What causes this RoadExit bug?

EvilPolygons

Survivor
This issue happens pretty frequently when using RWG. RoadExits often fail to connect to anything, and sometimes fail hard. The worst cases cause these big, weird lumps to form in place of where the RoadExit is supposed to be. This is what it looks like in the RWG previewer:

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Does anyone know what causes this and if there's any way to prevent it?

 
I don't know that I've ever seen it when generating my own worlds. I doubt I have ever used those settings for Plains, Hills, Mountains or those Biome percentages.

I'm not sure what I'm looking at in your picture. I can't read the green text on the white box in the foreground.

It is possible to make a Wilderness POI with no declared RoadExit but I've not seen that result in "big lumps." Lumps of what? Terrain?

This is a curious mystery.

 
It can happen to just about any wilderness POI. It even happens occasionally with vanilla TFP wilderness POIs. I'd say about 15% (or slightly more) of wilderness POIs have something wrong with their road connections. BTW, in all cases I've checked to make sure the POIs have correct roadexit markers, which they do.

The problem manifests in one of three ways:

  • The road connection simply fails to generate at all, with no malformed terrain.
  • The road connection fails to generate. A large lump of terrain forms at the roadexit marker.
  • The road connection generates, but malformed terrain still appears at the roadexit marker.

There's no consistency to it. On one RWG map a POI might spawn with a proper road, but on a different map it might spawn with a totally borked road/roadexit.

 
Here are some ingame screens showing the issue..

Road connection fails with large terrain lump:

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Road connection fails, another terrain lump:

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Extreme road fail:

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Road connects, but terrain is badly malformed:

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Road connects, but terrain is badly malformed:

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Roads connects, terrain malformed but not as bad:

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All of these POIs have properly set RoadExit markers. If I generate a new map with a different seed, they may spawn perfectly. Or not. It seems totally random and it's driving me crazy.

 
#1 I'm not sure the first one is showing a road exit. It looks more like the edge of a Tile where the road is supposed to end. (Notice the barriers.) Still, the bump is extreme.

#2 I can't tell which POI this is or if it is Wilderness or some city district, but the bump certainly is extreme.

#3 That is unusual. Which POI is that? The F3 information doesn't have that detail turned on. My suspicion there is the POIs Road Exit isn't correct, somehow, but I can't be sure. I don't recognize the POI. Is it vanilla, from a modlet, or something else?

#4 - #6 The others look like Wilderness POIs and bumps leading into those aren't unusual, though the ones you show are pretty extreme. The placement of Wilderness POIs involves trying to fit a flat POI into non-flat terrain and RWG hasn't been smoothing those out.

I don't normally see RWG fail to connect Wilderness POIs.

I'm willing to explore this more. Is this entirely a Vanilla world or are you using any mods? If it is vanilla only I should be able to duplicate your world based on your first post.

 
#1 I'm not sure the first one is showing a road exit. It looks more like the edge of a Tile where the road is supposed to end. (Notice the barriers.) Still, the bump is extreme.

#2 I can't tell which POI this is or if it is Wilderness or some city district, but the bump certainly is extreme.

#3 That is unusual. Which POI is that? The F3 information doesn't have that detail turned on. My suspicion there is the POIs Road Exit isn't correct, somehow, but I can't be sure. I don't recognize the POI. Is it vanilla, from a modlet, or something else?

#4 - #6 The others look like Wilderness POIs and bumps leading into those aren't unusual, though the ones you show are pretty extreme. The placement of Wilderness POIs involves trying to fit a flat POI into non-flat terrain and RWG hasn't been smoothing those out.

I don't normally see RWG fail to connect Wilderness POIs.

I'm willing to explore this more. Is this entirely a Vanilla world or are you using any mods? If it is vanilla only I should be able to duplicate your world based on your first post.


1) That's the roadexit for the "Sierra Eight" POI. Roadexit marker is set up properly.

2) The "Pork n Fork" Drive-In POI. Roadexit marker is set up properly.

