@PatrikLundell: The crash was instantaneous when I called the script. I've never used it, so I wasn't 100% sure when to run it. I selected my embark area and was in the midst of "preparing carefully". I believe the forum thread just said you could do it before embark. Perhaps that was the wrong time to call the script?Thanks for the answer. It's an unusual time to call it, as I usually do that before actually selecting the site, but I just tried to do that and it started normally (and I don't know of any reason for why it shouldn't work: there's no dependency on which screen you're on. I've used it during world gen as well). Without being able to replicate it and without any DFHack window traceback I'm afraid I can't do much. Please try again and report any info that might help me, as I don't like to have bugs lurking in the shadows.
It doesn't need to be flat, just flat enough that wagons can path to my fort. I always just dig into the side of a hill/mountain.No problem, this should meet your needs:
...
Edit: is it too much to ask for some gypsum as well as long as I'm asking for the world?
It doesn't need to be flat, just flat enough that wagons can path to my fort. I always just dig into the side of a hill/mountain.No problem, this should meet your needs:
...
Edit: is it too much to ask for some gypsum as well as long as I'm asking for the world?
No worries, I'll see what I can find with a river tile.
The Region Manipulator allows you to adjust things on the Mid Level Tile level (i.e. what's in your embark tiles). It's a complement to the Biome Manipulator for the detailed scale (and with trial and error you can do wonky stuff like a circular river with it).
Apparently you got the Biome Manipulator working, though, which is great.
Cave spiders are vermin, and thus animals (which cannot be domesticated, but they spread webs all over the caverns), and apparently they aren't present in your civ's starting city's neighborhood (i.e. the caverns below it, I'd assume).
Here's one that matches, with surface flowing water, in a 4x4.Spoiler: teh_sam2 (click to show/hide)
Also found this historically desirable embark, a volcano and surface flowing water in a 2x2, steel friendlySpoiler: volc_riv_sf1 (click to show/hide)
Created in DF v0.47.03.
[WORLD_GEN]
[TITLE:CREATE WORLD NOW = 5344554]
[SEED:DzEgnYAKGU5xn9LzhkLg]
[HISTORY_SEED:PecvoaFauL3Q9SrevVlc]
[NAME_SEED:RbMPHipfjyLKg5fXnvB8]
[CREATURE_SEED:MF0goYcmCeefc5awwRlk]
[DIM:257:257]
[EMBARK_POINTS:1504]
[END_YEAR:250]
[BEAST_END_YEAR:250:-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:3:1:2:3:4:5]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NORTH_AND_OR_SOUTH]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:150]
[SEMIMEGABEAST_CAP:300]
[TITAN_NUMBER:66]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:52]
[NIGHT_TROLL_NUMBER:26]
[BOGEYMAN_NUMBER:26]
[NIGHTMARE_NUMBER:26]
[VAMPIRE_NUMBER:26]
[WEREBEAST_NUMBER:26]
[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]
[SECRET_NUMBER:52]
[REGIONAL_INTERACTION_NUMBER:52]
[DISTURBANCE_INTERACTION_NUMBER:52]
[EVIL_CLOUD_NUMBER:26]
[EVIL_RAIN_NUMBER:26]
[GENERATE_DIVINE_MATERIALS:1]
[ALLOW_DIVINATION:1]
[ALLOW_DEMONIC_EXPERIMENTS:1]
[ALLOW_NECROMANCER_EXPERIMENTS:1]
[ALLOW_NECROMANCER_LIEUTENANTS:1]
[ALLOW_NECROMANCER_GHOULS:1]
[ALLOW_NECROMANCER_SUMMONS: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:80]
[NON_MOUNTAIN_CAVE_MIN:120]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:80]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:2000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:33000:4032:2016]
[RAIN_RANGES:2016:4032:2016]
[DRAINAGE_RANGES:2016:4032:2016]
[SAVAGERY_RANGES:0:8256:16512]
[VOLCANISM_RANGES:2016:4032:2016]
To get much candy you want your spire(s) to be as tall as possible. DF has a bug in its spire generation for worlds that have less than 3 cavern which causes spires that are set to reach the 3:rd cavern (and 2:nd, if only one layer is generated) to fail to appear at all. This bug can be corrected by changing the tubes to reach the 2:nd (or 1:st with a single cavern) level instead. It's also possible to use the same logic to stretch a tube that's set not to reach the caverns to reach the first 1 (regardless of number of caverns) for maximum spire length. This DFHack script fixes spires that would fail to appear due to the bug: https://github.com/PatrikLundell/scripts/blob/master/candy_corrector.lua (https://github.com/PatrikLundell/scripts/blob/master/candy_corrector.lua). Beware that if you're going to use the script's logic to hack spires manually, DF doesn't actually populate the data structure entries until the world tile the data applies to is in the embark focus. Trying to hack data without having it loaded can either result in a crash (if the high level feature shell isn't loaded) or failure to find any data to manipulate.
In addition to this, specifying a lot of levels between the magma sea and the lowest cavern will result in a lot of spire levels if the spire is set to (actually) reach that cavern.
How make a world, that will be all spreaded by evil surroundings? Not covered from start, but fully dominated by goblins and necromancers.
How make a world, that will be all spreaded by evil surroundings? Not covered from start, but fully dominated by goblins and necromancers.So, from what I've seen, this is a bit tricky, and I'll explain what I mean.
This one should match, CABL.
I've generated worlds with lots of evil clouds, the problem is, none of those materials are actually showing up in the world. Even reducing reanimation and evil rain interactions to 0 results in evil areas with no weather at all. Basically, I'm asking for confirmation that a particular biome actually has that weather.The Biome Manipulator http://www.bay12forums.com/smf/index.php?topic=164658.msg7495705#msg7495705 (http://www.bay12forums.com/smf/index.php?topic=164658.msg7495705#msg7495705) allows you to look at which interactions different regions have, as well as add/replace/remove an interaction. You'd probably have to do that before embark, but I don't think I've tried afterwards.
Here's one, Sr.Hikari, 16 volcanoes in a pocket world, no rain, no rivers, no oceans. Mountains, deserts & badlands.Spoiler: volcanic (click to show/hide)
.Does anyone have a 4x4 embark for 0.47.04Here's one that matches:
That has:
- Temperate
- Trees / Fruit trees
- Flux stones
- River/Brook/Stream
- Shallow and deep metals
- Caves system
- Magma
- Goblins
- Dwarves
- Elfs
- Humans
- Necromancers
@KassaK: Why do you care about how much forest there is is the world? The only important biome thing for fortress mode is what it looks like where you embark (and to the NW, due to the air biome bug), so the rest of the world can act as a "resource pool" for other races (and elves are particularly bad at getting up to large numbers, and tend consistently to get low population sites). You typically want a number of potential embark sites, though (unless you're tailoring the world specifically using PSVs), so you need some of your preferred embark biome(s) to get some alternative sites.
Do we know whether a complete seed (a fully identical parameter set) generates a geographically and historically identical world on all three 64 bit platforms in 0.47.04?It's known that getting rejections often did not generate the same in previous versions, and I've heard nothing to indicate that has changed. It's also know that there are cases (i.e. bugged ones) where you don't get the same world even without rejections, and some bugged cases where you don't get the same result if you use a freshly started DF compared to one that's already created one or more worlds. There's also an issue of 32 vs 64 bits (at least on Windows).
