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KingGen - A Random World Generator for 7 Days to Die

KingSlayerGM said:
Currently no. I don't understand why that would be useful


Don't know about @DJQuad's use case, but dry lakebeds in otherwise water-strewn maps is one. If I have it right (pretty much a n00b) there are two options for putting water into your map:

1) Set the water level and every location beneath that level has water

2) Create a custom water map and put your water exactly where you want it, at the level you want it

It could be useful to have a third option:

3) Create a custom no-water map and otherwise use the default water level value to fill in low areas.

If you want most of your map to behave "normally" with regard to water level, but want this one specific place to remain dry even though it's a low point on the map, option 3 would be much easier than hand-drawing all the water using option 2. You could just crudely mask off the dry lakebed/canyon (don't even have to be particularly careful about getting the borders right) and let the default water generator do its thing except in the masked area.

 
Don't know about @DJQuad's use case, but dry lakebeds in otherwise water-strewn maps is one. If I have it right (pretty much a n00b) there are two options for putting water into your map:

1) Set the water level and every location beneath that level has water

2) Create a custom water map and put your water exactly where you want it, at the level you want it

It could be useful to have a third option:

3) Create a custom no-water map and otherwise use the default water level value to fill in low areas.

If you want most of your map to behave "normally" with regard to water level, but want this one specific place to remain dry even though it's a low point on the map, option 3 would be much easier than hand-drawing all the water using option 2. You could just crudely mask off the dry lakebed/canyon (don't even have to be particularly careful about getting the borders right) and let the default water generator do its thing except in the masked area.
You can already achieve what you are asking throught the water map. Black is "no water"

 
You can already achieve what you are asking throught the water map. Black is "no water"


Right, except to adjust the water level (in the "yes water" area) requires adjusting the map instead of just using the KG control. So if I have a map with many lakebeds and rivers and streams and I just want one area masked off as "no water" and then I want to use the KG water level control to fill in the rest (which allows me to easily adjust it and regen the map as many times as I want), I can't do that now. I have to create the water map with its black area and test it. Nudge the RGB up or down a bit in the non-black areas, resave the map, try again. Might be nice to just click on the KG control with just a simple no-water-only mask in effect.

It'd be a quality-of-life improvement is all; the desired result is definitely doable with the existing custom water map.

 
Last edited by a moderator:
Version 0.12.0 released!

Old POIs lists are no longer compatible with this version. Read the guide for more information.

Here is what's new:

  • Fixed bug with combobox highlight
  • Fixed repetion of pois in the same hub
  • Added option to check before writing over existing worlds
  • Added snow to maps that have no mountains
  • Improved visibility of community heightmaps
  • Improved terrain roughness option (now terrain can be truly flat or more rouugh than before)
  • Added "POIs mode" for debugging prefabs (all pois are placed in a flat world)
  • Added option to view and save the default vanilla POIs list
  • Added old west settlements
  • Added tag "required" to the POIs list (a  required POI is guaranteed to be placed in the world)
  • Added tag "unique" to the POIs list (a  uniquePOI cannot be placed more than once in the whole world)
  • Added feedback when there is a problem in the POIs list
  • Added custom POIs zones support (zones are districts of a hub)
  • Added custom hubs support (hubs are clusters of buildings like cities, towns or villages)












Right, except to adjust the water level (in the "yes water" area) requires adjusting the map instead of just using the KG control. So if I have a map with many lakebeds and rivers and streams and I just want one area masked off as "no water" and then I want to use the KG water level control to fill in the rest (which allows me to easily adjust it and regen the map as many times as I want), I can't do that now. I have to create the water map with its black area and test it. Nudge the RGB up or down a bit in the non-black areas, resave the map, try again. Might be nice to just click on the KG control with just a simple no-water-only mask in effect.

It'd be a quality-of-life improvement is all; the desired result is definitely doable with the existing custom water map.
I don't like this solution because it requires 2 files just to control water. It is redundant to me and other users might find it confusing.

 
Last edited by a moderator:
Here is an example of custom hubs and zones using the newest CompoPack list. You can see new colors in the top right corner and you can see them used in some villages in the generated map.
IEne3zV.png


 
DJQuad said:
Is this possible @KingSlayerGM

If Im understanding what you are asking for, you want dry areas on terrain that would otherwise by filled with water do to the height of the area, ie dry lake beds, dry river beds etc?

There is a way to do this is this is what you are asking.

 


 
Has anyone found any issues with cities?

I just spun up a new map using same inputs as before, but now my big city has a lot of empty space in it?

Yet the towns and villages are filled up as normal. It's just the city that's affected.

 
Last edited by a moderator:
Can I see screenshots of the preview and the settings page?
Sure, give me a sec, I'll upload a full dump to google, the actual complete map previously generated and what's happening now.

Can I see screenshots of the preview and the settings page?
https://drive.google.com/drive/folders/1cEhKnQj4xmacOjCun1Lr5nG-EvkmFyqC?usp=sharing

Map C was generated on a previous version, D and D1 I just updated Kingen and generated a few mins ago.

I've tried

Dark_Shadow_231 said:
Sure, give me a sec, I'll upload a full dump to google, the actual complete map previously generated and what's happening now.

https://drive.google.com/drive/folders/1cEhKnQj4xmacOjCun1Lr5nG-EvkmFyqC?usp=sharing

Map C was generated on a previous version, D and D1 I just updated Kingen and generated a few mins ago.
I've tried changing a couple of things like the cities grid but to no avail.

 
Last edited by a moderator:
Sure, give me a sec, I'll upload a full dump to google, the actual complete map previously generated and what's happening now.

https://drive.google.com/drive/folders/1cEhKnQj4xmacOjCun1Lr5nG-EvkmFyqC?usp=sharing

Map C was generated on a previous version, D and D1 I just updated Kingen and generated a few mins ago.

I've tried

I've tried changing a couple of things like the cities grid but to no avail.
Send me just 1 image with the preview and  the settings used

 
Definitely a valid point, repetition can be an issue.

Thanks for looking into this and diagnosing so swiftly.

I may have asked this before but is there a donate link?

 
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