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Author Topic: DF2014 (v0.40.24) Worldgen Cookbook Thread!  (Read 154199 times)

GavJ

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #150 on: August 30, 2014, 07:11:26 pm »

Quote
...Is it even possible to get a 2x2 with 4 different biomes?
Yeah of course.

It will be much easier to find these if you go into advanced options and set all of the biome-relevant stuff to have MAXIMUM variability (32,000 or whateveR) in both x and y dimensions. And set a high number of sub regions (it's on a different page of the options list).

This will cause rainfall and stuff to vary wildly and dramatically, and thus lead to lots of smaller, chopped up tiny little biome regions that are more likely to share 4 corners in one place.

Turning off evil is also guaranteed with advanced options. Just set "allowed (or preferred or whatever) number of evil tiles in large regions" = 0, and then also zero for small and medium regions.

For water, it helps if you set the number of rivers higher and make your range of possible drainages higher than standard (you may have to change the required numbers of low drainage tiles to be lower as well).


Then set mineral scarcity low to encourage iron.
« Last Edit: August 30, 2014, 07:13:59 pm by GavJ »
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Ledi

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #151 on: August 30, 2014, 07:39:33 pm »

Oh, I know all that XD I was just wondering of the viability of what I was looking for existing. I've found 2 3-biome areas with all neighbours so far (but no sand or iron), but nothing on the 4-biome radar. I've been tinkering with advanced worldgen for years now, but mostly for a specific range of features, and now I'm branching out! ^^

Edit: New page, just reposting what I'm looking for:

Quote
I'd like 3-4 biomes, one of them good, preferably no evil, water (I have aquifers disabled, but could reenable them if needed), iron, flux, trees, soil and sand. Neighbours of Humans and Elves, goblins are okay, would prefer no towers (I'm still a wimp)
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So Ledi's been training the cats into an army of disposable warbeasts?  Why did no-one think of this sooner?!
Hellcannon seemed to be constantly on the verge of death and Levergedon before my turn helped, but ultimately what killed it was Ledi's cat army.

GavJ

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #152 on: August 30, 2014, 11:42:56 pm »

Huh, okay. That's really surprising.

Keep in mind that even if it doesn't show it on the embark screen, some other biomes might leak in a little bit on the actual map! So if that 4th biome is just one embark tile away, might be worth checking.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Urist Mc Dwarf

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #153 on: August 31, 2014, 10:04:02 am »

Request

Small or pocket
Lots of civs, with at least one of each
Several towers
Mega and semi-mega beasts
Fairly high savagery

superradish

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #154 on: August 31, 2014, 03:42:06 pm »

can someone get me a terrifying embark right next to a really GOOD area as far as savagery? like joyous wilds or whatever it's called. It's so funny when zombie unicorns are running around. Plus it's a challenge and stuff.

Oh yes, the evil biome should make undead. the good biome should.. who cares?

Bonus if there's flux, a magma pipe, iron, gold, platinum, sand, clay... yes i want it all. Right on the edge of good vs evil.
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ddenney1211

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #155 on: September 01, 2014, 07:08:18 am »

Slight request if possible please, I still haven't mastered how to gen my own world without it throwing up tons of warnings.


I'd like a large or medium region
High savagery, prefer to have a fair mix of joyous wilds and terrifying
lots of towers and goblins
quite a few civs if possible
lots of minerals and ores and flux
relatively flat world if possible, prefer no mountain ranges
lots of grassland and forest, little to no desert or tundra

bonus if there is lots of volcanoes as well or magma pipes
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vjek

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #156 on: September 01, 2014, 10:07:00 am »

Request

Small or pocket
Lots of civs, with at least one of each
Several towers
Mega and semi-mega beasts
Fairly high savagery
For this embark, there are three biomes, one is Untamed Wilds, the other two are calm.  There is also an aquifer in the NW quadrant, which can be ignored, bypassed or used.
Spoiler (click to show/hide)

vjek

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #157 on: September 01, 2014, 11:20:44 am »

...Is it even possible to get a 2x2 with 4 different biomes?

I'd like 3-4 biomes, one of them good, preferably no evil, water (I have aquifers disabled, but could reenable them if needed), iron, flux, trees, soil and sand. Neighbours of Humans and Elves, goblins are okay, would prefer no towers (I'm still a wimp) ...
The thing that makes this tricky is the water requirement.  Getting three biomes and a river is uncommon.  Getting four biomes in a 2x2 is rare, withOUT a river.  Getting four biomes in a 2x2 plus a river?  I haven't personally seen that.  Mathematically, it is possible, but it would be quite rare, I think.

