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Editing 40d:Advanced world generation

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{{quality|Masterwork|15:45, 30 September 2010 (UTC)}}{{av}}
 
{{quality|Masterwork|15:45, 30 September 2010 (UTC)}}{{av}}
  
[[World generation]] allows advanced options for customizing worlds. These [[World token|parameters]] are not all well understood, so please contribute here as you experiment. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.
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{{L|World generation}} allows advanced options for customizing worlds. These {{L|World token|parameters}} are not all well understood, so please contribute here as you experiment. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.
  
  
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To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.
 
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.
  
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world token]]s. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.
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Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using {{L|world token}}s. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at {{L|Pregenerated worlds}}. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.
  
 
== Seed Parameters ==
 
== Seed Parameters ==
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==== <REGION-QUALITY> <X/Y>-Variaton ====
 
==== <REGION-QUALITY> <X/Y>-Variaton ====
  
The variation parameters control how much or how little elevation, rainfall, temperature, drainage, volcanism, and savagery change over distance along the world's X-axis (west-east) and Y-axis (north-south).  High values will cause the things to change quickly over short distances, while small values means that it will take some distance for these to change.  Setting all of these to their maximum value (1600) will make it more likely that lots of different [[biome]]s will fit into a single fortress [[location|site]]. ('''NOTE''': Increasing variance increases the number of subregions generated, so you'll likely need to increase the ''Maximum Number of Subregions'' parameter to prevent too many (or all) worlds from being [[World generation#Rejects|rejected]], or reduce the world size if the maximum of 5,000 subregions is reached).
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The variation parameters control how much or how little elevation, rainfall, temperature, drainage, volcanism, and savagery change over distance along the world's X-axis (west-east) and Y-axis (north-south).  High values will cause the things to change quickly over short distances, while small values means that it will take some distance for these to change.  Setting all of these to their maximum value (1600) will make it more likely that lots of different {{L|biome}}s will fit into a single fortress {{L|location|site}}. ('''NOTE''': Increasing variance increases the number of subregions generated, so you'll likely need to increase the ''Maximum Number of Subregions'' parameter to prevent too many (or all) worlds from being {{L|World generation#Rejects|rejected}}, or reduce the world size if the maximum of 5,000 subregions is reached).
  
 
Setting an X variance to 0 will cause the elevation/rainfall/etc to be exactly the same for any world-spanning west-east strip of the world.  Setting a Y variance to 0 will do the same, but for north-south strips.  If you set both the X and Y variance for something (say elevation) to 0, then a single elevation will be randomly picked and applied to the entire world, resulting in one vast plain or ocean.
 
Setting an X variance to 0 will cause the elevation/rainfall/etc to be exactly the same for any world-spanning west-east strip of the world.  Setting a Y variance to 0 will do the same, but for north-south strips.  If you set both the X and Y variance for something (say elevation) to 0, then a single elevation will be randomly picked and applied to the entire world, resulting in one vast plain or ocean.
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==== <REGION-QUALITY> Weighted Ranges ====
 
==== <REGION-QUALITY> Weighted Ranges ====
  
Elevation, rainfall, temperature, drainage, volcanism, and savagery can vary from 0 to 100 (with a later noted exception for elevation).  The weighted ranges parameters let you decide how common or rare different range of these value will be, with the five available ranges being 0-20, 20-40, 40-60, 60-80, and 80-100.  For example, with the weighted temperature ranges, you could choose for 50% 0-20 and 50% 80-100, to have a world made up entirely of freezing [[tundra]]/[[glacier]]s and burning [[desert]]s, or you could set it to 100% 40-60, to have the entire world be temperate.
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Elevation, rainfall, temperature, drainage, volcanism, and savagery can vary from 0 to 100 (with a later noted exception for elevation).  The weighted ranges parameters let you decide how common or rare different range of these value will be, with the five available ranges being 0-20, 20-40, 40-60, 60-80, and 80-100.  For example, with the weighted temperature ranges, you could choose for 50% 0-20 and 50% 80-100, to have a world made up entirely of freezing {{L|tundra}}/{{L|glacier}}s and burning {{L|desert}}s, or you could set it to 100% 40-60, to have the entire world be temperate.
  
