v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Difference between revisions of "v0.34:Advanced world generation"
Jump to navigation
Jump to search
(→Number) |
m (removed old template after 10 years, 64 edits by 22 users, and 4 major game versions) |
||
| (45 intermediate revisions by 20 users not shown) | |||
| Line 1: | Line 1: | ||
{{quality|Exceptional|23:35, 30 March 2011 (UTC)}}{{av}} | {{quality|Exceptional|23:35, 30 March 2011 (UTC)}}{{av}} | ||
| − | |||
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].'' | :''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].'' | ||
| Line 72: | Line 71: | ||
== Seed values == | == Seed values == | ||
| − | The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that "looks" random even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run | + | The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that "looks" random even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used. |
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}. | A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}. | ||
| Line 78: | Line 77: | ||
In order to find out what seed values were used for the last world you generated you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed value listed under Last Param Set. | In order to find out what seed values were used for the last world you generated you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed value listed under Last Param Set. | ||
| − | When generating a world using a seed | + | When generating a world using a seed, the way that the world is generated is also based at least in part on certain world tokens. As such you cannot for example change the minimum and maximum rainfall and get the same world but drier or wetter, instead a different world is generated. Saying that, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here]. |
The following are tokens which appear to be involved in the implementation of the seed and are not safe to change: | The following are tokens which appear to be involved in the implementation of the seed and are not safe to change: | ||
| Line 101: | Line 100: | ||
Many other world parameters such as end year and embark points can however be changed without it having any effect on the geography of the world generated from the seed values. | Many other world parameters such as end year and embark points can however be changed without it having any effect on the geography of the world generated from the seed values. | ||
| − | Normally you don't enter these seed values and the world generation process comes up with seed values based on some sort of "true" random information from things like random values in uninitialized memory, the current date/time, etc. If you have entered a seed value you can revert | + | Normally you don't enter these seed values and the world generation process comes up with seed values based on some sort of "true" random information from things like random values in uninitialized memory, the current date/time, etc. If you have entered a seed value you can revert to all seeds being random using {{K|S}}. |
== Generating a world == | == Generating a world == | ||
| Line 242: | Line 241: | ||
=== Site cap after civ creation === | === Site cap after civ creation === | ||
| − | This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc though the number of sites will ultimately still be limited by things like space, terrain, and population cap. | + | This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc. though the number of sites will ultimately still be limited by things like space, terrain, and population cap. |
Note that '''this parameter controls only "civilization" sites''' like towns. Other sites such as lairs will be added on to this maximum. After civilizations reach this cap, they will not spread out anymore to place new cities. | Note that '''this parameter controls only "civilization" sites''' like towns. Other sites such as lairs will be added on to this maximum. After civilizations reach this cap, they will not spread out anymore to place new cities. | ||
| Line 269: | Line 268: | ||
==== Year to Begin Checking Megabeast Percentage ==== | ==== Year to Begin Checking Megabeast Percentage ==== | ||
| − | The percentage of dead megabeasts and titans for stoppage will not be checked until this year is reached in history generation. This can be used to | + | The percentage of dead megabeasts and titans for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier. |
{| {{prettytable}} | {| {{prettytable}} | ||
| Line 358: | Line 357: | ||
