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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. | ||
+ | This article assumes that you are already familiar with {{L|World generation|basic world generation}}. | ||
= Advanced World Generation Screen = | = Advanced World Generation Screen = | ||
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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. | 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. | ||
− | 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 | + | 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 effect 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. | 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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== 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 | + | 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 {{L|FPS}} in game. |
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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 word 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. | 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 word 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. | ||
− | 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 | + | 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 see, 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 value 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. | ||
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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 {{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. | ||
− | 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 | + | 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 {{L|World generation}}. |
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== Editing the Parameters Init File Directly == | == Editing the Parameters Init File Directly == | ||
− | Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[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. |
= 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. | ||
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== Seed Values == | == Seed Values == | ||
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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 | + | 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 {{L|World_generation#History|History}} for more info. |
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== Population Cap After Civ Creation == | == Population Cap After Civ Creation == | ||
− | This determines the | + | This determines the population cap of a civilization after it's been created. It should usually be kept the same value as the appropriate sized standard map. Turning the value up will result in larger civilizations. You can enter -1 to make population unlimited {{Verify}} in which case populations will only be limited by factors like biome and available space.{{Verify}} |
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== Site Cap After Civ Creation == | == Site Cap After Civ Creation == | ||
− | This controls the maximum number of towns and similar sites | + | This controls the maximum number of towns and similar sites for all civilizations. {{Verify}} Raising the number will allow for more towns, etc though the number of sites will still be limited by space and terrain.{{Verify}} |
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=== Year to Begin Checking Megabeast Percentage === | === Year to Begin Checking Megabeast Percentage === | ||
− | The percentage of dead megabeasts for stoppage will not be checked until this year is reached in history generation. | + | The percentage of dead megabeasts for stoppage will not be checked until this year is reached in history generation. The usefulness of this parameter is unknown.{{Verify}} |
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== Terrain Parameters == | == Terrain Parameters == | ||
− | These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated | + | These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated. |
− | === | + | === Minimum and Maximums === |
− | 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 | + | 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 {{L|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. | ||
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=== Elevation === | === Elevation === | ||
− | This controls the range of terrain elevations that can occur in the world. | + | This controls the range of terrain elevations that can occur in the world. 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.{{Verify}} This does '''not''' control the number of available Z levels at a particular site. Raising the variance will result in a more uneven landscape. |
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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''' | ||
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− | Raising the variance will result in a more | ||
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=== Rainfall === | === Rainfall === | ||
− | Controls the amount of rainfall in each map square | + | Controls the amount of rainfall in each map square (Region?){{Verify}} Setting the minimum too high or the maximum too low can make the formation of certain biomes impossible. Rainfall causes it to {{L|Rain}} more in a given area, which can have effects on dwarves. |
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=== Temperature === | === Temperature === | ||
− | 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 | + | 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 can make it impossible for certain biomes to exist. See {{L|Climate}} for more info. |
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=== Drainage === | === Drainage === | ||
− | Changing drainage parameters will change the way | + | Changing drainage parameters will change the way lakes, rivers, and swamps are formed. Low drainage will contribute to the formation of {{L|Lakes|lakes}}, {{L|River|rivers}}, and Swamps. High drainage will cause water to sink into the ground rather than sit on the surface. |
