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Editing v0.31:Advanced world generation

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{{quality|Exceptional|23:35, 30 March 2011 (UTC)}}{{av}}
 
{{quality|Exceptional|23:35, 30 March 2011 (UTC)}}{{av}}
  
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''
 
:''See [[World token]] to more easily find information by the names used in the world_gen.txt file.''
 
:''See [[World rejection]] for information on solving problems related to worlds always being rejected.''
 
:''See [[Worldgen examples]] for example worlds.''
 
  
When you want more control of what your world looks like, it's time for '''advanced world generation'''. A detailed reference with advice is provided below. This article assumes that you are already familiar with [[World generation|'''basic''' world generation]]. If you are not then please read about that first.
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:''This article contains information on advanced world generation. For information on basic world generation, see {{L|World generation}}.''
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:''See {{L|World rejection}} for information on solving problems related to worlds always being rejected.''
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When you want more control of what your world looks like, it's time for '''advanced world generation'''. Help with this is provided below. This article assumes that you are already familiar with {{L|World generation|'''basic''' world generation}}. If you are not then please read about that first.
  
  
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The list of already defined parameter sets is in the upper right corner. 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. You can select the current set that you want to work with using the up and down directional keys.
  
Hitting {{K|a}} will add a new set to the end of the list. You can also {{K|c}}opy an existing set to a new one allowing you to base a new set on an existing one. Using {{K|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.
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Hitting {{K|a}} will add a new set to the end of the list. You can also {{K|c}}opy an existing set to a new one allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parameter set but note that this will not effect the name of the world that is generated.
  
 
Parameter sets are stored in the <tt>data/init/world_gen.txt</tt> file in the main DF directory. The {{K|F1}} and {{K|F6}} keys will load and save '''all''' of the parameter sets to this file. You will need to save the world gen parameters to this file before you hit {{K|Enter}} to generate the world.
 
Parameter sets are stored in the <tt>data/init/world_gen.txt</tt> file in the main DF directory. The {{K|F1}} and {{K|F6}} keys will load and save '''all''' of the parameter sets to this file. You will need to save the world gen parameters to this file before you hit {{K|Enter}} to generate the world.
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== World Dimensions ==
 
== World Dimensions ==
  
The size of the map to be generated can be selected with {{K|u}} {{K|i}} {{K|o}} {{K|p}}. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in game.
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The size of the map to be generated can be selected with {{K|u}} {{K|i}} {{K|o}} {{K|p}}. Larger maps take longer to generate and may limit {{L|Fps|FPS}} in game.
 
 
Changing the dimensions of the world will reset the parameters because many of them have different defaults depending on the surface area available.
 
  
 
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The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that "looks" random even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run word generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.
 
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that "looks" random even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run word generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.
  
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}.
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A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of see, use {{K|e}}.
  
 
In order to find out what seed values were used for the last world you generated you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed value listed under Last Param Set.
 
In order to find out what seed values were used for the last world you generated you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed value listed under Last Param Set.
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Unless you're using an already defined parameter set you will probably want to {{K|e}}dit the parameters. Select the set you want to edit using the up/down directional keys and press {{K|e}}. Information about each parameter is documented below.
 
Unless you're using an already defined parameter set you will probably want to {{K|e}}dit the parameters. Select the set you want to edit using the up/down directional keys and press {{K|e}}. Information about each parameter is documented below.
  
Once you are happy with the parameters you have set, hit {{K|Esc}} to get back to this screen, hit {{K|F6}} to save the values you just edited, and hit {{K|Enter}} to start. The rest of the process is the same as basic [[World generation]].
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Once you are happy with the parameters you have set, hit {{K|Esc}} to get back to this screen, hit {{K|F6}} to save the values you just edited, and hit {{K|Enter}} to start. The rest of the process is the same as basic {{L|World generation}}.
 
 
The phases of the world generation process are (this order is not completely correct):
 
* Preparing elevation...
 
* Setting temperature...
 
* Running rivers...
 
* Forming lakes and minerals...
 
* Growing vegetation...
 
* Verifying terrain...
 
* Importing wildlife...
 
* Recounting legends...
 
* Placing civilizations...
 
* Making cave civilizations...
 
* Making cave pops...
 
* Placing other beasts...
 
* Placing megabeasts...
 
* Placing good/evil...
 
* Placing caves...
 
* Prehistory generation
 
* Finalizing civ mats...
 
* Finalizing art...
 
* Finalizing uniforms...
 
* Finalizing sites...
 
