PC No cities in the forest biome anymore. What kind of horse hockey is this?

Yeah, it is. I changed it back to random traders just by adding all of the biome names to the biomeTags attribute for each trader. Well, not exactly, I only left Rekt for Wasteland and Burnt Forest.
Have you tested trader progression with those settings yet?  Does it still send you to another trader correctly?

 
Have you tested trader progression with those settings yet?  Does it still send you to another trader correctly?
Not yet. I'm starting off with Bob though so I guess we'll see once I've done a few quests. I was just happy not to have to listen to Rekt right away.

 
Not yet. I'm starting off with Bob though so I guess we'll see once I've done a few quests. I was just happy not to have to listen to Rekt right away.
If you don't mind, please let me/us know.  I want to use a custom map that doesn't follow these same restrictions but not sure if that will work.  :)

 
story progression... Roland, we have been waiting on tidbits of what the story might be for years and you are calling for progression! Gawds what a tease.


I simply meant that there will be a story that will unfold and you will progress through it like any story mode in a video game. I have no insider knowledge about the story. The brothers keep that very very close to the vest. I've been waiting too!

Yeah, the lack of crack a book stores (and other high level POIs) in the forest is part of my issue.  I don't want to have to travel multiple kilometers every day just to do my standard days worth of questing/looting.


You could try generating a small 3km map with the forest in the middle which means nothing would be much more than 1.5 km away in any direction which once you have a vehicle would be like 3 minutes or so to travel anywhere. I think I'm going to try that, now that I mention it.

 
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There are some towns and residential areas good for t1 and t2 quests but no big cities spawn in the green forest. You usually get one in the burnt forest though so that is probably where you want to head to after getting the initial stuff out of the way.

Since you believe it is still early access, I will respond that this is what you signed up for....


I think the game needs to make it easier for you to move your base, since it clearly seems like TFP intends to force the player to move their home base as they progress. But with the inventory being so tiny, and vehicles being so slow it takes a stupid amount of time to do this. My current run is on day 5 on warrior difficulty and it'd take 2-3 2.3km+ trips to move my base to the burnt forest, plus i'll have to rebuild.  This is just not really viable early game with the scarcity of some resources. COuld really use a fast travel system between player bases, or just some way to transfer the stuff to a new base easier.

Yeah, the lack of crack a book stores (and other high level POIs) in the forest is part of my issue.  I don't want to have to travel multiple kilometers every day just to do my standard days worth of questing/looting.


I think the intent is for you to have multiple bases and move each time you swap biomes. The problem there is, its just very slow to do this due to poor inventory size and slow vehicles. Like I said in a post above, I'd have to make 2-3 round trips of 2.3km each way (4.6km round trip) to move my base to the burnt forest, unless I wanna leave almost everything behind, which makes even gathering the stuff pointless in that case at least in the forest. Plus I don't really like the look of the other biomes, I like my base in the forest but it just doesn't seem feasable in vanilla with the way they seem to wanna force you to play.

As for the cities thing, I feel its stupid that the forest has no big cities, the forest is the safest place in the game to be, you'd think that would be the prime location for cities to be realisticly compared to say the burnt forest etc.

 
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If you don't mind, please let me/us know.  I want to use a custom map that doesn't follow these same restrictions but not sure if that will work.  :)


There is a mod that gets rid of this forced trader stupidity on the nexus, it restores the randomized traders in rwg biomes like its always had, highly reccomend it, as the current way its setup is beyond stupid. A good compromise would be to have rwg set to make sure at least ONE proper trader spawns in the biome, while any other one is randomized. This way they can keep their "progression" they are so picky about, and still not have every map be basically the same map, since all you get in forest atm is rekts, all burnt traders are jen etc, its stupid.

Wanna know a better way to make progression? Do what every other survival game does other than 7dtd, make multiple tiers of items, 1 per biome, and to get that biome's item tier, you have to go to that biome as the materials (the main one like metal for example) is not available in other zones, there, now you'll get natural progression, especially if you add some hazards to these biomes, so you can't just walk in there on a fresh level 1 and survive. Many survival games use this method and it works great and gets the player to naturally explore farther out, it feels far to forced in 1.0. Darkness Falls also does this well, the endgame metal is titanium, and u need plutonium and uranium, all are only mineable in the wasteland, and the wasteland? nastiest spawns in the game, and a radiation death field that will kill you extremly quick (does like 10-15 health a second dmg) if you lack full radiation protection. It also moves lead to the snow biome, oil shale is still in desert. Nitrate is a desert/snow ore, you won't really find it in the forest in DF. See? progression without having to go to such lengths to force it. I assume in 1.0 he may move coal to being in the burnt forest since it'd be a fitting place for it. Which means forest will only have iron ore in it.

