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Extremely hostile worldgens?

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comicraider:
 I've been playing in a lot of worlds that have seen mass extinction lately, but it's always been megabeasts and warring that make things !!FUN!!.

Anyone have any worldgen parameters for making worlds that are borderline uninhabitable? Evil biomes everywhere, extremely hot or cold etc.?

I'm after a challenge, go ahead and fun me up.

wierd:
oh really?

I spun up something special for a succession game that seems to have stagnated.  Hop on over to community games, and grab the save for Dawnthunder.

That world is extra special fun sauce. Has purposefully duplicated material raws, but holy jeeze, is it full of evil and monsters.  My last turn, I exterminated over 1000 undeads in the caverns with a special contraption.  Overland travel is nearly impossible in adventure mode.  Elves and human are extinct.

It's the closest to maximum grimdark I could spin without having a fully dead world.

vjek:
Here's a challenge for you, comicraider.
Spoiler: comicraider3 (click to show/hide)worldgen

--- Code: ---Created in DF v0.44.12.

[WORLD_GEN]
[TITLE:COMICRAIDER3]
[SEED:FTsikA0256yzYbhKYa51]
[HISTORY_SEED:hl5A4OPu3ethQimFtjv0]
[NAME_SEED:siFqFf3Qdm2Mp4SExL7l]
[CREATURE_SEED:f33ZhfNo54uM4KJAE76D]
[DIM:17:17]
[EMBARK_POINTS:10000]
[END_YEAR:200]
[BEAST_END_YEAR:200:-1]
[REVEAL_ALL_HISTORY:0]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:100:400:0:0]
[RAINFALL:0:1:0:0]
[TEMPERATURE:-1000:267:0:0]
[DRAINAGE:0:100:0:0]
[VOLCANISM:0:0:0:0]
[SAVAGERY:0:100:0:0]
[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:NONE]
[MINERAL_SCARCITY:1500]
[MEGABEAST_CAP:30]
[SEMIMEGABEAST_CAP:0]
[TITAN_NUMBER:30]
[TITAN_ATTACK_TRIGGER:7:0:0]
[DEMON_NUMBER:60]
[NIGHT_TROLL_NUMBER:0]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:0]
[WEREBEAST_NUMBER:0]
[SECRET_NUMBER:0]
[REGIONAL_INTERACTION_NUMBER:300]
[DISTURBANCE_INTERACTION_NUMBER:300]
[EVIL_CLOUD_NUMBER:300]
[EVIL_RAIN_NUMBER:0]
[GENERATE_DIVINE_MATERIALS:0]
[GOOD_SQ_COUNTS:0:0:0]
[EVIL_SQ_COUNTS:289:0:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[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:1000]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:0]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:1]
[CAVERN_LAYER_OPENNESS_MIN:100]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:15]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:4]
[LEVELS_ABOVE_LAYER_1:8]
[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:1]
[MOUNTAIN_CAVE_MIN:0]
[NON_MOUNTAIN_CAVE_MIN:6]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:6]
[TOTAL_CIV_POPULATION:100]
[SITE_CAP:0]
[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]
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:400:400:400:400:400:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:400:400:400:400:400:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:400:400:400:400:400:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:400:400:400:400:400:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:400:400:400:400:400:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_RF:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[PS_RF:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
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[PS_RF:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[PS_RF:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[PS_RF:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[PS_RF:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[PS_RF:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[PS_RF:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[PS_RF:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[PS_RF:100:100:100:100:100:0:0:0:0:0:0:0:0:0:0:0:0]
