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Author Topic: Figuring out the world-gen parameters  (Read 39066 times)

Calenth

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Re: Figuring out the world-gen parameters
« Reply #105 on: August 12, 2008, 04:56:02 pm »

Volcanism seems to determine the probability of a magma pipe or vent appearing in a world square.  Setting it to 100/100 will give you a vent in every tile.  Quite handy, actually.

Yeah, but if you do that, almost all your rock layers will be obsidian/diorite/other junk igneous stones. Since igneous rock is mostly junk you really don't want that.
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ravensgrace

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Re: Figuring out the world-gen parameters
« Reply #106 on: September 03, 2008, 11:05:26 pm »

 ??? I copied and pasted the world_gen, but the world I just generated doesn't look anything like this one (very little evil), and the seeds are exactly the same.  Which version was used to generate this world?

And this is what happens if I flip the Elevation values around and screw around with the minimum region count, and put in a whole lot of mountain caves.

Evil mountain world!

Spoiler (click to show/hide)
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ravensgrace

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Re: Figuring out the world-gen parameters
« Reply #107 on: September 07, 2008, 02:59:19 pm »

Ah well, I've tried everything I could think to try, but no luck.  I give up!  I guess I'm not going to get my evil world, after all.
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Warlord255

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Re: Figuring out the world-gen parameters
« Reply #108 on: September 17, 2008, 05:52:02 am »

I can't get it to work... How can I get the minimum temperature to give me glaciers without giving me infinite rejects?
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LumenPlacidum

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Re: Figuring out the world-gen parameters
« Reply #109 on: September 17, 2008, 09:26:43 am »

Can you specify your question please?

Are you looking to find the minimum temperature required to give you glaciers?  Or, do you know that temperature and you cannot implement it because it gives you infinite rejects?

If your problem is a rejection one, then set the game to log map rejects (it creates a file for these in the base game directory) then see what the actual error is that's preventing the map from working.  Otherwise, I believe there's a manual override that can be done in the actual world-generation process to bypass rejects of a certain type.

I'd recommend playing around with your world creation parameters, however, until you get a template that works.  It's nice to have these templates because then later you can go back to them to get a similar world.

Keep us updated on the problem.
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Magua

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Re: Figuring out the world-gen parameters
« Reply #110 on: October 17, 2008, 11:13:19 pm »

I'm bumping this thread to ask if anyone has any info on the generation of special things -- magma pipes and underground rivers in particular.

I'm trying to generate a 3x3 with flux, underground river, magma pipe, chasm *or* bottomless pit, sand, and HFS.  I'm not worried (yet) about savagery, evil, etc.

So far, I've got:

1) Flux requires sedimentary rock, which requires low volcanism.
2) HFS requires mountains, which requires high elevation.
3) High volcanism should, in theory, give me more magma pipes, but in practice, doesn't seem to.
4) Sand requires high drainage and low rain.

Looking through the worlds generated, my magma pipes seem to consistently come up in forest/grass/shrub areas, and it seems that increasing the drainage and rain does give me more magma pipes.

I've already got the variances on every feature maxed out, and I've now generated three worlds with a 3x3 that was perfect, except for the lack of magma pipes.  Can anyone help me out?
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Draco18s

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Re: Figuring out the world-gen parameters
« Reply #111 on: October 18, 2008, 01:28:29 am »

#3 is wrong.  You want high volcanism variance.
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Magua

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Re: Figuring out the world-gen parameters
« Reply #112 on: October 18, 2008, 07:26:06 am »

My current settings are:

Min volcanism: 0
Max volcanism: 100
X-variance: 1600
Y-variance: 1600

2x2 mesh
0-20: 1
21-40: 1
41-60: 1
61-80: 0
81-100: 4

So my variance is already maxxed out.  I could change the weightings to make it more even -- I was under the impression I needed a 81-100 in order to get a pipe.

...So setting all of the volcanism weightings to 1 still leaves me with the same problem.  I'm generating areas that include all of the features but the magma pipe.
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Draco18s

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Re: Figuring out the world-gen parameters
« Reply #113 on: October 18, 2008, 08:26:49 am »

Then I don't know.
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slink

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Re: Figuring out the world-gen parameters
« Reply #114 on: November 03, 2008, 11:03:42 pm »

I got more magma pipes by setting Min volcanism to 5.
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GenericOverusedName

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Re: Figuring out the world-gen parameters
« Reply #115 on: January 13, 2009, 04:33:03 pm »

I got more magma pipes by setting Min volcanism to 5.

You'll also get about 30000 instant rejects, though. The volcanism tags are tricky, I've been having aggravations regarding them myself.

Having the Elevation Variance set to maximum makes for very few oceans, I've noticed. It's more of a hodge-podge of inland seas...
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nirodragon

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Re: Figuring out the world-gen parameters
« Reply #116 on: April 21, 2009, 08:25:15 pm »

For a magma pipe in every region, set these.
Code: [Select]
Min Volcanism: 100
Max Volcanism: 100
Minimum Number of Low-Volcanism Squares: 0
Minimum Number of Mid-Volcanism Squares: 0

That will give you a magma pipe in every sector of the map, with a few more rejects than before.  This does, however, clash with some other settings, and can cause infinite rejects if you modify much else.

Specifically, I ran a gen with these settings changed only, and got a great world in little time.  Editing erosion and height doesn't clash with this, nor does "Minimum number of Volcanoes," or any of the settings regarding caves (I've run the gen with these maxed, then min'd).

If HFS really does need mountains, that makes me sad, since I won't be able to have my planned glass tower with HFS to play with (my glass tower plans need totally flat land, since part of the challenge is no mining whatsoever, and I want plenty of room to play with).
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vooood

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Re: Figuring out the world-gen parameters
« Reply #117 on: November 17, 2009, 05:48:17 am »

??? I copied and pasted the world_gen, but the world I just generated doesn't look anything like this one (very little evil), and the seeds are exactly the same.  Which version was used to generate this world?

And this is what happens if I flip the Elevation values around and screw around with the minimum region count, and put in a whole lot of mountain caves.

Evil mountain world!

Spoiler (click to show/hide)


i tweaked this a bit and got rivers and evil worlds (sometimes just yellow mounts but most of the time purple)

Spoiler (click to show/hide)
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Retributi0n

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Re: Figuring out the world-gen parameters
« Reply #118 on: June 10, 2010, 10:49:20 am »

I found a link to this post off the wiki and it would make a great sticky..
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