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Editing 40d:World generation

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''For information on advanced parameters, see [[Advanced World Generation]].''
:''For information on advanced parameters, see [[Advanced World Generation]].''
 
  
To begin playing Dwarf Fortress, you must first '''create a world''' to play in. When you enter the world creation screen, you are presented with a screen full of options:
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To begin playing Dwarf Fortress, you must first create a world to play in. When you enter the world creation screen, you are presented with a screen full of options:
  
 
== World creation options ==
 
== World creation options ==
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[[Image:Worldgen_advanced.png | none | frame | 500px | Opening world generation screen.]]
 
[[Image:Worldgen_advanced.png | none | frame | 500px | Opening world generation screen.]]
  
Once you choose "Design New World With Parameters" you will be brought to the parameters screen. (Choosing "Create New World Now! instantly creates a new world with the parameters which are listed second in the world_gen.txt file). Pushing {{k|Enter}} will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick overview:
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Once you choose "Design New World With Parameters" you will be brought to the parameters screen. (Choosing "Create New World Now! instantly creates a new world with default settings). Pushing {{k|Enter}} will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick overview:
  
 
* '''[[#Title|Title]]''' - Where the title of your parameter type will be displayed
 
* '''[[#Title|Title]]''' - Where the title of your parameter type will be displayed
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=== Parameter selection ===
 
=== Parameter selection ===
  
On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there are five parameter sets labeled '''<tt>LARGE</tt>''', '''<tt>MEDIUM</tt>''','''<tt>SMALL</tt>''','''<tt>SMALLER</tt>''', and '''<tt>POCKET</tt>'''. Smaller worlds are generated more quickly, but have less civilizations and less chance of generating an [[embarkment]] site with the combination of features you'd like.  You can change the world size to something other than a square using the keys {{k|i}}, {{k|u}}, {{k|p}}, and {{k|o}}.  Note that only available world widths/heights are 17, 33, 65, 129, and 257; even directly editing the <tt>world_gen.txt</tt> file will not let you use other sizes than these.
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On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there is only one parameter set labeled '''<tt>STANDARD</tt>'''. You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|&uarr;}}  and {{K|&darr;}} ) or the numeric keypad ( {{k|8}} {{k|4}} {{k|9}} {{k|3}} ).  
 
 
You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|&uarr;}}  and {{K|&darr;}} ) and the page-up-/page down keys, or the numeric keypad ( {{k|8}} {{k|2}} {{k|9}} {{k|3}} ).  
 
  
 
* To save your current settings as a parameter set, press {{K|F6}}.  
 
* To save your current settings as a parameter set, press {{K|F6}}.  
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| <center>{{k|c}}</center> || Copy parameter set || Creates a copy of the currently selected parameter set
 
| <center>{{k|c}}</center> || Copy parameter set || Creates a copy of the currently selected parameter set
 
|-
 
|-
| {{K|&uarr;}} {{K|&darr;}} {{K|PgUp}} {{K|PgDown}} ({{k|8}} {{k|2}} {{k|9}} {{k|3}}) || Navigate the parameter sets || {{k|8}} and {{k|2}} move up and down  
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| {{K|&uarr;}} {{K|&darr;}} {{k|8}} {{k|2}} {{k|9}} {{k|3}}) || Navigate the parameters || {{k|8}} and {{k|2}} &rarr; move up and down  
{{k|9}} and {{k|3}} page up and down
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{{k|9}} and {{k|3}} &rarr; page up and down
 
|-
 
|-
 
| <center>{{k|t}}</center> || Enter title || Edits the name of your parameter set
 
| <center>{{k|t}}</center> || Enter title || Edits the name of your parameter set
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| <center>{{K|F1}}</center> || Load world parameters || Resets the world parameters to their default values
 
| <center>{{K|F1}}</center> || Load world parameters || Resets the world parameters to their default values
 
|-
 
|-
| <center>{{K|F6}}</center> || Save world parameters || Saves the world parameters under the current [[#Title|title]]
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| <center>{{K|F6}}</center> || Save world parameters || Saves the world parameters under the current [[#Title | title]]
 
|-
 
|-
 
| <center>{{K|e}}</center> || Enter advanced parameters || Lets you edit advanced options for generating the world
 
| <center>{{K|e}}</center> || Enter advanced parameters || Lets you edit advanced options for generating the world
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[[Image:Worldgen_advanced_finished.png | none | frame | 400px | World creation screenshot.]]
 
