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	<id>https://dwarffortresswiki.org/index.php?action=history&amp;feed=atom&amp;title=Advanced_world_generation</id>
	<title>Advanced world generation - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/index.php?action=history&amp;feed=atom&amp;title=Advanced_world_generation"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;action=history"/>
	<updated>2026-04-17T16:22:59Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315808&amp;oldid=prev</id>
		<title>Ziusudra: /* Interaction between Mesh Size and Weighted Ranges */ added ignore grid size for rectangular world</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315808&amp;oldid=prev"/>
		<updated>2026-04-15T02:42:06Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Interaction between Mesh Size and Weighted Ranges: &lt;/span&gt; added ignore grid size for rectangular world&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:42, 15 April 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l400&quot; &gt;Line 400:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 400:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Interaction between Mesh Size and Weighted Ranges ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Interaction between Mesh Size and Weighted Ranges ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mesh size determines how many intersection points the world will have. As an example, setting it to 2×2 means the world will be divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3). The grid intersection points are in the middle of world tiles, and the minimum size for a grid area is a span of 9 world tiles in either direction, with adjacent areas sharing an overlapping world tile. On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a large world, one grid tile will span 129×129 world tiles. A pocket world will always use a 2×2 grid of 9×9 world tiles, since it has only 17×17 tiles total (even if the game UI allows setting those worlds to a 4×4 grid, which can happen when changing the world size; changing the world size doesn't adjust mesh size limits, but saving then reloading the parameters does). A world that is 17 tiles wide, but 257 tall, and set to a 32×32 mesh size, will have 3×33 intersection points.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mesh size determines how many intersection points the world will have. As an example, setting it to 2×2 means the world will be divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, including the outer-most corners&lt;/ins&gt;. The grid intersection points are in the middle of world tiles, and the minimum size for a grid area is a span of 9 world tiles in either direction, with adjacent areas sharing an overlapping world tile. On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a large world, one grid tile will span 129×129 world tiles. A pocket world will always use a 2×2 grid of 9×9 world tiles, since it has only 17×17 tiles total (even if the game UI allows setting those worlds to a 4×4 grid, which can happen when changing the world size; changing the world size doesn't adjust mesh size limits, but saving then reloading the parameters does). A world that is 17 tiles wide, but 257 tall, and set to a 32×32 mesh size, will have 3×33 intersection points.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the ranges with higher weights. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the ranges with higher weights. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, or in other words, using a 1×1 grid for square worlds; while for rectangular worlds, using the same ratio as the world dimensions with 1 in the narrow dimension (for example, a 1×16 grid for a 17×257 world)&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For example, if the Elevation Weighted Range parameters are set to &amp;lt;code&amp;gt;60:10:10:10:10&amp;lt;/code&amp;gt; (starting with the 0-20 range, and these values do not need to add up to any particular number), and elevation min and max are left at the defaults of 1 and 400 respectively, then about 60% (on average) of the grid line intersection points will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance, though ''on average'' it will be close to this specification. This allows random number generation to be non-linear for the given terrain characteristic.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For example, if the Elevation Weighted Range parameters are set to &amp;lt;code&amp;gt;60:10:10:10:10&amp;lt;/code&amp;gt; (starting with the 0-20 range, and these values do not need to add up to any particular number), and elevation min and max are left at the defaults of 1 and 400 respectively, then about 60% (on average) of the grid line intersection points will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance, though ''on average'' it will be close to this specification. This allows random number generation to be non-linear for the given terrain characteristic.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key wiki_db:diff::1.12:old-315807:rev-315808 --&gt;
&lt;/table&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315807&amp;oldid=prev</id>
		<title>Ziusudra: /* Interaction between Mesh Size and Weighted Ranges */ added all weights at none</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315807&amp;oldid=prev"/>
		<updated>2026-04-15T01:53:27Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Interaction between Mesh Size and Weighted Ranges: &lt;/span&gt; added all weights at none&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:53, 15 April 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l406&quot; &gt;Line 406:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 406:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For example, if the Elevation Weighted Range parameters are set to &amp;lt;code&amp;gt;60:10:10:10:10&amp;lt;/code&amp;gt; (starting with the 0-20 range, and these values do not need to add up to any particular number), and elevation min and max are left at the defaults of 1 and 400 respectively, then about 60% (on average) of the grid line intersection points will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance, though ''on average'' it will be close to this specification. This allows random number generation to be non-linear for the given terrain characteristic.