  
 
== World Painter ==
 
== World Painter ==
:''Main article [[World painter]]
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:''Main article {{L|World painter}}
The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world.  It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings.  That being said it is also a very powerful tool, and allows you to generate worlds more to your liking.
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The '''world painter''' tool allows you to paint features onto a map, that is then used when generating a world.  It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings.  That being said it is also a very powerful tool, and allows you to generate worlds more to your liking.
  
To access the world painter, hit {{k|e}} to start editing the advanced parameters and finally hit {{k|p}} to open world painter. How to use the world painter is not entirely obvious so please check out the [[World painter]] documentation to avoid frustration. (Losing may be fun, but frustration is not.)
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To access the world painter, hit {{k|e}} to start editing the advanced parameters and finally hit {{k|p}} to open world painter. How to use the world painter is not entirely obvious so please check out the {{L|World painter}} documentation to avoid frustration. (Losing may be fun, but frustration is not.)
  
 
== Editing the Parameters Init File Directly ==
 
== Editing the Parameters Init File Directly ==
  
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world token]]. 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 [[Main:Pregenerated worlds|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 [[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.
  
 
= Advanced Parameters =
 
= Advanced Parameters =
  
 
To access advanced parameters, press {{key|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 {{key|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.
 
The parameters are described below in the order that they appear in the list in the UI, not necessarily the other they appear in the configuration file. See [[world token]] for an index that will help you look things up by token name.
 
  
 
== Seed Values ==
 
== Seed Values ==
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== End Year ==
 
== End Year ==
  
This is how many years of history are generated for the world. This is basically the same as the History parameter in basic world gen, except that you can enter an exact value for number of years. See [[World_generation#History|History]] for more info.
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This is how many years of history are generated for the world. This is basically the same as the History parameter in basic world gen, except that you can enter an exact value for number of years. See {{L|World_generation#History|History}} for more info.
 
 
History is divided into "ages" which are determined by the ''percentage'' of megabeasts and semi-megabeasts killed at various points. One can attempt to make a world go through the ages more quickly by pumping up the ratio of semimegabeast to megabeast caves, the former of which are usually more killable than the regular megabeasts. This will net you more "Age of Legends", "Age of Heroes", etc.
 
 
 
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].
 
  
 
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== Population Cap After Civ Creation ==
 
== Population Cap After Civ Creation ==
  
This determines the maximum possible population of civilization member beings on the map. It should usually be kept the same value as the appropriate sized standard map. Turning the value up will result in larger civilizations. You can enter -1 to make population unlimited in which case populations will only be limited by factors like biome, space, number of sites, and per-civilization population caps.
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This determines the population cap of a civilization after it's been created. It should usually be kept the same value as the appropriate sized standard map. Turning the value up will result in larger civilizations. You can enter -1 to make population unlimited {{Verify}} in which case populations will only be limited by factors like biome and available space.{{Verify}}
 
 
Each race may have up to 100 civilizations each, and each civilization a maximum population of 10,000. This means that '''if you set this parameter to -1 ("No cap"), you can quickly be overrun''' by sites and population. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placement on the world map, in respect to this kind of unchecked growth. See [[Entity_token#Population|Population (Entity Token)]] for more information on interpreting/editing the raws if you need more precise control of civilization placement.
 
 
 
Huge populations can cause the size of history data to explode, cause history generation to take forever, lower FPS, and generally slow down the game.
 
  
 
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== Site Cap After Civ Creation ==
 
== Site Cap After Civ Creation ==
  
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc though the number of sites will ultimately still be limited by things like space, terrain, and population cap.
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This controls the maximum number of towns and similar sites for all civilizations. {{Verify}} Raising the number will allow for more towns, etc though the number of sites will still be limited by space and terrain.{{Verify}}
 
 
Note that '''this parameter controls only "civilization" sites''' like towns.  Other sites such as lairs will be added on to this maximum.  After civilizations reach this cap, they will not spread out anymore to place new cities.
 
 
 
By default, the raws limit each civilization site to a population of 120 regardless of the race of the civilization. Therefore, without editing the raws, the total population on the map can't go above site cap x 120.
 
  
 
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=== Year to Begin Checking Megabeast Percentage ===
 
=== Year to Begin Checking Megabeast Percentage ===
  
The percentage of dead megabeasts for stoppage will not be checked until this year is reached in history generation. This can be used to insure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.
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The percentage of dead megabeasts for stoppage will not be checked until this year is reached in history generation. The usefulness of this parameter is unknown.{{Verify}}
  
 
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== Terrain Parameters ==
 
== Terrain Parameters ==
  
These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated. What biomes exist are then determined by how these factors overlap with each other.
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These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated.
  
=== Minima and Maxima ===
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=== Minimum and Maximums ===
  
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead.
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These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain {{L|Biome|biomes}} to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead.
  
