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KingGen - A Random World Generator for 7 Days to Die

Using just the WOTW and my MUSTS this is what i get

Traceback (most recent call last):
  File "city.py", line 221, in random_poi
  File "rrlist.py", line 25, in get_random
IndexError: list index out of range

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "crash_log.py", line 19, in handle_crash_log
  File "gui_generation.py", line 27, in generate
  File "ntime.py", line 11, in ntime
  File "world.py", line 1258, in run
  File "world.py", line 267, in generate
  File "world.py", line 532, in init_cities
  File "world.py", line 601, in gen_cities_from_mask
  File "world.py", line 567, in gen_hub_from_label
  File "hub_factory.py", line 31, in gen_random_city
  File "hub_factory.py", line 62, in gen_random_hub
  File "city.py", line 46, in __init__
  File "city.py", line 61, in generate
  File "city.py", line 265, in populate_grid
  File "city.py", line 232, in random_poi
Exception: No POIs found for desert, city, commercial
 

 
IS there anyone who has issues with trees being in water and growing out of the water ?

I thought I fixed it but I just went into a world and it has trees in the water :(

 
The xml information in the prefab itself only comes into play when creating the list itself. Once that list is created, it uses the list for reference.
Krunch I know this state is huge so it may need 16k map size but a landmass shaped like Alaska would also be interesting since it can be an all snow map just like Alaska is in real life.

 
Krunch I know this state is huge so it may need 16k map size but a landmass shaped like Alaska would also be interesting since it can be an all snow map just like Alaska is in real life.
Its a little too late into A19 to mess with now, but there is a mod that will give all the ores in a single biome, I just need to tweak it a little when 20 drops.

Problem with doing Alaska is only a few big cities, that would be a @%$#load of wilderness lol. Id have to find a way to balance it.

 
The lake bed is possibly still withing the height range the cities prefer?


Yep! Lake bed is at 71 or something like that. Cities set at 60. Surprised there isn't a "not on water" exclusion built in, but hey the tool has some not-really-that-difficult ways to work around it, so I will do that.

Custom cities map and custom splat map were always in my future for this project anyhow...

 
Good day KingSlayerGM

I Have a Request .. can you add a smaller area under small when using the advance setting for biomes  .. even since version 10 .. now when using small ( the areas are larger than they used to be ) they are about the size of medium was now. I clean the folder after each use, so there is no carry over to the next map. I trashed 7 maps yesterday, because the deserts were larger than I wanted " don't know it is combined together somehow as smalls becoming bigger or what.

This old guy would appreciate it, if at all possible.

Thank You ... the Old Gamer .. 😌

 
Good day KingSlayerGM

I Have a Request .. can you add a smaller area under small when using the advance setting for biomes  .. even since version 10 .. now when using small ( the areas are larger than they used to be ) they are about the size of medium was now. I clean the folder after each use, so there is no carry over to the next map. I trashed 7 maps yesterday, because the deserts were larger than I wanted " don't know it is combined together somehow as smalls becoming bigger or what.

This old guy would appreciate it, if at all possible.

Thank You ... the Old Gamer .. 😌
I will check if biome settings need balancing. But I promise nothing.

You can always use the biomes map to manually create the biomes you want.

btw @gpcstargate, try tinkering with the spacing option. It might be what you need

 
KingSlayer or anyone whose been making maps awhile Ive gotton used to map making but Im curious is there a trick to the Water and making sure nothing is spawning in it ?

I currently do - 

Height

Biomes

Cities

I sometimes get Trees in my water , Grass and Stones and stuff are also showing in the water too , I find all this odd am I missing something?

 
Last edited by a moderator:
Its a little too late into A19 to mess with now, but there is a mod that will give all the ores in a single biome, I just need to tweak it a little when 20 drops.

Problem with doing Alaska is only a few big cities, that would be a @%$#load of wilderness lol. Id have to find a way to balance it.
true

 
Version 0.13.0 released!

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

Here is what's new:

  • POIs names are case insensitive to detect trader, oldwest and wasteland POIs
  • Added default hubs to POIs list. Users can now change the default generation of cities, towns and villages
  • Improved description inside POIs list
  • Improved error messages related to POIs list
  • POI prioritization: POIs that have never been placed are more likely to be placed next, POIs that have already been placed a lot, are less likely to be placed again
  • Changed POI's required and unique into min and max, which give more advanced control over the placement
  • Added min and max to hubs as well
  • Improved legend in preview
  • Added stats file to the world and to the preview. Stats contain how many times each hub and each POI have been placed
  • Added search bar to preview. You can now search individual POIs by name and see where they are located
  • Improved POIs mode. POIs are now in the center of the map and the spawn point is always at 0,0.
 
Good Morning KS.  Thanks for the latest update. I have an error on the first map created - for "Cities number" I chose "one", and it threw up an error:-
Traceback (most recent call last):
  File "crash_log.py", line 19, in handle_crash_log
  File "gui_generation.py", line 27, in generate
  File "ntime.py", line 11, in ntime
  File "world.py", line 1298, in run
  File "world.py", line 266, in generate
  File "world.py", line 543, in init_cities
  File "world.py", line 641, in gen_cities
TypeError: gen_random_town() got an unexpected keyword argument 'single'

Line 17 in the poislist is "default_single_city,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialold/residentialnew/downtown/industrial/commercial,80/100/120,130/150/170,180/200/220,1,,"  so I'm assuming the "single_city" isn't liked by something. "single" doesn't occur anywhere else. This list was generated this morning, but worked fine in 12.2. Any ideas?

pj

 
Good Morning KS.  Thanks for the latest update. I have an error on the first map created - for "Cities number" I chose "one", and it threw up an error:-
Traceback (most recent call last):
  File "crash_log.py", line 19, in handle_crash_log
  File "gui_generation.py", line 27, in generate
  File "ntime.py", line 11, in ntime
  File "world.py", line 1298, in run
  File "world.py", line 266, in generate
  File "world.py", line 543, in init_cities
  File "world.py", line 641, in gen_cities
TypeError: gen_random_town() got an unexpected keyword argument 'single'

Line 17 in the poislist is "default_single_city,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialold/residentialnew/downtown/industrial/commercial,80/100/120,130/150/170,180/200/220,1,,"  so I'm assuming the "single_city" isn't liked by something. "single" doesn't occur anywhere else. This list was generated this morning, but worked fine in 12.2. Any ideas?

pj
Thank you for reporting :) . It is a bug in KingGen. I will fix and send an update in the next few days. You can avoid using only one city in the meantime.

 
If we update KG can we use it to Generate a Proper formatted List of POIS ? in the case of ones we add or for a mod?
Yes, it is highly recommend to use KG list generation first and then, in case of necessity, change something by hand.

Is there any way to get every POI at least once on a map? On a normal map, not the one for testing purposes.
Did you try to generate a map with KG 13? The new poi prioritization seems to use pretty much all pois. (Assuming reasonable settings and reasonable poi list)

Some pois are excluded fr the prioritization: signs, lights, bridges..

Also, with KG 13, you can see the generation stats. So you can know how many times each individual poi was placed

 
I have yet to fully read thru the update but is there still a tag or setting to use to make sure of atleast 1 in the case of Traders and Certain POI?

 
I have yet to fully read thru the update but is there still a tag or setting to use to make sure of atleast 1 in the case of Traders and Certain POI?
Yes there is. It has changed from "required" to "min". Now it is a number and it indicates the minimum number of times it has to be placed.

 
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