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=== Volcanism === | === Volcanism === | ||
− | Volcanism controls the occurrence of Igneous | + | Volcanism controls the occurrence of Igneous {{L|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. Rising 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 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. | ||
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=== Savagery === | === Savagery === | ||
− | These parameters control the level of | + | These parameters control the level of {{L|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. |
=== Configuration Tokens === | === Configuration Tokens === | ||
{| {{prettytable}} | {| {{prettytable}} | ||
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| <tt><nowiki>[ELEVATION:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | | <tt><nowiki>[ELEVATION:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | ||
| <tt><nowiki>[ELEVATION:1:400:401:401]</nowiki></tt> | | <tt><nowiki>[ELEVATION:1:400:401:401]</nowiki></tt> | ||
− | | Range: 0 to 400<br/>Maximum of 400 required for mountain peaks. | + | | Range: 0 to 400<br/>Maximum of 400 required for mountain peaks. |
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| <tt><nowiki>[RAINFALL:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | | <tt><nowiki>[RAINFALL:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | ||
| <tt><nowiki>[RAINFALL:0:100:200:200]</nowiki></tt> | | <tt><nowiki>[RAINFALL:0:100:200:200]</nowiki></tt> | ||
− | | Range: 0 to 100 | + | | Range: 0 to 100 |
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| <tt><nowiki>[TEMPERATURE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | | <tt><nowiki>[TEMPERATURE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | ||
| <tt><nowiki>[TEMPERATURE:25:75:200:200]</nowiki></tt> | | <tt><nowiki>[TEMPERATURE:25:75:200:200]</nowiki></tt> | ||
− | | Range: -1000 to 1000 | + | | Range: -1000 to 1000 |
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| <tt><nowiki>[DRAINAGE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | | <tt><nowiki>[DRAINAGE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | ||
| <tt><nowiki>[DRAINAGE:0:100:200:200]</nowiki></tt> | | <tt><nowiki>[DRAINAGE:0:100:200:200]</nowiki></tt> | ||
− | | Range: 0 to 100 | + | | Range: 0 to 100 |
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| <tt><nowiki>[VOLCANISM:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | | <tt><nowiki>[VOLCANISM:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | ||
| <tt><nowiki>[VOLCANISM:1:100:200:200]</nowiki></tt> | | <tt><nowiki>[VOLCANISM:1:100:200:200]</nowiki></tt> | ||
− | | Range: 0 to 100<br/>Maximum of 100 required for volcanoes. | + | | Range: 0 to 100<br/>Maximum of 100 required for volcanoes. |
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| <tt><nowiki>[SAVAGERY:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | | <tt><nowiki>[SAVAGERY:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | ||
| <tt><nowiki>[SAVAGERY:1:100:200:200]</nowiki></tt> | | <tt><nowiki>[SAVAGERY:1:100:200:200]</nowiki></tt> | ||
− | | Range: 0 to 100 | + | | Range: 0 to 100 |
|} | |} | ||
== 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 more 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. |
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=== Mesh Size === | === Mesh Size === | ||
− | Mesh size determines how "finely grained" weighted ranges will be applied. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. | + | Mesh size determines how "finely grained" weighted ranges will be applied. So an 8x8 mesh should produce large 8x8 swaths of land with values in the same weight range. Smaller meshes such as 2x2 allow more diversity within a given area than do large meshes; each 2x2 area could have values in a different weighted range. Setting this to {{DFtext|Ignore|3:1}} will cause the weighted range settings to be ignored for that terrain characteristic. |
− | Mesh Size affects the smoothing brush in the world painter. | + | Mesh Size affects the smoothing brush in the world painter. It also seems to have an affect on the variability of the regions during world gen if you do not use the world painter. |
=== Weighted Ranges === | === Weighted Ranges === | ||
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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. | ||
− | For example, if the Elevation Weighted Range parameters were set to (starting with the 0-20 range) 60 | + | For example, if the Elevation Weighted Range parameters were set to (starting with the 0-20 range) "60,10,10,10,10" (these values do not have to add up to any particular number) then 60% of the map squares will have an elevation in the range of 0-20, and the other ranges will be represented by 10% of the map squares each. This is applied in blocks as defined by the mesh size, so if the mesh size is set to 2x2, divide the world into a bunch of 2x2 blocks, determine the range for each block, then generate a specific elevation (or whatever) for each square in that block in the block's range. Each of the squares in a block may have different elevations, but all elevations in those squares will be within a particular range such as 0-20 or whatever was generated for that block. |
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− | Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to | + | Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to turn off some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]]. |
=== Configuration Tokens === | === Configuration Tokens === | ||
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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. 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. | ||
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== Minimum Partial Edge Oceans == | == Minimum Partial Edge Oceans == | ||
− | This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. | + | This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. |
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== Minimum Complete Edge Oceans == | == Minimum Complete Edge Oceans == | ||
