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Editing v0.31:Advanced world generation
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{{quality|Exceptional|23:35, 30 March 2011 (UTC)}}{{av}} | {{quality|Exceptional|23:35, 30 March 2011 (UTC)}}{{av}} | ||
+ | {{buggy}} | ||
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].'' | :''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].'' | ||
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Also makes more rivers appear on the world map. | 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 [[DF2010:Advanced world generation#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. |
=== Temperature === | === Temperature === | ||
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=== Volcanism === | === Volcanism === | ||
− | 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. | + | 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. Rising the minimum will increase the rarity of non-igneous layers. |
Setting minimum to 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. | Setting minimum to 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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| <tt><nowiki>[ELEVATION:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | | <tt><nowiki>[ELEVATION:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | ||
| <tt><nowiki>[ELEVATION:1:400:401:401]</nowiki></tt> | | <tt><nowiki>[ELEVATION:1:400:401:401]</nowiki></tt> | ||
− | | Range: 0 to 400<br/>Maximum of 400 required for mountain peaks. | + | | Range: 0 to 400<br/>Maximum of 400 required for mountain peaks. |
|- | |- | ||
| <tt><nowiki>[RAINFALL:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | | <tt><nowiki>[RAINFALL:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | ||
| <tt><nowiki>[RAINFALL:0:100:200:200]</nowiki></tt> | | <tt><nowiki>[RAINFALL:0:100:200:200]</nowiki></tt> | ||
− | | Range: 0 to 100 | + | | Range: 0 to 100 |
|- | |- | ||
| <tt><nowiki>[TEMPERATURE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | | <tt><nowiki>[TEMPERATURE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | ||
| <tt><nowiki>[TEMPERATURE:25:75:200:200]</nowiki></tt> | | <tt><nowiki>[TEMPERATURE:25:75:200:200]</nowiki></tt> | ||
− | | Range: -1000 to 1000 | + | | Range: -1000 to 1000 |
|- | |- | ||
| <tt><nowiki>[DRAINAGE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | | <tt><nowiki>[DRAINAGE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | ||
| <tt><nowiki>[DRAINAGE:0:100:200:200]</nowiki></tt> | | <tt><nowiki>[DRAINAGE:0:100:200:200]</nowiki></tt> | ||
− | | Range: 0 to 100 | + | | Range: 0 to 100 |
|- | |- | ||
| <tt><nowiki>[VOLCANISM:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | | <tt><nowiki>[VOLCANISM:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | ||
| <tt><nowiki>[VOLCANISM:1:100:200:200]</nowiki></tt> | | <tt><nowiki>[VOLCANISM:1:100:200:200]</nowiki></tt> | ||
− | | Range: 0 to 100<br/>Maximum of 100 required for volcanoes. | + | | Range: 0 to 100<br/>Maximum of 100 required for volcanoes. |
|- | |- | ||
| <tt><nowiki>[SAVAGERY:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | | <tt><nowiki>[SAVAGERY:<min>:<max>:<x variance>:<y variance>]</nowiki></tt> | ||
| <tt><nowiki>[SAVAGERY:1:100:200:200]</nowiki></tt> | | <tt><nowiki>[SAVAGERY:1:100:200:200]</nowiki></tt> | ||
− | | Range: 0 to 100 | + | | Range: 0 to 100 |
|} | |} | ||
== Terrain Mesh Sizes and Weights == | == Terrain Mesh Sizes and Weights == | ||
− | These parameters make it possible to influence the number of squares in a particular range without making conditions outside of that range impossible. For example, you can make it possible for many more low elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values. | + | These parameters make it possible to influence the number of squares in a particular range without making conditions outside of that range impossible. For example, you can make it possible for more many more low elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values. |
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32x32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Notice that with this coarse mesh, the terrain seems to appear almost like a grid of "pyramids" that are smoothed together. With a finer mesh size, these pyramids will be smaller, more numerous, smoother, and less apparent.]] | [[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32x32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Notice that with this coarse mesh, the terrain seems to appear almost like a grid of "pyramids" that are smoothed together. With a finer mesh size, these pyramids will be smaller, more numerous, smoother, and less apparent.]] | ||
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| <tt><nowiki>[MINERAL_SCARCITY:2500]</nowiki></tt> | | <tt><nowiki>[MINERAL_SCARCITY:2500]</nowiki></tt> | ||
| Range: 100 to 100,000 | | Range: 100 to 100,000 | ||
− | '''setting to lower than 500 may create | + | '''setting to lower than 500 may create alot of rejected worlds cause not enough rivers'''(confirmation needed) |
|} | |} | ||
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== Cavern Parameters == | == Cavern Parameters == | ||
+ | [[File:Open00Density100.jpg|thumb|200px|Cavern slice with Openness of 0 and Density of 100]] | ||
+ | [[File:Open100Density00.jpg|thumb|200px|Cavern slice with Openness of 100 and Density of 0]] | ||
+ | [[File:Open100Density100.jpg|thumb|left|200px|Cavern slice with Openness of 100 and Density of 100]] | ||
+ | [[File:Open50Density50.jpg|thumb|left|200px|Cavern slice with Openness of 50 and Density of 50]] | ||
+ | |||
[[Caverns]] are the hollow areas underground which dwarves tend to encounter when they're digging around. | [[Caverns]] are the hollow areas underground which dwarves tend to encounter when they're digging around. | ||
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Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns. | Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns. | ||
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==== Layer Openness Min/Max ==== | ==== Layer Openness Min/Max ==== | ||
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|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_1:<number>]</nowiki> | |style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_1:<number>]</nowiki> | ||
|style="border:1px #AAA solid;padding:0.2em;"| Z-Levels of stone above the first cavern layer. Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more "solid" levels than this above the cavern. | |style="border:1px #AAA solid;padding:0.2em;"| Z-Levels of stone above the first cavern layer. Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more "solid" levels than this above the cavern. | ||
− | As for version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of | + | As for version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of ≈5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer. |
|- | |- | ||
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 2 | |style="border:1px #AAA solid;padding:0.2em;"| Above Layer 2 | ||
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== Allow Init Options to Show Tunnels == | == Allow Init Options to Show Tunnels == | ||
− | This parameter doesn't do anything in | + | This parameter doesn't do anything in DF2010.{{Verify}} In older versions, tunnels could be built between dwarven settlements and these could appear on the map similarly to roads. |
{| {{prettytable}} | {| {{prettytable}} | ||
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For many many more examples see: | For many many more examples see: | ||
− | * [http://www.bay12forums.com/smf/index.php?topic=64032.0 | + | * [http://www.bay12forums.com/smf/index.php?topic=64032.0 DF2010 WorldGen "Cookbook" Thread] |
+ | |||
+ | = Bugs = | ||
+ | *Magma sea breaching into [[HFS]]{{bug|1791}} | ||
+ | *Embark on a mountain of Slade, with Eerie Pits immediately revealed{{bug|3356}} | ||
+ | *Anti-Gravity Ants - Floating ant hills above river{{bug|3054}} | ||
{{World}} | {{World}} | ||
+ | [[Category:World]] |