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{{Quality|Exceptional|18:16, 23 August 2014 (UTC)}}
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:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''  ''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems related to worlds always being rejected, and [[Worldgen examples]] for example worlds.''
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[[File:adv_worldgen_v50.png|thumb|400px|right|The advanced world generation screen.<br><small>''(Click to enlarge)''</small>]]'''Advanced world generation''', also labeled as '''detailed mode''', allows substantially more detail-oriented options of customization than standard, basic world generation. This gives the player much more control over how their world is generated. To better understand this article, it is advised that one should read about [[World generation|'''basic world generation''']] first.
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:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''
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:''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems related to worlds always being rejected, and [[Worldgen examples]] for example worlds.''
  
The advanced world generation screen is reached by clicking "Create new world" at the main menu, then clicking "Detailed mode". Once at that screen, clicking "Basic options" will return the user to the standard world generation screen.
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When you want more control of what your world looks like, it's time for '''advanced world generation''': A detailed reference with advice is provided below. (This article assumes that you are already familiar with [[World generation|'''basic world generation''']]; if you are not, then please read about that first - the very high amount of extra options for a generated world can provide the player with a much more customized experience.)
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Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks something like this will appear:
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[[File:AdvancedWorldGen.png‎]]
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This screen is relatively intuitive, but some parts could use explanation.
  
 
== Parameter sets ==
 
== Parameter sets ==
The list of already-defined parameter sets is in the upper-left. You can select the current set that you want to work with using the drop down menu. Any parameter set can be renamed by clicking the [[File:Quill.png]].
 
  
Parameter sets can be made by clicking "New parameter set" or by clicking "Copy" to copy the selected set. This will append the selected set to the drop down menu and automatically select that set for editing.
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The list of already-defined parameter sets is in the upper-right corner. You can select the current set that you want to work with using the up and down directional keys.
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Hitting {{K|a}} will add a new set to the end of the list. You can also {{K|c}}opy an existing set to a new one, allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parameter set, but note that this will not affect the name of the world that is generated.
  
Parameter sets are stored in the <tt>prefs/world_gen.txt</tt> file in the main DF directory. The "Save" and "Load" buttons in the upper-right of DF will save or load '''all''' of the parameter sets in this file. The <tt>world_gen.txt</tt> file can also be edited with a text editor. This is useful for parameter sets posted on the forum or wiki in text form. (See [[Advanced_world_generation#Parameter_Set_Examples|Parameter set examples]] below.)
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Parameter sets are stored in the <tt>data/init/world_gen.txt</tt> file in the main DF directory. The {{K|F1}} and {{K|F6}} keys will load and save '''all''' of the parameter sets to this file. You will need to save the world gen parameters to this file, before you hit {{K|Enter}} to generate the world. The <tt>world_gen.txt</tt> file can also be edited with a text editor. This is particularly useful because people will often post their parameter sets on the forum or wiki in text form. (See below for more info.) The {{K|F1}} key comes in handy when editing this file while the game is still running.
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To get the parameters used to generate a world you are already playing, press {{K|ESC}} then choose export images; exporting any image will also create the world generation parameter file, for more information see this [http://www.bay12forums.com/smf/index.php?topic=101280.msg4512541#msg4512541 post].  
  
 
The tokens used in <tt>world_gen.txt</tt> are at the bottom of each parameter description. Here's the one for the title.
 
The tokens used in <tt>world_gen.txt</tt> are at the bottom of each parameter description. Here's the one for the title.
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== World name ==
 
== World name ==
  
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can specify a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.
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As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can force a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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== World dimensions ==
 
== World dimensions ==
  
The size of the map to be generated can be changed by changing the Width and Height values. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in-game.
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The size of the map to be generated can be selected with {{K|u}} {{K|i}} {{K|o}} {{K|p}}. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in-game.
  
 
Changing the dimensions of the world will reset the parameters, because many of them have different defaults depending on the surface area available. Creating larger worlds does not necessarily mean longer world generation time - the essential factor for the gen duration is the history. If you restrict the number of historical events, you can significantly speed up the process.
 