The wiki implies geography but not history "In the current version", but I figure if anyone is absolutely sure, they probably read this thread.
I'm working on a tutorial, so a universal seed would be handy!
Thanks in advance!
Question: How do I get maps with more Z-levels?It seems you get more Z levels in uneven terrain, and possibly even more at high elevations. The advance world gen way is to increase the distance between layers to get more Z levels between them. I set the number of levels above the first cavern to 15, for instance, to get some nice space for a fortress.
I've read around that you can get 400+ Z-levels on maps if you know how, but I can't find any explanations as to how?!
Also now with lazy newb pack - I cannot seem to get elves on the embark - are they broken for trade caravans at the moment?
Question: How do I get maps with more Z-levels?Two ways that I know of. Utilizing terrain above the embark level, and manually specifying the Z-Levels in the "Above Layer" settings.
I've read around that you can get 400+ Z-levels on maps if you know how, but I can't find any explanations as to how?!
Also now with lazy newb pack - I cannot seem to get elves on the embark - are they broken for trade caravans at the moment?
No, never. In fact, I thought single-cavern worlds spires were limited to ending right above magma sea, with other ones culled due bug.No, spires that reach the single cavern in single cavern worlds are very rare because of the bug: they only appear if they are specified to reach the first cavern which is very rare.
It was certainly a surprise to me, as well. I'm not sure the reason or cause, but my first thought was... if we could find a place like that and stretch the caverns (in the past I think it was figured out how to stretch caverns to 'absurdly tall') then... well.. there's some potential. :o 8)I don't see why you can't just go with what's well known, i.e. levels above layer. If a spire reaches any cavern at all, extending the layers below that cavern extends the spire, so with a standard 3 cavern world and a spire reaching cavern 1 (can be done with hacking), extending any or all the distances in between the magma sea and the first cavern gives you a huge amount of spire to munch on. I guess you can also try to warp the world so the caverns themselves are 50 levels high, but that means it's a pain to secure those caverns by walling the edges off.
Is it possible to generate a world where the chances of the circus coming to town is at its maximum possible chance? Do you need to set the history to a long time and add a bunch of mountains (so dwarves generate more)? Is it possible to make sure only dwarves generate on the map?You can certainly make a dwarf-only map. Just ensure there is only 0-9 rain, and use 299-301 elevation, and set demon count to one.
[WORLD_GEN]
[TITLE:DWARF HELL WORLD]
[DIM:129:129]
[EMBARK_POINTS:1504]
[END_YEAR:1050]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:299:301:1600:1600]
[RAINFALL:0:0:200:200]
[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]
[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:2500]
[MEGABEAST_CAP:18]
[SEMIMEGABEAST_CAP:37]
[TITAN_NUMBER:9]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:1]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[NIGHTMARE_NUMBER:14]
[VAMPIRE_NUMBER:14]
[WEREBEAST_NUMBER:14]
[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]
[SECRET_NUMBER:0]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GENERATE_DIVINE_MATERIALS:1]
[ALLOW_DIVINATION:1]
[ALLOW_DEMONIC_EXPERIMENTS:1]
[ALLOW_NECROMANCER_EXPERIMENTS:1]
[ALLOW_NECROMANCER_LIEUTENANTS:1]
[ALLOW_NECROMANCER_GHOULS:1]
[ALLOW_NECROMANCER_SUMMONS:1]
[GOOD_SQ_COUNTS:6:63:0]
[EVIL_SQ_COUNTS:6:63:0]
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0]
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER: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]
[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:15]
[NON_MOUNTAIN_CAVE_MIN:25]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:24]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1040]
[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]
@vjek, have ya tried a long history with an extreme volcanism setting, to tilt worlgen towards generating that breach, as circus is reached via magma and its candy tubes, usually? Volcanism frequency may play a very crucial factor. Something along the lines of all volcanism and none. [VOLCANISM_FREQUENCY:1:5000:0:0:0:5000]I fail to see any connection between volcanism and breaches. I pre history world gen DF places goblin civs without any known connection to volcanism, while during history they're released when dwarven civs decide to dig too greedily. The only connection between the underworld and the rest of the world is through candy spires. These spires pierce the SMR and always go through the magma sea, which allows dorfs to process them carelessly. The presence of a volcano or magma tube is mutually exclusive with the presence of a spire in a Mid Level Tile (the spire gets shifted to a different MLT).
Don't know if this was already answered, but is there any way to make caverns less vertically "stretched"?In general, I've found the following to be true in this context.. Use one cavern. Have a perfectly flat embark. Have no oceans. Have a very small disparity between the highest and lowest world tile altitude/height. By doing that, you'll end up with the thinnest 'vanilla' embarks.
I found some seeds that don't crash after 1050 years (very long history). Times reported are from a Zen 2 desktop.
Small world, Very Long history (15 minutes to generate)Spoiler: Small world map (click to show/hide)Spoiler: Small world seed (click to show/hide)
Medium world, Very Long history (38 minutes to generate)Spoiler: Medium world map (click to show/hide)Spoiler: Medium world seed (click to show/hide)
Large world, Very Long history (1 hour, 35 minutes to generate)Spoiler: Large world map (click to show/hide)Spoiler: Large world seed (click to show/hide)
[WORLD_GEN]
[TITLE:Spindle Kings the Worldmakers v1337]
[DIM:65:65]
[EMBARK_POINTS:1504]
[END_YEAR:1010]
[BEAST_END_YEAR:10:50]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:80:340:400:400]
[RAINFALL:10:90:100:100]
[TEMPERATURE:-103:267:200:200]
[DRAINAGE:30:70:1600:1600]
[VOLCANISM:0:100:3200:3200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:1:0:2500:5000:2500:0]
[RAIN_FREQUENCY:1:250:5500:3000:1000:250]
[DRAINAGE_FREQUENCY:1:0:1000:8000:1000:0]
[TEMPERATURE_FREQUENCY:1:600:1337:6126:1337:600]
[SAVAGERY_FREQUENCY:1:1500:2000:3000:2000:1500]
[VOLCANISM_FREQUENCY:4:5000:0:0:0:5000]
[POLE:NONE]
[MINERAL_SCARCITY:1250]
[MEGABEAST_CAP:24]
[SEMIMEGABEAST_CAP:4800]
[TITAN_NUMBER:8]
[TITAN_ATTACK_TRIGGER:120:100000:500000]
[DEMON_NUMBER:2]
[NIGHT_TROLL_NUMBER:1]
[BOGEYMAN_NUMBER:1]
[VAMPIRE_NUMBER:1]
[WEREBEAST_NUMBER:5]
[SECRET_NUMBER:25]
[REGIONAL_INTERACTION_NUMBER:25]
[DISTURBANCE_INTERACTION_NUMBER:25]
[EVIL_CLOUD_NUMBER:1]
[EVIL_RAIN_NUMBER:5]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:30:3:1]
[EVIL_SQ_COUNTS:60:6:2]
[PEAK_NUMBER_MIN:0]
[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:0:0:0]
[EROSION_CYCLE_COUNT:1000]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:0]
[SUBREGION_MAX:2400]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:33]
[CAVERN_LAYER_OPENNESS_MAX:99]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:33]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:66]
[CAVERN_LAYER_WATER_MIN:33]
[CAVERN_LAYER_WATER_MAX:99]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:10]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:3]
[LEVELS_ABOVE_LAYER_3:3]
[LEVELS_ABOVE_LAYER_4:3]
[LEVELS_ABOVE_LAYER_5:5]
[LEVELS_AT_BOTTOM:5]
[CAVE_MIN_SIZE:10]
[CAVE_MAX_SIZE:50]
[MOUNTAIN_CAVE_MIN:15]
[NON_MOUNTAIN_CAVE_MIN:45]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:0]
[TOTAL_CIV_NUMBER:15]
[TOTAL_CIV_POPULATION:100000]
[SITE_CAP:250]
[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]
How force necros to make more experiments?You can't. More necros means more chances for experiments, which is what you have to bet on (and try to balance against the tendency of eliminate all normal population). Longer history means more necros and more time for necros to experiment, for example.