Here's what I found that matches, Ledi:
Spoiler (click to show/hide)
Note that if you're using anything but vanilla DF, in particular, generating with any raw changes, this likely won't generate the same.  I only mention this point as you said you had aquifers disabled.

GavJ

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #158 on: September 01, 2014, 07:49:55 pm »

I'm pretty sure it is programmed in a way that makes 4 corner biome intersections impossible, now, actually, having looked into it.

However, I do have a map that has many, many areas of 2x3 embarks that have 4 biomes (including oceans), even found a 3x3 with 5 biomes.

I have also found embarks where you would be able to get 4 biomes in a 1x4 embark (using dfhack to allow you to)



And the worldgen params and seeds for that one:
Spoiler (click to show/hide)

Image with some other sites highlighted (see dots and arrows near bottom part of map)
Spoiler (click to show/hide)
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

vjek

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #159 on: September 02, 2014, 12:50:52 pm »

can someone get me a terrifying embark right next to a really GOOD area as far as savagery? like joyous wilds or whatever it's called. It's so funny when zombie unicorns are running around. Plus it's a challenge and stuff.

Oh yes, the evil biome should make undead. the good biome should.. who cares?

Bonus if there's flux, a magma pipe, iron, gold, platinum, sand, clay... yes i want it all. Right on the edge of good vs evil.
Some questions regarding this.. when you say "should make undead" do you mean re-animation, that is, when something dies, it should become undead, or do you mean when creatures spawn on that biome, they should be Corpses, or do you mean if anything steps onto the biome, it immediately becomes undead?  (or some/all of the above?)

Lewa263

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #160 on: September 02, 2014, 06:32:52 pm »

Does anybody have a world such that there exists a 3x3 embark with:
  • Ores for bronze
  • Woodland or greater tree cover
  • Partial aquifer (10 < {percent map with aquifer} < 60)
  • All 4 civilizations as neighbors (no tower)
  • Large flat areas (doesn't need to be completely flat)
  • Not freezing or scorching climate
  • Not evil surroundings
?
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superradish

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #161 on: September 02, 2014, 07:16:41 pm »

can someone get me a terrifying embark right next to a really GOOD area as far as savagery? like joyous wilds or whatever it's called. It's so funny when zombie unicorns are running around. Plus it's a challenge and stuff.

Oh yes, the evil biome should make undead. the good biome should.. who cares?

Bonus if there's flux, a magma pipe, iron, gold, platinum, sand, clay... yes i want it all. Right on the edge of good vs evil.
Some questions regarding this.. when you say "should make undead" do you mean re-animation, that is, when something dies, it should become undead, or do you mean when creatures spawn on that biome, they should be Corpses, or do you mean if anything steps onto the biome, it immediately becomes undead?  (or some/all of the above?)

The first one. I had a biome where anything that died on it became undead. It was great fun. And by fun i mean a zombie muskox killed all 7 of my dwarves. But yeh.... joyous wilds with zombies on the other side would be GREAT :D Don't care if it's a pocket world or whatever.
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vjek

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #162 on: September 02, 2014, 09:02:24 pm »

can someone get me a terrifying embark right next to a really GOOD area as far as savagery? like joyous wilds or whatever it's called. It's so funny when zombie unicorns are running around. Plus it's a challenge and stuff.

Oh yes, the evil biome should make undead. the good biome should.. who cares?

Bonus if there's flux, a magma pipe, iron, gold, platinum, sand, clay... yes i want it all. Right on the edge of good vs evil.
Ok, this one matches many of your requirements, I think.  Definitely has the re-animating/terrifying biome next to joyous wilds.
Spoiler (click to show/hide)

vjek

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #163 on: September 02, 2014, 11:38:57 pm »

Does anybody have a world such that there exists a 3x3 embark with:
  • Ores for bronze
  • Woodland or greater tree cover
  • Partial aquifer (10 < {percent map with aquifer} < 60)
  • All 4 civilizations as neighbors (no tower)
  • Large flat areas (doesn't need to be completely flat)
  • Not freezing or scorching climate
  • Not evil surroundings
?
Completely flat Temperate Woodland, very small aquifer in NW corner, all four civs as neighbors, tetrahedrite and cassiterite for bronze.
Spoiler (click to show/hide)
And as a bonus, quite a lot of diamonds and hemp!  :o

Arkhon Skyhex

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #164 on: September 03, 2014, 08:32:59 am »

