painter menu is the only part of DF with native mouse support. In fact, a mouse is required to use it. For more information, see this link. (http://dwarffortresswiki.org/index.php/DF2014:World_painter)

Which biome you get depends on the Elevation, Temperature, Rain, and Drainage settings used for the area. Areas below 100 Elevation are oceans, and areas above 300 Elevation are mountains. Of the biomes in the middle, (101-299 Elevation), those at certain Temperatures are overwritten by appropriate biomes (tundra, glacier, etc.). For information on Rain/Drain stats and the biomes they give you, see the image below:

Spoiler: large image (click to show/hide)

In particular for you, leave Temperature at a global 50 to keep the biomes temperate.

Evil and good cannot be specified within the World Painter, but you can specify minimum counts of each on gen. For more information on advanced world generation in general, see here. (http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation)

In particular - rivers require high rain and drainage, which suits you since you want a forest biome. These biomes typically have deep-ish soil, although aquifers are pretty random. Clay will (most likely) be common, but to ensure a supply of sand you might want part of your embark to include a beach.

To ensure more metals, reduce their rarity on gen. There is a parameter for that.

All civilizations is a tall order. Elves will be a certainty with a heavily forested world - they require forests - but humans require plains, and both dwarves and goblins require mountains in the beginning, although all four races can expand beyond their home biome after their initial creation. In particular, civilization requires low-medium savagery - 50 is usually fine. You might want to set aside an area specifically for them to be created, while keeping the rest of the world a high-savagery forest.

Towers are caused by a high civilized population and a low site cap, among other things - both of those can be controlled on gen.

You can make a volcano anywhere by setting the Volcanism in that area to 100. 100 Volcano will spawn a Volcano 100% of the time (but 0-99 Volcanism is meaningless).

You post your settings by going into data/init/world_gen.txt and copy-pasting the appropriate long list of settings that [LOOK_LIKE_THIS]. For example, here is the vanilla Large Island preset:

Spoiler: Large Island preset (click to show/hide)

I hope that helped!
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on November 13, 2015, 02:32:57 am
To be specific high civilizations will raise the number of towers, apparently it is a linear increase at that.

I regularly get 33x33 worlds with dozens of towers by year 150 or so.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: PowerSurge on November 13, 2015, 09:51:51 pm
Awesome! Thanks guys! This really helped.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Walker on November 17, 2015, 09:47:23 am
I have been working on my terrifying embark skills, and mostly dying horribly in various ways. On my last worldgen I got what I thought was a really cool area, but the elevation display lied to me, so I'm wondering if maybe some of you could help me figure out how to create the following embark scenario:

*Large river in a deep canyon - 10+ and preferably 20+ z level straight cliffs on both sides --- preferably it should be a fairly long river allowing for multiple embark sites so I can have numerous of them fail miserably and still enjoy aiming for my goal of having a tower suspended over the river.
*Evil - preferably with undead rising from corpses
*Aquifer
*Sand/Clay/Dirt/Flux/Deep and Shallow Metals (everything, the kitchen sink and then a bit more)
*Goblins and/or tower nearby and hostile.
*Temperature: not freezing, so that digging through the aquifer is a challenge.

Everything else is non-critical and some variation along the river would be unproblematic.

Any help is much appreciated.





Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on November 17, 2015, 11:14:23 am
Walker, search this topic for ' canyon ' and you should find some worldgens that will offer the high sheer/vertical cliff faces.  Beyond that, you should be able to tweak the evil settings to get the rest of the requirements.

Put another way, the only thing difficult about your request is the vertical cliff.  The rest is reasonably easy.  Unless you use world painter, though, getting the vertical cliff combined with the rest will be largely a matter of time and praying to the RNG gods. :)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on November 18, 2015, 01:26:24 am
I had a moment recently when I was doing my face of armok world-gen tweaking where I was looking at the .txt and the painter suddenly clicked.

I was able to edit and rearrange the settings to get around the problem where the painter only draws across the top chunk of a 33x33 for some reason.

These settings right now produce a literal candystore of awful glaciers of doom with big spiky exposed volcano tubes and good mineral distribution.

