mirror of
https://github.com/PeridexisErrant/DF-Walkthrough.git
synced 2025-09-22 05:40:49 +02:00

There's a bit of a debate about this for text (none for code), but I'm coming down on the side of manual wrapping because it makes line-based diffs much more useful and powerful.
218 lines
10 KiB
ReStructuredText
218 lines
10 KiB
ReStructuredText
################
|
||
World Generation
|
||
################
|
||
|
||
|
||
Welcome to the tutorial on world building. If you’ve played along with
|
||
the walkthrough you may be itching to try out making your own world
|
||
and finding a new place to build your next dwarfy citadel (perfectly
|
||
laid out – as detailed on the notepaper you doodled on at work all
|
||
day). Well, you’re in luck, because that’s what we’re talking about
|
||
today!
|
||
|
||
Why World Build?
|
||
================
|
||
World building is a subtle and arcane art in Dwarf Fortress. You can
|
||
do it the easy way (default world generation), the slightly complex
|
||
way (custom parameter setting) or the really hard way (world gen file
|
||
manipulation). We’re going to be covering just the first way as the
|
||
others make my brain hurt and I’m not a masochist! If you are
|
||
interested in doing things the hard way you can head over to the wiki
|
||
and check out the guides to advanced world generation and
|
||
pre-generated worlds.
|
||
|
||
Er, where was I, why do we want to generate our own worlds? Well,
|
||
generally it is because we want to create a specific type of
|
||
environment (haunted glaciers with skeletal whales FTW!) or we want to
|
||
make sure we have an interesting and exciting place to build (build a
|
||
volcano inside a fortress inside a volcano!). Or perhaps you just want
|
||
to start a new game in a new land.
|
||
|
||
Making Worlds the Easy Way
|
||
==========================
|
||
Fire up Dwarf Fortress and from the start menu scroll down to
|
||
:guilabel:`Create New World!` and hit :kbd:`Enter`. You'll see a
|
||
screen with a variety of basic options which can be selected with the
|
||
arrow keys. I suggest the following settings, but by now you can
|
||
decide for yourself:
|
||
|
||
.. image:: images/worldgen-options.png
|
||
:align: center
|
||
|
||
You you like the settings, hit :kbd:`y` and the world will start to
|
||
generate. You’ll get a lot of stuff happening on the screen as the
|
||
world is generated. Mountains will form and be eroded, forests will
|
||
spread, rivers will spawn, civilisations will rise and fall. It’s
|
||
pretty cool actually!
|
||
|
||
Here’s a shot of the world history being generated, which happens
|
||
after the geography is formed. Did you know you can actually go and
|
||
read all of this history in :guilabel:`Legends` mode? Yes, it’s all
|
||
there! Tons of history and mythology to soak in. We’ll have a look at
|
||
that later.
|
||
|
||
.. image:: images/worldgen-generating.png
|
||
:align: center
|
||
|
||
Once the world is created you’ll end up with a menu as well as a
|
||
little information, such as the name of your world. Mine,
|
||
:guilabel:`The Universe of Wonder` looks mountainous and pretty frozen
|
||
up North! (I swear, I got that name the first time!) Use the arrow
|
||
keys to look around and get a rough idea for the kind of world
|
||
created. Hit :kbd:`Enter` to accept the world. The world is now being
|
||
stored and you will be taken back to the main menu. You can now chose
|
||
:guilabel:`Start Playing` and a new world will be there, probably the
|
||
attractively named :guilabel:`(untranslated name), Folder: Region 2`.
|
||
|
||
.. image:: images/worldgen-regions.png
|
||
:align: center
|
||
|
||
You’re a bloody legend, mate
|
||
============================
|
||
With your new region selected, hit “Enter” and you can see the three
|
||
game modes available. :guilabel:`Dwarf Fortress`, which you know well
|
||
by now, :guilabel:`Adventurer`, which you may have dipped into and
|
||
:guilabel:`Legends`. Select :guilabel:`Legends` and hit :kbd:`Enter`.
