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Difference between revisions of "40d:Advanced world generation"

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m (Advanced World Generation moved to Advanced world generation: rule N - capitalization)
(slight intro rework, imported info from pregen worlds and world tokens page)
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This page covers advanced options for customizing [[world generation]]. Please add as you experiment, but do so responsibly. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.
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[[World generation]] allows advanced options for customizing worlds. These 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.
  
  
 
= Advanced Parameters =
 
= Advanced Parameters =
  
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. I have taken the liberty of sorting the guidelines into four groups I thought might be useful in organizing an understanding of 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.
  
These are basically my best guess with my own insight and experimentation. This is supposed to be the beginning of the collaborative effort to sort this massive feature out and get its discussion off the forum.
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Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world tokens]]. 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.
  
 
== Seed Parameters ==
 
== Seed Parameters ==

Revision as of 18:04, 3 August 2008

World generation allows advanced options for customizing worlds. These parameters are not all well understood, so please contribute here as you experiment. This forum post has additional information on the parameters.


Advanced Parameters

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 tokens. 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 Worldgen cookbook thread on the official forums.

Seed Parameters

Use Seed

This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world.

Use History Seed

Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures.

Use Name Seed

Same as above but used to determine the randomly selected name used by the program.

Terrian Parameters

Minimum Savagery/Maximum Savagery

Defines the minimum and maximum savagery per tile.

  • 0 - 32: Benign
  • 33 - 65: Neutral
  • 66 - 100: Savage

Humans and Dwarves will not settle in savage areas.

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. Volcanoes are only placed on tiles with a volcanism of 100.

Minimum Volcano Number

Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected.

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.

I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.

Erosion Cycle Count

Higher numbers make the mountains less steep and river canyons deeper.

Historical Parameters

End Year

Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.

Population Cap after Civ Creation

How many creatures can exist in the game once civilizations have been added into generation.

Percentage Beasts Dead for Stoppage

Determines how many megabeasts 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

Determines when the game begins checking for the above precentage to see when the game should stop generating the world.

Cull Unimportant Historical Figures

Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen.

Reveal All Historical Events

Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before.

Creature Parameters

Maximum Natural Cave Size

Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.

Number of Mountain Caves

Determines the number of caves to be placed in mountain regions.

Number of Non-Mountain Caves

Determines the number of caves to be placed in other regions.

Make Caves Visible

Makes caves visible on the world location selection screen.

Number of Civilizations

Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds.

  • Error Code: Not enough entity placement locations: Decrease the Number of Civilizations or move to a larger map size.

Playable Civilization Required

If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.

  • Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.

Experimenting with Parameters

To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set [LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected.

By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.