I put the minerals up pretty high because otherwise getting a good volcano site would be way too hit and miss, it's hard enough already with some of them starting out with magma below the embark level.

Tends to end up with a map covered in towers and lots of gobbo neighbors despite my goblin pop controls, without them it might be awful, but either way, just cancel any worlds that don't have the northern glacier covered in purple, then when you get one let it run 20 or so years, if you don't see four or five towers up in the top half of the map you can cancel and you'll get a better setup before too long.

Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Walker on November 22, 2015, 07:49:54 am
Walker, search this topic for ' canyon ' and you should find some worldgens that will offer the high sheer/vertical cliff faces.  Beyond that, you should be able to tweak the evil settings to get the rest of the requirements.

Put another way, the only thing difficult about your request is the vertical cliff.  The rest is reasonably easy.  Unless you use world painter, though, getting the vertical cliff combined with the rest will be largely a matter of time and praying to the RNG gods. :)

I did the canyon search and gave the maps a whirl, they definitely produced the results as advertised but ended up being too 'artificial' for my taste. However they did give me a good idea of how to adjust my own maps to get similar results. On the fourth attempt I had some good luck and saw some lovely river gorges, interesting evil regions etc.

The key for the river gorges seem to be the following settings:
[EROSION_CYCLE_COUNT:100]
[RIVER_MINS:600:500]
[PERIODICALLY_ERODE_EXTREMES:0]

It'll cause a lot of failures, especially if you have other requirements, but increasing rivers and reducing erosion, even on a large map should give some nice results. Hope that may be of some help to others.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Max™ on November 22, 2015, 11:18:35 am
That is definitely useful. Same sort of thing as the civs being the key to producing lots of necro towers (or mad scientist towers, cough--check out the victorian era mod--cough) with secrets only providing a lower cap really.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Salkryn on November 27, 2015, 06:37:50 pm
Trying to get myself properly prepared for the upcoming release, I've been mucking about with advanced worldgen settings, but can't seem to get quite what I want.
I'm looking for:
Tropical savage biomes, preferably with a combination of grasslands/savanna and forest
Multiple neighbors, with a steady supply of caravans and sieges for !!Fun!!
A very large number of beasts, megabeasts, etc.
Sedimentary and flux layers to aid in steel production.
Extensive cavern systems and large deposits of cotton candy would be a plus, but I'm mostly interested in having a region with a lot of resources that has dangerous fauna and neighbors to keep things interesting once I've got the fort established. If anybody can get me pointed in the right direction, I would be most thankful.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on November 27, 2015, 08:36:49 pm
Trying to get myself properly prepared for the upcoming release, I've been mucking about with advanced worldgen settings, but can't seem to get quite what I want.
I'm looking for:
Tropical savage biomes, preferably with a combination of grasslands/savanna and forest
Multiple neighbors, with a steady supply of caravans and sieges for !!Fun!!
A very large number of beasts, megabeasts, etc.
Sedimentary and flux layers to aid in steel production.
Extensive cavern systems and large deposits of cotton candy would be a plus, but I'm mostly interested in having a region with a lot of resources that has dangerous fauna and neighbors to keep things interesting once I've got the fort established. If anybody can get me pointed in the right direction, I would be most thankful.
This meets all those, as far as I can tell, with one exception.  There aren't a huge number of semi-megabests, megabeasts, and titans.  You can try increasing them yourself, but I used 10 each in a pocket world.
Neighbors are goblins, elves, and a tower, plus there are kobolds in the world, so they might show up too.  Also, the candy extrudes through the third cavern.  You'll need at least 80 dwarves before the goblins show up, but the titan and necromancer should show up earlier.

You don't have to use this embark location, most of the world meets your requirements, but this one was flat, a tropical moist broadleaf forest.  You may find one better. :)
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Salkryn on December 03, 2015, 06:54:51 am
So, I'm experimenting on the newest version, getting ready to build my first fortress. I think I've got the settings in the right general area, but I think the mix is not quite there. I'm having trouble getting enough forests, and the high beasts/savagery mix I'm going with leads to a lot of worlds where the only living neighbors are goblins and towers, and the dwarf civs are frequently declining or dead. Advice?

