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KingGen - A Random World Generator for 7 Days to Die

On 1/27/2022 at 10:56 PM, Cpt Krunch said:

Yes, it includes new tile system, as well as custom height map support. It really looks pretty amazing.
 

Any idea when we will be able to try it?

RWG works ok now in A20, but i miss my custom heightmaps and ESPECIALLY custom biomes.png!

 
Always love your videos, thanks!

I can't wait, doesn't Pille need some real world testing done by someone with way too much time on their hands(me, of course!)?

 
Haha! Join the queue! Hopefully he'll be ready to let it go out to testing soon. 

Thanks for letting me know you enjoy the videos. I really appreciate the feedback. 

 
Well done Sir! I will have a look at this once im done with current map. Is there a config file where i can alter the water and snow cap heights?
When generating a map with kinggen on alpha 20, do we end up missing out on any of the new alpha 20 world generation updates? What would be the negative if any of using kinggen before it's updated?

 
You're missing out on the 'tile system' which includes the new roads, junctions, culverts, sewers and also the 'parts' that are included with some poi's and are also very nice features in towns and cities. You're missing quite a lot to be honest. But if you particularly want to use your own hand drawn heightmap it's the only option at the moment. At least until Teragon is released. And that's assuming the first release supports heightmaps. There are other fixes for a20 vanilla RWG depending on what you're looking for in your custom map. Redrawing biomes, adding additional poi's or increasing city sizes for example.

 
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So is there an A20 version of this out yet? Or is it dead? I've been waiting though the holidays for a map gen that works, so far nada. I tried King Gen but it just can't seem to make a flat map without screwing everything up. I got buildings sunken like 7-8 blocks, other raised up several blocks, and buildings overlapping each other and the roads. Most POIs won't load either.

I have nothing but problems with KingGen It's difficult to use, I have make my own heightmap (major hassle), no settings for a flat map at all in it. It needs a lot of work.

I keep seeing people say "We are working on it" but by the time you release one we will be up to A21 and it too will not work.

 
v0.13.1 - A19.6
7 Days to Die Random World Generator
Find out more at https://community.7daystodie.com/topic/23988-kinggen-a-random-world-generator-for-7-days-to-die/

SETTINGS:
border_size=medium
border_type=water
burnt_size=medium
check_output=false
cities_grid_size=small
cities_level=36
cities_number=few
cities_size=medium
default_biome=burnt forest
default_biome_tools=burnt forest
desert_size=medium
heightmap_smoothing=little
mountains_size=none
multiple_generations=4
name=Flat_11
output_folder=F:/Steam/steamapps/common/7 Days To Die/Data/Worlds
png_heightmap=16-bit
poi_mode=false
pois_list=F:/Steam/steamapps/common/7 Days To Die/Data/Prefabs/POIs/poislist.txt
pois_number=medium
seed=pOg0wKf0d41
size=6
skip_preview=false
snow_level=
snow_size=none
spacing=medium
spawn_points=one
terrain_roughness=none
towns_grid_size=small
towns_number=lots
towns_size=medium
traders_location=anywhere
traders_number=decreased
villages_grid_size=small
villages_number=lots
villages_size=large
waste_size=medium
water_level=30
water_size=medium

Five minutes to produce four pretty flat A20 maps, less the tile system stuff.. 

preview.png

. . . .in fact - this second one below - my current game - also built using all A20 prefabs and my own biomes.png - is different from the above in that it has some low hills running diagonally through nor-west to s-east with a road loop around it (all of it auto generated) - and this is one of the best maps I've ever played in the game. ,
 

v0.13.1 - A19.6
7 Days to Die Random World Generator
Find out more at https://community.7daystodie.com/topic/23988-kinggen-a-random-world-generator-for-7-days-to-die/

