I love the hell outta this utility. But a quick question: Is there any way to control how worldgen designates evil/good biomes? I have so far been unable to determine any pattern other than it makes the areas I want neutral to be non-neutral and the areas I want to be good/evil neutral.
One thing that's worked for me is to use the biome sizes to get what I want. If I have one "extra-large" area that I want to be evil (for example, in one map set I have a huge desert in the center covering maybe 20 percent of total land area; in another a vast swamp takes the place of edge oceans), I set the "Desired Evil Count in Large Subregions" to something like 5 or 6000. Since only large subregions are affected, the majority of the map (made up largely of small and medium sized subregions) is not. Since all the other large regions combined barely equal the single "extra-large" region I want to be evil, more often than not the game discharges its duty to make evil tiles in large subregions by converting the "extra-large" subregion to evil, which usually means most or all of the other large subregions are unaffected.
It's a limited method, and often requires a regen or two, but I've been happy with the results. Fortresses built in extra large regions are more interesting anyway--I have a basically unlimited supply of zombie camels to fight, and 20 FBs so far with no indications of supply depletion.