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For example, if the Elevation Weighted Range parameters are set to &amp;lt;code&amp;gt;60:10:10:10:10&amp;lt;/code&amp;gt; (starting with the 0-20 range, and these values do not need to add up to any particular number), and elevation min and max are left at the defaults of 1 and 400 respectively, then about 60% (on average) of the grid line intersection points will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance, though ''on average'' it will be close to this specification. This allows random number generation to be non-linear for the given terrain characteristic.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Setting the weight for a range to None only prevents intersection points from being set to a value in that range; terrain between intersection points can still be smoothed to values in ranges set to None that are between the intersection point values.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Setting the weight for a range to None only prevents intersection points from being set to a value in that range; terrain between intersection points can still be smoothed to values in ranges set to None that are between the intersection point values&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. Setting all the weights to None just puts them all at the same weight, the same as the default of all at 1&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]], for example.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]], for example.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key wiki_db:diff::1.12:old-315782:rev-315807 --&gt;
&lt;/table&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315782&amp;oldid=prev</id>
		<title>Ziusudra: /* Interaction between Mesh Size and Weighted Ranges */ minor clarity tweaks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315782&amp;oldid=prev"/>
		<updated>2026-04-10T05:41:09Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Interaction between Mesh Size and Weighted Ranges: &lt;/span&gt; minor clarity tweaks&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 05:41, 10 April 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l400&quot; &gt;Line 400:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 400:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Interaction between Mesh Size and Weighted Ranges ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Interaction between Mesh Size and Weighted Ranges ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mesh size determines how many intersection points the world will have. As an example, setting it to 2×2 means the world will be divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3). The grid intersection points are in the middle of world tiles, and the minimum size for a grid area is a span of 9 world tiles in either direction, with adjacent areas sharing an overlapping world tile. On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a large world, one grid tile will span 129×129 world tiles. A pocket world will always use a 2×2 grid &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;areas &lt;/del&gt;of 9×9 world tiles, since it has only 17×17 tiles total (even if the game UI allows setting those worlds to a 4×4 grid, which can happen when changing the world size; changing the world size doesn't adjust mesh size limits, but saving then reloading the parameters does). A world that is 17 tiles wide, but 257 tall, and set to a 32×32 mesh size, will have 3×33 intersection points.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mesh size determines how many intersection points the world will have. As an example, setting it to 2×2 means the world will be divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3). The grid intersection points are in the middle of world tiles, and the minimum size for a grid area is a span of 9 world tiles in either direction, with adjacent areas sharing an overlapping world tile. On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a large world, one grid tile will span 129×129 world tiles. A pocket world will always use a 2×2 grid of 9×9 world tiles, since it has only 17×17 tiles total (even if the game UI allows setting those worlds to a 4×4 grid, which can happen when changing the world size; changing the world size doesn't adjust mesh size limits, but saving then reloading the parameters does). A world that is 17 tiles wide, but 257 tall, and set to a 32×32 mesh size, will have 3×33 intersection points.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the higher &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;weighted ranges&lt;/del&gt;. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ranges with &lt;/ins&gt;higher &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;weights&lt;/ins&gt;. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For example, if the Elevation Weighted Range parameters are set to &amp;lt;code&amp;gt;60:10:10:10:10&amp;lt;/code&amp;gt; (starting with the 0-20 range, and these values do not &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;have &lt;/del&gt;to add up to any particular number), and elevation min and max are left at the defaults of 1 and 400 respectively, then about 60% (on average) of the grid line intersection points will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance, though ''on average'' it will be close to this specification. This allows random number generation to be non-linear for the given terrain characteristic.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For example, if the Elevation Weighted Range parameters are set to &amp;lt;code&amp;gt;60:10:10:10:10&amp;lt;/code&amp;gt; (starting with the 0-20 range, and these values do not &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;need &lt;/ins&gt;to add up to any particular number), and elevation min and max are left at the defaults of 1 and 400 respectively, then about 60% (on average) of the grid line intersection points will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance, though ''on average'' it will be close to this specification. This allows random number generation to be non-linear for the given terrain characteristic.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Setting the weight for a range to None only prevents intersection points from being set to a value in that range; terrain between intersection points can still be smoothed to values in ranges set to None that are between the intersection point values.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Setting the weight for a range to None only prevents intersection points from being set to a value in that range; terrain between intersection points can still be smoothed to values in ranges set to None that are between the intersection point values.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key wiki_db:diff::1.12:old-315781:rev-315782 --&gt;
