4sheetzngeegles
Hunter
Have not used Rwgmixer going on 7 years. Manually setting my maps givesReally? I would have said it was specified in rwgmixer.xml ...
me full autonomy of the layout that I like, and include bodies of water but no
holes in the terrain.
That's why I said kinda worked. The tiny maps I would need at least 50 pois perThis was my first remedy when this became an issue, but i found it not reliable in every instance, widening the area and clearing the save cache didnt help either.
5 tier division to make sure it would allow, quest continuity, and completion.
So I stuck with 10k, so I could try pretty much any Ideas I had, and average 2500 more
pois to work with, and still have plenty of open terrain to wander and explore.
My map is not flat, so on the other side of each ridge and peak is a different world.
What you are doing here, is parallel to what I do. I manually went through theFor 6k and above its not hard to covert maps to suit player taste. Post A20 introduction of tiles makes moving biomes around much less of an issue due to increased use of adaptive blocks. What I generally do, (which I also don't think most players would or will do), is to just alphabetize the prefabs.xml and open in notepad++, this will group your traders together, with World Editor, just swap those to your new biome layout. Then check your spawnpoints, i generally nerf what I'm given and make a few close to the nearest Rekt near a forest.
poi folder the last time, looking at the PNGs and then setting them to render
groupings in the poi list.
Tiles: I would work with, but there are a few inconsistencies that make the way I do it
more appealing to me.
1 The terrain brush used unless it has been changed is round, while the lot that the poi is on
is a quad.
2 The lot sizes, and tiles, and chunks, and regions, are not divisions or multiples of each other
3 The adaptive blocks were lessened in their use, i checked with Faatal regarding that.
4 The tiles became too uniform, and by player request too tightly packed.
So I went the opposite way, and using the old rules, my pois, follow terrain, flow differently,
lowers the chunk load and region loads for me = higher fps more entities less stutter in cities.
I never needed the citybuilder uniform type format, mine are set up more for Like style groupings,
and targets of opportunity.
5 Stamps: Way too limited in variety for me, 2 rivers that are the same river just that one is reversed
horizontally. My water uses the water displacement table from before, so all I have to do is paint
gradients below a certain level and the auto fill. Biomes, I have a photoshop template, that has
5 main biomes, 20 bi level blended biomes, and 1 that I use for greater than 2 biome mashup.
So like you said many and most player have not or will not go to that extent, for me if I truly want
something, I will do the extra work, gladly.
Here is an example of what I mean with tiles vs the default terrain .
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