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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Killy</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Killy"/>
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	<updated>2026-05-27T21:24:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43419</id>
		<title>40d Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43419"/>
		<updated>2008-09-05T21:48:58Z</updated>

		<summary type="html">&lt;p&gt;Killy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Minimum Volcanism/Maximum Volcanism&lt;br /&gt;
 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.&lt;br /&gt;
 &lt;br /&gt;
 Minimum Volcano Number&lt;br /&gt;
 Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected. &lt;br /&gt;
&lt;br /&gt;
Does that imply, that if I set max volcanism to 99 and min volcano number to 50 it'll never accept the world?--[[User:Dorten|Dorten]] 00:42, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
yes, in the tests i did, setting max volcanism to 99 and min volcano to 1 caused infinite rejects. [[User:Killy|Killy]] 17:48, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Volcanism seems to impact stone types. High minimum volcanism and you won't get sedimentary or metamorphic layers, just lots of igneous rock.&lt;br /&gt;
&lt;br /&gt;
I don't think magma pipes are exclusive to volcanism-100 tiles; i've had pipes come up through flux, albiet rarely.&lt;br /&gt;
[[User:Calenth|Calenth]]&lt;br /&gt;
&lt;br /&gt;
===Cookbook===&lt;br /&gt;
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. --[[User:Jackard|Jackard]] 07:17, 17 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Killy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43414</id>
		<title>40d Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43414"/>
		<updated>2008-07-25T22:27:57Z</updated>

		<summary type="html">&lt;p&gt;Killy: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Killy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43392</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43392"/>
		<updated>2008-07-16T15:31:10Z</updated>

		<summary type="html">&lt;p&gt;Killy: /* Erosion Cycle Count */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page is a collection of the various advanced options available to costumize world generation. Please add as you experiment, but do so responsibly. I've also included a quick guide on how to receive feedback from rejects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press '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. I have taken the liberty of sorting the guidelines into four groups I thought might be useful in organizing an understanding of the parameters.&lt;br /&gt;
&lt;br /&gt;
These are basically my best guess with my own insight and experimentation. This is supposed to be the beginning of the collaborative effort to sort this massive feature out and get its discussion off the forum.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrian Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Humans and Dwarves will not settle in savage areas.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Mountain Peak Number ====&lt;br /&gt;
&lt;br /&gt;
Places mountain peaks on tiles with an pre-erosion elevation of at least 380, if there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.&lt;br /&gt;
&lt;br /&gt;
==== Erosion Cycle Count ====&lt;br /&gt;
&lt;br /&gt;
Higher numbers make the mountains less steep and river canyons deeper.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;/div&gt;</summary>
		<author><name>Killy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43391</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43391"/>
		<updated>2008-07-16T14:04:45Z</updated>

		<summary type="html">&lt;p&gt;Killy: /* Minimum Mountain peak number*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page is a collection of the various advanced options available to costumize world generation. Please add as you experiment, but do so responsibly. I've also included a quick guide on how to receive feedback from rejects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press '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. I have taken the liberty of sorting the guidelines into four groups I thought might be useful in organizing an understanding of the parameters.&lt;br /&gt;
&lt;br /&gt;
These are basically my best guess with my own insight and experimentation. This is supposed to be the beginning of the collaborative effort to sort this massive feature out and get its discussion off the forum.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrian Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Humans and Dwarves will not settle in savage areas.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Mountain Peak Number ====&lt;br /&gt;
&lt;br /&gt;
Places mountain peaks on tiles with an pre-erosion elevation of at least 380, if there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;/div&gt;</summary>
		<author><name>Killy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43390</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43390"/>
		<updated>2008-07-16T13:18:47Z</updated>

		<summary type="html">&lt;p&gt;Killy: /* Terrian Parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page is a collection of the various advanced options available to costumize world generation. Please add as you experiment, but do so responsibly. I've also included a quick guide on how to receive feedback from rejects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press '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. I have taken the liberty of sorting the guidelines into four groups I thought might be useful in organizing an understanding of the parameters.&lt;br /&gt;
&lt;br /&gt;
These are basically my best guess with my own insight and experimentation. This is supposed to be the beginning of the collaborative effort to sort this massive feature out and get its discussion off the forum.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrian Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Humans and Dwarves will not settle in savage areas.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;/div&gt;</summary>
		<author><name>Killy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43389</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43389"/>
		<updated>2008-07-16T13:16:26Z</updated>

		<summary type="html">&lt;p&gt;Killy: /* Minimum Volcano Number */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page is a collection of the various advanced options available to costumize world generation. Please add as you experiment, but do so responsibly. I've also included a quick guide on how to receive feedback from rejects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press '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. I have taken the liberty of sorting the guidelines into four groups I thought might be useful in organizing an understanding of the parameters.&lt;br /&gt;
&lt;br /&gt;
These are basically my best guess with my own insight and experimentation. This is supposed to be the beginning of the collaborative effort to sort this massive feature out and get its discussion off the forum.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrian Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Human and Dwarves will not settle in savage areas.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places Volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;/div&gt;</summary>
		<author><name>Killy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43413</id>
		<title>40d Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43413"/>
		<updated>2008-07-16T13:08:11Z</updated>