&lt;/table&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315781&amp;oldid=prev</id>
		<title>Ziusudra: /* Interaction between Mesh Size and Weighted Ranges */ missing word</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315781&amp;oldid=prev"/>
		<updated>2026-04-10T03:16:52Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Interaction between Mesh Size and Weighted Ranges: &lt;/span&gt; missing word&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:16, 10 April 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l400&quot; &gt;Line 400:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 400:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Interaction between Mesh Size and Weighted Ranges ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Interaction between Mesh Size and Weighted Ranges ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mesh size determines how many intersection points the world will have. As an example, setting it to 2×2 means the world will divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3). The grid intersection points are in the middle of world tiles, and the minimum size for a grid area is a span of 9 world tiles in either direction, with adjacent areas sharing an overlapping world tile. On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a large world, one grid tile will span 129×129 world tiles. A pocket world will always use a 2×2 grid areas of 9×9 world tiles, since it has only 17×17 tiles total (even if the game UI allows setting those worlds to a 4×4 grid, which can happen when changing the world size; changing the world size doesn't adjust mesh size limits, but saving then reloading the parameters does). A world that is 17 tiles wide, but 257 tall, and set to a 32×32 mesh size, will have 3×33 intersection points.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mesh size determines how many intersection points the world will have. As an example, setting it to 2×2 means the world will &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;be &lt;/ins&gt;divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3). The grid intersection points are in the middle of world tiles, and the minimum size for a grid area is a span of 9 world tiles in either direction, with adjacent areas sharing an overlapping world tile. On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a large world, one grid tile will span 129×129 world tiles. A pocket world will always use a 2×2 grid areas of 9×9 world tiles, since it has only 17×17 tiles total (even if the game UI allows setting those worlds to a 4×4 grid, which can happen when changing the world size; changing the world size doesn't adjust mesh size limits, but saving then reloading the parameters does). A world that is 17 tiles wide, but 257 tall, and set to a 32×32 mesh size, will have 3×33 intersection points.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the higher weighted ranges. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the higher weighted ranges. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key wiki_db:diff::1.12:old-315780:rev-315781 --&gt;
&lt;/table&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315780&amp;oldid=prev</id>
		<title>Ziusudra: /* Interaction between Mesh Size and Weighted Ranges */ added non-square example</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315780&amp;oldid=prev"/>
		<updated>2026-04-10T03:08:01Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Interaction between Mesh Size and Weighted Ranges: &lt;/span&gt; added non-square example&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:08, 10 April 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l400&quot; &gt;Line 400:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 400:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Interaction between Mesh Size and Weighted Ranges ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Interaction between Mesh Size and Weighted Ranges ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mesh size determines how many intersection points the world will have. As an example, setting it to 2×2 means the world will divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3). The grid intersection points are in the middle of world tiles, and the minimum size for a grid area is a span of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;9×9 &lt;/del&gt;world tiles, with adjacent areas sharing an overlapping world tile. On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a large world, one grid tile will span 129×129 world tiles. A pocket world will always use a 2×2 grid areas of 9×9 world tiles, since it has only 17×17 tiles total (even if the game UI allows setting those worlds to a 4×4 grid, which can happen when changing the world size; changing the world size doesn't adjust mesh size limits, but saving then reloading the parameters does).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mesh size determines how many intersection points the world will have. As an example, setting it to 2×2 means the world will divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3). The grid intersection points are in the middle of world tiles, and the minimum size for a grid area is a span of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;9 &lt;/ins&gt;world tiles &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;in either direction&lt;/ins&gt;, with adjacent areas sharing an overlapping world tile. On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a large world, one grid tile will span 129×129 world tiles. A pocket world will always use a 2×2 grid areas of 9×9 world tiles, since it has only 17×17 tiles total (even if the game UI allows setting those worlds to a 4×4 grid, which can happen when changing the world size; changing the world size doesn't adjust mesh size limits, but saving then reloading the parameters does)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. A world that is 17 tiles wide, but 257 tall, and set to a 32×32 mesh size, will have 3×33 intersection points&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the higher weighted ranges. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the higher weighted ranges. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key wiki_db:diff::1.12:old-315779:rev-315780 --&gt;
