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Difference between revisions of "Advanced world generation"

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:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''  ''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems related to worlds always being rejected, and [[Worldgen examples]] for example worlds.''
  
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''
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[[File:adv_worldgen_v50.png|thumb|400px|right|The advanced world generation screen.<br><small>''(Click to enlarge)''</small>]]'''Advanced world generation''', also labeled as '''detailed mode''', allows substantially more detail-oriented options of customization than standard, basic world generation. This gives the player much more control over how their world is generated. To better understand this article, it is advised that one should read about [[World generation|'''basic world generation''']] first.
:''See [[World token]] to more easily find information by the names used in the world_gen.txt file.''
 
:''See [[World rejection]] for information on solving problems related to worlds always being rejected.''
 
:''See [[Worldgen examples]] for example worlds.''
 
  
When you want more control of what your world looks like, it's time for '''advanced world generation'''. A detailed reference with advice is provided below. This article assumes that you are already familiar with [[World generation|'''basic''' world generation]]. If you are not then please read about that first.
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The advanced world generation screen is reached by clicking "Create new world" at the main menu, then clicking "Detailed mode". Once at that screen, clicking "Basic options" will return the user to the standard world generation screen.
 
 
Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks something like this will appear:
 
 
 
[[File:AdvancedWorldGen.png‎]]
 
 
 
This screen is relatively intuitive but some parts could use some explanation.
 
  
 
== Parameter sets ==
 
== Parameter sets ==
 +
The list of already-defined parameter sets is in the upper-left. You can select the current set that you want to work with using the drop down menu. Any parameter set can be renamed by clicking the [[File:Quill.png]].
  
The list of already defined parameter sets is in the upper right corner. You can select the current set that you want to work with using the up and down directional keys.
+
Parameter sets can be made by clicking "New parameter set" or by clicking "Copy" to copy the selected set. This will append the selected set to the drop down menu and automatically select that set for editing.
 
 
Hitting {{K|a}} will add a new set to the end of the list. You can also {{K|c}}opy an existing set to a new one allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parameter set but note that this will not affect the name of the world that is generated.
 
  
Parameter sets are stored in the <tt>data/init/world_gen.txt</tt> file in the main DF directory. The {{K|F1}} and {{K|F6}} keys will load and save '''all''' of the parameter sets to this file. You will need to save the world gen parameters to this file before you hit {{K|Enter}} to generate the world.
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Parameter sets are stored in the <tt>prefs/world_gen.txt</tt> file in the main DF directory. The "Save" and "Load" buttons in the upper-right of DF will save or load '''all''' of the parameter sets in this file. The <tt>world_gen.txt</tt> file can also be edited with a text editor. This is useful for parameter sets posted on the forum or wiki in text form. (See [[Advanced_world_generation#Parameter_Set_Examples|Parameter set examples]] below.)
  
The <tt>world_gen.txt</tt> file can also be edited with a text editor. This is particularly useful because people will often post their parameter sets on the forum or wiki in text form. (See below for more info.) The {{K|F1}} key comes in handy when editing this file while the game is still running.
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The tokens used in <tt>world_gen.txt</tt> are at the bottom of each parameter description. Here's the one for the title.
 
 
The tokens used in <tt>world_gen.txt</tt> are at the bottom of each parameter description. Here's the one for title.
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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== World name ==
 
== World name ==
  
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can force a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.
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As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can specify a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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== World dimensions ==
 
== World dimensions ==
  
The size of the map to be generated can be selected with {{K|u}} {{K|i}} {{K|o}} {{K|p}}. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in game.
+
The size of the map to be generated can be changed by changing the Width and Height values. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in-game.
  
Changing the dimensions of the world will reset the parameters because many of them have different defaults depending on the surface area available.
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Changing the dimensions of the world will reset the parameters, because many of them have different defaults depending on the surface area available. Creating larger worlds does not necessarily mean longer world generation time - the essential factor for the gen duration is the history. If you restrict the number of historical events, you can significantly speed up the process.
 
 
Creating larger worlds does not necessarily mean longer world generation time. The essential factor for the duration is the history. If you restrict the number of historical events you can fasten the process very much.
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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| <tt><nowiki>[DIM:<width>:<height>]</nowiki></tt>
 
| <tt><nowiki>[DIM:<width>:<height>]</nowiki></tt>
 
| <tt><nowiki>[DIM:129:129]</nowiki></tt>
 
| <tt><nowiki>[DIM:129:129]</nowiki></tt>
| Valid values are 17,33,65,129, and 257. Others may not work.
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| Valid values are 17, 33, 65, 129, and 257. Others may not work. Non-square maps may result in crashes{{bug|2928}}.
 
|}
 
|}
  
 
== 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 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.
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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.
  
