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Dwarf fortress advanced world gen parameters
Dwarf fortress advanced world gen parameters










Well I guess I can still make some comparisons. OK, so this is a problem, I can't directly compare what different setting do because it generates a different world when you change the settings. There were no rejections so that wasn't it.Ģ, it wasn't all desert, there is badlands and even some forest but it was definitely dryer. So I set the min rainfall to 0 and max to 10, generate the world and I notice 2 things:ġ, it didn't generate the same world, I assumed it would be the same world but with no rain, nope. The first thing I do is a little experiment, according to the Wiki any square with a rainfall of less then 10 should be a desert although they did note this isn't always the case. Here is the blank world gen recipe with a pre-set seed so it always makes the same world, this can be used as the baseline: The minimum counts have all been disabled so we're just looking at what the first world we generate is, not scumming for an unlikely world. The meshes are all set to 'ignore' so they aren't in use. So in order to do some actual !science! I started off by making a blank world which has the minima and maxima from pre-set medium region, I'll take these to be the default values. One exception to this is possibly river count which might actually set the number of rivers. These however do not influence the generation of the map, they just reject the map for a 'reroll' until one is finally generated that has the required minimum count. Minimum Counts - then there is a bunch of different minimum square and region counts, these are for the basic attributes and for terrain types which are derived from the actual combination of attributes. Also one might assume that a 2x2 mesh size is like a small brush and a 16x16 is a large brush but is that true? One hypothesis I wanted to test was if these percentile ranges fit themselves to the minima and maxima range. Weighted Distribution Meshes - this is a way to influence the distribution of attributes within the minima and maxima, there is the mesh size and then you can set the frequency of the five 20% percentile ranges. The world automatically goes from hot to cold along the Y axis and has random distribution of the other attributes but it always stays within the minimum and maximum values although the end result can be altered by other factors later on. Minima and Maxima - for Elevation, Rainfall, Temperature, Drainage and Savagery. I've been messing around with the advanced world generation parameters quite a bit lately and I'd like to share a few observations and invite any comments or suggestions.įirstly, I've been reading about what we already know in the Wiki but to summarise there are 3 main types of controls regarding geography.












Dwarf fortress advanced world gen parameters