- 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.
Difference between revisions of "v0.31:World token"
(cpu and ram usage) |
|||
Line 175: | Line 175: | ||
|} | |} | ||
− | + | {{Category|Modding}} | |
+ | {{Category|Tokens}} | ||
+ | |||
[[Category:World]] | [[Category:World]] | ||
− |
Revision as of 05:46, 21 July 2010
This article is about an older version of DF. |
World tokens are used to store world parameter settings used in creating custom worlds. Parameter settings are stored in world_gen.txt, found in the \data\init\ folder. You can change all of these in-game in the world generation menu by editing advanced parameters, or by editing the file directly. For information on generating worlds with particular geographic features, see Template:L.
Tokens
Token | Arguments | Description |
---|---|---|
TITLE | string | The name of the template you've created, not the name of the world itself. This will appear as the name of the parameter set when the option to create a world from preferences is chosen. |
DIM | X:Y values | The dimensions of the world, in X and Y rows and columns. Viable values are 17,33,65,129, and 257. Larger worlds take longer to generate. |
END_YEAR | number | The year history generation ends, assuming no conflict with BEAST_END_YEAR. More years means more events in the history; requiring more computer memory. Some civilizations might die out from wars or megabeasts if the history runs long enough. |
BEAST_END_YEAR |
year |
When history generation hits the first number value, it begins checking to see if the designated percent of megabeasts have been killed. If they have, world generation stops early. Megabeasts tend not to die during world generation unless they are killed by other megabeasts, so this will likely not be a concern. This tag can be ignored entirely by setting the percent value to -1. |
REVEAL_ALL_HISTORY | 1 or 0 | Whether or not to hide history in legend mode until you've discovered it in adventure mode. |
CULL_HISTORICAL_FIGURES | 1 or 0 | Whether or not the game ignores unimportant figures in history generation. The culling is many CPU-intensive steps in history generation but it saves memory. |
ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY |
min |
The min and max for all values except temperature and elevation are percentages (0 to 100) while temperature is -1000 to 1000 and elevation is 1 to 400. The X and Y variance are the amount the values change along the X and Y axis of a given map; 0:0 for example on a value gives one random value across the entire map. By subtly tweaking the min and max values, vastly different maps can be made. The largest chance of having unusable maps comes from too high of a savagery value, which means civilizations cannot form. Increasing variance will result in a more "patchwork" world, with many small biomes. For this to work, the SUBREGION_MAX token must be edited as well. |
ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY |
mesh size |
The Mesh Size affects the smoothing brush in the world painter. It also seems to have an affect on the variability of the regions during world gen if you do not use the world painter.
The weighted ranges affect the relative amounts of that parameter when world gen begins. For example, if you set the 0-20 range of rainfall to 5 and the 20-40 of rainfall range to 1, you will get approximately 5 times as many areas with 0-20 rainfall as areas with 20-40 rainfall. These amounts do not have to add up to any particular number; in the above example, you can get the same effect with 500 and 100. Lastly, the weighted ranges affect what parameters the world begins with; they do not make rejection checks, although they can be responsible for many rejections if you neglect to turn off some of the minimum parameters found near the bottom of preset world parameters. |
TITAN_NUMBER |
number |
This tag is responsible for the number of procedurally generated overland enemies known as Template:Ls. The number of Template:L is unaffected by this tag. |
TITAN_ATTACK_TRIGGER |
number (population):number:number (created wealth) |
This tag governs the point at which your fortress becomes large enough to attract a titan's interest. |
DEMON_NUMBER |
number |
This tag is responsible for the number of types of procedurally generated Template:Ls found when digging too deep. |
GOOD_SQ_COUNTS, EVIL_SQ_COUNTS |
small region value |
These values change the amount of good or evil tiles on the map, depending on the size of the region it is being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not give any errors. Note: If either of these values are set to 0, they will BOTH generate no good or evil regions. Setting good or evil to 1:1:1 fixes this. |