 
The value used for each range is not a percentage, but a relative weight: you add up all the values for a particular quality and then divide that sum into each individual value to get a percentage.  Some examples (with "0" meaning "None"):
 
The value used for each range is not a percentage, but a relative weight: you add up all the values for a particular quality and then divide that sum into each individual value to get a percentage.  Some examples (with "0" meaning "None"):
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==== Minimum Volcanism/Maximum Volcanism ====
 
==== Minimum Volcanism/Maximum Volcanism ====
  
From what I have found out so far I can say [[igneous extrusive layer]] are only found in areas with a volcanism higher than 90. [[Volcano]]es are only placed on tiles with a volcanism of 100.
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From what I have found out so far I can say {{L|igneous extrusive layer}} are only found in areas with a volcanism higher than 90. {{L|Volcano}}es are only placed on tiles with a volcanism of 100.
  
 
==== Minimum Volcano Number ====
 
==== Minimum Volcano Number ====
  
Places [[volcano]]es on tiles with a volcanism of 100.  If there are not enough viable tiles the world is rejected.
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Places {{L|volcano}}es on tiles with a volcanism of 100.  If there are not enough viable tiles the world is rejected.
  
 
==== Minimum Mountain Peak Number ====
 
==== Minimum Mountain Peak Number ====
  
Places [[mountain]] peaks on tiles with an pre-erosion elevation of at least 380.  If there are not enough viable tiles the world is rejected.
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Places {{L|mountain}} peaks on tiles with an pre-erosion elevation of at least 380.  If there are not enough viable tiles the world is rejected.
  
 
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.
 
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.
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==== Minimum Initial <TERRAIN TYPE> Square Count ====
 
==== Minimum Initial <TERRAIN TYPE> Square Count ====
  
Sets the absolute minimum number of <TERRAIN TYPE> tiles on the map, pre-erosion.  If the number is too few for any one of these, the map will be [[World generation#Rejects|rejected]] and things will start over.  This is a fairly powerful tool and is very closely related to the mesh sizes and weights if you use them.  Remember that as you change the meshes, you also have to change these since your ratios will be very different!
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Sets the absolute minimum number of <TERRAIN TYPE> tiles on the map, pre-erosion.  If the number is too few for any one of these, the map will be {{L|World generation#Rejects|rejected}} and things will start over.  This is a fairly powerful tool and is very closely related to the mesh sizes and weights if you use them.  Remember that as you change the meshes, you also have to change these since your ratios will be very different!
  
 
==== Minimum Initial <TERRAIN TYPE> Region Count ====
 
==== Minimum Initial <TERRAIN TYPE> Region Count ====
  
Sets the absolute minimum number of <TERRAIN TYPE> regions on the map at the start, pre-erosion.  If the number is too few for any one of these, the map will be [[World generation#Rejects|rejected]] and things will start over.  Regions are the contiguous clusters of one terrain type.  If you set this to be large, then aside from generating tons and tons of rejects, you'll get a map that's got a very broken appearance.
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Sets the absolute minimum number of <TERRAIN TYPE> regions on the map at the start, pre-erosion.  If the number is too few for any one of these, the map will be {{L|World generation#Rejects|rejected}} and things will start over.  Regions are the contiguous clusters of one terrain type.  If you set this to be large, then aside from generating tons and tons of rejects, you'll get a map that's got a very broken appearance.
  
 
==== Minimum Final <TERRAIN TYPE> Region Count ====
 
==== Minimum Final <TERRAIN TYPE> Region Count ====
  
Sets the absolute minimum number of <TERRAIN TYPE> tiles on the map, post-erosion.  If the number is too few for any one of these, the map will be [[World generation#Rejects|rejected]] and things will start over.  The difference between this and the above trait is dependent on what terrain type it is.  Mountains get eaten and fractured by rivers and erosion.  So, you should probably expect to GAIN mountain regions after erosion.  Marshes tend to grow as rivers and lakes cut away at other terrains, so they become more contiguous and reach around other barriers.  You should expect to LOSE marsh regions after erosion.
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Sets the absolute minimum number of <TERRAIN TYPE> tiles on the map, post-erosion.  If the number is too few for any one of these, the map will be {{L|World generation#Rejects|rejected}} and things will start over.  The difference between this and the above trait is dependent on what terrain type it is.  Mountains get eaten and fractured by rivers and erosion.  So, you should probably expect to GAIN mountain regions after erosion.  Marshes tend to grow as rivers and lakes cut away at other terrains, so they become more contiguous and reach around other barriers.  You should expect to LOSE marsh regions after erosion.
  
 
==== Erosion Cycle Count ====
 
==== Erosion Cycle Count ====
  
Higher numbers make the [[mountain]]s less steep and [[river]] canyons deeper.
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Higher numbers make the {{L|mountain}}s less steep and {{L|river}} canyons deeper.
  