[[Image:Worldgen_advanced_finished.png | none | frame | 400px | World creation screenshot.]]
  
When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a '''large''' BMP format [[Main:CP437|ASCII]] graphic of the created world. You can run the compress_bitmaps.bat batch file that comes included with the game (as of 33g) in the main dwarf fortress folder to convert the bitmap files to about 90% smaller .png files.
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When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a '''large''' BMP format [[CP437|ASCII]] graphic of the created world. You can run the compress_bitmaps.bat batch file that comes included with the game (as of 33g) in the main dwarf fortress folder to convert the bitmap files to about 90% smaller .png files.
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[[Image: | none | frame | 400px | Example exported map image.]]
  
 
When you are finished, press {{k|Enter}} or {{k|Space}} to return to the title screen.
 
When you are finished, press {{k|Enter}} or {{k|Space}} to return to the title screen.
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=== Batch processing ===
 
=== Batch processing ===
  
==== In Windows ====
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You can use this example to use the [[command line]] to create many worlds at once, without all the hassle. Copy the following code and save it as a batch (.BAT) file. This file will create 7 regions using random names and random seeds. It will also automatically output the parameters and an ASCII and detailed map for each of your worlds.  
 
 
You can use this example to use the [[command line]] to create many worlds at once, without all the hassle. Copy the following code and save it as a batch (.BAT) file. This file will create 7 regions using random names and random seeds. It will also automatically output the parameters and an ASCII and detailed map for each of your worlds.
 
 
 
:'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''
 
 
 
<pre>
 
for /L %%i in (1,1,7) do start /wait /high dwarfort -gen %%i RANDOM MEDIUM
 
</pre>
 
  
:'''Note:''' ''If you are using a version of Dwarf Fortress that includes a space in the .exe name, use the following command to achieve the same results.
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'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''
  
 
<pre>
 
<pre>
for /L %%i in (1,1,7) do start /wait /high "" "dwarf fortress" -gen %%i RANDOM MEDIUM
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for /L %%i in (1,1,7) do start /wait /high dwarfort -gen %%i RANDOM STANDARD
</pre>
 
 
 
:'''Note:''' ''If you are typing this into a command prompt rather than making a batch file use %i rather %%i''
 
 
 
==== In Linux ====
 
 
 
Copy the following code into a file, and then make sure it can be executed by doing the [http://en.wikipedia.org/wiki/Unix_shell shell] command <tt>chmod +x filename</tt>.  It should be placed in the same directory as <tt>dwarfort.exe</tt>, and also be run in that directory.
 
 
 
:'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''
 
 
 
<pre>
 
#!/bin/sh
 
 
 
for i in `seq 1 7`; do
 
    ./df -gen $i RANDOM MEDIUM
 
done
 
 
</pre>
 
</pre>
  
You can also type (or copy-and-paste) this file into an interactive shell (if you use [http://en.wikipedia.org/wiki/Bash Bash]).  If you type it in by hand, you can leave out the line with <tt>#!</tt> and the following blank line, since they won't do anything.
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'''Note:''' If you are typing this into a command prompt rather than making a batch file use %i rather %%i
  
 
=== How World Generation Works ===
 
=== How World Generation Works ===
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You may be curious about what's happening behind the scenes while your world is being generated, these are the steps the program goes through:
 
You may be curious about what's happening behind the scenes while your world is being generated, these are the steps the program goes through:
  
