gaveitatry
Refugee
I created a v2.0 Unstable world (RWG) on June 17, and I was wondering if it has all the features that are in the v2.0 public release. I don't want to start over, but I have not seen any of the new POIs yet, so it has me worried.
There were over a hundred new POI added in EXP, so they are there. The stable version was the same version as the final experimental version. You could look at the patch notes for the experimental versions to see if any new ones were added, but other than finishing the Area 7 POI after the initial experimental version (I believe it was finished for the first update in experimental), I don't believe any new ones were added.
One thing to remember... not all POI are going to be on every map. If you want to see every new POI, you may need to play games on multiple maps.
Not really. It was discussed here not long ago. It made a variety of assumptions about how things worked that weren't all that accurate. It can increase the chances, but it can't guarantee it. ZZTong talked to the author after that last discussion to help them fix the errors in the mod, but it still can't guarantee everything spawns. The only way to do that is to manually place everything. If it's random, there are too many factors that impact if something can spawn or not that can't really be fixed by changing rwgmixer. The closest you can get is to make towns much larger and to make wilderness POI much closer together. Even then, it's not a guarantee.Pretty sure there's a mod on Nexus that force spawns every POI on a map?
Pretty sure there's a mod on Nexus that force spawns every POI on a map?
The only way to do that is to manually place everything.
Yep. 100%. Perfect summation. Bias, min_count and max_count are useful when used correctly, but most of the rwgmixer mods I've seen just jack those numbers up without any understanding of what they actually do. In my opinion, biomeTags is probably the most useful setting in that xml file (aside from stuff related to tiles, of course). It gives you so much control over the thematic "feel" of your RWG maps -- especially when you're using gobs and gobs of custom POIs and can afford to restrict lots of POIs to only specific biomes.The various modlets typically focus on adjusting bias. They usually get bias all out of whack and if they're lucky they don't really change anything. But as you can probably see above, POI bias has no effect on Tile selection. Nothing about POI bias will force a commercial POI into a residential district. You could set the "min_count" to 1 for each POI, but that's really just a suggestion. Again, if there's no spot for the POI on a Tile, then it won't get placed. (Wilderness is an exception; no Tiles there.)
One last note is the modlet I looked at recently included options in rwgmixer.xml that don't really exist. The author said an AI had suggested them. They don't hurt anything because RWG will just ignore XML it doesn't recognize. But I can't argue with a person's preference. If that modlet is producing the maps you want, then rock on.
There's another discussion on Reddit where a person is having trouble getting two factories (Shamway and Shotgun) placed and this is a great example of the complexities of RWG. Those are both tagged "industrial" and they're 100x100.
The industrial district can only appear in a City or a Town. Those two settlements don't appear in the forest. You can get a Town in burnt forest, IIRC.
The only industrial tile that supports a 100x100 (Large) POI is "rwg_tile_industrial_cap" and the bummer with those tiles is they only have 1 road exit (they're a dead end) so RWG doesn't like to use a lot of them.
I might suggest adding a "rural" tag to those POIs and then you would have a better chance of getting them included.
You could increase the size of cities and towns, making more Tiles available for the industrial district.
You could add a "wilderness" tag and they'd stand a really good chance of being placed, though they wouldn't have any roads to them.
No amount of bias or weight would solve that issue.
Know of any mods like that, @zztong ?
I have one in mind, though that modder hasn't made any tiles for the industrial district.
Just looking at my current 8k map:
Cap x 1
Corner x 7
Intersection x 5
Straight x 4
T x 15
Only the "cap" tile supports those factories. (I got Shamway.) If, on the other hand, there were an industrial "T" supporting a 100x100 that would work. If I made one T tile for that I'd have to set a max count to keep from taking over.
Okay, I'll throw that on the to-do list.
My work here is done.
So is mine. (Tile complete.) The only question is what to set the min and max to. I figure min 1, max of 2? Maybe max 3? An 8k map places around 8 T's with the default number of cities/towns. We need around 3-4 total 100x100 spots (that's a guess). If you get 1 cap from a Vanilla Tile, then 2-3 max is about right, maybe. I should probably count the number of 100x100 industrials.
Compopack probably contains its own rwgmixer. That won't help with this new tile, but I am pretty sure ZZTong has POI in the Compopack and this could just get put in there and the max changed if needed in the Compopack rwgmixer file and then it's not an issue.
The vast majority of max_count entries in my rwgmixer are set to 1, because I hate seeing the same POI more than once on a map. Maybe it's because I'm OCD or anal retentive -- don't know, don't care -- I just hate it. With all the custom POIs I have installed, I don't have to worry about running out of unique POIs on 10k maps, so capping them at 1 works without issue.As far as using max on stuff, the custom tiles are the main concern, I think. You don't want too many of those if few POI can fit on them or you'll get a lot of duplicates of those few POI. For actual POI, I don't like limiting them unless there is some reason for a specific POI to be limited, like in Darkness Falls, where they only want one of certain POI. Otherwise, you'll usually get a good mix of stuff based on what tiles are used, so setting a max doesn't really matter to me in most cases.
As far as that industrial 100x100, I know there are 2 factories that fit there and I think there are at least 1 or 2 others that fit there as well. But since you have the original industrial cap tile, I think a max of 2 is good for that. Though on an 8k map, it really isn't going to matter much if you have 2-3 of each of those factories on the map, so max 3 or even 4 probably isn't bad either. The main issue is if those tiles end up side by side instead of in different towns.
What I was saying was in regard to ZZTong's modlet (his own rwgmixer file). For that, it needs to be based on vanilla + his own POI.The best solution I can think of is to tally up the total number of 100x100 industrial POIs you have (including mods). That should give you a clear picture of how many tiles you need to support those POIs without getting repeats.
What I was saying was in regard to ZZTong's modlet (his own rwgmixer file). For that, it needs to be based on vanilla + his own POI.
As far as the rest, it was intended as a general response for most people using Compopack. Relatively few people are going to do their own rwgmixer like you're doing.
Relatively few people are going to do their own rwgmixer like you're doing.
Max 2 is probably the safer number.
If you have a really unique list of mods, with POIs handpicked from many different sources, then the only way to get the "best" rwgmixer settings is to fine tune the settings yourself, based on what all you have installed.
As far as that industrial 100x100, I know there are 2 factories that fit there and I think there are at least 1 or 2 others that fit there as well. But since you have the original industrial cap tile, I think a max of 2 is good for that. Though on an 8k map, it really isn't going to matter much if you have 2-3 of each of those factories on the map, so max 3 or even 4 probably isn't bad either. The main issue is if those tiles end up side by side instead of in different towns.
Compopack probably contains its own rwgmixer. That won't help with this new tile, but I am pretty sure ZZTong has POI in the Compopack and this could just get put in there and the max changed if needed in the Compopack rwgmixer file and then it's not an issue.
Teragon has a max_spawn, which works the same for POI. However, it doesn't currently support doing that with tiles. The main reason it hasn't been added is that using max_spawn on tiles can break the ability to create towns if not done right by the user. But that is something that can be managed and just having a warning in the help text about that should be fine, I think. So it's likely to be added at some point.I'd be curious to know what Teragon options there are in this area.