Something you didn't mention about the length of history that can matter is certain slow growing trees will not be as large if your time is short. Highwood is a particularly noteworthy example. On a 50-100 year run you'll get a few logs, but at 250-500 you will have highwoods (at least in savage biomes) that just a few trees can supply most of the wood you will need until you start burning wood. You'll notice them right away as they take up 9 tiles with their trunk and if you go up in Z levels they are tangled masses that can rise many Z levels upwards. Highwood is also a relatively light wood (for the standard woods) so it's good for building early wooden tools out of. I usually have the heavier woods go to the ashery and wood furnace and save the light colored highwoods for making things, such as floor tiles to cover an outdoor pasture I dug into the ground, safety minecarts, or some other silly dwarf trick.
I didn't want to go into to much detail since there would be way to much information to put in a single video and still keep focus on the main topic, thanks for the tip, I didn't know this myself.
i don't have a text file called 'worldgen' in the prefs folder. is there some sort of prerequisite to having that file? i have a world with a few saves on it already, is there a need to start fresh in order to see that file? Edit: It seems that at least one ‘detailed world’ generation has to be done initially for the file to be generated.
I also would be VERY interested in more content explaining how detailed World Gen works! I'm a fan of tailoring my worlds to have interesting but also realistic landscapes.
Id be interested in a more in-depth go thru of the advanced options. Been reading thru but don’t quite understand what some of the options actually do during the world gen.
I haven't been able to generate a single advanced settings world for some reason. Even if I pick some of the default profiles it ends up complaining about not being able to place rivers or something about savegery meshes. I'm very confused by this. I can try some of the templates from others; but i'm just confused by why the default profiles have issues like this.
Well that sucks. I want all of the default settings, but I want to change the world type from "island" to "region" as islands have way too much water and most civs won't even reach your fort unless you embark right next to them. "Region" types fix this and it's the only setting that I want to change.
Anyone know where you can find silver barbs for black dye? Wiki says dry evil biome but I'm 3/3 for everything on the surface being dead despite overworld saying there's sparse vegetation. I think one form post mentioned desert biomes
quick question. lets say i create a world map. lets also say that i've created many forts and left them to ruins or let them go on thier own.... If I've stored away a vast hoard of treasure in one of my fortresses left to ruin or left to run by itself...will it still be there for my next dwarves to discover if they go on a raid? I'd like to leave treasure rooms for my next fortress folks to find. is that possible? can i leave a pile of gold coins? etc?
You can! This was exactly the point of the game when it first was created. You can either start a new fort and try to steal back or when adventure mode arrives you can go to these yourself.
@@UristMcMagnum awesome. I had misread and misunderstood something earlier in the steam forums about noticing items dissapearing or getting scattered around the fort, or lost etc...
@@snickle1980 Well you can't stop others from stealing it when world gen is going. So if you play 3 years in a other fort, once you eventualy raid your old site, it could be that other civs have done so already, but they should still be somewhere, I guess another fun thing to do now is search your lost artifacts :D
Any idea why no trees spawned on my last embark? I reclaimed a ruined fortress, 0 trees. They're appearing slowly tho, so it's not a biome issue. Also the trees on my previous fortress just vanished furing playing. They stayed on a square of roughly 150x150 tiles around the entrance. Besides that - only grass.
Just wondering about templates as I have almost no interest in messing with it much right now but I'm already dissatisfied with standard world gen at the moment
Def would be interested in a detailed overview of DF Advanced WorldGen mechanics as the wiki doesn't answer all the questions one may have as a new player =)
you have to find the balance between "Population cap after civ creation" and "Site cap after civ creation" in order to have the civ expand, when you generate the world you have no direct way of influencing the civ caps(they use unintuitive names for the settings), but you can do so in round about ways such as reducing the savagery as i assume we all know, but thats boring since nothing unexpected beyond some hooligan sneaking out a mug artifact out of your fort to start the recovery mug crusades happens. so, depending on the size of the world and the biomes, think of the minimum amount of civilians it should have to fend off any possible threat except a civ war, I think around 1000 is more than enough to even fend off a dragon or demon, but keep in mind they will become historic figures after that unless they die, so I usually multiply the "Population cap after civ creation" which only affects historic figures 2 or 3 times the value of "Site cap after civ creation" to be safe. I mean, do you really expect a site of 80 or 60 peasants to fend off an angry gremlin campaign with roughly crafted twigs? didnt think so, so better stay safe than sorry.
