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Author Topic: Worldgen cookbook  (Read 147117 times)

Goran

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Worldgen cookbook
« on: July 15, 2008, 12:34:27 pm »

Share your worldgen recipes!

Here's mine:

Code: [Select]
[WORLD_GEN]
[TITLE:MEDIUM]
[CUSTOM_NAME:The plane of Cool]
[DIM:129:129]
[END_YEAR:1050]
[BEAST_END_YEAR:250:50]
[END_YEAR:1050]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:290:305:1600:1600]
[RAINFALL:0:100:100:100]
[TEMPERATURE:10:90:100:100]
[DRAINAGE:0:100:200:200]
[VOLCANISM:100:100:0:0]
[SAVAGERY:40:100:1600:1600]
[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]
[GOOD_SQ_COUNTS:0:0:0]
[EVIL_SQ_COUNTS:0:0:0]
[PEAK_NUMBER_MIN:0]
[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:50]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVE_MAX_SIZE:1]
[MOUNTAIN_CAVE_MIN:200]
[NON_MOUNTAIN_CAVE_MIN:200]
[ALL_CAVES_VISIBLE:0]
[TOTAL_CIV_NUMBER:25]
[TOTAL_CIV_POPULATION:20000]
[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]

Important stuff:
 - elevation between 290 and 305 with maximum variance to create lots of small hills
 - rainfall, temperature and drainage to create all combos of environments
 - maximum volcanism with visible magma on almost all tiles
 - high savagery for more interesting biomes
 - maximum rivers, since i have no seas it substitutes with tons of rivers and lakes through the countryside
 - lots of small caves, hopefully more megabeasts. Going over 200+200 caves seems to freeze worldgen during history generation init

Bottom line:
 - tons and tons of interesting places to build forts at since almost every square has magma and water
 - due to subregion max being 5000, this recipe cannot be used on a world larger than medium
 - worlds tend to get elfed, not sure if its seed related or due to elves being overpower in history generation algorhytms.
 - the recipe should have zero rejects and as long as you do not increase the number of caves beyond this level it should work well. I've managed to generate one version with 400+400 caves, but attempts to repeat that led to game freezing during history init.

Now share yours!
« Last Edit: July 15, 2008, 01:06:48 pm by Goran »
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Beacon

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Re: Worldgen cookbook
« Reply #1 on: July 15, 2008, 12:47:02 pm »

Where do I put this?
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Goran

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Re: Worldgen cookbook
« Reply #2 on: July 15, 2008, 12:49:43 pm »

1. Go in your dwarf fortress folder and open up the 'Data' folder.
2. Now look for the 'init' folder and open that one.
3. Open the 'world_gen.txt' and replace the data for 'MEDIUM' world with the one in my post. Alternatively you can type in the values within the game UI.
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Eiba

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Re: Worldgen cookbook
« Reply #3 on: July 15, 2008, 12:56:18 pm »

This topic is an excellent idea. I'll be sure to contribute once I get more time to do some experimentation, but in the meantime I look forward to what types of worlds other people come up with.
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PTTG??

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Re: Worldgen cookbook
« Reply #4 on: July 15, 2008, 01:01:00 pm »

I'd post my custom-painted world, but there are too many characters! It doesn't work anyway; I don't think the game properly reads the painted sets yet.
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korora

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Re: Worldgen cookbook
« Reply #5 on: July 15, 2008, 05:37:16 pm »

I tried Goran's recipe but it turned out burned and sediment-less.  I think you don't get any sedimentary layers where volcanism is 100 percent (i.e. every tile).  So I tweaked it slightly; relevant changes are setting the range for volcanism to 0-100 but turning the volcanism deviations to maximum and setting the minimum number of volcanoes pretty high.  I also turned the temperature up because I don't like glaciers, but that's easily fixed if you want them back.

Spoiler (click to show/hide)

There are many promising locations on the map I genned with this one.
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Untelligent

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Re: Worldgen cookbook
« Reply #6 on: July 15, 2008, 05:45:45 pm »

I cant find world_gen.txt...
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korora

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Re: Worldgen cookbook
« Reply #7 on: July 15, 2008, 07:13:44 pm »

I cant find world_gen.txt...

Go to design new world, [a] to create a new set of parameters, F6 to save, and then it should be in with init.txt. You may be able to skip creating a new set of parameters but I'm not sure.
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Erk

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Re: Worldgen cookbook
« Reply #8 on: July 16, 2008, 12:07:22 am »

This thread is a great idea. When I am done my personal favourite worldgen settings I shall post it: modding the ones above so far (main change has been to increase "min volcanic" in goram's to 50, highly pump the cave number, decrease min elevatin to 250 and increase max elevation to 325. it gives a similar effect, but isn't quite as weird looking for non-DF uses)
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PTTG??

