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Author Topic: DF v0.47.01+ Worldgen Cookbook Thread  (Read 109526 times)

vjek

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Re: DF v0.47.01+ Worldgen Cookbook Thread
« Reply #360 on: October 27, 2021, 03:51:41 pm »

Ok, so, figured out why the tube was empty (no bottom layer), and the same worldgen with the bottom layer enabled has a full lava tube to the surface, and a heavy aquifer adjacent to the volcano tube:
Spoiler: chaotic_skies3 (click to show/hide)
Again, southeast corner volcano embark, 3x3 with the volcano in the middle.

EDIT:
This one is better. :)  A surface volcano pretty much surrounded in heavy aquifer (Z 135/136).  Same SE corner 3x3 surrounding the volcano embark location.
Spoiler: chaotic_skies4 (click to show/hide)
« Last Edit: October 27, 2021, 04:11:27 pm by vjek »
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chaotic skies

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Re: DF v0.47.01+ Worldgen Cookbook Thread
« Reply #361 on: October 28, 2021, 10:07:36 am »

You, my friend, are a magician and a saint.
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vjek

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Re: DF v0.47.01+ Worldgen Cookbook Thread
« Reply #362 on: October 29, 2021, 11:20:32 am »

A topic or question that comes up quite often is the differences between a live civ, dying civ, and dead civ.
These are covered in the wiki and in threads like this, but I haven't seen a recent example of the same geology/world seed producing a live civ and a dead civ, with the other three seeds being distinct.
So, here's that.
Spoiler: Live Civ (click to show/hide)
Spoiler: Dead Civ (click to show/hide)
Of particular note is that the [SEED:] values are identical, while the [HISTORY_SEED:],[NAME_SEED:],[CREATURE_SEED:] are completely different, between the two, as per:
:diff livegen.txt deadgen.txt
4c4
<       [TITLE:EXAMPLE_LIVE_CIV]
---
>       [TITLE:EXAMPLE_DEAD_CIV]
6,8c6,8
<       [HISTORY_SEED:MggUWomY8y0kKMaAKCqo]
<       [NAME_SEED:o4iEYMq8QiOiIOsQIuMw]
<       [CREATURE_SEED:u40YW2w204c2YaM4kaIQ]
---
>       [HISTORY_SEED:gsLK9jpwN0y8ZsuEvjTf]
>       [NAME_SEED:5xzP5LPadqwK8wl2YPIR]
>       [CREATURE_SEED:ItE9wRLnCOXK6Cw1UF8I]
and that all other lines/parameters in each worldgen are identical.
Each world has Goblin, Elf, and Human neighbors available throughout, in any location.

However, if you wanted to play in either version of this world, this is a pretty good embark location, imo:
Spoiler (click to show/hide)

candlebury

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Re: DF v0.47.01+ Worldgen Cookbook Thread
« Reply #363 on: November 10, 2021, 12:40:00 pm »

Anyone has a map with particularily tall caverns or sea cliffs?

Would like to try out a cavern-cliff side fort for a change
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vjek

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Re: DF v0.47.01+ Worldgen Cookbook Thread
« Reply #364 on: November 10, 2021, 02:42:01 pm »

When you say sea cliffs, do you mean something like this:

or something else?

The reason I ask is, some people mean perfectly vertical, with no ramps of any kind, for a certain number of Z-Levels, (10,20,50) minimum.
Or they mean the cliffs drop directly into the water, with no beach.
The challenge, often, is that while it's possible to get those, you also need a place to embark, and default DF won't permit embarks onto pure ocean and/or pure mountain, and/or an exclusive combination of the two.
It's not an impossible situation by any means, just trying to get a better idea of your requirements.

candlebury

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Re: DF v0.47.01+ Worldgen Cookbook Thread
« Reply #365 on: November 10, 2021, 05:09:07 pm »

When you say sea cliffs, do you mean something like this:

or something else?