 
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Long, long, long, long time player, first time poster. This change has irked me enough to make me register an account.

RWG is supposed to be random - I'm happy to have some progression guardrails by default, but for the love of god, let us remove them. What's the god damn point in RWG if it's not actually random? You might as well just ship a few default sized maps and remove RWG at that point.

Having said that, in case anyone else wants to fix this mess;

1. Open <steam install or library>\steamapps\common\7 Days To Die\Data\Config
2. Find the file called rwgmixer.xml

3. Open it using notepad, notepad++, or whatever raw text editor you have,

To add adjust town/city spawning:
Per the post on the first page, you'll want to find this section:

<township name="oldwest">
<property name="spawn_trader" value="false"/>
<property name="spawn_gateway" value="false"/>
<property name="biomes" value="desert"/>
</township>
<township name="forest_countrytown">
<property name="biomes" value="forest"/>
</township>
<township name="bforest_countrytown">
<property name="biomes" value="burntforest"/>
</township>
<township name="bforest_town">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="burntforest"/>
</township>
<township name="countrytown">
<property name="biomes" value="desert,snow"/>
</township>
<township name="town">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="desert,snow,forest"/>
</township>
<township name="city">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="desert,snow,burntforest"/>
</township>
<township name="wasteland_city">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="wasteland"/>
</township>
<township name="citybig">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="wasteland,burntforest,desert,snow"/>
</township>
<township name="roadside">
<property name="spawn_trader" value="false"/>
</township>



Once there, add your desired biomes to the "value" tag making sure it's comma separated as shown. You can see here, I've added the burnt forest to a few extra townships, because making that place full of only towns is a @%$# move.

Adjust trader spawns:

In the same file, if you scroll down further, you'll see this;
 

<prefab_spawn_adjust partial_name="trader_rekt" biomeTags="forest" bias="20" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="trader_jen" biomeTags="burntforest" bias="20" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="trader_bob" biomeTags="desert" bias="20" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="trader_hugh" biomeTags="snow" bias="20" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="trader_joel" biomeTags="wasteland" bias="20" min_count="2" max_count="4"/>



Now you have two choices;
1. Adjust the value of "biomeTags" so that it includes the biome or biomes you want (comma separated), or

2. Delete this whole section to return it to how it was in A21.


 

 
Which completely overlooks the other possibility that TFP intends to force players to also have some subbases without moving your home base at all.


Sub bases don't really work well in a game like this without some sort of fast travel ability, or much faster vehicles. Either way I hope they revert the rwg changes, because its just not random gen anymore, alot of the randomness has been removed in 1.0, now your stuck with RWG thats basically the same map every time other than biome shapes, its no fun. I don't think the tfp devs play their own game at all, as its very easy to see how tedious alot of the v1.0 stuff has become. By Play their own game I mean play it single player, without cheating anything in, pretty much anyone who plays single player dislikes the current skill system as well because it severely gimps you in single player and forces you to take certain stats or else things take forever. It be fine if weapon and mining tools/wrench were learn by doing and removed from the stat lock, you may say "what about the headshot bonus from the stat?" thats easy, put it in the action skill that goes up by you using said weapon problem solved, and everyone would be happy with this change I feel.

1.0 has been a big letdown for me personally, I been around since alpha 10.2 and this is the only time I have felt a new update was a total letdown. To many unneeded changes were done for the sake for making the game more tedious. Art team does great work though the new stuff looks good and the redesigned stuff, but the gameplay side has gone down the gutter.

Long, long, long, long time player, first time poster. This change has irked me enough to make me register an account.

RWG is supposed to be random - I'm happy to have some progression guardrails by default, but for the love of god, let us remove them. What's the god damn point in RWG if it's not actually random? You might as well just ship a few default sized maps and remove RWG at that point.

Having said that, in case anyone else wants to fix this mess;

1. Open <steam install or library>\steamapps\common\7 Days To Die\Data\Config
2. Find the file called rwgmixer.xml

3. Open it using notepad, notepad++, or whatever raw text editor you have,

To add adjust town/city spawning:
Per the post on the first page, you'll want to find this section:

<township name="oldwest">
<property name="spawn_trader" value="false"/>
<property name="spawn_gateway" value="false"/>
<property name="biomes" value="desert"/>
</township>
<township name="forest_countrytown">
<property name="biomes" value="forest"/>
</township>
<township name="bforest_countrytown">
<property name="biomes" value="burntforest"/>
</township>
<township name="bforest_town">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="burntforest"/>
</township>
<township name="countrytown">
<property name="biomes" value="desert,snow"/>
</township>
<township name="town">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="desert,snow,forest"/>
</township>
<township name="city">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="desert,snow,burntforest"/>
</township>
<township name="wasteland_city">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="wasteland"/>
</township>
<township name="citybig">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="wasteland,burntforest,desert,snow"/>
</township>
<township name="roadside">
<property name="spawn_trader" value="false"/>
</township>



Once there, add your desired biomes to the "value" tag making sure it's comma separated as shown. You can see here, I've added the burnt forest to a few extra townships, because making that place full of only towns is a @%$# move.

