Are these value in celsius? That's my assumption but who knows. So would a 50,000 value be what the Sparse setting uses, or is the generally usable scale a much smaller subset in the full range? Defaults to 100 which I assume is the Everywhere setting on the simple world gen, but even that is an assumption. Mineral Scarcity: Range 100 - 100,000, lower is more. I assume 0 is for no poles but beyond that I have no idea. Defaults to a text value of North and/or South, but I have no idea what the numerical values actually correspond with. I theorized that it might be possible and even fun to create an entire fortress of sealable sections, but just making satellite dining areas is a headache I have never solved.Trying to do some custom worldgen and I'm having some problems getting things dialed in right. Someone could croak of old age in the hall off main dining and that was the end of it. In the end I had to abandon the seed every time a single dwarf died anywhere on the map, because this would result in a zombie within 10 ticks. Many dwarves would spend some time during the day battling undead feathers. A small army of butchers, tanners and farmers, would quickly kill, clean, and store all the parts (good eating that zombie duck meat), and then chuck bones and ligaments down the ziggurat (I found digging a pit to house the remains wasnt fast enough so I simultaneously built a pyramid atop the pit to quickly create something deep enough that dwarves would throw things in without being scared by the things inside) I had great fun in one of these biomes, as undead birds of all description would fly over the fortress, and attack constantly. It becomes nearly impossible to get a dead dwarf buried before he animates and kills everyone. The only real danger in cursed lands now, is lands where the dead rise again. it once was places where evil biomes touched each other, but now dwarves hate rain so much, it doesnt matter if it rains blood or vomit. Good cursed areas arent just evil mountains. However I do use LNP starterpack, so I don't really know if that changes worldgen. Re-running it longer had even more evil places start popping up allover the place. The world is only 57 years old in those screens. What I did learn is it's filled to the brim will all manner of wonderful creatures, and that several truckloads of kobolds were utterly decimated by a grumpy titan. I dunno if there's a reason it's so evil, I didn't really see anything in the legends viewer, but I'm also not really knowledgeable enough to break it all down. For reasons that rapidly became very clear. In fact they stayed far, far away from it. I figured the dwerfs would swarm allover it. The world had generated a gigantic mountain range in the northwestern area, and it looked pretty neat. Most of them were only somewhat interesting, but after a while it generated quite possibly the most outright evil area I've ever seen so far in this game. This was largely a mistake since I had no idea what I was doing, but it let me put in seeds, so I did. So I, a complete noob to DF, decided to mess with the advanced world generator. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Updates and releases will still be posted, as will the questions thread for those needing help. Please note, the subreddit is currently closed to new user submissions, as part of the ongoing Reddit fiasco. Want to start playing? Read this sidebar!
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