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info. | These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info. | ||
| − | [[Temperature]] appears to always be a vertical gradient of some sort no matter how these parameters are set, but if the values are lower | + | [[Temperature]] appears to always be a vertical gradient of some sort no matter how these parameters are set, but if the values are lower than the gradient could be from "cold" to "colder" rather than "cold" to "warm" for example. Dwarf Fortress automatically applies temperature variations for latitude and elevation. |
So, the value from the temperature rolling process is ''not the absolute temperature value the region will get, but rather local variation.'' The "base" temperature for an area is derived from its latitude and elevation, and then the random value determined by these parameters are applied to it to make it vary a bit. The local variation is fairly small compared to the base temperature, which appears to be hard coded. | So, the value from the temperature rolling process is ''not the absolute temperature value the region will get, but rather local variation.'' The "base" temperature for an area is derived from its latitude and elevation, and then the random value determined by these parameters are applied to it to make it vary a bit. The local variation is fairly small compared to the base temperature, which appears to be hard coded. | ||
| Line 418: | Line 417: | ||
==== Mesh Size ==== | ==== Mesh Size ==== | ||
| − | Mesh size determines how "finely grained" weighted ranges will be applied. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. The end result of this is that a small mesh, for example 2x2, will affect less of the map | + | Mesh size determines how "finely grained" weighted ranges will be applied. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. The end result of this is that a small mesh, for example 2x2, will affect less of the map than a large mesh, like 16x16 for a medium map, which will affect almost all of the map. Also note that the X,Y variance can also have a profound effect on the implementation of the mesh, see this [http://www.bay12forums.com/smf/index.php?topic=112132.msg3410520#msg3410520 forum post] for more details. |
Mesh Size affects the smoothing brush in the world painter. | Mesh Size affects the smoothing brush in the world painter. | ||
| Line 493: | Line 492: | ||
=== Minimum Partial Edge Oceans === | === Minimum Partial Edge Oceans === | ||
| − | This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge. | + | This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge. |
{| {{prettytable}} | {| {{prettytable}} | ||
| Line 551: | Line 550: | ||
Controls the frequency at which minerals occur. Setting this value lower will increase the amount of ore present on a map, the number of different types of ore, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for. | Controls the frequency at which minerals occur. Setting this value lower will increase the amount of ore present on a map, the number of different types of ore, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for. | ||
| − | According to | + | The options "Very Rare", "Rare", "Sparse", "Frequent", and "Everywhere" in the [[World_generation#Basic_World_Generation_Menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively. |
| + | |||
| + | According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore: | ||
[[File:MineralSetting_v25_limit10k.png]] | [[File:MineralSetting_v25_limit10k.png]] | ||
| − | This is for the same 8x8 embark region in a world which is otherwise the same except for the mineral scarcity parameter | + | This is for the same 8x8 embark region in a world which is otherwise the same except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions). |
{| {{prettytable}} | {| {{prettytable}} | ||
| Line 566: | Line 567: | ||
| <tt><nowiki>[MINERAL_SCARCITY:2500]</nowiki></tt> | | <tt><nowiki>[MINERAL_SCARCITY:2500]</nowiki></tt> | ||
| Range: 100 to 100,000 | | Range: 100 to 100,000 | ||
| − | + | ||
|} | |} | ||
| + | '''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections. | ||
| − | === Max | + | === Max Megabeasts Caves === |
| − | This is the | + | This is the number of megabeasts placed at the beginning of history. Megabeasts are hydras, bronze colossuses, rocs and dragons which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 <sup>data</sup>]. Keep in mind that megabeasts will attack and destroy settlements during world history, so many of them may cause civilizations to be wiped out entirely. |
