v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "v0.34:World rejection"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(Adding civilization rejection picture)
m
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
 
{{av}}
 
{{av}}
Dwarf Fortress uses a "belt and braces" method of world generation in that whilst the map properties are configurable by [[world token]]s there are also tokens which will cause the rejection and 'reroll' or re-randomisation of the world. By way of example, if you were to leave the world at its default setting, but set a rejection parameter which required there to be a large number of "minimum desert tiles", then a large number of worlds might be rejected until one (by random chance) was finally generated that met that requirement. Because of the high number of possible rejections, this is an inefficient way of generating a world with many deserts; instead, it's recommended to work with broader parameters, such as [[#Weighted Ranges|Weighted Ranges]], to generate the world you want. It is possible to set the parameters in such a way that will result in endless rejections because they specify a world which is incredibly unlikely or impossible to be generated.
+
''Dwarf Fortress'' uses a "belt and braces" method of world generation in that whilst the map properties are configurable by [[world token]]s there are also tokens which will cause the rejection and 'reroll' or re-randomisation of the world. By way of example, if you were to leave the world at its default setting, but set a rejection parameter which required there to be a large number of "minimum desert tiles", then a large number of worlds might be rejected until one (by random chance) was finally generated that met that requirement. Because of the high number of possible rejections, this is an inefficient way of generating a world with many deserts; instead, it's recommended to work with broader parameters, such as [[#Weighted Ranges|Weighted Ranges]], to generate the world you want. It is possible to set the parameters in such a way that will result in endless rejections because they specify a world which is incredibly unlikely or impossible to be generated.
  
If a certain number of rejections of the same type happen during world gen, then you will get a notification telling you what is causing the rejections. This can happen after a few hundred rejections or it may take thousands. This is possibly due to the fact that you may have more then one type of rejection occurring, and as such it takes thousands of rejections until any one type hits the threshold for the warning message.  
+
If a certain number of rejections of the same type happen during world gen, then you will get a notification telling you what is causing the rejections. This can happen after a few hundred rejections or it may take thousands. This is possibly due to the fact that you may have more than one type of rejection occurring, and as such it takes thousands of rejections until any one type hits the threshold for the warning message.  
  
[[File:Civilization rejection.PNG|framed|center|A message that appears when one of the rejection types hits its treshold]]
+
[[File:Civilization rejection.PNG|framed|center|A message that appears when one of the rejection types hits its threshold]]
  
 
== Rejection parameters ==
 
== Rejection parameters ==
Line 19: Line 19:
 
   [REGION_COUNTS:GRASSLAND:0:0:0]
 
   [REGION_COUNTS:GRASSLAND:0:0:0]
 
   [REGION_COUNTS:HILLS:0:0:0]
 
   [REGION_COUNTS:HILLS:0:0:0]
<small>'''Note: the above values are arbitrary although these setting effectively disable the region counts.'''</small>  
+
<small>'''Note: the above values are arbitrary although these settings effectively disable the region counts.'''</small>  
  
 
   [SUBREGION_MAX:2750]
 
   [SUBREGION_MAX:2750]
Line 29: Line 29:
 
   [VOLCANISM_RANGES:0:0:0]
 
   [VOLCANISM_RANGES:0:0:0]
  
<small>'''Note: the above values are arbitrary although these setting effectively disable the range counts.'''</small>  
+
<small>'''Note: the above values are arbitrary although these settings effectively disable the range counts.'''</small>  
  
 
== Placement tokens ==
 
== Placement tokens ==
  
The following are tokens are not rejection parameters but instead force to placement certain of features. This can cause rejections if the world generated does not support the placement of the features in sufficient quantities or at all. For example a volcano requires the square to have a volcanism of 100, if the maximum volcanism for the world is less then 100 then no volcanoes can be placed. See [[advanced world generation]] for more details.  
+
The following are tokens are not rejection parameters but instead force to placement certain of features. This can cause rejections if the world generated does not support the placement of the features in sufficient quantities or at all. For example a volcano requires the square to have a volcanism of 100, if the maximum volcanism for the world is less than 100 then no volcanoes can be placed. See [[advanced world generation]] for more details.  
  