[PS_RF:100:100:100:100:100:0:0:0:0:0:0:0:0:0:0:0:0]
[PS_RF:100:100:100:100:100:0:0:0:0:0:0:0:0:0:0:0:0]
[PS_RF:100:100:100:100:100:0:0:0:0:0:0:0:0:0:0:0:0]
[PS_RF:100:100:100:100:100:0:0:0:0:0:0:0:0:0:0:0:0]
[PS_TP:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000]
[PS_TP:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267]
[PS_TP:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000]
[PS_TP:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267]
[PS_TP:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000]
[PS_TP:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267]
[PS_TP:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000]
[PS_TP:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267]
[PS_TP:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000]
[PS_TP:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267]
[PS_TP:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000]
[PS_TP:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267]
[PS_TP:25:25:25:25:25:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000]
[PS_TP:25:25:25:25:25:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267]
[PS_TP:25:25:25:25:25:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000]
[PS_TP:25:25:25:25:25:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267]
[PS_TP:25:25:25:25:25:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000:267:-1000]
[PS_DR:96:90:84:78:72:66:60:54:48:42:36:30:24:18:12:6:0]
[PS_DR:0:6:12:18:24:30:36:42:48:54:60:66:72:78:84:90:96]
[PS_DR:96:90:84:78:72:66:60:54:48:42:36:30:24:18:12:6:0]
[PS_DR:0:6:12:18:24:30:36:42:48:54:60:66:72:78:84:90:96]
[PS_DR:96:90:84:78:72:66:60:54:48:42:36:30:24:18:12:6:0]
[PS_DR:0:6:12:18:24:30:36:42:48:54:60:66:72:78:84:90:96]
[PS_DR:96:90:84:78:72:66:60:54:48:42:36:30:24:18:12:6:0]
[PS_DR:0:6:12:18:24:30:36:42:48:54:60:66:72:78:84:90:96]
[PS_DR:96:90:84:78:72:66:60:54:48:42:36:30:24:18:12:6:0]
[PS_DR:0:6:12:18:24:30:36:42:48:54:60:66:72:78:84:90:96]
[PS_DR:96:90:84:78:72:66:60:54:48:42:36:30:24:18:12:6:0]
[PS_DR:0:6:12:18:24:30:36:42:48:54:60:66:72:78:84:90:96]
[PS_DR:96:90:84:78:72:66:60:54:48:42:36:30:24:18:12:6:0]
[PS_DR:0:6:12:18:24:30:36:42:48:54:60:66:72:78:84:90:96]
[PS_DR:96:90:84:78:72:66:60:54:48:42:36:30:24:18:12:6:0]
[PS_DR:0:6:12:18:24:30:36:42:48:54:60:66:72:78:84:90:96]
[PS_DR:96:90:84:78:72:66:60:54:48:42:36:30:24:18:12:6:0]
[PS_SV:0:0:100:100:100:100:100:0:0:100:100:100:100:100:100:0:0]
[PS_SV:0:0:100:100:100:100:100:0:0:100:100:100:100:100:100:0:0]
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[PS_SV:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
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[PS_SV:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_SV:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_SV:0:0:100:100:100:100:100:0:0:100:100:100:100:100:100:0:0]
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[PS_SV:100:100:100:100:100:100:100:0:0:100:100:100:100:100:100:0:0]


--- End code ---
embark location:

Features:
Iron
Flux
Trees (and as a result, technically steel friendly)
A small 2Z aquifer (EDIT: small as in, less than 10% of the embark surface, and only 2 Z levels thick)
A thin embark (23Z total)
and more surprise challenges; If you don't want to know, don't click below.
Spoiler: also features.. (click to show/hide)Reanimation
Lethal temperatures
As far as I can tell, no farming.
No grass, and as a result, no grazing.
No insect colonies, and as a result, no beekeeping.
48k goblins
30 titans
30 megabeasts
HFS/Candy

PatrikLundell:
comicraider3 is fairly interesting.

Some notes:
- I read the aquifer note sloppily, and so expected the aquifer to cover the whole embark, and so thought I'd have to pierce it using the freezing method (which should work).