&lt;/table&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315779&amp;oldid=prev</id>
		<title>Ziusudra: /* Interaction between Mesh Size and Weighted Ranges */ expanded parenthetical about mesh size limits in UI</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315779&amp;oldid=prev"/>
		<updated>2026-04-10T02:46:01Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Interaction between Mesh Size and Weighted Ranges: &lt;/span&gt; expanded parenthetical about mesh size limits in UI&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:46, 10 April 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l400&quot; &gt;Line 400:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 400:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Interaction between Mesh Size and Weighted Ranges ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Interaction between Mesh Size and Weighted Ranges ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mesh size determines how many intersection points the world will have. As an example, setting it to 2×2 means the world will divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3). The grid intersection points are in the middle of world tiles, and the minimum size for a grid area is a span of 9×9 world tiles, with adjacent areas sharing an overlapping world tile. On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a large world, one grid tile will span 129×129 world tiles. A pocket world will always use a 2×2 grid areas of 9×9 world tiles, since it has only 17×17 tiles total (even &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;though &lt;/del&gt;the game UI allows setting those worlds to a 4×4 grid).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Mesh size determines how many intersection points the world will have. As an example, setting it to 2×2 means the world will divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3). The grid intersection points are in the middle of world tiles, and the minimum size for a grid area is a span of 9×9 world tiles, with adjacent areas sharing an overlapping world tile. On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a large world, one grid tile will span 129×129 world tiles. A pocket world will always use a 2×2 grid areas of 9×9 world tiles, since it has only 17×17 tiles total (even &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;if &lt;/ins&gt;the game UI allows setting those worlds to a 4×4 grid&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, which can happen when changing the world size; changing the world size doesn't adjust mesh size limits, but saving then reloading the parameters does&lt;/ins&gt;).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the higher weighted ranges. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the higher weighted ranges. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key wiki_db:diff::1.12:old-315778:rev-315779 --&gt;
&lt;/table&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315778&amp;oldid=prev</id>
		<title>Ziusudra: /* Terrain Mesh Sizes and Weights */ reworded bits in attempt to clarify and disambiguate, moved image up, changed redundant section name</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315778&amp;oldid=prev"/>
		<updated>2026-04-10T01:23:24Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Terrain Mesh Sizes and Weights: &lt;/span&gt; reworded bits in attempt to clarify and disambiguate, moved image up, changed redundant section name&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:23, 10 April 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l388&quot; &gt;Line 388:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 388:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Terrain Mesh Sizes and Weights ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Terrain Mesh Sizes and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Range &lt;/ins&gt;Weights ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32×32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high (mountains) or very low (oceans) and the space between them is smoothed out.]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;These parameters &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;make it possible to &lt;/del&gt;influence the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;number &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;squares in a particular range&lt;/del&gt;, without making &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;conditions outside of that range &lt;/del&gt;impossible. For example, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you can make it possible for &lt;/del&gt;many more low-elevation squares &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;to &lt;/del&gt;exist without making it impossible for high elevations &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;to form. Changing &lt;/del&gt;these parameters &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is &lt;/del&gt;often preferable to simply changing the min/max values.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;These parameters influence the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;relative proportions &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;terrain feature ranges&lt;/ins&gt;, without making &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;other ranges &lt;/ins&gt;impossible. For example, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;to have &lt;/ins&gt;many more low-elevation squares exist&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;without making it impossible for high elevations&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;; this makes changing &lt;/ins&gt;these parameters often preferable to simply changing the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;above &lt;/ins&gt;min/max values&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. See the image on the right for an example&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The basic steps of applying weighted ranges are as follows:&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The basic steps of applying weighted ranges are as follows:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Divide the world into &lt;/ins&gt;a grid &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;of quantity &amp;lt;code&amp;gt;&lt;/ins&gt;2&amp;lt;sup&amp;gt;''MeshSize'' - 1&amp;lt;/sup&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;/code&amp;gt; areas &lt;/ins&gt;in both X and Y direction.