what is world activation? how is this different from the previous way worlds were generated?history now continues after world-gen
18929 Dwarves
6393 Humans
97 Elves
12466 Goblins
11 Kobolds
Total: 37896
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]
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)
From the previous version thread (http://www.bay12forums.com/smf/index.php?topic=101280.0): (thanks to Nameless Archon)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.
5: Nushratlani, "Keepersister", vault
Owner: The Cloister of Bleaching, Guardians of Iklist
25 Guardians of Iklist
50 Poetry Workers
1 Treachery's Beast
Shouldn't this be in DF general discussion?
Whats a pocket world?Smallest world size. 17x17.
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.This should match most of that..
I'm looking for a challenge. :P
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.
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.
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.
As such, from my perspective, why not make the world a little thinner, and have the magma a little closer? :D
... 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.
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) :If you remove the seeds from what is below, you will always get canyons, provided north is up during worldgen.
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)
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?
... 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.
... 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.
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 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)
If you can accomplish this, I will be very grateful.
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.
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.
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.
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.
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:
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.
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
What's the tallest mountain you've found inside an embarkable area?3x2 Embark 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.
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.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.Spoiler: war testing (click to show/hide)
[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]
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:
[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]
[PS_EL:16:21:35:51:74:114:194:284:315:330:330:319:306:276:243:213:203:200:194:159:161:175:181:174:177:196:215:192:175:173:188:194:203:225:241:242:243:262:247:238:241:221:163:132:123:113:93:74:62:56:56:68:82:102:120:130:145:149:153:147:119:91:71:50:44]
[PS_EL:17:21:36:56:81:121:190:278:315:329:330:318:307:291:261:238:220:225:211:182:166:171:191:180:177:197:217:204:207:219:239:248:271:292:301:300:289:297:295:261:236:213:166:141:128:124:85:65:57:53:52:60:70:85:106:117:130:132:131:126:101:78:60:44:40]
[PS_EL:19:24:41:64:91:129:186:268:313:325:322:310:296:255:237:202:194:190:203:198:188:187:200:197:195:210:214:211:226:266:289:302:306:311:312:307:300:291:296:268:223:211:186:165:139:115:82:62:51:52:54:57:65:73:93:125:127:121:112:111:89:70:52:39:34]
