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Author Topic: DF2014 (v0.40.24) Worldgen Cookbook Thread!  (Read 155143 times)

vjek

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #60 on: July 28, 2014, 02:46:23 pm »

It is with the succession line addition. If the king/queen dies with no heir to the throne, a random dwarf is chosen to be king which is generally in a player fort and it ignores that line that says you only get a king at that population. It only applies if the king is alive and not in your fort.
Yes, I'm aware. That's the behavior that has eight threads in this forum of people saying "WTF?" when they get a king a few days after embark.  With the starting seven.

Trying to avoid that is proving extremely challenging, with the current worldgen behavior.  That's what I'm trying to draw attention to.

Lich180

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #61 on: July 28, 2014, 04:49:33 pm »

It would be nice to have this "king at the start" thing somewhat alleviated. My current world in this situation is a reclaim of a world-gen fort, that has no surviving dwarves but my founding 7. Generated in .40.04, and the seed doesn't have the same results in .40.05.
« Last Edit: July 28, 2014, 06:16:01 pm by Lich180 »
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Isharia

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #62 on: July 28, 2014, 08:34:46 pm »

I made a thread about this, but I guess it's more appropriate here:

I figured some people might enjoy this.  There is iron, but only if you include part of the mountain biome, otherwise you are stuck with gold, galena, tetrahedrite (as far as a surface scan went).  That's about as much as I could gather.  There is Phantom Spider silk on site, and it's full of the evil biome plants & Glumprongs, something I've been missing a lot myself, actually.  It is also a reanimation biome.



Also Double war + 3x towers:


World Gen -- could keep respawning the same history seed (in order to preserve the war status I presume) to get towers nearby if you were patient enough.  It does often cluster ~4-5 towers within close proximity of each other though as you keep genning it with the same seeds.
Code: [Select]
Created in DF v0.40.05.

[WORLD_GEN]
[TITLE:Goblin & Elf War]
[SEED:OcQYY2KAEUoYiGw4yc6Q]
[HISTORY_SEED:aiiqQEWu2uMCy88MSEIY]
[NAME_SEED:YSyWkmS8oY4geQEEQms8]
[CREATURE_SEED:ksQeuKU6Uacy2q0wqY2u]
[DIM:65:65]
[EMBARK_POINTS:1324]
[END_YEAR:200]
[BEAST_END_YEAR:5:30]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:800:800]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:3:2:0:1:0:1]
[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:3:1:2:3:4:5]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:25]
[SEMIMEGABEAST_CAP:9]
[TITAN_NUMBER:6]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_TROLL_NUMBER:11]
[BOGEYMAN_NUMBER:11]
[VAMPIRE_NUMBER:11]
[WEREBEAST_NUMBER:11]
[SECRET_NUMBER:22]
[REGIONAL_INTERACTION_NUMBER:22]
[DISTURBANCE_INTERACTION_NUMBER:22]
[EVIL_CLOUD_NUMBER:11]
[EVIL_RAIN_NUMBER:11]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:1:16:0]
[EVIL_SQ_COUNTS:1:16:0]
[PEAK_NUMBER_MIN:1]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:1]
[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:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:5:5]
[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:4]
[NON_MOUNTAIN_CAVE_MIN:6]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:528]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:136:272:136]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:528:1056]
[VOLCANISM_RANGES:0:0:0]
Save:
http://d-h.st/diR
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stinkasectomy

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #63 on: July 29, 2014, 09:44:56 am »


The problem is.. If you have only one dwarven civ, and one dwarven site, you're almost guaranteed that civ & site will be dead after a very short time (<30 Years, in some cases) leading to near instant king/queen promotion on embark. 

A good example is a desert world.  If the entire world is desert except one single solitary mountain region, you will get no additional sites.  Ever.  You won't get additional sites (Hillocks) in the desert, nor in the mountains.  Then a Forgotten Beast will take out the original Civ, move in to that mountainhome, and you're done.  No more dwarves in that world.  Adjust all the parameters you wish, it's not gonna happen.
This example situation, with similar biomes, happens with alarming frequency if you try to generate any kind of "unusual" world, but the important part to remember is, this is entirely different from the behavior in 34.11.  In 34.11, making these "unusual" worlds was easy & fun.


if you really want to have hillocks in other biomes, you can always mod your dwarfs's entity in entity_default.txt
standard dwarfs have

   [SETTLEMENT_BIOME:ANY_FOREST]
   [SETTLEMENT_BIOME:MOUNTAIN]
   [SETTLEMENT_BIOME:ANY_GRASSLAND]
   [SETTLEMENT_BIOME:ANY_SAVANNA]
   [SETTLEMENT_BIOME:ANY_SHRUBLAND]
http://dwarffortresswiki.org/index.php/DF2014:Biome_token has the list of possible biomes (you may need to add the relevant BIOME_SUPPORT tags

i used to get twisted up about getting the perfect generation, but but i found out the above. (not that i actually used it since 40.02- i finally dove into the advanced world generation's world painter. world painter is extremely powerful
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vjek

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #64 on: July 29, 2014, 09:55:56 am »

Yep, all that is possible, but wasn't necessary in 34.11.  IMO, 40.0x worldgen is LESS fun/easy/functional than 34.11.  If that's intentional, by all means, let's get jiggy with the world painter.  I've used it extensively.  If the current behavior is not intentional though, I await with great anticipation the adjustments that will fix it.

