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Editing v0.34: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}}
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{{old}}
  
 
:''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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== Seed values ==
 
== Seed values ==
  
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that "looks" random even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.
+
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that "looks" random even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run word generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.
  
 
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}.
 
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}.
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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 and 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}}.
+
Normally you don't enter these seed values and 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 back to all seeds being random using {{K|S}}.
  
 
== Generating a world ==
 
== Generating a world ==
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=== Site cap after civ creation ===
 
=== Site cap after civ creation ===
  
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc. though the number of sites will ultimately still be limited by things like space, terrain, and population cap.  
+
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc though the number of sites will ultimately still be limited by things like space, terrain, and population cap.  
  
 
Note that '''this parameter controls only "civilization" sites''' like towns.  Other sites such as lairs will be added on to this maximum.  After civilizations reach this cap, they will not spread out anymore to place new cities.
 
Note that '''this parameter controls only "civilization" sites''' like towns.  Other sites such as lairs will be added on to this maximum.  After civilizations reach this cap, they will not spread out anymore to place new cities.
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==== Year to Begin Checking Megabeast Percentage ====
 
==== Year to Begin Checking Megabeast Percentage ====
  
The percentage of dead megabeasts and titans for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.
+
The percentage of dead megabeasts and titans for stoppage will not be checked until this year is reached in history generation. This can be used to insure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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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.
  
[[Temperature]] appears to always be a vertical gradient of some sort no matter how these parameters are set, but if the values are lower than the gradient could be from "cold" to "colder" rather than "cold" to "warm" for example. Dwarf Fortress automatically applies temperature variations for latitude and elevation.
+
[[Temperature]] appears to always be a vertical gradient of some sort no matter how these parameters are set, but if the values are lower then the gradient could be from "cold" to "colder" rather than "cold" to "warm" for example. Dwarf Fortress automatically applies temperature variations for latitude and elevation.
  
 
So, the value from the temperature rolling process is ''not the absolute temperature value the region will get, but rather local variation.'' The "base" temperature for an area is derived from its latitude and elevation, and then the random value determined by these parameters are applied to it to make it vary a bit. The local variation is fairly small compared to the base temperature, which appears to be hard coded.
 
So, the value from the temperature rolling process is ''not the absolute temperature value the region will get, but rather local variation.'' The "base" temperature for an area is derived from its latitude and elevation, and then the random value determined by these parameters are applied to it to make it vary a bit. The local variation is fairly small compared to the base temperature, which appears to be hard coded.
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==== Mesh Size ====
 
==== Mesh Size ====
  
Mesh size determines how "finely grained" weighted ranges will be applied. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. The end result of this is that a small mesh, for example 2x2, will affect less of the map than a large mesh, like 16x16 for a medium map, which will affect almost all of the map. Also note that the X,Y variance can also have a profound effect on the implementation of the mesh, see this [http://www.bay12forums.com/smf/index.php?topic=112132.msg3410520#msg3410520 forum post] for more details.
+
Mesh size determines how "finely grained" weighted ranges will be applied. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. The end result of this is that a small mesh, for example 2x2, will affect less of the map then a large mesh, like 16x16 for a medium map, which will affect almost all of the map. Also note that the X,Y variance can also have a profound effect on the implementation of the mesh, see this [http://www.bay12forums.com/smf/index.php?topic=112132.msg3410520#msg3410520 forum post] for more details.
  
 
Mesh Size affects the smoothing brush in the world painter.
 
Mesh Size affects the smoothing brush in the world painter.
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=== Minimum Partial Edge Oceans ===
 
=== Minimum Partial Edge Oceans ===
  
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.
+
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.{{Verify}}
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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Controls the frequency at which minerals occur. Setting this value lower will increase the amount of ore present on a map, the number of different types of ore, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.
 
Controls the frequency at which minerals occur. Setting this value lower will increase the amount of ore present on a map, the number of different types of ore, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.
  