EDIT: Reducing the number of kaiju seems to be working. I guess 20-30 times the standard amount is too much?
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on December 03, 2015, 10:59:46 am
Yeah, you'll have a much better chance of the dwarves surviving if you can create two civs/fortresses.  The reason for this is the first fortress ~always gets taken over by a megabeast, semi-megabeast, titan, or forgotten beast, while the second fortress is allowed to thrive without incident, typically.  However, if the number of megabeasts, semi-megabeasts, and titans is high enough, then they'll just stomp everything, including any number of fortresses, all the goblins, all the humans, and all the elves.

In larger worlds, it's less of an issue because the distances provide some attack insulation, but in a pocket world, everyone can reach everywhere.  Of course, with a larger world you deal with some pretty significant FPS load, so if it can be done in a pocket world, that's better for performance.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: cochramd on December 05, 2015, 01:18:02 pm
Okay, here's a challenge:

*For papyrus. Also, I need to make papyrus ubiquitous to its biome.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on December 05, 2015, 03:26:15 pm
cochramd,

Here's something that appears to match:

There's papyrus on the embark.
It's only Wilderness, not Untamed Wilds, but you can regen a few worlds with those parameters (clear the seeds) and probably find something with Untamed Wilds.
Also, it would be much easier to find an embark if Temperate (but warm, hot or scorching) as Tropical is far more limited when compared to Temperate.
Finally, this may not work at all, as there's an outstanding world reproduction bug in 42.01 (that will apparently be fixed in 42.02)

Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: cochramd on December 05, 2015, 03:45:33 pm
cochramd,

Here's something that appears to match:
*snip*
Oh, that is lovely. What numbers do I need to fiddle with to give myself friendly neighbors as well? Or at least guarantee that I'll never see a friendly goblin? I'd be moderately perturbed if the only visitors to my tavern were goblins.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on December 05, 2015, 04:18:55 pm
Easiest way to get elves and humans is to change the rain to be 0 to 100, with something like a 400x/y variation.  The problem with that, though, is it will limit embark sites, as the whole world won't be wetlands. :|

The more challenging way would be to use the PSV interface to specify some pre-set rain/drain areas just for elves/humans to settle, and leave the rest wetlands.  If you changed to a north pole only, you could put those at the top of the map, leaving the south area for tropical.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: cochramd on December 05, 2015, 04:32:53 pm
Oh, right, because elves require forests and humans require plains. And I'm guessing that I don't see any hillocks because those can only be founded in mountainous territory. I suppose there's no way to mod everyone into being able to found sites in wetlands, is there? Ah well, I'll just hire a good bouncer to keep the filthy gobbos out.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Salkryn on December 06, 2015, 03:11:13 am
New version out!

Salkryn cancels sleep: playing Dwarf Fortress
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on December 06, 2015, 10:42:16 am
I'll create the new 42.x worldgen cookbook thread this afternoon.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: coolphoton on January 01, 2016, 07:08:59 pm
here is a challenge:
mostly flat
small or pocket world
lots of brass and bronze
no/very little iron
all races

is it posable?
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: zilpin on January 30, 2016, 04:35:30 am
9 biomes in a single embark.
For DF version:    0.40.24

Main Thread:
http://www.bay12forums.com/smf/index.php?topic=155898.0 (http://www.bay12forums.com/smf/index.php?topic=155898.0)

Download:
http://dffd.bay12games.com/file.php?id=11723 (http://dffd.bay12games.com/file.php?id=11723)

Clay, sand, volcano, river, lake, ocean, swamp, desert, jungle together.
Multiple Good biomes (featherwood) and one Evil biome (glumprong)
An Untamed Wild desert with giant desert scorpions.
Has an abandoned civilization fortress from world gen.

Many neighbors.   Three different goblin civs, ogres, and four towers.  Humans and elves too.

See included screenshots for pre-embark information.

All Legends are exported.