:'''Note:''' ''Information on this list is largely taken from the [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 10 page interview] of [[Main:Toady|Toady]] at Gamasutra''
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[Note: Information on this list is largely taken from the [[http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 10 page interview]] of [[Toady]] at Gamasutra]
# '''Preparing Elevation/Setting Temperature:''' Fractal maps are generated, laying out basic information about the world:
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# '''Preparing Elevation/Setting Temerature:''' Fractal maps are generated, laying out basic information about the world:
 
#* Four main maps, used to generate biomes:
 
#* Four main maps, used to generate biomes:
 
#** Elevation: A process called Midpoint Displacement is used to plot out the lay of the land.
 
#** Elevation: A process called Midpoint Displacement is used to plot out the lay of the land.
 
#** Temperature: The temperature map is biased according to latitude and elevation.
 
#** Temperature: The temperature map is biased according to latitude and elevation.
 
#** Rainfall: Later in the simulation, this map is biased according to factors such as [http://en.wikipedia.org/wiki/Rain_shadow rain shadow].
 
#** Rainfall: Later in the simulation, this map is biased according to factors such as [http://en.wikipedia.org/wiki/Rain_shadow rain shadow].
#** Drainage: This tells how quickly [[water]] drains from an area.
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#** Drainage: This tells how quickly water drains from an area.
 
#* Four others:
 
#* Four others:
#** Vegetation: How dense the vegetation is in an area. This is later edited during history generation as [[civilization]]s log away at forests.
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#** Vegetation: How dense the vegetation is in an area. This is later edited during history generation as civilizations log away at forests.
#** Salinity: Differentiates saltwater/freshwater [[marsh]]es and other such things. Areas below a certain elevation (oceans) automatically get a salinity of 100.
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#** Salinity: Differentiates saltwater/freshwater marshes and other such things. Areas below a certain elevation (oceans) automatically get a salinity of 100.
 
#** Savagery: How dangerous wildlife is in an area.
 
#** Savagery: How dangerous wildlife is in an area.
 
#** Good/Evil: This affects the type of wildlife in an area.
 
#** Good/Evil: This affects the type of wildlife in an area.
 
# '''Creating Biomes:''' Biomes are created based on elevation, temperature, rainfall, and drainage (for instance, if rainfall is >=66/100 and drainage is less than 50, then an area is a swamp).
 
# '''Creating Biomes:''' Biomes are created based on elevation, temperature, rainfall, and drainage (for instance, if rainfall is >=66/100 and drainage is less than 50, then an area is a swamp).
# '''Running Rivers:''' Now erosion and the creation of [[river]]s are simulated.  
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# '''Running Rivers:''' Now erosion and the creation of rivers are simulated.  
#* To quote [[Main:Toady|Toady]]:  "It picks out the bases of the mountains (mountains are all squares above a given elevation), then it runs temporary river paths out from there, preferring the lowest elevation and digging away at a square if it can't find a lower one, until it get to the ocean or gets stuck. This is the phase where you see the mountain being worn away during world creation. I have it intentionally center on a mountain at that point so you can watch. ... This will generally leave some good channels to the ocean, so it runs the real rivers after this."
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#* To quote [[Toady]]:  "It picks out the bases of the mountains (mountains are all squares above a given elevation), then it runs temporary river paths out from there, preferring the lowest elevation and digging away at a square if it can't find a lower one, until it get to the ocean or gets stuck. This is the phase where you see the mountain being worn away during world creation. I have it intentionally center on a mountain at that point so you can watch. ... This will generally leave some good channels to the ocean, so it runs the real rivers after this."
 
# '''Forming Lakes:''' Lakes are created and rivers are finalized.
 
# '''Forming Lakes:''' Lakes are created and rivers are finalized.
 
#* River loops created by the previous step are fixed.
 
#* River loops created by the previous step are fixed.
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{{World}}
 
{{World}}
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[[Category:World]]

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