The options "Very Rare", "Rare", "Sparse", "Frequent", and "Everywhere" in the [[World_generation#Basic_World_Generation_Menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.
+
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra on v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:
 
 
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:
 
  
 
[[File:MineralSetting_v25_limit10k.png]]
 
[[File:MineralSetting_v25_limit10k.png]]
  
This is for the same 8x8 embark region in a world which is otherwise the same except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions).
+
This is for the same 8x8 embark region in a world which is otherwise the same except for the mineral scarcity parameter. Although most of the detailed information comes from experiments on previous versions.  
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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|}
 
|}
'''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections.
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<small>'''Note: as of DF2012 low mineral scarcity settings do not cause rejections.'''</small>
  
=== Max Megabeasts Caves ===
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=== Max Megabeast Caves ===
  
This is the number of megabeasts placed at the beginning of history. Megabeasts are hydras, bronze colossuses, rocs and dragons which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 <sup>data</sup>]. Keep in mind that megabeasts will attack and destroy settlements during world history, so many of them may cause civilizations to be wiped out entirely.
+
This is the maximum number of caves that will be inhabited by [[Megabeast|megabeasts]]. Even though the parameter uses the word "caves" it appears to impact the number of sites (lairs) of different types.{{Verify}} If there are more megabeasts than "caves", megabeasts will suffer from a housing shortage and you may end up with things like 10 dragons sharing a lair. Which could make for a [[Fun]] world.
  
 +
<small>Note: as of DF2012 the above information may be incorrect, setting titans and megabeast to 0 will trigger history to end at the earliest opportunity. Increasing the megabeast cap only will delay the end of history implying that it is directly linked to megabeast numbers not just caves. See this [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404114#msg3404114 experiment].</small>
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
|- bgcolor="#dddddd"
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| <tt><nowiki>[MEGABEAST_CAP:<number>]</nowiki></tt>
 
| <tt><nowiki>[MEGABEAST_CAP:<number>]</nowiki></tt>
 
| <tt><nowiki>[MEGABEAST_CAP:75]</nowiki></tt>
 
| <tt><nowiki>[MEGABEAST_CAP:75]</nowiki></tt>
| Megabeasts count towards BEAST_END_YEAR calculation.
+
| Number of caves/labyrinths/lairs, not beasts.
 
|}
 
|}
  
 
=== Max Semi-Megabeast Caves ===
 
=== Max Semi-Megabeast Caves ===
  
This is the number of semi-megabeasts placed at the beginning of history. Semi-megabeasts are giants, ettins, minotaurs, and cyclopes, which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 <sup>data</sup>].
+
The maximum number of caves that will be inhabited by [[Creature#Semi-Megabeasts|semi-megabeasts]].{{Verify}} If there are more semi-megabeasts than caves, semi-megabeasts will be forced to cohabitate and you may end up with 10 minotaurs in one labyrinth (for example).
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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| <tt><nowiki>[SEMIMEGABEAST_CAP:<number>]</nowiki></tt>
 
| <tt><nowiki>[SEMIMEGABEAST_CAP:<number>]</nowiki></tt>
 
| <tt><nowiki>[SEMIMEGABEAST_CAP:150]</nowiki></tt>
 
| <tt><nowiki>[SEMIMEGABEAST_CAP:150]</nowiki></tt>
| Semimegabeasts do not count towards BEAST_END_YEAR calculation.
+
| Number of caves/labyrinths/lairs, not beasts.
 
|}
 
|}
  
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==== Number ====
 
==== Number ====
  
This controls the number of titans that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 <sup>data</sup>]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 <sup>data</sup>].
+
This controls the number of megabeasts and semi-megabeasts that exist at the beginning of history. Note that they can get killed or die later due to events during history generation. The number of forgotten beasts is unaffected by this parameter.{{Verify}}
 +
 
 +
<small>Note: as of DF2012 the above information may be incorrect, titans, megabeasts and semimegabeasts may all be controlled by their own cap values. See this [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404114#msg3404114 experiment].</small>
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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| <tt><nowiki>[TITAN_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[TITAN_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[TITAN_NUMBER:33]</nowiki></tt>
 
| <tt><nowiki>[TITAN_NUMBER:33]</nowiki></tt>
| Titans count towards BEAST_END_YEAR calculation.
+
| 0 is a valid number
 
|}
 
|}
  
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==== Created Wealth Requirement ====
 
==== Created Wealth Requirement ====
  
Megabeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.
+
Megabeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met. Therefore even with 1 dwarf a fort could be attacked if the fort were worth at least this value.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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|}
 
|}
  
=== Number of Night Troll Types ===
+
=== Number of Night Creature Types ===
 
 
The number of different [[Night troll|night trolls]] that will exist in the world. These are also procedurally generated. Setting this to zero means that the world will have no night trolls.
 
 
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
! Token
 
! Example
 
! Notes
 
|-
 
| <tt><nowiki>[NIGHT_TROLL_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[NIGHT_TROLL_NUMBER:77]</nowiki></tt>
 
| 0 to 1000
 
|}
 
 
 
=== Number of Bogeyman Types ===
 
 
 
The number of different [[Bogeyman|bogeyman]] forms that will exist in the world. Bogeyman are procedurally generated, though their forms do not vary by much. Setting this to zero, means that the world will have no bogeyman. Additionally setting this to zero will not allow custom bogeymen to appear in the world.
 