3) The "Bunker" POI by InfectedGaming. Roadexit marker is properly set up.

4-6) Like the previous POIs, these are all wilderness.

I generated several RWG maps last night, and in each case, some POIs would spawn perfectly fine on some maps, but then spawn without road connections on other maps. There seems to be no rhyme or reason to it. Sometimes wilderness roads fail, sometimes they succeed. It even happens (rarely) to vanilla TFP wilderness POIs.

As for mods, I use both your Zztong mod pack and the vanilla Compo pack. I don't use any sort of major overhaul mods at all -- just prefabs/prefab packs and gameplay mods. But to be clear, this issue persists with or without any mods loaded at all.

 
1) That's the roadexit for the "Sierra Eight" POI. Roadexit marker is set up properly.

2) The "Pork n Fork" Drive-In POI. Roadexit marker is set up properly.

3) The "Bunker" POI by InfectedGaming. Roadexit marker is properly set up.

4-6) Like the previous POIs, these are all wilderness.

I generated several RWG maps last night, and in each case, some POIs would spawn perfectly fine on some maps, but then spawn without road connections on other maps. There seems to be no rhyme or reason to it. Sometimes wilderness roads fail, sometimes they succeed. It even happens (rarely) to vanilla TFP wilderness POIs.

As for mods, I use both your Zztong mod pack and the vanilla Compo pack. I don't use any sort of major overhaul mods at all -- just prefabs/prefab packs and gameplay mods. But to be clear, this issue persists with or without any mods loaded at all.
Yeh it unfort requires some fixes by tfp . 

try adjusting your plains to be round 60/70% and hills more then mountains and see if the issue resolves. I am thinking the base height of the map being flat could possibly cause it tho havent tested but my tests had the same results as yours.

maybe try a default world also and test to

 
Yeh it unfort requires some fixes by tfp . 

try adjusting your plains to be round 60/70% and hills more then mountains and see if the issue resolves. I am thinking the base height of the map being flat could possibly cause it tho havent tested but my tests had the same results as yours.

maybe try a default world also and test to


I'll give that a try. The only reason I use such weird RWG settings is in order to maximize flat areas for spawning big bunches of POIs -- it's just for testing purposes. I can't even remember the last time I generated a map with a normal amount of hills and mountains because I spend more time tinkering with POIs than I do actually playing the game. 🤷‍♂️

 
I'll give that a try. The only reason I use such weird RWG settings is in order to maximize flat areas for spawning big bunches of POIs -- it's just for testing purposes. I can't even remember the last time I generated a map with a normal amount of hills and mountains because I spend more time tinkering with POIs than I do actually playing the game. 🤷‍♂️
vanilla towns and cities are no issue with hills and mountains. issues arise when other settlements tho are introduced as in the cp modded which needs more flatter areas to get a good mix . but still this does happen in vanilla and may not solve it persay as zztong uses pure vanilla default settings for his worlds. when generating maps. 

where as i customise it for the cp modded to effectively get all cp and all vanilla to run nicely together

 
Yeah, using more "normal" RWG settings seems to help somewhat, but the problem is still there. The best map I got out of many, many attempts still resulted in half a dozen completely failed roads + numerous POIs with roads, but badly malformed terrain blocking the roadexits.

I was discouraged enough after all that testing to try out Teragon again. I originally gave up Teragon back in 2023 because it couldn't generate wilderness streettiles ("country" tiles, as Riamus calls them) or desert mesas. It looks like Pille still hasn't added support for either feature.

At this point I give up.

 
Moving to Support because the issue is purported to happen in vanilla. Though a bug report would be better in my view.

Edit: 

It didn’t belong in Prefabs (which is part of the Modding section) when the issue happens in vanilla. :)

Arguably there is no good place for this thread, because bugs aren’t processed via any subforum, they’re processed through the bug pool. But Support is better than nothing. QA is known to look at Support, so in the case that there’s anything new for them to glean from this thread, they should see it.

 
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