		<summary type="html">&lt;p&gt;Killy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello,&lt;br /&gt;
Since yesterday I only played &amp;quot;World Generation&amp;quot;. I changed [[Advanced_World_Generation#Playable_Civilization_Required]]. I think this setting controls whether there must be a [CIV_CONTROLLABLE] civilization at the beginning of history. Dwarves are not placed in too savage or evil mountains. If no habitable place is found the world is rejected. I had a world in which only a goblin civilization survived. In this world I could play an goblin adventurer. &amp;quot;Fortress Mode&amp;quot; is available if there has been a dwarven civilization. &amp;quot;Human:Play Now!&amp;quot; is always available, even if every sentient creature died.&lt;br /&gt;
[[User:Killy|Killy]] 21:52, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'll keep adding stuff I think I figured out. As english is not my native language, please be indulging and correct my mistakes.&lt;br /&gt;
&lt;br /&gt;
[[User:Killy|Killy]] 09:08, 16 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Killy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43388</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43388"/>
		<updated>2008-07-16T13:03:29Z</updated>

		<summary type="html">&lt;p&gt;Killy: /* Minimum Volcanism/Maximum Volcanism */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page is a collection of the various advanced options available to costumize world generation. Please add as you experiment, but do so responsibly. I've also included a quick guide on how to receive feedback from rejects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press '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. I have taken the liberty of sorting the guidelines into four groups I thought might be useful in organizing an understanding of the parameters.&lt;br /&gt;
&lt;br /&gt;
These are basically my best guess with my own insight and experimentation. This is supposed to be the beginning of the collaborative effort to sort this massive feature out and get its discussion off the forum.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrian Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Human and Dwarves will not settle in savage areas.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;/div&gt;</summary>
		<author><name>Killy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43387</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43387"/>
		<updated>2008-07-16T12:18:12Z</updated>

		<summary type="html">&lt;p&gt;Killy: added min/max savagery parameters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page is a collection of the various advanced options available to costumize world generation. Please add as you experiment, but do so responsibly. I've also included a quick guide on how to receive feedback from rejects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press '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. I have taken the liberty of sorting the guidelines into four groups I thought might be useful in organizing an understanding of the parameters.&lt;br /&gt;
&lt;br /&gt;
These are basically my best guess with my own insight and experimentation. This is supposed to be the beginning of the collaborative effort to sort this massive feature out and get its discussion off the forum.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrian Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Human and Dwarves will not settle in savage areas.&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;/div&gt;</summary>
		<author><name>Killy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43412</id>
		<title>40d Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43412"/>
		<updated>2008-07-16T02:04:56Z</updated>

		<summary type="html">&lt;p&gt;Killy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello,&lt;br /&gt;
Since yesterday I only played &amp;quot;World Generation&amp;quot;. I changed [[Advanced_World_Generation#Playable_Civilization_Required]]. I think this setting controls whether there must be a [CIV_CONTROLLABLE] civilization at the beginning of history. Dwarves are not placed in too savage or evil mountains. If no habitable place is found the world is rejected. I had a world in which only a goblin civilization survived. In this world I could play an goblin adventurer. &amp;quot;Fortress Mode&amp;quot; is available if there has been a dwarven civilization. &amp;quot;Human:Play Now!&amp;quot; is always available, even if every sentient creature died.&lt;br /&gt;
[[User:Killy|Killy]] 21:52, 15 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Killy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43411</id>
		<title>40d Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=43411"/>
		<updated>2008-07-16T01:52:38Z</updated>

		<summary type="html">&lt;p&gt;Killy: New page: Hello, Since yesterday I only played &amp;quot;World Generation&amp;quot;. I changed Advanced_World_Generation#Playable_Civilization_Required. I think this setting controls whether there must be a [CIV_...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello,&lt;br /&gt;
Since yesterday I only played &amp;quot;World Generation&amp;quot;. I changed [[Advanced_World_Generation#Playable_Civilization_Required]]. I think this setting controls whether there must be a [CIV_CONTROLLABLE] civilization at the beginning of history. Dwarves are not placed in too savage or evil mountains. If no habitable place is found the world is rejected. I had a world in which only a goblin civilization survived. In this world I could play an goblin adventurer.&lt;br /&gt;
&amp;quot;Fortress Mode&amp;quot; and &amp;quot;Human:Play Now! are always available, even if every sentient creature died.&lt;br /&gt;
[[User:Killy|Killy]] 21:52, 15 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Killy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43385</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43385"/>
		<updated>2008-07-16T01:19:41Z</updated>

		<summary type="html">&lt;p&gt;Killy: /* Playable Civilization Required */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page is a collection of the various advanced options available to costumize world generation. Please add as you experiment, but do so responsibly. I've also included a quick guide on how to receive feedback from rejects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press '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. I have taken the liberty of sorting the guidelines into four groups I thought might be useful in organizing an understanding of the parameters.&lt;br /&gt;
&lt;br /&gt;
These are basically my best guess with my own insight and experimentation. This is supposed to be the beginning of the collaborative effort to sort this massive feature out and get its discussion off the forum.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrian Parameters ==&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stappage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date. &lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;/div&gt;</summary>
		<author><name>Killy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43384</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43384"/>
		<updated>2008-07-16T01:19:29Z</updated>

		<summary type="html">&lt;p&gt;Killy: /* Playable Civilization Required */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page is a collection of the various advanced options available to costumize world generation. Please add as you experiment, but do so responsibly. I've also included a quick guide on how to receive feedback from rejects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press '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. I have taken the liberty of sorting the guidelines into four groups I thought might be useful in organizing an understanding of the parameters.&lt;br /&gt;
&lt;br /&gt;
These are basically my best guess with my own insight and experimentation. This is supposed to be the beginning of the collaborative effort to sort this massive feature out and get its discussion off the forum.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrian Parameters ==&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stappage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date. &lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the begining of history are rejected.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;/div&gt;</summary>
		<author><name>Killy</name></author>
	</entry>
</feed>