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Difference between revisions of "DF2014 Talk:Advanced world generation"

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(Confirming that alternative map sizes do not work)
 
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== Evil/Good Squares ==  
 
== Evil/Good Squares ==  
Full of meaningless information. What makes a large region large, medium region medium, why would there be three large regions when the default for evil squares in large regions is above 500? Needs to be rewritten from scratch. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:124.178.54.187|124.178.54.187]]</small>
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Full of meaningless information. What makes a large region large, medium region medium, why would there be three large regions when the default for evil squares in large regions is above 500? Needs to be rewritten from scratch. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:124.178.54.187|124.178.54.187]] [later editor's note: this comment was left in October 2014. --[[User:2128|2128]] ([[User talk:2128|talk]]) 19:54, 12 January 2017 (UTC)]</small>
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I updated the good/evil squares section a little. It might be clearer now.  It might still need improvement. --[[User:2128|2128]] ([[User talk:2128|talk]]) 19:54, 12 January 2017 (UTC)
  
 
== Cannot find "Desired pre-erosion river count" ==
 
== Cannot find "Desired pre-erosion river count" ==
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After some testing with Volcanism Min/Max, Variances, Mesh, and Minimum Volcanoes, I discovered that the only entry that actually was responsible for generating volcanoes was the Minimum Volcano number. Set at 0, I never spawned any volcanoes during worldgen. Set to any number above zero, and it always spawned exactly that many volcanoes.
 
After some testing with Volcanism Min/Max, Variances, Mesh, and Minimum Volcanoes, I discovered that the only entry that actually was responsible for generating volcanoes was the Minimum Volcano number. Set at 0, I never spawned any volcanoes during worldgen. Set to any number above zero, and it always spawned exactly that many volcanoes.
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== Caverns ==
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Having less than 3 cavern layers appears to cause a rejection mere moments after civilization placement finishes. It provides a seemingly unrelated error message "Placed farming entity without non-orchard crops". There is currently no information regarding this error message anywhere that my search engine could find. Better guidelines should given to avoid this error, though more testing is necessary to determine if it always happens or if perhaps it can be avoided by setting the layer params between the caverns to 0. I spent many hours just figuring out it was the cavern param so, I may not do this myself anytime soon.
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Update:
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Through some testing, and help on discord I've determined the cause. The placed farming entity without non-orchard crops message indicates that a dwarf civ was placed somewhere with inadequate water for underground plants, and that location only has underground trees if any plants (I don't know definitively beyond no regular plants).
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I still believe this should be worked into the wiki page.
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[[User:Cppcooper|Cppcooper]] ([[User talk:Cppcooper|talk]]) 02:57, 1 March 2020 (UTC)
  
 
== Other Map Dimension Values May Not Work ==
 
== Other Map Dimension Values May Not Work ==
  
 
Confirmed in .06 (and likely forever.)  I made one with 85x85 and I still got 65x65 anyways.
 
Confirmed in .06 (and likely forever.)  I made one with 85x85 and I still got 65x65 anyways.
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== Seed entropy ==
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I wanted to know how many useful bits of entropy a seed value provides. Without the source code the best I can do is make an inference based on the character set used to encode [https://steamcommunity.com/app/975370/discussions/0/3716062978736953784/ seeds stored in <code>gamelog.txt</code>] (e.g. <code>i90kKcEwt1DqUZNL5Bvy</code>). Using [http://waterlan.home.xs4all.nl/dos2unix.html <code>dos2unix</code>] to use Unix-style line endings and [https://www.johndcook.com/blog/2019/10/16/file-character-counts/ <code>fold</code>, <code>sort</code>, and <code>uniq</code>] to produce a character frequency count of a few dozen seeds, the seeds seem to use a <code>[a-zA-Z0-9]</code> character set (62 characters). Each seed is 20 characters long, meaning it encodes <code>l(62^20)/l(2)=119.08</code> bits of entropy. That means theoretically, the PRNG has access to, at most, 119 bits of entropy; the next question is: '''how many bits of entropy does the PRNG actually make use of from a typed string I provide'''? I ask since I'd like to save myself time in typing random seeds; if the PRNG uses only 32 bits of state, then I'd only need to input 5 <code>[a-zA-Z0-9]</code>characters (e.g. <code>i90kK</code>). [[User:Baltakatei|Baltakatei]] ([[User talk:Baltakatei|talk]]) 05:37, 23 December 2022 (UTC)
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== Temperature ==
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I don't think the info about poles affecting temperature by X degrees Celsius is correct, considering that worldgen doesn't even use Celsius. Does anyone know where that info came from? -teabasins