 
By ''subtly'' tweaking the min and max values, vastly different maps can be made.
 
By ''subtly'' tweaking the min and max values, vastly different maps can be made.
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=== Elevation ===
 
=== Elevation ===
  
This controls the range of terrain elevations that can occur in the world.
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This controls the range of terrain elevations that can occur in the world. Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist.{{Verify}} This does '''not''' control the number of available Z levels at a particular site. Raising the variance will result in a more uneven landscape.
 
 
Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks which can raise the number of above ground Z-levels. In other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels but it might increase the number of Z-levels somewhat in some regions compared to others.
 
 
 
Raising the variance will result in a more bumpy uneven landscape.
 
 
 
Some biomes/features that are impacted by elevation:
 
* A high minimum (above 99) means no oceans as they need elevations below 100.
 
* A low maximum (below 300) means no mountains as mountains need elevations above 300.
 
* River start locations need a minimum elevation of 300. Therefore, a world with a maximum elevation of 299 everywhere prevents river generation, but rivers can still occur if maximum elevation is set to 300.
 
*Mountain peaks can only form in squares with an elevation of 400.
 
  
 
=== Rainfall ===
 
=== Rainfall ===
  
Controls the amount of rainfall in each map square/area. Setting the minimum too high or the maximum too low can make the formation of certain biomes impossible. Rainfall causes it to [[Rain]] more in a given area, which can have various effects.
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Controls the amount of rainfall in each map square (Region?){{Verify}} Setting the minimum too high or the maximum too low can make the formation of certain biomes impossible. Rainfall causes it to {{L|Rain}} more in a given area, which can have effects on dwarves.
 
 
Also makes more rivers appear on the world map.
 
 
 
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain.  If you want the minimum and maximum for this parameter to be absolutely respected you must turn off the orographic precipitation option.
 
  
 
=== Temperature ===
 
=== Temperature ===
  
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.
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These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much can make it impossible for certain biomes to exist. See {{L|Climate}} for more info.
 
 
Temperature appears to always be a vertical gradient of some sort no matter how these parameters are set, but if the values are lower then the gradient could be from "cold" to "colder" rather than "cold" to "warm" for example.
 
 
 
So, the value from the temperature rolling process is ''not the absolute temperature value the region will get, but rather local variation.'' The "base" temperature for an area is derived from its latitude (and maybe elevation{{Verify}}), and then the random value determined by these parameters are applied to it to make it vary a bit. The local variation is fairly small compared to the base temperature, which appears to be hard coded.
 
  
 
=== Drainage ===
 
=== Drainage ===
  
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.
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Changing drainage parameters will change the way water-related biomes are formed. Low drainage will contribute to the formation of {{L|Lake|lakes}}, {{L|River|rivers}}, and {{L|Swamp|swamps}}. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for some biomes.
 
 
Lower drainage values have been reported to contribute to the formation of thicker soil layers though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.
 
  
 
=== Volcanism ===
 
=== Volcanism ===
  
Volcanism controls the occurrence of Igneous [[Layer|Layers]], and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100 so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.
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Volcanism controls the occurrence of Igneous {{L|Layer|Layers}}, and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100 so reducing the maximum from 100 will make volcanoes impossible. Rising the minimum will increase the rarity of non-igneous layers.
  
 
Setting minimum to high value is not a good way to produce multiple volcanoes as you are likely to get a "Volcanism not evenly distributed" rejection. Instead use the Minimum Number of Volcanoes parameter and possibly adjust the weighted ranges for volcanism as described below.
 
Setting minimum to high value is not a good way to produce multiple volcanoes as you are likely to get a "Volcanism not evenly distributed" rejection. Instead use the Minimum Number of Volcanoes parameter and possibly adjust the weighted ranges for volcanism as described below.
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=== Savagery ===
 
=== Savagery ===
  
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from too high of a savagery value.
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These parameters control the level of {{L|Surroundings#Savage|savagery}} on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from too high of a savagery value.
  
 
=== Configuration Tokens ===
 
=== Configuration Tokens ===
  
 
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| <tt><nowiki>[ELEVATION:<min>:<max>:<x variance>:<y variance>]</nowiki></tt>
 
| <tt><nowiki>[ELEVATION:<min>:<max>:<x variance>:<y variance>]</nowiki></tt>
 
| <tt><nowiki>[ELEVATION:1:400:401:401]</nowiki></tt>
 
| <tt><nowiki>[ELEVATION:1:400:401:401]</nowiki></tt>
| Range: 0 to 400<br/>Maximum of 400 required for mountain peaks.<br/>Variance range: 0-3200
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| Range: 0 to 400<br/>Maximum of 400 required for mountain peaks.
 
