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Editing v0.31:Advanced world generation
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{{quality|Exceptional|23:35, 30 March 2011 (UTC)}}{{av}} | {{quality|Exceptional|23:35, 30 March 2011 (UTC)}}{{av}} | ||
− | :''This article contains information on advanced world generation. For information on basic world generation, see | + | :''This article contains information on advanced world generation. For information on basic world generation, see {{L|World generation}}.'' |
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+ | When you want more control of what your world looks like, it's time for advanced world generation. Help with this is provided below. | ||
+ | |||
= 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 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. | ||
− | + | Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world tokens]]. 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 [[Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums. | |
− | == | + | == Caverns Parameters == |
− | + | === Cavern Layer Number === | |
− | + | This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer. Defaults to three. | |
− | + | If this is 0 then you will not have Caverns on your map. Note that disabling caverns will make it impossible to grow any underground plants because none will exist for your civilization to cultivate. | |
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− | + | Example:<blockquote> | |
+ | [CAVERN_LAYER_COUNT:3] | ||
+ | </blockquote> | ||
− | + | === Layer Openness min\max === | |
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− | + | Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns. | |
− | + | Example:<blockquote> | |
+ | [CAVERN_LAYER_OPENNESS_MIN:0]<br /> | ||
+ | [CAVERN_LAYER_OPENNESS_MAX:100] | ||
+ | </blockquote> | ||
− | + | === Layer Passage Density min\max === | |
− | + | This determines how many passages form the cavern. If openness (see above) is set to minimum and density increased then you will get a maze like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages. | |
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− | + | Example:<blockquote> | |
− | + | [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]<br /> | |
− | + | [CAVERN_LAYER_PASSAGE_DENSITY_MAX:100] | |
− | + | </blockquote> | |
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− | == | + | ==== Layer Openness and Layer Passage Density ==== |
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Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference] | Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference] | ||
Line 931: | Line 48: | ||
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density. | If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density. | ||
− | Another interesting note about the cavern layers is that the seed and number of demon types | + | Another interesting note about the cavern layers is that the seed and number of demon types effect the layout of the caverns. |
− | + | === Layer Water min\max === | |
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− | + | Determines how many caverns will have water at the bottom. Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water. | |
− | + | At 0, there will be no water in your caverns. This may impact future underground plant growth, although maps will still start with underground flora. | |
− | + | Example:<blockquote>[CAVERN_LAYER_WATER_MIN:0]<br /> | |
− | + | [CAVERN_LAYER_WATER_MAX:100] | |
− | + | </blockquote> | |
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− | === | + | === Magma Layer === |
− | + | Magma sea 4-5 layers at the bottom of map. | |
− | + | Value 1 forces magma layer, value 0 appears to prevent it. | |
+ | <br />Appears not have impact on volcanoes, nor vulcanism, so even if 0 there will still be emark locations with magma. | ||
+ | <br />If a volcano exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano. | ||
+ | <br />(Unconfirmed whether magma layer still can occur if HFS exists in a specific embark tile, e.g. Temple). | ||
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− | + | Example:<blockquote>[HAVE_BOTTOM_LAYER_1:1] | |
+ | </blockquote> | ||
− | === | + | === Bottom Layer === |
− | + | Cavern below magma sea. | |
+ | If "yes" the "HFS" layer is always present. | ||
+ | Defaults to "yes". | ||
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− | + | If turned on, will force the magma layer above it. | |
− | + | <br />(Unknown whether this has any impact on occurrence of HFS temple) | |
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− | + | Example:<blockquote>[HAVE_BOTTOM_LAYER_2:1] | |
+ | </blockquote> | ||
− | + | === Z Levels === | |
+ | '''[Previous table clear as mud; this table murky pool.]''' | ||
− | + | Following table based on having 3 cavern layers. The Levels Above Layer settings control how many Z-Levels are above each layer. A layer may itself consist of multiple Z-Levels (and almost always does). | |
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{|style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable" | {|style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable" | ||
|-style="background:#F2F2F2;text-align:center;" | |-style="background:#F2F2F2;text-align:center;" | ||
!style="border:1px #AAA solid;padding:0.2em;" width="120"|Setting Name | !style="border:1px #AAA solid;padding:0.2em;" width="120"|Setting Name | ||
− | !style="border:1px #AAA solid;padding:0.2em;" width="200"| | + | !style="border:1px #AAA solid;padding:0.2em;" width="200"|file tag |
!style="border:1px #AAA solid;padding:0.2em;"| Description | !style="border:1px #AAA solid;padding:0.2em;"| Description | ||
