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Roadside POIs

zztong

Hunter
There is/was a request on Reddit to try to bring back POIs that got placed alongside of roads. Not like a Wilderness POI that gets its own dirt road, but something like a gas station, convenience store, and maybe a couple of houses. It would be like one of those small exits off of an interstate. A bedroom community, of sorts. Very small. I theorized, maybe a 1-Tile settlement based on the CountryTown district with a trader-less Gateway?

I tried the config (found below) and didn't get the expected results. I got a lot more CountryTowns that were full sized. I assume my configuration has an error, though I haven't been able to spot it. Or, remote chance, perhaps there's an RWG quirk/bug? (Perhaps RWG ignores min/max tiles set to "1"?)

I wondered if extra eyes might help me out, so here... this would be in a modlet's rwgmixer.xml file:

Code:
    <!-- **************************************************************
        Convenience Stop Test
    ****************************************************************-->

    <!-- Make a new kind of settlement -->
    <insertAfter xpath="/rwgmixer/township[@name='oldwest']">
        <township name="convstores">
            <property name="spawn_trader" value="false"/>
        </township>
    </insertAfter>

    <!-- Let the CountryTown district be part of the new settlement  -->
    <set xpath="/rwgmixer/district[@name='countrytown']/property[@name='district_required_township']/@value">countrytown,convstores</set>

    <!-- Plug the new settlement into world generation -->
    <insertAfter xpath="/rwgmixer/world[name='tiny']/property[@class='oldwest']">
        <property class="convstores">
            <property name="few" value="2"/>
            <property name="default" value="2"/>
            <property name="many" value="3"/>
            <property name="mintiles" value="1"/>
            <property name="maxtiles" value="1"/>
        </property>
    </insertAfter>

    <insertAfter xpath="/rwgmixer/world[name='small']/property[@class='oldwest']">
        <property class="convstores">
            <property name="few" value="2"/>
            <property name="default" value="2"/>
            <property name="many" value="3"/>
            <property name="mintiles" value="1"/>
            <property name="maxtiles" value="1"/>
        </property>
    </insertAfter>

    <insertAfter xpath="/rwgmixer/world[name='medium']/property[@class='oldwest']">
        <property class="convstores">
            <property name="few" value="2"/>
            <property name="default" value="2"/>
            <property name="many" value="3"/>
            <property name="mintiles" value="1"/>
            <property name="maxtiles" value="1"/>
        </property>
    </insertAfter>

    <insertAfter xpath="/rwgmixer/world[name='large']/property[@class='oldwest']">
        <property class="convstores">
            <property name="few" value="2"/>
            <property name="default" value="2"/>
            <property name="many" value="3"/>
            <property name="mintiles" value="1"/>
            <property name="maxtiles" value="1"/>
        </property>
    </insertAfter>
 
Can't really give any info, but if it can't be done with the current RWG maybe throw it in Pimp Dreams or the Dev Diary and see what happens. It would help if everything not on a tile wasn't 10 miles off the main road with a small path weaving to it.

 
Can't really give any info, but if it can't be done with the current RWG maybe throw it in Pimp Dreams or the Dev Diary and see what happens. It would help if everything not on a tile wasn't 10 miles off the main road with a small path weaving to it.


Yes, I wasn't really sure if (1) I had messed up something, (2) there's a bug, or (3) it was a possible feature. I figured it was best if I first assumed I messed up something.

Thanks for looking.

 
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