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DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: June 18, 2019, 02:31:22 pm »
I've been doing some temperature testing the past few days, figured I would share the results.
In 0.44.12, in PSV pocket worlds without north/south poles, the following appears consistently true, for me:
Creating a world with -1000 as a minimum temperature, and 267 as a maximum temperature, in advanced worldgen parameters, results in embarks that are pathable, and both very cold (Freezing) and very hot (Scorching). Both extremes are lethal in a very short time, although in either case, if you can get underground immediately, you and your animals can survive. Each extreme requires several days to kill living creatures, although only a few hours to destroy (via frostbite and cold damage) anything non-metal and non-living.
Embarks with a temperature higher than 267 in advanced worldgen (and as a result, hotter than 10199'U on a walkable tile, via probe) will potentially create embarks in which creatures will not path over these areas. If creatures are spawned on or in these biomes, they will stand in place forever (or until dead), although they will walk to an adjacent tile if it goes underground, for example.
If you attempt to pasture animals in a designated pasture within a 10200'U or hotter area, the dwarves will not drag the animals to that pasture. Also, meeting areas designated in a similar fashion will not be used.
Specifically, -1000 in worldgen means ~9250'U at the embark. Similarly, 267 in worldgen means ~10199 at the embark (pathable, lethal). 268 in worldgen means ~10200 at the embark (unpathable, lethal). I use approximately here because sometimes at the embark temperature can vary by 1 degree (10198, 9249, etc)
Hilariously, in reanimating biomes of this bitter coldness, often times creatures will not exist as a corpse long enough to be reanimated, on the surface, as the corpse disappears too quickly from cold damage.
However, in the rare case where they do become re-animated, they will eventually die (again) to the cold, and their corpse will disappear. Very small corpse pieces do not disappear as quickly from cold damage, for some reason.
Finally, under either or both of these extreme temperatures, no plants or trees grow on the surface and no animals roam (or arrive) at the embark outside of migrant waves and visiting merchants/traders.
The next phase of testing will determine the limits of wild animal cold/hot tolerance, so they will arrive and depart the embark as normal.
In 0.44.12, in PSV pocket worlds without north/south poles, the following appears consistently true, for me:
Creating a world with -1000 as a minimum temperature, and 267 as a maximum temperature, in advanced worldgen parameters, results in embarks that are pathable, and both very cold (Freezing) and very hot (Scorching). Both extremes are lethal in a very short time, although in either case, if you can get underground immediately, you and your animals can survive. Each extreme requires several days to kill living creatures, although only a few hours to destroy (via frostbite and cold damage) anything non-metal and non-living.
Embarks with a temperature higher than 267 in advanced worldgen (and as a result, hotter than 10199'U on a walkable tile, via probe) will potentially create embarks in which creatures will not path over these areas. If creatures are spawned on or in these biomes, they will stand in place forever (or until dead), although they will walk to an adjacent tile if it goes underground, for example.
If you attempt to pasture animals in a designated pasture within a 10200'U or hotter area, the dwarves will not drag the animals to that pasture. Also, meeting areas designated in a similar fashion will not be used.
Specifically, -1000 in worldgen means ~9250'U at the embark. Similarly, 267 in worldgen means ~10199 at the embark (pathable, lethal). 268 in worldgen means ~10200 at the embark (unpathable, lethal). I use approximately here because sometimes at the embark temperature can vary by 1 degree (10198, 9249, etc)
Hilariously, in reanimating biomes of this bitter coldness, often times creatures will not exist as a corpse long enough to be reanimated, on the surface, as the corpse disappears too quickly from cold damage.
However, in the rare case where they do become re-animated, they will eventually die (again) to the cold, and their corpse will disappear. Very small corpse pieces do not disappear as quickly from cold damage, for some reason.
Finally, under either or both of these extreme temperatures, no plants or trees grow on the surface and no animals roam (or arrive) at the embark outside of migrant waves and visiting merchants/traders.
The next phase of testing will determine the limits of wild animal cold/hot tolerance, so they will arrive and depart the embark as normal.











