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Editing 40d:World generation

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{{av}}{{Quality|Exceptional}}
 
{{av}}{{Quality|Exceptional}}
:''For information on advanced parameters, see [[Advanced World Generation]].''
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:''For information on advanced parameters, see {{L|Advanced World Generation}}.''
  
 
To begin playing Dwarf Fortress, you must first '''create a world''' to play in. When you enter the world creation screen, you are presented with a screen full of options:
 
To begin playing Dwarf Fortress, you must first '''create a world''' to play in. When you enter the world creation screen, you are presented with a screen full of options:
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=== Parameter selection ===
 
=== Parameter selection ===
  
On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there are five parameter sets labeled '''<tt>LARGE</tt>''', '''<tt>MEDIUM</tt>''','''<tt>SMALL</tt>''','''<tt>SMALLER</tt>''', and '''<tt>POCKET</tt>'''.  Smaller worlds are generated more quickly, but have less civilizations and less chance of generating an [[embarkment]] site with the combination of features you'd like.  You can change the world size to something other than a square using the keys {{k|i}}, {{k|u}}, {{k|p}}, and {{k|o}}.  Note that only available world widths/heights are 17, 33, 65, 129, and 257; even directly editing the <tt>world_gen.txt</tt> file will not let you use other sizes than these.
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On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there are five parameter sets labeled '''<tt>LARGE</tt>''', '''<tt>MEDIUM</tt>''','''<tt>SMALL</tt>''','''<tt>SMALLER</tt>''', and '''<tt>POCKET</tt>'''.  Smaller worlds are generated more quickly, but have less civilizations and less chance of generating an {{L|embarkment}} site with the combination of features you'd like.  You can change the world size to something other than a square using the keys {{k|i}}, {{k|u}}, {{k|p}}, and {{k|o}}.  Note that only available world widths/heights are 17, 33, 65, 129, and 257; even directly editing the <tt>world_gen.txt</tt> file will not let you use other sizes than these.
  
 
You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|&uarr;}}  and {{K|&darr;}} ) and the page-up-/page down keys, or the numeric keypad ( {{k|8}} {{k|2}} {{k|9}} {{k|3}} ).  
 
You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|&uarr;}}  and {{K|&darr;}} ) and the page-up-/page down keys, or the numeric keypad ( {{k|8}} {{k|2}} {{k|9}} {{k|3}} ).  
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[[Image:Worldgen_advanced_finished.png | none | frame | 400px | World creation screenshot.]]
 
[[Image:Worldgen_advanced_finished.png | none | frame | 400px | World creation screenshot.]]
  
When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a '''large''' BMP format [[Main:CP437|ASCII]] graphic of the created world. You can run the compress_bitmaps.bat batch file that comes included with the game (as of 33g) in the main dwarf fortress folder to convert the bitmap files to about 90% smaller .png files.
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When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a '''large''' BMP format [[CP437|ASCII]] graphic of the created world. You can run the compress_bitmaps.bat batch file that comes included with the game (as of 33g) in the main dwarf fortress folder to convert the bitmap files to about 90% smaller .png files.
  
 
When you are finished, press {{k|Enter}} or {{k|Space}} to return to the title screen.
 
When you are finished, press {{k|Enter}} or {{k|Space}} to return to the title screen.
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==== In Windows ====
 
==== In Windows ====
  
You can use this example to use the [[command line]] to create many worlds at once, without all the hassle. Copy the following code and save it as a batch (.BAT) file. This file will create 7 regions using random names and random seeds. It will also automatically output the parameters and an ASCII and detailed map for each of your worlds.
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You can use this example to use the {{L|command line}} to create many worlds at once, without all the hassle. Copy the following code and save it as a batch (.BAT) file. This file will create 7 regions using random names and random seeds. It will also automatically output the parameters and an ASCII and detailed map for each of your worlds.
  
 
:'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''
 
:'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''
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You may be curious about what's happening behind the scenes while your world is being generated, these are the steps the program goes through:
 
You may be curious about what's happening behind the scenes while your world is being generated, these are the steps the program goes through:
  
:'''Note:''' ''Information on this list is largely taken from the [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 10 page interview] of [[Main:Toady|Toady]] at Gamasutra''
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:'''Note:''' ''Information on this list is largely taken from the [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 10 page interview] of [[Toady]] at Gamasutra''
 
# '''Preparing Elevation/Setting Temperature:''' Fractal maps are generated, laying out basic information about the world:
 
# '''Preparing Elevation/Setting Temperature:''' Fractal maps are generated, laying out basic information about the world:
 
#* Four main maps, used to generate biomes:
 
#* Four main maps, used to generate biomes:
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#** Temperature: The temperature map is biased according to latitude and elevation.
 
#** Temperature: The temperature map is biased according to latitude and elevation.
 
#** Rainfall: Later in the simulation, this map is biased according to factors such as [http://en.wikipedia.org/wiki/Rain_shadow rain shadow].
 
