rwg fixes

I think the worldgen gets better as alphas progress but there are a few bugs being experimental and all.

A few things I would like to see are cities (maybe limit to 1) in the forest and burnt forest rather than small trash areas and large cities in desert and snow maps and not just the wasteland on large maps or increase the cities amount in those biomes so you have less "nothing" space if you prefer large cities only in wastelands which has good merit to it.

Currently they changed the rwgmixer.xml to only throw cities down for desert and snow with nothing for burnt forest and large cities only for wasteland. On smaller maps it makes sense but on larger maps you run from small podunk town to another until you get in the Desert biome in which case you finally get a proper city with tons and tons of nothing in between.

The small trash towns in the forest need to be increased by 3x or there should be at least one reasonably sized city there. The burnt forest is much of the same.

Attached is a modified rwgmixer.xml that expands the size of cities a bit and adds more of them, but the forest you can see hasn't been touched and is largely small. The burnt forest I added some city spawning available to it so that is why it has a city. If the burnt forest and forest each had at least one proper city I think it would be better.
 

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I think the worldgen gets better as alphas progress but there are a few bugs being experimental and all.

A few things I would like to see are cities (maybe limit to 1) in the forest and burnt forest rather than small trash areas and large cities in desert and snow maps and not just the wasteland on large maps or increase the cities amount in those biomes so you have less "nothing" space if you prefer large cities only in wastelands which has good merit to it.

Currently they changed the rwgmixer.xml to only throw cities down for desert and snow with nothing for burnt forest and large cities only for wasteland. On smaller maps it makes sense but on larger maps you run from small podunk town to another until you get in the Desert biome in which case you finally get a proper city with tons and tons of nothing in between.

The small trash towns in the forest need to be increased by 3x or there should be at least one reasonably sized city there. The burnt forest is much of the same.

Attached is a modified rwgmixer.xml that expands the size of cities a bit and adds more of them, but the forest you can see hasn't been touched and is largely small. The burnt forest I added some city spawning available to it so that is why it has a city. If the burnt forest and forest each had at least one proper city I think it would be better.
Yeah, getting bigger Cities in the Forest or Burnt Forest with the standar mixer would be nice.
But that's not the point. Tweaking the Mixer to get big Cities even in the Forest is quite easy.

Every Map i generate is "broken", as you can see on the pictures.

Screenshot 2025-06-25 060339.pngScreenshot 2025-06-23 223509.png
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Maybe make bug reports instead of posting it here? You're playing an experimental build, the point of that is to test for bugs/issues. If you aren't gonna report ones you find then wait for stable.
Yeah, tried that.
But you need logs (for what? there are no errors...) and videos and i still have no time to do their non existing QM for them.
 
Note that the bugs with the POI and roads should be fixed in the next version according to what faatal has said. It was a bug with two sides of the POI not being looked at. This is experimental and bugs will occur. Reporting them is how you get them fixed. Choosing not to report something just leads to stuff not getting fixed for a long time. In this case, someone did report it, so it'll be fixed.

I really don't know why people don't want to share their log, regardless if they think it's needed.
 
Yeah, tried that.
But you need logs (for what? there are no errors...) and videos and i still have no time to do their non existing QM for them.
To ensure you aren't modding the game which can cause errors and waste everyone's time, as well as your hardware and plenty of other info. You think they ask for it just to make it difficult? And again, you're playing the EXP build, which is to test things and find bugs. If you can't be bothered to do that, don't play till stable and we can avoid useless threads like this. As posted above, faatal is aware of these issues and is working on them. If you can't handle some bugs, one more time, wait for stable.
I really don't know why people don't want to share their log, regardless if they think it's needed.
Simplest answer: They are lazy.
 
Every Map i generate is "broken", as you can see on the pictures.
I'm getting that exact same square jutting out into the road issue, which may have something to do with the problem Riamus suggested, but -- honestly -- I've been getting weird stuff like that all along, especially a road that just caves in the middle and creates a steep incline down to the point a steep bank might be otherwise. So, I think the original point is valid, bugs or no.
 
Simplest answer: They are lazy.
I think it's more than that (at least for some). I've seen enough people fight really hard against posting a log. You don't do that because you're lazy.

I'm getting that exact same square jutting out into the road issue, which may have something to do with the problem Riamus suggested, but -- honestly -- I've been getting weird stuff like that all along, especially a road that just caves in the middle and creates a steep incline down to the point a steep bank might be otherwise. So, I think the original point is valid, bugs or no.
The road issue is a known bug with POI. I forget if they said that was fixed for this newest update or if it's for the next update. But it will only fix a newly generated map. It won't fix an existing map because it's a bug in RWG.