Changing the dimensions of the world will reset the parameters, because many of them have different defaults depending on the surface area available. Creating larger worlds does not necessarily mean longer world generation time - the essential factor for the gen duration is the history. If you restrict the number of historical events, you can significantly speed up the process.
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| <tt><nowiki>[DIM:<width>:<height>]</nowiki></tt>
 
| <tt><nowiki>[DIM:<width>:<height>]</nowiki></tt>
 
| <tt><nowiki>[DIM:129:129]</nowiki></tt>
 
| <tt><nowiki>[DIM:129:129]</nowiki></tt>
| Valid values are 17, 33, 65, 129, and 257. Others may not work. Non-square maps may result in crashes{{bug|2928}}.
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| Valid values are 17, 33, 65, 129, and 257. Others may not work.
 
|}
 
|}
  
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Many other world parameters, such as end year and embark points, can, however, be changed without it having any effect on the geography of the world generated from the seed values.
 
Many other world parameters, such as end year and embark points, can, however, be changed without it having any effect on the geography of the world generated from the seed values.
  
Normally, you don't enter these seed values - the world generation process comes up with seed values based on some sort of "true" random information from things like random values in uninitialized memory, the current date/time, etc.
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Normally, you don't enter these seed values - the world generation process comes up with seed values based on some sort of "true" random information from things like random values in uninitialized memory, the current date/time, etc. If you have entered a seed value you can revert to all seeds being random using {{K|S}}.
  
 
== Generating a world ==
 
== Generating a world ==
  
Unless you're using an already-defined parameter set, you will probably want to edit the parameters. Information about each parameter is documented below. Once you are happy with the parameters you should save the values you just edited and proceed to the [[world generation]] process.
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Unless you're using an already-defined parameter set, you will probably want to {{K|e}}dit the parameters. Select the set you want to edit using the up/down directional keys and press {{K|e}}. Information about each parameter is documented below.
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Once you are happy with the parameters you have set, hit {{K|Esc}} to get back to this screen, hit {{K|F6}} to save the values you just edited, and hit {{K|Enter}} to start. The rest of the process is the same as basic [[world generation]].
  
 
The phases of the world generation process are (this order is not completely correct):
 
The phases of the world generation process are (this order is not completely correct):
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== Editing the parameters init file ==
 
== Editing the parameters init file ==
  
Parameter sets are stored in the ''prefs/[[world_gen.txt]]'' file, using [[world token]]s. You can copy and paste other players' sets of parameters into your ''world_gen.txt'' to use their parameter sets. Another place to find parameter sets is the [http://www.bay12forums.com/smf/index.php?topic=180805.0 Worldgen cookbook] thread on the official forums.
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Parameter sets are stored in the ''data/init/[[world_gen.txt]]'' file, using [[world token]]s. You can copy and paste other players' sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Main:Pregenerated worlds|Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12forums.com/smf/index.php?topic=101280.0 Worldgen cookbook] thread on the official forums.
  
 
== Advanced parameters ==
 
== Advanced parameters ==
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After civilizations reach this cap, they will not spread out any more to place new cities. By default, the raws limit each civilization site to a population of 120, regardless of the race of the civilization - therefore, without editing the raws, the total population on the map can't go above site cap x 120.
 
After civilizations reach this cap, they will not spread out any more to place new cities. By default, the raws limit each civilization site to a population of 120, regardless of the race of the civilization - therefore, without editing the raws, the total population on the map can't go above site cap x 120.
  
Beware; increasing this too high can slow worldgen down by a lot. Another effect can be goblins (or certain [[Elf|other civs]]) sometimes overwhelming all other civilizations and/or flooding the world with their homes, leaving no good places to build your fortress, be it human or dwarven. If you choose a low cap to hasten world generation, the cap will likely be reached within years, stopping expansion of all civs. If you want a good, long history, you will have to adjust site/population cap and the number of civs many times to find one fulfilling your needs.
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Beware; increasing this too high can slow worldgen down by a lot. Another effect can be goblins (or [[Elf|other civs]]) sometimes overwhelming all other civs and/or flooding the world with their homes, leaving no good places to build your fortress, be it human or dwarven. If you choose a low cap to hasten world generation, the cap will likely be reached within years, stopping expansion of all civs. If you want a good, long history, you will have to adjust site/population cap and the number of civs many times to find one fulfilling your needs.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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=== Cull Unimportant Historical Figures ===
 
=== Cull Unimportant Historical Figures ===
  
Whether or not the game will ignore unimportant figures in history generation. The culling of unimportant historical figures is a CPU-intensive step in history generation but it saves memory and will speed up loading/saving games in fortress mode. This does mean that the "unimportant" figures will not appear in Legends mode or in engravings, but unimportant figures would likely not appear in engravings anyway.
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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 and will speed up loading/saving games a bit. This does mean that the "unimportant" figures will not appear in Legends mode or in things like dwarf engravings, but they might not appear in engravings anyway.
  