In older versions, the same seed value(s) produced identical world on every computer at any time (if other parameters were identical, too). In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events cumulating to an different world-history at all. It seems like the history is random somhow and not completely connected to the seed. Keep this in mind if you wand to regenerate a particular world.
+
In older versions, the same seed value(s) produced identical worlds on every computer at any time (if other parameters were identical, too). In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events which will result in a very different world history. It seems like the history is partly random and not completely connected to the seed. Keep this in mind if you want to regenerate a particular world.
  
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}}.
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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}}. 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 values 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, 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. That said, 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].
  
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].
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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:
 
  
 
* [DIM:X:X]  
 
* [DIM:X:X]  
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* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}
 
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}
  
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 to all seeds being random using {{K|S}}.
+
Normally, you don't enter these seed values - 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.
  
 
== Generating a world ==
 
== Generating a world ==
  
Unless you're using an already defined parameter set you will probably want to {{K|e}}dit the parameters. Select the set you want to edit using the up/down directional keys and press {{K|e}}. Information about each parameter is documented below.
+
Unless you're using an already-defined parameter set, you will probably want to edit the parameters. Information about each parameter is documented below. Once you are happy with the parameters you should save the values you just edited and proceed to the [[world generation]] process.
 
 
Once you are happy with the parameters you have set, hit {{K|Esc}} to get back to this screen, hit {{K|F6}} to save the values you just edited, and hit {{K|Enter}} to start. The rest of the process is the same as basic [[World generation]].
 
  
 
The phases of the world generation process are (this order is not completely correct):
 
The phases of the world generation process are (this order is not completely correct):
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== Editing the parameters init file ==
 
== Editing the parameters init file ==
  
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world token]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Main:Pregenerated worlds|Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12forums.com/smf/index.php?topic=101280.0 Worldgen cookbook] thread on the official forums.
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Parameter sets are stored in the ''prefs/[[world_gen.txt]]'' file, using [[world token]]s. You can copy and paste other players' sets of parameters into your ''world_gen.txt'' to use their parameter sets. Another place to find parameter sets is the [http://www.bay12forums.com/smf/index.php?topic=180805.0 Worldgen cookbook] thread on the official forums.
  
 
== Advanced parameters ==
 
== Advanced parameters ==
  
To access advanced parameters, press {{key|e}} when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.
+
To access advanced parameters, press {{key|e}} when at the "Design New Worlds with Advanced Parameters" screen. This will bring you to an editable list of various guidelines that the world-gen process will use when creating your new world. The parameters are described below in the order that they appear in the list in the UI, not necessarily the order they appear in the configuration file.  
  
The parameters are described below in the order that they appear in the list in the UI, not necessarily the other they appear in the configuration file. See [[world token]] for an index that will help you look things up by token name.
+
See [[world token]] for an index that will help you look things up by token name.
  
 
There are essentially 4 types of controls for the generation of the surface map;
 
There are essentially 4 types of controls for the generation of the surface map;
  
Terrain Parameters, as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis although sometimes it will be hotter in the north, other times in the south. Minima and maxima and X,Y variance can drastically alter the world.  
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'''Terrain Parameters''': as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis, although sometimes it will be hotter in the north, other times in the south. Minimum, maximum and X,Y variance can drastically alter the world.  
  
Weighted Meshes, these are a way to fine tune the amount of the 5 basic variables on the map. It can be used to set the specific distribution of different elevations or rainfall areas for example.  
+
'''Weighted Meshes''': these are a way to fine-tune the amount of the 5 basic variables on the map. It can be used to set the specific distribution of different elevations or rainfall areas for example.  
  
Rejection Parameters, Dwarf Fortress has a belt and braces approach to world generation. The above controls allow you to shape the world then the rejection parameters throw it out if it isn't right! There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types etc. If the world does not meet the requirements of any one rejection parameter the world is rejected an re-randomised. Also see [http://dwarffortresswiki.org/index.php/DF2012:World_rejection World Rejection]
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'''Rejection Parameters''': ''Dwarf Fortress'' has a 'belt-and-braces' approach to world generation. The above controls allow you to shape the world, then the rejection parameters throw it out if it isn't right! There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types etc. If the world does not meet the requirements of any one rejection parameter the world is rejected and re-randomised. Also see [http://dwarffortresswiki.org/index.php/DF2012:World_rejection World Rejection]
  
The are also the feature placing options such as rivers, mountain peaks, volcanoes and oceans. These can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed.  
+
There are also the feature-placing options such as rivers, mountain peaks, volcanoes and oceans, which can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed.  
  