Does anyone have any tips on creating a super dense world? Ideally I'm looking for a world with:While this doesn't meet all your requirements, it has some..And a nice embark with
- Tons of historical figures (10k+)
- 1-2 Civs of each race
- Roughly balanced populations of each race (no worlds overrun with goblins)
- Lots and Lots of Necro Towers
I've tried playing around and I can get necro towers in dead worlds, or dense worlds with no towers, but it's hard to get both.
- Tons of Steel and Candy
- In the mountains
- A short distance (1-3 days travel) from all of the above
- Bonus: On a road or tunnel or something
Steel and Candy are pretty straightforward - just jack up mineral prevalence and LEVELS_ABOVE_LAYER_4.
Anyone know what to tweak to get that density?
The frequncies are all 1s. I see this often in vjeks 17x17s. Why do you guys do that?If I start from scratch, I use meshes and weights. I really liked the geography and resources of several sites with the given seed, except that there was hardly any evil in my RNG seeds, using the original params, so I tried to keep from affecting the geography, and went back to params on rejects.
Good luck, 1000 evil clouds, OMG! Build a roof FAST.That's the idea. It'll also only have dwarf caravans, but it may be too dangerous to let them in...
Do you want the caverns to be near the surface, or would you prefer they be deeper?
Personally, I prefer 'thin' worlds, that is, those that have the fewest Z-levels between embark and magma. However, opinions vary, and so do the options.
I see. I didnt catch Buckets was using PW. Gotcha. Makes sense now. Thanks for clearing that up.No PW, just advanced world parameters.
[SEED:H9N9AEvkByrndnjnLoKn]I was trying to keep what the geography-creating parameters gave me with that. The given params in the by the original poster, DrCyano, were still RNG dependent (no SEED lines). That means very little messing around with a lot of the parameters, including all of the basic rain, elevation, volcanism, savagery, etc.. While it failed on evil, it did a good job on giving a lot of cold weather, and interesting sites (steep hills, very deep caverns, lairs, lakes, and so on, with a lot of features and variety inside of 2x2 embarks).
Anyone have territories with mixed good and evil surroundings? I embark on one and want more.Joyous Wilds and Sinister in a 2x2, with some other encroaching biomes on the edges, too.
Not sure if I would bother using a seed, from a PW worldgen, on a default worldgen. Lotsa additional trailering code from PW is missing.AFAICT, PW was never involved. The original poster just let the RNG do its thing, but didn't have enough params set to guarantee the evilness of the results. I wanted a resulting world's geography, just without the easy first couple years.
Essentially, to make something like have magma appear on a given Z-level, you would ... you know, I have a post (http://www.bay12forums.com/smf/index.php?topic=175538.msg8160351#msg8160351) where I just did this.. :D
That shows you the math for a very thin world. If you wanted magma deeper, then simply increasing the levels_above_layer settings where appropriate would accomplish that goal.
The actual Z-level that is the embark level will vary by world. In worlds with an ocean depth, or an ocean at all, it will be different than without.
For that reason, most references you see in this thread or similar refer to the embark level (ground level, where the wagon appears in a 100% flat embark) when describing how high or deep something is. As in 'such-and-such mountain was 120Z high' means 120Z higher than the embark level, which could be anywhere from 100-149. (off the top of my head, again, it will vary by world, iirc)
My apologies if this isn't the best place to ask, but what are the pros & cons of going big or small on world size and history length?In my experience, the pros are speed. with a smaller world and fewer historical figures you typically get faster saves, faster loads, higher FPS.
@Russel.s
It's probably possible to hack the civ name, although it is a bit of work, as you'd have to negotiate the name structure.
Are you sure a dead civ is OK? Are you aware that they cannot raid (you can send squads out, but they'll never move from just off the embark and will never return)? Raiding is FUBARed anyway, on the other hand...
I have a request. Ages ago, back when undead were basically invincible, I generated a world with only one dwarf civ and embarked on a re-animating evil red sand desert, to fight back the tide of evil! Sadly I lost the save somewhere along the way.This one should work..
I'd like to recreate the theme, if possible.
Essential:
Smaller to Medium sized world (don't mind the size), and if possible, a 'normal' looking world, so I can later adventure through
Embark site that re-animates the dead, ideally with a cliff face or mountainside to dig into.
no evil rains (I hate the blood rains, but evil clouds are fine)
One dwarf civ, ideally not prospering-- although a completely dead civ would also be pretty neat!
Desirable:
Steel or iron or bronze available
a deep embark
2 cavern layers instead of 3
Dwarf Civ has a cool name :P
Thank you all for your help :)
This one should work..
Steel friendly (dolomite, magnetite, coal, lignite)
Sinister
Small World (33x33)
Reanimating Biome
Fire Clay
Sand
Light Aquifer
One Dwarven Civ, not dead
46 Z Levels from the Embark to SMR Sea
Two Caverns
You should be able keep the world seed and randomize the other seeds for other features like more civs or whatever other thing you want.Spoiler: russell-s1 (click to show/hide)
Thanks for the clarifications! Based on your recommendations having Aquifers and Brook instead of river sounds just fine. ...Here's two that match, BrisoS.
How generate world that have glacier goblins with blizzard men and plain goblins with ogres?You'd probably have to change the entity raw to copy the goblins into a second instance (with a different name), and modify the first one to start on glaciers exclusively and the second one to start on plains exclusively.
Thanks for the clarifications! Based on your recommendations having Aquifers and Brook instead of river sounds just fine. ...Here's two that match, BrisoS.
3x3 Temperate Shrubland + Mountain, volcano, brook
Caldera is to the SW, and is the high point in the embark area.
Steel friendly, sand, clay, trees, neighbors, etc, as you've outlined. No Aquifer.Spoiler: BrisoS1 (click to show/hide)
Second one.. 3x3 Temperate Conifer Forest + Mountain (you can adjust the embark to the east if you want less brook and more trees)
The hillside is on the north part of this embark, with the magma of the volcano being just below the embark level.
Similar stone/mineral features as the first, which you can compare in the prospect below.
This one has a partial aquifer, it doesn't extend east and west adjacent to the volcano.Spoiler: BrisoS2 (click to show/hide)
What's the minimum amount of years needed to pass during generation for towers to start forming? Part of my dream embark is being cozied next to all the civilizations and a tower for lots of trading, ambushes, and sieges.That's not really a useful question. The answer is probably 0 or 1, but the probability for it to happen that early is probably fairly or very low. What I think you actually want is a typical number of years where there is a good chance for the desired criteria to be met, and that, in turn, depends very much on the world. My guess would be 50 years for a somewhat poor probability, with 100 for a better one.