Some mods are in this.  I wasn't planning to distribute, but decided to share.  There is an Altar and a Greenhouse workshop that have reactions that do nothing.  Two domestic creatures, one to shear leather the other for defense.  Some more armor and weapons, only a couple.

Game is saved immediately after embark. Because there are 4 nearby towers, fortify yourself FAST.  The undead are coming.


This was accomplished with careful world building trial-and-error, and heavy use of a modified DFHack gm-editor.
It took a long time.  I don't plan on making more of these.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Number7 on January 30, 2016, 09:31:56 am
Hey there, if anyone is up to it i have a request:

if anyone is so kind, could they help with a world gen that has an embark with multiple biomes? the ones i'm looking for are specifically:

Savage tropical desert, tropical swamp and savage tropical grasslands.

the desert having giant desert scorpions is priority, and the grasslands having elephants would be nice but isnt priority.

crocodiles in the swamp would also be very nice, but don't go to too much effort if its a troublesome request, i really appreciate it if anyone takes up on my request. i'm trying to make a fort that relies only on a wide array of savage and dangerous animals for its defense and industries and want access to as much variety as possible
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Feniks on January 30, 2016, 02:04:08 pm
post above you have exactly what you are asking for.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: 4kn on February 24, 2016, 03:27:21 am
hello there!
i've been trying to dig in advanced worldd generation recently, and bumped in a few things i'd like to have some help on.
im trying to generate a rough nordic world with a arctic oceans and razor sharp cliffs, so:
1) how do you make steep cliffs on an ocean shore? whatever i try, mountains and peaks are always inside the continent, and ocean shores are always flat.
2) how do i make arctic oceans? i generally lower max temp and make 4/4 part/full ocean edges, but northen waters (contacting glacier) are always temperate.
3) what parameters you need to have more goblin sieges (setting aside world simulation and fortress placement)? should it be more pop world, more max pop per site, more civs, or other combination?
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Melting Sky on February 24, 2016, 08:41:43 am
1) I actually made a weird world where I was tweaking the advanced world generation settings that had a load of steep cliffs around a polar sea. I'll see if it still exists somewhere, for the settings and seed but it was in a much older version. Definitely turn off the option to periodically erode cliffs in your settings for starters. I think I messed around with drainage and cranked up XY variance along with sub-region max. It was long ago so the memory is quite hazy. Volcanism was almost certainly cranked up and there was a tall volcano on one side of the bay. I'm not sure how much that may have had to do with there being cliffs there or not.

2)Not sure about this one. I'm not even sure that polar sea I had with the glaciers was actually an arctic ocean or not.

3)Goblins set up camp initially in evil biomes so if you crank up the number of evil biomes it should help a bit. Just letting the world run for a while should also help since over time goblins tend to become the dominant species.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Immortal-D on April 24, 2016, 12:26:10 pm
Just gonna bring this thread back a bit because I have been struggling to generate a world with any flat volcanoes. I've followed the advice I've seen in threads, but after hours of searching world after world after world, I can't bloody find any.

I'd PREFER the embark site to be in untamed or joyous wilds, and I want contact with goblins at least. Embark site obviously needs to be flat (planning on making an aboveground fortress and Z levels make them more irritating to do), and that's really it. I'm not too fussed about minerals as I can always use the goblins to source some metals if needs be.
I'll take a crack at this;

Spoiler (click to show/hide)
This will provide a minimum of 40 Volcanoes throughout the world, plus Elevation has a low maximum and variance.  Gen time is 500 years, can obviously stop before that.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Immortal-D on April 24, 2016, 01:03:54 pm
Not working. The game's rejecting every world because it seems unable to generate ANY biomes. Can't place peaks, mountains, midlands, badlands, deserts, forests, grasslands... by that point I gave up on it as it was 10000 rejections deep.
I got the Boundary & Variance values mixed up :-[  So it was trying to create Volcanoes when the maximum height was less than required... oops.  Try this one, I only got a few hundred rejections before it took hold, although World Gen started chugging after 200 years.  Also, make sure to check your Dwarf Civ's population at the world map, I got a lot of extreme populations, ranging from near-extinct to covering 50+ World tiles.
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: vjek on April 25, 2016, 12:56:40 pm
Just gonna bring this thread back a bit because I have been struggling to generate a world with any flat volcanoes. I've followed the advice I've seen in threads, but after hours of searching world after world after world, I can't bloody find any.

