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Author Topic: DF2014 (v0.40.24) Worldgen Cookbook Thread!  (Read 154811 times)

Jazzeraint

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #450 on: August 22, 2015, 04:32:37 pm »

I spent a while playing with worldgen to find a nice vanilla mix with volcanoes galore.

I just made this map, it parameters are fun without these exact seeds, but I generated about 10 tonight before finding this one that has a lot of volcanoes with 3+ biomes in a 4x4 embark near water like aquifer or river.  Scarcity is 666 resulting in lots of embarks with shallow metals + deep metals + flux.
It has boosted numbers of good and evil biomes and is pretty close to as many biomes as u can fit on a large region map.  I remember from tweaking these back in about 40.9 that I had to adjust some of the variance numbers down or fail to create from too many biomes.

I will play this map a while and hopefully abandon many a fortress to ruin before attempting some of the harder embarks
like:  joyous tundra + terrifying frozen sea + volcano
or simply terrifying aquifer glacier volcano.  (both with multiple biome + metals & flux in 4x4 embark of volc.)

I counted at least 6 starts with my resource reqs of 2-3 biomes shallow, deep and flux + volcano and surface water (partial aquifer or river) in a 4x4.

It is very very spikey mountainous because of my parameters.
Lots of 12+ cliff faces on these volcanoes.

I boosted numbers of megas and kept the time short (112 years) to have less of them killed off.

Oh and some of the parameters lead to extra forest wetness, minimized frozen waste(though still plenty of starts) and minimized speckled oceans, lots of mountains in smaller ranges.

I hope to enjoy it, and hope someone else may :).


Spoiler (click to show/hide)

Thanks for this, and for the PFV tutorial!
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xcorps

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Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« Reply #451 on: August 22, 2015, 06:07:43 pm »

This matches, but the volcano is in the middle of a lake. :)
If you don't like it, I'll find another, but this one I found quickly, and lake aside, it matches all other parameters except being flat.  Up to you, just thought it was interesting enough to share.
Spoiler (click to show/hide)
80 tiles of aquifer on the NNW edge, just a single Z-Level (136)
You can change History, Name, and Creature Seeds, as long as you leave "Seed" alone, you should get the same geography/geology.

I'd really like to play this particular embark, but I'd like to adjust the world temps so that it's either temperate or cold.

Is this possible without breaking this embark/world?

Edit:

I changed the min and max temps and it altered the geography.
« Last Edit: August 22, 2015, 06:15:20 pm by xcorps »
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Max™

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #452 on: August 22, 2015, 06:31:13 pm »

Worth noting, if you post world-gen parameters in a [ code] block it can still be spoilered but it adds a button to select it all and a scrollbox just for the code block.
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Max™

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #453 on: August 23, 2015, 05:33:40 pm »

I hope to enjoy it, and hope someone else may :).


Spoiler (click to show/hide)


Yeah, I'm digging it. I tweaked some of the stuff a bit, and of course have my wanderlust mod in place which helped prevent the gobs from just running rampant everywhere, but it turned out very interestingly mixed and the geography is nicely suited for running around on as an adventurer.

Also found a few really promising sites.

Open in new tab, this is downsized from the original map export by like 75% I think.
Spoiler (click to show/hide)

I see a few of these scattered around, see the yellow mountain range in the mid-southeast region? I'm betting the volcano and mini-range right there is a little freestanding freak like this one.
Spoiler (click to show/hide)
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Jazzeraint

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #454 on: August 29, 2015, 03:29:07 pm »

All of my dabbling and worldgenning has finally paid off in a big way.

This is my embark:
Spoiler (click to show/hide)

It has 5 subregions and a feature.
The Dreadful Biles: Sinister Freshwater Marsh with Aquifer that rains bruising & dizzying slush that makes animals bleed.
The Coastal Steppe: Wilderness Temperate Shrubland with Clay.
The Waste of Trouble: Sinister Sand Desert with Aquifer that fogs up with devilish ash, turning those afflicted into horrific husks. (Possibly reanimating)
The Forest of Disgust: Terrifying Temperate Conifer Forest with Aquifer that rains horrible ooze with makes animals feverish, dizzyed, and vomitous. (Definitely reanimating)
The Gleeful Finger: Serene Mountain.
The Circular Blaze: A gosh derned Volcano.