I want to make a completely cold (icy) pocket world with scattered volcanoes. There are many necromancers, many megabeasts and other evil spirits. An active existence of civilizations or at least races is desirable.Dwarves require mountains to start in, humans require plains, and elves require forests, while goblins can start anywhere. Too high evilness will block everyone. Humans seem to have a lower tolerance for evilness than the others. Too high a savagery is a problem for humans.
P.S. Are there any clear guides for creating worlds? Excuse me, I'm a foreigner, I write from Google Translator. Thanks in advance
I want to make a completely cold (icy) pocket world with scattered volcanoes. There are many necromancers, many megabeasts and other evil spirits. An active existence of civilizations or at least races is desirable.Dwarves require mountains to start in, humans require plains, and elves require forests, while goblins can start anywhere. Too high evilness will block everyone. Humans seem to have a lower tolerance for evilness than the others. Too high a savagery is a problem for humans.
P.S. Are there any clear guides for creating worlds? Excuse me, I'm a foreigner, I write from Google Translator. Thanks in advance
Thus, you can't make the world completely frozen if you want humans and/or elves.
It can also be noted that if your focus is fortress mode, it doesn't really matter to your fortress what the rest of the world looks like: you only see your embark, although raiding (when it doesn't crash your save) and trade can bring biome dependent produce into your fortress, which gives you a small taste of other biomes. Spending time to adjust the whole world when you really only want your possible embark locations to match some criteria can be overkill, and it might be better to try to focus on getting as many acceptable embark locations as possible in order to find one or two that is good.
I want to make a completely cold (icy) pocket world with scattered volcanoes. There are many necromancers, many megabeasts and other evil spirits. An active existence of civilizations or at least races is desirable. ...As Patrik mentioned, A world that is 100% entirely frozen won't have any races in it. However, you can make it mostly frozen.
I want to make a completely cold (icy) pocket world with scattered volcanoes. There are many necromancers, many megabeasts and other evil spirits. An active existence of civilizations or at least races is desirable. ...As Patrik mentioned, A world that is 100% entirely frozen won't have any races in it. However, you can make it mostly frozen.
You can even make it frozen everywhere except some small areas where the races live.
Many megabeasts is subjective, and will contribute greatly to killing everyone. What I mean by that is, if you put enough megabeasts into the world, everyone will be dead. They'll kill all the civilizations. A dangerous world is... dangerous. 8) So, you can have some or a few megabeasts, but many (as in more than 10) in a pocket world, and it will reduce potential viability, considerably.
In any case, how many civilizations do you want, and of which type? Or.. just a dwarf civilization plus any other? Dwarf + goblins is pretty easy, but if you mean dwarfs + humans + elves + goblins, that's considerably more time & effort. It's fine either way, just wondering what your tolerances are.
Is the goal to have three caravans (human, elf, dwarf) visit every year, or just one caravan, and/or goblin/necromancer attacks?
Do you want a surface volcano in the embark, or are they just there for atmosphere/flavor?
And don't worry about your English. It's better than many native English speakers. :D
Ok, from that, I'll look for a volcano on the surface embark of a glacier, in a world with all the races, at least one tower within the embark range, and sand available for glass.
Temperate and glacier don't typically go together, but if you want a temperate embark instead of a glacier, or both together as part of the embark, let me know.
Here's a world with two embarks, one on tundra with a bit of glacier, one on glacier entirely, both with surface volcanoes.
Both embark locations are within range of all races, and a necromancer tower with hundreds of inhabitants.
This is a PSV world, as you'll see by the worldgen parameters.EDIT:Spoiler: MrNihil1 (click to show/hide)
So, looking at your goal of wanting to have visitors, I tried that on both embarks, and no visitors show up, for me. (YMMV)
Thinking it might be related to density population or civilizations, I created a second similar world, and did get a single visitor.
However, the visitor had some issues..Initially, I had world temperature set at -90, but that creates NO TRADE flags on embark with all the nearby Civs, so I scaled it back to -85 so that wasn't happening.Spoiler: frostbite (click to show/hide)
Clearly, some histfigs are willing to brave the cold under the right conditions, but this isn't an area that I've extensively tested visitor behavior.
Here's a world with two embarks, one on tundra with a bit of glacier, one on glacier entirely, both with surface volcanoes.
Both embark locations are within range of all races, and a necromancer tower with hundreds of inhabitants.
This is a PSV world, as you'll see by the worldgen parameters.EDIT:Spoiler: MrNihil1 (click to show/hide)
So, looking at your goal of wanting to have visitors, I tried that on both embarks, and no visitors show up, for me. (YMMV)
Thinking it might be related to density population or civilizations, I created a second similar world, and did get a single visitor.
However, the visitor had some issues..Initially, I had world temperature set at -90, but that creates NO TRADE flags on embark with all the nearby Civs, so I scaled it back to -85 so that wasn't happening.Spoiler: frostbite (click to show/hide)
Clearly, some histfigs are willing to brave the cold under the right conditions, but this isn't an area that I've extensively tested visitor behavior.
Howdy there. Just wondering if there's any way of getting a Walking Dead type of world? By which I mean almost everywhere is populated by undead. I don't know what parameters affect tower generation, but maybe making most of the world squares evil would do the trick? I'd be happy with a smaller or small sized world. Anyone got any advice?There's a few different types of undead. At least:
Nothing too tricky in your request, Machinist, except these features:
[snip]
Hello newish player here with a few questions and a request if you will.1) Yes. Enter Legends mode for that save/world, and press 'p' to export the required files to regenerate it from scratch back to its original form.
First i already have a world i kinda liked but i want to restart it is there a way to rewind or regen it exactly as it was? I do not know if i used advanced world gen or regular to make it if that helps or hurts.
Second You cannot send out raids with a dead civ right? If i were to start, retire a fort and then make a new fort could that new fort send out raids?
Third question do you have any tips on generating worlds with dead or dying civs but still has humans or elves alive and definitely has goblins?
Final and kinda for fun question is there a way to be the first and only dwarven civilization? Im sure this would be tricky but does seem fun.
As for my request can i get a pocket or smaller world with a dead or dying civ, an ocean on one side of the map, 2 volcanoes, goblins, human or elves still alive only need 1 of them prefer both, just a few megas, semis and a titan or two, only 1 cavern layer that has water and trees, As for the embark can i get a 3x3 that has some savage area, is steel or bronze friendly, has trees, and has a water source (River, brook, or light aquifer)
Sorry if this is a bit much, thanks
1) Yes. Enter Legends mode for that save/world, and press 'p' to export the required files to regenerate it from scratch back to its original form.Thank you and here is the world i used a while ago if anyone is interested its a pocket world with a main continent and a small 7 tile island that has a volcano, dying civ One dark fortress on the island, Mainland has goblins, two necro towers and human neighbors according to embark assistant a few semis are still alive according to legends. Also in a few game years when i was playing this map it will enter into the age of goblins.
2) It's buggy, for certain. Someone else will have to provide more details, not my area of experience. I can only confirm that with a dead civ, an attempted raid (today) failed to return for me (in 47.04).