Unimportant figures are creatures who suffer early deaths, never have offspring or kill a named creature during world gen. For example, a resident of a goblin tower may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say "In the year 102, the demon Evil McEvilface killed an unknown creature at Eviltower."
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Unimportant figures are creatures who suffer early deaths, never having offspring or killing anything named during history generation. For example, residents of goblin towers may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say something like the demon has killed "an unknown creature at Eviltower in the year 102."
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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=== Reveal All Historical Events ===
 
=== Reveal All Historical Events ===
  
Setting this to Yes will allow access to most information about the history of the world in [[Legends mode]]. All events will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may not be, possibly because they are not known to any civilization. If set to No, then you will have to discover historical information in [[adventure mode]] or by instructing dwarves to make engravings.{{Verify}}
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Setting this to Yes will allow access to most information about the history of the world in Legends mode. All events will be revealed, but some [[Historical figure]]s, [[Site]]s, [[Region]]s, and [[Civilization]]s and other entities may not be, possibly because they are not known to any civilization. If set to No, then you will have to discover historical information in [[adventure mode]] or by instructing dwarves to make engravings.{{Verify}}
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead.  By ''subtly'' tweaking the min and max values, vastly different maps can be made.
 
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead.  By ''subtly'' tweaking the min and max values, vastly different maps can be made.
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==== X and Y Variance ====
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These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.
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Generally speaking, raising both of these values will create a more random "patchwork" of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.
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For "patchwork" worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.
  
 
==== Elevation ====
 
==== Elevation ====
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* A high minimum (above 99) means no oceans as they need elevations below 100.
 
* A high minimum (above 99) means no oceans as they need elevations below 100.
 
* A low maximum (below 300) means no mountains as mountains need elevations above 300.
 
* A low maximum (below 300) means no mountains as mountains need elevations above 300.
* Rivers will be placed when the elevation maximum is 104 or higher. Therefore, keeping both values above 100 and below 104 will prevent all water tiles from appearing.
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* River start locations need a minimum elevation of 300. Therefore, a world with a maximum elevation of 299 everywhere prevents river generation, but rivers can still occur if maximum elevation is set to 300.
* Mountain peaks can only form at elevations of 400.
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*Mountain peaks can only form in squares with an elevation of 400.
 
 
==== X and Y Variance ====
 
 
 
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.
 
 
 
Generally speaking, raising both of these values will create a more random "patchwork" of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.
 
 
 
For "patchwork" worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.
 
  
 
==== Rainfall ====
 
==== Rainfall ====
  
Controls the amount of rainfall in each map square/area. Setting the minimum or maximum too high or low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects. Also makes more rivers appear on the world map.
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Controls the amount of rainfall in each map square/area. Setting the minimum too high or the maximum too low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects. Also makes more rivers appear on the world map.
  
 
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on, then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain.  If you want the minimum and maximum for this parameter to be absolutely respected, you must turn off the orographic precipitation option.
 
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on, then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain.  If you want the minimum and maximum for this parameter to be absolutely respected, you must turn off the orographic precipitation option.
 
Additionally, with 'Orthographic Precipitation' turned on, orthographic precipitation and rain shadows will only occur in regions with greater than or equal to 50 drainage. [http://www.bay12forums.com/smf/index.php?topic=139916.0 [Report, reproduced 2022]]
 
  
 
==== Temperature ====
 
==== Temperature ====
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These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.
 
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.
  