Blue blocks are an indication of a missing block. I don't think vanilla removed any blocks or changed any blocks in 2.0 considering I've tested a lot of custom POI and they were all fine (A21 and 1.0 were a mess in this regard and had a TON of blue boxes). But if you were using a mod that adds more blocks and is no longer compatible, you'll run into trouble. This is true if the server or host is doing that. Remove all mods from all players and start a new map and you won't see those anymore. Note that if those blocks aren't from POI and are instead biome decorations (the placement makes that seem possible), then you could also remove all mods and just start a new save instead of making a new map. But it'll just be better to make a new map.
 
I think it's more than that (at least for some). I've seen enough people fight really hard against posting a log. You don't do that because you're lazy.
There's plenty of reasons, good and bad. Mine are "requiring me to use and/or register to an external site to deliver you a text file seems unnecessarily complicated" and "I don't feel like scrubbing a file for my PII". Somewhat combined with "this isn't solved in the log anyway" with a lot of bug types.
 
Yeah, faatal (dev) mentioned in another thread that the issue with roads cutting into POIs among other related fixes are known, but did not make it into the latest release. Still, point stands, posting this kind of stuff here is useless. Submit a bug report. Logs may seem meaningless to you, but it isn't for the devs.
 
To be fair the OP didn't say anything about a bug. He was lamenting at the poor state of worldgen and how it's gotten progressively worse over time. So it's more of a general gripe than a bug thread.
 
To be fair the OP didn't say anything about a bug. He was lamenting at the poor state of worldgen and how it's gotten progressively worse over time. So it's more of a general gripe than a bug thread.
Actually, they did. Those are bugs. And it sounds like they will be fixed in the next update.
 
The first post doesn't mention bugs unless I am missing something.
It doesn't describe them as bugs, and thus the poster might not consider them as bugs. But knowing roughly how the RWG works, those screenshots are obvious bugs.

So, both are correct, just a matter or perspective.
 
The road issue is a known bug with POI
The weird road issue (as opposed to corner sticking out into the road) of which I speak has no POIs around it. It's wilderness road. I've only seen it a few times on random maps since A21, but it is glaringly obvious and not associated with POIs at all. City tiles, maybe, but not POIs. I chalked it up to something like, "Well, I guess that's what you get when you put a computer in charge." :) The computer doesn't know the difference because the computer isn't concerned with aestethics. It's not like math can make on the fly adjustments. Pretty simple to me. Computers aren't sentient, so RWG will never be perfect.
 
The weird road issue (as opposed to corner sticking out into the road) of which I speak has no POIs around it. It's wilderness road. I've only seen it a few times on random maps since A21, but it is glaringly obvious and not associated with POIs at all. City tiles, maybe, but not POIs. I chalked it up to something like, "Well, I guess that's what you get when you put a computer in charge." :) The computer doesn't know the difference because the computer isn't concerned with aestethics. It's not like math can make on the fly adjustments. Pretty simple to me. Computers aren't sentient, so RWG will never be perfect.

@Bonzai1102 The images you showed there are a different issue (mostly) than some of what was shown in the OP. Roads on top of POI/tiles as shown in the first two images of the OP are what were supposed to be fixed. Issues with elevations next to POI/tiles is a different issue that wasn't part of the fix.

Tiles and POI work the same for how roads and terrain are raised or lowered. The recent patch was supposed to fix issues caused by roads cutting corners around POI. This is the cause of the first 2 images in the OP. Maybe it helped yet didn't completely fix it. If the fix worked, it would apply to newly generated maps.

In any case, the issue comes from road pathing getting too close to tiles or POI. The elevations on those cannot be changed, so a road that is adjusting terrain to make it smooth will hit those corners and be unable to adjust the terrain, causing this effect. They'll need to add more padding around the tiles/POI or adjust how detailed road generation is so that it can avoid getting too close.

There is another issue where tiles and POI can cut into the terrain or be raised above it because terrain can have non-integer elevations (30.1, 30.2, 30.3345662, etc.) but tiles and POI can only have integer elevations (30, 31, 32). This can cause issues. If the terrain is relatively smooth, it isn't normally that noticeable. But if there is a significant slope, one side will be level with terrain and the other will be noticeably higher or lower. That part was not in the update. It is still a bug. It just isn't fixed yet and is a bit challenging to fix. It tends to be a balancing act... you can avoid placing towns and POI on slopes to avoid the issue entirely, which leads to fewer locations for towns and POI, resulting in fewer towns and POI on the map. Or you can place them on slopes and have more towns and POI on the map, but have these issues. The trick is finding the right amount of slope to be acceptable while getting as many towns and POI on the map as you can. I'm sure it'll be something they fix at some point. This is the cause of the other images, though the first issue is why the road has different elevations.
 
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