Adjust trader spawns:

In the same file, if you scroll down further, you'll see this;
 

<prefab_spawn_adjust partial_name="trader_rekt" biomeTags="forest" bias="20" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="trader_jen" biomeTags="burntforest" bias="20" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="trader_bob" biomeTags="desert" bias="20" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="trader_hugh" biomeTags="snow" bias="20" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="trader_joel" biomeTags="wasteland" bias="20" min_count="2" max_count="4"/>



Now you have two choices;
1. Adjust the value of "biomeTags" so that it includes the biome or biomes you want (comma separated), or

2. Delete this whole section to return it to how it was in A21.


 


Thanks for this, as the current rwg settings they use are complete garbage right now, and basically turns every rwg map into the exact same map with just diff biome shapes. It needs to go back to a21 style. Keep the forced progression to the navesgane map, as its perfect for it, but leave rwg be actually random.

 
I assume the biome progression will work a bit like Darkness Falls. Enter a harsh biome on day 1, and you'll suffer from severe stamina penalties (or for the wasteland, radiation), severely discouraging you from going there the moment you spawn, unless you enjoy walking everywhere with exponential loss to food or thirst. I'm not sure what TFP's gameplan is, to encourage you to craft specific outfits before going into these biomes, or the insulated liner / cooling mesh mods, or something else entirely. Hopefully it's not too RNG based so you might be locked out of entering the desert for too long because RNG decided that playthrough that it didn't like you.
I hope we don't get those kinda penalties but I think the weather should affect you over time more like when you're in the cold for way too long you your attack speed starts slowing down and you take more health or in the desert you start slowing down and you lose Health water

 
Sub bases don't really work well in a game like this without some sort of fast travel ability, or much faster vehicles.


 One week is a long time, driving to a subbase with a motorbike takes maybe about 2-3 in-game hours max. And slow travel is the main reason subbases exist, if you had teleport you wouldn't need subbases at all.

I used subbases from mid-game on in almost every game of 7 days, they seemed to work quite well, for me at least.

 
The closest I have ever done with sub bases was to put a "shed" with some crates next to traders so I could quest there without having to lug everything back to my base right away.  I only did that in one or maybe two games.  I might still drop a crate next to a trader but even that is rare.  I am not going to travel between traders very often before I have a motorcycle.  It just isn't worth the time it takes.  I can quest just fine at a single town, so there is no real need.  Especially now that trader tiers are tied together. 

There isn't anything wrong with sub bases or moving your base.  But even you said they are forcing that on people.  I don't think it is quite that far yet but any forcing of a gameplay style on players isn't a good thing, even if minor.

It looks like changing the settings the limit trader placements doesn't break anything (so far), so I'll be happy using maps that aren't from RWG so I can avoid the limitations.  I know rwgmixer can be changed to "fix" this as well so you can make RWG maps without the limitation for those who want to do that.

 
Yes, it does.  It isn't updated for it yet but there's a pinned topic in Discord that tells what to do to use it for 1.0.  However, keep in mind that the changes to trader biome restrictions *might* be important and the presets aren't set up for that right now.  I don't know what would happen if traders are in other biomes or if you don't have all of the traders as I haven't yet tested that.
Ok, It failed for me but I had not followed the discord. Thanks I will give it a try. This change by TFP is one of the few changes I can't stand, for the most part since about 9 years ago I have been happy with most changes and neutral with others and some grew on me. Personally I never enter wasteland and rarely enter frozen and desert only when I need fuel. Never been happy with temperature controls in the game. Wasteland is PTSD from all the landmines years ago, and constant low level death by dog.

 
It looks like changing the settings the limit trader placements doesn't break anything (so far), so I'll be happy using maps that aren't from RWG so I can avoid the limitations.  I know rwgmixer can be changed to "fix" this as well so you can make RWG maps without the limitation for those who want to do that.


I can't confirm it for sure as I've only just cleared the 1st tier. But it does seem to break something. I think the chain is fixed in that you need to clear the traders in the order of Rekt -> Jen -> Bob -> Hugh -> Joel. I had modded my game to make traders appear in any biome. The starter chain actually led me to Joel first. After I cleared the 1st Tier and got the bicycle, Joel did not give the special quest to send me to find the next trader. He does give the next level Tier of quests once I logged in and out though.