These parameters form the "base" temperature for an area, and describe peak summer temperature in a scale that isn't used elsewhere in the game. This number also does not correspond 1:1 with the final climate. [[Temperature]] is always influenced by a number of variables, including elevation, time of year, thick forestation, and if [[Advanced_world_generation#Poles|Poles]] are enabled, latitude. These other variables are factored in after the temperature mesh is applied, and frequently bring temperatures above and below their set minimum and maximum values. ''The inclusion of Poles is particularly strong in this regard, as it allows latitude to raise and/or lower temperatures by more than 75 degrees Celsius! That said, the temperatures aren't raised or lowered by more than about 65 degrees past the set minimum and maximum. Furthermore, for typical ranges, the temperature will never be raised more than about 25 degrees past the maximum (but will still drop up to about 65 degrees Celsius below the minimum).'' (unsure about exact values, research needed)
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These parameters form the "base" temperature for an area, and describe peak summer temperature in degrees Celsius. This does not correspond 1:1 with the final climate. [[Temperature]] is always influenced by a number of variables, including elevation, time of year, thick forestation, and if [[Advanced_world_generation#Poles|Poles]] are enabled, latitude. These other variables are factored in after the temperature mesh is applied, and frequently bring temperatures above and below their set minimum and maximum values. The inclusion of Poles is particularly strong in this regard, as it allows latitude to raise and/or lower temperatures by more than 75 degrees Celsius! That said, the temperatures aren't raised or lowered by more than about 65 degrees past the set minimum and maximum. Furthermore, for typical ranges the temperature will never be raised more than about 25 degrees past the maximum (but will still drop up to about 65 degrees Celsius below the minimum).
 
 
Elves can spawn where the temperature is 10 degrees or warmer. Humans can spawn where the temperature is 0 degrees or warmer.
 
  
 
==== Drainage ====
 
==== Drainage ====
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==== Volcanism ====
 
==== Volcanism ====
  
Volcanism controls the occurrence of igneous [[layer]]s, and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100, so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.
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Volcanism controls the occurrence of igneous [[Layer|Layers]], and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100 so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.
  
Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a "Volcanism not evenly distributed" rejection. Instead, use the Minimum Number of Volcanoes parameter, and possibly adjust the weighted ranges for volcanism as described below.
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Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a "Volcanism not evenly distributed" rejection. Instead use the Minimum Number of Volcanoes parameter and possibly adjust the weighted ranges for volcanism as described below.
  
 
==== Savagery ====
 
==== Savagery ====
  
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from a too-high savagery value.
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These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from too high of a savagery value.
  
 
==== Configuration Tokens ====
 
==== Configuration Tokens ====
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# Create a grid with 2<sup>''MeshSize'' - 1</sup> tiles in both X and Y direction.
 
# Create a grid with 2<sup>''MeshSize'' - 1</sup> tiles in both X and Y direction.
# At each grid intersection, set the value according to the weighted ranges.
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# Set the intersection points of the grid lines to a random value according to the weighted ranges.
 
# Smooth out the area between the intersection points.
 
# Smooth out the area between the intersection points.
 
# Add noise according to the variance parameters.
 
# Add noise according to the variance parameters.
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Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map. In addition, if Complete Edge Oceans is set to any value ''other'' than 0 or 4, you may need to lower elevation variance for at least one of the axes: if set too high, such as a variation of 1600 for both X and Y axes (the default for Large Island and Medium Island parameter sets), the game may generate worlds very slowly or even hang.{{bug|565}}
 
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map. In addition, if Complete Edge Oceans is set to any value ''other'' than 0 or 4, you may need to lower elevation variance for at least one of the axes: if set too high, such as a variation of 1600 for both X and Y axes (the default for Large Island and Medium Island parameter sets), the game may generate worlds very slowly or even hang.{{bug|565}}
  
Given appropriate weight, range, and variance values for things like elevation, a setting of: 1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side (think the east or west coast of the United States, the north coast of Canada, or southern Europe).  If your edge ocean happens to pick your world's frozen side, most of it will be glacier.
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Given appropriate weight, range, and variance values for things like elevation, a setting of:
 
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*1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side (think the east or west coast of the United States, the north coast of Canada, or southern Europe).  If your edge ocean happens to pick your world's frozen side, most of it will be glacier.
*2 results in another coastline along with the first one -- the map could end up looking something like Panama if the oceans pick opposite sides of the map.
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*2 results in another coastline along with the first one.  The map could end up looking something like Panama if the oceans pick opposite sides of the map.
 
*3 results in a peninsula, like Florida in the US.  There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.
 
*3 results in a peninsula, like Florida in the US.  There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.
 
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.
 
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.
 
