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Author Topic: DF2012 (v34.01+) Worldgen Cookbook Thread!  (Read 284743 times)

macrosblackd

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #915 on: August 01, 2014, 11:13:51 pm »

I was wondering if anyone had something like the following:

  • 4x4 (or bigger)
  • Flat(ish, 2-3z near edges are fine)
  • Tower
  • Flat Volcano
  • River/Brook/etc
  • Bronze
  • Iron
  • Flux
  • (Bonus) Clay
  • (Bonus) Sand
« Last Edit: August 01, 2014, 11:18:29 pm by macrosblackd »
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Angle

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #916 on: August 02, 2014, 01:20:55 am »

I have a worldgen that gives me loads of those. It's optimized to give me Volcanoes next to major rivers, but if you're willing to settle for less you should have hundred of embarks.

Spoiler (click to show/hide)

Unless you mean necromancer tower in which case you'll need to mess with it, I don't get many necromancer towers.
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macrosblackd

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #917 on: August 03, 2014, 10:42:57 am »

Yea, I was talking about necro towers. I'll give this a shot and tweak as necessary, thanks!
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Chevaleresse

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #918 on: August 09, 2014, 03:22:29 am »

Reposting this.

How would I go about generating a site that:
-has a volcano
-has sand
-contains iron ore (or at least more metal than my current embark, which is to say any metal at all)
-contains flux
-has fresh water
-has at least some surface wood
-is savage
-is not evil
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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #919 on: September 14, 2014, 03:59:38 am »

I feel this is super specific but it's what I enjoy playing in so we'll see if someone can help out:

  • 4x4 or 5x5
  • Portion of it overlapping haunted or sinister (preferred haunted) surroundings, but largely neutral surroundings
  • Flux
  • Some kind of iron bearing stone
  • Stream/small river, waterfall always a bonus
  • No aquifer
  • Access to all civilizations (elves, humans, goblins,
  • Cliffs and volcanoes are a bonus
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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #920 on: September 14, 2014, 12:26:16 pm »

Again, I have a worldgen that's pretty good at giving me stuff like that. You'll want to turn up the evil, the mineral occurrence rates, and maybe mess with the civs somehow, but it should be a good starting point.

Spoiler (click to show/hide)
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Arcani

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #921 on: September 27, 2014, 10:51:33 pm »

-Edit-
Nvm, gonna post it in the new thread.
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PillarsOfSalt

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #922 on: November 25, 2014, 02:21:49 am »

Again, I have a worldgen that's pretty good at giving me stuff like that. You'll want to turn up the evil, the mineral occurrence rates, and maybe mess with the civs somehow, but it should be a good starting point.

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Gen was a little too joyful but I have now found an ideal embark.

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iofhua

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #923 on: February 11, 2015, 04:38:54 pm »

Hi I am having a problem with generating one of my worlds and I was hoping someone here might now whats going on. I use the same seed for this one world I keep regenerating, and I keep getting different results each time? I thought if you use the same seed, you should get the same world each time? If someone could take a look and see what happens if you regen this a few times:

Spoiler (click to show/hide)

I always get the same map and same starting locations, but sometimes the human town in the bottom left will grow larger, sometimes it stays a small town, sometimes it gets destroyed shortly after year 1. Necro towers will spawn at different spots on the map, or not at all. The elves almost always get wiped out, but their forest retreats will end up under the control of humans, dwarves, and sometimes kobolds. I have tried with unmodded DF and how the civilizations grow still seems random each time.
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Max™

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #924 on: February 11, 2015, 05:02:32 pm »

That's just how things work with the history and world activation now as I recall. This is also the 34.01+ cookbook thread btw.
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iofhua

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #925 on: February 11, 2015, 05:25:24 pm »

Oh alright so civs will grow randomly no matter what I do? Thanks for the help.
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Max™

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #926 on: February 11, 2015, 06:28:10 pm »

Yeah, it's not totally randomly, but they interact with each other and neighboring creatures in a more fine-grained simulation than they used to as I recall, producing less predictable results.
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iofhua

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #927 on: February 15, 2015, 03:47:43 pm »

I was able to generate a really nice world for DF 34_11. I uploaded my save to the DF repository, since while I keep a static history seed, the civilization development is still pretty random. On my save the dwarfs conquered the goblin fortress on the middle left of the map, and made peace with the humans, creating a huge road network. If the dwarfs don't conquer that fortress and make peace, you won't get that.

There is a nice embark that has a wooded area with a river, volcano, flux, and metal, and access to all civs except goblins. There are goblins on the map, but they are in secluded mountain areas that you have to embark right next to for access. There are also other embarks with both a volcano and river, but not may not have many neighbors or access to flux.

One of the dwarf civs "The Rock of Realms" has a dwarf fort, multiple goblin forts, and an elf retreat. They should have lots of stuff to take at embark and trade with.

It has lots of sites to visit. It should be fun in adventurer mode.

You can download the save here:
http://dffd.bay12games.com/file.php?id=10588

You can find screenshots of the embark locations here:
https://www.flickr.com/photos/53957811@N08

Here are the worldgen parameters:
Spoiler (click to show/hide)
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knutor

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #928 on: May 14, 2020, 06:49:05 am »

How do avoid the map reject msg, regarding crops? 47.04, I am running my parameters out to yr 992, for an elder dragon encounter possibility on yr 1002. Have overcome the extinct dorf problem, and on occassion even have elf civs still flourishing at stoppage. My problem is going from 10 civs to 15. I'd like 15 civs, but the generator produces the vague crop error reject. Doesnt even say what crop or with whom, its happening.
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Fleeting Frames

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #929 on: May 14, 2020, 07:03:51 am »

Perhaps use this thread instead?

That aside, crop rejection is typically from insufficient subterranean water - dwarves need at least 10 for wet caverns (that can have plump helmets).
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