• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

KingGen - A Random World Generator for 7 Days to Die

The new options in 0.6 works nicely, thank you muchly. 

However, I still had some issues with POI placements - it seemed to reuse a lot of assets within close proximity, sometimes next door. For example placing 4 similar compopack skyscrapers next to each other. So I investigated further. The issue seems to stem from the POI list generated from the prefabs folder. By extensively modifying the list, I was able to generate a map with low duplication per city/town, and getting more of the compopack placed.

I suggest the following:

- Force cities into large grid, towns on medium grids. This way it may pickup and place some of the large footprints POIs.

- Create an aggregate list of POI and place from that into the grids based on zone priority. This will limit duplications. I can also suggest an internal usage counter, to limit POI usage in total on a map.

- Check zoning assignments, some POIs are able to be placed in other zones, besides the primary/first assignment. It seems your code only uses the first zone listed.

- Some POI can be placed in wilderness, if there is no open slot match inside city/town limits. I did this manually for some that never gets used. It makes the wilderness more interesting.

- I had to modify the Traders to shrink the protection zone, it often overlaps near POI, making parts of them not lootable. I suggest to offset the traders by half of the protection zone so that they only extend into the street.

 
The new options in 0.6 works nicely, thank you muchly. 

However, I still had some issues with POI placements - it seemed to reuse a lot of assets within close proximity, sometimes next door. For example placing 4 similar compopack skyscrapers next to each other. So I investigated further. The issue seems to stem from the POI list generated from the prefabs folder. By extensively modifying the list, I was able to generate a map with low duplication per city/town, and getting more of the compopack placed.

I suggest the following:

- Force cities into large grid, towns on medium grids. This way it may pickup and place some of the large footprints POIs.

- Create an aggregate list of POI and place from that into the grids based on zone priority. This will limit duplications. I can also suggest an internal usage counter, to limit POI usage in total on a map.

- Check zoning assignments, some POIs are able to be placed in other zones, besides the primary/first assignment. It seems your code only uses the first zone listed.

- Some POI can be placed in wilderness, if there is no open slot match inside city/town limits. I did this manually for some that never gets used. It makes the wilderness more interesting.

- I had to modify the Traders to shrink the protection zone, it often overlaps near POI, making parts of them not lootable. I suggest to offset the traders by half of the protection zone so that they only extend into the street.
4 similar pois next to each other? I can't do anything if they are similar... What I can do is prevent the same one to spaw 4 times next to each other.

Cities grids are already larger than town and village grids. If you want larger, there is an option in KingGen.

KingGen already internally generates lists of pois based on biome and zoning.

 
The new options in 0.6 works nicely, thank you muchly. 

However, I still had some issues with POI placements - it seemed to reuse a lot of assets within close proximity, sometimes next door. For example placing 4 similar compopack skyscrapers next to each other. So I investigated further. The issue seems to stem from the POI list generated from the prefabs folder. By extensively modifying the list, I was able to generate a map with low duplication per city/town, and getting more of the compopack placed.

I suggest the following:

- Force cities into large grid, towns on medium grids. This way it may pickup and place some of the large footprints POIs.

- Create an aggregate list of POI and place from that into the grids based on zone priority. This will limit duplications. I can also suggest an internal usage counter, to limit POI usage in total on a map.

- Check zoning assignments, some POIs are able to be placed in other zones, besides the primary/first assignment. It seems your code only uses the first zone listed.

- Some POI can be placed in wilderness, if there is no open slot match inside city/town limits. I did this manually for some that never gets used. It makes the wilderness more interesting.

- I had to modify the Traders to shrink the protection zone, it often overlaps near POI, making parts of them not lootable. I suggest to offset the traders by half of the protection zone so that they only extend into the street.
Trader protection has hardcoded  code added to the traders when they spawn. Has nothing to do with kinggen or compopack or any other variable. 

 
4 similar pois next to each other? I can't do anything if they are similar... What I can do is prevent the same one to spaw 4 times next to each other.
It is the same POI - exact copies.

Trader protection has hardcoded  code added to the traders when they spawn. Has nothing to do with kinggen or compopack or any other variable. 
The placement is not hardcoded, which I was referring to. (The protection can be modified/removed in the XML.)