If you are experimenting with world design, one method would be to disable the rejection parameters and use the first two control types. Otherwise any significant change will likely result in endless rejections.
+
If you are experimenting with world design, one method would be to disable the rejection parameters and use the first two control types. Otherwise, any significant change will likely result in endless rejections.
  
  
 
=== Seed values ===
 
=== Seed values ===
  
Here you can enter specific seed values for different parts of the world generation process. Different sequences of pseudorandom numbers are used for different parts, so you can use this to reproduce only the particular part of world generation from some previously generated world if you want.
+
Here, you can enter specific seed values for different parts of the world generation process - different sequences of pseudorandom numbers are used for different parts, so you can use this to reproduce only the particular part of world generation from some previously generated world, if you want. Normally, you'll want to leave all of these set to Random, unless you're specifically trying to reproduce the results of another world generation run.
  
Normally you will want to leave all of these set to Random unless you're specifically trying to reproduce the results of another world generation run.
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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=== Embark Points ===
 
=== Embark Points ===
  
This controls the number of points that you have for skills and equipment when you embark in fortress mode. Turning this value up will allow games started in this world to start with more skilled dwarves with better equipment. Normally you can do just fine by leaving this value set to default, but you might want to up it for experimental/testing purposes or to help dwarves survive in a particularly evil world.
+
This controls the number of points that you have for skills and equipment when you embark in fortress mode. Turning this value up will allow games started in this world to start with more skilled dwarves with better equipment. Normally, you can do just fine by leaving this value set to default, but you might want to turn it up for experimental/testing purposes or to help dwarves survive in a particularly evil world, or turn it down for certain [[challenges]]. The highest amount this value can be set to is 10,000.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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|-
 
|-
 
| <tt><nowiki>[EMBARK_POINTS:<number>]</nowiki></tt>
 
| <tt><nowiki>[EMBARK_POINTS:<number>]</nowiki></tt>
| <tt><nowiki>[EMBARK_POINTS:1274]</nowiki></tt>
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| <tt><nowiki>[EMBARK_POINTS:1504]</nowiki></tt>
 
| Required
 
| Required
 
|}
 
|}
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=== End year ===
 
=== End year ===
  
This is how many years of history are generated for the world. This is basically the same as the History parameter in basic world gen, except that you can enter an exact value for number of years. See [[World_generation#History|History]] for more info.
+
This is how many years of history are generated for the world; basically the same as the History parameter in basic world gen, except that you can enter an exact value for the number of years. See [[World_generation#History|History]] for more info.
  
 
History is divided into "ages" which are determined by the ''percentage'' of megabeasts and semi-megabeasts killed at various points. One can attempt to make a world go through the ages more quickly by pumping up the ratio of semimegabeast to megabeast caves, the former of which are usually more killable than the regular megabeasts. This will net you more "Age of Legends", "Age of Heroes", etc.
 
History is divided into "ages" which are determined by the ''percentage'' of megabeasts and semi-megabeasts killed at various points. One can attempt to make a world go through the ages more quickly by pumping up the ratio of semimegabeast to megabeast caves, the former of which are usually more killable than the regular megabeasts. This will net you more "Age of Legends", "Age of Heroes", etc.
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=== Population cap after civ creation ===
 
=== Population cap after civ creation ===
  
This determines the maximum possible population of civilization member historical figures alive at a given time during worldgen. Not all members of a civilization are historical figures. This tag does not directly influence the total population of civilized beings as it once did when populations were all historical figures, so the description is a bit confusing. You can enter -1 to make the historical population unlimited.
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This determines the maximum possible population of civilization member [[historical figure]]s alive at a given time during worldgen. Not all members of a civilization are historical figures. This tag does not directly influence the total population of civilized beings as it once did when populations were all historical figures, so the description is a bit confusing. You can enter -1 to make the historical population unlimited.
  
 
Each race may have up to 100 civilizations each, and each civilization a maximum population of 10,000. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placement on the world map. See [[Entity_token#Population|Population (Entity Token)]] for more information on interpreting/editing the raws if you need more precise control of civilization placement and total population numbers.
 
