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40d:World token
World Tokens are used to alter the structure of the world you're making as it's being generated. While you can change all of these in-game in the world generation menu, most people find it easier simply to edit the text file, world_gen.txt, itself.
World_gen.txt can be found in the \data\init\ folder after you've hit F6 in the world generation menu.v0.27.173.39c
Tokens
Token | Arguments | Description |
---|---|---|
TITLE | string | The name of the template you've created, not the name of the world itself. |
DIM | X:Y values | The dimensions of the world, in X and Y rows and columns. |
END_YEAR | number | The year it will end at during world generation, assuming all of your megabeasts aren't dead. |
BEAST_END_YEAR |
year |
The year it begins checking if the percent of megabeasts are dead. Set to -1 for never. |
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. |
ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY |
min |
The min and max for all values except temperature are percentages (0 to 100) while temperature is -1000 to 1000. 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 a 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. |
ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY |
mesh size |
|
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. |
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. |
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. |
VOLCANO_MIN | value 0 to 200 | This determines if a map is rejected for not having enough volcanos 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 for much less map rejections. |
EROSION_CYCLE_COUNT | value | Tells the world-generator how long the world has to erode its tall peaks down to mountainsides. The higher this number, the less jagged the world will be. If you use the maximum number, your mountains will dissolve before your eyes into plains. |
RIVER_MINS |
pre-erosion value 0 to 800 |
These values determine how many rivers are spawned during the river generation phase of world building. It's easiest to set both values the same. |
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 able to be walked up 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 5000 | 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. |
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. |
MOUNTAIN_CAVE_MIN | 0 to 800 | This determines the minimum amount of mountainous caves to generate on the map. Having this set very high seems to generate a lot of ettins/giants/other cave creatures along with it as well. |
NON_MOUNTAIN_CAVE_MIN | 0 to 800 | This determines the minimum amount of non-mountain caves to generate. Many kobolds or megabeasts will claim these. |
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 |
These values can all be set to 0 for much less map rejections, particularly in the case of more wacky, non-standard maps. |