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Author Topic: DF2014 (v0.40.24) Worldgen Cookbook Thread!  (Read 155206 times)

ptb_ptb

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #285 on: November 14, 2014, 08:40:53 am »

Quick question for worldgen experts.

Can volcanoes be hidden by other map features? e.g. If you've just generated a world and you have a hamlet and a volcano in the same map square, which one gets shown?

If they can be hidden are there any ways to find them?
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Omeganaut

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #286 on: November 14, 2014, 10:36:58 am »

Caves and Civ cities and constructions including roads hide volcanoes on the region map.  You can sometimes see them on the map to the right, but not always.  Otherwise you just have to look at every square in the local map.
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ptb_ptb

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #287 on: November 14, 2014, 11:12:56 am »

Caves and Civ cities and constructions including roads hide volcanoes on the region map.
Ugh. Hmm, what about legends mode map exports? Maybe I'll check.
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smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #288 on: November 16, 2014, 02:03:45 pm »

okay I made another post for this because I couldn't find it. But now I have! I don't know why this isn't stickied.

I'd like an embark location that has both iron and flux stone and possibly candy. I want all civs present, including goblin and kobold. Volcanic area would be nice, but a river or lake or some source of continuous water would be nicer.

Vampires yes, necromancers no.

Dragons, titans, forgotten beasts, bronze colossi in reasonable amounts. I love fighting them, I just don't want it to be every few in game months.

Lots of levels of caverns underground, and no HFS if possible (that is beyond my ability as of yet.)

Extra points if it is mirthful or joyous wilds.
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vjek

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #289 on: November 16, 2014, 10:59:36 pm »

okay I made another post for this because I couldn't find it. But now I have! I don't know why this isn't stickied.

I'd like an embark location that has both iron and flux stone and possibly candy. I want all civs present, including goblin and kobold. Volcanic area would be nice, but a river or lake or some source of continuous water would be nicer.

Vampires yes, necromancers no.

Dragons, titans, forgotten beasts, bronze colossi in reasonable amounts. I love fighting them, I just don't want it to be every few in game months.

Lots of levels of caverns underground, and no HFS if possible (that is beyond my ability as of yet.)

Extra points if it is mirthful or joyous wilds.
Has all races including kobolds, flat embark, serene, small river, surface volcano, hematite, marble. No candy, no HFS, specified beasts, three caverns. 3x2 Warm Temperate Conifer Forest.  Surface is thick with sun berries, bubble bulbs, downy grass and feather trees.  Hematite in the first few layers, marble a bit further down, near the first cavern.
Spoiler (click to show/hide)

smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #290 on: November 18, 2014, 06:26:13 pm »

thank you so much!
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smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #291 on: November 19, 2014, 03:52:07 pm »

Okay another request. I'd like a mostly good aligned pocket island. I am on a hunt for a giant sperm whale farm and would like to do it in a good aligned area. Preferable a spot on there with no goblins or kobolds. Titans and Forgotten beasts are fine, I need something to keep me busy now and then, or I will get bored.

I'm not sure what would up the chance of whales, giant sperm whales and basking sharks, but if that's at all possible, it would make me very happy.

This spot, if possible, should also have a source of fresh water, but the seaside part is higher priority.
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Lyra

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #292 on: November 19, 2014, 07:19:29 pm »

I would like a cold, haunted forest with hills to the north, non-reanimating. Sinister and Terrifying biomes are fine also, but I think those tend to be reanimating?  I'm not particular about metals or stone, though bronze would be nice.  I would prefer it to be an isolated patch of evil in a mostly neutral world if possible.

I'm also still on 0.40.14, if that matters.
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The Bard

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #293 on: November 19, 2014, 07:30:52 pm »

Are magma pipes still a thing in 40d?
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PatrikLundell

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #294 on: November 20, 2014, 04:13:10 pm »

What I'm trying to create:
-Tiny world (keep FPS losses at a minimum)
- Short, culled history for the same reason
- Preferably dead mother civilization to limit the migrant influx to the two mandatory waves
- War with goblins (but I think that happens automatically if it doesn't start that way)
- Kobolds nearby is preferable
- Elven caravans is preferable (need some way to get rid of worn clothing that doesn't interfere with sentient body dumping), but not human or dwarven (I don't want to be tempted to buy useful stuff, and elves don't carry any)
- High savagery, but not evil
- Magma reachable (not having to dig down to the magma sea)
- Any kind of sand
- Neither shallow nor deep metals
- Preferably flux
- Water in the form of an aquifer or a river
- No surface trees, but some surface regrowing vegetation is preferable
- Preferably soil, which seems incompatible with mountains, though (I don't find the bucket brigade to be much fun, but top sand should work just fine, as long as it exends at least two levels. Bucket brigade is not ruled out, though).
- Reasonably flat terrain is the best, as I think it has the least FPS impact, and is the least painful to manage (I've built too many staircases that accidentally gets built one level from the ground, due to uneven terrain).
- Non freezing, as I intend to try my hand at windmills.

I'm trying to get a fortress going without any metal except battle spoils and embark (well, candy in the late stage), no wood except via caverns and embark, and compensate (somewhat) for these deficiencies with a magma powered glass industry (something I haven't bothered with so far) and obsidian weaponry. I want a slow population growth, rather than being inundated by migration waves larger than the current fortress population (especially important given that lack of wood means lack of beds).
Obviously, metal cannot be non existent, as invaders won't bring any, in that case. I've experimented with a mineral_scarcity of 80000, which seems to result in a reasonably low number of sites "destroyed" by metal presence.