Each race may have up to 100 civilizations each, and each civilization a maximum population of 10,000. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placement on the world map. See [[Entity_token#Population|Population (Entity Token)]] for more information on interpreting/editing the raws if you need more precise control of civilization placement and total population numbers.
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=== 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 [[town]]s - other sites, such as [[lair]]s, will be added onto this maximum. 
  
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.
+
After civilizations reach this cap, they will not spread out any more to place new cities. By default, the raws limit each civilization site to a population of 120, regardless of the race of the civilization - therefore, without editing the raws, the total population on the map can't go above site cap x 120.
  
By default, the raws limit each civilization site to a population of 120 regardless of the race of the civilization. Therefore, without editing the raws, the total population on the map can't go above site cap x 120.
+
Beware; increasing this too high can slow worldgen down by a lot. Another effect can be goblins (or certain [[Elf|other civs]]) sometimes overwhelming all other civilizations and/or flooding the world with their homes, leaving no good places to build your fortress, be it human or dwarven. If you choose a low cap to hasten world generation, the cap will likely be reached within years, stopping expansion of all civs. If you want a good, long history, you will have to adjust site/population cap and the number of civs many times to find one fulfilling your needs.
 
 
Increasing this too high can slow worldgen down by a lot, beware.
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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==== Percentage of Megabeasts and Titans Dead for Stoppage ====
 
==== Percentage of Megabeasts and Titans Dead for Stoppage ====
  
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop early.
+
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop immediately.
 +
 
 +
If you want to end the creation of your world at the beginning of a certain age, choose the following values:
 +
* Age of Legends: ~34%
 +
* Age of Heroes: ~67%
 +
If there are three or fewer titans or megabeasts in your world, the age will be given a special name reflecting the remaining megabeasts/titans, instead.
  
 
==== 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 ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.
+
The percentage of dead [[megabeast]]s and [[titan]]s 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.
 +
 
 +
If the number of living [[megabeast]]s and [[titan]]s starts at or drops to less than four, then world generation will always stop if the current year is equal to or greater than the Year to Begin Checking Megabeast Percentage ''regardless'' of how many [[megabeast]]s and [[titan]]s are dead — Percentage of Megabeasts and Titans Dead for Stoppage is ignored. The number of megabeasts and titans at the start of the world is set by the sum of the [[Advanced_world_generation#Max_Megabeasts_Caves|Max Megabeasts Caves]] and [[Advanced_world_generation#Titan_Parameters|Titan Number]] parameters.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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=== Cull Unimportant Historical Figures ===
 
=== Cull Unimportant Historical Figures ===
  
Whether or not the game ignores unimportant figures in history generation. The culling is many CPU-intensive steps in history generation but it saves memory and will speed up loading/saving games a bit. This does mean that the "unimportant" figures will not appear in Legends mode or in things like dwarf engravings, but they might not appear in engravings anyway.
+
Whether or not the game will ignore unimportant figures in history generation. The culling of unimportant historical figures is a CPU-intensive step in history generation but it saves memory and will speed up loading/saving games in fortress mode. This does mean that the "unimportant" figures will not appear in Legends mode or in engravings, but unimportant figures would likely not appear in engravings anyway.
  
Unimportant figures are people or creatures who suffer early deaths, never having offspring or killing anything named during history generation. For example, residents of goblin towers may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say something like the demon has killed "a creature at Eviltower in the year 102."
+
Unimportant figures are creatures who suffer early deaths, never have offspring or kill a named creature during world gen. For example, a resident of a goblin tower may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say "In the year 102, the demon Evil McEvilface killed an unknown creature at Eviltower."
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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=== Reveal All Historical Events ===
 
=== Reveal All Historical Events ===
  
Setting this to Yes will allow access to all information about the history of the world in Legends mode. If set to No, then you will have to discover historical information in adventure mode or by instructing dwarves to make engravings.{{Verify}}
+
Setting this to Yes will allow access to most information about the history of the world in [[Legends mode]]. All events will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may not be, possibly because they are not known to any civilization. If set to No, then you will have to discover historical information in [[adventure mode]] or by instructing dwarves to make engravings.{{Verify}}
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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==== Minima and Maxima ====
 
==== Minima and Maxima ====
  
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead.
+
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead. By ''subtly'' tweaking the min and max values, vastly different maps can be made.
 
 
By ''subtly'' tweaking the min and max values, vastly different maps can be made.
 
 
 
==== X and Y Variance ====
 
 
 
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.
 
 
 
Generally speaking, raising both of these values will create a more random "patchwork" of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.
 
 
 
For "patchwork" worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.
 
