v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing 40d:World generation
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | + | [[Category:World]] | |
− | |||
− | To begin playing Dwarf Fortress, you must first | + | To begin playing Dwarf Fortress, you must first create a world to play in. When you enter the world creation screen, you are presented with a screen full of options: |
== World creation options == | == World creation options == | ||
− | [[Image: | + | [[Image:World_creation_screen1.png | none | frame | 500px | Opening world generation screen.]] |
− | Once you choose " | + | Once you choose "Create World" you will be brought to the parameters screen. Pushing {{k|Enter}} will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick overview: |
* '''[[#Title|Title]]''' - Where the title of your parameter type will be displayed | * '''[[#Title|Title]]''' - Where the title of your parameter type will be displayed | ||
* '''[[#Seed|Seed]]''' - A random or predetermined number to be used in the process of world creation. | * '''[[#Seed|Seed]]''' - A random or predetermined number to be used in the process of world creation. | ||
− | * ''' | + | * '''[[#Name|Name]]''' - The name of your world, either random or predetermined. |
− | * ''' | + | * '''[[#Parameter selection|Parameter selection]]''' - If you have saved different world generation parameters, they will be listed here. |
+ | * '''[[#Options|Options]]''' - This is where you can choose to alter the various parameters for world generation. | ||
=== Title === | === Title === | ||
Line 36: | Line 36: | ||
=== Parameter selection === | === Parameter selection === | ||
− | On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there | + | On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there is only one parameter set labeled '''<tt>STANDARD</tt>'''. You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|↑}} and {{K|↓}} ) or the numeric keypad ( {{k|8}} {{k|4}} {{k|9}} {{k|3}} ). |
− | |||
− | You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|↑}} and {{K|↓}} ) | ||
* To save your current settings as a parameter set, press {{K|F6}}. | * To save your current settings as a parameter set, press {{K|F6}}. | ||
* To reset the parameters to the default settings, press {{K|F1}}. | * To reset the parameters to the default settings, press {{K|F1}}. | ||
− | * To create a new set of parameters, press {{k|a}}. To delete the current set of parameters, press {{k|d | + | * To create a new set of parameters, press {{k|a}}. To delete the current set of parameters, press {{k|d}}. |
=== Options === | === Options === | ||
Line 54: | Line 52: | ||
| <center>{{k|d}}</center> || Delete parameter set || Delete the currently selected parameter set | | <center>{{k|d}}</center> || Delete parameter set || Delete the currently selected parameter set | ||
|- | |- | ||
− | + | | {{K|↑}} {{K|↓}} {{k|8}} {{k|2}} {{k|9}} {{k|3}}) || Navigate the parameters || {{k|8}} and {{k|2}} → move up and down | |
− | + | {{k|9}} and {{k|3}} → page up and down | |
− | | {{K|↑}} {{K|↓}} | ||
− | {{k|9}} and {{k|3}} | ||
|- | |- | ||
| <center>{{k|t}}</center> || Enter title || Edits the name of your parameter set | | <center>{{k|t}}</center> || Enter title || Edits the name of your parameter set | ||
Line 69: | Line 65: | ||
| <center>{{k|s}}</center> || Enter custom seed || Prompts the user to input a custom seed for world creation | | <center>{{k|s}}</center> || Enter custom seed || Prompts the user to input a custom seed for world creation | ||
|- | |- | ||
− | | <center>{{K|F1}}</center> || | + | | <center>{{K|F1}}</center> || Reset world parameters || Resets the world parameters to their default values |
|- | |- | ||
− | | <center>{{K|F6}}</center> || Save world parameters || Saves the world parameters under the current [[#Title|title]] | + | | <center>{{K|F6}}</center> || Save world parameters || Saves the world parameters under the current [[#Title | title]] |
− | |||
− | |||
|} | |} | ||
== World generation == | == World generation == | ||
− | When you are ready to create your world, push {{k|Enter}} | + | When you are ready to create your world, push {{k|Enter}}. The generator then begins to generate a world based on fractal algorithms. The process of creating a world can be very time-consuming, as any invalid maps are thrown out upon detection. Do not be surprised if it generates over a hundred separate worlds before creating one that is acceptable. |
− | [[Image: | + | [[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]] |
− | [[Image: | + | [[Image:World_creation_screen3.png | none | frame | 400px | World creation screenshot.]] |
− | When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a '''large''' BMP format [[ | + | When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a '''large''' BMP format [[CP437|ASCII]] graphic of the created world. You can run the compress_bitmaps.bat batch file that comes included with the game (as of 33g) in the main dwarf fortress folder to convert the bitmap files to about 90% smaller .png files. |
− | When you are finished, press {{k|Enter | + | [[Image:World_creation_screen4.png | none | frame | 400px | Example exported map image.]] |
+ | |||
+ | When you are finished, press {{k|Enter}} to return to the title screen. | ||
=== Batch processing === | === Batch processing === | ||