Great Video. But here a tip You should never have steam folder in Programs. It can and will mess with many games cause them to even crash. You should make a folder outside of program files.
100% would be interested in more detailed overview of DF WorldGen mechanics.
Soonish, this one will take a bit more time, but soon ...
Something you didn't mention about the length of history that can matter is certain slow growing trees will not be as large if your time is short. Highwood is a particularly noteworthy example. On a 50-100 year run you'll get a few logs, but at 250-500 you will have highwoods (at least in savage biomes) that just a few trees can supply most of the wood you will need until you start burning wood. You'll notice them right away as they take up 9 tiles with their trunk and if you go up in Z levels they are tangled masses that can rise many Z levels upwards. Highwood is also a relatively light wood (for the standard woods) so it's good for building early wooden tools out of. I usually have the heavier woods go to the ashery and wood furnace and save the light colored highwoods for making things, such as floor tiles to cover an outdoor pasture I dug into the ground, safety minecarts, or some other silly dwarf trick.
I didn't want to go into to much detail since there would be way to much information to put in a single video and still keep focus on the main topic, thanks for the tip, I didn't know this myself.
Great tips 👍
Increase cavern openness, and decrease cavern tunnel density - for large spacious open caverns
These worldgens are insanely beautiful, well done.
THanks. I'm a returning vet and a lot of this was forgotten
My prefs folder does not include world_gen.txt. and i have generated multiple worlds, with multiple saves
Very awesome, my man. Can't wait for more.
Very informative for new and experienced players
It's awesome so see DF finally full released
@@minecrashinhard it was worth the wait
i don't have a text file called 'worldgen' in the prefs folder. is there some sort of prerequisite to having that file? i have a world with a few saves on it already, is there a need to start fresh in order to see that file?
Edit: It seems that at least one ‘detailed world’ generation has to be done initially for the file to be generated.
Thanks for the link to the templates. I love playing around with Adv World Gen in this game.
I also would be VERY interested in more content explaining how detailed World Gen works! I'm a fan of tailoring my worlds to have interesting but also realistic landscapes.
Id be interested in a more in-depth go thru of the advanced options. Been reading thru but don’t quite understand what some of the options actually do during the world gen.
It is a bit more complicated then just creating a world but I will see when I have time for this.
Agreed, this would be great!
@@UristMcMagnum seconding that motion. I want to tweak some things but keep the map at least somewhat geographically coherent.
The world gen file isn't anywhere I could find in my files.
Edit: I had to make it myself but it worked fine after that!
I haven't been able to generate a single advanced settings world for some reason. Even if I pick some of the default profiles it ends up complaining about not being able to place rivers or something about savegery meshes. I'm very confused by this. I can try some of the templates from others; but i'm just confused by why the default profiles have issues like this.
Well that sucks. I want all of the default settings, but I want to change the world type from "island" to "region" as islands have way too much water and most civs won't even reach your fort unless you embark right next to them. "Region" types fix this and it's the only setting that I want to change.
very intresting thanks, didnt know adding world gen was a thing.
Very helpful as always.
Anyone know where you can find silver barbs for black dye? Wiki says dry evil biome but I'm 3/3 for everything on the surface being dead despite overworld saying there's sparse vegetation. I think one form post mentioned desert biomes
quick question. lets say i create a world map.
lets also say that i've created many forts and left them to ruins or let them go on thier own....
If I've stored away a vast hoard of treasure in one of my fortresses left to ruin or left to run by itself...will it still be there for my next dwarves to discover if they go on a raid?
