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Author Topic: DF2012 (v34.01+) Worldgen Cookbook Thread!  (Read 285102 times)

MehMuffin

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #30 on: March 14, 2012, 02:21:48 pm »

This is where I'm making a new fort, it's a great site, plenty of iron early on and then tons of gold:

Spoiler: Worldgen Parameters: (click to show/hide)

Spoiler: Embark Location: (click to show/hide)

Spoiler: Prospector: (click to show/hide)

Highlights of the minerals:
65k Chalk (Sedimentary layer flux)
210k Native Gold
11k Magnetite (Iron ore, in the chalk)
34k Tetrahedrite (Copper & Silver ore)
18k Sphalerite (Zinc!)
12k Garnierite (Nickel!)
7k Cassiterite (Tin!)
8k Galena (Lead!)
78 Bismuthinite (Bismuth!
4k Emerald
5k Wax opal
4k Clear & Green Tourmaline
26k Olivine (GREEN)
18k Gypsum (Plaster!)
34k Microcline (BEAUTIFUL BLUE!)
12k Lignite (Ore of coal)
« Last Edit: March 14, 2012, 02:30:27 pm by MehMuffin »
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uncool

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #31 on: March 16, 2012, 06:40:20 pm »

I managed to find a volcano 43 levels above a glacier with the mountain restricted to one corner, with marble (lots and lots of it) and both shallow and deep metals and with all trading (except goblins), but somewhat lacking in magma-proof stone; does anyone else want the map?
=Uncool-
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Rez

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #32 on: March 17, 2012, 02:40:43 am »

Yes, sounds like a fun embark.

Couldn't you just make obsidian and use that as magma-proof stone?  I've got pretty much no experience with melting ice with magma, so I'm just guessing that you can do it.
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orius

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #33 on: March 17, 2012, 04:02:09 am »

A player will probably want some magma-proof stone to begin with to have useable floodgates for an obsidian farm. 
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Fortressdeath

Rez

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #34 on: March 17, 2012, 06:52:10 pm »

I managed to find a volcano 43 levels above a glacier with the mountain restricted to one corner, with marble (lots and lots of it) and both shallow and deep metals and with all trading (except goblins), but somewhat lacking in magma-proof stone; does anyone else want the map?
=Uncool-

Gen parameters?  I want to try a glacier embark.
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melomel

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #35 on: March 17, 2012, 11:34:04 pm »

I'm having some problems duplicating worldgen results.

The site: 3x3 with sand, fire clay, stream/lake/pools, some marble for flux, limonite, tetrahedrite and native gold among the ores, mostly good but with a corner of the map evil, and a magma pool in the first cavern layer.

It was exactly what I was looking for...  except for the giant thrips and giant moths and giant ravens.  Rather than whine about the new animals, I just stripped them out of the raws and re-genned.  Problem:  I can't get recreate the world with the same good/evil biomes (what was good comes up as untamed wilds; what was evil but green comes up as evil and bright pink) and--most importantly--the magma pool seems to have been a one-time-only thing.

Thoughts?  Are magma pools placed randomly during each gen?

Spoiler (click to show/hide)
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uncool

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #36 on: March 18, 2012, 02:23:59 am »

I managed to find a similar such map; the difference is that this one actually has trade with elves (apparently the elves died out in the other world; I thought I had checked for it), and the volcano is actually 88 high. As a note, I used 100 levels above ground (which checks the top of the volcano, so there are actually 189 levels above ground, and only 43 below (including HFS). There is magma-safe stone in the mountain to the south of the volcano; it should be just enough to get you through to where you need to be.

Seed for 88 level volcano:
Code: [Select]
[WORLD_GEN]
[TITLE:GLACIAL]
[SEED:0UDrXd7yyflm12lbH7lQ]
[HISTORY_SEED:t6vQsvbYdCInYw0DALev]
[NAME_SEED:ulTJwXBY7bqTHsOnrxuN]
[CREATURE_SEED:eAWfBE0QqaeuuZF4g0ut]
[DIM:129:129]
[EMBARK_POINTS:1274]
[END_YEAR:5]
[BEAST_END_YEAR:2:50]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:100:350:1500:1500]
[RAINFALL:0:100:200:200]
[TEMPERATURE:-25:-25:200:200]
[DRAINAGE:80:100:200:200]
[VOLCANISM:0:100:3200:3200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:5:1:0:0:0:1]
[RAIN_FREQUENCY:2:4:0:0:0:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:2:1:0:0:0:1]
[MINERAL_SCARCITY:1800]
[MEGABEAST_CAP:5]
[SEMIMEGABEAST_CAP:30]
[TITAN_NUMBER:30]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[VAMPIRE_NUMBER:14]
[WEREBEAST_NUMBER:14]
[SECRET_NUMBER:28]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GOOD_SQ_COUNTS:300:100:0]
[EVIL_SQ_COUNTS:800:100:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:10000:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:400:100]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:0]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:70]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]
[CAVERN_LAYER_WATER_MIN:70]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:100]
[LEVELS_ABOVE_LAYER_1:10]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:50]
[TOTAL_CIV_POPULATION:-1]
[SITE_CAP:-1]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
The volcano in question is near the middle of the screen horizontally (it is directly north of some sinister mountains in the warm zone), and is approximately 15 units north of the line between glacier and wilderness/etc.