3) Yes, I've just been doing that for a personal project. Tips... is tricky.. there's a variety of ways that all dwarven civs die off. Some things can increase the likelihood. An increase in danger is certainly one way. That danger can be hostile civs, titans, FBs, semi/mega beasts, and more. However, even just one FB showing up early in history can wipe out a dwarven civ, regardless of all other features, so.. it can happen in almost any world, if there is only one dwarven civ being generated. Of course, to ensure that is relatively straight forward, just create one place where it can appear, and you only get one. In my experience, if there are zero living dwarves in world_sites_and_pops.txt and zero dwarven historical figures, you have >99% chance that all dwarven civs are dead (not just dying). Dying civs are pretty easy, just find a world with some dwarven histfigs and zero living dwarves.
4) Yes, a bit further to the answer to (3) is: Create a single 300 elevation tile that is non-savage. Set your cavern water to 15/15. Set the number of civs to one, and only a dwarven civ will be created. You an have zero, tens or hundreds of other (non-dwarven) civs, if desired.
Nothing too tricky in your request, I'll work on it today.
... As for my request can i get a pocket or smaller world with a dead or dying civ, an ocean on one side of the map, 2 volcanoes, goblins, human or elves still alive only need 1 of them prefer both, just a few megas, semis and a titan or two, only 1 cavern layer that has water and trees, As for the embark can i get a 3x3 that has some savage area, is steel or bronze friendly, has trees, and has a water source (River, brook, or light aquifer) ...Here's a match:
Here's a match:Thank you vjek! thats perfect.
Has a light aquifer, sand, clay, three iron bearing ores, flux, coal, and lignite, along with HFS.
Is an Untamed Wilds Badlands with a stream, trees and shrubs on the surface.
Has a single cavern with underground plants and mushroom trees.
Has Humans, Elves, and Goblins as embark neighbors, with ~5k goblins.
Is a dead dwarven civ.
World map has two ocean edges, is a pocket world, and has two volcanoes.
There are 3 megas, 3 semis, and 2 titans.
As a bonus, you also got a 'stretched' single cavern, that runs from Z-Level 87 down to Z-Level 52, 35Z in height, rather than the typical 5Z.Spoiler: Thatguy65790 (click to show/hide)
@UristVanHelsing: What's the max pop site you will accept? Because I know advmode sites with 10k population are not really visitable, and that's what will happen if you leave dark fortress to stand for two centuries. Would be kinda sucky to have all the artifacts just out of reach.I have a i7-8750H CPU @ 2.20GHz. What's the highest pop I can have an still have decent frames? I suspect something like 2k? I have no idea.
Hello guys !Haven't tried a canyon/volcano embark in a while, so I'll make the attempt. If not, I'll at least make it so it's less than 20Z to magma, from the lower river.
So i was thinking about getting back to DF, haven't played for a while. So i'm looking for a cool map.
I want to experiment with canyons, the larger / taller the better !
A bonus would be to have all 4 races as neighbors. And the cherry on top of it would be a volcano but i know the combination of the volcano and waterfalls is a bit tricky, so it's optional.
Anyone can work his magic to find something like that ? Thanks in advance, you guys are heroes !
Yeah something like n°1 ! Any chance on the volcano ? i know it's the most difficult part :-XFirst, here's a world and embark with some of your requirements met..
i'm trying to make a large world with one megacontinent and one huge mountainridge for modding purposes, any tips on how to achieve this? i dont want any ridges besides thatIn a general sense, this is close:
tysm!!!!i'm trying to make a large world with one megacontinent and one huge mountainridge for modding purposes, any tips on how to achieve this? i dont want any ridges besides thatIn a general sense, this is close:So, what is this? It's a 257x257 seedless worldgen with very few limits or requirements.Spoiler: mountain-island (click to show/hide)
It should, typically, place a single large mountain range/group/area/region in the center of a roughly circular continent, with varying biomes by latitude and rain/drain sloping towards the ocean.
If you want to see a considerably different landmass, change the Elevation Mesh Size from 2x2 to something different, like 4x4.
@vjek: The lack of elves is because with larger(or maybe just taller) world dims the site placement is more picky, usually wanting bigger suitable start area to place the civ. Elves get placed fine if I reduce dims to 33:33 and zero savagery: ...That's exactly what I was going to do to test, so, glad you did it. Having said that, such variable civ placement behavior is just... wrong! :D But at least there is a reason.
First, here's a world and embark with some of your requirements met..
Humans, Dwarves, Goblin neighbors (Elves absolutely refuse to spawn in this world, for whatever reason I can't figure out)
Magma is ~10Z from the canyon-river bottom. Bottom of the river is Z98, magma forges can be built on Z88.
Sand, Clay, Fire Clay, Untamed Wilds.
Unfortunately, the worldgen entry is too large to post here (The message exceeds the maximum allowed length) so I'll put it on pastebin and link it.
As always, you can randomize the history/name/creature seeds if you want to try for different neighbors/civs.Second, some more details about attempting to put a volcano in the path of a very large river canyon..Spoiler: Nevrast-River-Canyon (click to show/hide)
If I set one world tile to volcanism 100, and set the number of volcanoes to 1, it completely changes the entire world for river flow. It's actually pretty amazing how much that single change causes.
Even so, I tried a few different methods that I could think of to force it, and I have never seen it run the river on the same world tile as the volcano. It will run them adjacent, but never together.
The worldgen engine is willing to reroute every water feature / water flow in the entire 65x65 world to avoid doing that, so.. if it's possible, it's not possible using any method I have come up with or seen before. Doesn't mean it's not possible, though. :D
Hello. I'm trying to find a medium-sized or small world where there are mostly flat and low regions, many evil and savage temperate biomes, few volcanoes.I think you need to refine your request a little bit:
Ideally, I'd like to embark on a place where evil savage biome connects a benign region. Or a evil, neutral and good all at once.
Can you help me to generate that?
This world and embark matches most of your requirements, save two. There are only a few megas/semi's, but you can adjust that as you wish, and the Dwarven Civ is Dead (not dying) with Human and Elf neighbors.
Other than that, the embark is split evenly three ways, and has reanimating Terrifying, Joyous Wilds, and Untamed Wilds, with a Spring & Brook, and is steel friendly.
As always, now that the geography/geology part is done, you can regenerate for different civs by randomizing those seeds.
As a bonus, the good and evil flora is quite dense, in this embark location. Lots of eyes, tendrils, bulbs, etc.Spoiler: Aelwen1 (click to show/hide)
How much titans and forgotten beasts can I generate in world without crash?I'd like to know as well, since I like my worlds with a lot of MBs, because they tend to run out quickly on small worlds.
How much titans and forgotten beasts can I generate in world without crash?I'm not aware of the game crashing due to Titans (I'm not aware of any way to control the number of FBs apart from world size and the number of caverns). What happens is that they (as well as megabeasts) tend to kill off civs by razing their sites, with a lot of that happening immediately after world gen, as well as more of it over time, and as they tend to occasionally get killed they also expire over time (and megabeasts aren't good at finding mates to breed with [a bit like dorfs...]).
