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KingGen - A Random World Generator for 7 Days to Die

I have no idea, really. I need to play with it more to get an idea of the difference between the results at different sizes and it probably is also a factor of how the generator tries to place large POIs into smaller grids. I was just thinking a common difference between a city and a bedroom community is the size of the city blocks and I was asking the question to kind of probe your thinking, understand your vision, and get an idea of where things are going.
City grid is already larger than town grid, which is already larger than village grid. What I was referring to was the possibility to customize those 3 independently from each other... so make villages larger and cities smaller for example...

 
Good Day . KingSlayerGM

I have it on my F drive and this is all I get after making a map and yes, I'm using the Custom Map CP47 for KingGen .

I have building on mound of dirt and Found way down in the ground .. including photo's attached of a couple .. they are Randomly place on the map .

I did a Vanilla game map .. But there wasn't that many of buildings for me to play with on a 10k map, even when using increased setting .. I do not play with wastelands and that is why I like to build my own maps .. I use small for burnt and snow and large on forest ... Here is my currant map 8k with custom CP47.

Hope this helps and Thank You ... the Old Gamer .. 😌 ....................... why do I call me that .. I'll be 75 this year and a Gamer at Heart

I just added the work sheet in case you might want to check it also

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ok

tv tower is fine yoffeset is correct.
Kuldlargehouse yoffset is correct
Alms_house is correct also. 



@KingSlayerGM

 
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City grid is already larger than town grid, which is already larger than village grid. What I was referring to was the possibility to customize those 3 independently from each other... so make villages larger and cities smaller for example...


Oh, I clearly didn't understand the way things work. I was thinking they all used the same size grid.

I'm also not sure what happens if you get a POI that is larger than the grid. Does it then ignore the POI? Or perhaps puts the POI on the outside edge of the settlement? Or does it make an exception to the grid size? Or...?

I think I forgot to ask about resources underground, like Coal, Iron, etc. I dug around some and didn't find any. Was I blind or that an up-coming thing?

Sorry if I've somehow overlooked a webpage or post with a roadmap or project plan. I'd happily look there to understand where you're going.

 
ok

tv tower is fine yoffeset is correct.
Kuldlargehouse yoffset is correct
Alms_house is correct alos. 

Farmerjoes has been cut off. Spawned in a tile to small by the looks of it also as that isnt the whole poi and its yoffset and size in the list is also correct so this is either a bug or a bad world spawn and i suggest that you create a new world possibly as that world may have been  borked

@KingSlayerGM
mmm... until I see it happening in vanilla, I am inclined to think it is a CP issue

 
City grid is already larger than town grid, which is already larger than village grid. What I was referring to was the possibility to customize those 3 independently from each other... so make villages larger and cities smaller for example...
the gravel roads connecting pois in vanilla. rural pois are connected to gravel roads, wilderness isnt. not a bad way to tell the 2 apart i think

 
Oh, I clearly didn't understand the way things work. I was thinking they all used the same size grid.

I'm also not sure what happens if you get a POI that is larger than the grid. Does it then ignore the POI? Or perhaps puts the POI on the outside edge of the settlement? Or does it make an exception to the grid size? Or...?

I think I forgot to ask about resources underground, like Coal, Iron, etc. I dug around some and didn't find any. Was I blind or that an up-coming thing?

Sorry if I've somehow overlooked a webpage or post with a roadmap or project plan. I'd happily look there to understand where you're going.
Larger pois are put on the outside edge, or isolated in the wild.

underground stuff is governed by the game, KG canno't take care of that

 
mmm... until I see it happening in vanilla, I am inclined to think it is a CP issue
it isnt the yoffest is fine on all those pois. 

checked prefab editor, pois xml and the list all match up. 

they all spawn flat in the modlet as well for vanilla. 
 

 
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HI Guys

And I Just got done building my Base last night .. I can a New Map if I must .. So Be it. 

If I must .. then I will .. Thank You 

I will run the map before building and see if it has the same issue or not and let you know 

Take Care and Be Safe ... the Old Gamer .. 😔 

7 Days to Die Screenshot 2021.05.24 - 14.51.15.09.png

 
HI Guys

And I Just got done building my Base last night .. I can a New Map if I must .. So Be it. 

If I must .. then I will .. Thank You 

I will run the map before building and see if it has the same issue or not and let you know 

Take Care and Be Safe ... the Old Gamer .. 😔 

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Also are you using the prefabs that came with cp 47 kinggen as those pois look like the old versions of the pois and you are using the new list

 
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@gpcstargate in console type dm enter then escape then hit f3 then fly into or around a poi to get the name of it. However you are using outdated and old versions of the pois this is why your pois are badly spawned. so new maps wont fix that.  You need to update your prefabs in your prefabs folder because as of cp46 many pois went thru fixes and changes.