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Create &lt;/del&gt;a grid &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;with &lt;/del&gt;2&amp;lt;sup&amp;gt;''MeshSize'' - 1&amp;lt;/sup&amp;gt; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;tiles &lt;/del&gt;in both X and Y direction.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# At each grid intersection, set the value according to the weighted ranges.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# At each grid intersection, set the value according to the weighted ranges.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# Smooth out the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;area &lt;/del&gt;between the intersection points.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# Smooth out the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;areas &lt;/ins&gt;between the intersection points.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# Add noise according to the variance parameters.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# Add noise according to the variance parameters.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Where ''MeshSize'' is the raw parameter value found in the &amp;lt;code&amp;gt;[[world_gen.txt]]&amp;lt;/code&amp;gt;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;where ''MeshSize'' is &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;raw parameter value found in &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;world_gen&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;txt. See &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;image on &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;right &lt;/del&gt;for an &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;example&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;==== Interaction between Mesh Size and Weighted Ranges ====&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Mesh size determines how many intersection points &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;world will have. As an example, setting it to 2×2 means &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;world will divided into 4 areas, 2 across and 2 tall, and there will be a total of 9 intersection points (3×3)&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The grid intersection points are in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;middle of world tiles, and &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;minimum size &lt;/ins&gt;for &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a grid area is a span of 9×9 world tiles, with adjacent areas sharing &lt;/ins&gt;an &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;overlapping world tile&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;On a pocket world, this means one grid tile will span 9×9 world tiles, whereas on a &lt;/ins&gt;large &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;world, one grid tile will span 129×129 world tiles&lt;/ins&gt;. A &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;pocket &lt;/ins&gt;world &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;will always use a 2×2 grid areas &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;9×9 world tiles&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;since it has &lt;/ins&gt;only &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;17×17 tiles total (even though &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game UI allows setting those worlds to a 4×4 &lt;/ins&gt;grid&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;)&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[File:World_map-&lt;/del&gt;large&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;-32x32-elevation-mesh&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;png|thumb|300px|&lt;/del&gt;A &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;large &lt;/del&gt;world &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;generated with an Elevation Mesh Size &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;32×32 and range weights set to 1:0:0:0:1 (i.e.&lt;/del&gt;, only &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;extreme high and low elevations). Note how &lt;/del&gt;the grid &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;intersections are either set very high or very low and the space between them is smoothed out&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==== Mesh Size/Weighted Ranges ====&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Setting mesh size to something other than Ignore, will apply random values at those intersections, with those random values being more likely to be in the higher weighted ranges. Setting to Ignore will cause the weighted range settings to be ignored for that terrain characteristic; instead setting the 4 corners of the world to completely random values and smoothing between those.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Mesh size determines how many grid tiles there will be. Setting this &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Ignore will cause &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;weighted &lt;/del&gt;range &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;settings &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;be ignored for that terrain characteristic. As an example&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;setting it to 2×2 means &lt;/del&gt;the grid will be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;2 times 2 tiles large &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;there &lt;/del&gt;will be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;3×3 for a total &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;9 &lt;/del&gt;intersection points. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;On a pocket world, this means one grid tile will be 8×8 world tiles large&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;whereas &lt;/del&gt;on &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a large world, one grid tile &lt;/del&gt;will be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;128×128 world tiles&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Note that &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;highest possible value for a &lt;/del&gt;given &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;world size will always make the grid tiles 8×8 world tiles large&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;For example, if the Elevation Weighted Range parameters are set &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;code&amp;gt;60:10:10:10:10&amp;lt;/code&amp;gt; (starting with &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;0-20 &lt;/ins&gt;range&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, and these values do not have to add up &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;any particular number), and elevation min and max are left at the defaults of 1 and 400 respectively&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;then about 60% (on average) of &lt;/ins&gt;the grid &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;line intersection points &lt;/ins&gt;will be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;set to an elevation in the range of 1-80 (0% to 20%), &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the other ranges &lt;/ins&gt;will be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;represented by around 10% &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/ins&gt;intersection points &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;each&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The exact distribution is still left up to chance&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;though ''&lt;/ins&gt;on &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;average'' it &lt;/ins&gt;will be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;close to this specification&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;This allows random number generation to be non-linear for &lt;/ins&gt;the given &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;terrain characteristic&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Setting the weight for a range to None only prevents intersection points from being set to a value in that range; terrain between intersection points can still be smoothed to values in ranges set to None that are between the intersection point values.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If mesh size is set to something other than Ignore&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;these weights will &lt;/del&gt;be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;applied at &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;granularity &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the selected mesh size for purposes &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;generating random values in each range. This allows random number generation to be non-linear &lt;/del&gt;for &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the given terrain characteristic&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Weighted ranges do not make rejection checks&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;although they can &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;responsible for many rejections if you neglect to adjust or disable some of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[#Minimum Number &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Mid/Low/High Characteristic Squares|Minimum Number &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Mid/Low/High Characteristic Squares]], &lt;/ins&gt;for &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;example&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;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) and elevation min and max are set to 1 and 400 respectively then about 60% of the grid line intersection points (on average) will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance though ''on average'' it will be close to this specification.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Interaction between &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;these &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Variances &lt;/ins&gt;====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;high, &lt;/ins&gt;the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 32×32 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]] for example.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Interaction between &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Mesh Size &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Variance &lt;/del&gt;====&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;large &lt;/del&gt;the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 32×32 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Configuration Tokens ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Configuration Tokens ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{| {{prettytable}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{| {{prettytable}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key wiki_db:diff::1.12:old-315499:rev-315778 --&gt;
&lt;/table&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315499&amp;oldid=prev</id>
		<title>Ziusudra: /* Seed notes */ added DFHack command</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=315499&amp;oldid=prev"/>
		<updated>2026-03-13T08:21:37Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Seed notes: &lt;/span&gt; added DFHack command&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:21, 13 March 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l102&quot; &gt;Line 102:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 102:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Normally, you don't enter these seed values, the game comes up with values based on some other sort of pseudo-random information from things like the current date and time.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Normally, you don't enter these seed values, the game comes up with values based on some other sort of pseudo-random information from things like the current date and time.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;When generating a world, ''Dwarf Fortress'' records the seeds it used in [[gamelog.txt]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;When generating a world, ''Dwarf Fortress'' records the seeds it used in [[gamelog.txt&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]]; they can also be found with &amp;lt;code&amp;gt;gui/gm-editor world.worldgen.worldgen_parms&amp;lt;/code&amp;gt; in [[DFHack&lt;/ins&gt;]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Advanced parameters ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Advanced parameters ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key wiki_db:diff::1.12:old-313324:rev-315499 --&gt;