[PS_EL:23:28:49:72:94:132:201:268:309:321:319:307:275:239:200:155:138:140:167:194:210:215:204:203:210:216:216:225:256:301:306:309:313:313:310:301:281:267:271:264:239:212:191:154:130:109:78:60:53:53:49:50:64:72:87:118:131:119:111:98:80:62:46:33:29]
[PS_EL:26:32:52:73:98:137:199:261:308:319:316:307:252:222:180:138:114:113:141:185:224:231:223:194:199:198:212:249:298:305:306:307:310:314:308:300:272:254:234:242:243:218:177:139:124:106:80:64:58:54:52:56:65:76:92:120:137:122:108:89:70:54:40:28:24]
[PS_EL:26:33:50:72:96:131:178:244:305:320:320:311:269:217:182:150:118:121:143:178:208:227:244:218:194:192:208:266:302:302:302:300:305:310:309:303:271:243:221:232:223:221:187:140:121:100:80:65:56:48:52:64:73:84:97:133:136:109:91:75:59:45:32:22:19]
[PS_EL:27:32:47:70:94:123:156:219:295:315:320:319:302:241:192:178:161:144:148:166:193:218:249:245:213:194:212:261:300:297:295:290:300:305:311:309:289:257:230:234:222:203:196:144:121:101:79:65:54:44:50:58:74:91:113:138:124:98:77:60:49:39:27:18:15]
[PS_EL:26:29:45:67:89:114:152:206:285:318:328:329:312:284:235:212:208:187:169:184:185:208:241:260:229:210:208:233:268:290:284:279:266:284:304:306:302:283:269:247:238:210:186:162:129:107:80:69:59:50:51:60:73:81:96:107:100:84:66:51:39:32:24:14:11]
[PS_EL:24:29:44:67:91:124:164:223:301:318:326:328:319:312:294:266:251:218:199:205:191:195:231:254:239:220:217:227:231:257:278:262:260:265:282:273:286:301:303:293:269:230:180:156:148:127:92:74:70:66:67:71:75:82:90:103:100:83:64:52:38:29:22:14:10]
[PS_EL:22:26:42:63:89:128:177:247:303:319:325:328:321:314:310:302:287:246:229:228:209:213:227:251:244:223:217:213:206:223:240:226:228:227:233:232:252:284:286:289:301:264:203:160:145:140:125:90:78:78:89:93:89:90:90:87:81:74:63:52:38:27:20:14:11]
[PS_EL:18:22:37:58:84:120:177:243:300:318:321:328:320:314:310:304:300:280:254:247:238:229:237:247:255:235:219:202:199:212:209:191:177:183:200:217:249:256:254:269:297:291:244:190:154:150:150:119:98:96:112:127:124:120:108:92:79:72:60:53:40:28:20:14:13]
[PS_EL:16:20:34:53:76:113:175:240:300:317:321:333:329:324:320:315:309:302:275:266:261:245:247:252:260:236:225:216:215:213:216:196:178:173:193:219:242:257:268:268:301:302:285:243:215:195:185:167:142:142:153:158:155:162:160:135:96:81:66:59:44:30:24:18:15]
[PS_EL:13:17:30:47:72:108:170:222:274:310:322:338:339:330:323:322:319:310:284:276:278:271:272:279:259:233:219:215:224:238:249:229:206:192:204:226:236:255:283:296:304:308:303:287:258:234:235:229:190:182:193:201:215:225:220:194:151:110:88:70:49:36:31:22:18]
[PS_EL:11:13:26:43:67:98:149:197:251:307:321:336:347:338:329:324:327:317:300:276:295:297:293:288:264:240:236:231:252:272:273:258:241:217:221:228:227:256:290:307:309:307:301:291:277:259:272:253:229:227:244:259:273:295:300:271:218:168:118:80:60:48:39:26:22]
[PS_EL:8:11:23:40:61:89:130:184:250:306:319:338:357:352:343:338:340:330:309:297:301:301:292:276:266:269:269:271:286:295:283:278:269:237:241:246:237:256:293:308:312:309:305:300:292:289:303:279:257:280:304:301:302:306:310:308:287:230:178:109:74:59:50:34:30]
[PS_EL:7:10:21:36:56:85:128:193:260:303:318:338:357:360:364:358:350:340:323:311:307:304:297:282:287:289:300:306:305:305:301:301:295:275:268:271:274:282:300:308:313:315:313:311:306:310:308:300:287:309:320:315:316:314:318:314:304:260:229:167:98:74:61:45:39]