I'd PREFER the embark site to be in untamed or joyous wilds, and I want contact with goblins at least. Embark site obviously needs to be flat (planning on making an aboveground fortress and Z levels make them more irritating to do), and that's really it. I'm not too fussed about minerals as I can always use the goblins to source some metals if needs be.
I know you already got an answer, but here's a baseline you can use and adjust. (add good biome regions, another civ, beasts, titans, etc)
The way this works is, you set the min/max elevation to 100, then use the volcanic extrusions to create a tall enough spot for the dwarven civ to be placed.
Then you just have to look for a volcano that's not on an extrusion, and there's typically 4-5 per world within a 0-1 elevation change region.  The one highlighted is completely flat 3x2, but there's more in that world that will likely work.
The embark shown is about 20 Z levels to the magma sea, so it'll be quite fast.
Spoiler (click to show/hide)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Fleeting Frames on May 20, 2016, 11:20:56 pm
It is probably possibly with perfect world or w....something-drawing program or a third tool, but I don't know how exactly to use those...And after getting lopsided results like 65 dwarves to 33k goblins (every sentient present though) with VARIED_MEDIUM from this thread, a request:

Ocean world with separate continent/island for each civ, placed so that there is a place to embark to connect a dwarven outpost to the other 4 (3, if you can't have kobold visitors I guess?) major species who previously couldn't meet (idea is that they all make their first meetings in the fortress).

Varied flora would be a bonus (tavern offering every drink imaginable :D ), reanimating biome zombie-snowballing all the visitors and animals into a giant ball of nope a malus, and for the sake of better FPS (heh, given the trees) 1 cavern plain would be just fine. 

For something a bit more small-scale, I've been wondering if you can fish, say, giant sperm whales or other sea animals - so a probably shorter term embark where I can connect murky pool, brook, ocean, river and lake for maximum fishing variety could be fascinating (preferably non-freezing as I'd rather not build a new magma sea :p).
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: TheFlame52 on May 21, 2016, 08:36:10 am
Getting four different continents is easy, as long as you have Perfect World DF.
Getting one nation on each continent is difficult as hell.
Getting those continents so close they're all within one embark tile of each other without touching is damn near impossible.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Fleeting Frames on May 21, 2016, 09:04:23 am
I'd imagine the main difficulty would be mostly kobolds and human having similar starting biomes to goblins and elves, respectively?

And that's a bummer...I've been impressed by "making tiny island embarks (http://www.bay12forums.com/smf/index.php?topic=91141.msg2534136)" thread using PS_EL parameters as well as 1 volcano worldgen parameter + painter making said single volcano island at precisely the desired location as well as screenshots of chocobo isles, but I guess continents are far more difficult to control precisely.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Drokk on June 04, 2016, 04:50:44 am
Hey there.

A pretty simple request that I've been trying to make for a while with no success:

A world with two things:

Terrifying glacier with at least goblins, humans and a tower as a neighbor.

Lots of tropical savannahs with high savagery, so after I play around on the glacier I can mess with giant elephants.

A SHITTON of megabeasts.  Crank that shit high as hell, i want to be drowning in dragons.

Thats it!  I can't seem to figure out generating glaciers, otherwise I'd have made it myself already.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Melting Sky on June 09, 2016, 08:51:45 pm
You will want to increase the frequency of savage and evil biomes using the weighted range configuration tokens. Remember to decrease the number of minimum biome square counts on the other less savage biomes and the neutral and good ones when you do this since you will get a lot of rejections otherwise since a much larger portion of your world's real estate will be evil and savage.

You will also want to make sure you have edge oceans turned on since you will want an ocean located at least one of your poles. Also, make sure you pick a world that is large enough to have at least one pole and tropical region. If you aren't getting any glaciers it may very well be because you picked a small world that doesn't contain any polar regions. Increasing the number of sub regions will help produce a patchwork of smaller biomes which should help you get a better selection of possible neighbors located near your embark. It will just be a matter of luck if you can get a terrifying glacier to form near all the things you want but these settings should improve your chances of it happening.