All regions have Sand, Flux & Deep Metals. 3/5 have multiple shallow metals, the other two have singular shallow metal.


Neighbors! Dwarves, Elves; Tower; Nagas, Frogmen, Beak Wolves, Putrid Blendecs & Goblins

Elevation and map placement:
Spoiler (click to show/hide)

My little hidey hole at current (it immediately rained evil on load, oh geez):
Spoiler (click to show/hide)

Worldgen Data

There is some modest modding in the data. Best of all, this means that you can build towers out of the bones of your enemies.
« Last Edit: September 06, 2015, 09:30:49 pm by Jazzeraint »
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kostrahb

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #455 on: September 11, 2015, 02:22:00 am »

All of my dabbling and worldgenning has finally paid off in a big way.

This is my embark:
Spoiler (click to show/hide)

It has 5 subregions and a feature.
The Dreadful Biles: Sinister Freshwater Marsh with Aquifer that rains bruising & dizzying slush that makes animals bleed.
The Coastal Steppe: Wilderness Temperate Shrubland with Clay.
The Waste of Trouble: Sinister Sand Desert with Aquifer that fogs up with devilish ash, turning those afflicted into horrific husks. (Possibly reanimating)
The Forest of Disgust: Terrifying Temperate Conifer Forest with Aquifer that rains horrible ooze with makes animals feverish, dizzyed, and vomitous. (Definitely reanimating)
The Gleeful Finger: Serene Mountain.
The Circular Blaze: A gosh derned Volcano.

All regions have Sand, Flux & Deep Metals. 3/5 have multiple shallow metals, the other two have singular shallow metal.


Neighbors! Dwarves, Elves; Tower; Nagas, Frogmen, Beak Wolves, Putrid Blendecs & Goblins

Elevation and map placement:
Spoiler (click to show/hide)

My little hidey hole at current (it immediately rained evil on load, oh geez):
Spoiler (click to show/hide)

Worldgen Data

There is some modest modding in the data. Best of all, this means that you can build towers out of the bones of your enemies.

Hi, it's probably dumb question but I can't figure out where the starting position is. I'm looking for that yellow X for a good half an hour but still nothing :(
Could you possibly specify where shall I look? Thank you very much :)
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Jazzeraint

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #456 on: September 12, 2015, 01:33:52 am »

Hi, it's probably dumb question but I can't figure out where the starting position is. I'm looking for that yellow X for a good half an hour but still nothing :(
Could you possibly specify where shall I look? Thank you very much :)

Sorry, I caught it during the off-blink. Here it is:

Spoiler (click to show/hide)
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kostrahb

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #457 on: September 12, 2015, 03:57:37 pm »

Hi, it's probably dumb question but I can't figure out where the starting position is. I'm looking for that yellow X for a good half an hour but still nothing :(
Could you possibly specify where shall I look? Thank you very much :)

Sorry, I caught it during the off-blink. Here it is:

Spoiler (click to show/hide)

Thank you, I have found that square and it really had 5 different biomes but they are definitely not evil, only untamed wilds, wilderness, serene and calm (same in both worlds I generated). Obviously something is with pseudorandom number generator. Maybe wrong appropriate seed, unexpected alteration by installing mods or could it be OS issue? I used df version with instaled phoebus graphics on linux and apparently terrain and water (at least oceans) look the same but biomes are totaly different (however with same borders otherwise I wouldn't be able to find that spot)
If not, would it be possible to upload the map somewhere? This is far too tempting to let it go :)
« Last Edit: September 12, 2015, 04:00:59 pm by kostrahb »
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Jazzeraint

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #458 on: September 12, 2015, 04:16:44 pm »

Thank you, I have found that square and it really had 5 different biomes but they are definitely not evil, only untamed wilds, wilderness, serene and calm (same in both worlds I generated). Obviously something is with pseudorandom number generator. Maybe wrong appropriate seed, unexpected alteration by installing mods or could it be OS issue? I used df version with instaled phoebus graphics on linux and apparently terrain and water (at least oceans) look the same but biomes are totaly different (however with same borders otherwise I wouldn't be able to find that spot)
If not, would it be possible to upload the map somewhere? This is far too tempting to let it go :)

I've regenned the world several times, and while Civs and Towers have changed, the biomes and other features never have for me. I do use ASCII graphics, though.

