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Author Topic: is there a way or trick to spawn evil and good biome in desired location ?  (Read 1640 times)

Hiul

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i want to make one continent that have evil and good biome nicely like yin and yang or not messed up, while have another separated normal continent around.

i try world painter option from advance world map but theres no option for evil and good, and i dont know how to count the region, does 1 tile paint considered one region ?
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waterphage13

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Biomemanipulator.
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Tubercular Ox

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Not an answer to your question, but if you set desired number of good squares in medium regions and desired number of evil squares in small regions to the maximum value, with all other values equal to 0, then every small region on the map will be evil, every medium region will be good, and every large region will be unaligned.  Then you can look around and try to get a feel for what is small/medium/large.

(If you don't make large regions unaligned, the map has troubles making it through worldgen)
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gchristopher

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As suggested, DFHack scripts and tools can move biomes around. It's least complicated if you can get DF to generate a good and evil biome very _close_ to each other, and then nudge the biome boundaries around a bit in the embark window so you can get an embark that straddles both.

The best option is to make that situation possible is to use custom world gen settings to make lots of small biomes, which effectively gives you more rolls of the dice for having contrasting biomes near each other. Then increase the number of small/medium biome evil cells and the number of small/medium good cells. (Large, too but that tends to get oceans and mountain ranges.) You'll often have to increase the maximum number of unique biomes permitted for the world.

This will mean a fairly picky world gen. Turn on failure logging for world generation so you can see why you're getting failures. It helps to understand how part of the order that world gen works:

1. Given the variance, grid, or pre-painted map of things like elevation, temperature, savagery, etc, it creates biomes determined by the combination of those attributes.
2. It checks the desired number of hills/forest/mountain/plain etc and if there aren't enough of them, it discards the world and tries again.

If it seems to just keep failing, one way to fix that is to just reduce the number of required cells of forests/plains/etc. Then at least it is more likely to finish and you can inspect the world yourself to determine if it's okay. For your purposes, it sounds like that's mostly checking if you've got a nice good/evil adjacent area.

A couple downsides of this approach are:
- Sieges. The new siege system where they have to travel to your fort means your location might not get goblins, and you won't have many choices of location or freedom to embark near a dark fortress. That's just a sad limitation of the newer versions of DF.
- Animal extinction is easier in small biomes. This is easily fixed with the region-pops (I think that's it) DFHack command.

With DFHack, you can move entire biomes around on the world map, and sites can be moved also, but both are more complicated.
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