| − | |||
| − | |||
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#dddddd" | |- bgcolor="#dddddd" | ||
| Line 583: | Line 583: | ||
| <tt><nowiki>[MEGABEAST_CAP:<number>]</nowiki></tt> | | <tt><nowiki>[MEGABEAST_CAP:<number>]</nowiki></tt> | ||
| <tt><nowiki>[MEGABEAST_CAP:75]</nowiki></tt> | | <tt><nowiki>[MEGABEAST_CAP:75]</nowiki></tt> | ||
| − | | | + | | Megabeasts count towards BEAST_END_YEAR calculation. |
|} | |} | ||
=== Max Semi-Megabeast Caves === | === Max Semi-Megabeast Caves === | ||
| − | + | This is the number of semi-megabeasts placed at the beginning of history. Semi-megabeasts are giants, ettins, minotaurs, and cyclopes, which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 <sup>data</sup>]. | |
| − | |||
| − | < | ||
{| {{prettytable}} | {| {{prettytable}} | ||
| Line 600: | Line 598: | ||
| <tt><nowiki>[SEMIMEGABEAST_CAP:<number>]</nowiki></tt> | | <tt><nowiki>[SEMIMEGABEAST_CAP:<number>]</nowiki></tt> | ||
| <tt><nowiki>[SEMIMEGABEAST_CAP:150]</nowiki></tt> | | <tt><nowiki>[SEMIMEGABEAST_CAP:150]</nowiki></tt> | ||
| − | | | + | | Semimegabeasts do not count towards BEAST_END_YEAR calculation. |
|} | |} | ||
| Line 607: | Line 605: | ||
==== Number ==== | ==== Number ==== | ||
| − | This controls the number of | + | This controls the number of titans that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 <sup>data</sup>]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 <sup>data</sup>]. |
| − | |||
| − | |||
| − | </ | ||
{| {{prettytable}} | {| {{prettytable}} | ||
| Line 620: | Line 615: | ||
| <tt><nowiki>[TITAN_NUMBER:<number>]</nowiki></tt> | | <tt><nowiki>[TITAN_NUMBER:<number>]</nowiki></tt> | ||
| <tt><nowiki>[TITAN_NUMBER:33]</nowiki></tt> | | <tt><nowiki>[TITAN_NUMBER:33]</nowiki></tt> | ||
| − | | | + | | Titans count towards BEAST_END_YEAR calculation. |
|} | |} | ||
| Line 633: | Line 628: | ||
==== Created Wealth Requirement ==== | ==== Created Wealth Requirement ==== | ||
| − | Megabeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met | + | Megabeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value. |
{| {{prettytable}} | {| {{prettytable}} | ||
| Line 661: | Line 656: | ||
|} | |} | ||
| − | === Number of Night | + | === Number of Night Troll Types === |
| + | |||
| + | The number of different [[Night troll|night trolls]] that will exist in the world. These are also procedurally generated. Setting this to zero means that the world will have no night trolls. | ||
| + | |||
| + | {| {{prettytable}} | ||
| + | |- bgcolor="#dddddd" | ||
| + | ! Token | ||
| + | ! Example | ||
| + | ! Notes | ||
| + | |- | ||
| + | | <tt><nowiki>[NIGHT_TROLL_NUMBER:<number>]</nowiki></tt> | ||
| + | | <tt><nowiki>[NIGHT_TROLL_NUMBER:77]</nowiki></tt> | ||
| + | | 0 to 1000 | ||
| + | |} | ||
| + | |||
| + | === Number of Bogeyman Types === | ||
| + | |||
| + | The number of different [[Bogeyman|bogeyman]] forms that will exist in the world. Bogeyman are procedurally generated, though their forms do not vary by much. Setting this to zero, means that the world will have no bogeyman. Additionally setting this to zero will not allow custom bogeymen to appear in the world. | ||
| + | |||
| + | {| {{prettytable}} | ||
| + | |- bgcolor="#dddddd" | ||
| + | ! Token | ||
| + | ! Example | ||
| + | ! Notes | ||
| + | |- | ||
| + | | <tt><nowiki>[BOGEYMAN_NUMBER:<number>]</nowiki></tt> | ||
| + | | <tt><nowiki>[BOGEYMAN_NUMBER:27]</nowiki></tt> | ||
| + | | 0 to 1000 | ||
| + | |} | ||
| + | |||
| + | === Number of Vampire Curse Types === | ||
| + | |||
| + | The number of different [[Vampire|vampires]] that will exist in the world. Although they too are generated at the start of a new world, they generally no different from one another, with the biggest difference being what stat bonuses their vampirism gives {{verify}}. Setting this to zero means no vampires will exist. | ||
| + | |||
| + | {| {{prettytable}} | ||
| + | |- bgcolor="#dddddd" | ||
| + | ! Token | ||
| + | ! Example | ||
| + | ! Notes | ||
| + | |- | ||
| + | | <tt><nowiki>[VAMPIRE_NUMBER:<number>]</nowiki></tt> | ||
| + | | <tt><nowiki>[VAMPIRE_NUMBER:72]</nowiki></tt> | ||
| + | | 0 to 1000 | ||
| + | |} | ||
| + | |||
| + | === Number of Werebeast Curse Types === | ||
| + | |||
| + | The number of different [[Werebeast|werebeasts]] that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well known of these amount as different species of animal beasts. From lizards, to wolves, to maybe even bears. Setting this to zero means no werebeasts will exist. | ||
| + | |||