  
 
==== Elevation ====
 
==== Elevation ====
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Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks which can raise the number of above ground Z-levels. In other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels but it might increase the number of Z-levels somewhat in some regions compared to others.
 
Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks which can raise the number of above ground Z-levels. In other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels but it might increase the number of Z-levels somewhat in some regions compared to others.
  
Raising the variance will result in a more bumpy uneven landscape.
+
Raising the variance will result in a more bumpy, uneven landscape.
  
 
Some biomes/features that are impacted by elevation:
 
Some biomes/features that are impacted by elevation:
 
* A high minimum (above 99) means no oceans as they need elevations below 100.
 
* A high minimum (above 99) means no oceans as they need elevations below 100.
 
* A low maximum (below 300) means no mountains as mountains need elevations above 300.
 
* A low maximum (below 300) means no mountains as mountains need elevations above 300.
* River start locations need a minimum elevation of 300. Therefore, a world with a maximum elevation of 299 everywhere prevents river generation, but rivers can still occur if maximum elevation is set to 300.
+
* Rivers will be placed when the elevation maximum is 104 or higher. Therefore, keeping both values above 100 and below 104 will prevent all water tiles from appearing.
*Mountain peaks can only form in squares with an elevation of 400.
+
* Mountain peaks can only form at elevations of 400.
 +
 
 +
==== X and Y Variance ====
 +
 
 +
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.
 +
 
 +
Generally speaking, raising both of these values will create a more random "patchwork" of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.
 +
 
 +
For "patchwork" worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.
  
 
==== Rainfall ====
 
==== Rainfall ====
  
Controls the amount of rainfall in each map square/area. Setting the minimum too high or the maximum too low can make the formation of certain biomes impossible. Rainfall causes it to [[Rain]] more in a given area, which can have various effects.
+
Controls the amount of rainfall in each map square/area. Setting the minimum or maximum too high or low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects. Also makes more rivers appear on the world map.
  
Also makes more rivers appear on the world map.
+
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on, then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain.  If you want the minimum and maximum for this parameter to be absolutely respected, you must turn off the orographic precipitation option.
  
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain. If you want the minimum and maximum for this parameter to be absolutely respected you must turn off the orographic precipitation option.
+
Additionally, with 'Orthographic Precipitation' turned on, orthographic precipitation and rain shadows will only occur in regions with greater than or equal to 50 drainage. [http://www.bay12forums.com/smf/index.php?topic=139916.0 [Report, reproduced 2022]]
  
 
==== Temperature ====
 
==== Temperature ====
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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]] is always influenced by elevation and, if [[Advanced_world_generation#Poles|Poles]] are enabled, latitude. 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 default values for the local variation are fairly small compared to the base temperature, which appears to be hard coded.
+
These parameters form the "base" temperature for an area, and describe peak summer temperature in a scale that isn't used elsewhere in the game. This number also does not correspond 1:1 with the final climate. [[Temperature]] is always influenced by a number of variables, including elevation, time of year, thick forestation, and if [[Advanced_world_generation#Poles|Poles]] are enabled, latitude. These other variables are factored in after the temperature mesh is applied, and frequently bring temperatures above and below their set minimum and maximum values. ''The inclusion of Poles is particularly strong in this regard, as it allows latitude to raise and/or lower temperatures by more than 75 degrees Celsius! That said, the temperatures aren't raised or lowered by more than about 65 degrees past the set minimum and maximum. Furthermore, for typical ranges, the temperature will never be raised more than about 25 degrees past the maximum (but will still drop up to about 65 degrees Celsius below the minimum).'' (unsure about exact values, research needed)
 +
 
 +
Elves can spawn where the temperature is 10 degrees or warmer. Humans can spawn where the temperature is 0 degrees or warmer.
  
 
==== Drainage ====
 
==== Drainage ====
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Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.
 
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.
  
Lower drainage values have been reported to contribute to the formation of thicker soil layers though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.
+
Lower drainage values have been reported to contribute to the formation of thicker soil layers, though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.
  
 
==== Volcanism ====
 
==== Volcanism ====
  
Volcanism controls the occurrence of Igneous [[Layer|Layers]], and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100 so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.
+
Volcanism controls the occurrence of igneous [[layer]]s, and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100, so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.
  
Setting minimum to high value is not a good way to produce multiple volcanoes as you are likely to get a "Volcanism not evenly distributed" rejection. Instead use the Minimum Number of Volcanoes parameter and possibly adjust the weighted ranges for volcanism as described below.
+
Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a "Volcanism not evenly distributed" rejection. Instead, use the Minimum Number of Volcanoes parameter, and possibly adjust the weighted ranges for volcanism as described below.
  