[PS_EL:6:10:18:31:53:81:123:199:270:310:323:338:354:363:368:368:366:353:331:319:310:305:302:290:280:300:307:310:311:311:309:308:307:301:291:286:284:293:303:309:312:313:313:317:316:319:316:311:315:325:330:329:328:329:328:325:314:300:266:227:154:97:73:56:49]
[PS_EL:5:9:17:29:52:82:118:197:286:320:327:334:350:362:367:370:369:358:337:322:310:307:305:301:301:305:305:305:307:310:313:314:309:306:294:284:279:284:297:301:309:311:312:320:322:324:323:326:331:334:338:338:338:342:341:342:329:319:307:280:209:142:91:66:60]
[PS_EL:4:8:17:31:53:81:123:195:287:312:319:328:339:354:364:370:367:357:339:326:319:320:315:312:307:301:302:300:301:308:311:315:313:308:302:286:274:272:282:285:303:310:316:320:321:327:330:331:336:334:342:348:350:349:347:349:343:330:317:304:261:190:122:77:67]
[PS_EL:5:9:18:35:59:86:133:186:255:308:315:322:329:339:353:361:359:356:345:334:334:336:329:312:304:296:300:273:268:301:307:311:315:312:304:288:272:261:269:285:304:313:312:313:318:323:328:327:333:341:347:350:356:356:361:366:354:336:318:307:281:219:144:85:73]
[PS_EL:4:9:22:41:63:92:138:176:237:305:312:313:318:326:341:350:346:349:358:351:348:346:335:317:304:300:293:260:252:277:304:312:319:314:303:281:263:251:258:279:301:309:307:309:313:317:320:324:326:336:347:355:358:358:367:367:363:347:326:311:290:231:157:89:75]
[PS_EL:5:10:24:46:68:96:120:165:229:301:304:306:315:322:335:341:338:340:358:361:354:356:339:320:307:304:296:267:251:259:296:312:322:316:303:278:256:246:253:275:304:309:306:305:310:312:313:318:324:333:343:357:361:364:369:372:368:353:334:315:294:236:165:93:79]
[PS_EL:7:12:28:52:75:95:115:150:217:286:302:309:314:320:334:338:339:346:362:370:368:368:353:333:319:311:301:269:249:256:289:314:325:321:305:268:261:249:258:280:307:312:306:307:309:310:312:318:325:335:347:361:366:368:370:371:367:353:330:315:294:229:156:91:77]
[PS_EL:9:16:32:57:77:89:104:145:198:263:305:310:313:321:333:340:346:360:371:381:381:378:368:347:327:316:303:286:276:280:305:317:327:324:307:284:274:270:280:295:312:312:309:309:310:311:314:319:328:336:351:362:360:366:369:369:366:350:328:310:266:206:143:86:72]
[PS_EL:13:19:36:58:76:85:100:139:177:259:305:314:317:324:331:342:357:371:381:392:394:385:375:362:340:325:306:301:302:307:313:320:325:320:307:300:281:286:301:307:317:313:306:303:306:307:315:322:334:344:355:356:355:363:363:362:352:338:319:300:231:172:118:76:64]
[PS_EL:16:23:41:57:75:88:104:141:186:261:302:313:325:331:339:354:369:380:385:388:392:386:377:370:355:339:318:311:311:314:321:327:335:325:313:305:300:304:309:314:318:315:308:306:307:308:319:328:343:353:359:352:353:361:349:341:329:318:306:246:185:134:88:59:51]
[PS_EL:21:27:42:56:75:92:117:153:198:257:303:313:324:333:346:366:374:380:381:383:389:387:375:371:367:354:338:324:324:327:333:340:345:341:328:318:311:314:319:321:320:314:313:312:313:316:324:336:349:361:357:351:353:355:343:327:315:304:265:195:137:92:67:44:40]
[PS_EL:22:25:39:55:73:91:120:160:195:255:303:313:320:331:352:366:372:379:380:383:388:390:384:378:373:370:360:343:343:341:345:348:343:337:329:327:324:325:328:325:323:318:316:315:316:321:328:341:353:363:350:345:345:342:338:324:310:277:210:143:94:69:50:33:30]
[PS_EL:19:21:35:52:69:90:120:162:198:255:300:305:315:333:357:367:372:376:382:384:386:388:387:384:378:374:371:364:357:355:350:345:331:327:329:331:334:336:331:326:327:325:323:321:323:330:335:350:363:361:351:339:331:326:320:319:302:240:158:95:69:49:35:24:22]
