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DF Dwarf Mode Discussion / Re: DF v50.01+ Worldgen Cookbook Thread
« on: February 26, 2023, 05:41:21 am »
How to create an embark with with serene and terryfing surroundings in one square?
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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?

Here's a couple more that are similar, and have surface rivers. The feature that remain difficult to exclude are aquifers.
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?
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.
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.
If not, let me know what isn't quite right, or describe each tile of the ideal 4x4 layout, by biome/feature.

(I use my own private tool that generates a 3*3 embark location with 9 biomes at a the same place every time).
Hacking the 9 world tiles to lower the elevation deepens the soil, but does also cause the brook to change its course.
In order for it to affect civs you need to change the geo biome before the civ's first site is created, but after the geology has been put in place. History starts with the civ starting sites being generated.The world generates so quickly I don't have time to pause before history starts.