I have been faffing about with this world-gen, seeing what happens when I adjust each piece, but for the love of scholars I find it hard to produce river meetings with frequent waterfalls where the elevation of the higher river produces 7+ cliffs near the lower one. I am attempting to make something akin to Helm's deep, only with shit ton more waterfalls, floodgates and the whole thing being carved into the side of the cliff. Any tips on modyfieng the elevation variances and randomness to make this occur frequently? In case you find my entries wierd, I realy, REALY like multiples of 3 and number 13.
Code: [Select]
[WORLD_GEN]
    [TITLE:HERALD]
    [DIM:257:257]
    [EMBARK_POINTS:1324]
    [END_YEAR:991]
    [BEAST_END_YEAR:300:80]
    [REVEAL_ALL_HISTORY:1]
    [CULL_HISTORICAL_FIGURES:1]
    [ELEVATION:1:400:600:600]
    [RAINFALL:0:100:500:500]
    [TEMPERATURE:25:75:50:75]
    [DRAINAGE:0:100:400:400]
    [VOLCANISM:0:100:400:400]
    [SAVAGERY:0:100:66:66]
    [ELEVATION_FREQUENCY:2:1:3:12:6:3]
    [RAIN_FREQUENCY:1:1:1:1:1:1]
    [DRAINAGE_FREQUENCY:1:1:1:1:1:1]
    [TEMPERATURE_FREQUENCY:1:1:2:4:5:1]
    [SAVAGERY_FREQUENCY:3:1:1:2:1:13]
    [VOLCANISM_FREQUENCY:1:1:1:1:1:1]
    [POLE:NORTH_AND_SOUTH]
    [MINERAL_SCARCITY:500]
    [MEGABEAST_CAP:75]
    [SEMIMEGABEAST_CAP:150]
    [TITAN_NUMBER:33]
    [TITAN_ATTACK_TRIGGER:80:0:100000]
    [DEMON_NUMBER:52]
    [NIGHT_TROLL_NUMBER:26]
    [BOGEYMAN_NUMBER:26]
    [VAMPIRE_NUMBER:26]
    [WEREBEAST_NUMBER:26]
    [SECRET_NUMBER:52]
    [REGIONAL_INTERACTION_NUMBER:52]
    [DISTURBANCE_INTERACTION_NUMBER:52]
    [EVIL_CLOUD_NUMBER:26]
    [EVIL_RAIN_NUMBER:26]
    [GENERATE_DIVINE_MATERIALS:1]
    [GOOD_SQ_COUNTS:50:250:0]
    [EVIL_SQ_COUNTS:50:250:0]
    [PEAK_NUMBER_MIN:13]
    [PARTIAL_OCEAN_EDGE_MIN:0]
    [COMPLETE_OCEAN_EDGE_MIN:0]
    [VOLCANO_MIN:99]
    [REGION_COUNTS:SWAMP:1032:7:6]
    [REGION_COUNTS:DESERT:1032:7:6]
    [REGION_COUNTS:FOREST:4128:13:12]
    [REGION_COUNTS:MOUNTAINS:8256:9:6]
    [REGION_COUNTS:OCEAN:0:0:0]
    [REGION_COUNTS:GLACIER:0:0:0]
    [REGION_COUNTS:TUNDRA:0:0:0]
    [REGION_COUNTS:GRASSLAND:8256:13:12]
    [REGION_COUNTS:HILLS:8256:13:12]
    [EROSION_CYCLE_COUNT:139]
    [RIVER_MINS:639:639]
    [PERIODICALLY_ERODE_EXTREMES:1]
    [OROGRAPHIC_PRECIPITATION:1]
    [SUBREGION_MAX:2750]
    [CAVERN_LAYER_COUNT:3]
    [CAVERN_LAYER_OPENNESS_MIN:50]
    [CAVERN_LAYER_OPENNESS_MAX:100]
    [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
    [CAVERN_LAYER_PASSAGE_DENSITY_MAX:50]
    [CAVERN_LAYER_WATER_MIN:0]
    [CAVERN_LAYER_WATER_MAX:100]
    [HAVE_BOTTOM_LAYER_1:1]
    [HAVE_BOTTOM_LAYER_2:1]
    [LEVELS_ABOVE_GROUND:25]
    [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:100]
    [NON_MOUNTAIN_CAVE_MIN:200]
    [ALL_CAVES_VISIBLE:0]
    [SHOW_EMBARK_TUNNEL:2]
    [TOTAL_CIV_NUMBER:60]
    [TOTAL_CIV_POPULATION:1300]
    [SITE_CAP:900]
    [PLAYABLE_CIVILIZATION_REQUIRED:1]
    [ELEVATION_RANGES:0:0:0]
    [RAIN_RANGES:8256:16512:8256]
    [DRAINAGE_RANGES:8256:16512:8256]
    [SAVAGERY_RANGES:0:0:16512]
    [VOLCANISM_RANGES:8256:16512:8256
« Last Edit: September 03, 2014, 08:37:57 am by Arkhon Skyhex »
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