I tried pocket world with 1000 night trolls. It work if 2 years of worldgen, but crash if worldgen will be longer. 1000 titans crash even bigger worlds. My friend with better computer made world with 500 of all generateable creatures, because 1000 crashed his game even with medium world.How much titans and forgotten beasts can I generate in world without crash?I'm not aware of the game crashing due to Titans (I'm not aware of any way to control the number of FBs apart from world size and the number of caverns). What happens is that they (as well as megabeasts) tend to kill off civs by razing their sites, with a lot of that happening immediately after world gen, as well as more of it over time, and as they tend to occasionally get killed they also expire over time (and megabeasts aren't good at finding mates to breed with [a bit like dorfs...]).
Thus, there is no absolute number, but a balancing act of how many races you require contact with, whether you require civs to be healthy or if it's OK for them to be on the brink of extinction, how long a history you want, etc. The most important factor, however, is how many world gen attempts you're willing to perform to get a desirable world (and embark site(s) within it).
Have you filed a bug report on the bug tracker?No, I don't know what is direct bug and maybe someone report about this bug before me.
Thank you!That world generates properly, without rejections, in a vanilla 47.04 install (just tested it).
But why did you choose 17x17 dimensions?
In my game that world is constantly rejected.
...For this one requirement in particular, I have found limiting the Number of Demon Types to exactly 2 tends to make Goblins less 'world dominating' while still allowing their civ creation.
Can I create a sinister, evil world without the inevitable goblin conquest creating a world of 75% goblins?
...
You can't paint good/evil because it's assigned by DF internally during world gen.I know this, but it still has bothered me a bit
Variance shouldn't have any effect on a fully defined PSV world. However, if you specify only some of the parameters and let DF generate the others it will do so (and I generally use fully defined PSV world, so I don't know much about how the hybrid approach works).
The wiki should be able to tell you which biomes belong to the same region type. "Hills" and "Grassland" have the same biomes (savanna, etc.), while all the other biomes are present in a single region type only.
A volcano is a "feature" that exists within a tile, and so isn't tied to any particular region type, even if the cone may rise to mountain elevations.
Rivers shouldn't split regions, as they appear "on top" (they're "features"). I suspect the cases you've seen are grassland/hill regions (they differ only by Drainage).
Never seen any flooding (although someone recently said that happened, although it wasn't verified as far as I've seen). Lake formation happens during world gen and can't be controlled by PSVs, though. Elevation below 100 results in ocean tiles (which can result in very small oceans...), not lakes.
You probably don't want to play a truly dead civ, as those a badly bugged: No travel possible, so no raiding. Your civ won't found sites (naturally), but you can't conquer any either, so you're relying on sites to spontaneously tie themselves to you for those nobles. If you lose your expedition leader it won't be replaced, which locks out a lot of functionality if that happens, but I think getting a mayor will get past that problem (there should be a new one elected the next summer).not all those are problems for me, but also didn't realize so many bugs, and not a huge deal though, dying civilization is fine
The symbols generated for tiles is the one for a tree that's present there, while I'd prefer to see something representing the biome. The tree selected can differ for different tiles within the same biome.
You understood me correctly in the first part, but not the second. All kinds of forests belong to the Jungle region type, all kinds of ocean to the Ocean one, all kinds of wetlands to the Swamp one. All kinds of mostly open grass dominated terrain end up as either Hills or Grassland, depending on Drainage, so those to region types contain exactly the same sets of biomes. Unless I've missed one, the rest of the region types have a single biome in them.
Changing Volcanism probably scrambles the RNG, resulting in different results. The evilness settings for small/medium/large regions are not absolute, although they can be made mostly so by ensuring the requested number of tiles of that type in that kind of region exceeds the actual number of tiles, but it still doesn't give you full control.
Again, changing the number of rivers scrambles the RNG, but I believe lakes are generated to be connected to rivers in a somewhat logical way, so I would guess you might be able to guide river formation (and hence lake formation) to some extent by generating elevations such that there are clear valleys for rivers. However, I'd expect the result to be very much "somewhat".I didn't know what I meant, I just knew with a map like that it was regularly covering areas with water and then I aborted and tried again
Good to know that you mean lakes when talking about flooding. The other post about talked about oceans flooding land.
Interesting map, but that river kicked my FPS down to 40 at embark.Control-arrow keys adjusts the rendering area, in stonesense, ctrl-shift-F5 produces a complete screenshot of the entire defined area, zoom (,/.) determines the output resolution of the .png.
How do you get Stonesense to show the whole 3x3? I've been fiddling with the init settings, but I haven't been able to make it display more than a 2x2.
[ELEVATION:1:400:1600:1600]
[RAINFALL:33:100:400:400]
[TEMPERATURE:25:75:400:400]
[DRAINAGE:0:50:400:400]
[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]
If not, let me know what isn't quite right, or describe each tile of the ideal 4x4 layout, by biome/feature.
Caravans can arrive on evil tiles of an embark, but if most tiles are not evil the odds are against that (you can make constructions that block avenues of entrance, though), and they can't arrive on a coastal evil water tile in the water.
I've had small strips of evil biomes on the edges of some of my embarks, and they did generate occasional undead spawns. None of them were in the current version of the game, but since map generation works more or less the same way it has since 31.25, I don't see any reason why it would have changed much.Interesting. And those weren't flying critters brought in by the buggy air biome (The biome in the air a bit above ground is the one of the world tile to the NW rather than that of the current world tile or the biomes at the ground level below)?
I can also confirm getting non-flying undead on evil biome incursions with the 42.06 5 biomes gen, FWIW.Thanks. That's interesting (and potentially useful) info.
I've had small strips of evil biomes on the edges of some of my embarks, and they did generate occasional undead spawns. None of them were in the current version of the game, but since map generation works more or less the same way it has since 31.25, I don't see any reason why it would have changed much.Interesting. And those weren't flying critters brought in by the buggy air biome (The biome in the air a bit above ground is the one of the world tile to the NW rather than that of the current world tile or the biomes at the ground level below)?
so... uhh... im kinda looking for an embark... hope this is enough info... and im kinda looking for a map with 1 of everything.. so i can test colors and stuffI believe this meets all your requirements.Spoiler (click to show/hide)
Might be the issue in how since .44 rejectionless worlds don't always generate the same on different systems - i.e. linux and windows can match where windows and another windows don't.To eliminate this as a possibility, I (in the last few hours) installed a brand new copy of Windows 10 1709 (vs. my current/normal 20H2) into a brand new virtual machine on VMWare Workstation 16.x, on a completely different CPU architecture (i7-7740X vs Pentium Gold G5400), on a completely different physical machine, hosted in Linux, downloaded a fresh copy of 47.05, installed it, took the sabata4 worldgen, gen'd the world, and the entire world, embark location, embark features, names and embark are identical.
It entirely depends on what you mean by 'naturalistic' 8)well, the one that was given to me was a perfect circle with a mountain in the middle. when i say naturalistic i mean something that would be generated with default settings despite that not being true
As far as the game (and civ placement) goes, 300 elevation land counts as mountains. So does 400 elevation. So do peaks, and some volcanoes.
Generating large amounts of mountains is certainly possible, either using a pre-set elevation map, or relying on the game to generate them via procedural pseudo-randomness.
I'm not trying to be evasive, but if you can describe what 'naturalistic' means to you in this context, then we can work towards a solution.
Also, while large worlds do have some purpose with respect to creating some biomes, in Fortress mode game-play, the rest of the world isn't really doing a lot except contributing to slowing the game down and/or making saves take longer. :D World generation takes longer, and consequently, finding an embark can take longer, with larger worlds.