I'd like to leave treasure rooms for my next fortress folks to find. is that possible? can i leave a pile of gold coins? etc?
You can! This was exactly the point of the game when it first was created. You can either start a new fort and try to steal back or when adventure mode arrives you can go to these yourself.
@@UristMcMagnum awesome. I had misread and misunderstood something earlier in the steam forums about noticing items dissapearing or getting scattered around the fort, or lost etc...
@@snickle1980 Well you can't stop others from stealing it when world gen is going. So if you play 3 years in a other fort, once you eventualy raid your old site, it could be that other civs have done so already, but they should still be somewhere, I guess another fun thing to do now is search your lost artifacts :D
My install doesnt have a worldgen file, i tried view>hidden and that didnt change anything :/
Great video! Thanks for the content.
Any idea why no trees spawned on my last embark? I reclaimed a ruined fortress, 0 trees. They're appearing slowly tho, so it's not a biome issue. Also the trees on my previous fortress just vanished furing playing. They stayed on a square of roughly 150x150 tiles around the entrance. Besides that - only grass.
I had this happen on a reclaimed ruin too. maybe the dwarves that built the fort cut them all down?
hey i look in my folder and the worldgen file isnt there help!
Thank you!! Now I can go redo my unicorn hunting in the plains from Masterwork
Just wondering about templates as I have almost no interest in messing with it much right now but I'm already dissatisfied with standard world gen at the moment
That is understandable, the world's it gives you are pretty plain to the stuff users make.
Def would be interested in a detailed overview of DF Advanced WorldGen mechanics as the wiki doesn't answer all the questions one may have as a new player =)
I'd be interested in the detailed mode guide
why dont I have the prefs folder?
This rocks, thanks
Thanks for this bro.
I don't have a prefs folder.
Can you still set temperatures stupidly high like in the original game? I think I recall having a start where everything just burst into flames 😂
thanks for the video!
Is your thumbnail Bordertown Beat down, from Command & Conquer Kane's Wrath?
I would recognize that map anywhere.
It's one of the templates available in the old mod pack mentioned, not sure where his inspiration came from.
@@UristMcMagnum I had to look on my game, the map is just straight up "Six Shooter Showdown" from Command & Conquer: Kanes Wrath.
Oh, I don't have the world Gen file. Hm
Very interested in generating a world similar to the one in the intro, is there a template available for that? Thanks
yes, if you import the file in the description it should add them
Hey is there a way to modified the traits of the 7 starting dwarves? And add more level points too?
If I remember correctly there is a option for enabling no point limit, there is no way of editing the traits of your starting dwarfes
you have to find the balance between "Population cap after civ creation" and "Site cap after civ creation" in order to have the civ expand, when you generate the world you have no direct way of influencing the civ caps(they use unintuitive names for the settings), but you can do so in round about ways such as reducing the savagery as i assume we all know, but thats boring since nothing unexpected beyond some hooligan sneaking out a mug artifact out of your fort to start the recovery mug crusades happens.
so, depending on the size of the world and the biomes, think of the minimum amount of civilians it should have to fend off any possible threat except a civ war, I think around 1000 is more than enough to even fend off a dragon or demon, but keep in mind they will become historic figures after that unless they die, so I usually multiply the "Population cap after civ creation" which only affects historic figures 2 or 3 times the value of "Site cap after civ creation" to be safe.
I mean, do you really expect a site of 80 or 60 peasants to fend off an angry gremlin campaign with roughly crafted twigs? didnt think so, so better stay safe than sorry.
Hell yeah man Ive been wanting to generate a world with better features like that.
Excellent! Subbed.
More stuff coming soon !
Supreme commander maps? Nice.
Could you explain the options in detailed mode to help with world generation?
Will do in a later video
@@UristMcMagnum Thanks!
Thank you :)
Great Video. But here a tip You should never have steam folder in Programs. It can and will mess with many games cause them to even crash. You should make a folder outside of program files.
Never had any real issues but thanks for the tip