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Author Topic: DF2014 (v0.40.24) Worldgen Cookbook Thread!  (Read 156415 times)

ptb_ptb

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #300 on: November 21, 2014, 10:01:54 am »

The problem is, with a 2x2 embark, I can't get trees AND ocean.
Lol, sounds like a challenge. Would a 3x1 embark suit you maybe? dfhack can do that if you are in a supported version of Dwarf Fortress.
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vjek

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #301 on: November 21, 2014, 10:05:53 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.
Try this one as a template, smeeprocket.  Remove the seeds to get different types.
Spoiler (click to show/hide)

smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #302 on: November 21, 2014, 11:10:23 am »

thanks, I'll give it a try now. Updating to 40.18 now that the smelting thing is fixed.
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Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

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"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."

smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #303 on: November 21, 2014, 11:58:35 am »

This looks great, I made a few modifications, but one thing. Is there anyway to get even less sand? I want a fresh water source, but all the rivers that intersect with the ocean have sand around them. Obviously I don't want the river and ocean to touch, but any sand on the embark map is useless to me in large quantity because it takes up valuable space for wood and plants.

I'm trying to minimize my fortress' eventual fps drop to keep this going as long as possible.

Also, is there any way to ensure giant sperm whales will exist in this world? One of the embarks I tried, dfhack didn't list them under region-pops list-all, and the only way to figure out if they exist or not is to embark over and over. 

Edit: nvm got it! The ocean had to be untamed wilds

edit:edit: is there a way to modify things in the world after generation and embark. I meant to put in vampires for some entertainment since I have like nothing else going on. I either subtracted them previously or they weren't there. I don't really have any opposition. I want to mostly focus on the farm but not being able to kill things will become boring.
« Last Edit: November 21, 2014, 01:43:03 pm by smeeprocket »
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"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."

vjek

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #304 on: November 21, 2014, 01:57:20 pm »

Sure, just take the worldgen that you have (export it with Esc-Export Local Image if you don't have the seed) and change Number of Vampire Curse Types to 10.  Regen and it'll be identical, and have vampires.  8)

EDIT: (sorry, this won't change things after embark... misread)
« Last Edit: November 21, 2014, 01:58:51 pm by vjek »
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smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #305 on: November 21, 2014, 02:00:15 pm »

I just embarked so I will do that, actually.
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"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."

taro8

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #306 on: November 21, 2014, 09:08:48 pm »

Hi guys, I would like to gen world that is very tightly packed with lots of different stuff like temples, cities, different biomes etc. The idea is to create a Dark Souls like world for my adventures where I can visit lots of very different places and fight some horrors without travelling too much. Lots of monsters, FB's etc. would be very much welcome.

Any idea how to go at that? I tried the advanced world gen in order to create a pocket world with loads of stuff turned up, but world gen only goes up 30 years on those tiny worlds. How to make it go longer?

BTW: New to this stuff.
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Max™

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #307 on: November 21, 2014, 09:15:23 pm »

Change the "megabeast percentage dead before stopping" and some of the civilization/site count numbers until you find the settings that work for you?
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smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #308 on: November 22, 2014, 09:44:04 am »

Hi guys, I would like to gen world that is very tightly packed with lots of different stuff like temples, cities, different biomes etc. The idea is to create a Dark Souls like world for my adventures where I can visit lots of very different places and fight some horrors without travelling too much. Lots of monsters, FB's etc. would be very much welcome.

Any idea how to go at that? I tried the advanced world gen in order to create a pocket world with loads of stuff turned up, but world gen only goes up 30 years on those tiny worlds. How to make it go longer?

BTW: New to this stuff.

From another thread...

In the Shadow Empires thread we made a combination of Worldgen setting changes and some tweaks to the raw files.

The raw file changes were to increase dwarf settlements. Without that few dwarven civilizations survived.

before (entity_default.txt)

Code: [Select]
[EXCLUSIVE_START_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_FOREST]
[SETTLEMENT_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_GRASSLAND]
[SETTLEMENT_BIOME:ANY_SAVANNA]
[SETTLEMENT_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_FOREST:1]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]

After

Code: [Select]
[EXCLUSIVE_START_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_FOREST]
[SETTLEMENT_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_GRASSLAND]
[SETTLEMENT_BIOME:ANY_SAVANNA]
[SETTLEMENT_BIOME:ANY_SHRUBLAND]
[SETTLEMENT_BIOME:FOREST_TAIGA]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:MOUNTAIN:4]
[BIOME_SUPPORT:ANY_GRASSLAND:2]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:2]
[BIOME_SUPPORT:FOREST_TAIGA:2]

The worldgen includes lots of evil, savage, high megamonsters, etc. I've removed the seeds. Give it a few runs you should get fairly nasty surroundings.