|-
 
|-
 
| <tt><nowiki>[RAINFALL:<min>:<max>:<x variance>:<y variance>]</nowiki></tt>
 
| <tt><nowiki>[RAINFALL:<min>:<max>:<x variance>:<y variance>]</nowiki></tt>
 
| <tt><nowiki>[RAINFALL:0:100:200:200]</nowiki></tt>
 
| <tt><nowiki>[RAINFALL:0:100:200:200]</nowiki></tt>
| Range: 0 to 100 <br/>Variance range: 0-3200
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| Range: 0 to 100
 
|-
 
|-
 
| <tt><nowiki>[TEMPERATURE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt>
 
| <tt><nowiki>[TEMPERATURE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt>
 
| <tt><nowiki>[TEMPERATURE:25:75:200:200]</nowiki></tt>
 
| <tt><nowiki>[TEMPERATURE:25:75:200:200]</nowiki></tt>
| Range: -1000 to 1000 <br/>Variance range: 0-3200
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| Range: -1000 to 1000
 
|-
 
|-
 
| <tt><nowiki>[DRAINAGE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt>
 
| <tt><nowiki>[DRAINAGE:<min>:<max>:<x variance>:<y variance>]</nowiki></tt>
 
| <tt><nowiki>[DRAINAGE:0:100:200:200]</nowiki></tt>
 
| <tt><nowiki>[DRAINAGE:0:100:200:200]</nowiki></tt>
| Range: 0 to 100 <br/>Variance range: 0-3200
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| Range: 0 to 100
 
|-
 
|-
 
| <tt><nowiki>[VOLCANISM:<min>:<max>:<x variance>:<y variance>]</nowiki></tt>
 
| <tt><nowiki>[VOLCANISM:<min>:<max>:<x variance>:<y variance>]</nowiki></tt>
 
| <tt><nowiki>[VOLCANISM:1:100:200:200]</nowiki></tt>
 
| <tt><nowiki>[VOLCANISM:1:100:200:200]</nowiki></tt>
| Range: 0 to 100<br/>Maximum of 100 required for volcanoes. <br/>Variance range: 0-3200
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| Range: 0 to 100<br/>Maximum of 100 required for volcanoes.
 
|-
 
|-
 
| <tt><nowiki>[SAVAGERY:<min>:<max>:<x variance>:<y variance>]</nowiki></tt>
 
| <tt><nowiki>[SAVAGERY:<min>:<max>:<x variance>:<y variance>]</nowiki></tt>
 
| <tt><nowiki>[SAVAGERY:1:100:200:200]</nowiki></tt>
 
| <tt><nowiki>[SAVAGERY:1:100:200:200]</nowiki></tt>
| Range: 0 to 100 <br/>Variance range: 0-3200
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| Range: 0 to 100
 
|}
 
|}
  
 
== Terrain Mesh Sizes and Weights ==
 
== Terrain Mesh Sizes and Weights ==
  
These parameters make it possible to influence the number of squares in a particular range without making conditions outside of that range impossible. For example, you can make it possible for many more low elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.
+
These parameters make it possible to influence the number of squares in a particular range without making conditions outside of that range impossible. For example, you can make it possible for more many more low elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.
  
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32x32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Notice that with this coarse mesh, the terrain seems to appear almost like a grid of "pyramids" that are smoothed together. With a finer mesh size, these pyramids will be smaller, more numerous, smoother, and less apparent.]]
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[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32x32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). This should give you an idea of how mesh size impacts map generation, making it look "blocky" in this extreme case.]]
 
=== Mesh Size ===
 
=== Mesh Size ===
  
Mesh size determines how "finely grained" weighted ranges will be applied. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic.
+
Mesh size determines how "finely grained" weighted ranges will be applied. So an 8x8 mesh should produce large 8x8 swaths of land with values in the same weight range. Smaller meshes such as 2x2 allow more diversity within a given area than do large meshes; each 2x2 area could have values in a different weighted range. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic.
  
Mesh Size affects the smoothing brush in the world painter.
+
Mesh Size affects the smoothing brush in the world painter. It also seems to have an affect on the variability of the regions during world gen if you do not use the world painter.
  
 
=== Weighted Ranges ===
 
=== Weighted Ranges ===
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If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.
 
If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.
  