 
==== Savagery ====
 
==== Savagery ====
  
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from too high of a savagery value.
+
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from a too-high savagery value.
  
 
==== Configuration Tokens ====
 
==== Configuration Tokens ====
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=== Terrain Mesh Sizes and Weights ===
 
=== Terrain Mesh Sizes and Weights ===
  
These parameters make it possible to influence the number of squares in a particular range without making conditions outside of that range impossible. For example, you can make it possible for many more low elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.
+
These parameters make it possible to influence the number of squares in a particular range, without making conditions outside of that range impossible. For example, you can make it possible for many more low-elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.
  
 
The basic steps of applying weighted ranges are as follows:
 
The basic steps of applying weighted ranges are as follows:
  
 
# Create a grid with 2<sup>''MeshSize'' - 1</sup> tiles in both X and Y direction.
 
# Create a grid with 2<sup>''MeshSize'' - 1</sup> tiles in both X and Y direction.
# Set the intersection points of the grid lines to a random value according to the weighted ranges.
+
# At each grid intersection, set the value according to the weighted ranges.
 
# Smooth out the area between the intersection points.
 
# Smooth out the area between the intersection points.
 
# Add noise according to the variance parameters.
 
# Add noise according to the variance parameters.
  
Where ''MeshSize'' is the raw parameter value found in the world_gen.txt. See the image on the right for an example.
+
where ''MeshSize'' is the raw parameter value found in the world_gen.txt. See the image on the right for an example.
  
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32x32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high or very low and the space between them is smoothed out.]]
+
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32×32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high or very low and the space between them is smoothed out.]]
  
==== Mesh Size ====
+
==== Mesh Size/Weighted Ranges ====
  
Mesh size determines how many grid tiles there will be. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. As an example, setting it to 2x2 means the grid will be 2 times 2 tiles large and there will be 3 times 3 for a total of 9 intersection points. On a pocket world this means one grid tile will be 8 * 8 world tiles large whereas on a large world one grid tile will be 128 * 128 world tiles. Note that the highest possible value for a given world size will always make the grid tiles 8 * 8 world tiles large.
+
Mesh size determines how many grid tiles there will be. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. As an example, setting it to 2×2 means the grid will be 2 times 2 tiles large and there will be 3×3 for a total of 9 intersection points. On a pocket world, this means one grid tile will be 8×8 world tiles large, whereas on a large world, one grid tile will be 128×128 world tiles. Note that the highest possible value for a given world size will always make the grid tiles 8×8 world tiles large.
  
==== Weighted Ranges ====
 
  
 
If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.
 
If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.
Line 446: Line 432:
 
==== Interaction between Mesh Size and Variance ====
 
==== Interaction between Mesh Size and Variance ====
  
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too large the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2x2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2x2 mesh and barely visible at all with a 8x8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect on the actual size of the grid tiles. This means, that a large world with a 2x2 mesh will look essentially the same as a pocket world with a 2x2 mesh, only stretched to 256 times the size.
+
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too large the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 2×2 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.
  
 
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.
 
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.
Line 494: Line 480:
 
=== Poles ===
 
=== Poles ===
  
With this you can influence how polar regions are added. The poles can be on the north or south edge and the equator will be on the opposite edge or in the middle if there are two poles.
+
With this, you can influence how polar regions are added. The poles can be on the north or south edge, and the equator will be on the opposite edge, or in the middle if there are two poles. If poles are set to NONE, then there will be no seasonal changes in the weather (e.g. no winter snow in temperate biomes).
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH
 
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH
 
|}
 
|}
 +
 
=== Minimum Mountain Peak Number ===
 
=== Minimum Mountain Peak Number ===
  
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. Elevations of 400 must be possible for mountain peaks to occur. If set to zero then worlds will not be rejected based on number of peaks.
+
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. EG: elevations of 400 must be possible for mountain peaks to occur. If set to zero, then worlds will not be rejected based on number of peaks.
  
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation 400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting but other than that they don't appear to "do" anything special. Reportedly they do increase the highest Z-level above ground in all embark zones in the same region even if the selected embark zone does not include the peak.
+
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation-400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting, but other than that, they don't appear to "do" anything special. Reportedly, they do increase the highest Z-level above ground in all embark zones in the same region, even if the selected embark zone does not include the peak.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.
 
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.
  