Another possible issue is that when you really crank up the mega beasts, towers and civilizations in general often have trouble getting established since the rampaging mega fauna often takes them out. I find you can usually double all the mega fauna, titans etc. without an issue. Once you get up above about triple the usual amount of nasties you start to have issues with civilizations dying out in early world gen.
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Arashi500 on June 13, 2016, 01:10:14 pm
I've just spent the last two days trying to generate a world with even a single ideal embark location with no luck after over half a dozen worlds.
I'm looking for an embark location with:

-5X5 or 6X6
-a river
-temperate temperature
-non-jungle forest biome
-multiple deep and shallow metals
-flux stone
-deep soil
-clay
-no aquifer

So if anyone could give me some tips on setting advanced world gen parameters or a pre-made world with a site like this, it'd be immensely appreciated. Whenever I get a world with one that's kinda close, it's either a jungle forest, a different temperature, or has an aquifer (I don't want to remove aquifers entirely either). And as I'm sure you can guess, it's been pretty miserable spending hours and hours making worlds only to have to reject them yourself just trying to get a perfect embark location. Thanks much in advance!
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Fleeting Frames on June 13, 2016, 03:25:06 pm
Uh, just so you know: a jungle and forest are the same thing, just different names. Anyway, here lets see...

- a river: needs some rainfall and drainage...Well, this is already covered by
- forest biome: at least 33 drainage and 66 rainfall (75 rainfall for broadleaf). Also, between 100 and 300 elevation - elevation control can be done simply by limiting map to 1 elevation and putting volcano(es) so there are some mountains still for dwarves.
- temperate temperature: giving the map a flat temp would be simplest way to accomplish this. Setting variances to 0 enables one to get what you want.
- multiple metals: high mineral frequency.
- flux stone: setting low volcanism in general would help.
- deep soil: ??? Huh, I do not know soil.
- clay: random soil type.
- no aquifier: high elevation and low drainage should work.

Sure enough, only thing that gives me trouble is deep soil initially. After a few tests, I find that low and medium gets only medium soil levels, while 100 drainage gets deep soil right away - while covering most of the map in aquifers as expected (rainfall is already high with 75 given for broadleaf forests)....Probably do not want to put that so high :p


(PS: For 42 thread, see here (http://www.bay12forums.com/smf/index.php?topic=154368.0).)
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Arashi500 on June 13, 2016, 11:49:24 pm
Yeah, I know about the jungle thing, it's just a personal preference. But thanks for the advice, I could stand going for low or medium soil. If I don't have any luck with the next few worlds, I'll probably bite the bullet and relax my criteria.

 Also, should I continue/re-ask in the 42.06 thread instead?
Title: Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
Post by: Fleeting Frames on June 14, 2016, 12:17:04 am
Ideally, depends on the version you want to play in, even if general discussion on what parameters to use to accomplish what can be done wherever. There's also a thread for 43.03+ (http://www.bay12forums.com/smf/index.php?topic=158646.0), and same parameters and seeds don't result in exact same worlds between 0.40, 0.42 and 0.43.

Otherwise, good luck. It is not like these exact overlap between aquifer and lot of soil either, though, so with a bit of tweaking* site finder should find you some places. Or you could search this and v.42 thread for forest and deep soil and see what turns up.