[PS_EL:16:19:30:43:61:90:140:169:203:264:292:301:310:328:348:362:371:377:382:383:384:385:384:384:383:380:376:371:367:362:353:344:334:327:324:326:328:331:329:329:331:331:327:327:334:341:356:362:361:353:346:335:325:317:309:305:275:195:117:73:51:35:25:18:16]
[PS_EL:14:17:25:34:53:82:125:164:206:250:245:260:301:320:344:361:371:378:382:383:383:382:384:383:385:383:376:372:368:362:356:349:340:334:327:325:327:329:330:338:339:339:337:341:352:355:363:361:346:329:322:316:314:304:296:276:212:134:83:57:36:23:17:12:12]
[PS_EL:12:13:19:28:45:69:101:134:164:208:227:251:302:321:340:347:367:379:381:383:382:381:382:384:386:383:378:372:368:364:359:354:350:343:331:325:326:331:338:346:345:348:354:359:360:359:359:347:333:318:306:297:280:246:245:222:167:103:69:46:28:18:11:7:8]
[PS_EL:9:9:13:21:38:59:89:123:156:201:214:252:304:320:327:336:355:372:377:380:381:381:380:381:386:383:378:372:369:367:362:354:350:346:338:327:333:336:347:354:352:360:367:366:366:367:357:335:320:308:289:265:250:220:201:165:116:79:56:36:25:14:10:7:7]
[PS_EL:6:6:10:17:30:47:77:110:150:208:234:274:304:312:321:328:341:359:369:375:380:381:380:379:384:382:378:375:370:368:366:360:356:351:342:334:342:347:356:359:360:367:367:368:372:372:360:326:308:296:275:257:234:204:162:109:84:64:42:27:20:14:9:6:6]
[PS_EL:4:5:9:15:27:46:71:98:145:211:258:277:296:307:315:320:325:338:360:370:377:382:383:380:382:381:376:372:369:366:356:347:349:351:352:355:356:364:367:367:366:368:368:371:372:368:352:322:300:267:264:231:196:176:128:82:66:49:33:24:17:11:7:6:4]
[PS_EL:4:5:9:14:26:48:73:93:138:220:268:276:291:305:314:319:319:330:351:368:377:382:387:387:384:379:374:372:369:366:353:349:354:359:366:367:368:368:368:368:367:367:366:368:372:366:340:316:296:248:220:198:174:153:97:68:54:40:28:21:16:11:8:6:5]
[PS_EL:5:5:9:17:30:52:76:95:148:231:285:306:308:310:315:321:323:333:356:369:379:388:389:388:387:380:377:375:371:367:361:359:364:366:369:369:370:373:372:370:369:367:358:360:367:366:336:312:286:227:196:185:164:127:86:63:46:37:26:18:16:12:10:6:4]
[PS_EL:6:7:12:21:37:59:82:102:172:242:300:309:318:318:314:317:323:336:364:375:386:395:395:391:388:382:378:375:375:371:368:368:370:372:375:373:375:377:374:371:371:366:353:351:356:360:334:312:270:216:199:191:163:107:80:64:48:38:27:18:15:12:10:6:4]
[PS_EL:7:8:15:26:45:67:90:133:204:262:305:308:310:318:317:315:323:333:359:376:388:396:394:390:387:384:378:376:375:375:374:374:376:378:379:381:380:379:378:373:373:367:357:355:354:353:334:312:273:217:206:196:151:98:78:66:54:41:32:23:17:13:10:7:5]
[PS_EL:7:9:16:30:49:73:98:159:230:300:307:309:310:313:318:318:322:333:351:371:383:394:394:388:384:384:382:375:376:376:377:377:379:379:383:385:385:384:380:376:374:371:366:358:355:350:336:315:284:220:198:187:145:104:80:69:60:48:42:29:20:16:12:10:8]
[PS_EL:7:10:19:32:48:72:109:178:237:290:305:310:312:311:316:317:322:330:345:369:379:387:385:382:381:383:385:378:378:379:380:380:382:381:385:389:386:385:382:380:376:368:366:353:345:342:335:313:273:216:188:190:155:118:92:84:72:61:54:36:26:20:17:14:13]
[PS_EL:9:11:20:36:56:79:124:186:243:300:305:311:313:317:321:322:323:326:340:362:371:378:381:378:380:382:384:382:381:383:383:383:384:387:387:388:387:384:381:380:377:369:366:356:345:341:335:315:284:235:219:215:177:142:112:105:93:83:68:50:37:29:22:17:17]