There's certainly nothing wrong with wanting a large world just because large worlds are cool, I'm just mentioning it because technically they're often not necessary in Fortress mode.
Do you have an example Large Region parameter set you've been working on or with so far, GOTOTOTOE?aside from things like megabeasts, secrets, etc? not really, no
Would this be a fair estimate of what you would like the resulting world to look like, but in 257x257 size?about right! an ocean would be cool though
(https://i.postimg.cc/V5sybF1G/image.png) (https://postimg.cc/V5sybF1G)
If not, what specific features (https://vjek.github.io/df_worldgen_parameters.html)would you like to see, instead or additionally?
What about this:bottom!
(https://i.postimg.cc/VS5Dmh9C/image.png) (https://postimg.cc/VS5Dmh9C)
Our would you prefer the mountains across the bottom or top, exclusively?
Well, you're generating 500 years of history, so you might have dwarf civs getting wiped out in that time. Also, dwarves need mountains, so if those three civilizations take up a lot of space in that central mountain range, then other civilizations won't pop up.im talking about entities thatre generated. when civs get wiped out they leave ruins typically
Thanks for your time.Might be the issue in how since .44 rejectionless worlds don't always generate the same on different systems - i.e. linux and windows can match where windows and another windows don't.To eliminate this as a possibility, I (in the last few hours) installed a brand new copy of Windows 10 1709 (vs. my current/normal 20H2) into a brand new virtual machine on VMWare Workstation 16.x, on a completely different CPU architecture (i7-7740X vs Pentium Gold G5400), on a completely different physical machine, hosted in Linux, downloaded a fresh copy of 47.05, installed it, took the sabata4 worldgen, gen'd the world, and the entire world, embark location, embark features, names and embark are identical.
...This aligns with some past testing done in the previous 1 or 2 versions, cross platform world generation geography replicates without rejections, but history and naming is not identical. Thanks for the testing, Fleeting Frames.
FWIW, I tried the test on 47.05 64-bit linux version on 64-bit Lubuntu 16.04, and generated world Zûza SûttuSpoiler: Same geography, different history progression (click to show/hide)
Are there any conditions in WorldGen I can set to create more favorable conditions for a Tropical Savannah, specifically? I'm getting a lot of Temperate, but no Tropical (mostly looking at shorelines near lakes & oceans).Having a pole would ensure that there's a tropical region, and making it a single pole rather than dual should more or less double its width. You should also be able to play with the meshes to gear them towards moderate rainfall (but not exclusively moderate if you want elves in your world, as they require forests).
Good call on the Poles, right now I'm using AND/OR, so frequently get 2. I'll try that before I start messing with meshes. And of course, the oh so wonderful Region/Biome manipulators.Are there any conditions in WorldGen I can set to create more favorable conditions for a Tropical Savannah, specifically? I'm getting a lot of Temperate, but no Tropical (mostly looking at shorelines near lakes & oceans).Having a pole would ensure that there's a tropical region, and making it a single pole rather than dual should more or less double its width. You should also be able to play with the meshes to gear them towards moderate rainfall (but not exclusively moderate if you want elves in your world, as they require forests).
If you're using PSVs you can set the parameters to generate savanna in the tropical region, or go without poles and make the temperature hot enough to cause the savanna to become tropical (I think the temperature required is 80, but won't swear on it).
This matches your requested features in vanilla DF, RachelF42. Mirthful Temperate Conifer Forest. Flat volcano. Brook on the southern edge.I don't use LNP, so YMMV under those conditions, especially if LNP adjusts any raws or even some configuration files.Spoiler: rachef42_1 (click to show/hide)
With PerfectworldDF you can set the sea level at a different height to get more or less land. Is there a way to do that with just DF's world generation settings?Afaik that utility isn't doing anything 'special' in the sense of using values out of bounds or invalid values.
[ELEVATION_FREQUENCY:2:1:0:0:0:1]which is modified in the Advanced Worldgen interface via these 6 lines:Looking for a world with (theoretically) simple requirements.I was looking at your other thread, working on this a little bit, and here's my impressions so far.Spoiler: requrest (click to show/hide)
I've spent ages taking guesses at what would make a good combo for this and can't figure it out - you guys seem like you know what you're doing so I'd love the help!
<snip>
When you say sea cliffs, do you mean something like this:
(https://i.postimg.cc/gwR6Fkx3/image.png) (https://postimg.cc/gwR6Fkx3)
or something else?
The reason I ask is, some people mean perfectly vertical, with no ramps of any kind, for a certain number of Z-Levels, (10,20,50) minimum.
Or they mean the cliffs drop directly into the water, with no beach.
The challenge, often, is that while it's possible to get those, you also need a place to embark, and default DF won't permit embarks onto pure ocean and/or pure mountain, and/or an exclusive combination of the two.
It's not an impossible situation by any means, just trying to get a better idea of your requirements.
vjek have you figured out a reliable way to get multiple and varied life and death secrets in one world? Mine tend to have two slabs with the same intelligent undead ability (I guess, usually coming from the same god?), though I can get lucky and get two or three different ones.Not specifically, but try this:
I know I can find something better for you, candlebury, and I will, but while working out some parameters for creating the ideal sea cliffs, ended up with this:Personally, I haven't seen an embark exactly like this before, where the obsidian wall of the volcano touches the ocean with no beach. Kind of neat.Spoiler: Volcano Sea Cliffs (click to show/hide)
Well, maybe not so rare, after all..Spoiler: Volcano Sea Cliffs2 (click to show/hide)
Anyone has a map with particularily tall caverns or sea cliffs?Ok, so here's one that is a little closer to normal..
Would like to try out a cavern-cliff side fort for a change
I am looking for an embark with the following features:What I am gathering from the list is: (that's particularly specific)
<snip>
The only clarifying questions I have is, when referring to the small patch of evil in one of the other 3 biomes, does that mean the tropical plains should also be evil, or is the evil part coming from the ocean? Or something else in a fourth biome?
If it would help, by all means draw your ideal layout, something like:
1122
1122
1133
1133
where 1 is the terryfing ocean, 2 is the tropical plains, and 3 is the good biome. Or if that's not correct, whatever it is you're looking for.
Ok, I see what you mean. If you adjusted the embark location in the sample embark above north by two, would that be close to what you're looking for, biome wise?
Anyone has a map with particularily tall caverns or sea cliffs?Ok, so here's one that is a little closer to normal..
Would like to try out a cavern-cliff side fort for a change
Steel friendly embark, Humans & Goblin Neighbors, Candy, HFS, Sand, Fire Clay, Lots of metals, Untamed Wilds, etc.You can selectively clear the seeds and regenerate it and likely get many viable new worlds/regens, too.Spoiler: candlebury2 (click to show/hide)
Tomorrow I'll take a run at moving the volcanoes onto the shoreline, but wanted to get you a better one without that, first.
I think yes, thank you. If you meet/find more such plots, embarks, send them to me anyway, please.Here's a couple more that are similar, and have surface rivers. The feature that remain difficult to exclude are aquifers. But they seem to be partial, and/or light, so not a huge problem.
Here's a couple more that are similar, and have surface rivers. The feature that remain difficult to exclude are aquifers.
The evil ocean tile is reanimating, in that one.Everything is fine, thanks. I've founded my fort already.