− | 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 | + | 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. Setting this to 4 will reject anything other than an "island" type world with one big continent surrounded by oceans. If set to zero then worlds will not be rejected based on this criterion. |
− | Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore to actually create | + | Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore to actually create an island you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number of very low elevation squares on the map. |
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| <tt><nowiki>[MINERAL_SCARCITY:2500]</nowiki></tt> | | <tt><nowiki>[MINERAL_SCARCITY:2500]</nowiki></tt> | ||
| Range: 100 to 100,000 | | Range: 100 to 100,000 | ||
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|} | |} | ||
== Max Megabeast Caves == | == Max Megabeast Caves == | ||
− | This is the maximum number of caves that will be inhabited by | + | This is the maximum number of caves that will be inhabited by {{L|Megabeast|megabeasts}}. Even though the parameter uses the word "caves" it appears to impact the number of sites (lairs) of different types.{{Verify}} If there are more megabeasts than "caves", megabeasts will suffer from a housing shortage and you may end up with things like 10 dragons sharing a lair. |
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== Max Semi-Megabeast Caves == | == Max Semi-Megabeast Caves == | ||
− | The maximum number of caves that will be inhabited by | + | The maximum number of caves that will be inhabited by {{L|Semi_megabeast#Semi-Megabeasts|semi-megabeasts}}. If there are more semi-megabeasts than caves, semi-megabeasts will be forced to cohabitate and you may end up with 10 minotaurs in one labyrinth (for example). |
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This controls the number of megabeasts and semi-megabeasts that exist at the beginning of history. Note that they can get killed or die later due to events during history generation. The number of forgotten beasts is unaffected by this parameter. | This controls the number of megabeasts and semi-megabeasts that exist at the beginning of history. Note that they can get killed or die later due to events during history generation. The number of forgotten beasts is unaffected by this parameter. | ||
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=== Exported Wealth Requirement === | === Exported Wealth Requirement === | ||
− | Megabeasts will begin to attack your fort once you have exported at least this many | + | Megabeasts will begin to attack your fort once you have exported at least this many {{L|Dwarfbucks}} worth of merchandise, 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 | + | Megabeasts will begin to attack your fort once the fort's total wealth has reached this many {{L|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. |
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== Number of Demon Types == | == Number of Demon Types == | ||
− | + | {{L|Demon|Demons}} are similar to titans and forgotten beasts in that they are procedurally generated, but unlike titans they are not unique. This 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. | |
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== Number of Night Creature Types == | == Number of Night Creature Types == | ||
− | The number of different | + | The number of different {{L|Night creature|night creatures}} that will exist in the world. Setting this to zero means that the world will have no night creatures. |
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== Desired Good/Evil Square Counts == | == Desired Good/Evil Square Counts == | ||
− | These values change the amount of | + | These values change the amount of {{L|Surroundings#Good|good or evil}} tiles on the map, depending on the size of the region they are being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not cause any errors. |
− | + | Certain civilizations can not exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations. | |
− | + | Currently it is unknown what constitutes a small, medium, or large subregion, or exactly what a subregion is.{{Verify}} | |
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+ | '''Warning:''' If any of these values are set to 0, no good '''or''' evil regions will be generated. Setting good or evil to 1:1:1 fixes this. | ||
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| <tt><nowiki>[GOOD_SQ_COUNTS:<small region>:<med region>:<lg region>]</nowiki></tt> | | <tt><nowiki>[GOOD_SQ_COUNTS:<small region>:<med region>:<lg region>]</nowiki></tt> | ||
| <tt><nowiki>[GOOD_SQ_COUNTS:100:1000:2000]</nowiki></tt> | | <tt><nowiki>[GOOD_SQ_COUNTS:100:1000:2000]</nowiki></tt> | ||
− | | rowspan="2" | | + | | rowspan="2" | Use 1:1:1 to disable, '''not''' 0:0:0 |
|- | |- | ||
| <tt><nowiki>[EVIL_SQ_COUNTS:<small region>:<med region>:<lg region>]</nowiki></tt> | | <tt><nowiki>[EVIL_SQ_COUNTS:<small region>:<med region>:<lg region>]</nowiki></tt> | ||
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== Minimum Biome Square Counts == | == Minimum Biome Square Counts == | ||
− | These numbers control whether or not a world will be rejected based on a lack of different | + | These numbers control whether or not a world will be rejected based on a lack of different {{L|biome|biomes}}. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist. |
− | These parameters simply filter out worlds that | + | These parameters simply filter out worlds that randomly fail to have enough high elevation squares to support a given number of mountains or whatever type. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc. |
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form. | Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form. | ||
− | These parameters often result in | + | These parameters often result in world rejection problems. See {{L|World rejection}} for information on solving problems related to worlds always being rejected due to one or more of these parameters. |
