You may want to end history prematurely, as occasionally races will die out. This means that occasionally you will end up with missing underground plants and the associated products. There is also only one cavern layer, to make getting to the hot stuff easier. Lots of sedimentary and flux layers as well. It occasionally crashes on me, and sometimes will generate crazy 80% mountain worlds, but most of the time there is usually a big range on one side and some really wide flood plains with tons of flat forests with brooks and rivers snaking about. Swaping Granite for Gabbro successfully swapped the layers over worldgen.Try these worldgen parameters (paste the text into your world_gen.txt file under data/init, then generate world with advanced parameters). I will switch gabbro with some other igneous intrusive stone. Swapping gabbro with obsidian and regenerating had no effect. If I get gabbro lava tube walls, it's game over. I conjecture that toady's algorithms favor certain sections of the array for "common" minerals (copper, for instance), over uncommon ones (iron ore, both igneous intrusive members), and may even hard call member entries in certain cases (obsidian). If I get gabbro lined tubes instead of obsidian after swapping the entries, and regenerating, then I think I win. Obsidian is clearly "special", since it specifically lines magma tubes. Next, I will switch gabbro with obsidian. That is why red and white sand were switched, and stayed that way over worldgen. The fact that the above test shows that switching the inputs results in a change, shows that the array is not post sorted. Entry X would always be value Y, because the sort algo would always put it there.Įg, the list "abe, apple, aquel" will alphabetically sort to "abe, apple, aquel", regardless of the input order.Īlphabetical post sort with the same 3 members results in member #3 always being "aquel". If the array was post sorted after being populated, there would be no difference, because the same entites are in the list, just differenly ordered. Yes, the order in the raws list matters, as the entry number that corresponds to the red sand entry will be switched with the white sand entry. This is a very interesting bit of information indeed. (Swap diamond with red spinnel, see what happens, etc.) Much science could be had here, if the mechanic is conserved for all minerals. It also suggests that you could swap the entries for say, copper and iron, and end up with better iron availability. The layers you prefer will already be present. This negates the need to run changelayer each and every time you embark. All worlds genned will have the new curious layer placements. It means that you can generate highly improbable worlds simply by reordering the raws to exploit this fact, and that this is a set and forget exploit. It Toady sorted the data prior to using it, this trick wouldn't work. I think many of you are overlooking the utility of this approach, and what it reveals about the internals of DF.įor starters, it shows quite clearly that Toady does not sort the data read from the raws prior to using it, and that the algorithms used to generate features are dependent upon where in the array data is physically stored. No map need ever be "almost perfect" again.
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