| + | {| {{prettytable}} | ||
| + | |- bgcolor="#dddddd" | ||
| + | ! Token | ||
| + | ! Example | ||
| + | ! Notes | ||
| + | |- | ||
| + | | <tt><nowiki>[WEREBEAST_NUMBER:<number>]</nowiki></tt> | ||
| + | | <tt><nowiki>[WEREBEAST_NUMBER:58]</nowiki></tt> | ||
| + | | 0 to 1000 | ||
| + | |} | ||
| + | |||
| + | === Number of Secret Types === | ||
| + | |||
| + | The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are necromancers. Setting this to zero means that no [[necromancer]]s will appear. | ||
| + | |||
| + | {| {{prettytable}} | ||
| + | |- bgcolor="#dddddd" | ||
| + | ! Token | ||
| + | ! Example | ||
| + | ! Notes | ||
| + | |- | ||
| + | | <tt><nowiki>[SECRET_NUMBER:<number>]</nowiki></tt> | ||
| + | | <tt><nowiki>[SECRET_NUMBER:44]</nowiki></tt> | ||
| + | | 0 to 1000 | ||
| + | |} | ||
| + | |||
| + | === Number of Regional Interaction Types === | ||
| + | |||
| + | The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way. | ||
| + | |||
| + | {| {{prettytable}} | ||
| + | |- bgcolor="#dddddd" | ||
| + | ! Token | ||
| + | ! Example | ||
| + | ! Notes | ||
| + | |- | ||
| + | | <tt><nowiki>[REGIONAL_INTERACTION_NUMBER:<number>]</nowiki></tt> | ||
| + | | <tt><nowiki>[REGIONAL_INTERACTION_NUMBER:20]</nowiki></tt> | ||
| + | | 0 to 1000 | ||
| + | |} | ||
| − | + | === Number of Disturbance Interaction Types === | |
| − | + | The number of different [[Mummy|disturbed dead]] {{verify}} that can exist in the world. Setting this to zero, while being as pointless as is, (since you're never forced to enter a tomb anyway), will most likely prevent any toilet roll spooks from appearing, but it may or may not also prevent the existence of the pyramids which house them too. | |
{| {{prettytable}} | {| {{prettytable}} | ||
| Line 673: | Line 756: | ||
! Notes | ! Notes | ||
|- | |- | ||
| − | | <tt><nowiki>[ | + | | <tt><nowiki>[DISTURBANCE_INTERACTION_NUMBER:<number>]</nowiki></tt> |
| − | | <tt><nowiki>[ | + | | <tt><nowiki>[DISTURBANCE_INTERACTION_NUMBER:10]</nowiki></tt> |
| + | | 0 to 1000 | ||
| + | |} | ||
| + | |||
| + | === Number of Evil Cloud Types === | ||
| + | |||
| + | This number specifies [[Weather#Evil weather|the total amount of various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. I'd keep this value low... | ||
| + | |||
| + | {| {{prettytable}} | ||
| + | |- bgcolor="#dddddd" | ||
| + | ! Token | ||
| + | ! Example | ||
| + | ! Notes | ||
| + | |- | ||
| + | | <tt><nowiki>[EVIL_CLOUD_NUMBER:<number>]</nowiki></tt> | ||
| + | | <tt><nowiki>[EVIL_CLOUD_NUMBER:45]</nowiki></tt> | ||
| + | | 0 to 1000 | ||
| + | |} | ||
| + | |||
| + | === Number of Evil Rain Types === | ||
| + | |||
| + | The lesser of a relatively large group of evils... evil rain. This number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully liquid liquids to fall from the sky will be pure H2O. | ||
| + | |||
| + | {| {{prettytable}} | ||
| + | |- bgcolor="#dddddd" | ||
| + | ! Token | ||
| + | ! Example | ||
| + | ! Notes | ||
| + | |- | ||
| + | | <tt><nowiki>[EVIL_RAIN_NUMBER:<number>]</nowiki></tt> | ||
| + | | <tt><nowiki>[EVIL_RAIN_NUMBER:352]</nowiki></tt> | ||
| 0 to 1000 | | 0 to 1000 | ||
|} | |} | ||
| Line 682: | Line 795: | ||
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. | These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. | ||
| − | + | The exact size of small, medium, and large are: small is 1-24, medium is 25-99, and large is 100+, for any map size. The counts used here will always be restricted to regions of the given size no matter how large the number. Also, the count is more of a goal than a minimum or maximum. As a result you can end up with many more or many fewer than the requested number of squares in some situations. | |
| − | In particular, if you have something like case where only 3 large regions exists in a world, and you request "1 evil square" in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means "force at least one region of this size to be all good/evil." | + | In particular, if you have something like a case where only 3 large regions exists in a world, and you request "1 evil square" in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means "force at least one region of this size to be all good/evil." |
Note that the "evilness" of evil biomes is also impacted by savagery. | Note that the "evilness" of evil biomes is also impacted by savagery. | ||
| Line 739: | Line 852: | ||
| Desert/Badland | | Desert/Badland | ||
| 100-299 | | 100-299 | ||
| − | | 0- | + | | 0-9 |
| non-freezing | | non-freezing | ||
| − | | | + | | |