0 means no minimum for rejection. Setting to 0 does not guarantee 0 squares of that biome. | 0 means no minimum for rejection. Setting to 0 does not guarantee 0 squares of that biome. | ||
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=== Minimum Initial Square Count === | === Minimum Initial Square Count === | ||
This is the minimum number of squares of the given biome that must exist before things like erosion take place. | This is the minimum number of squares of the given biome that must exist before things like erosion take place. | ||
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=== Minimum Initial Region Count === | === Minimum Initial Region Count === | ||
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== Periodically Erode Extreme Cliffs == | == Periodically Erode Extreme Cliffs == | ||
− | + | This parameter, when set to 1, will smooth out extremely high cliffs during world generation, making them more slope-like and and accessible in adventurer or dwarf fortress mode. The exact mechanism by which this works is unknown. | |
Normally this is set to Yes (1). | Normally this is set to Yes (1). | ||
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− | == Do | + | == Do Orthographic Precipitation and Rain Shadows == |
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− | + | Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters. | |
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== Maximum Number of Subregions == | == Maximum Number of Subregions == | ||
− | + | The maximum number of subregions a world can have. Larger values mean the regions can be smaller, while smaller values means they will be required to be larger. Logically, setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small regions will be created causing this number to be exceeded if it is not increased. | |
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− | Increasing the value of this tag is | + | Increasing the value of this tag is oten a must when generating "patchwork" worlds with lots of biome variance. |
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== Cavern Parameters == | == Cavern Parameters == | ||
− | + | ||
+ | {{L|Caverns}} are the hollow areas underground which dwarves tend to encounter when they're digging around. | ||
=== Cavern Layer Number === | === Cavern Layer Number === | ||
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This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer. Defaults to three. Setting it to lower values could help FPS. | This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer. Defaults to three. Setting it to lower values could help FPS. | ||
− | '''Warning:''' 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. (Underground plants will not be available on embark.) | + | '''Warning:''' 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. (Underground plants will not be available on embark.) If set to 1 then you will not have underground trees.{{Verify}} |
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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. |
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==== Layer Openness Min/Max ==== | ==== Layer Openness Min/Max ==== | ||
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| <tt><nowiki>[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]</nowiki></tt> | | <tt><nowiki>[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]</nowiki></tt> | ||
|} | |} | ||
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==== Layer Water min\max ==== | ==== Layer Water min\max ==== | ||
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=== Magma Layer === | === Magma Layer === | ||
− | This parameter controls whether the | + | This parameter controls whether the {{L|magma sea}} exists. |
− | Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not have impact on volcanoes, nor vulcanism, so even if 0/No there will still be | + | Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not have impact on volcanoes, nor vulcanism, so even if 0/No there will still be emark locations with magma. If a {{L|volcano}} exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano. |
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|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_1:<number>]</nowiki> | |style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_1:<number>]</nowiki> | ||
|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 "solid" levels than this above the cavern. | |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 "solid" levels than this above the cavern. | ||
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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 | ||
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== Allow Init Options to Show Tunnels == | == Allow Init Options to Show Tunnels == | ||
− | This parameter doesn't do anything in | + | This parameter doesn't do anything in DF2010.{{Verify}} In older versions, tunnels could be built between dwarven settlements and these could appear on the map similarly to roads. |
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== Playable Civilization Required == | == Playable Civilization Required == | ||
− | If this is set to yes (default) then worlds will be rejected if no civilization | + | If this is set to yes (default) then worlds will be rejected if no dwarven civilization exists or if it dies out. |
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="The World Generator is having trouble placing..."= | ="The World Generator is having trouble placing..."= | ||
− | : | + | :Main article {{L|World rejection}} |
− | If you are having the common problem of your generated worlds always being rejected by the world generator, see | + | If you are having the common problem of your generated worlds always being rejected by the world generator, see {{L|World_rejection#Solving_World_Rejection_Problems|Solving World Rejection Problems}} as it contains many detailed suggestions on how to troubleshoot and solve these issues. |
= 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}} | |
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{{World}} | {{World}} | ||
+ | [[Category:World]] |