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Author Topic: DF2012 (v34.01+) Worldgen Cookbook Thread!  (Read 283622 times)

Sabretache

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #750 on: August 16, 2013, 06:56:55 pm »

Hello everyone.

I managed to find what is possibly a nice embark where a mountain meets a freshwater lake with a river flowing into it.
Spoiler (click to show/hide)

There is also sand, clay, ALOT of metals, coal and flux stones:
Spoiler (click to show/hide)

I would be more than happy to post the generation information if someone could explain to me how to find it.



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wierd

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #751 on: August 16, 2013, 08:27:47 pm »

I recently genned a somewhat interesting world, with a novel geographical feature. might as well share.

Spoiler (click to show/hide)

The formula is unstable, so regenerating it could be tricky. I was only after interesting geography, not actual DF play use, but the lake islands (north east) and the box canyon (south west) are particularly intriguing.

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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #752 on: August 17, 2013, 12:19:19 am »

I'm having some trouble finding a Glacial/Tundra terrifying aquifered embark that raises the undead.  Basically, everything gone horribly wrong.  I'm hoping one of you kind folks can help me.

I've tried messing with advanced worldgen and I'm getting tons of rejections as I can't seem to get the temperature and glacial values worked out to lower the # of rejections.  Any recommendations?
This one matches, and has a reasonably good prospect, I think.
3x2 Terrifying Tundra, aquifer, undead animals immediately upon entering the embark, and killed embark animals are raised up as corpses, automatically.
Spoiler (click to show/hide)

WanderingKid

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #753 on: August 17, 2013, 12:22:01 am »

VJek, much obliged.  Wierd that Prospect All was able to find the aquifer, but search didn't.

I've currently got a world that has everything (and kicked my arse on the first playthrough...) but I will definately use this as the backup plan... as soon as I figure out how to import some settings.  I don't think it's THAT difficult, though.

Woot woot, options are glorious! :)

vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #754 on: August 17, 2013, 12:26:23 am »

VJek, much obliged.  Wierd that Prospect All was able to find the aquifer, but search didn't.

I've currently got a world that has everything (and kicked my arse on the first playthrough...) but I will definately use this as the backup plan... as soon as I figure out how to import some settings.  I don't think it's THAT difficult, though.

Woot woot, options are glorious! :)
The search (finder) found it, it was just the second (F2) biome, not the first shown.  I think you'll definitely find it challenging.  :P

WanderingKid

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #755 on: August 17, 2013, 12:27:44 am »

Heh, err, I didn't mean the biome wouldn't be challenging, I meant importing the settings to be able to use the world. Sorry about that.  :-\

nonobots

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #756 on: August 19, 2013, 01:47:28 pm »

I would be more than happy to post the generation information if someone could explain to me how to find it.

Looks like a nice place.

To get the worldgen settings you can either hit 'p' in the finder to export the world's setting, or, from a fortress hit escape and choose 'export images' exporting any level images will also create all the world's setting files. In the exported files you'll find two txt files, one with all the world's population and sites, and another with the specific worldgen settings. Please post this world! It looks like a very nice place!
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Sabretache

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #757 on: August 19, 2013, 04:18:07 pm »

I would be more than happy to post the generation information if someone could explain to me how to find it.

Looks like a nice place.

To get the worldgen settings you can either hit 'p' in the finder to export the world's setting, or, from a fortress hit escape and choose 'export images' exporting any level images will also create all the world's setting files. In the exported files you'll find two txt files, one with all the world's population and sites, and another with the specific worldgen settings. Please post this world! It looks like a very nice place!

Thank you for explaining the process.
There are a lot of very suitable sites on this map, hope you enjoy.
Code: [Select]
[WORLD_GEN]
[TITLE:MEDIUM REGION]
[SEED:W6KaoCG8m0uOOyCUsKcK]
[HISTORY_SEED:KWIIKwe2OycmgOWsOYYW]
[NAME_SEED:OCIAO8oQQs8iqioA8OCy]
[CREATURE_SEED:CImGaog0gEYaUq4KWcaC]
[DIM:129:129]
[EMBARK_POINTS:2000]
[END_YEAR:250]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:20:100:200:200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[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:1:1:1:1:1:1]
[MINERAL_SCARCITY:100]
[MEGABEAST_CAP:18]
[SEMIMEGABEAST_CAP:37]
[TITAN_NUMBER:9]
[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:25:251:503]
[EVIL_SQ_COUNTS:25:251:503]
[PEAK_NUMBER_MIN:12]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:10]
[REGION_COUNTS:SWAMP:260:1:1]
[REGION_COUNTS:DESERT:260:1:1]
[REGION_COUNTS:FOREST:1040:3:3]
[REGION_COUNTS:MOUNTAINS:2080:2:2]
[REGION_COUNTS:OCEAN:2080:1:1]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:2080:3:3]
[REGION_COUNTS:HILLS:2080:3:3]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[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:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1040]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:2080:4160:2080]
[RAIN_RANGES:2080:4160:2080]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:2080:4160:2080]
[VOLCANISM_RANGES:2080:4160:2080]
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Ravendarksky

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #758 on: August 20, 2013, 04:30:20 am »

Spoiler (click to show/hide)
I've still not managed to gen what I'm looking for :(, Although I've now decided I'll settle for a smaller than 8x8 embark. 5x5, 6x6 would be fine.