 
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
! Token
 
! Example
 
! Notes
 
|-
 
| <tt><nowiki>[BOGEYMAN_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[BOGEYMAN_NUMBER:27]</nowiki></tt>
 
| 0 to 1000
 
|}
 
 
 
=== Number of Vampire Curse Types ===
 
 
 
The number of different [[Vampire|vampires]] that will exist in the world. Although they too are generated at the start of a new world, they generally no different from one another, with the biggest difference being what stat bonuses their vampirism gives {{verify}}. Setting this to zero means no vampires will exist.
 
 
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
! Token
 
! Example
 
! Notes
 
|-
 
| <tt><nowiki>[VAMPIRE_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[VAMPIRE_NUMBER:72]</nowiki></tt>
 
| 0 to 1000
 
|}
 
 
 
=== Number of Werebeast Curse Types ===
 
 
 
The number of different [[Werebeast|werebeasts]] 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 as different species of animal beasts. From lizards, to wolves, to maybe even bears. Setting this to zero means no werebeasts will exist.
 
 
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
! Token
 
! Example
 
! Notes
 
|-
 
| <tt><nowiki>[WEREBEAST_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[WEREBEAST_NUMBER:58]</nowiki></tt>
 
| 0 to 1000
 
|}
 
 
 
=== Number of Secret Types ===
 
 
 
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are necromancers. Setting this to zero means that no [[necromancer]]s will appear.
 
 
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
! Token
 
! Example
 
! Notes
 
|-
 
| <tt><nowiki>[SECRET_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[SECRET_NUMBER:44]</nowiki></tt>
 
| 0 to 1000
 
|}
 
  
=== Number of Regional Interaction Types ===
+
The number of different [[Night creature|night creatures]] that will exist in the world. Setting this to zero means that the world will have no night creatures.
  
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.
+
A setting of zero also means that there will be no [[Bogeyman|Bogeymen]] in adventure mode, though any modded creatures with the [NIGHT_CREATURE:BOGEYMAN] tag will still exist.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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! Notes
 
! Notes
 
|-
 
|-
| <tt><nowiki>[REGIONAL_INTERACTION_NUMBER:<number>]</nowiki></tt>
+
| <tt><nowiki>[NIGHT_CREATURE_NUMBER:<number>]</nowiki></tt>
| <tt><nowiki>[REGIONAL_INTERACTION_NUMBER:20]</nowiki></tt>
+
| <tt><nowiki>[NIGHT_CREATURE_NUMBER:52]</nowiki></tt>
| 0 to 1000
 
|}
 
 
 
=== Number of Disturbance Interaction Types ===
 
 
 
The number of different [[Mummy|disturbed dead]] {{verify}} that can exist in the world. Setting this to zero, while being as pointless as is, (since you're never forced to enter a tomb anyway), will most likely prevent any toilet roll spooks from appearing, but it may or may not also prevent the existence of the pyramids which house them too.
 
 
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
! Token
 
! Example
 
! Notes
 
|-
 
| <tt><nowiki>[DISTURBANCE_INTERACTION_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[DISTURBANCE_INTERACTION_NUMBER:10]</nowiki></tt>
 
| 0 to 1000
 
|}
 
 
 
=== Number of Evil Cloud Types ===
 
 
 
This number specifies [[Weather#Evil weather|the total amount of various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. I'd keep this value low...
 
 
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
! Token
 
! Example
 
! Notes
 
|-
 
| <tt><nowiki>[EVIL_CLOUD_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[EVIL_CLOUD_NUMBER:45]</nowiki></tt>
 
| 0 to 1000
 
|}
 
 
 
=== Number of Evil Rain Types ===
 
 
 
The lesser of a relatively large group of evils... evil rain. This number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully liquid liquids to fall from the sky will be pure H2O.
 
 
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
! Token
 
! Example
 
! Notes
 
|-
 
| <tt><nowiki>[EVIL_RAIN_NUMBER:<number>]</nowiki></tt>
 
| <tt><nowiki>[EVIL_RAIN_NUMBER:352]</nowiki></tt>
 
 
| 0 to 1000
 
| 0 to 1000
 
|}
 
|}
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These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for.
 
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for.
  