What I did found out is that on using dev mode to fly around and find all the other traders first. If you've cleared the 1st Tier of quests at say Joel (as I did for example). Joel won't give you the special quest to find the next trader. But if managed to find Rekt, he will be the one to give you the special quest to find Jen. 

 
I can't confirm it for sure as I've only just cleared the 1st tier. But it does seem to break something. I think the chain is fixed in that you need to clear the traders in the order of Rekt -> Jen -> Bob -> Hugh -> Joel. I had modded my game to make traders appear in any biome. The starter chain actually led me to Joel first. After I cleared the 1st Tier and got the bicycle, Joel did not give the special quest to send me to find the next trader. He does give the next level Tier of quests once I logged in and out though.

What I did found out is that on using dev mode to fly around and find all the other traders first. If you've cleared the 1st Tier of quests at say Joel (as I did for example). Joel won't give you the special quest to find the next trader. But if managed to find Rekt, he will be the one to give you the special quest to find Jen. 
That happens in vanilla also.  I cleared T1 with Rekt and found Jen in the burnt forest  from Rekt’s special quest.  Then I did T2 with Rekt and once I cleared them, no special quest from Rekt to find Bob, that was only given from Jen

If you want to change that also, you need to modify the quests file:

From quest tier2_nexttrader

Code:
        <objective type="Goto" value="5" phase="1">
            <property name="location_tag" value="TraderJen" param1="trader_tag" />
            <property name="location_name" value="trader_jen" />
            <property name="nav_object" value="go_to_trader"/>
            <property name="biome_filter_type" value="AnyBiome" param1="biome_filter_type"/>
        </objective>
 
That happens in vanilla also.  I cleared T1 with Rekt and found Jen in the burnt forest  from Rekt’s special quest.  Then I did T2 with Rekt and once I cleared them, no special quest from Rekt to find Bob, that was only given from Jen

If you want to change that also, you need to modify the quests file:


Yeah I figured. Which means you can clear all the tiers from a single trader. Just that in order to get the special quest that leads to the next trader, you'd have to get it from the last trader you were sent to. 

 
Is it just impossible now to play in a large city in a pine biome?

I've played with the generation tool and I can't find a way to do this.

If you want to play in a large city it can only be done in wasteland?

That's not what I want funpimps!

 
Is it just impossible now to play in a large city in a pine biome?

I've played with the generation tool and I can't find a way to do this.

If you want to play in a large city it can only be done in wasteland?

That's not what I want funpimps!
You can edit/mod rwgmixer.xml to add the large town type to forest.  You can also manually edit the biomes.xml file for your map after creating it so the biomes are different.  You'll need to start a new save after editing that file for that map.

 
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You can edit/mod rwgmixer.xml to add the large town type to forest.  You can also manually edit the biomes.xml file for your map after creating it so the biomes are different.  You'll need to start a new save after editing that file for that map.
Thanks for that Riamus, at least there's a work around.

I really like large cities to live/build in but who wants to live in a wasteland!

It's not that it's difficult it's just not pretty :D

 
Riamus said:
The closest I have ever done with sub bases was to put a "shed" with some crates next to traders so I could quest there without having to lug everything back to my base right away.  I only did that in one or maybe two games.  I might still drop a crate next to a trader but even that is rare.  I am not going to travel between traders very often before I have a motorcycle.  It just isn't worth the time it takes.  I can quest just fine at a single town, so there is no real need.  Especially now that trader tiers are tied together. 


i get bored with getting offered the same quest POIs again or having to drive more than a km to a new quest so even with the new trader progression setting up shop for a few days in a new town with new stuff to discover is a good move for me.

Riamus said:
here isn't anything wrong with sub bases or moving your base.  But even you said they are forcing that on people.  I don't think it is quite that far yet but any forcing of a gameplay style on players isn't a good thing, even if minor.


I said "forcing" because I replied to someone who said "forcing". My sort of humor to mimic the language of the other to make my point in a sort of "ironic reflection"

Actually it is easy to show that it isn't forcing, because forcing means giving the other no alternative. Staying in one forest town may have disadvantages but you can easily survive, progress and "win" the game that way. There is no **force** there is only **incentive**. And if you look around any game is full of incentives. Incentives to use a weapon, incentives to craft stuff, incentives to visit POIs, incentives to travel. Nothing wrong with it, the decision is still up to you and that you don't use subbases while I use them shows that there is no forcing there.

Completing quests or challenges is completely up to the player, traders can be found instead of quested. A player may want to do the the trader delivery quests but nobody is forcing him.

 
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