Latest revision as of 08:44, 21 January 2023

I updated the section on Mesh sizes and weighted ranges according to the research I did. I'm not experienced with wiki editing, so feel free to adjust anything as you feel is necessary or offer constructive criticism. --- JoeJoe

Mineral scarcity[edit]

FYI [MINERAL_SCARCITY] should be added to the list of options that will affect geography generation. I don't know if this is new in DF2014 or was previously overlooked, but it definitely does affect it. unsigned comment by 71.131.181.153

Added here. —Lethosor (talk) 17:22, 19 August 2014 (UTC)

Evil/Good Squares[edit]

Full of meaningless information. What makes a large region large, medium region medium, why would there be three large regions when the default for evil squares in large regions is above 500? Needs to be rewritten from scratch. unsigned comment by 124.178.54.187 [later editor's note: this comment was left in October 2014. --2128 (talk) 19:54, 12 January 2017 (UTC)]

I updated the good/evil squares section a little. It might be clearer now. It might still need improvement. --2128 (talk) 19:54, 12 January 2017 (UTC)

Cannot find "Desired pre-erosion river count"[edit]

"Some prefer to pump up erosion to about 250, and turn the "Desired pre-erosion river count" to 0 for good erosion and no extra canyons." - from the page

I cannot find this setting. Only "Minimum River Start Locations (Pre-Erosion)" and "Desired River Start Locations (Post-Erosion)" - AnnanFay (talk) 01:52, 29 January 2015 (UTC)

Volcanoes[edit]

After some testing with Volcanism Min/Max, Variances, Mesh, and Minimum Volcanoes, I discovered that the only entry that actually was responsible for generating volcanoes was the Minimum Volcano number. Set at 0, I never spawned any volcanoes during worldgen. Set to any number above zero, and it always spawned exactly that many volcanoes.

Caverns[edit]

Having less than 3 cavern layers appears to cause a rejection mere moments after civilization placement finishes. It provides a seemingly unrelated error message "Placed farming entity without non-orchard crops". There is currently no information regarding this error message anywhere that my search engine could find. Better guidelines should given to avoid this error, though more testing is necessary to determine if it always happens or if perhaps it can be avoided by setting the layer params between the caverns to 0. I spent many hours just figuring out it was the cavern param so, I may not do this myself anytime soon.

Update: Through some testing, and help on discord I've determined the cause. The placed farming entity without non-orchard crops message indicates that a dwarf civ was placed somewhere with inadequate water for underground plants, and that location only has underground trees if any plants (I don't know definitively beyond no regular plants).

I still believe this should be worked into the wiki page.

Cppcooper (talk) 02:57, 1 March 2020 (UTC)

Other Map Dimension Values May Not Work[edit]

Confirmed in .06 (and likely forever.) I made one with 85x85 and I still got 65x65 anyways.

Seed entropy[edit]

I wanted to know how many useful bits of entropy a seed value provides. Without the source code the best I can do is make an inference based on the character set used to encode seeds stored in gamelog.txt (e.g. i90kKcEwt1DqUZNL5Bvy). Using dos2unix to use Unix-style line endings and fold, sort, and uniq to produce a character frequency count of a few dozen seeds, the seeds seem to use a [a-zA-Z0-9] character set (62 characters). Each seed is 20 characters long, meaning it encodes l(62^20)/l(2)=119.08 bits of entropy. That means theoretically, the PRNG has access to, at most, 119 bits of entropy; the next question is: how many bits of entropy does the PRNG actually make use of from a typed string I provide? I ask since I'd like to save myself time in typing random seeds; if the PRNG uses only 32 bits of state, then I'd only need to input 5 [a-zA-Z0-9]characters (e.g. i90kK). Baltakatei (talk) 05:37, 23 December 2022 (UTC)

Temperature[edit]

I don't think the info about poles affecting temperature by X degrees Celsius is correct, considering that worldgen doesn't even use Celsius. Does anyone know where that info came from? -teabasins