My main problems when trying to play with the world_gen parameters and the embark site selection screen is that:
1. I don't know how to ensure magma access, short of having a volcano tile as one of the embark tiles. Is there some kind of magma ensurance radius from a volcano?
2. Sand is not a searchable parameter, and it seems to be very scarce, at least in the terrains I've looked at. I've seen it in mountain terrain (which I think is one of the embark options, with the other being a desert, but I'm not sure about that one) once or twice only.
3. There doesn't seem to be any way to ensure an extinct mother civilization, that is still playable, in Fortress mode. My understanding is that you could work around that by setting a low population cap (30?), a reasonably small child ratio (I think 60/50% might work), and a higher absolute population cap (thinking about 120), but a dead mother civilization also gets rid of the caravans.

vjek's post to smeeprocket shows the output from some kind of tool, which seems mightly handy for this purpose (giving a bit too much info, but you can't get everything, and you don't have to use the info). Which tool is that?
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smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #295 on: November 20, 2014, 04:32:43 pm »

the list he gave is from dfhack.

I think you either embark on a volcano or go magma sea, there's no in between.
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vjek

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #296 on: November 20, 2014, 05:32:09 pm »

What I'm trying to create: ...
So, a few items of note.

17x17 is a small world, it will keep things at a brisk pace
a dead civ means nothing, Armok will create and send as many dwarves as you set your popcap to, regardless of current civs
War and opposed are different.  Getting to be at WAR is often challenging, you can only tell when you embark, and that of course can change immediately after, if certain armies conquer sites and so on.
kobolds are tough to get and harder to make survive, given their features. however, a short history of say 50 years and a 500/500 cavern should get you there
for elves you need non-evil forests, which can complicate worldgen when shooting for other features
the whole world can be lacking in evil, or you can make it evil in the biome sense without evil effects like reanimation. either is possible.
magma is always reachable unless you remove it from worldgen, but if you want it easily reachable, only put in one layer of caverns.  this has other consequences though, some of which can be annoying to dire.
getting sand can be frustrating, but soil generation is not my specialty, honestly.
no shallow or deep metals of any kind means no metals of any kind..  are you sure?
what do you need the flux for, if there are no metals...? goblinite?
partial aquifer or full aquifer are possible, there's also water in the caverns, or streams or rivers, which are quite different.  streams don't block non-swimmers, rivers do.
no surface trees but with elves desired can be tricky without either many gens and getting lucky with the RNG, or using the world painter.
there's almost always wood in the caverns, but sometimes not, depends on a few factors, regarding beds.
I can almost guarantee you a dead civ.  that's very easy, especially in the current versions.  Just allow one site for your civ, and it'll be dead, almost guaranteed.  Why?  because the first site of any dwarven civ is almost always conquered by a forgotten beast.  So if there's only one, it's gone.
You'll always get caravans, even from a dead civ, in my experience.

If the goal is magma, make a shallow world (search this thread for shallow) and a single cavern.  Ensure there's at least 50% water and you'll get all your underground crops.
If you want candy but no clowns, set demons to zero.  However, this will make it so there's no goblin civs, which means no goblinite.  Goblin civs require a demon leader, now.
Keeping those in mind, what you want to do should be possible.

The tool to show what was in the embark was 'prospect' in dfhack, and I think dfhack also has a sand search plugin/script now, in the lastest versions (15+?) although I haven't personally used that feature.

Typically, as smeeprocket has said, it's either the magma sea or a volcano at or above the embark level.  I have seen underground volcanos (what some people call magma pipes) but I've never derived a method to reliably generate them at desired depths, so I just stick with shallow worlds.

PatrikLundell

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #297 on: November 21, 2014, 06:43:37 am »

Thanks you vjek for your clear and extensive reply.

- I didn't realize the difference between goblin war and opposition. Good to know.
- The idea with no metals is to have "goblinite" as the only (early to mid) source, forcing usage of obsidian, glass, and bone as substitutes. I thought of bringing a few junk metal bars for moods on embark. Flux would be used to upgrade goblin iron to steel, yes. "Useless" metals (i.e. those that cannot be used for weapons and/or armor) would not be a problem, but I don't know how you'd differentiate between
- When it comes to water, I didn't know there was a difference between stream and river, so that's helpful. However, I was really after a source of water, especially if no top soil/sand is available. A partial aquifer is more convenient than a full one.
- Well, the no surface tree requirement would be for the embark site only, but I think a dry world makes that easier, but elves harder.
- No cavern wood would definitely be bad...
- Clowns are not really a problem, since if you don't want them, you just have to be careful with your harvest. If you then decide to take them on, you can then open things up (in fact, that's the point at which I put my current fortress into permanent hibernation due to horrible FPS).
- My impression is that sand doesn't appear "natively" in mountains, but can be present as a "contaminant" from a neighboring tile with a different biome, or possibly as a byproduct of the transition. I don't think I've ever seen any aquifers in mountains either.
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Omeganaut

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #298 on: November 21, 2014, 09:28:41 am »

I've seen sand occurring on mountains with low erosion counts, but no aquifers because by the level the entire embark is covered, the layer stone won't have an aquifer.
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Also: Bay 12 Archeology!  I bring the word of Bay12.  And the word is despair
I'm back, but I can't be consistant enough for games... Sorry!

smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #299 on: November 21, 2014, 09:46:41 am »

I'm having a really hard time generating a successful high volcanism mostly good pocket island. I'm trying to avoid beaches, and have the forest end right at the water but I suspect that isn't possible.


The problem is, with a 2x2 embark, I can't get trees AND ocean.
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Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."
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