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Messages - vjek

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286
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: August 09, 2019, 07:39:59 pm »
Hello and thanks in advance for your help !
I wish to embark in a mangrove swamp but I have never encountered this biome before, is it possible to make it more common in worldgen ?
This one should work.  The south-most 3 rows are typically Mangrove swamp, with these parameters:
Spoiler: mangroves (click to show/hide)
Couple of interesting things.. these trees are very tall.  Normally I limit the amount of above ground Z-Levels to 4, but had to go to 10+ for these trees.  I don't usually play with trees, so maybe this is normal now, but it seemed out of the ordinary to me.  Also, despite being a mangrove swamp, mangrove trees are often the least numerous trees, but at least they are there.
Also, there's some weirdness going on with temperature and these biomes.  I haven't taken the time to narrow down the cause, but setting the worldgen temp to what it should be "normally" doesn't result in these biomes having the corresponding expected temperature.  As a result, if you set the temperature to what would normally be too high, everything except the mangrove swamp biome is too hot, (for pathing, insects, wandering wild animals, or stockpiles to work as expcted) yet the mangrove swamp is still up to 30-40'U cooler.

287
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: August 09, 2019, 05:52:52 pm »
Does anyone have a seaside cliff seed? Preferably with the cliffs facing the ocean. Want to make a seabridge as the only access.
Try this set, knainoa.

288
DF General Discussion / Re: Extremely hostile worldgens?
« on: July 02, 2019, 10:44:18 am »
I updated the aquifer description.  I wasn't sure it would be clear enough, and my first instinct was correct.  :P

Regarding silk.. it will appear at the same Z-Level as the caverns in any excavated tile, so really, you just need to make large enough open areas that it produces constantly, which it will.  At least, It has for me. 
Once you have blocked access to the cavern, you can then auto-collect webs from your safe areas with a single loom, and you'll be swimming in cloth in no-time.  Certainly enough to make replacement clothing, in my experience.  But it will require some reasonably large (20x20 or larger) mined out areas on those Z-Levels to spontaneously generate enough webs.

I was working on this type of embark anyway, for my dead civ testing.  This combination of features withOUT caravans is pretty challenging.  I also found glacier bees, recently, which.. shouldn't be possible based on previous single-biome embarks, but apparently is in multi-biome embarks.  ???

289
DF General Discussion / Re: Extremely hostile worldgens?
« on: June 30, 2019, 06:16:35 pm »
Here's a challenge for you, comicraider.
Spoiler: comicraider3 (click to show/hide)
Features:
Iron
Flux
Trees (and as a result, technically steel friendly)
A small 2Z aquifer (EDIT: small as in, less than 10% of the embark surface, and only 2 Z levels thick)
A thin embark (23Z total)
and more surprise challenges; If you don't want to know, don't click below.
Spoiler: also features.. (click to show/hide)

290
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 28, 2019, 09:06:21 am »
@SpaceMetal - I wanted a better picture of how the dancer looked, so I took some extra screenshots..
Stonesense
Armok Vision
Armok Vision2
which was pretty neat to see how it interpreted her height, the spotted hands, hair, nose, etc.
She left the fort after the second season of the first year, which was pretty disappointing.  Then, in the second year, she returned, and petitioned for citizenship, which was granted.  Permanent entertainer, along with a second random Human Bard.
There was a bit of a crisis though, as she absolutely refuses to eat fruits or plants of any kind.  I wasn't sure what she needed for food, but it turns out pond turtle is acceptable, so she won't starve to death. (although it was close, the first time!)
She happily drinks the booze.. so that's something.  :P

291
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 27, 2019, 02:19:39 pm »

Gotta love it.  8)

292
DF Dwarf Mode Discussion / Re: Returning to the game after hiatus
« on: June 26, 2019, 02:31:51 pm »
Yep, example below, but pretty straightforward, these days..
Very thin world.  Embark is Z149, Magma forges can be built on Z138.
Has desert, tundra, and swamp all in one embark.  Entire SW corner is solid aquifer from Z-2 down to the middle of the cavern.
Steel friendly.
Has Humans, Dwarves, Elves, and 500 years of history.

Spoiler: Idyllic4-2 (click to show/hide)

293
DF Dwarf Mode Discussion / Re: Please help to cause a siege
« on: June 25, 2019, 06:14:38 pm »
Sending your military on raids worked for me.  I've gone from peace with Goblins to war using that, in 0.44.12.

On the other hand, if you just want a certain number of trolls or goblins, for a challenge, or testing?  You can spawn those anytime, anywhere, with something like:
modtools/create-unit -race TROLL -name EVIL -civId 2 -quantity 80
(might have to change the civId, but anything non-dwarven should work)

294
DF Dwarf Mode Discussion / Re: Returning to the game after hiatus
« on: June 25, 2019, 05:44:31 pm »
For me, I make the world flat enough and fast enough that I haven't run into FPS issues, even when using automated magma drowning hallways.

But, this is what I usually have:
Pocket world with a few hundred years of history. (to get all the artistic stuff in place for taverns/temples)
Less than 20Z between embark and SMR.
One cavern.
Dry cavern. Blood thorn only.
A very small and thin aquifer.
No surface trees, shrubs, or plants.
No rain.  No surface water.
All races visit, either friendly or not.
Vertical layout fort.

