![]() Imo, the new result looks far better in practice, but it’s a trade-off. Things may (rarely) spawn in weird locations.More items will spawn than in your regular DST.This "optimization" can be toggled on/off (default: ON) Contents 1 Advanced Parameters 1.1 Seed Parameters 1.1.1 Use Seed 1.1.2 Use History Seed 1.1.3 Use Name Seed 1. This forum post has additional information on the parameters. ![]() These parameters are not all well understood, so please contribute here as you experiment. When that happens, my new code will try to spawn the set piece somewhere else using several different fallbacks, in the worst case, the object could spawn in a totally different biome. World generation allows advanced options for customizing worlds. This process has several negative consequences: the first is that your world may not contain all the intended objects, the second is that the default world gen algorithm can sometimes take a large amount of time, this becomes prohibitive when using many mods with new biomes and set pieces (eg. pig king), the world gen would restart, hoping the next attempt will be luckier. Unfortunately, when the biome does not have enough room to contain all set pieces, the original game would discard the unplaced set pieces, and if one of these happens to be important (eg. In the original worldgen, the game has a list of things to spawn per biome (eg. Last but not least, I changed the game code to spawn objects more "leniently". In general, the world gen code should be compatible with other mods and treat modded biomes just fine. If you just want to try the new algorithm without changing anything else, you can disable Cave/MultiWorld biomes in the mod options and the world generation will be close to vanilla (minor differences in the size/content of certain biomes). If you want to quickly see what the new shapes look, there is a setting to reveal map at start (only works in hosted worlds). Also, since the map generation is very random, some maps can be especially unfair. Note that since many new biomes are marsh/cave/dangerous areas the game tends to become a bit harder. Examples: 60 biomes map with the original algorithm. Without it the original algorithm tries to connect all biomes to the center, which is very poor for 40+ biomes: it results in a lot of water separations overall and thin paths that serve no gameplay purpose in the center of the map. I have designed an other world generation system to make the world shape more compact (supports 50-60 biomes vs 20 for the original game). It goes in the folder in the screen cap.This mod brings cave biomes on the surface and adds several algorithms to make world generation much more random and varied. If you look at the last page of comments, you'll see the same question, with a screen cap. Advanced World Generation + Embark Setup - Dwarf Fortress 3,464 views 128 Dislike Share Save Twisted Logic Gaming 3.49K subscribers How to setup Dwarf fortress if you. Like I said though, I haven't tried to do any worldpainting. ![]() Hey, Can you help me with this? Because in the OP in that thread PerfectWorldDF says you also need to d/l that other link he posts with an XML file and put it next to PerfectWorldDF(?) in the same folder?įor the life of me I can't parse what they're instructing or how to get PerfectWorldDF's output to be at all intelligible to SteamDF. ![]() It's all about temps and heightmaps.Īvoid extremes, soft changes. I haven't painted a world in probably 10 years, but I remember it being less hard than building a functioning militia. During my research on how to use the program I found settings I wanted and haven't messed with it again, so you'll have to figure out how to use it. I have it installed and I ran it to gen some history and it worked. of Spain Dolores Ibarruri, Pasionaria Joint Programme of Action of the Communist Party and the Socialist Party of. I used it in the past and based on my short research it still works with Steam.
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