[PS_EL:10:12:22:36:57:82:119:165:222:267:300:303:305:309:312:314:318:319:326:335:346:359:369:372:375:374:373:373:374:377:380:379:382:382:379:379:377:374:371:370:368:367:360:350:333:329:327:317:301:257:257:227:195:167:129:110:98:94:77:61:47:39:28:20:19]
[PS_EL:11:13:21:31:47:66:89:127:177:223:250:262:256:276:300:303:306:308:314:317:316:322:338:358:357:353:351:353:355:366:371:373:372:370:368:366:364:362:358:351:342:338:335:330:326:320:316:310:300:266:252:213:187:177:149:125:113:100:86:71:59:47:34:24:21]
[PS_EL:9:11:17:23:34:51:67:90:127:174:204:214:210:216:242:264:274:294:303:303:302:305:313:322:323:319:319:324:333:344:353:354:351:345:342:343:342:339:337:327:320:317:314:314:315:313:305:300:282:259:233:210:189:186:166:147:136:117:98:85:69:54:41:28:24]
[PS_EL:6:8:12:16:26:38:54:69:87:121:157:167:174:182:193:212:231:246:254:259:258:272:271:267:280:292:301:307:315:320:325:325:325:319:317:320:320:318:314:308:302:295:298:300:301:287:268:263:257:240:221:215:211:198:173:162:150:140:117:92:77:59:46:32:26]
[PS_EL:5:6:9:12:20:31:43:53:68:86:111:124:135:150:167:183:194:199:204:206:197:195:187:186:196:210:227:248:279:300:303:304:304:302:294:286:281:279:281:263:247:237:231:238:235:227:220:225:227:218:211:204:204:187:164:161:162:141:111:90:79:64:47:32:26]
[PS_EL:4:5:7:10:16:22:31:38:51:67:84:94:103:117:136:147:155:159:153:149:142:133:124:128:140:152:159:168:196:215:231:236:240:242:221:207:201:200:210:205:191:175:172:171:167:165:163:162:160:156:160:165:165:157:148:149:141:112:92:84:70:57:43:29:24]
[PS_EL:3:4:5:7:12:16:23:29:40:53:65:75:85:92:96:96:107:104:96:97:94:90:84:86:89:93:101:102:119:134:149:164:173:173:156:142:137:132:143:147:125:106:98:96:93:96:95:95:92:92:96:97:97:103:104:107:93:79:70:63:50:40:32:23:19]
[PS_EL:3:3:4:6:8:12:16:21:29:39:47:54:61:66:68:71:76:74:70:70:67:65:58:57:58:60:65:69:75:81:88:97:101:97:94:89:86:86:86:81:72:66:61:59:60:59:58:60:59:60:62:64:64:66:67:69:64:57:50:42:33:26:21:16:13]
[PS_EL:2:3:4:6:8:10:14:19:26:35:41:47:52:55:56:60:64:62:61:60:59:53:48:47:47:49:52:56:61:66:72:78:79:79:79:76:74:71:67:60:53:48:46:46:47:45:44:46:48:49:50:49:49:50:52:53:50:46:39:33:25:20:15:11:10]
...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
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.
...
... 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.
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)
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...
Thank you.... 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.
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)
Any tips for getting extra volcanos, with a minimum of other changes from the base worldgen configs?Set the top end of volcanism incidence mesh to 7000 or so, minimum volcanoes to like 100 and press zoom
//Torrenal
Twiddling thumbs while rejects pass 4000...
... 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.
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.
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)
Added pole-setting parameters for world gen, allowed north+south pole and no-pole options
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)
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.
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.
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.
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.
[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]
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.
