I find that in practice the depth of the caverns is heavily dependent on the elevation and grade of the embark location. My record for fiddling around was finding an embark location which had all 3 cavern layers, but the HFS was only 25 layers deep when I embarked at the edge of a flood plain where there had been a lot of erosion. And that was on one of the default world gen profiles!
I was never a big fan of the labyrinthine cavern so being able to make more open caverns is quite nice and would make building down there more manageable.
More !Science! towards location of roads could be lot of fun. Generating them in the caverns is a new one for me. I wonder if traders will come in along them if the surface is blocked off?
Please do this for all other settings too. I figured out cavern settings a while ago but the rest is still more or less a mystery. Maybe make a tutorial about bioms. How to modify biom sizes, biom diversity etc. would be amazing to have a guide that tells you how to modify such things without getting too many errors while world gen :D
you can increase the amount of starting rivers or/and increase the xy rainfall. if more rivers flow into each other they make a bigger river....and more rain is more water :) if you fiddle with the drainage you can get lakes or no lakes and also affects soil
hey, thanks. I've been working on an artificial cavern fort, but relying on RNG and having insane (fun) mishaps (like HEdoubleHockeystick 20 z levels straight down from embark)
my usual cavern settings are something like Minimum openness: 50, Max 100 Minimum Passage Density 0, Max 50 makes for some nice open caverns wtihout missing out o some of the mazey passage areas I also typically set my water to 25/75, not sure how much that actually does I also usually set the 'levels above layer 1' to 10 or 15, then layers between 1/2 is 5-10, and between 2/3 is around 5. I like having space between, *especially* up at the top. having 3-4 soil layers is what i consider optimal, gives lots of space for early farming, very quick to carve out rooms, and once the caverns have been breached, a *lot* of space for cave moss to grow, allowing me to pen my grazers underground more safely. Having 8-10 stone layers then provides lots of material for early wall, floor bridge construction, mass stone crafting, more opportunities for early gems and ore Something does occur to me though, having more open caverns does reduce the amount of stone area for gems and ores to spawn in, I think? One thing I would love is to have the ability to get more than 3 cavern layers. Like, 4 or 5 or 6. Would be nice :) Blind, do you know if its possible for *rivers* to generate underground? That is something Ive never come across, but would love to see
Really enjoying this series! Could you show how to make large biomes? I really enjoy worlds with large distinct areas of the map, for example a huge region of Forrest next to a huge region of desert. Thanks for this excellent guide!
In the PeridexisErrant's Starter Pack there was a toggle for aquifiers, how can i turn aquifiers off in advanced setting on steam DF? (dont hate me) Thanks.
If you delete the file, it reappears only when you open advanced world gen and save the configuration. Sorry I didn't explain that lol. It also works for keybindings and init settings. Dwarf fortress keeps a copy of the default settings in Dwarf Fortress/data/init.
I never seem to have any luck modifying these templated custom worlds: small island, medium region, etc... For example, I try to change Mineral Scarcity from 100 (Everywhere) to say, 50,000 (Fairly Scarce) world-gen seems to ignore that. When a world is generated, there are minerals everywhere. Does anybody else have a similar issue?
I find that in practice the depth of the caverns is heavily dependent on the elevation and grade of the embark location. My record for fiddling around was finding an embark location which had all 3 cavern layers, but the HFS was only 25 layers deep when I embarked at the edge of a flood plain where there had been a lot of erosion. And that was on one of the default world gen profiles!
I was never a big fan of the labyrinthine cavern so being able to make more open caverns is quite nice and would make building down there more manageable.
More !Science! towards location of roads could be lot of fun. Generating them in the caverns is a new one for me. I wonder if traders will come in along them if the surface is blocked off?
Excellent! These worldgen videos are much appreciated!
Please do this for all other settings too. I figured out cavern settings a while ago but the rest is still more or less a mystery.
Maybe make a tutorial about bioms. How to modify biom sizes, biom diversity etc. would be amazing to have a guide that tells you how to modify such things without getting too many errors while world gen :D
I agree. I've tried to play around with that before too and i always find my parameters either do almost nothing or totally break the world gen :/
Very cool. I'm excited to generate some less... non-euclidean caves going forward.
Is it possible to tweak a setting to make more large rivers instead of it most just being minor river?
you can increase the amount of starting rivers or/and increase the xy rainfall. if more rivers flow into each other they make a bigger river....and more rain is more water :) if you fiddle with the drainage you can get lakes or no lakes and also affects soil
hey, thanks. I've been working on an artificial cavern fort, but relying on RNG and having insane (fun) mishaps (like HEdoubleHockeystick 20 z levels straight down from embark)
Hell yeah! Cave time.
Caves! Thanks blind!
my usual cavern settings are something like
Minimum openness: 50, Max 100
Minimum Passage Density 0, Max 50
makes for some nice open caverns wtihout missing out o some of the mazey passage areas
I also typically set my water to 25/75, not sure how much that actually does
I also usually set the 'levels above layer 1' to 10 or 15, then layers between 1/2 is 5-10, and between 2/3 is around 5. I like having space between, *especially* up at the top. having 3-4 soil layers is what i consider optimal, gives lots of space for early farming, very quick to carve out rooms, and once the caverns have been breached, a *lot* of space for cave moss to grow, allowing me to pen my grazers underground more safely. Having 8-10 stone layers then provides lots of material for early wall, floor bridge construction, mass stone crafting, more opportunities for early gems and ore
Something does occur to me though, having more open caverns does reduce the amount of stone area for gems and ores to spawn in, I think?
One thing I would love is to have the ability to get more than 3 cavern layers. Like, 4 or 5 or 6. Would be nice :)
Blind, do you know if its possible for *rivers* to generate underground? That is something Ive never come across, but would love to see
Nice, I definitely like the more open caverns. I may have to fiddle with that some.
Thank You!
Really enjoying this series! Could you show how to make large biomes? I really enjoy worlds with large distinct areas of the map, for example a huge region of Forrest next to a huge region of desert.
Thanks for this excellent guide!
Great video , thanks 👍🏻
In the PeridexisErrant's Starter Pack there was a toggle for aquifiers, how can i turn aquifiers off in advanced setting on steam DF? (dont hate me) Thanks.
Yes! More worldgen!
If you delete the file, it reappears only when you open advanced world gen and save the configuration. Sorry I didn't explain that lol. It also works for keybindings and init settings. Dwarf fortress keeps a copy of the default settings in Dwarf Fortress/data/init.
Nice 4k upgrade!!
I seem to remember there being a button somewhere to add above-ground height on the fly in-game, is that still a thing?
I never seem to have any luck modifying these templated custom worlds: small island, medium region, etc... For example, I try to change Mineral Scarcity from 100 (Everywhere) to say, 50,000 (Fairly Scarce) world-gen seems to ignore that. When a world is generated, there are minerals everywhere. Does anybody else have a similar issue?
I enjoyed this video at 0.9x speed and was very pleased. Nice deep-dive.
If i was a snake crawling through all that mud I would be mad also.
teeelllll meee howwww to get koooooboooolllddss!!!!