Quick Start Guide


In order to quickly learn the workflow of this application, follow these step-by-step instructions.

Overview.

The way Dwarf Fortress creates worlds is by generating a series of random maps and combining them to describe the world in detail. For each type of map thrown into the mix, PerfectWorldDF allows you to customize the map before sending it into DF to kick off the world’s history. The maps you can create with PerfectWorldDF are one or all of the following:

* Elevation Map
* Rainfall Map
* Drainage Map
* Volcanism Map
* Savagery Map

Note: Dwarf Fortress also uses a Temperature Map, but as this is heavily modified inside the game in an unpredictable way (i.e. north or south pole) it is not currently useful to import pre-set map values for this map.

Step 1.

Before starting the application, make a backup of your world_gen.txt file in your df_xx_xx\data\init folder. This is the file that PW will edit in generating your worlds. I can’t guarantee this software will be bug free now or later, and it’s wise to backup this file so you don’t have to download a whole new version package just because your world_gen.txt file should become unusable. So in case I made a mistake somewhere, make a copy of this file and put it somewhere safe. Simple making a copy and renaming it in the same directory should be fine.

Step 2.

Start the application and go to the Elevation Map tab. All of the settings and sliders are set by default to values that are good for making a basic map, so all you have to do for now is press a few buttons to make a usable Dwarf Fortress world.

Press the ‘Generate New Turbulence Field’ button. Turbulence is like noise, but slightly different. It’s good for making formations that look like mountain ranges. For a more detailed explanation, see the reference page for the Elevation Map Tab.

Press the ‘Generate New Noise Field’ button. This second noise field has several uses, but for now it just adds turbulence on a smaller scale to add some detail.

On either of the noise maps, and on any of the noise maps on the other tabs, you may left click and drag on the field to change the postion of the noise features. The performance of this operation is fairly slow, so you'll have to wait a couple of seconds to see where things will end up.

When you are done, you should get an elevation map that looks something like this or similar:
Elevation Tab Screenshot

Step 3.

Go to the Rainfall Map tab. Here you have a decision to make. You should select a direction for the prevailing wind to bring moisture to your world. In general, it looks best to have the wind coming off the water, where the wind can gather moisture before casting it upon the land as it passes over. So use the angle control to select a wind direction that you think suits your world.

Now press the ‘Generate Rain Shadow Map’ button. This will distribute rainfall on your rainfall map according to the direction you have chosen. Notice that higher elevations will tend to block moisture and cause most of it to fall on the windward side of any hills or mountains. It is a rather simplified model of orographic precipitation, but it can help give a realistic and fun quality to the final world.

Before we move on, press the ‘Generate New Noise Field’ button. This map can be used to randomize the result of the rain shadow map a bit to get rid of any unsightly straight lines. Pretty much every map has a secondary noise field that can be used for this purpose, or else you can adjust the weights of the maps to only use noise if you prefer.

When you are done, your rainfall map should look like this:
Rainfall Tab Screenshot

Step 4.

Go to the Drainage Map tab. This map is used in conjunction with the rainfall map to determine what biomes are present on a particular world square. Rainfall determines how much water arrives in a tile, and drainage determines how long it stays around. Different stuff happens depending on these two variables.

Press the ‘Generate Elevation Standard Deviation Map’ button. Generally, the slope of the land determines how quickly water will run off. Areas that are steep will lose water quickly and erode, while flatter areas will collect this runoff and silt up, acting like a sponge.

Press the ‘Generate New Noise Field’ button for the usual added randomness.

When you are done, you should have something like this:
Drainage Tab Screenshot

Step 5.

Go to the Volcanism Map tab. Press the ‘Generate Elevation Cusp Map’. This will set most of the volcanism at certain elevation ‘cusps’ so that the volcanism happens most often at a certain altitude level that you can adjust with the cusp sliders.

Press the ‘Generate New Noise Field’ button. This is like before, but in this case you generally want a fairly high level of noise. High volcanism also brings igneous extrusive rock layers, and you might not want that everywhere that mountain meets the lower elevations if that’s where you set the cusp.

When you are done, you’ll have one of the prettier maps like this:
Volcanism Tab Screenshot

Step 6.

Go to the Savagery Map tab. Press the ‘Generate Savagery Gradient Map’ button. By applying a gradient to the savagery map, you can make things more wild as you go east or west or toward or away a certain map location.

Once again press the ‘Generate New Noise Field’ button. Again you usually want a high level of noise for this because civilizations won’t settle in savage areas, and if you crowd them into a small geographical area they tend to kill each other. Its fun to watch on your historical maps and legends, but the result can be a rather non-diverse and possibly boring world.

When you are done, you’ll have a nice rainbow colored map like this:
Savagery Tab Screenshot

Step 7.