Also, having to do that makes it much more difficult to share worldgen parameters if you have a list of caveats you have to share along with the worldgen. "adjust these raws, then this worldgen will work!" <- less awesome.

Just sayin'.  :D

stinkasectomy

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #65 on: August 01, 2014, 08:40:40 am »



Also, having to do that makes it much more difficult to share worldgen parameters if you have a list of caveats you have to share along with the worldgen. "adjust these raws, then this worldgen will work!" <- less awesome.

Just sayin'.  :D


true, which is why i said to use world painter, since it is saved as part of the generation parameters
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vjek

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #66 on: August 01, 2014, 09:17:00 am »

What's the tallest mountain you've found inside an embarkable area?

I've found one with 49 levels from the tip of the mountain down to the bit of plains at the base. I'm sure that can be bettered.

Bonus points if you include a world_gen.txt for it.
3x2 Embark area
100Z (149->249, embark -> mountain-top)

ptb_ptb

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #67 on: August 01, 2014, 09:27:20 am »

Aha, the world painter. :P I didn't think of that (I've never got on with it well).
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vjek

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #68 on: August 01, 2014, 09:34:52 am »

I'm sure it's possible to find a similar embark without using the world painter, it would just take twenty times as long.  :D

beefsupreme

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #69 on: August 01, 2014, 02:47:28 pm »

Is there a quicker way to input one of these sets of parameters into the worldgen, or do I have to type them one by one?
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Lich180

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #70 on: August 01, 2014, 03:29:40 pm »

Copy the world gen paramters that are posted, go into your Dwarf Fortress folder, open the "data" folder, then open the "init" folder. Look for a notepad file labelled "world_gen.txt" and open it.

Then paste the parameters into the document, save it, and boot up the advanced world generation menu in Dwarf Fortress.
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beefsupreme

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #71 on: August 01, 2014, 07:48:49 pm »

Been digging around and can't find a clear answer to this: what worldgen settings can I change to make it more likely that there is a dwarf-goblin war at the end, with both races having a pretty big population? Ideally, I'd like war with the elves too but I know that's rarer.
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vjek

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #72 on: August 01, 2014, 09:12:47 pm »

Nothing simple that I'm aware of to guarantee WAR status in vanilla DF.

Here's a worldgen that, if you choose the right area and Dwarven civ on embark, can be at war with either Goblins or Elves.
Spoiler: war testing (click to show/hide)
I would imagine, if you removed the seeds and generated similar worlds, you could probably find one where Dwarves were at war with both, concurrently.

beefsupreme

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #73 on: August 01, 2014, 09:32:24 pm »

Nothing simple that I'm aware of to guarantee WAR status in vanilla DF.

Here's a worldgen that, if you choose the right area and Dwarven civ on embark, can be at war with either Goblins or Elves.
Spoiler: war testing (click to show/hide)
I would imagine, if you removed the seeds and generated similar worlds, you could probably find one where Dwarves were at war with both, concurrently.

Took out the seeds, got a double war on my first try. Thanks!

Edit: Turns out it was a dead civ. I've tried changing a few different settings (end year and number of civs, mostly) and it seems that the dwarven civs that start double wars inevitably die out really quickly, probably because of the wars.
« Last Edit: August 01, 2014, 10:07:27 pm by beefsupreme »
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ptb_ptb

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Re: DF2014 (v0.40.05+) Worldgen Cookbook Thread!
« Reply #74 on: August 02, 2014, 12:37:38 pm »

Found myself a 93-high mountain



Code: [Select]
[WORLD_GEN]
[TITLE:90+Mountain]
[SEED:m3aBiv3IQzsiIXQq6Sf9]
[HISTORY_SEED:BsMaFEKvx9NOM9t0O2jZ]
[NAME_SEED:jMTLfjGN03Swj1WGtk7N]
[CREATURE_SEED:0liKpvgNTW10Gh5tRylr]
[DIM:65:65]
[EMBARK_POINTS:1324]
[END_YEAR:1050]
[BEAST_END_YEAR:100:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:3100:3100]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:1:2:1:1:1:2]
[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:2500]
[MEGABEAST_CAP:4]
[SEMIMEGABEAST_CAP:9]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_TROLL_NUMBER:11]
[BOGEYMAN_NUMBER:11]
[VAMPIRE_NUMBER:11]
[WEREBEAST_NUMBER:11]
[SECRET_NUMBER:22]
[REGIONAL_INTERACTION_NUMBER:22]
[DISTURBANCE_INTERACTION_NUMBER:22]
[EVIL_CLOUD_NUMBER:11]
[EVIL_RAIN_NUMBER:11]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:1:16:0]
[EVIL_SQ_COUNTS:1:16:0]
[PEAK_NUMBER_MIN:8]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:0]
[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:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:50]
[RIVER_MINS:5:5]
[PERIODICALLY_ERODE_EXTREMES:0]
[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:4]
[NON_MOUNTAIN_CAVE_MIN:6]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:136:272:136]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
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