The reason I ask is, some people mean perfectly vertical, with no ramps of any kind, for a certain number of Z-Levels, (10,20,50) minimum.
Or they mean the cliffs drop directly into the water, with no beach.
The challenge, often, is that while it's possible to get those, you also need a place to embark, and default DF won't permit embarks onto pure ocean and/or pure mountain, and/or an exclusive combination of the two.
It's not an impossible situation by any means, just trying to get a better idea of your requirements.

Something like the image you shared there would be excellent! Mostly I just care about having some 10 or so levels of mostly vertical wall I can carve into for the fort. 
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vjek

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Re: DF v0.47.01+ Worldgen Cookbook Thread
« Reply #366 on: November 10, 2021, 07:17:03 pm »

I know I can find something better for you, candlebury, and I will, but while working out some parameters for creating the ideal sea cliffs, ended up with this:
Spoiler: Volcano Sea Cliffs (click to show/hide)
Personally, I haven't seen an embark exactly like this before, where the obsidian wall of the volcano touches the ocean with no beach.  Kind of neat.

Well, maybe not so rare, after all..
Spoiler: Volcano Sea Cliffs2 (click to show/hide)
« Last Edit: November 10, 2021, 07:49:43 pm by vjek »
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delphonso

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Re: DF v0.47.01+ Worldgen Cookbook Thread
« Reply #367 on: November 10, 2021, 07:28:50 pm »

vjek have you figured out a reliable way to get multiple and varied life and death secrets in one world? Mine tend to have two slabs with the same intelligent undead ability (I guess, usually coming from the same god?), though I can get lucky and get two or three different ones.

vjek

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Re: DF v0.47.01+ Worldgen Cookbook Thread
« Reply #368 on: November 10, 2021, 08:08:30 pm »

vjek have you figured out a reliable way to get multiple and varied life and death secrets in one world? Mine tend to have two slabs with the same intelligent undead ability (I guess, usually coming from the same god?), though I can get lucky and get two or three different ones.
Not specifically, but try this:
Spoiler: 100 civs,100 slabs (click to show/hide)
I don't actually know if it will make 100 slabs of life and death, but after embark, looking through the artifacts in the civ screen gives the very strong impression there are many 'secrets of life and death' related artifacts.
This is all based on the presumption that of the 100 civs and 100 slabs, there would be at least one slab available per civ.
It will take a few minutes to generate the world, and there are 54 towers after 200 years.
There is likely (I haven't looked, but it seems reasonable) a way to enumerate all the slabs/artifacts in a given world with DFHack, so you can probably get the exact number.
And for clarity, it's not necessary to do this 100/100 thing, I'm just exaggerating the point, if it works.  :D
EDIT:  That world also has 18563 animated undead dwarves.  :o
« Last Edit: November 10, 2021, 08:15:24 pm by vjek »
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delphonso

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Re: DF v0.47.01+ Worldgen Cookbook Thread
« Reply #369 on: November 10, 2021, 08:46:34 pm »

What a nightmare... Hmm, I'll mess around with it and see if I can get a world that is...more reasonably sized.

In a recent world I made there were 3 different slabs, all of which raised "pale hunters" - which seems very unlikely to be just chance. I expect that more dwarf and human civs (I play on pocket worlds with only one or two each of these civs) will lead to greater variety, because of the greater variety of gods - seems intuitive, but is also just speculation.

candlebury

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Re: DF v0.47.01+ Worldgen Cookbook Thread
« Reply #370 on: November 10, 2021, 11:42:25 pm »

I know I can find something better for you, candlebury, and I will, but while working out some parameters for creating the ideal sea cliffs, ended up with this:
Spoiler: Volcano Sea Cliffs (click to show/hide)
Personally, I haven't seen an embark exactly like this before, where the obsidian wall of the volcano touches the ocean with no beach.  Kind of neat.

Well, maybe not so rare, after all..
Spoiler: Volcano Sea Cliffs2 (click to show/hide)

Oh that second volcano map is really nice!
Shame about not having access to other civs, but I think Im gonna use it eitherway and have a relaxed game for a change.

Many thanks!
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vjek

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Re: DF v0.47.01+ Worldgen Cookbook Thread
« Reply #371 on: November 11, 2021, 01:35:33 am »

Anyone has a map with particularily tall caverns or sea cliffs?