The list was created on 4/28/21 .. so there is a newer one .. correct.
not talking bout the list lol. the list you have is correct. your prefabs in your game prefab folder are old versions (possibly as far back as cp45 or before)

 
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@gpcstargate in console type dm enter then escape then hit f3 then fly into or around a poi to get the name of it. However you are using outdated and old versions of the pois this is why your pois are badly spawned. so new maps wont fix that.  You need to update your prefabs in your prefabs folder because as of cp46 many pois went thru fixes and changes.

not talking bout the list lol. the list you have is correct. your prefabs in your game prefab folder are old versions (possibly as far back as cp45 or before)


OK .. there could been some Old Files within game folder .. SO I JUST uninstalled 7d2d and reinstalled ALL New game files from Steam .. delete everything that was related to TFP even in the App files .. SO we we will be starting with a 100% fresh game and a new CP47 file. ( Might have been some old files from Nitrogen or War3zuk in the old stuff. ) 

WE Shall Build AGAIN ... Stable A19.4 b7

Thank You again ... The Old Gamer .. 😌

 
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OK .. there could been some Old Files within game folder .. SO I JUST uninstalled 7d2d and reinstalled ALL New game files from Steam .. delete everything that was related to TFP even in the App files .. SO we we will be starting with a 100% fresh game and a new CP47 file. ( Might have been some old files from Nitrogen or War3zuk in the old stuff. ) 

WE Shall Build AGAIN ... Stable A19.4 b7

Thank You again ... The Old Gamer .. 😌
Awesome always good to clean game each release whether it be a mod a overhaul or even vanilla.  

Stallionsden 

 
Just found this map generator, and it is a true GEM!

According to my first observations after generated some maps with different sizes, im used with CP47 pack for Kinggen i can tell cities does not likely generated in snow biomes. Only smaller villages spawned there but no cities. Roads rarely go through bigger POIs (CP47?), at least on the preview screenshots and sometimes generating in a weird, sharp angles to connect cities next to each other.

Otherwise it is a very nice program, fast as hell, 8K maps took only 40-50 sec to be generated on my computer, 16K generation lasts like 5 min (including preview). Keep up the good work!

 
Yeah, that's what my plan is. I'm planning on just packaging it with, and one for nitrogen and rwg. But i'm really thinking I want to abandon support for everything except kinggen, it's the best maps i've played on by far. And I don't need any features added for it to be that, making the local generation list is easy thanks to kinggen. A20 rwg is gonna have to be mindboggling if it wants to compete with this tool in quality. 
Im in the same place really. King has been helping a lot to port a few needed features over. I use a mix of Gaia for Unity and Nitro to create my height maps, but Im hopeful to have all my generation over into King Gen by A20.

I agree about RWG having to be something out of this world to compete with what we are all working on. King and I and a few others are talking now about a community repository of height maps, so you guys will have more than enough to play with to probably never want or need anything else.

Its taken me a while, but I also think Ive found the right combination of map makers to start doing collaborative hand made maps, which Im hoping will cut down all of our map release times and make ultra unique worlds...




 

 
An option that forces the generated maps to contain at least 1 of every available POIs would be appreciated :)
Its not always entirely possible. There are a few things to consider. 1 -  Overpopulating maps over a certain point bleaches out the terrain and turns the map into a jumbled parking lot full of prefabs. 2 - Compo Pack, which is the default 'community' set has steadily grown, and is set to grow even larger from what Wolf tells me, is reaching a point where you have so much to choose from, that you wont be able to use the entire set in a coherent fashion. More choice is never ever a bad thing, I think it just underlines the fact that its in everyone's interest to learn how to make prefab lists that suit their individual needs.

King has some epic plans for customization, and I think once it gets to into the hands of the overhaul admins and more map makers hands, youll start to see really interesting combinations. The latest medieval style set released to CP by VitaminE is a great example. Ive made some EPIC medieval areas, but that said, i dont necessarily want to see those mixed into my modern towns and cities, so i set up accordingly. Compared to where we all used to be, this much variety is really a wonderful thing.

*Also, the best way to ensure you get everything, (if thats what you really want) is to use a flat map and just add lakes and rivers. I love making varied terrain maps, but its still possible to make decent flat maps if your mixer quality is good.
 

 
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An option that forces the generated maps to contain at least 1 of every available POIs would be appreciated :)
best bet is to create a bigger world 12k or such. 

having a flat world will not work as there are pois that have large bunkers underneath and require the mountains to spawn in properly. so you would have these pois sticking a mile in the air lol. 

the medievil stuff does not spawn in cities or towns either they spawn in rural areas as unfort at this stage custom towns are not possible in kinggen.

 
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