The exact size of small, medium, and large are: small is 1-24, medium is 25-99, and large is 100+, for any map size. The counts used here will always be restricted to regions of the given size no matter how large the number. Also, the count is more of a goal than a minimum or maximum. As a result you can end up with many more or many fewer than the requested number of squares in some situations.
+
Though the exact size of small, medium, and large are unknown, the counts used here will always be restricted to regions of the given size no matter how large the number. Also, the count is more of a goal than a minimum or maximum. As a result you can end up with many more or many fewer than the requested number of squares in some situations.
  
In particular, if you have something like a case where only 3 large regions exists in a world, and you request "1 evil square" in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means "force at least one region of this size to be all good/evil."
+
In particular, if you have something like case where only 3 large regions exists in a world, and you request "1 evil square" in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means "force at least one region of this size to be all good/evil."
  
 
Note that the "evilness" of evil biomes is also impacted by savagery.
 
Note that the "evilness" of evil biomes is also impacted by savagery.
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=== 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. This 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.
+
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. Also note that it can create rainfall outside of mix-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.
  
 
This should be disabled if you're importing a map or using a preset map file that has weather.  
 
This should be disabled if you're importing a map or using a preset map file that has weather.  
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=== Maximum Number of Subregions ===
 
=== Maximum Number of Subregions ===
  
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.
+
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc when there's more than one biome on the embark location) that are allowed to exist on the entire map.
  
 
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.
 
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.
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Increasing the value of this tag is often a must when generating "patchwork" worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.
 
Increasing the value of this tag is often a must when generating "patchwork" worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.
  
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.
+
It is also interesting to note that the maximum subregions is 5000 which is more then the total number of squares for a pocket or small map. However for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far to many subregions and get endless rejections of this type.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer.  Defaults to three. Setting it to lower values could help FPS.
 
This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer.  Defaults to three. Setting it to lower values could help FPS.
  
'''Warnings:'''
+
'''Warning:''' If this is 0 then you will not have caverns on your map. Note that disabling caverns will make it impossible to grow any underground plants because none will exist for your civilization to cultivate. (Underground plants will not be available on embark.)
*Disabling caverns by setting this to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate. (Underground plants will not be available on embark.)
 
*Setting this property lower than the default of 3 will make it impossible to find certain [[Demonic_fortress|Fun features]] ([http://www.bay12forums.com/smf/index.php?topic=111527.0 Source])
 
  
 
{| {{prettytable}}
 
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This parameter controls whether the [[magma sea]] exists.
 
This parameter controls whether the [[magma sea]] exists.
  
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not have impact on volcanoes, nor volcanism, so even if 0/No there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.
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Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not have impact on volcanoes, nor vulcanism, so even if 0/No there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.
  
 
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==== Number of (Non-)Mountain Caves ====
 
==== Number of (Non-)Mountain Caves ====
  
The number of caves that will be generated. Lurking kobolds set up shop in caves and store stolen items here. A setting of 0 in both will stop kobold civilizations from appearing.  Special note: a cave is not a lair.   
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The number of caves that will be generated. Lurking Kobold's set up shop in Caves and store stolen items here. A setting of 0 in both, will stop Kobold Civilizations from appearing.  Special Note: A cave is not a lair.   
  
 
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=== Number of Civilizations ===
 
=== Number of Civilizations ===
  
This number of civilizations will be placed on the map before history generation begins. These civilizations may later die out due to historical events. The five races are dwarf, elf, human, goblin, and kobold; they will be placed in equal numbers until the quota has been reached. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 <sup>data</sup>].
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This number of civilizations will be placed on the map before history generation begins. These civilizations may later die out due to historical events.
  
 
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.
 
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.
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Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights. These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps.  
 
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights. These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps.  
  
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.
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These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc, don't allow enough of those squares to get generated.
  
 
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:''Main article [[World rejection]]''
 
:''Main article [[World rejection]]''
  
If you are having the common problem of your 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.
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If you are having the common problem of your generated worlds always being rejected by the world generator, see [[World_rejection#Solving_World_Rejection_Problems|Solving World Rejection Problems]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.
  
 
== Default Worldgen Parameters ==
 
== Default Worldgen Parameters ==
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For many many more examples see:
 
For many many more examples see:
 
* [http://www.bay12forums.com/smf/index.php?topic=101280 v0.34 WorldGen "Cookbook" Thread]
 
* [http://www.bay12forums.com/smf/index.php?topic=101280 v0.34 WorldGen "Cookbook" Thread]
 +
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== Bugs ==
 +
*Anti-Gravity Ants - Floating ant hills above river{{bug|3054}}
  
 
{{World}}
 
{{World}}

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