Would like to try out a cavern-cliff side fort for a change
Ok, so here's one that is a little closer to normal..
Steel friendly embark, Humans & Goblin Neighbors, Candy, HFS, Sand, Fire Clay, Lots of metals, Untamed Wilds, etc.
Spoiler: candlebury2 (click to show/hide)
You can selectively clear the seeds and regenerate it and likely get many viable new worlds/regens, too.
Tomorrow I'll take a run at moving the volcanoes onto the shoreline, but wanted to get you a better one without that, first.

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Re: DF v0.47.01+ Worldgen Cookbook Thread
« Reply #372 on: November 11, 2021, 09:54:06 am »

I am looking for an embark with the following features:
world size: 33x33
Embark size: 4x4
savagery: any
living dwarven civ
NEIGHBOR: GOBLINS
NEIGHBOR: HUMANS
NEIGHBOR: ELVES
TERRIFYING OCEAN SHORE
70-100% FLAT (0-2)
NO AQUIFER
BIOME TEMPERATURE: WARM
3 BIOMES (one of them TROPICAL PLAINS, the other doesn't matter but preferrably not heavy forest)
ANY GOOD BIOME with small patch of EVIL land biome (less than 25%)
REANIMATING
EVIL WEATHER - optional
CREEK or SMALL RIVER
NO WATERFALLS


SAND
CLAY
DEEP SOIL
FLUX
IRON ORE
LIGNITE/COAL
GOLD ORE
2-3 CAVERNS

I'm hopeful the gurus here might be able to help. Thanks!
« Last Edit: November 13, 2021, 03:07:34 pm by Aelwen »
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vjek

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Re: DF v0.47.01+ Worldgen Cookbook Thread
« Reply #373 on: November 11, 2021, 11:57:07 am »

I am looking for an embark with the following features:
<snip>
What I am gathering from the list is: (that's particularly specific)
1 biome: Terrifying ocean
2 biome: tropical plains
3 biome: any good (with, presumably the evil coming from the ocean/plains?)
and a creek or river somewhere on the 4x4.
The challenge here is that the way DF runs rivers, they don't always run into the ocean, so a spring is what I've observed most often, but we'll see.

The only clarifying questions I have is, when referring to the small patch of evil in one of the other 3 biomes, does that mean the tropical plains should also be evil, or is the evil part coming from the ocean?  Or something else in a fourth biome?
If it would help, by all means draw your ideal layout, something like:
1122
1122
1133
1133

where 1 is the terryfing ocean, 2 is the tropical plains, and 3 is the good biome. Or if that's not correct, whatever it is you're looking for.

EDIT: Here's an example I've found, it has most of what you've asked for except the surface fresh water.  It also has a light aquifer (for fresh water), although only partial.  There is also water in the second cavern.
The two adjacent temperate grasslands are joyous wilds and terrifying, respectively, and Reanimation is present.
Spoiler (click to show/hide)
« Last Edit: November 11, 2021, 01:03:33 pm by vjek »
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Aelwen

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Re: DF v0.47.01+ Worldgen Cookbook Thread
« Reply #374 on: November 11, 2021, 02:01:10 pm »

Quote
The only clarifying questions I have is, when referring to the small patch of evil in one of the other 3 biomes, does that mean the tropical plains should also be evil, or is the evil part coming from the ocean?  Or something else in a fourth biome?
If it would help, by all means draw your ideal layout, something like:
1122
1122
1133
1133
where 1 is the terryfing ocean, 2 is the tropical plains, and 3 is the good biome. Or if that's not correct, whatever it is you're looking for.

I want an evil ocean ANd a small patch of evil land. Most of the land should be good.

Smth like this: 1- ocean, 2 -good (preferrably plains) biome 3- evil land biome (preferrably plains or desert but forest is ok too if nothing else fits)

1222
2222
2223
2222

or

2223
2221
2222 
2222

2222
1223
2222
2222

1 quarter of evil ocean, 1 quarter or less of evil land and the rest is a good biome.
« Last Edit: November 11, 2021, 02:03:08 pm by Aelwen »
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