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Unfortunately there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.
Unfortunately, there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.
 
  
 
Edge oceans will take up part of the other edges too.  For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.
 
Edge oceans will take up part of the other edges too.  For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.
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==== Attack Population Requirement ====
 
==== Attack Population Requirement ====
  
[[Titan]]s will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met.  
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[[Titan]]s will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 80, which isn't usually too difficult to deal with.
 
 
This number defaults to 80, which isn't usually too difficult to deal with.
 
  
 
==== Exported Wealth Requirement ====
 
==== Exported Wealth Requirement ====
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=== Number of Bogeyman Types ===
 
=== Number of Bogeyman Types ===
The number of different [[bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen, custom or otherwise.
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The number of different [[Bogeyman|bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen, custom or otherwise.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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| <tt><nowiki>[BOGEYMAN_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[BOGEYMAN_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[BOGEYMAN_NUMBER:27]</nowiki></tt>
 
| <tt><nowiki>[BOGEYMAN_NUMBER:27]</nowiki></tt>
| 0 to 1000
 
|}
 
 
=== Number of Nightmare Types ===
 
The number of different [[nightmare]] forms that will exist in the world. Nightmares are procedurally generated. Setting this to zero means that the world will have no nightmares, custom or otherwise.
 
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
! Token
 
! Example
 
! Notes
 
|-
 
| <tt><nowiki>[NIGHTMARE_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[NIGHTMARE_NUMBER:27]</nowiki></tt>
 
 
| 0 to 1000
 
| 0 to 1000
 
|}
 
|}
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=== Werebeast Parameters ===
 
=== Werebeast Parameters ===
  
==== Number of Werebeast Curse Types====
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==== Number ====
  
 
The number of different types of [[werebeast]]s that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well-known of these amount to different species of animals, from lizards, to wolves, to even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.
 
The number of different types of [[werebeast]]s that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well-known of these amount to different species of animals, from lizards, to wolves, to even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.
Line 850: Line 841:
 
|-
 
|-
 
| <tt><nowiki>[EVIL_RAIN_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[EVIL_RAIN_NUMBER:<number>]</nowiki></tt>
| <tt><nowiki>[EVIL_RAIN_NUMBER:352]</nowiki></tt>
+
| <tt><nowiki>[EVIL_RAIN_NUMBER:352]</nowiki></tt>
| 0 to 1000
+
| 0 to 1000
|}
+
|}
 +
 
 +
=== Generate Divine Materials ===
  
=== Generate Divine Materials ===
 
 
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of [[vault]]s. Probably determines whenever or not using divination dice spawns weapons.
 
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of [[vault]]s. Probably determines whenever or not using divination dice spawns weapons.
  
Line 865: Line 857:
 
| <tt><nowiki>[GENERATE_DIVINE_MATERIALS:<1 or 0>]</nowiki></tt>
 
| <tt><nowiki>[GENERATE_DIVINE_MATERIALS:<1 or 0>]</nowiki></tt>
 
| <tt><nowiki>[GENERATE_DIVINE_MATERIALS:1]</nowiki></tt>
 
| <tt><nowiki>[GENERATE_DIVINE_MATERIALS:1]</nowiki></tt>
| 1/0 = Yes/No
 
|}
 
 
=== Allow Divination, Experiments, and Necromancy types ===
 
These allow or disallow [[die|divination]], demon or necromancer [[experiment]]s, and the more advanced [[necromancer]] abilities.
 
