Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 27

Author Topic: DF v0.43.03+ Worldgen Cookbook Thread!  (Read 85523 times)

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
DF v0.43.03+ Worldgen Cookbook Thread!
« on: June 08, 2016, 09:39:50 am »

Here's the guidelines & goals for this thread:

Post your interesting worldgen parameter sets, along with a description of the 'ideal' embark you've found. Pictures of sites or directions to them (so others can find them) are especially nice, but at the very least, try to provide others with the parameters for your new Dwarven Paradise, roughly where your embark was and what you got out of it (features, resources). One man's Paradise is another man's Hidden Fun Stuff, so try to point out if you found any obvious problems (no underground plants, no iron known to playable civ, etc).

Do you have a specific embark or world you'd like to see? Ask for it, and perhaps a world that someone else has discarded would work better for you! Found an interesting embark with some unusual feature (Adamantine space elevators, tiny island off shore in the ocean, chasms open from surface to caverns)? Post it, and let others have some fun with what you've discovered!

A screenshot showing the embark location is ideal, if you are posting with a specific embark in mind, rather than just the entire world.
Please use spoiler and code tags where appropriate, to keep your posts a reasonable size.

Using the seeds from 42.xx worlds in at least 43.03 generates entirely different worlds, on the same platform, without rejections, so it seems reasonable to have a new thread for 43.03+ worlds.

EDIT:  Here is an HTML form you can save (as an .html file) and open locally (in your browser) for use as a template or starting point for making specific embark feature requests.  There's no logic/validation in this form, it just selects everything with a checkbox and then highlights the results so you can copy/paste that into a new post.  If you think something should be added to this form, PM me.
« Last Edit: August 31, 2019, 04:25:07 pm by vjek »
Logged

asdguy00

  • Escaped Lunatic
  • Nothing to see here, move along
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #1 on: June 09, 2016, 12:24:04 pm »

Moving from the prev thread:

Generated a custom world, embarked on a site, and found that it has some amazing, epic features, including: 3 major and a minor river intersecting, the largest major river producing a 16+ z-level waterfall into an enormous canyon, and two tall cliffsides, one next to, the other inbetween the rivers. Has sand, clay, a generous amount of obsidian near the surface, marble in the lower left area, a lot of trees and some potatoes and blueberries.

All trees are larch
The rivers freeze from mid-autumn to mid-spring, helping the FPS and water project construction.

Screenshot of the top of the waterfall, and the cliffs:
Spoiler (click to show/hide)

Here are the worldgen raws (43.03):
Spoiler (click to show/hide)

Here is the location on the world map:
Spoiler (click to show/hide)
Logged
If violence is not a solution, you are simply not using enough.

psikez

  • Escaped Lunatic
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #2 on: June 11, 2016, 11:16:33 am »

Hi there, I'm just coming back after a long long break. I'm looking for a (relatively) flat volcano in Joyous Wilds that meets a sedimentary layer or has hematite with flux and clay.
Logged

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #3 on: June 14, 2016, 10:28:28 pm »

Hi there, I'm just coming back after a long long break. I'm looking for a (relatively) flat volcano in Joyous Wilds that meets a sedimentary layer or has hematite with flux and clay.
This matches, as far as I can tell. Hematite/Marble, but otherwise seems ok.
The upper left biome is marked as having an aquifer, but there's no aquifer (long standing bug).
As a result, you could change the embark size/location slightly to put the volcano wherever you would prefer.
Spoiler (click to show/hide)

psikez

  • Escaped Lunatic
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #4 on: June 15, 2016, 07:30:32 am »

Yes! You're a world generation wizard! Time to go to war with the unicorns.
Logged

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #5 on: June 15, 2016, 09:11:02 am »

If you really do want unicorns, you'll need shrublands or forest, which are different biomes than what's above.
A shrubland requires 33-65 rain and 33-49 drainage.  :D

psikez

  • Escaped Lunatic
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #6 on: June 15, 2016, 09:58:07 am »

Awesome thank you! Swapped those settings in and got what I wanted in a single generation
Logged

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #7 on: June 15, 2016, 11:03:19 pm »

Yes, vjek is truly a wizard.

Incidentally the "no hell layer=directional volcano behavior" thing is still present in 43.03.

I've been using it for adventurer sites built down in the cavern layers of drained volcano tubes but it's a neat trick for fort mode too.
Logged

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #8 on: June 17, 2016, 02:50:19 pm »

Put together this world for some 43.03 testing.
It's a PSV world, but it's got some nice features..

all races as neighbors on embark.
magma forges could be build on Z_72, embark is Z_100
caverns (no water) from Z_79 to Z_75
HFS/Candy available
magnetite/lignite/dolomite in first three stone layers (steel friendly)
many gold veins above the caverns
300+ emeralds (value 40) plus 18 more value 20 gems
tiny aquifer in NW corner, source of fresh water, trivial to access/secure
joyous wilds surroundings
sand desert biome, clay available
a few surface trees (feather, saguaro , highwood)
seven underground tree types in the caverns (bloodthorn, nether cap, more)
after embark, designated a tavern on the surface, no structures, immediately had three dwarven/human bards visiting & petitioning to stay in the next season. so many petitions and visitors!
elven caravan, dwarven caravan, both show up
competent/adequate musicians/poets on embark.
Goblins show up, in force, immediately after pop_cap was met (in my case, 80) in the second year.
Spoiler (click to show/hide)

MetalRocks

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #9 on: June 19, 2016, 03:03:16 pm »

This one has a single layer of aquifer (third layer).