 
   [VOLCANO_MIN:3]
 
   [VOLCANO_MIN:3]

Latest revision as of 14:00, 27 October 2019

This article is about an older version of DF.

Dwarf Fortress uses a "belt and braces" method of world generation in that whilst the map properties are configurable by world tokens there are also tokens which will cause the rejection and 'reroll' or re-randomisation of the world. By way of example, if you were to leave the world at its default setting, but set a rejection parameter which required there to be a large number of "minimum desert tiles", then a large number of worlds might be rejected until one (by random chance) was finally generated that met that requirement. Because of the high number of possible rejections, this is an inefficient way of generating a world with many deserts; instead, it's recommended to work with broader parameters, such as Weighted Ranges, to generate the world you want. It is possible to set the parameters in such a way that will result in endless rejections because they specify a world which is incredibly unlikely or impossible to be generated.

If a certain number of rejections of the same type happen during world gen, then you will get a notification telling you what is causing the rejections. This can happen after a few hundred rejections or it may take thousands. This is possibly due to the fact that you may have more than one type of rejection occurring, and as such it takes thousands of rejections until any one type hits the threshold for the warning message.

A message that appears when one of the rejection types hits its threshold

Rejection parameters[edit]

The following are the primary rejection parameters, their sole purpose is to cause rejections, they do not affect the generation of the world in any way:

  [REGION_COUNTS:SWAMP:0:0:0]
  [REGION_COUNTS:DESERT:0:0:0]
  [REGION_COUNTS:FOREST:0:0:0]
  [REGION_COUNTS:MOUNTAINS:0:0:0]
  [REGION_COUNTS:OCEAN:0:0:0]
  [REGION_COUNTS:GLACIER:0:0:0]
  [REGION_COUNTS:TUNDRA:0:0:0]
  [REGION_COUNTS:GRASSLAND:0:0:0]
  [REGION_COUNTS:HILLS:0:0:0]

Note: the above values are arbitrary although these settings effectively disable the region counts.

  [SUBREGION_MAX:2750]
  [ELEVATION_RANGES:0:0:0]
  [RAIN_RANGES:0:0:0]
  [DRAINAGE_RANGES:0:0:0]
  [SAVAGERY_RANGES:0:0:0]
  [VOLCANISM_RANGES:0:0:0]

Note: the above values are arbitrary although these settings effectively disable the range counts.

Placement tokens[edit]

The following are tokens are not rejection parameters but instead force to placement certain of features. This can cause rejections if the world generated does not support the placement of the features in sufficient quantities or at all. For example a volcano requires the square to have a volcanism of 100, if the maximum volcanism for the world is less than 100 then no volcanoes can be placed. See advanced world generation for more details.

  [VOLCANO_MIN:3]
  [PEAK_NUMBER_MIN:12]
  [PARTIAL_OCEAN_EDGE_MIN:1]
  [COMPLETE_OCEAN_EDGE_MIN:0]
  [RIVER_MINS:300:300]
  [MOUNTAIN_CAVE_MIN:25]
  [NON_MOUNTAIN_CAVE_MIN:50]
  [TOTAL_CIV_NUMBER:40]
  [PLAYABLE_CIVILIZATION_REQUIRED:1]

Others[edit]

It is unknown if the following tokens can cause rejection:

  [REGIONAL_INTERACTION_NUMBER:28]
  [DISTURBANCE_INTERACTION_NUMBER:28]
  [GOOD_SQ_COUNTS:0:0:0]
  [EVIL_SQ_COUNTS:0:0:0]
Worlds




Chasm · Desert · Forest · Glacier · Grassland · Lake · Mountain · Murky pool · Ocean · River · Savanna · Shrubland · Tundra · Wetland