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
! Token
 
! Example
 
! Notes
 
|-
 
| <tt><nowiki>[ALLOW_DIVINATION:<1 or 0>]</nowiki></tt>
 
| <tt><nowiki>[ALLOW_DIVINATION:1]</nowiki></tt>
 
| 1/0 = Yes/No
 
|-
 
| <tt><nowiki>[ALLOW_DEMONIC_EXPERIMENTS:<1 or 0>]</nowiki></tt>
 
| <tt><nowiki>[ALLOW_DEMONIC_EXPERIMENTS:1]</nowiki></tt>
 
| 1/0 = Yes/No
 
|-
 
| <tt><nowiki>[ALLOW_NECROMANCER_EXPERIMENTS:<1 or 0>]</nowiki></tt>
 
| <tt><nowiki>[ALLOW_NECROMANCER_EXPERIMENTS:1]</nowiki></tt>
 
| 1/0 = Yes/No
 
|-
 
| <tt><nowiki>[ALLOW_NECROMANCER_LIEUTENANTS:<1 or 0>]</nowiki></tt>
 
| <tt><nowiki>[ALLOW_NECROMANCER_LIEUTENANTS:1]</nowiki></tt>
 
| 1/0 = Yes/No
 
|-
 
| <tt><nowiki>[ALLOW_NECROMANCER_GHOULS:<1 or 0>]</nowiki></tt>
 
| <tt><nowiki>[ALLOW_NECROMANCER_GHOULS:1]</nowiki></tt>
 
| 1/0 = Yes/No
 
|-
 
| <tt><nowiki>[ALLOW_NECROMANCER_SUMMONS:<1 or 0>]</nowiki></tt>
 
| <tt><nowiki>[ALLOW_NECROMANCER_SUMMONS:1]</nowiki></tt>
 
 
| 1/0 = Yes/No
 
| 1/0 = Yes/No
 
|}
 
|}
Line 936: Line 894:
 
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.
 
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.
  
0 means no minimum for rejection - setting it to 0 does not guarantee 0 squares of that biome.
+
0 means no minimum for rejection. Setting to 0 does not guarantee 0 squares of that biome.
  
 
==== Biome Type Requirement Table ====
 
==== Biome Type Requirement Table ====
Line 1,077: Line 1,035:
 
| <tt><nowiki>[REGION_COUNTS:HILLS:8256:13:12]</nowiki></tt>
 
| <tt><nowiki>[REGION_COUNTS:HILLS:8256:13:12]</nowiki></tt>
 
|}
 
|}
 
+
 
=== Erosion Cycle Count ===
 
=== Erosion Cycle Count ===
  
Line 1,129: Line 1,087:
 
=== Do Orographic Precipitation and Rain Shadows ===
 
=== Do Orographic Precipitation and Rain Shadows ===
  
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. In the current version, regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}}
+
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. In the current version, regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}} The rain shadows will always be created as if the wind is blowing from west to east.
  
 
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.
 
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.
Line 1,222: Line 1,180:
 
===== Layer Passage Density Min/Max =====
 
===== Layer Passage Density Min/Max =====
  
This determines how many passages form the cavern. If openness (see above) is set to minimum and density increased, then you will get a maze-like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.
+
This determines how many passages form the cavern. If openness (see above) is set to minimum and density increased then you will get a maze like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.
  
 
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.{{Verify}}
 
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.{{Verify}}
Line 1,383: Line 1,341:
 
==== Make Caves Visible ====
 
==== Make Caves Visible ====
  
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map so that they may be sought out or avoided as desired.
+
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map as {{Raw Tile|•|#808080|#00DD00}} symbols so that they may be sought out or avoided as desired.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 1,398: Line 1,356:
 
=== Allow Init Options to Show Tunnels ===
 
=== Allow Init Options to Show Tunnels ===
  
If enabled, you will be able to see the underground tunnels often built by dwarves on the world map, and they will appear as black lines, similar to roads.
+
This parameter doesn't do anything.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 1,477: Line 1,435:
 
==World rejection==
 
==World rejection==
  
:''Main article: [[World rejection]]''
+
:''Main article [[World rejection]]''
  
If you are having the common problem of generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.
+
If you are having the common problem of the generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.
  
 
== Default Worldgen Parameters ==
 
== Default Worldgen Parameters ==
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* [http://www.bay12forums.com/smf/index.php?topic=168543.0 DF2014 (v0.44.02+) WorldGen "Cookbook" Thread]
 
* [http://www.bay12forums.com/smf/index.php?topic=168543.0 DF2014 (v0.44.02+) WorldGen "Cookbook" Thread]
 
* [http://www.bay12forums.com/smf/index.php?topic=175538 DF2014 (v0.47.01+) WorldGen "Cookbook" Thread]
 
* [http://www.bay12forums.com/smf/index.php?topic=175538 DF2014 (v0.47.01+) WorldGen "Cookbook" Thread]
* [http://www.bay12forums.com/smf/index.php?topic=180805.0 DF2022 (v0.50.01+) WorldGen "Cookbook" Thread]
 
 
 
{{World}}
 
{{World}}

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