Ok, now it’s time to finally see some preliminary results! Go to the Biome Map tab and see how things are turning out. If you went here earlier, you probably would have seen just a field of endless mountains, because we had yet to actually give this tab any meaningful input. Now that we have, we can get an idea of how this map will look inside the Dwarf Fortress game. Ultimately, the game will apply some erosion and humans and dwarves will build roads and chop down trees so the end result might look somewhat different, but this will give you a good idea.

Now that you have generated all the different maps in the set, you can save your work. Go to the File menu, and select ‘Save Map Set As’. PerfectWorldDF map set files are in a binary format with the *.pwset file extension.

The biome map:
Biome Tab Screenshot

Step 8.

The last tab we will look at is a rather intimidating mess. The Map Parameters tab is where we can edit all the fields that are defined in the world_gen.txt file. You won’t need to know what most of these fields do, but I’ll go over a couple of the important ones. Here is where we also decide which maps will be generated by PerfectWorldDF and which ones will be generated by Dwarf Fortress. You can actually pick and choose where each map is generated but I don’t really know when you would want that since all the maps depend somewhat on the elevation map. If you do, it’s there.

To import the world_gen.txt map, go to the File menu and select ‘Import world_gen File’. Navigate to your Dwarf Fortress directory and find world_gen.txt in the data\init folder. Now that you have imported the world_gen.txt file, you can start editing the fields, but don’t just yet.

We want to generate a medium sized (129x129) map for this demonstration, but we don’t want to overwrite the default settings in case we want to look at them later, so we will create a new param set for our new map. First use the text list box labeled ‘Name:’ to select the param set called ‘MEDIUM_REGION’. This param set has the world_gen settings appropriate for a 129x129 world with a high percentage of land tiles. We want to copy these settings into a new param set. When we type a new param set name into the text list box and press the ‘enter’ key, it will create a new param set by that name with the same settings as the param set previously selected. So in the screenshot below you can see that I have a param set called ‘MyWorld’ that so far is an exact copy of the param set ‘MEDIUM_REGION’. Make sure you press and release the ‘enter’ key, or the new param set will not be made and you’ll end up editing the ‘MEDIUM_REGION’ param set which is not ideal. If you do this on accident you should re-import the world_gen.txt file and start over so we can keep our clean param set.
Map Params Screenshot
Now, in order to use the maps we just generated, we want to mark the checkboxes for each map from PerfectWorldDF that we want to use, and leave blank any maps that we want Dwarf Fortress to generate. For now, just check them all. The maps you are using will be indicated in the table just above the checkmarks.

Before we do a final export, there are some parameter fields that we want to look at so we can start you off with a bit of control. The number of caves in your world is a very important number. The default numbers from the MEDIUM_REGION should be pretty good numbers, but if you find that the world gen process is unusually short, you might turn the total number of caves down. Caves are home to terrible civilization destroying creatures who can easily get the upper hand and destroy all civilizations in the first few years of the age of myth. Turn these numbers way up and you’ll find that the world gen process will last only a few seconds! That is because very few historical figures will be born into the world.

Another area to look at is the number of peaks and volcanoes. You’ll find these on the parameters tab named ‘Map Generation’. I don’t really know what peaks do but we all know how much dwarves love volcanoes! With PW maps you should usually have plenty of room for these things. Set the fields labeled ‘Minimum Number Of Peaks’ and ‘Minimum Number Of Volcanoes’ to 20 each. These fields are not really minimums, they are exactly how many will be placed.

Also on the ‘Map Generation’ tab you will find a table for setting the numbers of good and evil map squares. Good and evil regions are fun! I should explain these numbers a bit, because they are both quirky and useful. The desired number of map squares is exactly that, how many squares in each region size category that you want. For small and medium regions, this is easy to control. For large regions, it’s a lot more difficult. Large regions have a large range of sizes, and no matter what number you use, you never know if you’ll end up with one region or many regions. If you max these numbers out, all large regions will be good or evil, if you set these numbers to 1, you will have exactly 1 large region that is good and 1 that is evil. Personally I find that setting the medium region numbers to high values gives me what I’m looking for. Keep in mind that dwarves only settle in Neutral mountain regions, so if you have ‘Playable Civ Required’ (on the ‘Map Rejection’ tab) set to yes, you need some neutral mountain ranges or the map will be rejected.

Now that we are ready to export, from the File menu select ‘Export world_gen file’. Your new world_gen.txt file is ready to use! You may now close PWDF or minimize it. You will be prompted to save your maps if you close, but you can say no unless you really want to keep them.

Step 9.

Now fire up Dwarf Fortress and select the option ‘Design New World with Parameters’. Then select your new param set that you made and press enter, sit back and watch your new world come alive!