&lt;/table&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=313324&amp;oldid=prev</id>
		<title>96.242.227.107: /* Site cap after civ creation */ edited tower link to avoid disambiguation page and point to relevant page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=313324&amp;oldid=prev"/>
		<updated>2026-01-02T19:53:29Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Site cap after civ creation: &lt;/span&gt; edited tower link to avoid disambiguation page and point to relevant page&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:53, 2 January 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l229&quot; &gt;Line 229:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 229:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Site cap after civ creation ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Site cap after civ creation ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Total number of [[site]]s that can be directly created by all civilizations combined like [[hillocks]], [[hamlet]]s, [[dark pits]], [[forest retreat]]s, etc. Does not prevent the placement of initial civilization sites, though they will then be counted for the limit. Does not affect creature sites like [[cave]]s or [[lair]]s, group sites like [[castle]]s, [[monastery|monasteries]], [[tower]]s, [[fort]]s, or [[camp]]s, or unpopulated sites like [[tomb]]s. After this limit is reached, no civilization will be able to place new sites. See the [[Entity_token#Placement|placement]] entity tokens for other ways that civilization site placement can be limited.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Total number of [[site]]s that can be directly created by all civilizations combined like [[hillocks]], [[hamlet]]s, [[dark pits]], [[forest retreat]]s, etc. Does not prevent the placement of initial civilization sites, though they will then be counted for the limit. Does not affect creature sites like [[cave]]s or [[lair]]s, group sites like [[castle]]s, [[monastery|monasteries]], [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;tower_(necromancy)|&lt;/ins&gt;tower]]s, [[fort]]s, or [[camp]]s, or unpopulated sites like [[tomb]]s. After this limit is reached, no civilization will be able to place new sites. See the [[Entity_token#Placement|placement]] entity tokens for other ways that civilization site placement can be limited.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Increasing this will slow generation down and reduce the available places for player sites. Since the {{token|MAX_SITE_POP_NUMBER|entity}} entity token limits the historical figure population per site, this site cap can also limit the total historical figure population of all civilizations combined, and some expand faster than others getting more sites before the limit is reached.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Increasing this will slow generation down and reduce the available places for player sites. Since the {{token|MAX_SITE_POP_NUMBER|entity}} entity token limits the historical figure population per site, this site cap can also limit the total historical figure population of all civilizations combined, and some expand faster than others getting more sites before the limit is reached.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>96.242.227.107</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=312260&amp;oldid=prev</id>
		<title>Ziusudra: /* Number of Demon Types */ switched link to forum template</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=312260&amp;oldid=prev"/>
		<updated>2025-12-17T04:00:27Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Number of Demon Types: &lt;/span&gt; switched link to forum template&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:00, 17 December 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l648&quot; &gt;Line 648:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 648:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Number of Demon Types ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Number of Demon Types ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Demon]]s are similar to [[titan]]s and [[forgotten beast]]s, in that they are procedurally generated, but most are not unique. Thus, many different types of demons can exist in the world, but there will also be many individuals of most types. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[http://www&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;bay12forums.com&lt;/del&gt;/&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15]. &lt;/del&gt;You need at least 2 demon types, or else goblin civilizations won't exist initially, though if dwarves breach the underworld during world generation, at least one will be generated then.&amp;lt;!-- May be 1 per underworld region? --&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Demon]]s are similar to [[titan]]s and [[forgotten beast]]s, in that they are procedurally generated, but most are not unique. Thus, many different types of demons can exist in the world, but there will also be many individuals of most types. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;{{cite forum|112465&lt;/ins&gt;/&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;7392706}} &lt;/ins&gt;You need at least 2 demon types, or else goblin civilizations won't exist initially, though if dwarves breach the underworld during world generation, at least one will be generated then.&amp;lt;!-- May be 1 per underworld region? --&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{| {{prettytable}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{| {{prettytable}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>Ziusudra</name></author>
	</entry>
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