SETTINGS:
border_size=medium
border_type=water
burnt_size=medium
check_output=false
cities_grid_size=small
cities_level=36
cities_number=few
cities_size=medium
default_biome=burnt forest
default_biome_tools=burnt forest
desert_size=medium
heightmap_smoothing=little
mountains_size=medium
multiple_generations=4
name=Desolation_142
output_folder=F:/Steam/steamapps/common/7 Days To Die/Data/Worlds
png_heightmap=16-bit
poi_mode=false
pois_list=F:/Steam/steamapps/common/7 Days To Die/Data/Prefabs/POIs/poislist.txt
pois_number=medium
seed=p6CmtRO1Ps2
size=6
skip_preview=false
snow_level=
snow_size=none
spacing=medium
spawn_points=one
terrain_roughness=decreased
towns_grid_size=small
towns_number=lots
towns_size=medium
traders_location=anywhere
traders_number=decreased
villages_grid_size=small
villages_number=lots
villages_size=large
waste_size=medium
water_level=30
water_size=medium

preview.png

 
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Yeah, I pretty much did all of that but it's not right. I had set some of it different like city size, town size, traders, and I made mine 16k.

Oh and I made my biomes kinda straight forward...
 

biomes.jpg

preview.jpg

 
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Well, Zagan - I guess you have to define "right", then!  What's not "right" about it?  What were you expecting?
In making a map - I reckon most folks will try to make it as they think the landscape might look like a few years after some kind of disaster . . . . um, say "SARS Cov-3, aka "Covid 22 - the Omega variant".  What that might look like is mostly achievable in 7Days RWG, but especially so, when using KingGen.

To be honest I think a 16k map is more geared toward a multiplayer environment and a server - from my own experience even an 8k map is more map than I can play, as there are often just too many buildings and places to get to - first to establish some kind of a safe 'first night' base, find a bike, etc., and then to find and build a 'better', more permanent base. Once that's done one needs better weaponry and some sort of motor vehicle so you safely explore to really build. The rest of the game. . . .   well. . . my own feelings - after the fourth HN - I'm looking at the next 4 or 6k map. . .  😉

 


Well I tried to get the pictures in the spoiler, but it didn't work. Anyways, you can see how the buildings are just all messed up. Some are several blocks too high others several blocks too low. Then you can see how they are overlapping and blocking roads. I said all this in my last post. Oh and not to forget all the 500 or so POIs that won't load and give me an error for each one. Why are the POIs not included in this map generator?

Image4.jpg

Image5.jpg

Image6.jpg

Image9.jpg

 
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Have you used the poi fix trick where you create a new poi list based on the new a20 naming convention? Your issues sound like they come from not using that. That's a good starting point. I posted a video on 'fixing kinggen' a while back.

There is a half-block height discrepancy in the last version of kinggen that was going to be fixed in v14. Which isn't likely to happen now. 

If you really need to use your own heightmaps for your world then persue kinggen a little while longer at least until Teragon arrives. If you're not bothered about using your own heightmap then just use the funpimps built in rwg and enjoy the new tiles/roads/parts features. 

This mod will give you bigger cities if that's also what you need:

https://www.nexusmods.com/7daystodie/mods/1921?tab=posts

 
Have you used the poi fix trick where you create a new poi list based on the new a20 naming convention? Your issues sound like they come from not using that. That's a good starting point. I posted a video on 'fixing kinggen' a while back.
your a legend mate, that vid helped me a ton, i was able to get kinggen work with a20 because of that, much respect for that

 
your a legend mate, that vid helped me a ton, i was able to get kinggen work with a20 because of that, much respect for that
The only things that won't generate with that version of kinggen is the new map generation stuff like overpasses,  drainage and sewer. Actually quite allot. If you are using rebirth mod I recommend using the new alpha 20 native generator as each Biome is much hard and having biomes scattered all Willy nilly is problematic.

 
Have you used the poi fix trick where you create a new poi list based on the new a20 naming convention? - Nope, first i heard of it.
 

If you really need to use your own heightmaps for your world then persue kinggen a little while longer at least until Teragon arrives. - What is KingGen dead now?



 
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