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Editing 40d:World token

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{{quality|Exceptional|21:20, 30 March 2011 (UTC)}}{{av}}
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World Tokens are used to alter the structure of the world you're making as it's being [[world generation|generated]]. While you can change all of these in-game in the world generation menu, most people find it easier simply to edit the text file, world_gen.txt, itself.
''World tokens'' are used to store world parameter settings used in creating custom worlds. Parameter settings are stored in ''world_gen.txt'', found in the ''\data\init\'' folder after you've hit F6 in the world generation menu. You can change all of these in-game in the world generation menu by editing advanced parameters, or by editing the file directly. Parameters are also explained at [[Advanced world generation]].
 
  
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World_gen.txt can be found in the \data\init\ folder after you've hit F6 in the world generation menu.{{version|0.27.173.39c}}
  
  
 
=Tokens=
 
=Tokens=
 
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{| border="1" cellpadding="2"
{| {{prettytable}}
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|-
|- bgcolor="#ddd"
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! width="20%" | Token
! Token !!Arguments !! Description
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! width="20%" | Arguments
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! width="60%" | Description
 
|-
 
|-
 
| TITLE
 
| TITLE
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| END_YEAR
 
| END_YEAR
 
| number
 
| number
| The year it will end at during world generation, assuming all of your megabeasts aren't dead.  
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| The year it will end at during world generation, assuming all of your megabeasts aren't dead.
 
|-
 
|-
 
| BEAST_END_YEAR  
 
| BEAST_END_YEAR  
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year<br>
 
year<br>
 
percent
 
percent
| When it hits the first number value, it begins checking to see if that percent of your megabeasts have been killed, which leads the game to halt. Often this leads to very early world generation halting. It can be stopped entirely by setting the percent value to -1. To make your megabeasts not get killed to easily, try modding the raw creature files to make them stronger, i.e. larger size.
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| The year it begins checking if the percent of megabeasts are dead. Set to -1 for never.
 
|-
 
|-
 
| REVEAL_ALL_HISTORY  
 
| REVEAL_ALL_HISTORY  
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Y-variance
 
Y-variance
 
| The min and max for all values except temperature are percentages (0 to 100) while temperature is -1000 to 1000. The X and Y variance are the amount the values change along the X and Y axis of a given map; 0:0 for example on a value gives a random value across the entire map.<br>
 
| The min and max for all values except temperature are percentages (0 to 100) while temperature is -1000 to 1000. The X and Y variance are the amount the values change along the X and Y axis of a given map; 0:0 for example on a value gives a random value across the entire map.<br>
By subtly tweaking the min and max values, vastly different maps can be made. The largest chance of having unusable maps comes from too high of a savagery value, which means civilizations cannot form. Increasing variance will result in a more "patchwork" world, with many small biomes. For this to work, the SUBREGION_MAX token must be edited as well.  
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By subtly tweaking the min and max values, vastly different maps can be made. The largest chance of having unusable maps comes from too high of a savagery value, which means civilizations cannot form.
 
|-
 
|-
 
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY  
 
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY  
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mesh size<br>
 
mesh size<br>
 
mesh weighted range 0-20, 20-40, 40-60, 60-80, 80-100
 
mesh weighted range 0-20, 20-40, 40-60, 60-80, 80-100
|The Mesh Size affects the smoothing brush in the world painter. It also seems to have an affect on the variability of the regions during world gen if you do not use the world painter.
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|
 
 
The weighted ranges seem to affect the relative amounts of that parameter when world gen begins. For example, if you set the 0-20 range of rainfall to 5 and the 20-40 of rainfall range to 1, you will get approximately 5 times as many areas with 0-20 rainfall as areas with 20-40 rainfall. These amounts do not have to add up to any particular number; in the above example, you can get the same effect with 500 and 100.
 
 
 
Lastly, the weighted ranges affect what parameters the world begins with; they do not make rejection checks, although they can be responsible for many rejections if you neglect to turn off some of the minimum parameters.
 
 
|-
 
|-
 
| GOOD_SQ_COUNTS, EVIL_SQ_COUNTS
 
| GOOD_SQ_COUNTS, EVIL_SQ_COUNTS
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medium region value<br>
 
medium region value<br>
 
large region value
 
large region value
| These values change the amount of good or evil tiles on the map, depending on the size of the region it is being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not give any errors. Note: If either of these values are set to 0, they will BOTH generate no good or evil regions. Setting good or evil to 1:1:1 fixes this.
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| These values change the amount of good or evil tiles on the map, depending on the size of the region it is being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not give any errors.
 
|-
 
|-
 
| PEAK_NUMBER_MIN
 
| PEAK_NUMBER_MIN
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| EROSION_CYCLE_COUNT
 
| EROSION_CYCLE_COUNT
 
| value
 
| value
| Tells the world-generator how long the world has to erode its tall peaks down to mountainsides.  The higher this number, the less jagged the world will be. If you use the maximum number, your mountains will dissolve before your eyes into plains.
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|  
 
|-
 
|-
 
| RIVER_MINS
 
| RIVER_MINS
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|-
 
|-
 
| SUBREGION_MAX
 
| SUBREGION_MAX
| value 1 to 60000
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| value 1 to 5000
 
| The maximum amount of subregions a world can have. Larger values mean the regions will be smaller, while smaller values means they will be larger. Logically, setting this to very low values will result in numerous rejections since not all civilizations can live on them.
 
| The maximum amount of subregions a world can have. Larger values mean the regions will be smaller, while smaller values means they will be larger. Logically, setting this to very low values will result in numerous rejections since not all civilizations can live on them.
 
|-
 
|-
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low value<br>
 
low value<br>
 
high value
 
high value
| Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature.  These need to be changed to reflect your regional meshes and weights.  These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much less map rejections, particularly in the case of more wacky, non-standard maps.
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| These values can all be set to 0 for much less map rejections, particularly in the case of more wacky, non-standard maps.
 
|}
 
|}
 
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[[Category:Modding]]
{{Category|World}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 

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