For example, if the Elevation Weighted Range parameters were set to (starting with the 0-20 range) 60:10:10:10:10 (these values do not have to add up to any particular number) then about 60% of the map squares (on average) will have an elevation in the range of 0-20, and the other ranges will be represented by around 10% of the map squares each. The exact distribution is still left up to chance though ''on average'' it will be close to this specification.
+
For example, if the Elevation Weighted Range parameters were set to (starting with the 0-20 range) "60,10,10,10,10" (these values do not have to add up to any particular number) then 60% of the map squares will have an elevation in the range of 0-20, and the other ranges will be represented by 10% of the map squares each. This is applied in blocks as defined by the mesh size, so if the mesh size is set to 2x2, divide the world into a bunch of 2x2 blocks, determine the range for each block, then generate a specific elevation (or whatever) for each square in that block in the block's range. Each of the squares in a block may have different elevations, but all elevations in those squares will be within a particular range such as 0-20 or whatever was generated for that block.
 
 
The way the process appears to work is that the map is divided into a "wireframe mesh" where the lines are Mesh Size number of tiles apart. Each intersection of the "wires" is randomly assigned an elevation (or whatever) and then the tiles between these points are smoothed out. See the image on the right for an example.
 
  
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]] for example.
+
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to turn off some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]].
  
 
=== Configuration Tokens ===
 
=== Configuration Tokens ===
  
 
{| {{prettytable}}
 
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This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. Elevations of 400 must be possible for mountain peaks to occur. If set to zero then worlds will not be rejected based on number of peaks.
 
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. Elevations of 400 must be possible for mountain peaks to occur. If set to zero then worlds will not be rejected based on number of peaks.
 
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation 400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting but other than that they don't appear to "do" anything special. Reportedly they do increase the highest Z-level above ground in all embark zones in the same region even if the selected embark zone does not include the peak.
 
  
 
{| {{prettytable}}
 
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== Minimum Partial Edge Oceans ==
 
== Minimum Partial Edge Oceans ==
  
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.{{Verify}}
+
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion.
  
 
{| {{prettytable}}
 
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== Minimum Complete Edge Oceans ==
 
== Minimum Complete Edge Oceans ==
  
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.
+
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. Setting this to 4 will reject anything other than an "island" type world with one big continent surrounded by oceans. If set to zero then worlds will not be rejected based on this criterion.
  
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map.
+
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore to actually create an island you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number of very low elevation squares on the map.
 
 
Given appropriate weight, range, and variance values for things like elevation, a setting of:
 
*1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side.  Think the east or west coast of the United States, the north coast of Canada, or southern Europe.  If your edge ocean happens to pick your world's frozen side most of it will be glacier.
 
*2 results in another coastline along with the first one.  The map could end up looking something like Panama if the oceans pick opposite sides of the map.
 
*3 results in a peninsula, like Florida in the US.  There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.
 
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.
 
Unfortunately there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.
 
 
 
Edge oceans will take up part of the other edges too.  For example a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.
 
  
 
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| <tt><nowiki>[MINERAL_SCARCITY:2500]</nowiki></tt>
 
| <tt><nowiki>[MINERAL_SCARCITY:2500]</nowiki></tt>
 
| Range: 100 to 100,000
 
| Range: 100 to 100,000
'''setting to lower than 500 may create a lot of rejected worlds cause not enough rivers'''(confirmation needed)
 
 
|}
 
|}
  
 
== Max Megabeast Caves ==
 
== Max Megabeast Caves ==
  
This is the maximum number of caves that will be inhabited by [[Megabeast|megabeasts]]. Even though the parameter uses the word "caves" it appears to impact the number of sites (lairs) of different types.{{Verify}} If there are more megabeasts than "caves", megabeasts will suffer from a housing shortage and you may end up with things like 10 dragons sharing a lair. Which could make for a [[Fun]] world.
+
This is the maximum number of caves that will be inhabited by {{L|Megabeast|megabeasts}}. Even though the parameter uses the word "caves" it appears to impact the number of sites (lairs) of different types.{{Verify}} If there are more megabeasts than "caves", megabeasts will suffer from a housing shortage and you may end up with things like 10 dragons sharing a lair.
  
 
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== Max Semi-Megabeast Caves ==
 
== Max Semi-Megabeast Caves ==
  
The maximum number of caves that will be inhabited by [[Creature#Semi-Megabeasts|semi-megabeasts]]. If there are more semi-megabeasts than caves, semi-megabeasts will be forced to cohabitate and you may end up with 10 minotaurs in one labyrinth (for example).
+
The maximum number of caves that will be inhabited by {{L|Creature#Semi-Megabeasts|semi-megabeasts}}. If there are more semi-megabeasts than caves, semi-megabeasts will be forced to cohabitate and you may end up with 10 minotaurs in one labyrinth (for example).
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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This controls the number of megabeasts and semi-megabeasts that exist at the beginning of history. Note that they can get killed or die later due to events during history generation. The number of forgotten beasts is unaffected by this parameter.
 