And then optionally:
No surface wandering animals, if you really want it like that.
Vampires, Werewolves, Necromancers.
Titans, Semi-megabeasts, Megabeasts.
Larger than a 2x2 embark
Volcano (not really necessary imo with the magma so close, but opinions vary)
HFS/Clowns/Candy.
Lethal cold and/or lethal hot.

Try this fort.  See how it works for you.  If it works fine, you'll probably be fine with a similar world / design / layout in 0.44.12.

295
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: June 22, 2019, 02:46:33 pm »
Finished some more temperature testing.  I'll summarize, and my full notes are in the spoiler.

There are a few features that work or don't work, based on temperature.  They are: pathing, wild animal wandering, food stockpiles, meeting places, pastures, and insects.
If all you're looking for is for most things to work as expected, don't go beyond a -90 and/or +100 worldgen temperature setting.  If you stay within -90 to +100, most things will work, it's not too risky.
However, there are some pretty cool cutoffs/thresholds you can use to limit or create interesting scenarios for your embarks.
When I make reference to insects/vermin, I mean ants, termites, bees, acorn flies, and similar.
This testing was done with at 299 elevation, with a PSV pocket world that had explicit painted temperatures.  The tested biomes were scorching deserts and freezing tundra, respectively.  Rainfall was zero in all test worlds.  All test embarks were Evil.
The first number in the test results is the worldgen temp, the second value, in 'U, is the measured embark surface temperature (with DFHack 'probe').
If you want to have insects only, but no wild animals showing up, use -103 and +113 for worldgen temps.
If you want to have the most extreme possible temperatures that aren't instantly lethal (but still pretty lethal!), yet still permit pathing, you can use -1000 to +267 for worldgen temps.
If you want to ensure you have wild animals always showing up, you can use -91 to +104 for worldgen temps.
Of course, if you don't explicitly paint or otherwise specify weights for those temperatures, there will be an even distribution of temperatures by default.


296
Well look at you being my worldgen hero for the day.  8)  Nice bug hunting!

297
I agree.  I think it's related to a single cavern, as well.  Almost all of my worlds only have a single cavern. (instead of the default 3)

I've seen quite a few worlds (with the same adv. worldgen parameters) where there are places that have marble, and only a single layer is visible above the SMR sea, or within the magma sea.  Next to it, or in the next world tile, an adjacent biome won't have any flux/marble, but claim there is some.
In particular, those places tend to be where an uneven embark or different biome crosses, intersects, or abuts.  Under those conditions, with a single cavern, it will often say there is flux/marble but there is none.

I guess it could be as simple as:  The SMR sea is where the marble technically is (or would be, if there were 2 or 3 caverns), but you can't use it or see it, because.. it's the SMR sea.  This might be the conditions required to duplicate the issue?
As a workaround, (an additional option) would it be possible to have embark-assistant, under the Flux menu, find all non-marble flux?  ( N/A, Present, Absent, Non-Marble )
I've never seen Dolomite, Calcite, Limestone, or Chalk show up (or not) in this same way.

298
In most worlds I generate, if the vanilla DF embark screen says flux, there's no flux.
In the cases where that's true, embark-assistant will say there's Marble as the source of flux.  There's no marble.  In the past week alone, I've seen dozens of examples of this, to the point where I don't even count marble as valid, and just skip those worlds where only marbe is found as flux, because it's not actually there.

I have a sample world, and embark, for just such a bug hunt.. (but I can find/gen as many as you want, it's that consistent)
Spoiler (click to show/hide)
The entire south half of the world has the marble-no-marble issue, while a few in the north do as well.
It's not the entire world, though.  Some embarks around the human/NW area that claim to have flux/marble actually do, but the overwhelming majority of embarks in this world don't.
I don't think this is an embark-assistant problem, though, which is why I was asking for a feature request in the way I did, as I suspect this is a DF issue, and embark-assistant is simply passing on what it thinks is valid information. 
In particular, those highlighted embarks in the embark areas above, they all say "Flux stone layer" present, but... there's not, of any kind.  Even without embark-assistant, it's not working as intended, from what I can see.

299
Some feature requests for this amazing, time saving tool..
  • Ability to logically OR economic layers (so, for example, calcite or chalk or dolomite or limestone)
    If OR'ing can be done, One more fourth economic choice (to allow for adding all non-marble fluxes to the OR list)
If the above it not possible:
  • Ability to find any/all flux stone except marble (currently, marble is completely inconsistent in reporting and finding both in DF and thus e-a, the other fluxes work fine)
And some very specific things, because some embarks you just want a particular way..
  • Ability to select 'Extremely Flat' as in zero elevation throughout the entire embark square, rather than flat as in 0<->1 or 0<->2. (as it seems to be now?)
  • Ability to find dry caverns (something like only BLOOD_THORN, no other cavern trees)
Not sure if this is possible, pre-embark:
  • Ability to determine if water is in the caverns or not (non-aquifer/non-river water below the bottom-most soil levels, or not)
  • Ability to select specific cavern plants/shrubs and/or cavern trees, or the lack of, as a requirement. (I've found non-dry caverns with only dimple cups, pig tails and cave wheat, which was pretty cool.)

Thanks again, you've saved me hundreds of hours at least, so far.  The save/load feature, in particular, is just.. a thing of beauty.  :o 8)

300
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: June 18, 2019, 04:26:03 pm »
They were, yes.

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