Roads that just end

Old Crow

Hunter
Didn't The Fun Pimps say a few years ago that this wouldn't be a thing anymore on RWG?
 

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Are you using custom POI? The little that is visible there looks like a flat area where there is supposed to be a POI. If you had a POI installed when making the map and then removed the POI, you might see something like that because the road wouldn't disappear just because the POI isn't there. That's a gravel road, which would be generated between a wilderness POI and another road. Note that if it is a problem with a POI that didn't load, you'll have a warning (WRN) in your log about it during the loading section of the log.

My suggestion would be to share the RWG seed and settings you used to make the map and see if anyone can reproduce it. If it can be reproduced without custom POI, then maybe the devs can find the cause.
 
Are you using custom POI? The little that is visible there looks like a flat area where there is supposed to be a POI. If you had a POI installed when making the map and then removed the POI, you might see something like that because the road wouldn't disappear just because the POI isn't there. That's a gravel road, which would be generated between a wilderness POI and another road. Note that if it is a problem with a POI that didn't load, you'll have a warning (WRN) in your log about it during the loading section of the log.

My suggestion would be to share the RWG seed and settings you used to make the map and see if anyone can reproduce it. If it can be reproduced without custom POI, then maybe the devs can find the cause.
Nope, no custom POIs. We never use them. Roads have still been messed up like this before and after they said it wouldn't happen anymore.

It's not a gravel road, either - it's a normal asphalt road.
 
For all the RWG niggles that get posted, the maps are by far better than they ever were.
Aside from the clumped vegetation, I'd have to disagree with that. RWG has never been worse in my experience with the game. I might roll a really good map in one out of dozens of attempts and, unfortunately, the preview map doesn't show you exactly what you're getting. You'll only see the haphazardness and uneven tier distribution once you get into it. A21's was far superior to later versions, imo.
 
Aside from the clumped vegetation, I'd have to disagree with that. RWG has never been worse in my experience with the game. I might roll a really good map in one out of dozens of attempts and, unfortunately, the preview map doesn't show you exactly what you're getting. You'll only see the haphazardness and uneven tier distribution once you get into it. A21's was far superior to later versions, imo.

Fair enough.

I have have had the opposite experience. Finding the right seed used to take ages. There were many "whats the best seed posts" and even curated lists of "good" seeds. We used to spend hours generating maps to get the most of the seven (or nine ?) Tier 5 POIs from the era, until we got something we liked.

Today, with the vanilla RWG options, just about every RWG seed is playable right out of the box. YMMV.

I recommend using the 7d2d map renderer to review generated maps.
 
If you had a POI installed when making the map and then removed the POI, you might see something like that because the road wouldn't disappear just because the POI isn't there. That's a gravel road, which would be generated between a wilderness POI and another road. Note that if it is a problem with a POI that didn't load, you'll have a warning (WRN) in your log about it during the loading section of the log.

It could also be a POI with no surface structure and where the POI designer still placed a RoadExit so that a gravel road was generated.
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Nope, no custom POIs. We never use them. Roads have still been messed up like this before and after they said it wouldn't happen anymore.

It's not a gravel road, either - it's a normal asphalt road.

Interesting. If you were an Admin, viewed the map, perhaps zoomed out some, and threw the switch in the upper right corner, we might see if/what Tiles were involved.

There are a number of possibilities, some being RWG and some being problems with a Tile or POI design. For instance, if I were to make a "CAP" Tile, but extend the road to all of the edges of the Tile, RWG would have no way to know and you would get perhaps 3 dead end roads.
 
Nope, no custom POIs. We never use them. Roads have still been messed up like this before and after they said it wouldn't happen anymore.

It's not a gravel road, either - it's a normal asphalt road.
Really? It's brown. It should show as gray for asphalt. At least I'm almost positive it does in my game. I haven't really paid attention in a long time, so I might be wrong about that. In any case, like I mentioned, if you can provide the map generation details (seed, values) in a bug report, TFP can look and see if they can reproduce it and determine the cause of it and maybe fix it.

It could also be a POI with no surface structure and where the POI designer still placed a RoadExit so that a gravel road was generated.
That's a good point.
 
Really? It's brown. It should show as gray for asphalt. At least I'm almost positive it does in my game. I haven't really paid attention in a long time, so I might be wrong about that. In any case, like I mentioned, if you can provide the map generation details (seed, values) in a bug report, TFP can look and see if they can reproduce it and determine the cause of it and maybe fix it.
Nope, no gravel. Pure asphalt.
 
I occasionally see roads to nowhere, with no POIs. Here's one on Pregen06k01. Coordinates in the shot.
 

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Yes, it happens, roads end in emptiness. It was both v1 and v2.
In addition, very often roads cannot connect between settlements.
What is being repaired, what is breaking.
 
Found another one, different map, no POI mods.

This generally happens when the townplanner wants to spawn a gateway tile (roadside type or settlement entrance type -- doesn't matter), but has exhausted its budget for that type of gateway. Because the townplanner draws roads to where it *wants* to place tiles rather than where it actually *did* place tiles, a road gets drawn to the flat spot where the tile should have been located.

This could be fixed by simply adding a sanity check to the townplanner code to make sure roads only ever get drawn to valid tile locations.
 
I hope this is something that just has a low priority and isn´t high up on their to do list. I mean teragon figured it out to have roads that make sense (like acually connecting two cities and not like vanilla where you have two parallel roads into nowhere and you need to take a detour to stay on the road between two cities) with no dead ends and even bridges over rivers and canyons. It´s possible, so there is hope we will see this with 4.0 or shotrly after.
 
I hope this is something that just has a low priority and isn´t high up on their to do list. I mean teragon figured it out to have roads that make sense (like acually connecting two cities and not like vanilla where you have two parallel roads into nowhere and you need to take a detour to stay on the road between two cities) with no dead ends and even bridges over rivers and canyons. It´s possible, so there is hope we will see this with 4.0 or shotrly after.
I don't think we're going to see anything but bugfixing after 4.0 unless a TFP member pulls a Josh Sawyer and produces mods on his own time and dime. The game doesn't use Taragon and RWG is one of a very few big features, so RWG needs to be the best it can be out the door. If it's low priority, I'd be revisiting priorities because it's not nearly as good as it was in A21, imo, dead end and practically vertical streets/paths and all. I'd have addressed that before adding neopolitan and circular configurations, etc., but that's just me. The difference is hard to describe, but I get the impression RWG has changed hands and perhaps moved on to new features before the old were locked down. I'd imagine anything they change is going to affect everything else in rwgmixer, so caution is in order it's perhaps not been getting in the rush to finish.
 
I mean to be fair, that car accident hit them hard not only personally but also in terms of RWG developing, i guess.

I have no idea of coding, but doesn´t Teragon need to use the same kind of code that the game uses and modifies it? So it should be possible, no?
I know there is no way we can get all the features teragon has, but the roads making sense, and RWG that is able to place bridges where needed wouild be nice.
 
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I mean to be fair, that car accident hit them hard not only personally but also in terms of RWG developing, i guess.

I have no idea of coding, but doesn´t Teragon need to use the same kind of code that the game uses and modifies it? So it should be possible, no?
I know there is no way we can get all the features teragon has, but the roads making sense, and RWG that is able to place bridges where needed wouild be nice.
I imagine so. RIP Dishong. But it's the sudden rush for whatever reason (guessing console release) in which things seem to be getting...er, not sloppy but maybe just overlooked.

Is it crunch time? That's definitely the impression I'm getting of late despite that no developers should have to feel they're in a vice at any point in the development cycle.
 
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