Wanting a large embark with a mountain in the middle of it with plains all around.

I got a fairly nice 5x5 embark just now though,

Mountain is 44 tiles in circumference at the bottom, 1 tile at the top, mostly made of rock and spans 34 Z levels. This is Perfect for me... BUT

- Map features another big mountain next to it, Ideally I want space all round
- No plants/wood
- Mountain is right at the bottom of the map
- No gold, platinum or gypsum

Some nice features though:
- Plains at the bottom of mountain, but only on 90degrees.
- Large freshwater lake and  34 z level drop into it from the top of large mountain
- Magma pipes
- Unobtrusive aquafier
- Lots of colourful stone for building
- Iron + flux
- Lots of silver
- Loads of sand and clay
- There is a magma pipe 24 z levels below the freshwater lake.
- Reasonable amount of candy reachable without the circus

Let me know if anyone would like a copy.. it's a pretty cool map.





Also.. Does anyone know if I can export a world view of the cliff indicator from the dwarf fortress embark location selection screen? I could use that to find places where extreme cliffs meet plains, would save me a lot of searching.
« Last Edit: August 20, 2013, 05:13:31 am by Ravendarksky »
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JAFANZ

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #759 on: August 20, 2013, 11:13:32 am »

actually, I wouldn't mind a look at this, as I assume the "Not Attached" means that that if that region tile is the center of a 3x3 the other 8 tiles are fairly flat?
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Ravendarksky

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #760 on: August 20, 2013, 03:32:02 pm »

Spoiler (click to show/hide)

It's not perfect but it's the best I've managed to Gen. I've manually channeled the few squares which attach it to the larger mountain at the very base Z level.

My monks have moved in and are *mostly* having a good time.

I've not yet got one where the mountain is in the middle - it's what I really want!

World is based off of the 1000AD map of Chrono trigger

Spoiler (click to show/hide)
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JAFANZ

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #761 on: August 20, 2013, 04:38:13 pm »

@Ravendarksky: Thanks.  :)

@wierd:
I recently genned a somewhat interesting world, with a novel geographical feature. might as well share.
[snip]
The formula is unstable, so regenerating it could be tricky. I was only after interesting geography, not actual DF play use, but the lake islands (north east) and the box canyon (south west) are particularly intriguing.
Can I enquire where the "Box Canyon" would be exactly, please?
« Last Edit: August 20, 2013, 10:55:06 pm by JAFANZ »
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Merendel

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #762 on: September 19, 2013, 04:24:42 am »

I'm looking for something special for wanderingkids single pick challenge.  Looking for a flat reanimating embark with a soil aquifer, no trees/vegetation in a temperature region that wont freeze water.  3x3 or 4x4 preferably although a good sized region for seperate embark attempts would be nice.  Freakish weather/smoke/clouds are fine as long as its not a deadly rain that will kill my dwarves the instant I unpause.  Would prefer that there be at least one weapons grade material available if I survive long enough to either get a caravan or scavenge an anvil off their corpses but if I have to go strait for candy so be it.
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Stochasty

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #763 on: September 19, 2013, 07:51:01 am »

Merendel, these are the settings I'm using for World Gen:

Spoiler (click to show/hide)

Results in a small world dominated by hot, low rainfall, high drainage terrifying biomes (so, lots of badlands).  After that, it's just a matter of searching for aquifer, very deep soil, no clay, and hoping for reanimating.
« Last Edit: September 19, 2013, 08:22:30 am by Stochasty »
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JAFANZ

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #764 on: September 19, 2013, 10:55:37 am »

These are the params & details for an embark that doesn't (AFAIK) meet anyone's specific request, but which I think could be quite good for a newbie.

Note that, due to certain preferences of mine, Necromancers are disabled (Secrets = 0), Kobolds aren't, & I increased the open sky to 27-urists for scope for above-ground structures.

Spoiler (click to show/hide)

My preferred Embark site is as shown (sorry, forgot to highlight the x's before uploading the image to imgur):
Spoiler (click to show/hide)

And this is a post-embark "Prospect all":
Spoiler (click to show/hide)

There is, admittedly, not a whole of Candy, & you'll play hell getting it without singing "send in the clowns", but with that much Iron (no Coal though), does it really matter?

Warning: If you have aquifers enabled, there's a dual-layer one across the entire embark, be prepared.
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