![]() You will need to save the world gen parameters to this file before you hit Enter to generate the world. The F1 and F6 keys will load and save all of the parameter sets to this file. Parameter sets are stored in the data/init/world_gen.txt file in the main DF directory. Using t you can change the name of the parameter set but note that this will not affect the name of the world that is generated. You can also copy an existing set to a new one allowing you to base a new set on an existing one. Hitting a will add a new set to the end of the list. You can select the current set that you want to work with using the up and down directional keys. The list of already defined parameter sets is in the upper right corner. This screen is relatively intuitive but some parts could use some explanation. Once you select Design New World With Advanced Parameters from the main menu, a screen that looks something like this will appear: 3 "The World Generator is having trouble placing."Īdvanced World Generation Screen.2.34 Minimum Number of Mid/Low/High Characteristic Squares.2.31 Allow Init Options to Show Tunnels.2.30.1 Minimum/Maximum Natural Cave Size.2.26 Do Orographic Precipitation and Rain Shadows.2.24 Minimum/Desired River Start Locations. ![]() 2.7 Cull Unimportant Historical Figures.2.6.2 Year to Begin Checking Megabeast Percentage.2.6.1 Percentage of Beasts Dead for Stoppage.1.7 Editing the Parameters Init File Directly.1.5 Entering Advanced Parameters and Generating a World.Then there's the meshes, but I'm not a wizard so you're on your own there. Embark where the two meet that includes a river for FUN! In this example, for a large region, my values would end up looking like 12384:8256:12384 I usually halve the medium and then add half of that to the low and high, giving more chance for having high and low tiles next to each other. Generally messing with this is bad juju, however, if you sum the total and then limit your changes to that total you should be able to at least get something to pass eventually. This tells the game how many of each of low, medium and high elevation squares are required for a map to not be rejected. Set it to 0 to preserve all those rock faces. Something you needn't worry about in fort mode. This is set to 1 by default and I think it's purpose is to make traveling in adventure mode less of a pain. This tells the game to erode impassable rock walls (i.e. With the other settings there should be plenty of places for river to start from. The max is 800 for each, start there and work your way lower until you get less rejections. You can certainly set things to get all rejections but I've genned some settings 99 times and got a pass on 100 (not literally). Rejections aren't a bad thing, just the random numbers didn't give you what you ask for. It doesn't place rivers, just checks if there are this many rivers and rejects if there isn't. This tells the game how many rivers are required on a map before and after erosion takes place to not be rejected. Lower this to get more extremes in elevation. This tells the game how long to erode mountain sides during the placing rivers phase. You can increase your chance of finding these embarks with advance world gen. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Dwarf Fortress Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Use the ☼Dwarf Fortress Questions Thread☼ Want to start playing? Read this sidebar!
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