Size of embark: 2x2 (flat surface)
History: 250 years
Metals: plenty of Iron/steel and gold, and also copper/bronze/silver.
Spoiler: Ores: (click to show/hide)
Flux, sand, clay and Fireclay.
Spoiler: Layer materials: (click to show/hide)
Contact with all four civs: dwarves, elves, humans and goblins (in case you don't contact any of them repeat the creation of the world until you have contact with all four of them).
Biome: Untamed Wilds/Temperate Savanna/warm/sparse trees/moderate vegetation
River (brook)
Caverns:3.
Magma distance to the surface: 75 levels.
Spoiler (click to show/hide)
Logged
"Face each battle, each foe, as though it is your last.

One day it will be"

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #10 on: June 20, 2016, 10:51:46 am »

And for those who want to see what playing a truly dead (not just dying) dwarven civ is like..

This dwarven civilization is completely 100% dead.  After you embark, the 'c'iv screen is empty.  No liaison will ever visit.  No caravan will ever visit.  No migration waves, after the first two, will ever happen.
You are completely alone.  :o
Limonite/Marble (shallow)/A few surface trees. (malachite and tetrahedrite too, for ores)
There are 10k goblins in the world, but I'm not sure they'll ever show up? (unless you get your fortress pop, through breeding, to the hardcoded minimum for sieges?)
Small aquifer areas adjacent to the northeast edges of the embark map, if you want/need secure fresh water.  Water in the caverns too.
Sand. Shallow embark (could build magma forges on Z_74, embark iz Z_100), completely flat.  Untamed wilds for giant creature fun.

Derro

  • Bay Watcher
  • Imprisoned Lunatic
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #11 on: June 20, 2016, 03:03:23 pm »

And for those who want to see what playing a truly dead (not just dying) dwarven civ is like..

This dwarven civilization is completely 100% dead.  After you embark, the 'c'iv screen is empty.  No liaison will ever visit.  No caravan will ever visit.  No migration waves, after the first two, will ever happen.
You are completely alone.  :o
Limonite/Marble (shallow)/A few surface trees. (malachite and tetrahedrite too, for ores)
There are 10k goblins in the world, but I'm not sure they'll ever show up? (unless you get your fortress pop, through breeding, to the hardcoded minimum for sieges?)
Small aquifer areas adjacent to the northeast edges of the embark map, if you want/need secure fresh water.  Water in the caverns too.
Sand. Shallow embark (could build magma forges on Z_74, embark iz Z_100), completely flat.  Untamed wilds for giant creature fun.

It seems there's a reclaimable fortress south of the goblin tower: have you taken a look at that (whether in fortress or adventurer mode)? How viable is it as a reclaim location?
Logged

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #12 on: June 20, 2016, 03:30:08 pm »

There's no iron bearing ore there, but it's it's similar to most Dwarven-NPC-built fortresses.
That reclaimable fortress was the only site of the original civ that was killed off.

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #13 on: June 21, 2016, 02:47:28 pm »

... So I can't "advanced worldgen". If it's possible could somebody gen a world with an necro tower next to the glacier, which is in an evil biome, no aquifer and no boogeyman? If its not possible, could you just create a world that's a challenge? ...
This seems to match, but there's lots of other options.  And ' a world that's a challenge ' means different things to different people.  I can make a world that kills you 5 seconds after embark, but that's not really that fun. :)
In any case, this world has two towers, terrifying glacier, husk-ifying clouds, and if you use the embark location below, you'll have the undead on your doorstep the first day of Autumn.
There is an aquifer below the non-glacier portion of the embark, trivial to avoid or utilize.  It's also a steel friendly embark.
If you don't want the convenience of the non-frozen portion, just move the embark location one tile east.
The Everlasting Lashes civ is at war with the goblins, if you want that. (embark as them, instead of the other one)
features: chalk/limonite/coal/hemp/glumprongs.
Spoiler: snowdwarf1 (click to show/hide)

jcnorris00

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #14 on: June 21, 2016, 05:47:00 pm »

I'd love to be able to reliably generate a world with lots of little good and evil regions, such that a 4x4 embark can have good and evil plants and animals.  The world should still have enough neutral regions to allow for humans and dwarves (obviously).
Logged
My contribution to dwarven science: the dwarven kiddie pool
Pages: [1] 2 3 ... 27