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Author Topic: PerfectWorldDF world creator utility v.1.9  (Read 339232 times)

thepaan

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Re: PerfectWorldDF world creator utility v.1.9
« Reply #795 on: February 26, 2019, 01:44:24 am »

Edit: Ok, so painting world tiles that specifically does not seem possible.  On the Rainfall Map, I am trying to get more Shrubland and Savanna.  Should I be looking at the Grassland Threshold, or maybe something between that and Desert?

I did look through the manual on this, but couldn't find anything: Is it possible to change the Alignment of a given world tile or biome?  There is a forest I'd like to change from Calm (Neutral) to Joyous (Good).

There are three sliders on the Rainfall tab. If we assume each slider represents an even distribution of the values then they define splits around 25, 50 and 75 rainfall. Savanna is 20-32 while Shrubland is 33-66 rainfall. This would mean that we want the majority of regions to be between the first and second sliders (top slider to the left, and middle slider to the right). If you want to avoid marshes, then you'll want to have most/all of the drainage values above 33 as well (either the top one or two sliders to the left).

Keep in mind that savagery is independent of good/evil. AFAIK, the only way to influence good/evil is randomly by the good/evil square counts under general settings. Joyous Wilds are savage good, so you could bump up the savagery then also the minimum number of good squares. Be careful on the savagery though; civilizations will not start in savage regions, so you may have to bump up the noise to get them placed.
« Last Edit: February 26, 2019, 01:46:08 am by thepaan »
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darkomen

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Re: PerfectWorldDF world creator utility v.1.9
« Reply #796 on: August 13, 2019, 01:32:56 am »

Hi

Fantastic tool to do whatever you want in World Gen ! Thanks for making it, it helped me A LOT !

I have some minor -but annoying- bug while using the brush : whenever I paint on the map, it changes the values of the sliders, quite randomly actually. So I have to change them back... Same thing happens for temperature, rainfall, savagery or drainage

If I may add a suggestion :

It seems to me that the brush is powerful enought for what we have to do. The only little problem is the value of the brush : Whenever you want to change it, you have to type it with your keyboard and then press ENTER. To make it more fluid, it would be better if we can simply right click on a tile of the map so that the brush takes the value of the tile, just like an eyedropper tool would work.
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Rekov

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Re: PerfectWorldDF world creator utility v.1.9
« Reply #797 on: December 11, 2019, 12:43:54 pm »

Possible bug: When you load a map set, the Temperature Map Noise Control Weight is remember, but does not actually seem to be applied to the temperature gradient unless you update it's value.

Steps to reproduce:

1. Create a set of maps with a Temperature Gradient Map and Noise Field.
2. Set the Noise Control Weight to something like 8.
3. Save the map set and close PerfectWorld.
4. Open PerfectWorld and open the map set.
5. Go to the Temperature Map and adjust the Noise Control Weight to 9, then back to 8.

When you first go to the Temperature Map on step 5, the Temperature Map will appear as though the Noise Control Weight were set to 50. Only after updating the number will the map look as it was when you saved the map set.
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Bob69Joe

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Re: PerfectWorldDF world creator utility v.1.9
« Reply #798 on: January 21, 2020, 03:26:11 pm »

Eyy, I can't upload pwset files to DFFD so I need to know what I can post to get some help on an issue. I am unable to get dwarves to survive in a world, although elves, goblins, and humans are spawning.
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DonPerotti

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Re: PerfectWorldDF world creator utility v.1.9
« Reply #799 on: July 26, 2020, 04:34:46 pm »

Does this still work with for DF 47.04? Also would it be possible to add a function to define evil/good alignment in the same way you define temperature? Or is this impossible because of how the world generation works?
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This is a C++ program, all craftsmanship is of the shoddiest quality, it menaces with poor code and lack of documentation: Dwarf Fortress Heightmap Translator: https://github.com/CrainFartor/Dwarf-Fortress-Heightmap-Translator

(it takes a .bmp and outputs a .txt with a preset for one of the values of world gen)

Fleeting Frames

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Re: PerfectWorldDF world creator utility v.1.9
« Reply #800 on: July 27, 2020, 12:27:55 am »

Yes, but you have to give it right base parameters (or just paste the outputted PSV values into worldgen base preset of your choosing) - ensuring that your worldgen includes all new worldgen tags introduced since eight years ago.

You can't directly paint evil/good areas, yeah. You can however ensure medium regions are all evil and good regions are all large, then paint medium(25-99) and large(100+) regions where you want evil and good biomes.

DonPerotti

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Re: PerfectWorldDF world creator utility v.1.9
« Reply #801 on: July 27, 2020, 02:24:09 pm »

I'm sorry I don't know what PSV values are, do you mean those walls of text that get generated on the world_gen file?

Also I don't understand the part about the medium/large regions, how do you ensure a part of the map is a medium region and another is a large one?

As for the right base parameters, do you mean things like max civs or mineral scarcity?
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This is a C++ program, all craftsmanship is of the shoddiest quality, it menaces with poor code and lack of documentation: Dwarf Fortress Heightmap Translator: https://github.com/CrainFartor/Dwarf-Fortress-Heightmap-Translator

(it takes a .bmp and outputs a .txt with a preset for one of the values of world gen)

Fleeting Frames

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Re: PerfectWorldDF world creator utility v.1.9
« Reply #802 on: July 28, 2020, 02:53:41 am »

Yes.

By carefully controlling the size of biomes PSV marks out

I mean stuff like [ALLOW_NECROMANCER_LIEUTENANTS:1]
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