ETA: The world gets genned after 7 rejects, including one (the fourth one) that gets close, but doesn't quite make it.
=Uncool-
« Last Edit: March 18, 2012, 03:21:18 am by uncool »
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melomel

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #37 on: March 18, 2012, 03:01:25 am »

Edited in light of above edit.  NM.  =P
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uncool

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #38 on: March 18, 2012, 03:05:41 am »

Edited in light of above edit.  NM.  =P
Heh. Sorry, found an old explanation that worked.

As a note, I'm trying to re-generate this world, but allow history to go to completion (year 1050), so that I can experience some more things that the new version has to offer (more vampires, etc.) as well as allowing the empires to grow more. However, it's really hung up now at year 113. Any idea why?

ETA: It seems to have given up at year 113 and ended worldgen. Weird. I'm going to see if it's playable. So far, it's really, really slow to save the world...

ETA2: Regenned and it's supposedly at 0 fps at year 87, but still moving. It gave up at year 118 this time.
=Uncool-
« Last Edit: March 18, 2012, 03:25:15 am by uncool »
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melomel

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #39 on: March 18, 2012, 03:11:44 am »

I usually worldgen to year 1000.  It takes a while, but I've never had it stop outright.  Try re-genning?
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uncool

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #40 on: March 18, 2012, 03:40:31 am »

Third regen; this time I watched it until year 130 or so. It got to 0 fps at year 82, and gave up at year 137.
=Uncool-
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melomel

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #41 on: March 18, 2012, 03:51:20 am »

I was about to tell ya to make a new post, the internet isn't going to run out of space...  XD

World size affects gen length.  I don't even try making anything over 65x65 on my old dino PC, and even then it takes ages to get to year 1000.

I think you can probably make a batch file that tells DF to generate X worlds based on Y seed, and walk away for however long it takes to crank them out.
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uncool

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #42 on: March 18, 2012, 03:53:37 am »

I'm guessing that there's a failsafe so that if worldgen is taking too long it kicks you out of it.

Mind trying it, after changing END_YEAR to 1050, and see if the world makes it?
=Uncool-
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melomel

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #43 on: March 18, 2012, 08:55:00 am »

Mind trying it, after changing END_YEAR to 1050, and see if the world makes it?

Wha, you mean me, personally, try to gen something from that seed?  No offense, but my motherboard would melt; it's also been reported in earlier versions that your operating system may affect how worlds are genned from seeds.

Skimming back, you've jacked the "z-levels above ground" parameter way up; undo that!  IIRC it has nothing to do with how high volcanoes or mountains can be; it defines how much empty space is above the highest ground level.  It only creates extra z-levels of air.

If you want a giant towering volcano, jack up the various elevation and volcanism values, and turn off erosion.  I can't be more specific unless I know what you're gunning for, and I'm not exactly an expert myself.

Decreasing the total map size in world gen also does wonders for speed.
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uncool

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #44 on: March 18, 2012, 11:58:58 am »

Mind trying it, after changing END_YEAR to 1050, and see if the world makes it?

Wha, you mean me, personally, try to gen something from that seed?  No offense, but my motherboard would melt; it's also been reported in earlier versions that your operating system may affect how worlds are genned from seeds.

Skimming back, you've jacked the "z-levels above ground" parameter way up; undo that!  IIRC it has nothing to do with how high volcanoes or mountains can be; it defines how much empty space is above the highest ground level.  It only creates extra z-levels of air.
Yeah, that's on purpose; I like building aboveground megaprojects.

ETA: I used to do it on older versions, and it went to year 1050 usually without problem.
Quote

If you want a giant towering volcano, jack up the various elevation and volcanism values, and turn off erosion.  I can't be more specific unless I know what you're gunning for, and I'm not exactly an expert myself.

Decreasing the total map size in world gen also does wonders for speed.
Yeah, but it also makes it less likely to find one of the nice volcanoes.

Anyone else here mind trying this one?
=Uncool-
« Last Edit: March 18, 2012, 12:52:47 pm by uncool »
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