|- | |- | ||
|style="border:1px #AAA solid;padding:0.2em;"| Above Ground | |style="border:1px #AAA solid;padding:0.2em;"| Above Ground | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_GROUND |
|style="border:1px #AAA solid;padding:0.2em;"| The number of Z-Levels of air above the highest surface level.<br />Has no impact on how many Z-levels deep the surface layer is. | |style="border:1px #AAA solid;padding:0.2em;"| The number of Z-Levels of air above the highest surface level.<br />Has no impact on how many Z-levels deep the surface layer is. | ||
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|style="border:1px #AAA solid;padding:0.2em;"| Above layer 1 | |style="border:1px #AAA solid;padding:0.2em;"| Above layer 1 | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_1 |
− | |style="border:1px #AAA solid;padding:0.2em;"| Z-Levels of stone above the first cavern layer. Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more | + | |style="border:1px #AAA solid;padding:0.2em;"| Z-Levels of stone above the first cavern layer. Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this. |
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|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 2 | |style="border:1px #AAA solid;padding:0.2em;"| Above Layer 2 | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_2 |
|style="border:1px #AAA solid;padding:0.2em;"| Z-levels of earth between very top of second cavern and very bottom of first cavern. | |style="border:1px #AAA solid;padding:0.2em;"| Z-levels of earth between very top of second cavern and very bottom of first cavern. | ||
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|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 3 | |style="border:1px #AAA solid;padding:0.2em;"| Above Layer 3 | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_3 |
|style="border:1px #AAA solid;padding:0.2em;"| Z-levels of earth between very top of third cavern and very bottom of second cavern. | |style="border:1px #AAA solid;padding:0.2em;"| Z-levels of earth between very top of third cavern and very bottom of second cavern. | ||
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|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 4 | |style="border:1px #AAA solid;padding:0.2em;"| Above Layer 4 | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_4 |
− | |style="border:1px #AAA solid;padding:0.2em;"| Z-Levels of earth between very highest magma and very bottom of third cavern.<br />Spoiler Hidden | + | |style="border:1px #AAA solid;padding:0.2em;"| Z-Levels of earth between very highest magma and very bottom of third cavern.<br />Spoiler Hidden: <span style='color:#eee;'>Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine IF it was impacting the cavern previously.</span> |
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|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 5 | |style="border:1px #AAA solid;padding:0.2em;"| Above Layer 5 | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_5 |
|style="border:1px #AAA solid;padding:0.2em;"| Uncertain. May control the number of levels of "Semi Molten Rock" between HFS and Magma, may control number of levels of magma, may impact both.<br />In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.<br />Only valid if Magma Layer present.<br />Spoiler Hidden:<span style='color:#eee;'>Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels</span> | |style="border:1px #AAA solid;padding:0.2em;"| Uncertain. May control the number of levels of "Semi Molten Rock" between HFS and Magma, may control number of levels of magma, may impact both.<br />In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.<br />Only valid if Magma Layer present.<br />Spoiler Hidden:<span style='color:#eee;'>Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels</span> | ||
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|style="border:1px #AAA solid;padding:0.2em;"| At Bottom | |style="border:1px #AAA solid;padding:0.2em;"| At Bottom | ||
− | |style="border:1px #AAA solid;padding:0.2em;"| | + | |style="border:1px #AAA solid;padding:0.2em;"| LEVELS_AT_BOTTOM |
|style="border:1px #AAA solid;padding:0.2em;"| Appears to be number of levels of HFS chamber.<br />Only valid if Bottom Layer present.<br />Often has no impact.<br />Values larger than default results in strange things. | |style="border:1px #AAA solid;padding:0.2em;"| Appears to be number of levels of HFS chamber.<br />Only valid if Bottom Layer present.<br />Often has no impact.<br />Values larger than default results in strange things. | ||
+ | |- | ||
|} | |} | ||
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Some implications: | Some implications: | ||
Line 1,081: | Line 139: | ||
* Very large values can cause strange things to happen. Even more true for small values. | * Very large values can cause strange things to happen. Even more true for small values. | ||
− | == | + | == Volcanoes == |
+ | === Minimum Volcanism/Maximum Volcanism === | ||
+ | Setting minimum to high value is not a good way to produce multiple volcanoes ("Volcanism not evenly distributed" rejection). | ||
− | + | === Minimum Volcano Number === | |
+ | You want to use this (you may wait for perfect world - 500 rejects for 100 volcanoes minimum is typical). | ||
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− | + | =The World Generator is having trouble placing...= | |
− | + | This section provides help with solving rejection issues. | |
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− | === | + | ===Mountain peaks=== |
+ | rejection log example: Not enough peaks: 1<3 | ||
+ | Check your maximum elevation parameters. | ||
+ | *Can the elevation 400 be placed enough times to provide space for your peaks? | ||