 
==== Minimum Number of <REGION-QUALITY> Squares ====
 
==== Minimum Number of <REGION-QUALITY> Squares ====
  
A world will be [[World generation#Rejects|rejected]] if there are less than the number of required squares for each different region type.  This can lead to a ''huge'' number of rejections, so you might want to turn these all down to zero.
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A world will be {{L|World generation#Rejects|rejected}} if there are less than the number of required squares for each different region type.  This can lead to a ''huge'' number of rejections, so you might want to turn these all down to zero.
  
 
== Historical Parameters ==
 
== Historical Parameters ==
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==== Percentage Beasts Dead for Stoppage ====
 
==== Percentage Beasts Dead for Stoppage ====
  
Determines how many [[megabeast]]s need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.
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Determines how many {{L|megabeast}}s need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.
  
 
==== Year to Begin Checking Megabeast Percentage ====
 
==== Year to Begin Checking Megabeast Percentage ====
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==== Maximum Natural Cave Size ====
 
==== Maximum Natural Cave Size ====
  
Determines the size and depth of caves formed by world-gen. A cave with a greater "size" will be deeper and more sprawling, and therefore have more and more dangerous creatures.  It is believed that large caves increases the lifespan of [[megabeast]]s.
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Determines the size and depth of caves formed by world-gen. A cave with a greater "size" will be deeper and more sprawling, and therefore have more and more dangerous creatures.  It is believed that large caves increases the lifespan of {{L|megabeast}}s.
  
 
==== Number of Mountain Caves ====
 
==== Number of Mountain Caves ====
  
Determines the number of caves to be placed in mountain regions. It is believed that large number of caves increases the lifespan of [[megabeast]]s.
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Determines the number of caves to be placed in mountain regions. It is believed that large number of caves increases the lifespan of {{L|megabeast}}s.
  
 
==== Number of Non-Mountain Caves ====
 
==== Number of Non-Mountain Caves ====
  
Determines the number of caves to be placed in other regions. It is believed that large numbers of caves increases the lifespan of [[megabeast]]s.
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Determines the number of caves to be placed in other regions. It is believed that large numbers of caves increases the lifespan of {{L|megabeast}}s.
  
 
==== Make Caves Visible ====
 
==== Make Caves Visible ====
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= Influencing Non-parameterized Features =
 
= Influencing Non-parameterized Features =
  
== Reducing [[Aquifer]]s ==
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== Reducing {{L|Aquifer}}s ==
  
It is believed that there will be many less aquifers if you make sure that there are no oceans (set ''Elevation Weighted Ranges'' 0-20 and 20-40 to 0/None to ensure that the minimum elevation is above 100, and set ''Minimum Ocean Edges'' to 0/None).  High drainage will also reduce aquifers, but with the side effect of reducing [[lake]]s and [[swamp]]s.  Also, widespread high draining might lead to too many worlds being [[World generation#Rejects|rejected]].
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It is believed that there will be many less aquifers if you make sure that there are no oceans (set ''Elevation Weighted Ranges'' 0-20 and 20-40 to 0/None to ensure that the minimum elevation is above 100, and set ''Minimum Ocean Edges'' to 0/None).  High drainage will also reduce aquifers, but with the side effect of reducing {{L|lake}}s and {{L|swamp}}s.  Also, widespread high draining might lead to too many worlds being {{L|World generation#Rejects|rejected}}.
  
Or you could just [[modding|mod]] the <tt>[[raw file|raw/objects/matgloss_stone_layer.txt]]</tt> file and remove all of the [[Matgloss token|[AQUIFER]]] tokens.
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Or you could just {{L|modding|mod}} the <tt>{{L|raw file|raw/objects/matgloss_stone_layer.txt}}</tt> file and remove all of the {{L|Matgloss token|[AQUIFER}}] tokens.
  
 
= Experimenting with Parameters =
 
= Experimenting with Parameters =
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|-
 
|-
 
|{{Biome|~|≈|#0000FF|#0000FF}}
 
|{{Biome|~|≈|#0000FF|#0000FF}}
|[[Ocean|Water]] ||0-99 ||Any ||Any
+
|{{L|Ocean|Water}} ||0-99 ||Any ||Any
 
|-
 
|-
 
|{{Biome|~|≈|#FFFF00|#FFFF00}}
 
|{{Biome|~|≈|#FFFF00|#FFFF00}}
|[[Sand]] [[Desert]] ||rowspan="13"|100-299 ||rowspan="4"|0-9 ||0-32
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|{{L|Sand}} {{L|Desert}} ||rowspan="13"|100-299 ||rowspan="4"|0-9 ||0-32
 