|
||
After some loading you’ll get a screen showing a list of histories to
|
||
read. Scroll around, hit :kbd:`Enter` to drill down and :kbd:`Esc` to
|
||
go back up a menu layer. The first history I read is about Sidya
|
||
Athetipyi, hag spouse of evil - born an elf, abducted at age four, and
|
||
transformed into a creature of the night by Momuz Shadeberry. She
|
||
later escaped and wandered for years, before being struck down at age
|
||
41 in the Pure Prairies. There are happy stories too, I promise!
|
||
|
||
If the in-game interface for Legends mode isn't your cup of tea, don't
|
||
despair! From the main legends screen, you can press :kbd:`x`,
|
||
:kbd:`p`, :kbd:`d` to export most of the information - or use the
|
||
DFHack command ``exportlegends all`` to do so automatically. These
|
||
files are created in the ``Dwarf Fortress`` folder, and can be read
|
||
with Legends Viewer - which incorporates the maps, and adds everything
|
||
from hyperlinks to population statistics.
|
||
|
||
When you’re bored, :kbd:`Esc` back out to the main menu.
|
||
|
||
Play the Damn Game Already!
|
||
===========================
|
||
Head back in to “Start playing” and select your region and then “Dwarf
|
||
Fortress”. You’ll then get a screen somewhat like this. It is the
|
||
“settle” screen where you chose where you’re going to found your
|
||
fortress. I’ve scribbled on the picture below so as to give you a
|
||
better idea of what you’re looking at. The image below explains the
|
||
three map windows you can see:
|
||
|
||
.. image:: images/worldgen-sites.png
|
||
:align: center
|
||
|
||
On the right is more information and it relates entirely to what’s in
|
||
the embark box in the left window. Lets see what we can do about
|
||
navigating around! Start off by hitting the arrow keys a while. What
|
||
you’ll notice is that the arrow keys move the X on the region map.
|
||
Holding down an arrow key results in the local map zipping past, the
|
||
region map moving square by square and the world map X moving fairly
|
||
slowly. As you move the cursor around you should see the info on the
|
||
right change. Note, this info does NOT relate to the region window!
|
||
Instead, it relates to the local window, but as you’ve noticed by now
|
||
we don’t seem to have much control over the placement of that local
|
||
window box… or do we?
|
||
|
||
If you read the text on screen you’ll see you can move the local area
|
||
box around using :kbd:`w`, :kbd:`a`, :kbd:`x`, and :kbd:`d`. Try it
|
||
now! You’ll notice lots of information changing on the right. You can
|
||
also resize the local space using :kbd:`u`, :kbd:`h`, :kbd:`m`,
|
||
:kbd:`k`. You probably want to leave the box at 3x3, but 4x4 will
|
||
give you more space when you’re playing. 5x5 should only be used by
|
||
those who like the game going particularly slowly as those sort of
|
||
sizes can become somewhat crippling for the CPU to keep up with. 1×1
|
||
micro-fortresses are also doable, if you want speed more than space.
|
||
|
||
Hit :kbd:`u` and make your space 3×5. Make it small again by :kbd:`m`.
|
||
Easy huh? But rather than just selecting some random area and hitting
|
||
:kbd:`e` for :guilabel:`Embark!`, lets use the :guilabel:`Find` system
|
||
to get us a nice site.
|
||
|
||
Finding somewhere to live
|
||
=========================
|
||
Follow along:
|
||
|
||
* Hit “f” for :guilabel:`Find`. A new menu will pop up with settings
|
||
to fiddle with.
|
||
* Set :guilabel:`Savagery` and :guilabel:`Evil` to :guilabel:`Low`.
|
||
* Set :guilabel:`Flux Stone Layer` to :guilabel:`Yes`. Flux stone is
|
||
one of the ingredients you need to make steel so we really do want it.
|
||
* Leave :guilabel:`Aquifer` as :guilabel:`N/A` - while they're a pain,
|
||
you'll get a better site if you're willing to use the DFHack command
|
||
``drain-aquifer`` after you embark
|
||
* Set :guilabel:`River` to :guilabel:`Yes`.