This controls the number of megabeasts and semi-megabeasts that exist at the beginning of history. Note that they can get killed or die later due to events during history generation. The number of forgotten beasts is unaffected by this parameter.
 
Note: One can generate more historical ages by pumping up the amount of semimegabeasts, who are usually more killable than the regular megabeasts.
 
  
 
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=== Exported Wealth Requirement ===
 
=== Exported Wealth Requirement ===
  
Megabeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]] worth of merchandise, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).
+
Megabeasts will begin to attack your fort once you have exported at least this many {{L|Currency|dwarfbucks}} worth of merchandise, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).
  
 
=== Created Wealth Requirement ===
 
=== Created Wealth Requirement ===
  
Megabeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met. Therefore even with 1 dwarf a fort could be attacked if the fort were worth at least this value.
+
Megabeasts will begin to attack your fort once the fort's total wealth has reached this many {{L|Currency|dwarfbucks}} in value. This happens regardless of whether any of the other criteria, such as population, have been met. Therefore even with 1 dwarf a fort could be attacked if the fort were worth at least this value.
  
 
{| {{prettytable}}
 
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== Number of Demon Types ==
 
== Number of Demon Types ==
  
[[Demon|Demons]] are similar to titans and forgotten beasts in that they are procedurally generated, but unlike titans they are not unique. Thus many different types of demons will exist in the world but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of fun you can have.
+
{{L|Demon|Demons}} are similar to titans and forgotten beasts in that they are procedurally generated, but unlike titans they are not unique. This many different types of demons will exist in the world but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of fun you can have.
  
 
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== Number of Night Creature Types ==
 
== Number of Night Creature Types ==
  
The number of different [[Night creature|night creatures]] that will exist in the world. Setting this to zero means that the world will have no night creatures.
+
The number of different {{L|Night creature|night creatures}} that will exist in the world. Setting this to zero means that the world will have no night creatures.
 
 
A setting of zero also means that there will be no [[Bogeyman|Bogeymen]] in adventure mode, though any modded creatures with the [NIGHT_CREATURE:BOGEYMAN] tag will still exist.
 
  
 
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== Desired Good/Evil Square Counts ==
 
== Desired Good/Evil Square Counts ==
  
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for.
+
These values change the amount of {{L|Surroundings#Good|good or evil}} tiles on the map, depending on the size of the region they are being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not cause any errors.
  
Though the exact size of small, medium, and large are unknown, the counts used here will always be restricted to regions of the given size no matter how large the number. Also, the count is more of a goal than a minimum or maximum. As a result you can end up with many more or many fewer than the requested number of squares in some situations.
+
Certain civilizations can not exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations.
  
In particular, if you have something like case where only 3 large regions exists in a world, and you request "1 evil square" in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means "force at least one region of this size to be all good/evil."
+
Currently it is unknown what constitutes a small, medium, or large subregion, or exactly what a subregion is.{{Verify}}
 
 
Note that the "evilness" of evil biomes is also impacted by savagery.
 
 
 
Certain civilizations can not exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations. Dwarves, for example, need non-aligned biomes.
 
  
 +
'''Warning:''' If any of these values are set to 0, no good '''or''' evil regions will be generated. Setting good or evil to 1:1:1 fixes this.
  
 
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| <tt><nowiki>[GOOD_SQ_COUNTS:<small region>:<med region>:<lg region>]</nowiki></tt>
 
| <tt><nowiki>[GOOD_SQ_COUNTS:<small region>:<med region>:<lg region>]</nowiki></tt>
 
| <tt><nowiki>[GOOD_SQ_COUNTS:100:1000:2000]</nowiki></tt>
 
| <tt><nowiki>[GOOD_SQ_COUNTS:100:1000:2000]</nowiki></tt>
| rowspan="2" | Set count to zero to disable for that region size.
+
| rowspan="2" | Use 1:1:1 to disable, '''not''' 0:0:0
 
|-
 
|-
 
| <tt><nowiki>[EVIL_SQ_COUNTS:<small region>:<med region>:<lg region>]</nowiki></tt>
 
| <tt><nowiki>[EVIL_SQ_COUNTS:<small region>:<med region>:<lg region>]</nowiki></tt>
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== Minimum Biome Square Counts ==
 
== Minimum Biome Square Counts ==
  
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.
+
These numbers control whether or not a world will be rejected based on a lack of different {{L|biome|biomes}}. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.
  
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.
+
These parameters simply filter out worlds that randomly fail to have enough high elevation squares to support a given number of mountains or whatever type. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.
  
 
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.
 
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.
  
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.
+
These parameters often result in world rejection problems. See {{L|World rejection}} for information on solving problems related to worlds always being rejected due to one or more of these parameters.
  