|-
 
|-
 
|{{Biome|,|´|#808000|#808080}}
 
|{{Biome|,|´|#808000|#808080}}
|Rock [[Desert]] ||33-49
+
|Rock {{L|Desert}} ||33-49
 
|-
 
|-
 
|{{Biome|n|∩|#808080|#808000}}
 
|{{Biome|n|∩|#808080|#808000}}
|[[Desert]] [[Badlands]] A ||50-65
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|{{L|Desert}} {{L|Badlands}} A ||50-65
 
|-
 
|-
 
|{{Biome|V|√|#808000|#808000}}
 
|{{Biome|V|√|#808000|#808000}}
|[[Desert]] [[Badlands]] B ||66-100
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|{{L|Desert}} {{L|Badlands}} B ||66-100
 
|-
 
|-
 
|{{Biome|.|ⁿ|#00FF00|#00FF00}}
 
|{{Biome|.|ⁿ|#00FF00|#00FF00}}
|[[Grassland]] ||rowspan="2"|10-19 ||0-49
+
|{{L|Grassland}} ||rowspan="2"|10-19 ||0-49
 
|-
 
|-
 
|{{Biome|n|∩|#00FF00|#00FF00}}
 
|{{Biome|n|∩|#00FF00|#00FF00}}
|[[Hills]] ||50-100
+
|{{L|Hills}} ||50-100
 
|-
 
|-
 
|{{Biome|"|ⁿ|#00FF00|#00FF00}}
 
|{{Biome|"|ⁿ|#00FF00|#00FF00}}
|[[Savanna]] ||rowspan="2"|20-32 ||0-49
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|{{L|Savanna}} ||rowspan="2"|20-32 ||0-49
 
|-
 
|-
 
|{{Biome|n|∩|#00FF00|#00FF00}}
 
|{{Biome|n|∩|#00FF00|#00FF00}}
|[[Hills]] ||50-100
+
|{{L|Hills}} ||50-100
 
|-
 
|-
 
|{{Biome|"|"|#008000|#008000}}
 
|{{Biome|"|"|#008000|#008000}}
|[[Marsh]] ||rowspan="3"|33-65 ||0-32
+
|{{L|Marsh}} ||rowspan="3"|33-65 ||0-32
 
|-
 
|-
 
|{{Biome|"|γ|#00FF00|#00FF00}}
 
|{{Biome|"|γ|#00FF00|#00FF00}}
|[[Shrubland]] ||33-49  
+
|{{L|Shrubland}} ||33-49  
 
|-
 
|-
 
|{{Biome|n|∩|#00FF00|#00FF00}}
 
|{{Biome|n|∩|#00FF00|#00FF00}}
|[[Hills]] ||50-100
+
|{{L|Hills}} ||50-100
 
|-
 
|-
 
|{{Biome|⌠|⌠|#008000|#008000}}
 
|{{Biome|⌠|⌠|#008000|#008000}}
|[[Swamp]] ||rowspan="2"|66-100 ||0-32
+
|{{L|Swamp}} ||rowspan="2"|66-100 ||0-32
 
|-
 
|-
 
|{{Biome|↑|↨|#00FF00|#00FF00}}
 
|{{Biome|↑|↨|#00FF00|#00FF00}}
|[[Forest]] * ||33-100
+
|{{L|Forest}} * ||33-100
 
|-
 
|-
 
|{{Biome|⌂|⌂|#808080|#808080}}
 
|{{Biome|⌂|⌂|#808080|#808080}}
|Low [[Mountain]] ||300-332 ||Any ||Any
+
|Low {{L|Mountain}} ||300-332 ||Any ||Any
 
|-
 
|-
 
|{{Biome|▲|▲|#808080|#808080}}
 
|{{Biome|▲|▲|#808080|#808080}}
|[[Mountain]] ||333-365 ||Any ||Any
+
|{{L|Mountain}} ||333-365 ||Any ||Any
 
|-
 
|-
 
|{{Biome|▲|▲|#C0C0C0|#C0C0C0}}
 
|{{Biome|▲|▲|#C0C0C0|#C0C0C0}}
|High [[Mountain]] ||366-399 ||Any ||Any
+
|High {{L|Mountain}} ||366-399 ||Any ||Any
 
|-
 
|-
 
|{{Raw Tile|^|#808080|#000000}}
 
|{{Raw Tile|^|#808080|#000000}}
|[[Peak]] ||400{{verify}} ||Any ||Any
+
|{{L|Peak}} ||400{{verify}} ||Any ||Any
 
|}
 
|}
  

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