PEAK_NUMBER_MIN | value 0 to 200 | This determines if a region is rejected for not having enough mountain peaks. It can be a very frequent cause of infinite rejections if your map does not have enough cliffs/elevation/mountains. |
PARTIAL_OCEAN_EDGE_MIN | value 0 to 4 | This determines the minimum amount of oceans on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean. These oceans can form anywhere, even in landlocked zones. |
COMPLETE_OCEAN_EDGE_MIN | value 0 to 4 | This determines the minimum amount of oceans surrounding a main continent on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean. This tag is mainly used for island worlds. |
VOLCANO_MIN | value 0 to 200 | This determines if a map is rejected for not having enough volcanoes on it. It seems to have a relatively high threshold in terms of map rejections, as long as your volcanism is set appropriately high. |
REGION_COUNTS |
biome |
This token rejects a map if it does not meet the specific biome requirements. All values (except biome) can be set to 0 to greatly limit map rejections. |
EROSION_CYCLE_COUNT | value | Tells the world-generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points. |
RIVER_MINS |
pre-erosion value 0 to 800 |
These values determine how many rivers are spawned during the river generation phase of world building. Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes. |
PERIODICALLY_ERODE_EXTREMES | 1 or 0 | This token, when set to 1, will smooth out extremely high cliffs during world generation, making them more slope-like and and accessible in adventurer or dwarf fortress mode. |
OROGRAPHIC_PRECIPITATION | 1 or 0 | Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. |
SUBREGION_MAX | value 1 to 60000 | The maximum amount of subregions a world can have. Larger values mean the regions will be smaller, while smaller values means they will be larger. Logically, setting this to very low values will result in numerous rejections since not all civilizations can live on them. Increasing the value of this tag can be a must when generating "patchwork" worlds with lots of biome variance. |
CAVE_MAX_SIZE | value 1 to 500 | This determines the maximum size of all caves generated in the world. Most new-style caves are around 25, while older, much larger and emptier caves can be made by setting it to 300. |
CAVERN_LAYER_COUNT | 0 to 5 | This determines the amount of cavern layers on your map. Setting this value to zero will remove caverns from your map entirely, which will remove the ability of dwarves to embark with underground plants. |
CAVERN_LAYER_OPENNESS MIN and MAX | 0 to 100 | The effects of openness are not completely verified yet, although it is suspected to relate to the number of open z-levels in caverns. |
CAVERN_LAYER_PASSAGE_DENSITY MIN and MAX | 0 to 100 | Passage density governs the appearance of caverns. Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns. |
CAVERN_LAYER_WATER MIN and MAX | 0 to 100 | This controls the percentage of caverns with water at the bottom. Even at 100, caverns will contain some ground, but each major cave will contain at least some water. At 0, there will be no water in the caverns which will affect underground plants which like to grow near water. |
LEVELS_ABOVE_GROUND | number | This tag governs the number of open z-levels of the surface of the ground. Typically, this isn't important unless you plan on building a magnificently tall above-ground construction. |
LEVELS_ABOVE_LAYER X where X is a number between 0 and 5. | number | Each of these tags controls the number of soil and stone layers between each cavern layer. For example, when X is one, the tag will govern the number of layers between the above ground and the first cavern layer. Note that "layers" in this sense does not translate directly into z-levels: soil and stone layers may be multiple z-levels deep. NEEDS EXPANDING AND CROSSOVER FROM ADVANCED WORLD GENERATION ARTICLE |
ALL_CAVES_VISIBLE | 1 or 0 | This determines whether caves are hidden until you find them in adventurer mode. If this is set 1, you can also see them on the embark screen when creating a fortress. |
TOTAL_CIV_NUMBER | 0 to 100 | This determines how many civilizations the world generator places on initial loading. Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in. |
TOTAL_CIV_POPULATION | -1 to 20000 | This token determines the population cap of a civilization after it's been created. It should usually be kept the same value as the appropriate sized standard map. |
PLAYABLE_CIVILIZATION_REQUIRED | 1 or 0 | When set to 0, the world will not be rejected if there is no place for a civilization that the player can play as. |
ELEVATION_RANGES, RAIN_RANGES, DRAINAGE_RANGES, SAVAGERY_RANGES, VOLCANISM_RANGES |
mid value |
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights. These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps. |