#** Rainfall: Later in the simulation, this map is biased according to factors such as [http://en.wikipedia.org/wiki/Rain_shadow rain shadow].
#** Drainage: This tells how quickly [[water]] drains from an area.
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#** Drainage: This tells how quickly {{L|water}} drains from an area.
 
#* Four others:
 
#* Four others:
#** Vegetation: How dense the vegetation is in an area. This is later edited during history generation as [[civilization]]s log away at forests.
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#** Vegetation: How dense the vegetation is in an area. This is later edited during history generation as {{L|civilization}}s log away at forests.
#** Salinity: Differentiates saltwater/freshwater [[marsh]]es and other such things. Areas below a certain elevation (oceans) automatically get a salinity of 100.
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#** Salinity: Differentiates saltwater/freshwater {{L|marsh}}es and other such things. Areas below a certain elevation (oceans) automatically get a salinity of 100.
 
#** Savagery: How dangerous wildlife is in an area.
 
#** Savagery: How dangerous wildlife is in an area.
 
#** Good/Evil: This affects the type of wildlife in an area.
 
#** Good/Evil: This affects the type of wildlife in an area.
 
# '''Creating Biomes:''' Biomes are created based on elevation, temperature, rainfall, and drainage (for instance, if rainfall is >=66/100 and drainage is less than 50, then an area is a swamp).
 
# '''Creating Biomes:''' Biomes are created based on elevation, temperature, rainfall, and drainage (for instance, if rainfall is >=66/100 and drainage is less than 50, then an area is a swamp).
# '''Running Rivers:''' Now erosion and the creation of [[river]]s are simulated.  
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# '''Running Rivers:''' Now erosion and the creation of {{L|river}}s are simulated.  
#* To quote [[Main:Toady|Toady]]:  "It picks out the bases of the mountains (mountains are all squares above a given elevation), then it runs temporary river paths out from there, preferring the lowest elevation and digging away at a square if it can't find a lower one, until it get to the ocean or gets stuck. This is the phase where you see the mountain being worn away during world creation. I have it intentionally center on a mountain at that point so you can watch. ... This will generally leave some good channels to the ocean, so it runs the real rivers after this."
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#* To quote [[Toady]]:  "It picks out the bases of the mountains (mountains are all squares above a given elevation), then it runs temporary river paths out from there, preferring the lowest elevation and digging away at a square if it can't find a lower one, until it get to the ocean or gets stuck. This is the phase where you see the mountain being worn away during world creation. I have it intentionally center on a mountain at that point so you can watch. ... This will generally leave some good channels to the ocean, so it runs the real rivers after this."
 
# '''Forming Lakes:''' Lakes are created and rivers are finalized.
 
# '''Forming Lakes:''' Lakes are created and rivers are finalized.
 
#* River loops created by the previous step are fixed.
 
#* River loops created by the previous step are fixed.
 
#* Flow amounts are calculated to determine which rivers are tributaries.
 
#* Flow amounts are calculated to determine which rivers are tributaries.
 
#* Rivers are also named during this step.
 
#* Rivers are also named during this step.
# '''Forming Regions:''' Now the generator looks at the major [[biome]] that occupies each square, and forms [[regions]], or connected areas on the map that contain the same major biome type. Each region gets its own name via the [[Random Name Generator]].
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# '''Forming Regions:''' Now the generator looks at the major {{L|biome}} that occupies each square, and forms {{L|regions}}, or connected areas on the map that contain the same major biome type. Each region gets its own name via the {{L|Random Name Generator}}.
 
# '''Growing Vegetation:''' Vegetation populations are calculated for each area.
 
# '''Growing Vegetation:''' Vegetation populations are calculated for each area.
 
# '''Verifying Terrain:''' At this time, the world is probably checked for consistency.
 
# '''Verifying Terrain:''' At this time, the world is probably checked for consistency.
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Rejects can occur at any step up to terrain verification. They are the result of certain world variables going outside of ideal conditions, and result in the currently generating world being "tossed out" and another rolled up.  
 
Rejects can occur at any step up to terrain verification. They are the result of certain world variables going outside of ideal conditions, and result in the currently generating world being "tossed out" and another rolled up.  
  
The number of potential rejects is arbitrary, so if you are using a slow computer, or simply don't want to wait through world generation, you can download one of the [[Pregenerated Worlds]]. However, some find watching their world unfold to be a worthwhile experience. Also note that as Dwarf Fortress rises in versions, world generation will most likely become more interesting, particularly once overland armies are implemented.
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The number of potential rejects is arbitrary, so if you are using a slow computer, or simply don't want to wait through world generation, you can download one of the {{L|Pregenerated Worlds}}. However, some find watching their world unfold to be a worthwhile experience. Also note that as Dwarf Fortress rises in versions, world generation will most likely become more interesting, particularly once overland armies are implemented.
  
 
{{World}}
 
{{World}}

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