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A19e Nitrogen - UNSTABLE

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in love with your work as usual, I wanted to do something different for this alpha:
- can I gen maps with more snow on low heights? (like A16 :P)
bonus: can we get a desert (N) / snow (S) for us plebs on the other half of the world?

Thank you 😁

 
It doesn't seem that bombshelter_01 is introduced to random generation with vanilla.

prefablist.txt code

bombshelter_01,USED,2,-13,25,34,47,downtown;smalltown

 
Jugom said:
@Damocles are we to expect an update soon? 
as we have to wipe, we are not sure if re rolling the old generation of wait a bit for you. :D


I just wiped for the b173 using v501. No issues. 

I'm sure he'll update again when A19 goes out of experimental. 

 
Ok playing around with A19 b173 and have made several builds with Nitrogen with vanilla POIs.  Everything works great.  I really like how the towns kinda drift in and out of each other like a real town/city.  However, I noticed in all of the maps I've made so far there are military silo bases EVERYWHERE!!!  I mean we had a lot of nuke sites but not in the middle of cities.  I'm trying to figure out which setting reduces the military bases.  Thanks for the help and keep up the great work on this wonderful tool.

 
I think i have a bit of a problem here, it´s with CP44 but there was no CP44 to choose from in Nitrogen, so i took CP43

A19.0_2020-07-27_17-31-04.jpg

 
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Started playing again for the first time in years and after seeing the crap RWG found this. Phenomenal; one of the easiest donations I have made.

Now I need to play with this and figure out how to not have multiple large factories next to each other as the only way I know how is adding a quantity in the rwgmixer.xml.

 
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So this is my first time using Nitrogen, and I have a couple of questions regarding wasteland/burnland biomes.

I *do* want to include them in my map. However, I *do not* like how Nitrogen handles their generation.

1.) How do I reduce the number of wasteland craters generated? I feel like there are just way too many of these things scattered about.
2.) How do I increase/decrease the size of said craters?

Ultimately, I would like to have it generate one single large crater, or no craters at all, but have the wasteland biome just seamlessly merge with its surrounding biomes.

I've looked in the config file, but I don't see any setting specifically about wasteland biome.

 
So... why is NitroGen so much faster than the built-in generator?  I can generate a 16k x 16k map in NitroGen in 5.5 minutes on my not-the-fastest computer.  It takes that long to do a 4k x 4k in the built-in generator.  /boggle

 
So this is my first time using Nitrogen, and I have a couple of questions regarding wasteland/burnland biomes.

I *do* want to include them in my map. However, I *do not* like how Nitrogen handles their generation.

1.) How do I reduce the number of wasteland craters generated? I feel like there are just way too many of these things scattered about.
2.) How do I increase/decrease the size of said craters?

Ultimately, I would like to have it generate one single large crater, or no craters at all, but have the wasteland biome just seamlessly merge with its surrounding biomes.

I've looked in the config file, but I don't see any setting specifically about wasteland biome.

 
If you don't select add burned/wasteland it won't generate them.

And in the config file I imagine these lines cover craters; try setting them to 0 and see what happens.

 

GEN_CRATER_BASE = 5
GEN_CRATER_MANY = 18



So... why is NitroGen so much faster than the built-in generator?  I can generate a 16k x 16k map in NitroGen in 5.5 minutes on my not-the-fastest computer.  It takes that long to do a 4k x 4k in the built-in generator.  /boggle




Different approach how the map is generated. The vanilla RWG is probably putting a lot of effort into the noise-map generation, and its also embedded in a larger project, wich tends to slow things down.

(I also have full creative freedom ... if I want a feature, I just implement it. No design-paper to write and standup-meetings to attend to)

 
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If you don't select add burned/wasteland it won't generate them.

And in the config file I imagine these lines cover craters; try setting them to 0 and see what happens.

 

GEN_CRATER_BASE = 5
GEN_CRATER_MANY = 18

I do want them included, but not in a bunch of craters around the map. And those settings don’t change anything from what I can tell. It still generates them.

 Luckily in game the craters don’t look bad. It’s just a really strange way to handle the creation of wasteland.

 
Hey everyone!

So I'm having a problem with Nitrogen and traders.

Generating a Nitrogen map (with AND without Combo Pack 42) shows "no trader" at the end of the tutorial quests. Teleporting to a "trader" shows a trader joe's but with zombies in and outside of it and no actual trader inside. I'm on the latest alpha, 173.