(of which some relates to the spoiler section):
Spoiler (click to show/hide)- I don't think the embark is reanimating, as no corpses have ever reanimated, but I've seen evil clouds, which probably are thralling. The FB that rampaged in the cavern slaughtered a fair number of troglos, but none reanimated.
- The carnivorous route seems to work fairly well. Embarking with my standard set of animals with a replacement of sheep for pigs has carried my dorfs through (with marginal help from "cavern meat").
- I hadn't expected the cold would have that effect of a "living" caravan wagon, so the first caravan went bust/fled (and I haven't picked up the pieces). The second caravan has just had its trading, as I blocked access to wagons, so they didn't try to reach the site. They didn't really have anything of interest to sell, though, and had a tiny garbage disposal capacity, but I was able to request stuff from the trade liaison which appeared now that I've got a monarch on site (and I guess luck will tell what's going to be on the wagons and what's going to be on the animals). The limited profit my junk provided them ought to result in a larger caravan than the two animal one I received now, although it still doesn't cover the losses from the first caravan.
In principle it ought to be possible to dig an access tunnel around the embark with frequent openings to allow wagons to get underground quickly enough. It should even be possible to dig is such that it's a single huge opening (i.e. ramps down throughout) that would cut off all other routes, but I wouldn't bet anything on the morons to not go a long way along the surface first anyway.
Could be tested next year with save spamming, but otherwise I'm not prepared to risk the small one I can actually get.
- I made an experiment with my standard channel technique to see if any vegetation would spawn on a 5*5 channeled area, but nothing has appeared. A farm plot on the surface indicated farming would be possible on surface tiles if seeds were available (which they aren't, as the dwarven civ doesn't carry any surface plants), provided dorfs aren't outside for too long. I assume underground farming will be possible if I can get a caravan to provide seeds.
- Clothing is going to be a significant issue. No GCS has been seen, and the cave spider webs that can be collected won't help much (I've still got only intermittent access to the cavern, but there aren't many webs there anyway. I've considered setting up a web/tree farm [the latter probably needed to get enough wood for any reasonable amounts of steel]). Producing enough leather isn't reasonable. An iron armor uniform might help a bit, though.
- A somewhat unpleasant issue with the cavern is that cutting down some trees opens a hole to the magma sea, but I didn't suffer from any magma crabs getting out and burning my wood supply before plugging them. I assume more holes will appear due to later logging, though, unless you intentionally kill off saplings in the danger areas.
- Haven't had any visitors, which isn't surprising given the world. I've lowered the gobbo pop siege cap to possibly get some of those (and will likely run into significant cage deficiency issues from the second siege on [I expect to handle a standard first 10 unit invasion]). Might also provide some clothing.
- Moods is an issue, given that only silk can be produced locally, and there's obviously no shell supply (I don't know if shelled FBs qualify, though, but you'd still have to get one for each such mood if they do). I've considered bringing sheep on embark, shear them, and then slaughter them for a one time influx of wool. It might be possible to feed caged/chained grazers to keep them alive once you get a sufficient work force (to succeed with the starting 7 you'd probably have to have one being free of all tasks but whatever causes feeding). I should probably experiment with my current set of caged Elk Birds.

vjek:
I updated the aquifer description.  I wasn't sure it would be clear enough, and my first instinct was correct.  :P

Regarding silk.. it will appear at the same Z-Level as the caverns in any excavated tile, so really, you just need to make large enough open areas that it produces constantly, which it will.  At least, It has for me. 
Once you have blocked access to the cavern, you can then auto-collect webs from your safe areas with a single loom, and you'll be swimming in cloth in no-time.  Certainly enough to make replacement clothing, in my experience.  But it will require some reasonably large (20x20 or larger) mined out areas on those Z-Levels to spontaneously generate enough webs.

I was working on this type of embark anyway, for my dead civ testing.  This combination of features withOUT caravans is pretty challenging.  I also found glacier bees, recently, which.. shouldn't be possible based on previous single-biome embarks, but apparently is in multi-biome embarks.  ???

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