 
0 means no minimum for rejection. Setting to 0 does not guarantee 0 squares of that biome.
 
0 means no minimum for rejection. Setting to 0 does not guarantee 0 squares of that biome.
 
=== Biome Type Requirement Table ===
 
 
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.
 
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
! rowspan="2" | Biome
 
! colspan="4"  | Terrain Requirement
 
|-
 
! Elevation
 
! Rainfall
 
! Temperature
 
! Drainage
 
|-
 
| Swamp/Marsh
 
| 100-299
 
| 33-100
 
| Non-Freezing
 
| 0-32
 
|-
 
| Desert/Badland
 
| 100-299
 
| 0-10(?)
 
| non-freezing
 
| N/A (1)
 
|-
 
| Forest
 
| 100-299
 
| 66-100
 
| non-freezing
 
| 66-100
 
|-
 
| Mountains
 
| 300-400
 
| N/A
 
| N/A
 
| N/A
 
|-
 
| Ocean
 
| 0-99
 
| N/A
 
| N/A
 
| N/A
 
|-
 
| Glacier
 
| 100-299
 
| N/A
 
| Freezing
 
| 80(?)-100
 
|-
 
| Tundra
 
| 100-299
 
| N/A
 
| Freezing
 
| 0-66
 
|-
 
| Grassland
 
| 100-299
 
| 0-66
 
| Non-Freezing
 
| 0-66
 
|-
 
| Hills
 
| 100-299
 
| 0-66
 
| Non-Freezing
 
| 66-100
 
|}
 
 
(1) might affect the [[desert]] subtype, though - needs to be verified; low drainage seems to correlate with sand deserts
 
  
 
=== Minimum Initial Square Count ===
 
=== Minimum Initial Square Count ===
  
 
This is the minimum number of squares of the given biome that must exist before things like erosion take place.
 
This is the minimum number of squares of the given biome that must exist before things like erosion take place.
 
One thing to keep in mind is the maximum number of squares on a map of a given size. If the total number of squares on a map is lower than the sum of all square count parameters then you will get infinite world rejection.
 
 
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for "slack".
 
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
! Map Size
 
! Number of Squares
 
|-
 
| 17x17
 
| 289
 
|-
 
| 33x33
 
| 1089
 
|-
 
| 65x65
 
| 4225
 
|-
 
| 129x129
 
| 16614
 
|-
 
| 257x257
 
| 66049
 
|}
 
  
 
=== Minimum Initial Region Count ===
 
=== Minimum Initial Region Count ===
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== Periodically Erode Extreme Cliffs ==
 
== Periodically Erode Extreme Cliffs ==
  
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the "Desired pre-erosion river count" to 0 for good erosion and no extra canyons.
+
This parameter, when set to 1, will smooth out extremely high cliffs during world generation, making them more slope-like and and accessible in adventurer or dwarf fortress mode. The exact mechanism by which this works is unknown.
  
 
Normally this is set to Yes (1).
 
Normally this is set to Yes (1).
  
 
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|}
  
== Do Orographic Precipitation and Rain Shadows ==
+
== Do Orthographic Precipitation and Rain Shadows ==
 
 
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.
 
  
This should be disabled if you're importing a map or using a preset map file that has weather.  
+
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters.
  
 
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== Maximum Number of Subregions ==
 
== Maximum Number of Subregions ==
  
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc when there's more than one biome on the embark location) that are allowed to exist on the entire map.
+
The maximum number of subregions a world can have. Larger values mean the regions can be smaller, while smaller values means they will be required to be larger. Logically, setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small regions will be created causing this number to be exceeded if it is not increased.
  
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.
+
Increasing the value of this tag is oten a must when generating "patchwork" worlds with lots of biome variance.
 
 
Increasing the value of this tag is often a must when generating "patchwork" worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.
 
  
 
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== Cavern Parameters ==
 
== Cavern Parameters ==
[[Caverns]] are the hollow areas underground which dwarves tend to encounter when they're digging around.
+
[[File:Open00Density100.jpg|thumb|200px|Cavern slice with Openness of 0 and Density of 100]]
 +
[[File:Open100Density00.jpg|thumb|200px|Cavern slice with Openness of 100 and Density of 0]]
 +
[[File:Open100Density100.jpg|thumb|left|200px|Cavern slice with Openness of 100 and Density of 100]]
 +
[[File:Open50Density50.jpg|thumb|left|200px|Cavern slice with Openness of 50 and Density of 50]]
 +
 
 +
{{L|Caverns}} are the hollow areas underground which dwarves tend to encounter when they're digging around.
  
 
=== Cavern Layer Number ===
 
=== Cavern Layer Number ===
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This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer.  Defaults to three. Setting it to lower values could help FPS.
 
