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Difference between revisions of "40d:Advanced world generation"
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==== Minimum Mountain Peak Number ==== | ==== Minimum Mountain Peak Number ==== | ||
− | Places mountain peaks on tiles with an pre-erosion elevation of at least 380, if there are not enough | + | Places mountain peaks on tiles with an pre-erosion elevation of at least 380, if there are not enough aviable tiles the world is rejected. |
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better. | I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better. |
Revision as of 14:05, 2 November 2008
World generation allows advanced options for customizing worlds. These parameters are not all well understood, so please contribute here as you experiment. This forum post has additional information on the parameters.
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.
Seed Parameters
Use Seed
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world.
Use History Seed
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures.
Use Name Seed
Same as above but used to determine the randomly selected name used by the program.
Terrain Parameters
Minimum Savagery/Maximum Savagery
Defines the minimum and maximum savagery per tile.
- 0 - 32: Benign
- 33 - 65: Neutral
- 66 - 100: Savage
Humans and Dwarves will not settle in savage areas.
Minimum Volcanism/Maximum Volcanism
From what I have found out so far I can say Igneous extrusive layer are only found in areas with a volcanism higher than 90. Volcanoes are only placed on tiles with a volcanism of 100.
Minimum Volcano Number
Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected.
Minimum Mountain Peak Number
Places mountain peaks on tiles with an pre-erosion elevation of at least 380, if there are not enough aviable tiles the world is rejected.
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.
Erosion Cycle Count
Higher numbers make the mountains less steep and river canyons deeper.
Historical Parameters
End Year
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.
Population Cap after Civ Creation
How many creatures can exist in the game once civilizations have been added into generation.
Percentage Beasts Dead for Stoppage
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.
Year to Begin Checking Megabeast Percentage
Determines when the game begins checking for the above precentage to see when the game should stop generating the world.
Cull Unimportant Historical Figures
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen.
Reveal All Historical Events
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before.
Creature Parameters
Maximum Natural Cave Size
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.
Number of Mountain Caves
Determines the number of caves to be placed in mountain regions.
Number of Non-Mountain Caves
Determines the number of caves to be placed in other regions.
Make Caves Visible
Makes caves visible on the world location selection screen.
Number of Civilizations
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds.
- Error Code: Not enough entity placement locations: Decrease the Number of Civilizations, edit the settings so proper biomes are generated or generate bigger map.
Playable Civilization Required
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.
- Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.
Experimenting with Parameters
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set [LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected.
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.
World Painter Parameters
When using the world painter tool the following parameters produce these regions:
- low mountain - elevation > 299
∆ | ∆ |
∆ | ∆ |
- mountain - elevation > 332
▲ | ▲ |
▲ | ▲ |
- high mountain - elevation >365
▲ | ▲ |
▲ | ▲ |
- peak - elevation = 400 ^ (verify?)
The rest of the regions can be obtained mostly through choice of rain and drainage values.
For rain < 10 and:
drain > 65 - badlands
V | √ |
√ | V |
drain > 49 - badlands
n | ∩ |
∩ | n |
drain > 32 - rock desert
, | ´ |
´ | , |
drain < 33 - sand desert
~ | ≈ |
≈ | ~ |
For rain < 20:
drain > 65 - hills
n | ∩ |
∩ | n |
drain > 49 - hills
n | ∩ |
∩ | n |
drain > 32 - grassland
. | ⁿ |
ⁿ | . |
drain < 33 - grassland
. | ⁿ |
ⁿ | . |
For rain < 33:
drain > 65 - hills
n | ∩ |
∩ | n |
drain > 49 - hills
n | ∩ |
∩ | n |
drain > 32 - savanna
" | ⁿ |
ⁿ | " |
drain < 33 - marsh/savanna (verify?)
" | ⁿ |
ⁿ | " |
For rain < 66:
drain > 65 - hills
n | ∩ |
∩ | n |
drain > 49 - hills
n | ∩ |
∩ | n |
drain > 32 - shrubland
" | γ |
γ | " |
drain < 33 - swamp
" | " |
" | " |
For rain < 66:
drain > 65 - forest
↑ | ↨ |
↨ | ↑ |
drain > 49 - forest
↑ | ↨ |
↨ | ↑ |
drain > 32 - forest
↑ | ↨ |
↨ | ↑ |
drain < 33 - swamp
⌠ | ⌠ |
⌠ | ⌠ |
The forest regions can be changed between conifer, to broadleaf types by varying the temperature (to around > 65, depending on rain value).
The magma value (at 100%) can produce volcanoes if painted on the same tile as a mountain.