v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "v0.31:Advanced world generation"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
Line 107: Line 107:
 
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 5
 
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 5
 
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_5
 
|style="border:1px #AAA solid;padding:0.2em;"| LEVELS_ABOVE_LAYER_5
|style="border:1px #AAA solid;padding:0.2em;"| Uncertain.  May control the number of levels of "Semi Molten Rock" between HFS and Magma, may control number of levels of magma, may impact both.<br />In experimentation, the overall depth of all magma sea and molten rock layers appears to increase, but not consistent enough to say for certain.<br />Only valid if Magma Layer present.
+
|style="border:1px #AAA solid;padding:0.2em;"| Uncertain.  May control the number of levels of "Semi Molten Rock" between HFS and Magma, may control number of levels of magma, may impact both.<br />In experimentation, the overall depth of all magma sea and molten rock levels appears to increase, but not consistent enough to say for certain.<br />Only valid if Magma Layer present.
 
|-
 
|-
 
|style="border:1px #AAA solid;padding:0.2em;"| Above At Bottom
 
|style="border:1px #AAA solid;padding:0.2em;"| Above At Bottom
Line 117: Line 117:
  
 
Some implications:
 
Some implications:
* The number of surface layers (e.g. soil), at this time, can not be controlled.  For example, on a map with 1 layer of Peat, then a layer of Silt, then a layer of Obsidian, there is no control to let you increase either one to be, say, 20 z-levels.
+
* The number of surface layers (e.g. soil), at this time, can not be controlled.  For example, on a map with 1 layer of Peat, then a layer of Silt, then a layer of Obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the Obsidian).
 
* There can be multiple stone layers between the cavern and the surface.  So increasing Levels Above Layer 1 may give you more Conglomerate, or more Granite, and you have no control over which stone layer spans those Z-Levels.
 
* There can be multiple stone layers between the cavern and the surface.  So increasing Levels Above Layer 1 may give you more Conglomerate, or more Granite, and you have no control over which stone layer spans those Z-Levels.
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way.  Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels.  No way to control.
+
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way.  Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels.  No way to control found yet.
 +
* Unconfirmed whether number of levels between caverns has any impact on cavern height.  There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.
 
* Very large values can cause strange things to happen.  Even more true for small values.
 
* Very large values can cause strange things to happen.  Even more true for small values.

Revision as of 20:17, 19 May 2010

This article is about an older version of DF.

Advanced Parameters

To access advanced parameters, press e when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.

Parameter sets are stored in world_gen.txt in the \data\init folder, using world tokens. You can copy and paste other player's sets of parameters into your world_gen.txt to use their parameter sets, and some are provided at Pregenerated worlds. Another place to find parameter sets is the Worldgen cookbook thread on the official forums.

Caverns Parameters

Cavern Layer Number

This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer. Defaults to three.

If this is 0 then you will not have Caverns on your map.

Example:

[CAVERN_LAYER_COUNT:3]

Layer Openness min\max

Still unknown. It doesn't seem to affect whether there's a wall at the edge of the map, but it may affect whether creatures will come in through the edges.

Example:

[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]

Layer Passage Density min\max

This determines whether caverns will be large open spaces (at 0), or broken up into a number of small vertical shafts(at 100).

Example:

[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]

Layer Watern min\max

Determines how many caverns will have water at the bottom. Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.

At 0, there will be no water in your caverns. This may impact future underground plant growth, although maps will still start with underground flora.

Example:

[CAVERN_LAYER_WATER_MIN:0]

[CAVERN_LAYER_WATER_MAX:100]

Magma Layer

Magma sea 4-5 layers at the bottom of map.

Value 1 forces magma layer, value 0 appears to prevent it.
Appears not have impact on volcanoes, nor vulcanism, so even if 0 there will still be emark locations with magma.
If a volcano exists, it appears to always tap the magma sea, but the magma see will not be revealed by revealing the volcano.
(Unconfirmed whether magma layer still can occur if HFS exists in a specific embark tile, e.g. Clown Castle).


Example:

[HAVE_BOTTOM_LAYER_1:1]

Bottom Layer

Cavern below magma sea. If "yes" the "HFS" layer is always present. Defaults to "yes".


If turned on, will force the magma layer above it.
(Unknown whether this has any impact on occurrence of Clown Castle)


Example:

[HAVE_BOTTOM_LAYER_2:1]

Z Levels

[Previous table clear as mud; this table murky pool.]

Following table based on having 3 cavern layers. The Levels Above Layer settings control how many Z-Levels are above each layer. A layer may itself consist of multiple Z-Levels (and almost always does).


Setting Name file tag Description
Above Ground LEVELS_ABOVE_GROUND The number of Z-Levels of air above the highest surface level.
Has no impact on how many Z-levels deep the surface layer is.
Above layer 1 LEVELS_ABOVE_LAYER_1 Z-Levels of stone above the first cavern layer. Making this higher will guarantee at least this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this.
Above Layer 2 LEVELS_ABOVE_LAYER_2 Z-levels of earth between very top of second cavern and very bottom of first cavern.
Above Layer 3 LEVELS_ABOVE_LAYER_3 Z-levels of earth between very top of third cavern and very bottom of second cavern.
Above Layer 4 LEVELS_ABOVE_LAYER_4 Z-Levels of earth between very highest magma and very bottom of third cavern.
Spoiler Hidden:
Above Layer 5 LEVELS_ABOVE_LAYER_5 Uncertain. May control the number of levels of "Semi Molten Rock" between HFS and Magma, may control number of levels of magma, may impact both.
In experimentation, the overall depth of all magma sea and molten rock levels appears to increase, but not consistent enough to say for certain.
Only valid if Magma Layer present.
Above At Bottom LEVELS_AT_BOTTOM Appears to be number of levels of HFS chamber.
Only valid if Bottom Layer present.
Values larger than default results in strange things.


Some implications:

  • The number of surface layers (e.g. soil), at this time, can not be controlled. For example, on a map with 1 layer of Peat, then a layer of Silt, then a layer of Obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the Obsidian).
  • There can be multiple stone layers between the cavern and the surface. So increasing Levels Above Layer 1 may give you more Conglomerate, or more Granite, and you have no control over which stone layer spans those Z-Levels.
  • The layers shown on embark span across the cavern layers in an unknown and inconsistent way. Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels. No way to control found yet.
  • Unconfirmed whether number of levels between caverns has any impact on cavern height. There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.
  • Very large values can cause strange things to happen. Even more true for small values.