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 ok2,5Mb image of world:http://i.imgur.com/s9PocYo.jpg (http://i.imgur.com/s9PocYo.jpg)Spoiler: world (click to show/hide)
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.
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:Your world is HUGE. If you want more places with many neighbors give them more time to spread [END_YEAR] or use smaller world.Spoiler (click to show/hide)
Hi guys,The wiki says:
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
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..
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.
QuoteVolcanoes 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.
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?
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..
What should I be looking for to maximise the following (or has anyone found this):Here's one that seems to match.
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...
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
... 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.
You make such a good point Vjek. I've been worrying about rivers this whole time when aquifers would be so much easier :-[This matches, but the volcano is in the middle of a lake. :)
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.
You make such a good point Vjek. I've been worrying about rivers this whole time when aquifers would be so much easier :-[This matches, but the volcano is in the middle of a lake. :)
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.
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.80 tiles of aquifer on the NNW edge, just a single Z-Level (136)Spoiler (click to show/hide)
You can change History, Name, and Creature Seeds, as long as you leave "Seed" alone, you should get the same geography/geology.
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. :)
Anybody know of good param settings to get sheer vertical cliffs? I know turning off erode extreme cliffs helps.
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.
...Is it even possible to get a 2x2 with 4 different biomes?Yeah of course.
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)
RequestFor 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.
Small or pocket
Lots of civs, with at least one of each
Several towers
Mega and semi-mega beasts
Fairly high savagery
...Is it even possible to get a 2x2 with 4 different biomes?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.
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) ...
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.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?)
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.
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.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?)
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.
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.Ok, this one matches many of your requirements, I think. Definitely has the re-animating/terrifying biome next to joyous wilds.
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.
Does anybody have a world such that there exists a 3x3 embark with:Completely flat Temperate Woodland, very small aquifer in NW corner, all four civs as neighbors, tetrahedrite and cassiterite for bronze.?
- 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
[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
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.
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.
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.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.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.
Does anyone happen to have a small world that fits a couple of parameters for me?Here it is..
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!
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.
That does not appear to be working: it has trouble placing enough low tiles, apparently.
I would like something with the following features, please:Alrighty, this took longer than usual because of some ... strangeness which may end up being a worldgen bug, but who cares about that? :D
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.
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!
[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]
Alrighty, this took longer than usual because of some ... strangeness which may end up being a worldgen bug, but who cares about that? :DThat looks perfect, thank you!
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)
Request:Purely as a demonstration worldgen... this will generate worlds that meet your requirements.
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.
Is it possible for me to get aFound a match for you, StagnantSoul. (oh well, didn't see your post heheh. :P )
-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?
...whenever i change just a few numbers i end up with endless rejections...
Can anyone tell me what settings to change if I want to generate very tall caverns that are mostly open space?I've seen what you're describing before, but rarely, and I think it's a bug that it happens at all.
I want to make a cavern fort, and the normal 5 level tall caverns are somewhat inappropriate for this.
... on a 2x2 embark, from most important to least.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)
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.
Can anyone tell me what settings to change if I want to generate very tall caverns that are mostly open space?I've seen what you're describing before, but rarely, and I think it's a bug that it happens at all.
I want to make a cavern fort, and the normal 5 level tall caverns are somewhat inappropriate for this.
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. ???I suspect similar caverns will exist throughout this world.Spoiler (click to show/hide)
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.
... on a 2x2 embark, from most important to least.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)
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.Spoiler (click to show/hide)
...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.
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.
...
So I'm going to go ahead and make my request. I'm not figuring this out myself.So, no iron, no aquifer, but two types of flux (chalk & marble) and the rest matches.
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.
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...
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?
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.
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).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.Spoiler: worldspawn1 (click to show/hide)
Can I get a world with-I believe this matches everything but the cassiterite:
...
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.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.
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 ofmalachitemagnetite and mica mixed in with gorgeous layers of marble to dig into now though.
