LCsTarBuZz
New member
I have them in "AppData\Roaming\7DaysToDie\LocalPrefabs" and inside the game\Data\Prefabs folderDId you actually install your prefabs into the game?
I have them in "AppData\Roaming\7DaysToDie\LocalPrefabs" and inside the game\Data\Prefabs folderDId you actually install your prefabs into the game?
00_LC_Bunker,37,22,29,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,that seems fine, can I see the lines concerning your custom pois in the poilist file that you gave to KG?
ok, thanks. Didn't realize I have to add them. I'll try it out!They lack township and zoning. This is what tells KG where to use your prefabs. City,town.... Industrial, commercial, residential...
well the only big update TFP made in A20 for RWG is more map sizes and a new system for POI spawning other than that they didn't change much. so hopefully whatever other features KingGen will have an A20 will really expand the RWG by then. KingGen has been fantastic for me so hopefully A20 will open more possibilities.Yes, it will be updated. Who knows... I will figure it out when I get a20
New system for POI spawning could actually change things quite a bit, depending on changes made to building tags and other metadata. I do hope you are right though. They are also expanding RWG to road tiles and possibly adding in sewer system lines, so I think if nothing else, there will be a larger gap between rwg and other custom made maps.well the only big update TFP made in A20 for RWG is more map sizes and a new system for POI spawning other than that they didn't change much. so hopefully whatever other features KingGen will have an A20 will really expand the RWG by then. KingGen has been fantastic for me so hopefully A20 will open more possibilities.
all true but they're adding poi spawning systems they call "districts" so my biggest concern is how will KingGen adjust to these changes as well as things like the sewer system u mentioned.New system for POI spawning could actually change things quite a bit, depending on changes made to building tags and other metadata. I do hope you are right though. They are also expanding RWG to road tiles and possibly adding in sewer system lines, so I think if nothing else, there will be a larger gap between rwg and other custom made maps.
They are also adding in a lot of new blocks and probably making name convention changes that will break a whole lot of existing prefabs, which is going to make a big mess out of everyone's existing prefab collections. Hopefully there will be a conversion tool similar to the one used when they made the jump from A16 to A17.
Both the CP and I have been working with King on something similar. The timing is good and it makes sense we all came to this conclusion around the same time, groupings have been needed for a long time. I was doing something similar in Nitro, but it was very very time consumingall true but they're adding poi spawning systems they call "districts" so my biggest concern is how will KingGen adjust to these changes as well as things like the sewer system u mentioned.
Well done! Very niceI improved the poi selection in cities. Now it is impossible for the same poi to be placed more than once in the same city. However, this comes at a cost. If KG cannot find a poi that satisfies the required zone, it will start looking for pois of other zones.... if KG still cannot find a suitable one, it will start looking for pois in other townships (towns, villages...). This needs to be done otherwise large lots would remain empty. I think this is an improvement, but I'll listen to the community feedback .
I improved the poi selection in cities. Now it is impossible for the same poi to be placed more than once in the same city.
Are you trying to get the water to appear as if it's running down the hills?
Generated 10 worlds with different settings. The generator is poor. much worse than nitrogen. sorry for the bad feedback
I've put together a tutorial on drawing roads which involves editing splat files. I hope this helps somebody.
PermissionError: [Errno 13] Permission denied: '.\\KingGenConfig.txt'Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter\__init__.py", line 1892, in __call__
File "gui.py", line 1250, in generate_world
File "settings.py", line 26, in dump_settings
PermissionError: [Errno 13] Permission denied: '.\\KingGenConfig.txt'
Exception in Tkinter callback
Traceback (most recent call last):
File "tkinter\__init__.py", line 1892, in __call
This error?
Im not sure about this, I think it will end up looking like a staircaseMore or less, yes. I have the outlines of the real rivers in the area, and of course many of them originate in the mountains and run down the valleys. I expect there will be a stair-step effect in the water, but I'll evaluate how bad that is after I get the basic idea working.
The problem with the canyons isn't so much the sharp edge at the top, it's that water is at, say, level 40 and the terrain in the mountains is at level 100. So this "mountain stream" sits in a canyon that is 60m deep. A single map-wide water level just won't work. The stair-stepping mentioned above might mean that water map-based mountain rivers flowing down into the valley might also not work, but I'm hoping I can at least get the concept working.
If not I'll just stick to the rivers flowing through the valley/plains and limit myself to mountain lakes with no outflow.
Edit to add: an example from the heightmap with my original idea (very dark waterways; all the same color). This "worked" in that when I set an appropriate water level in KG (not using a separate water map, just the heightmap below), I'd get water in all the waterways. And the ones in the plain (NW part of the image) were pretty decent since it's mostly flat there. Up in the mountains SE, the rivers were 20-50m deep chasms.
View attachment 20663
And this is a separate water map created using the exact RGB of the underlying heightmap. This was attempt 2 which resulted in water on the surface (but in all the right places). My current idea is to darken this somewhat and use it in the height map (like the above picture) to create channels and lakebeds several meters deeper than the original terrain. Then use it also as a water map (possibly very slightly darker, to nudge the water surface down 1 or 2m).
View attachment 20664
Edit to add 2: well the idea seems to have worked, though I can't go in game at the moment to see it up close. Just looking at the preview, though, it looks like the river winding into the mountains SE is remaining in its channel and a little bit below the lip. As long as the water isn't too stair-steppy this might work out really well.
View attachment 20665