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Re: Worldgen cookbook
« Reply #9 on: July 16, 2008, 01:02:39 am »

This setup tends to lead to large, sprawling human empires, with small clusters of Dwarven settlements around the mountains and fewer elves than normal. Goblins can vary; they sometimes die out.

Code: [Select]
[WORLD_GEN]
[TITLE:HUMANS]
[DIM:129:129]
[END_YEAR:1050]
[BEAST_END_YEAR:100:70]
[END_YEAR:1050]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:401:401]
[RAINFALL:0:90:0:0]
[TEMPERATURE:20:70:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:200:200]
[SAVAGERY:5:100:200:200]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:2:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:2:1:1]
[TEMPERATURE_FREQUENCY:1:1:2:2:1:1]
[SAVAGERY_FREQUENCY:1:1:1:2:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:2:1]
[GOOD_SQ_COUNTS:25:251:503]
[EVIL_SQ_COUNTS:25:251:503]
[PEAK_NUMBER_MIN:7]
[OCEAN_EDGE_MIN:1]
[VOLCANO_MIN:2]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:2080:2:2]
[REGION_COUNTS:OCEAN:2080:1:1]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:2080:3:3]
[REGION_COUNTS:HILLS:2080:3:3]
[EROSION_CYCLE_COUNT:260]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:100]
[NON_MOUNTAIN_CAVE_MIN:10]
[ALL_CAVES_VISIBLE:0]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:2080:4160:2080]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:2080:4160:2080]
[VOLCANISM_RANGES:2080:4160:2080]
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Erk

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Re: Worldgen cookbook
« Reply #10 on: July 16, 2008, 01:24:03 am »

Here's mine so far. I'm still tweaking caves: I want as many as possible, but too many and it can't find enough locations to place creatures at init.

Code: [Select]
[WORLD_GEN]
[TITLE:Erky]
[DIM:257:129]
[END_YEAR:10000]
[BEAST_END_YEAR:1000:25]
[END_YEAR:10000]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:250:325:1600:1600]
[RAINFALL:0:100:200:400]
[TEMPERATURE:50:80:100:200]
[DRAINAGE:0:100:100:300]
[VOLCANISM:60:100:1600:1600]
[SAVAGERY:40:100:400:800]
[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]
[GOOD_SQ_COUNTS:100:1000:2000]
[EVIL_SQ_COUNTS:800:5000:30000]
[PEAK_NUMBER_MIN:0]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[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:25]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVE_MAX_SIZE:500]
[MOUNTAIN_CAVE_MIN:200]
[NON_MOUNTAIN_CAVE_MIN:300]
[ALL_CAVES_VISIBLE:1]
[TOTAL_CIV_NUMBER:55]
[TOTAL_CIV_POPULATION:-1]
[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]
« Last Edit: July 16, 2008, 04:22:14 pm by Erk »
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Keilden

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Re: Worldgen cookbook
« Reply #11 on: July 16, 2008, 04:18:13 am »

Is there a way to make almost the whole world an evil world filled with undead and stuff?
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CautionToTheWind

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Re: Worldgen cookbook
« Reply #12 on: July 16, 2008, 06:05:57 am »

I created a "GORAN'S, MODDED" world and there is zero haunted biomes (only tried once). Without the ability to locate chasms with prospector, i'm having a hard time finding some action.
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Asehujiko

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Re: Worldgen cookbook
« Reply #13 on: July 16, 2008, 06:10:39 am »

The new fractral cliffs seem to have a rather averse effect on cliffs higher then 2. They are now filled with a huge mess of ramps instead of any straight drop whatsoever. Assoon as the visualiser is updated i'll take a picture.
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Code: [Select]
Tremble, mortal, and despair! Doom has come to this world!
.....EEEE..E..E.E...EEE.EE.EE.EEE.EE..EE.EE.E.EE.EE.E.EE.
......E..EE.EE.EE.EE..E...EEEE..E..E.E...EEE.EEE...E.EEE.
.☺..EE.E...E.EE.EE...E.EE..E..EE.EE.EE.EE..E...EE.EE..E.E
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CautionToTheWind

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Re: Worldgen cookbook
« Reply #14 on: July 16, 2008, 06:33:34 am »

Several worlds (goran's modded) without any haunted or sinister biome. This may be worth looking into.
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