No sign of the tower or goblins either. T.T
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:I believe this one matches, but if something is missing, or it doesn't work, let me know.
* 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.
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:I believe this one matches, but if something is missing, or it doesn't work, let me know.
* 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.Spoiler: 2x2 volcano/river (click to show/hide)
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.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 ofmalachitemagnetite 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.
Something like this, Zuglarkun, or a larger elevation off the water?Spoiler (click to show/hide)
... 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.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.
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.
:o Yeah, like that but with a larger elevation off the water, like a small hill will suffice.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.
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.
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?
So, here's the deal with this..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?
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? :)
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.
Sure, here it is: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.
... 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.
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.
Would it be possible to get an embark that hasAll 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.
- 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
?
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.
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 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.
...Ok, try this one
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.
00000
00000
00000
0---0
0|0|0
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).
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.
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.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.
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.
What I'm trying to create: ...So, a few items of note.
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'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.Try this one as a template, smeeprocket. Remove the seeds to get different types.
The problem is, with a 2x2 embark, I can't get trees AND ocean.
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.
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]
AfterCode: [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)
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.
Only 1 tile of ocean is rough for trying to get sea creatures tho.
So I get my question is what numbers give me an entirely savage world and what numbers give me a ridiculous amount of volcanoes?
My map is 16x16 if that matters any
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.
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.
[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]
... Basically, I'm winning too much. ...This should help with that.. :P
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.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.
- 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
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.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.
- 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
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...Version? Any mods?
... Weird, when I try that I get a dwarf civilisation right over the embark...Version? Any mods?
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 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.)
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.
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.
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.
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.
I'm a lazy jackass please do effort for meI 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.
Well, I actually did that. But I must have made a mistake because the world looks different.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.
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.
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 :)
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 :)
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.
This isn't a request for a world recipe so much as a question about how an ingredient might work...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.
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?
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!This isn't a request for a world recipe so much as a question about how an ingredient might work...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.
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?
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.
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'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
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.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;
Any idea what can help to alleviate this?
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
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.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;
Any idea what can help to alleviate this?Spoiler (click to show/hide)
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.
That isn't necro, isn't it?
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.
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.
[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]
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. :)
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
Civilized World Population
1324 Dwarves
243 Humans
241 Elves
580 Goblins
[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]
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.
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.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.
Does anyone have any best practices/tips for making this more likely to happen? :)
[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]
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.Try [Volcano_Min:3-10] depending on world size.
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.
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.
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.
Thanks for the testing. I guess I hadn't bothered to do the science on the new version.
... 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.
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.
... 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.
... 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.
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)
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.80 tiles of aquifer on the NNW edge, just a single Z-Level (136)Spoiler (click to show/hide)
You can change History, Name, and Creature Seeds, as long as you leave "Seed" alone, you should get the same geography/geology.
I hope to enjoy it, and hope someone else may :).Spoiler (click to show/hide)
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 :)
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 :)
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.
[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]
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.
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.
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.
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. :-\ )
Huh, not sure this is the right tread to ask, but... ???Try this one:
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. ...
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!
... Do you think this is possible to generate?Without using PFV, I doubt it.
Hey, can anyone come up with this:Pick the basic World type you want (Large Island, Pocket World, etc.) and change/add the following parameters;
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.
Hey, can anyone come up with this:Pick the basic World type you want (Large Island, Pocket World, etc.) and change/add the following parameters;
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.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.Spoiler (click to show/hide)
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)
Try this one: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.Spoiler (click to show/hide)
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.
You could always try this:Nope, nothing changed. Waited for 2 more years, Created Wealth is now over 4000000, still no sign of goblins.
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?
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?...
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. :)
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.
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?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?
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.
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
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?
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. :)
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.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.
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.
cochramd,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.
Here's something that appears to match:
*snip*
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'll take a crack at this;
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.
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.
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 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)
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.