Due to some incidents and tomfoolery, I no longer have the pre-embark save, but I do have three in-progress saves you can make use of.
« Last Edit: September 12, 2015, 04:26:06 pm by Jazzeraint »
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vjek

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #459 on: September 12, 2015, 04:26:56 pm »

Just for reference, in my experience, there are two requirements for generating an identical world & embark, cross platform:

1) It must be generated on a vanilla install.  No mods, no dfhack, no editing of any kind of any raws.
2) It must be generated with zero rejections.  None.  Not even one.

If those two things are true, all seeds work cross platform without any problems, in all the tests I've done.

Max™

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #460 on: September 12, 2015, 06:55:16 pm »

SO VJEK HAS SAID

SO IT SHALL BE
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kostrahb

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #461 on: September 14, 2015, 11:57:29 am »

Just for reference, in my experience, there are two requirements for generating an identical world & embark, cross platform:

1) It must be generated on a vanilla install.  No mods, no dfhack, no editing of any kind of any raws.
2) It must be generated with zero rejections.  None.  Not even one.

If those two things are true, all seeds work cross platform without any problems, in all the tests I've done.

Editing data/init/world_gen.txt counts as edit? Because I have downloaded vanilla version and only copied the parameters but the map is generated exactly as I generated it with the first version (with installed graphics).
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Urist McVoyager

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #462 on: September 17, 2015, 02:31:15 pm »

Okay, so I'm looking to do a human surface run where I settle on a hilltop Celtic style. What I want from a world is plenty of rolling hills and plains and enough rivers to settle by so I have a lot of potential embark sites. There should be enough mountains to make dwarves possible neighbors (I'd like every race to be present) but they shouldn't dominate the landscape.
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Max™

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #463 on: September 19, 2015, 11:26:22 am »

What is you say? You want towers?

We do this, is 10 towers ok? No? Not enough? 15 towers is good maybe?
Spoiler (click to show/hide)
We can do this too. Is 15 towers not enough? You want 17 towers? Is ok too!
Spoiler (click to show/hide)
Is 23 towers too much? Tough!
Spoiler (click to show/hide)
Code: [Select]
[WORLD_GEN]
[TITLE:SOMANYTOWARZ]
[DIM:33:33]
[EMBARK_POINTS:1324]
[END_YEAR:2500]
[BEAST_END_YEAR:750:75]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:90:400:3200:800]
[RAINFALL:0:100:51:51]
[TEMPERATURE:25:75:51:51]
[DRAINAGE:0:100:51:51]
[VOLCANISM:0:100:51:51]
[SAVAGERY:0:100:51:51]
[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]
[POLE:NORTH_OR_SOUTH]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:12]
[SEMIMEGABEAST_CAP:7]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:44]
[NIGHT_TROLL_NUMBER:0]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:10]
[WEREBEAST_NUMBER:10]
[SECRET_NUMBER:66]
[REGIONAL_INTERACTION_NUMBER:20]
[DISTURBANCE_INTERACTION_NUMBER:20]
[EVIL_CLOUD_NUMBER:10]
[EVIL_RAIN_NUMBER:10]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:2:8:0]
[EVIL_SQ_COUNTS:2:8:0]
[PEAK_NUMBER_MIN:5]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:10]
[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:4:1:1]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:1]
[CAVERN_LAYER_OPENNESS_MIN:90]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:50]
[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:1]
[CAVE_MAX_SIZE:5]
[MOUNTAIN_CAVE_MIN:1]
[NON_MOUNTAIN_CAVE_MIN:3]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:75]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:200]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

Let it run the first 30 or so years and if you see two or three towers by then let it run a good four or five hundred years, you should end up with a dozen towers or so easily.

Spoiler (click to show/hide)
Has fun you crazy kids!
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Jazzeraint

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Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« Reply #464 on: September 20, 2015, 11:16:28 am »

How do you get so many towers? I've never gotten more than 4, even with my secret number hundreds higher, a map much larger, and a history much longer than yours. D:
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