Spoiler (click to show/hide)

I think this will get you what you want. The person requested a way to get more goblins.
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Steam Name: Ratpocalypse
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."

wuphonsreach

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #309 on: November 22, 2014, 02:23:12 pm »

When folks ask for lots of biomes, densely packed, you're aiming for a "patchwork" world which means playing with:

[ELEVATION:1:400:2500:2500]
[RAINFALL:0:100:3200:3200]
[TEMPERATURE:25:75:850:1150]
[DRAINAGE:0:100:2350:1150]
[VOLCANISM:0:100:1750:1750]
[SAVAGERY:0:100:1150:1150]

[ELEVATION_FREQUENCY:10:400:250:60:120:250]
[RAIN_FREQUENCY:5:10:20:60:100:150]
[DRAINAGE_FREQUENCY:6:80:40:40:40:80]
[TEMPERATURE_FREQUENCY:8:15:80:150:60:10]
[SAVAGERY_FREQUENCY:7:20:20:20:10:10]
[VOLCANISM_FREQUENCY:9:60:20:60:80:120]

You also have to adjust the following to avoid rejects (making the numbers much lower):

[REGION_COUNTS:SWAMP:20:0:0]
[REGION_COUNTS:DESERT:20:0:0]
[REGION_COUNTS:FOREST:20:0:0]
[REGION_COUNTS:MOUNTAINS:100:0:0]
[REGION_COUNTS:OCEAN:20:0:0]
[REGION_COUNTS:GLACIER:8:0:0]
[REGION_COUNTS:TUNDRA:8:0:0]
[REGION_COUNTS:GRASSLAND:40:0:0]
[REGION_COUNTS:HILLS:20:0:0]

[ELEVATION_RANGES:30:60:30]
[RAIN_RANGES:30:60:30]
[DRAINAGE_RANGES:30:60:30]
[SAVAGERY_RANGES:20:60:20]
[VOLCANISM_RANGES:30:60:30]

And [SUBREGION_MAX:5000] will likely have to be boosted to the maximum of 5000.

You may also have to adjust some of the _MIN tags to avoid rejects, possibly some of the other _COUNTS] tags as well.

Turning down [EROSION_CYCLE_COUNT:100] can also be useful.
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smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #310 on: November 22, 2014, 02:36:32 pm »

The problem is, with a 2x2 embark, I can't get trees AND ocean.
Lol, sounds like a challenge. Would a 3x1 embark suit you maybe? dfhack can do that if you are in a supported version of Dwarf Fortress.

I didn't answer this, a 3x1 is perfectly fine.

I'm looking for high savagery, the ocean either needs to be untamed wilds or joyous wilds, I am not sure. The other world was giving me calm and serene. I kind of like joyous wilds land and untamed wilds ocean.

I've modified it but am still not entirely happy. I need to learn more about these values, I think part of the problem is I removed a lot of the bad guys when I edited it and just thinking about a challengeless embark makes me bored.

Only 1 tile of ocean is rough for trying to get sea creatures tho. I'm not sure if there would actually be a loss or if having 4 tiles is the only thing relevant to animal pop, since I know I have to restrict land animal pop to get more sea animals.
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Steam Name: Ratpocalypse
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."

ptb_ptb

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #311 on: November 22, 2014, 02:49:25 pm »

Only 1 tile of ocean is rough for trying to get sea creatures tho.

Simple. Have a 4x1 embark.

* Forest
* Beach
* 2 x Ocean
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smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #312 on: November 22, 2014, 02:54:50 pm »

actually, based on what someone recently said, I retract my opinion. 1 tile of beach is preferable. Land and sea animals go towards the same count, if I line opened bridges along the sides of my embark and restrict land animals that way, I can focus the one tile of sea animals into fewer tanks for capturing.

Now if only I could get one of those other tiles as a volcano...
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Steam Name: Ratpocalypse
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."

smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #313 on: November 22, 2014, 03:03:47 pm »

So I get my question is what numbers give me an entirely savage world and what numbers give me a ridiculous amount of volcanoes?
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Steam Name: Ratpocalypse
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."

ptb_ptb

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #314 on: November 22, 2014, 03:06:14 pm »

So I get my question is what numbers give me an entirely savage world and what numbers give me a ridiculous amount of volcanoes?

Personally I'd use a small world set for three volcanos and just re-generate it until you get a volcano somewhere you like. Set the world to stop at 300 years or so to save time.
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