Generating a map via the game's tools generates everything fine.

 
Hey everyone!

So I'm having a problem with Nitrogen and traders.

Generating a Nitrogen map (with AND without Combo Pack 42) shows "no trader" at the end of the tutorial quests. Teleporting to a "trader" shows a trader joe's but with zombies in and outside of it and no actual trader inside. I'm on the latest alpha, 173.

Generating a map via the game's tools generates everything fine.
In 173 they renamed the traders to something else. like trader_hugh, trader_bob etc - this was stated in the ComboPack forum when ComboPack44 released for 173

Once the map is generated, you can load it into the worlds folder and open it in the World Editor and add the traders manually as well, as well as any other prefabs and save it.

What you are seeing is possibly the old settlement_01 that use to be used which is no longer used anymore.

 
Hello, i have a small question:

Why its not possible to create smaller maps, then 4k?

I wanted to create a 1024x1024 map, bit it did not work - it makes automatically 4096 when i use random map size and enter 1024.

I wanted to make a game like ages ago, where there was a single town the entire map and each day there were 3-5 airdrops and no zombies at daytime and you had to survive the nights ;)

...DX

 
Hey everyone!

So I'm having a problem with Nitrogen and traders.

Generating a Nitrogen map (with AND without Combo Pack 42) shows "no trader" at the end of the tutorial quests. Teleporting to a "trader" shows a trader joe's but with zombies in and outside of it and no actual trader inside. I'm on the latest alpha, 173.

Generating a map via the game's tools generates everything fine.
What "trader" settings did you use?

 

I do want them included, but not in a bunch of craters around the map. And those settings don’t change anything from what I can tell. It still generates them.

 Luckily in game the craters don’t look bad. It’s just a really strange way to handle the creation of wasteland.
So you set them to zero? Well @%$*#!...guess I'll have to experiment.

Hello, i have a small question:

Why its not possible to create smaller maps, then 4k?

I wanted to create a 1024x1024 map, bit it did not work - it makes automatically 4096 when i use random map size and enter 1024.

I wanted to make a game like ages ago, where there was a single town the entire map and each day there were 3-5 airdrops and no zombies at daytime and you had to survive the nights ;)

...DX
That's navezgane; not  the random-generated worlds.

 
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The trader prefab names have changed, make sure you update that in your config prefabs list A19 B173
the names are as follows

trader_joel.prefab

trader_rekt.prefab

trader_jen.prefab

trader_bob.prefab

trader_hugh.prefab

You can see this in your prefabs folder in your game install Data/Prefabs folder.

 
In 173 they renamed the traders to something else. like trader_hugh, trader_bob etc - this was stated in the ComboPack forum when ComboPack44 released for 173

Once the map is generated, you can load it into the worlds folder and open it in the World Editor and add the traders manually as well, as well as any other prefabs and save it.

What you are seeing is possibly the old settlement_01 that use to be used which is no longer used anymore.


Oh gotcha, I got it fixed through a post on Reddit and here. ""It turns out I used the wrong prefablist.txt in Nitrogen and to fix it I went into the "Nitrogen files" folder included with Compopack 44 and renamed the prefablist.txt file prefablist_CompoPack_44.txt so that I wouldn't overwrite the prefablist in Nitrogen. I then copied this file to the "Resources" folder in Nitrogen. Finally so that this prefablist would show up in the Prefab List picklist in Nitrogen, I opened the configPrefablists.txt file in Nitrogen and on the line for the custom list I put refablist_CompoPack_44.txt instead of yourownlist.txt. Then I opened Nitrogen as per usual, made sure to select the Custom List prefab list and generated my map." completely solved my issue.

 
Glad to hear it, ComboPack44 already addresses the issue, but for those NOT using it, they need to go in and change the trader prefab names to work correctly IF they are using 173

 
So... why is NitroGen so much faster than the built-in generator?  I can generate a 16k x 16k map in NitroGen in 5.5 minutes on my not-the-fastest computer.  It takes that long to do a 4k x 4k in the built-in generator.  /boggle
Hi Maharin

Questions: why is NitroGen so much faster than the built-in generator?

Answer: Someone did a much better job, sorry Tfp.

 
Is there a reason why im not getting a preview image in the preview folder? Also when I put the output folder into my 7DTD worlds folder it does not show up when i go to create a new world. does this have something to do with the A19 being "Experimental"?

 
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