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IDProjectCategoryView StatusLast Update
0004253Dwarf FortressWorld Generation -- Generalpublic2011-03-23 11:33
ReporterKumquat Assigned To 
PrioritynormalSeverityminorReproducibilityalways
Status newResolutionopen 
PlatformWindows 
Product Version0.31.01 
Summary0004253: Embark areas with water always have minimal number of z-levels
DescriptionEmbark areas that have a water feature larger than a brook/muddy pool always have only smallest possible number of levels.

This may be an 'erosion' feature, but it is always the same regardless of elevation or location. A stream descending from mountain peaks causes this just the same as an ocean.

A typical dry embark with at most a brook is usually 60-150 z-levels above magma sea. I don't remember an embark with streams, rivers, major rivers, lakes or oceans that had more than 40 or so.
Steps To Reproduce
1. Generate a world.
2. Embark on a stream/river/major river/lake
3. Go down as far as the game allows.
4. Observe the Z-level.

5. Compare the results to an embark area with no river.
Additional Information
This has been around since 0.31.01, but I suppose it might be intentional. It feels like a bug though.

It is possible to force more z-levels between cavern layers with worldgen options, but rivers/lakes still eat z-levels to minimum.
TagsNo tags attached.

Activities

Quietust

2011-03-20 17:31

reporter   ~0016396

Last edited: 2011-03-20 17:34

My first 0.31 fortress had nothing more than a brook, and the magma sea was only about 40 Z-levels down.

Where exactly are your "deep" and "shallow" regions located? It may not be a question of water features but of elevation - when you embark in the middle of a mountain range, the extreme variations in elevation tend to result in very tall cavern layers.

It's very possible that the cavern layers spanning a hundred Z-levels are the result of a bug and that the magma sea is supposed to only be 40-50 levels down.

Kumquat

2011-03-21 23:46

reporter   ~0016466

Happens all over the place. Foothills, forests, plains, coasts. Rivers/lakes seem to be the only common factor. I would assume that a lake in the middle of a 'large region' map far away from any ocean and surrounded by mountains has decent elevation.

This may well affect the whole map square. There have been shallow embarks elsewhere, but as a rule every embark with water has been shallow. Usually if there is water available on a good spot I try to go for it. A map square with a brook meeting a stream is probably shallow all over.

A waterfall adds some depth, but even then there is only the minimum depth below the lowest surface z, typically a gorge bottom.

user1294

2011-03-22 04:45

  ~0016469

You mention a Large Region map. It has been my experience that Region maps are much shallower than Island maps. Have you tested Island maps? I'll run my own test for now.

user1294

2011-03-22 04:56

  ~0016470

Last edited: 2011-03-22 06:00

Okay, I can confirm this happening with a stream embark on Island maps. I'll later check dry embarks on a Region map.

Edit - Large region map, partial mountain embark, no water features apart from murky pools, ~ 45 z-levels. Neighboring to a brook.

Edit Edit - Same large region map, stream embark, ~ 40 z-levels down.

user1294

2011-03-22 12:48

  ~0016482

I just went back to the Island map for further testing, and
 - a site where three streams merged had ~ 125 z-levels downwards, with a large waterfall and a small one.
 - an ocean site had 124 z-levels down from where the sea floor was.
 - and the same happened at a lake site.

It's odd, but these three tests on an Island map conform to my initial experience, while the first one on the same map conforms to Kumquat's.

Kumquat

2011-03-23 11:33

reporter   ~0016498

Another dwarf science hour of research:
Tested 'smaller' world from 'create world now', aka small island. Boring; every place tested was about 80-120 levels deep. There was only one notable river and a small lake. Even so, several huge caverns under rivers made it so that solid z-levels were very few.

Large island map: Now this is where things got interesting. Several major rivers available, too. It's worth noting that mountain elevation seems to be a fixed number, at least for a given map.
Volcano: 120z, maybe about 90 fully 'underground'.
Stream/lake: 67z.
Mountains near major river w/brook (adjacent map square): 50z.
Major river itself: 35z.
Flat-ish area in a nook of a mountain range: 45z.
Flat lowland area near coast w/brook: 150z.

First impression: very confusing.

Wild guess: It has something to do with erosion rather than elevation. Worldgen probably processes erosion for every map square (at least) so large maps get more erosion processing and erosion eats more of the world 'from below' even though elevation does not change all that much (apart from gorges for large rivers, but that can be a separate process related to creating rivers rather than landscape erosion itself.

Conclusion 1: This goes beyond the ken of ordinary mortals.
Conclusion 2: Finding 'deep' locations with large rivers on large maps is still difficult.

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Issue History

Date Modified Username Field Change
2011-03-20 17:13 Kumquat New Issue
2011-03-20 17:31 Quietust Note Added: 0016396
2011-03-20 17:34 Quietust Note Edited: 0016396
2011-03-21 23:46 Kumquat Note Added: 0016466
2011-03-22 04:45 user1294 Note Added: 0016469
2011-03-22 04:56 user1294 Note Added: 0016470
2011-03-22 05:38 user1294 Note Edited: 0016470
2011-03-22 06:00 user1294 Note Edited: 0016470
2011-03-22 12:48 user1294 Note Added: 0016482
2011-03-23 11:33 Kumquat Note Added: 0016498