Anyway, fair enough. I have no issue in modifying the assets or POI list to get the kind of map I prefer. You have provided the critical items already, so I will be good with that. Thanks much for a great tool.

 
is it possible to allow us to define POI 'limits' for the decreased, medium and increased settings or is it possible to allow us to have a setting that lets us define the total number of poi's we want in the world?  The reason I ask, 10K maps get a bit sparse even on increased settings or perhaps another couple increased settings levels that allow us to have even more poi's in the world if we want them - you might even name lots more and max :D

 
Last edited by a moderator:
is it possible to allow us to define POI 'limits' for the decreased, medium and increased settings or is it possible to allow us to have a setting that lets us define the total number of poi's we want in the world?  The reason I ask, 10K maps get a bit sparse even on increased settings
Ill check.

 
Version 0.7.0 released!

Here is what's new:

  • Added biomes/mountains spacing option
  • Biomes are now slightly larger with larger maps
  • Added option to save png heightmaps
  • Added support for 8-bit heightmaps import
  • Biomes creation optimizations
  • Preview rendering optimizations
  • Fixed bug with roads
  • Added compatibility with Darkness Falls (to be verified)
 
Version 0.7.0 released!

Here is what's new:

  • Added biomes/mountains spacing option
  • Biomes are now slightly larger with larger maps
  • Added option to save png heightmaps
  • Added support for 8-bit heightmaps import
  • Biomes creation optimizations
  • Preview rendering optimizations
  • Fixed bug with roads
  • Added compatibility with Darkness Falls (to be verified)
I am excited to try it out! I am not a hardcore modder or map enthusiast. I don't do custom height maps or anything like that lol. I'm more of a casual player who enjoys using mods and custom, jam packed city style maps. So far, I LOVE this engine! It is incredibly easy to just copy all the prefabs i want to use in my map into one folder and generate the list from there. It's awesome for me to see POIs from different mods in a vanilla game. I am also incredibly excited to see it how the Darkness Falls compatibility feature plays out. Keep up the awesome work!

 
Version 0.7.0 released!

Here is what's new:

  • Added biomes/mountains spacing option
  • Biomes are now slightly larger with larger maps
  • Added option to save png heightmaps
  • Added support for 8-bit heightmaps import
  • Biomes creation optimizations
  • Preview rendering optimizations
  • Fixed bug with roads
  • Added compatibility with Darkness Falls (to be verified)
Woke up late. Will be testing DF compatibility tonight.

 
Version 0.7.0 released!

Here is what's new:

  • Added biomes/mountains spacing option
  • Biomes are now slightly larger with larger maps
  • Added option to save png heightmaps
  • Added support for 8-bit heightmaps import
  • Biomes creation optimizations
  • Preview rendering optimizations
  • Fixed bug with roads
  • Added compatibility with Darkness Falls (to be verified)


First off, congrats on a great tool here, KingSlayerGM, and I salute the blistering speed with which you've been updating and improving it. I'm very excited about trying the latest version of KingGen since I loved the look of every single map I rolled with your tool, even back  in 0.4 and 0.5 when mountain and village POI spawns were "challenging" in a geographical sense. Keep up the good work, and thanks again for providing this exciting new tool!

 
So far...

40 maps generated (10 of each of the following - 6k, 8k, 10k, 12k).

ALL maps have at least 1 DF POI, and all in the correct biomes from what I can see.

So I think it should work fine. :)

 
So far...

40 maps generated (10 of each of the following - 6k, 8k, 10k, 12k).

ALL maps have at least 1 DF POI, and all in the correct biomes from what I can see.

So I think it should work fine. :)
Only one? The algorithm should try to use all four. Only in the case of no space available then it should give up.

 
Sorry, let me rephrase...

At least 1 of all 4. So even on a 6k map, all 4 spawn, and all once each.

On larger maps, you get all 4, and usually more than 1.

 
I have a small request and i dont know if already suggested ( not checked all the posts ) but when a map is generated is it possible to also have the preview saved . When generating multiple maps i would like to be able to easily compare the poi`s . On a different note , Bro this program is a godsend and easy to use so i must say a Big TY 

 
I have a small request and i dont know if already suggested ( not checked all the posts ) but when a map is generated is it possible to also have the preview saved . When generating multiple maps i would like to be able to easily compare the poi`s . On a different note , Bro this program is a godsend and easy to use so i must say a Big TY 
That is already done the preview is saved in each world directory generated so you can compare them using your favorite image viewer 

 
Back
Top