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Messages - ghostofferretpast

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This is caused by the way the world gen handles oceans. If your world has an ocean, then it will randomly select one geological layer and then extend it around 80 z-levels. If the layer selected is a cavern, then voila, 80 z level cavern. You can increase the odds of this happening by making a world that is very shallow (minimum layers between caverns). And if you don't want it, increase the levels between caverns will decrease the odds of it happening.

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DF Dwarf Mode Discussion / Re: DF v50.01+ Worldgen Cookbook Thread
« on: March 01, 2023, 06:21:58 am »
If you want evil and good in the same embark region; you'll have to gen a world that has  extremely high variances in rainfall and drainage: that way you get a lot of small regions next to each other. Then set the evil count and good count in small regions very high.

If you want to eliminate some of the luck involve, the Perfect World utility can help. It's tedious in that you will have to hand paint a pixel checkerboard for rain and drainage, but if you do that you'll have a large section of the generated world that is possible (you cannot paint good / evil, sadly) to be the embark you want.

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Does anyone know if this and the Biome Manipulator tools will be updated for DFhack .50?

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