+ | **Check your preset elevations for the elevation 400. | ||
+ | **You must have at least as many of these highest elevation points as you are requiring peaks. | ||
− | + | Alternatively, reduce the number of peaks required by the parameters. | |
− | + | ===Mid-level elevations.=== | |
− | + | *Your worldgen parameters must allow elevations between 100 and 299 for this. | |
− | + | **Check the parameters governing elevation frequencies. | |
− | + | ***Or simply reduce the number of mid-level elevation squares required. | |
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− | === | + | ===Low elevations=== |
+ | Your worldgen parameters must allow for enough elevations between 0 and 99 for this. | ||
− | + | ===High elevations=== | |
+ | Your worldgen parameters must allow for enough elevations between 300 and 400 for this. | ||
− | + | ===Ocean squares along the edges=== | |
− | + | Your worldgen parameters must allow for enough elevations between 0 and 99 for this. | |
− | + | *If that doesn't work, simply reduce the number of edge oceans required. | |
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− | == | + | ===rainfall/drainage/savagery/volcanism in the manner specified by the parameters=== |
+ | Check the parameters governing these features. Reduce the number of high, medium or low squares required. | ||
− | + | ===Volcanoes=== | |
+ | Check your maximum volcanism value. | ||
+ | *Volcanoes can only form in areas with 100 volcanism. | ||
+ | **As such, you must have at least as many areas with 100 volcanism as you do desired volcanoes. | ||
+ | If all else fails, reduce the number of volcanoes required by the parameters. | ||
− | + | ===Swamps and marshes=== | |
− | + | Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas. | |
− | + | *If that doesn't work, reduce the number of swamp squares and regions required by the parameters. | |
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− | == | + | ===Deserts and badlands=== |
+ | Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas. | ||
+ | *If that doesn't work, reduce the number of desert squares and regions required by the parameters. | ||
− | + | ===Forests=== | |
+ | Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas. | ||
+ | *If that doesn't work, reduce the number of forest squares and regions required by the parameters. | ||
− | + | ===Mountains=== | |
+ | Make sure your parameters and presets can support high elevation areas. | ||
+ | *If that doesn't work, reduce the number of mountain squares and regions required by the parameters. | ||
− | + | ===Oceans=== | |
− | + | Make sure your parameters and presets can support low elevation areas. | |
− | + | *If that doesn't work, reduce the number of ocean squares and regions required by the parameters. | |
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− | == | + | ===Glaciers=== |
+ | Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas. | ||
+ | *If that doesn't work, reduce the number of glacial squares and regions required by the parameters. | ||
− | + | ===Tundra regions=== | |
+ | Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas. | ||
+ | *If that doesn't work, reduce the number of tundra squares and regions required by the parameters. | ||
− | If | + | ===Grasslands=== |
+ | Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas. | ||
+ | *If that doesn't work, reduce the number of grassland squares and regions required by the parameters. | ||
− | + | ===Hills=== | |
− | + | Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas. | |
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− | == | + | ===Rivers=== |
+ | Make sure your parameters and presets allow as many mountain squares as you are requiring river start points. | ||
+ | *If that doesn't work, reduce the number of rivers required by the parameters. | ||
− | + | ===Too many subregions=== | |
+ | Make sure your parameters and presets aren't so variable that biomes change frequently. | ||
+ | *If that doesn't work, increase the number of subregions permitted by the parameters, up to the cap. | ||
− | + | ===Mountain caves=== | |
+ | Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves. | ||
+ | *If that doesn't work, reduce the number of mountain caves required by the parameters. | ||
− | + | ===Low-lying caves=== | |
− | + | Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves. | |
− | + | *If that doesn't work, reduce the number of non-mountain caves required by the parameters. | |
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− | = | + | ===Civilizations=== |
+ | Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites. | ||
+ | *High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas. | ||
+ | **If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well. | ||
+ | *If that doesn't work, reduce the number of civilizations required by the parameters. | ||
− | + | ===The world generator couldn't find any civilization definitions=== | |
+ | This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game. | ||
− | If | + | ===The world generator is having trouble placing a controllable civilization=== |
+ | Make sure your parameters and presets have adequate squares of this kind. | ||
+ | *Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean. | ||
+ | *If that doesn't work, remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed) | ||
= Default Worldgen Parameters = | = Default Worldgen Parameters = | ||
− | + | {{L|world_gen.txt|Default world_gen.txt}} | |
− | = | + | = Samples and Examples = |
− | + | {{L|Worldgen_samples|Specific elements to add to your world.}} | |
− | |||
− | + | {{L|Worldgen_examples|Complete entries to add to world_gen.txt}} | |
− | |||
{{World}} | {{World}} | ||
+ | [[Category:World]] |