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 Dwarf Fortress File Depot » Pregenerated Worlds » Blackspire: 2-stream waterfall map w/all amenities
      
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File Listing: Blackspire: 2-stream waterfall map w/all amenities
Last Updated: Jul 14, 2010, 05:11:01 pm
First Created: Jul 14, 2010, 03:30:14 pm
File version: Unspecified
For DF version: 0.31.10
Downloads: 104 (107) Size: 25.6 MB
Views: 1,737 (1,748) Type: 7Z
Rating (0 votes): Unrated
Description
In reference to my thread post here, this is a pristine worldgen containing the site I've affectionately named "Blackspire," with the Ironhand graphical set built-in.

What It's Got

The site is a savage three-biome site (temperate shrubland + temperate mountain + temperate freshwater marsh) in which roughly half of the map is a lower wooded valley overlooked by a mesa of sorts 6 z-levels up. Two streams run through the map, one of them on the higher area, and one of them on the lower area. The lower stream cuts through the mesa, making for three nice spires to hollow out. If you choose the embark site shown below (one tile to the south of the one shown in the linked thread), the two streams come together in a lake underneath a natural 6-z-level waterfall. If you go even further south one tile, you'll get a site where a *third* stream comes into play.

The embark site has no aquifers, and has a predominance of limestone (flux) in the area. No turtles hang out here, but this is not a problem (see notes below).

There are no washing machines or weight rooms, but sand is available for volleyball (and glassmaking). Covered parking only, I'm afraid, but you can build your own garages.

What It Hasn't Got

Unfortunately, I haven't been able to gen this world with good/evil biome in this spot, so it's neutral. No sliver barb or sun berry for you. And no beautiful, otherworldly unicorns running about and skewering your dwarves. But since it's savage, you at least get whip vine.

No elephants. But you will have plenty of giant eagles and rhesus macaques to keep you warm company. Or to keep you warm. With rhesus macaque leather coats.


Screenshots of the site itself are available at the thread. A shot of the southern embark site is here:

6pswux.jpg



Instructions and Notes

This save was generated in .10 under the Ironhand v0.43 graphical set. So it should be run with that tileset. It's a maximum-sized island worldgen, Ramul Kisnost, so, for better or worse, huge map.

My recommendations and descriptions are based on a 5x5 embark site. YMMV according to other settings, but I do recommend that or higher for full enjoyment.

It's a 7zip file, so you'll need 7zip or WinRAR or RAR to unpack it. Sorry, file-compression-format Luddites out there, but these save files are *huge*, and shaving a few megabytes off the final size is a substantial gain.

I have a few minor changes of my own to raws, as follows:

(1) In the mineral raws, veins were reduced from 100 to 20, and gem clusters from 100 to 50, to get rid of the overabundance of mineral resources. Don't worry -- you will still, as the game is in its current state, have ore and gems coming out your ears.
(2) The creature_domestic raw has llamas added in. I don't even remember when/how I did that, but llamaphiles rejoice?
(3) In the creature_standard raw, I added in entries to minimize dwarf stat atrophy, since that's a real problem until Toady makes civilian skills use attributes. My longest-resident dwarves running around naked is bad enough without them having degenerated to feeble, drooling imbeciles with legendary skills. [Once this is fixed, as it might be in .11, it's easy to remove these entries without ill effect.]
(4) I was trying out the descriptor_shape_standard raw from Umiman's Engravings Mod (it adds additional pictures and subjects, like other shapes and fortresses and things, for engravers to engrave on stuff), so a slightly modified version of it is in there.
(5) Modified entity_default to give [STONE_PREF] to humans, to remedy the quasi-bug in which, if they don't have that tag, they can't forge metal stuff.
(6) In the material_template_default raw, I added the [SHELL] tag to feather, chitin, nail, scale and hair. Why? Because these things, as far as I understand, are not yet used, and thus sit in refuse stockpiles taking up space. Meanwhile, moody dorfs go mad because they are obsessed with shells and cannot find them. Body parts without people, and people without body parts. A match made in... DF. Fixed. [Again, these [SHELL] tags can be easily removed if preferred.]
(7) When I genned this, I was using a modified version of the items_food file from Deon's Genesis. So, for better or worse, this gen includes muffins, gruel, kebabs and other such goodies.
( 8 ) Finally, I also forgot that I added the Display Case to the building_custom file. It's fully ignorable, though.

If you don't like the attribute atrophy, the human [STONE_PREF], and/or the [SHELL] material changes, I believe it is safe to replace those savegame-specific raws with stock ones. As I found out the hard way, though, you can't take out the items_food or building_custom ones, though -- the game will complain and exit out. But they are not obnoxious or anything. Also, you can't reverse the mineral frequency changes -- those were used in Worldgen and are irreversible without another gen. But trust me -- there is more than enough. You will not want for minerals.

Other notes:

(1) Not to give any *spoilers* or anything, but there's a nice long spike of something... special... sticking up fairly high in the Z-levels. Nothing *extreme* or anything, like cbpye's spire in the sky, but certainly better than I've seen on some maps.
(2) At least as I originally played it, the map had no native aluminum on it whatsoever, and a native-aluminum-loving mayor. So, eh, you might want to avoid or... find ways to re-employ... native-aluminum-loving nobles.
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