![]() ![]() The variation parameters control how much or how little elevation, rainfall, temperature, drainage, volcanism, and savagery change over distance along the world's X-axis (west-east) and Y-axis (north-south). Same as above but used to determine the randomly selected name used by the program. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. Same as above but instead of determining terrain and world structure it handles historical figures and event outcomes. This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. Another place to find parameter sets is the Worldgen cookbook thread on the official forums. 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. Parameter sets are stored in world_gen.txt in the \data\init folder, using world tokens. 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 'e' when at the screen for creating new worlds with parameters screen. 2 Influencing Non-parameterized Features.1.3.5 Cull Unimportant Historical Figures.1.3.4 Year to Begin Checking Megabeast Percentage.1.3.3 Percentage Beasts Dead for Stoppage.1.3.2 Population Cap after Civ Creation.1.2.4 Minimum Volcanism/Maximum Volcanism.1.2.3 Minimum Savagery/Maximum Savagery.For now this bat script does not require dfhack in your game, it will work fine without. Eventually I hope to have this script automatically output those legends files, but that will require a custom dfhack script. If you want further Legends information you will need to start the game in Legends mode, and export those files the normal manual way, for now. Once it's finished you can either check each world's info folder to help narrow down which worlds you want to keep, or check the GenLog file which this script will create as worlds generate. It should do everything automatically at that point, although the DF game window will occasionally pop up during the process, so you may want to go afk or do something else while it works. (Note: Depending on your gen settings and computer, this process may take a long time.) It'll then load up the game window and start generating. Just make sure your computer has enough space for the number you give it. Next, either choose one of the preexisting generator presets found in your world_gen.txt file, or create your own custom one using the "Design New World with Advanced Parameters" in the game's main menu.Īfter that, you can run GenerateWorlds.bat, it will ask you to enter the preset title you want (spelling/capitalization must be exact), and how many worlds you want it to generate. ![]() ![]() Place the GenerateWorlds.bat file into your DF game folder (where Dwarf Fortress.exe is), without the game present this script does nothing. As worlds are generated, it renames their region folder to their in-game world-name, organizes the info/map files into their corresponding world's folder, and outputs a log file with a list of all worlds generated that session, with their age, populations, and tower info. This is a Windows Batch script for generating multiple custom Dwarf Fortress worlds automatically. ![]()
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