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40d Talk:Advanced world generation

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Minimum Volcanism/Maximum Volcanism

From what I have found out so far I can say Igneous extrusive layer are only found in areas with a volcanism higher than 90. Volcanoes are only placed on tiles with a volcanism of 100.

Minimum Volcano Number

Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected.

Does that imply, that if I set max volcanism to 99 and min volcano number to 50 it'll never accept the world?--Dorten 00:42, 4 August 2008 (EDT)

You can get volcanoes at lower values than that. It might have something to do with what you set the maximum value to. --Shoku 23:28, 7 July 2009 (UTC)

yes, in the tests i did, setting max volcanism to 99 and min volcano to 1 caused infinite rejects. Killy 17:48, 5 September 2008 (EDT)



Volcanism seems to impact stone types. High minimum volcanism and you won't get sedimentary or metamorphic layers, just lots of igneous rock.

I don't think magma pipes are exclusive to volcanism-100 tiles; i've had pipes come up through flux, albiet rarely. Calenth

That was a region tile with high volcanism with lower regions next to it bleeding into it.--Shoku 23:28, 7 July 2009 (UTC)

Cookbook

That thread is nice and all, but it seems more for works in progress. We should have a wiki page for the tried-and-true worldgen recipes, ones that have been tested thoroughly and are complete. --Jackard 07:17, 17 August 2008 (EDT)


X/Y Variance?

I've been experimenting with the X- and Y-variance values to try and get a better handle on them. Anybody already gone through and figured this out before I waste my time? :) Especially since it seems there's a certain procedural order I'll need to untangle (elevation modifies temperature, both modify rainfall, etc.) RedKing 02:20, 24 January 2009 (EST)

I believe those are tied to how much the tiles are allowed to vary along the appropriate axes, with higher values producing a more random result. I haven't messed too much with worldgen settings, though. --Zeta 13:02, 24 January 2009 (EST)
Variation scales with world size if that helps.--Shoku 23:28, 7 July 2009 (UTC)

World Painter

Perhaps the information on the World Painter should be moved to the new page, possibly with a link from this one. --Timmeh 06:57, 8 April 2009 (UTC)

Mountain Peaks

I believe mountain peaks are used as starting points for creating elevation during world generation. I think I remember reading this in a Gamustra interview with Toady. Can't confirm though so no edits made to the article.--Jpwrunyan 13:55, 16 May 2009 (UTC)

Freezing Biomes

This page could use some information about Glacial and Tundra tiles.

The following all applies to medium maps. Someone else can find out how it works for others.

Glaciers begin at -5 and every degree blow that extends it further up the map by 2 region tiles. During world gen it only chooses either north or south to start that trend from.

And glaciers and tundra take place in the elevations between mountain and ocean and the difference between tundra and glacier is drainage.

Any other details we need?--Shoku 23:58, 7 July 2009 (UTC)


Beasts dead for stoppage

I've managed to stop the world-gen at year 2 (but no sooner) by putting the percentage megabeasts dead for stoppage at 0. I assume you cannot play in Year 1, then. Also, if you perhaps made modifications for many, many more megabeasts, or even made them more numerous, and then set the percentage at 100, you probably could reach the end date.

You can play in year 1 by hitting the spacebar (I think that's the key) to end gen right after starting it. I've done it before. Could make for an interesting story fort, but otherwise identical to normal DF. --173.73.166.152 06:34, 6 February 2010 (UTC)

Increasing Megabeast Size

While not a worldgen token, increasing the size of megabeasts increases their durability and results in a longer world history. Setting giants, ettins, etc to size 30 is typically good enough to keep history generation running until at least year 650.