I presume, then, that you would prefer the small evil land area to be Reanimating, rather than the ocean?
... Does that sound possible ? I don't mind generating several worlds, but maybe someone can give me some parameters to help me ?Definitely possible. Some follow up questions:
Thanks in advance !
- It can be any body of water, really. Lake, ocean, doesn't really matter.Something like this, but with water/ocean on the far side, as well?
- A beach / flat side is OK but i'd like at least one side to be sheer vertical cliffs. I guess 10Z or more would be ideal ? I have this idea of carving an underground harbor on one cliff side
- Volcano would be a nice bonus, but i can totally live without it
- Don't really care about the biome, maybe not evil. Just access to neighbors civs.
- I like big embark to have plenty of space on a single Z level, so something like 5x5 or 6x6 ? Can be a different shape.
I have no idea about the difficulty of what i'm asking, but it seems very specific :-\
Thanks in advance vjek !
Is this possible?Probably possible, from what I've seen.
a "lake embark", ideally 3x3 but possibly 4x4 with a central lake at least 5Z deep, flat or mildly hilly dense conifer forest surroundings with at least 1-2 layers of soil. Bonus: coal and metals. Extra bonus: volcano at bottom of lake (with obsidian "cap").
...in a world that is as small as possible and has 1-2 civs of each (dwarv, elf, goblin, human), not overwhelmed by towers/necromancers. World must have steel (somewhere, not necessarily on the lake embark, just able to import it from other civs). Bonus: world conditions are met with history over 250 years (e.g. civs don't die before). Extra bonus: world has at least one ocean edge.
Probably possible, from what I've seen.
Essentially just create a world that favors conifer forests and lakes and you should find it, eventually.
Lakes are formed whenever you have a river 'ending' that doesn't exit the map or reach the ocean.
Are you looking for something like this:
(https://i.postimg.cc/3WYVk3tf/image.png) (https://postimg.cc/3WYVk3tf)
Or more like:
FFF
FLF
FFF
I was wondering how close I can get to the Dark Suns setting? In other words metal poor with a world that is mostly, but not totally, desert?From what I've seen..
I would say between 10 and 20 would be good for my designs (I have my world gen at 10, but that is just the minimum). A light aquifer would be acceptable if all else was perfect. Worst case is I get tired of dealing with it and hack in obsidian walls to get through. My biggest gripe with them is they get in the way of building, but they can be useful for certain projects.Technically, I think this matches except for one thing: It's not entirely flat.
Hey all. Is there a way to decrease the number of layers between surface and cavern 1? When embarking at a coastline (ocean), I am always finding upwards of 100z before reaching the top of the cavern. ...The cause here is the ocean. If your global ocean depth is 1, then your world will be very thick, and you'll see the problem you're describing.
The cause here is the ocean. If your global ocean depth is 1, then your world will be very thick, and you'll see the problem you're describing.
If you set your ocean depth/minimum elevation to 90, instead of 1, for example, you'll see a much 'thinner' world. I haven't seen any issues with a 5-10 depth ocean, but YMMV.
Is there anyway to make deserts/badlands generate more in hotter climates. I.E on the opposite side of a pool?Apart from using PSVs to define your world or having a script "adjust" rainfall during world generation, no. There is no way to define different settings for different latitudes.
Anyone know what settings can gen coastal cliffs on a large world? The only advanced gen guides I can find through google are achieved with pocket worldsThe same principles should apply, regardless of world size.
I want to generate a world with a lot of glacier area but without badlands/with little amounts of badlands, Is there anyway I can do this?
How does one maximize the availability of Adamantine in World Gen?Best answer I know of, in this (http://www.bay12forums.com/smf/index.php?topic=175538.msg8095776;topicseen#msg8095776) thread..
I'm looking to make the caverns as interesting to live in as possible. Any ideas on what would be good settings? I know lava tubes are neat, and I'd like some source of water for projects, but otherwise I'm not really sure what settings even affect the caverns.You probably want to increase the openness a lot unless you love tight little mazes, in which case you want to go the opposite way.
How would I specifically increase the number of dragons spawned during world gen?That would be a raw mod - in the file raw/objects/creature_standard.txt, in the section that starts with the line [CREATURE:DRAGON], change the [FREQUENCY:5] to a higher number. 100 would probably be too much, and 50 might be, I'd start with 25 and see how that goes. Edit: Probably also need to increase Max Megabeast Caves (https://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Max_Megabeast_Caves)
I know how to increase the general number of beasts in advanced parameters, but I was imagining an adventure mode world where dragon-hunting is a common career rather than them being rare as they are
I am looking for a seed that has: reanimating glacier with iron ore, dead (or dying, preferably dead) but playable dwarven civTwo posts from this thread regarding dead civ generation:
generating a dead civ consistently seems to extremely hard.
I don't know about generating dead civs, but if you generate some low site / low population civs, you could finish them off in adventure mode, then go back to embarking.
Came across something today I haven't seen before, and wanted to check with everyone else to see if they've seen it.I have something similar. Although it has three cavern layers, they're extremely close together, and there is a volcano (I used advanced worldgen to get a lot of these). It also has a peak that goes up an absurd number of z-layers, and this is probably why the caverns are not only close together, but very near the surface. The adamantine spire (which I have not found the bottom of but believe goes all the way to the very close SMR floor extends one z-layer above the caverns.
Single cavern layer world.
Water in the caverns. A lot of water.
Volcano on the embark.
Candy spire that reaches to 4Z above the top of the cavern.
As in, the candy spire starts in the SMR sea, extends up through the magma, through the first and only cavern, then keeps going another 4Z in normal stone layers.
Have you seen this before?
I am looking how to limit the number of z-levels of a cavern layer ? is this possible ? I want 1 or 2 Z-levels.You can't (afaik) limit the cavern layers to less than 5 or 6 Z-Levels, normally. However, you can set Cavern Layer Openness to 100 min/max, and Cavern Layer Passage Density Min/Max to 0 to achieve completely open caverns.
Also I'd like the cavern more open and less small corridors, is this achievable ?
Thanks.
I chose Mauritius because from my research, it has the best ratio of land area to elevation range to fit into any of DF's available world sizes and 400 z-levels (going with the assumption that each z-level is 2.8 metres tall and each tile is 2 metres wide).
may I ask what your scale interpretation method was? For instance, mauritus does not exactly have gigantic stony peaks, so is your translation a sort of factor scale of Mauritus? for instance, on this topo map I found, one can place the high point at 828m irl. so would I be correct in saying the tallest mountain present in your map is 295 z levels? or was this point raised to 400z in order to expand and provide more topo detail?
I think your map reveals an important fact about the realistic scale of DF mountains, which is that they are not realistic at all.
the game would need 7,063 z-levels!
I've been working on a new world gen set. Also I learned it is really hard to get creative with the world gen sometimes with civ restrictions. I named this one Arrakis. Elves and tress are but a myth here. Water is very scarce although; civ restrictions and game-play elements there are still small lakes and rivers to allow for humans. Uncertain amount of other drainage to ensure civs place with crops. May get many rejections needs tweaking from someone more experienced than me.
Also I'm playing modded raws so the direct seeds may not work the same for you.
Summary:Spoiler (click to show/hide)
World View:Spoiler (click to show/hide)
Desert worlds are evocative!