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map.
+
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map. In addition, if Complete Edge Oceans is set to any value ''other'' than 0 or 4, you may need to lower elevation variance for at least one of the axes: if set too high, such as a variation of 1600 for both X and Y axes (the default for Large Island and Medium Island parameter sets), the game may generate worlds very slowly or even hang.{{bug|565}}
  
Given appropriate weight, range, and variance values for things like elevation, a setting of:
+
Given appropriate weight, range, and variance values for things like elevation, a setting of: 1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side (think the east or west coast of the United States, the north coast of Canada, or southern Europe).  If your edge ocean happens to pick your world's frozen side, most of it will be glacier.
*1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side.  Think the east or west coast of the United States, the north coast of Canada, or southern Europe.  If your edge ocean happens to pick your world's frozen side most of it will be glacier.
+
 
*2 results in another coastline along with the first one.  The map could end up looking something like Panama if the oceans pick opposite sides of the map.
+
*2 results in another coastline along with the first one -- the map could end up looking something like Panama if the oceans pick opposite sides of the map.
 
*3 results in a peninsula, like Florida in the US.  There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.
 
*3 results in a peninsula, like Florida in the US.  There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.
 
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.
 
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.
Unfortunately there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.
 
  
Edge oceans will take up part of the other edges too.  For example a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.
+
Unfortunately, there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.
 +
 
 +
Edge oceans will take up part of the other edges too.  For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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=== Minimum Volcano Number ===
 
=== Minimum Volcano Number ===
  
Worlds with less than this number of volcanoes will be rejected. Note that this will not just create this many volcanoes at random; there must be at least this many squares with a Volcanism of 100. Therefore adjusting Weighted Range for 80-100 to some higher value is recommended if you want to facilitate a large number of volcanoes. In addition, Maximum Volcanism must be set to 100 or squares with volcanism of 100 will be impossible making volcanoes impossible.
+
Worlds with less than this number of volcanoes will be rejected. Note that this will not just create this many volcanoes at random; there must be at least this many squares with a Volcanism of 100. Therefore, adjusting Weighted Range for 80-100 to some higher value is recommended if you want to facilitate a large number of volcanoes. In addition, Maximum Volcanism must be set to 100 or squares with volcanism of 100 will be impossible, making volcanoes impossible.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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=== Mineral Scarcity ===
 
=== Mineral Scarcity ===
  
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 and number of different types of ore present on a map, 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.
  
 
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.
 
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.
Line 589: Line 577:
 
[[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 (although most of the detailed information comes from experiments with previous versions).
+
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}}
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'''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections.
 
'''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections.
  
=== Max Megabeasts Caves ===
+
=== Max Megabeast Caves ===
 +
 
 +
This is the number of [[megabeast]]s placed at the beginning of history. Megabeasts are [[hydra]]s, [[bronze colossus]]es, [[roc]]s, and [[dragon]]s, which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 <sup>data</sup>].
  
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>].  
+
Increasing this value can lead to early extinction of civilizations.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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=== 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>].
+
This is the number of [[semi-megabeast]]s placed at the beginning of history. Semimegabeasts are [[giant]]s, [[ettin]]s, [[minotaur]]s, and [[cyclops]], which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 <sup>data</sup>].
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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| <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.
+
| Semimegabeasts do not count towards the BEAST_END_YEAR calculation.
 
|}
 
|}
  
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==== Number ====
 
==== Number ====
  
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>].
+
This controls the number of [[titan]]s 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}}
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==== Attack Population Requirement ====
 
==== Attack Population Requirement ====
  
Megabeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 80 which isn't usually too difficult to deal with.
+
[[Titan]]s will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met.  
 +
 
 +
This number defaults to 80, which isn't usually too difficult to deal with.
  
 
==== Exported Wealth Requirement ====
 
==== Exported Wealth Requirement ====
  
Megabeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]] worth of merchandise, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).
+
Titans will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).
  
 
==== 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; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.
+
Titans 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}}
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=== Number of Demon Types ===
 
=== Number of Demon Types ===
  
[[Demon|Demons]] are similar to titans and forgotten beasts in that they are procedurally generated, but unlike titans they are not unique. Thus many different types of demons will exist in the world but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of fun you can have.
+
[[Demon]]s are similar to [[titan]]s and [[forgotten beast]]s, in that they are procedurally generated, but unlike titans, they are not unique. Thus, many different types of demons will exist in the world, but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of [[fun]] you can have. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&topic=112465.15].You need at least 2 demon types, or goblin civilizations won't exist.
  