*you didn't mention it, but if you're never attacked due 0 megabeasts, semi-megabeasts, savagery, evil and no visitors or invaders due no other civs and 0 secrets you will have a rather tranquil fortress - while being surrounded by 4 towers and besieged by giant undead keas in reanimating/husking biome makes creation of fruit gardens on top of fruit gardens rather more difficult.
Title: Re: DF2014 (v0.40.24) Worldgen Cookbook Thread!
Post by: Arashi500 on June 14, 2016, 11:46:50 pm
I finally managed to get a pretty sweet world (a large one too!) with a number of good embark locations, including an almost picturesque one, thanks to you guys' and the subreddits' help. What would be the best way of sharing it with anyone who might want to try it out? I made a backup of the world before embarkation so I've got that. Just not sure how best to go about sharing it. Thanks again for your help!
Title: Re: DF2014 (v0.40.24) Worldgen Cookbook Thread!
Post by: Fleeting Frames on June 15, 2016, 01:26:38 am
Sharing world is usually done by parameter lists - for this, you need to go in legends mode and export them with p to get the seeds and parameters into files in your main df directory, most likely (or can be done through dfhack). Either way, you need to backup your fortress region before you do this, then after doing it delete the region folder and put your backup back in after obtaining the info.

In some specific cases the parameters alone wouldn't work out (e.g. mods). In this case, you can upload the fortress file - typically to dffd.bay12games.com
Title: Re: DF2014 (v0.40.24) Worldgen Cookbook Thread!
Post by: Nisper on July 28, 2016, 03:56:45 pm
I really really want an embark with the following conditions (think about this as a challenge):
-any embark squares(even if my pc is a potatoe it can run well df)
-short canyons(5-6 squares?)
-a river on surface if possible
-trees
-flux and ores
-no aqui if possible
BONUS POINTS:a volcano(noob at generation things might not be possible)
I acctualy had an embark zone similar to that.....cannot find it......
Title: Re: DF2014 (v0.40.24) Worldgen Cookbook Thread!
Post by: Melting Sky on August 07, 2016, 06:25:08 am
Hmmm, I had an old embark that actually fit this description, but that was on a version that is now several years out of date. I'm guessing world generation isn't going to be consistent across two+ years worth of new versions?

Edit: I should also add that is not easy to get running water on the same embark as a volcano. World gen does not like placing these two features in close proximity. If I remember right whenever I have gotten an embark with running surface water and a volcano it has been at least 4 tiles in one direction. I usually would run like a 4x3 or some other odd shape to keep the total area down to a workable level. Rivers, volcanoes and large embarks are all things that will slow your game down considerably. When you combine all three of these features you it can make a serious difference in late game FPS. Try to keep your embark size down to a minimum if you can and preferably don't pick a crazy heavily wooded area. Dense forests also tax FPS.
Title: Re: DF2014 (v0.40.24) Worldgen Cookbook Thread!
Post by: Fleeting Frames on August 07, 2016, 10:11:31 am
There was this post in 42.06 (http://www.bay12forums.com/smf/index.php?topic=154368.msg6651147#msg6651147) by vjek for non-painted parameters to get (deep) canyon+river+maybe volcano. I think it should work even in 40.24

I think I've seen brook+volcano in 1x2 in this or 34 thread, but no canyon there.
Title: Re: DF2014 (v0.40.24) Worldgen Cookbook Thread!
Post by: kewlslice on August 23, 2016, 10:57:13 pm
Not sure if this is for the current version or not, but I'd like a good adventurer mode world.

So something with
- Lots of beasts to slay
- Lots of history
- At least one of each civ
- I'd also like at least some savagery
- Maybe have a few different landmasses in the world
- I also don't want a ton of mountains all over the place to make fast travel hard :/

Thanks
Title: Re: DF2014 (v0.40.24) Worldgen Cookbook Thread!
Post by: Nisper on August 24, 2016, 06:16:45 pm
Well...the last one was not able to be made :/....ok guys new suggestion:
-Has a soil layer
-Any type of stone
-No caves
-Still has hell
-Sand(any size)
-Rock crystal if possible
-Some precious metal so i can make coffins
-Nice 'n' flat terrain  (could have a small hill where my dwarves can live)
I literally wanna make a pit that goes all the firikin' way to hell then cover it with crystal glass (if rock crystal if possible) or clear glass(if not possible) and then to make a huge memorial hall for the dwarves that got trapped (they have to mine the whole hole so bye bye dwarves)  from the expensive coffins THEN pump lava into it....Oh and i could use the max embark points thing....
Title: Re: DF2014 (v0.40.24) Worldgen Cookbook Thread!
Post by: Evans on September 13, 2016, 12:36:09 pm
I was experimenting with seeds to create worlds where I can have embarks overlapping multiple biomes (save, preferably both good and evil) and multiple neighbour civs.