|
||
* Set :guilabel:`Shallow Metal` and :guilabel:`Deep Metal` to
|
||
:guilabel:`Multiple`.
|
||
* Set :guilabel:`Soil` to :guilabel:`< Deep`.
|
||
* Set :guilabel:`Clay` to :guilabel:`Yes`.
|
||
* Hit :kbd:`Enter` for :guilabel:`Do Search`.
|
||
|
||
DF will now look for a location matching your preferences. Now, I’ve
|
||
chosen the particular settings above to set up a fairly straight
|
||
forward fortress location. You can have a lot of fun by not going for
|
||
some of these settings, so don’t be afraid to experiment.
|
||
|
||
Once the search is run a suitable site will be found (hopefully) and
|
||
the local map will be centered on it. Hit :kbd:`Space` to back out of
|
||
the find menu. Here’s what I’ve found.
|
||
|
||
.. image:: images/worldgen-search.png
|
||
:align: center
|
||
|
||
You can see the climate looks quite good. The temperature is warm,
|
||
it’s sparse trees (which is plenty). It’s wilderness, which will be
|
||
somewhat challenging and fun and there’s some sand too – always nice
|
||
if you want to make glass. However, one thing I don’t see is an
|
||
aquifer... or do I? Perhaps it’s in another biome? Biomes are how land
|
||
is divided up in DF. Plains will be one biome, a mountain range
|
||
another, a forest yet another. Clearly there’s a grassland biome here,
|
||
and there are three options next to :guilabel:`View Biome`; :kbd:`F1`,
|
||
:kbd:`F2`, and :kbd:`F3`. By default we’re viewing the biome that
|
||
dominates this space inside the local embark box and this is the
|
||
:kbd:`F1` biome. if I hit :kbd:`F2` I will switch to seeing what’s on
|
||
the other biome as well as what land it covers. The flashing Xs show
|
||
the boundary and I can hit :kbd:`F1` to see how it compares to the
|
||
other biome. Here’s what I see when I check the second biome. Note,
|
||
it’s possible to have one, two, four or even more biomes all
|
||
intersecting on the area you’re looking at!
|
||
|
||
.. image:: images/worldgen-biomes.png
|
||
:align: center
|
||
|
||
I’m pretty pleased with that! A good sized area, a water source in the
|
||
corner, magma (deep down), sand, flux stone, lots of wood, perfect! Of
|
||
interest is that I have a brook instead of a full river (DF tells me
|
||
that in the info box to the right of the maps) which somewhat reduces
|
||
the difficulty of dealing with the challenges of plumbing!
|
||
|
||
I am now ready to embark!
|
||
|
||
Your Basic Embarking
|
||
====================
|
||
When you’re comfortable with your start zone hit :kbd:`e` for
|
||
“Embark”. You will get a confirmation dialog, hit :kbd:`Enter`. You
|
||
now have options that probably look something like this:
|
||
|
||
.. image:: images/worldgen-embark-presets.png
|
||
:align: center
|
||
|
||
The best option, if you want to play straight away, is to select
|
||
:guilabel:`Use DFVIDTUTS2015` (the preset the walkthrough is based on)
|
||
and hit enter, you will now be taken to another menu which you want to
|
||
hit :kbd:`e` from. Voila! You’re in and playing! Alternately, you can
|
||
:guilabel:`Prepare for the journey carefully` and individually skill
|
||
and equip each dwarf - but that's another tutorial.
|
||
|
||
Righto, you should be able to do basic world construction to your
|
||
heart’s content now. World generation is as complex as you want it to
|
||
be and you can see some of those options under :guilabel:`Design New
|
||
World with Advanced Parameters` from the main menu. Don’t worry about
|
||
those unless you get super keen on custom building worlds to ensure
|
||
certain features, in which case, head off to the Bay12 forums already!
|
||
There are lots of useful threads there and links to map databases (and
|
||
info on how to use them). It’s a hobby in itself and people seem to
|
||
enjoy competing to create the most perfect starting location or the
|
||
most perfect micro-fortress.
|
||
|