 
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=== Number of Night Troll Types ===
 
=== 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.
+
The number of different [[night troll]]s, also procedurally generated, that will exist in the world. Setting this to zero means that the world will have no night trolls, custom or otherwise
  
 
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=== Number of Bogeyman Types ===
 
=== Number of Bogeyman Types ===
 
+
The number of different [[bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen, custom or otherwise.
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.
 
  
 
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| <tt><nowiki>[BOGEYMAN_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[BOGEYMAN_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[BOGEYMAN_NUMBER:27]</nowiki></tt>
 
| <tt><nowiki>[BOGEYMAN_NUMBER:27]</nowiki></tt>
 +
| 0 to 1000
 +
|}
 +
 +
=== Number of Nightmare Types ===
 +
The number of different [[nightmare]] forms that will exist in the world. Nightmares are procedurally generated. Setting this to zero means that the world will have no nightmares, custom or otherwise.
 +
 +
{| {{prettytable}}
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|- bgcolor="#dddddd"
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! Token
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! Example
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! Notes
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|-
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| <tt><nowiki>[NIGHTMARE_NUMBER:<number>]</nowiki></tt>
 +
| <tt><nowiki>[NIGHTMARE_NUMBER:27]</nowiki></tt>
 
| 0 to 1000
 
| 0 to 1000
 
|}
 
|}
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=== Number of Vampire Curse Types ===
 
=== 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.
+
The number of different types of [[Vampire|vampires]] that will exist in the world. Although they are generated at the start of a new world, they aren't different from each other. Setting this to zero means no vampires will exist.
  
 
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|}
 
|}
  
=== Number of Werebeast Curse Types ===
+
=== Werebeast Parameters ===
  
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.
+
==== Number of Werebeast Curse Types====
 +
 
 +
The number of different types of [[werebeast]]s 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 to different species of animals, from lizards, to wolves, to even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.
  
 
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| <tt><nowiki>[WEREBEAST_NUMBER:58]</nowiki></tt>
 
| <tt><nowiki>[WEREBEAST_NUMBER:58]</nowiki></tt>
 
| 0 to 1000
 
| 0 to 1000
 +
|}
 +
 +
==== Attack Population Requirement ====
 +
 +
Werebeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 50 which will often be reached in the second year of the fort.
 +
 +
==== Exported Wealth Requirement ====
 +
Werebeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to 5000.
 +
 +
==== Created Wealth Requirement ====
 +
 +
Werebeasts 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}}
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|- bgcolor="#dddddd"
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! Token
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! Example
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! Notes
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|-
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| <tt><nowiki>[WEREBEAST_ATTACK_TRIGGER:<population>:<exp wealth>:<created wealth>]</nowiki></tt>
 +
| <tt><nowiki>[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]</nowiki></tt>
 +
| 0 = None (disabled). Only one requirement must be met for an attack.
 
|}
 
|}
  
 
=== Number of Secret Types ===
 
=== 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.
+
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 [[necromancer]]s, thus, setting this to zero means that no necromancers will appear.
 +
Non-necromancer towers can still appear (extremely rarely) with zero secrets, constructed by independent undead groups.
 +
The primary difference between having 1 or 1000 secrets is the chance of your world having any necromancer towers at all. With 1, this chance is low. With the default number, it's seemingly guaranteed.
 +
Even with 1 secret, if you have any necromancer towers at all, it is likely a great number will quickly appear in world generation (though this isn't guaranteed).
  
 
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{| {{prettytable}}
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|-
 
|-
 
| <tt><nowiki>[SECRET_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[SECRET_NUMBER:<number>]</nowiki></tt>
| <tt><nowiki>[SECRET_NUMBER:44]</nowiki></tt>
+
| <tt><nowiki>[SECRET_NUMBER:52]</nowiki></tt>
 
| 0 to 1000
 
| 0 to 1000
 
|}
 
|}
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=== Number of Disturbance Interaction Types ===
 
=== 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.
+
The number of different [[Mummy|disturbed dead]] {{verify}} that can exist in the world. Setting this to zero, while being 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.
  
 
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|}
 
|}
  
=== Number of Evil Cloud Types ===
+
=== Number of Evil Cloud / Evil Rain 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...
 
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...
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|}
 
|}
  
=== Number of Evil Rain Types ===
+
The latter 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 fluids to fall from the sky will be pure H2O.  
 
 
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.  
 
  
 
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=== Generate Divine Materials ===
 
=== Generate Divine Materials ===
 
+
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of [[vault]]s. Probably determines whenever or not using divination dice spawns weapons.
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of vaults.
 
  
 
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|}
 
|}
  
===