Result is below, a very nice world, but there are few things to do:
Spoiler (click to show/hide)
If you want elves to survive, you need to mod their entity file to
   [START_BIOME:ANY_FOREST]
   [START_BIOME:ANY_SHRUBLAND]
   [BIOME_SUPPORT:ANY_LAKE:1]
   [BIOME_SUPPORT:ANY_FOREST:2]
   [BIOME_SUPPORT:ANY_RIVER:1]
   [BIOME_SUPPORT:ANY_SHRUBLAND:2]
Otherwise they will be wiped out.
If you want dwarves to survive, same thing add them grasslands/deserts etc.
(however how well dwarves fare is somehow tied to how well elves and humans prosper. with no elves there will be often no dwarves left standing. must be trade or something.)

The thing is, orcs and other civs will be moving onto them very often. Also, kobolds and goblins tend to not survive no matter what.

The settings above allow to create a world, where there will be embarks with 8 neighbouring civs, one or two towers, savage evil/good biomes next to each other, river etc.


Have fun :)
Title: Re: DF2014 (v0.40.24) Worldgen Cookbook Thread!
Post by: bloop_bleep on June 23, 2017, 05:31:48 pm
I have a worldgen request. I'm sure someone has asked for something similar but I'm too lazy to go looking for it. I'm trying to find an embark which is either Joyous or Untamed Wilds, with sand, a volcano, a brook, no aquifer, medium temperature, flux, and a sedimentary layer. It's a really specific request, but I'm sure one of you worldgen wizards will be able to manage it. If you can't, or you need me to change my requirements a bit, that would be understandable.

EDIT: Forgot to specify 4x4 embark.
Title: Re: DF2014 (v0.40.24) Worldgen Cookbook Thread!
Post by: Immortal-D on June 23, 2017, 08:10:56 pm
I sent you a pm.  And for everyone else, here is the current cookbook; http://www.bay12forums.com/smf/index.php?topic=158646.0 :)
Title: Re: DF2014 (v0.40.24) Worldgen Cookbook Thread!
Post by: PatrikLundell on June 24, 2017, 03:58:59 am
- Joyous/Untamed wilds: Savagery > 66 (or is is >=?. Too lazy to check) Use World Painter or my tweakmap.
- Sand: Sand desert, luck, or use geomanipulator http://www.bay12forums.com/smf/index.php?topic=164090.msg7450350#msg7450350 (http://www.bay12forums.com/smf/index.php?topic=164090.msg7450350#msg7450350)
- Volcano: embark on one.
- Brook: Use regionmanipulator http://www.bay12forums.com/smf/index.php?topic=164136.0 (http://www.bay12forums.com/smf/index.php?topic=164136.0)
- Flux: geomanipulator again
- No aquifer: turn aquifers off using the LNP UI (presumably done with a parameter change in an configuration file in vanilla).
- Sedimentary: geomanipulator again.

Note that the tools (except World Painter) require DFHack.

Edit: I don't know if the tools work with 0.40.24, but I think they should.

Edit2: A script to change the savagery of a world tile. Note that the biomes inside a region are associated to either that world tile or one of the 8 adjacent ones.
setsavagery.lua:
Spoiler (click to show/hide)
To use the script, copy the contents above into a file called setsavagery.lua located in <DF>\hack\scripts and invoke it from the DFHack console by typing e.g. "setsavagery 100".
Title: Re: DF2014 (v0.40.24) Worldgen Cookbook Thread!
Post by: Jazz Cat on September 05, 2017, 05:30:05 pm
Question: Is there any way to adjust the good/evil regions during world gen? I'm trying to make a world with all nine possible savagery/alignment combinations and I'd like to be able to set that, rather than manually rejecting worlds that fail to meet my criteria.

Edit: Turns out I'm in the wrong thread; meant to post it over here. (http://www.bay12forums.com/smf/index.php?topic=158646.msg7556918#msg7556918)