− | + | You can use this example to use the [[command line]] to create many worlds at once, without all the hassle. Copy the following code and save it as a batch (.BAT) file. This file will create 7 regions using random names and random seeds. It will also automatically output the parameters and an ASCII and detailed map for each of your worlds. | |
− | + | '''Note:''' ''Make sure you don't already have region 1-7 in your save directory.'' | |
− | |||
− | |||
<pre> | <pre> | ||
− | for /L %%i in (1,1,7) do start /wait /high dwarfort -gen %%i RANDOM | + | for /L %%i in (1,1,7) do start /wait /high dwarfort -gen %%i RANDOM STANDARD |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
</pre> | </pre> | ||
− | + | '''Note:''' If you are typing this into a command prompt rather than making a batch file use %i rather %%i | |
=== How World Generation Works === | === How World Generation Works === | ||
Line 129: | Line 101: | ||
You may be curious about what's happening behind the scenes while your world is being generated, these are the steps the program goes through: | You may be curious about what's happening behind the scenes while your world is being generated, these are the steps the program goes through: | ||
− | + | [Note: Information on this list is almost taken from the [[http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 10 page interview]] of [[Toady]] at Gamasutra] | |
− | # '''Preparing Elevation/Setting | + | # '''Preparing Elevation/Setting Temerature:''' Fractal maps are generated, laying out basic information about the world: |
#* Four main maps, used to generate biomes: | #* Four main maps, used to generate biomes: | ||
#** Elevation: A process called Midpoint Displacement is used to plot out the lay of the land. | #** Elevation: A process called Midpoint Displacement is used to plot out the lay of the land. | ||
#** Temperature: The temperature map is biased according to latitude and elevation. | #** Temperature: The temperature map is biased according to latitude and elevation. | ||
#** Rainfall: Later in the simulation, this map is biased according to factors such as [http://en.wikipedia.org/wiki/Rain_shadow rain shadow]. | #** Rainfall: Later in the simulation, this map is biased according to factors such as [http://en.wikipedia.org/wiki/Rain_shadow rain shadow]. | ||
− | #** Drainage: This tells how quickly | + | #** Drainage: This tells how quickly water drains from an area. |
#* Four others: | #* Four others: | ||
− | #** Vegetation: How dense the vegetation is in an area. This is later edited during history generation as | + | #** Vegetation: How dense the vegetation is in an area. This is later edited during history generation as civilizations log away at forests. |
− | #** Salinity: Differentiates saltwater/freshwater | + | #** Salinity: Differentiates saltwater/freshwater marshes and other such things. Areas below a certain elevation (oceans) automatically get a salinity of 100. |
#** Savagery: How dangerous wildlife is in an area. | #** Savagery: How dangerous wildlife is in an area. | ||
− | #** Good/Evil: This affects the type of wildlife in an area. | + | #** Good/Evil: This also affects the type of wildlife in an area. |
# '''Creating Biomes:''' Biomes are created based on elevation, temperature, rainfall, and drainage (for instance, if rainfall is >=66/100 and drainage is less than 50, then an area is a swamp). | # '''Creating Biomes:''' Biomes are created based on elevation, temperature, rainfall, and drainage (for instance, if rainfall is >=66/100 and drainage is less than 50, then an area is a swamp). | ||
− | # '''Running Rivers:''' Now erosion and the creation of | + | # '''Running Rivers:''' Now erosion and the creation of rivers are simulated. |
− | #* To quote [[ | + | #* To quote [[Toady]]: "It picks out the bases of the mountains (mountains are all squares above a given elevation), then it runs temporary river paths out from there, preferring the lowest elevation and digging away at a square if it can't find a lower one, until it get to the ocean or gets stuck. This is the phase where you see the mountain being worn away during world creation. I have it intentionally center on a mountain at that point so you can watch. ... This will generally leave some good channels to the ocean, so it runs the real rivers after this." |
# '''Forming Lakes:''' Lakes are created and rivers are finalized. | # '''Forming Lakes:''' Lakes are created and rivers are finalized. | ||
#* River loops created by the previous step are fixed. | #* River loops created by the previous step are fixed. | ||
Line 151: | Line 123: | ||
# '''Growing Vegetation:''' Vegetation populations are calculated for each area. | # '''Growing Vegetation:''' Vegetation populations are calculated for each area. | ||
# '''Verifying Terrain:''' At this time, the world is probably checked for consistency. | # '''Verifying Terrain:''' At this time, the world is probably checked for consistency. | ||
− | # '''Recounting Legends:''' The history of the world is simulated up to | + | # '''Recounting Legends:''' The history of the world is simulated up to year 1050. |
+ | #* Age of Myth: years 1-499 | ||
+ | #* Age of Legends: years 500-1049 | ||
+ | #* Golden Age: year 1050 and onward | ||
# '''Finalization:''' World generation variables are reviewed and finalized. | # '''Finalization:''' World generation variables are reviewed and finalized. | ||
# '''Upon Exit:''' All world information is exported to a "region" folder in 'data/save/' | # '''Upon Exit:''' All world information is exported to a "region" folder in 'data/save/' |