This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer.  Defaults to three. Setting it to lower values could help FPS.
  
'''Warning:''' If this is 0 then you will not have caverns on your map. Note that disabling caverns will make it impossible to grow any underground plants because none will exist for your civilization to cultivate. (Underground plants will not be available on embark.)
+
'''Warning:''' If this is 0 then you will not have caverns on your map. Note that disabling caverns will make it impossible to grow any underground plants because none will exist for your civilization to cultivate. (Underground plants will not be available on embark.) If set to 1 then you will not have underground trees.{{Verify}}
  
 
{| {{prettytable}}
 
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If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.
 
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.
  
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.
+
Another interesting note about the cavern layers is that the seed and number of demon types effect the layout of the caverns.
 
 
<gallery widths=200 heights=200 perrow=2>
 
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100
 
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0
 
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100
 
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50
 
</gallery>
 
  
 
==== Layer Openness Min/Max ====
 
==== Layer Openness Min/Max ====
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=== Magma Layer ===
 
=== Magma Layer ===
  
This parameter controls whether the [[magma sea]] exists.
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This parameter controls whether the {{L|magma sea}} exists.
  
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not have impact on volcanoes, nor vulcanism, so even if 0/No there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.
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Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not have impact on volcanoes, nor vulcanism, so even if 0/No there will still be emark locations with magma. If a {{L|volcano}} exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
|- bgcolor="#dddddd"
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{| {{prettytable}}
 
{| {{prettytable}}
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|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_1:<number>]</nowiki>
 
|style="border:1px #AAA solid;padding:0.2em;"| <nowiki>[LEVELS_ABOVE_LAYER_1:<number>]</nowiki>
 
|style="border:1px #AAA solid;padding:0.2em;"| Z-Levels of stone above the first cavern layer.  Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is.  Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more "solid" levels than this above the cavern.
 
|style="border:1px #AAA solid;padding:0.2em;"| Z-Levels of stone above the first cavern layer.  Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is.  Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more "solid" levels than this above the cavern.
As for version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.
 
 
|-
 
|-
 
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 2
 
|style="border:1px #AAA solid;padding:0.2em;"| Above Layer 2
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{| {{prettytable}}
 
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{| {{prettytable}}
 
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{| {{prettytable}}
 
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== Allow Init Options to Show Tunnels ==
 
== Allow Init Options to Show Tunnels ==
  
This parameter doesn't do anything in v0.31.{{Verify}} In older versions, tunnels could be built between dwarven settlements and these could appear on the map similarly to roads.
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This parameter doesn't do anything in DF2010.{{Verify}} In older versions, tunnels could be built between dwarven settlements and these could appear on the map similarly to roads.
  
 
{| {{prettytable}}
 
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== Playable Civilization Required ==
 
== Playable Civilization Required ==
  
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.
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If this is set to yes (default) then worlds will be rejected if no dwarven civilization exists or if it dies out.
 
 
If set to no, the result may be a world that cannot be played in Fortress Mode.
 
  
 
{| {{prettytable}}
 
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="The World Generator is having trouble placing..."=
 
="The World Generator is having trouble placing..."=
  
:''Main article [[World rejection]]''
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:''Main article {{L|World rejection}}''
  
If you are having the common problem of your generated worlds always being rejected by the world generator, see [[World_rejection#Solving_World_Rejection_Problems|Solving World Rejection Problems]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.
+
If you are having the common problem of your generated worlds always being rejected by the world generator, see {{L|World_rejection#Solving_World_Rejection_Problems|Solving World Rejection Problems}} as it contains many detailed suggestions on how to troubleshoot and solve these issues.
  
 
= Default Worldgen Parameters =
 
= Default Worldgen Parameters =
  
There is no single default for each parameter. Several advanced world generation profiles come with the game by default. See [[world_gen.txt|Default world_gen.txt]] to take a look at this file.
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{{L|world_gen.txt|Default world_gen.txt}}
  
= Parameter Set Examples =
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= Samples and Examples =
  
If you're trying to do something specific then the [[Worldgen examples|Worldgen examples]] might be helpful. These are complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired.
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{{L|Worldgen_samples|Specific elements to add to your world.}}
If they have nothing for you try [[Worldgen Tricks|Worldgen Tricks]], for known tricks and tips on making a world just right for you.
 
  
For many many more examples see:
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{{L|Worldgen_examples|Complete entries to add to world_gen.txt}}
* [http://www.bay12forums.com/smf/index.php?topic=64032.0 v0.31 WorldGen "Cookbook" Thread]
 
  
 
{{World}}
 
{{World}}
 +
[[Category:World]]

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