P.O.I. Idea

Brimkey

Refugee
Hello. I was watching something a few days ago and had a thought. We have a high school but no college. Just thought a large area, multiple buildings and possible underground tunnels connecting it all would be great. You could have the stadium connected but I think a court yard and several 2-3 story buildings could be a fun clear. This could easily be setup as either a dungeon style or go wherever type build. It could have been repurposed as a check point/ triage site or even as a future bandit camp… just wanted to throw the idea out there for the poi team or a modder.
 
I've thought about it, but I'd be more interested in a large university with residence halls, and to me those are larger than the game's cities. That would be a massive amount of work. If I water that down to the idea that it be a district of a city, so about 5 Tiles, I can't make things like walk-ways and steam tunnel connect without having them dead-end abruptly against a Tile that isn't of the "University District." So then I narrow it down to a single-Tile, starting thinking more like a Community College, and I lose interest. I don't really see putting a stadium with a Community College, etc.

IIRC, Devereaux made a single POI or single Tile college. I'm not sure they're still active, but that POI would probably be in the CompoPack.
 
Yeah, Deverezieaux had a nice college POI. I had it working in 1.x, but haven't tried it in 2.x. It might need a few tweaks to work in 2.x unless it's available in Compopack.

As far as size, yeah... you can't really do a nice college campus using RWG. You can manually place one, or Teragon can place any group of POI and tiles in a specific layout if you want (see FluffyPanda's Mega Mall mod or AH64_Jimbo's Airport mod), but RWG can't place them in a way that really works. They can be placed as their own district like ZZTong said, which lets you have multiple buildings and tiles, but it doesn't really work for tunnels or skybridges except on the same tile and you can't really control where buildings are placed in relation to one another. If you don't care about not having those, then you can do it as a custom district and it'll be okay.

Unfortunately, I don't see TFP doing any POI larger than 100x100 or any sort of grouping of POI like that. It would be great if they did, though.
 
Yeah, Deverezieaux had a nice college POI. I had it working in 1.x, but haven't tried it in 2.x. It might need a few tweaks to work in 2.x unless it's available in Compopack.

As far as size, yeah... you can't really do a nice college campus using RWG. You can manually place one, or Teragon can place any group of POI and tiles in a specific layout if you want (see FluffyPanda's Mega Mall mod or AH64_Jimbo's Airport mod), but RWG can't place them in a way that really works. They can be placed as their own district like ZZTong said, which lets you have multiple buildings and tiles, but it doesn't really work for tunnels or skybridges except on the same tile and you can't really control where buildings are placed in relation to one another. If you don't care about not having those, then you can do it as a custom district and it'll be okay.

Unfortunately, I don't see TFP doing any POI larger than 100x100 or any sort of grouping of POI like that. It would be great if they did, though.

Using custom districts, you could get interconnected tunnels to work between tiles as long as your connection points were standardized. You could even add some amount of randomness to the layout by using PartSpawn markers with an assortment of tunnel parts (again, with standardized connection points).

For that matter, theoretically you could have entire POIs and even tiles constructed entirely from randomly spawned parts. But without algorithmic control of the spawning behavior -- which we don't have -- I don't think it would be worth the amount work involved.
 
Using custom districts, you could get interconnected tunnels to work between tiles as long as your connection points were standardized.

It's those cases where the University district abuts against something like the Commercial district. Your University Tile doesn't know the type of district next to it and the Commercial district won't meet the standard.

You kind of neat a "Smart Part" that knows what the adjacent tile is.

Your other approach is to make a University be a custom settlement, which isn't unlike a college town, but you'd probably still want some town/gown separation and then you're back to that same problem again.

For that matter, theoretically you could have entire POIs and even tiles constructed entirely from randomly spawned parts. But without algorithmic control of the spawning behavior -- which we don't have -- I don't think it would be worth the amount work involved.

Or perhaps you've got another clever use of large Parts that will bail us out. ;)
 
Yeah, like ZZTong said, the issue isn't within the district itself, but where the district attaches to any other district. Your tunnels/skybridges will just dead end at the other district. We don't have any options currently that can automatically terminate a tunnel or whatever based on what the next tile's district is. If there was a way to do that, a part could easily be placed to terminate it. But there just isn't anything in RWG that can do that right now. You can, of course, manually edit the map after making it and terminate them yourself. Or just pretend that the wall of dirt in the middle of your tunnel is just a collapsed tunnel. This is part of where my suggestions we've discussed before about having a way to control what tiles can connect to what other tiles would be useful.

A single district "town" can work, or a town with multiple (and only) custom districts, that all have tunnels would work. But you're still getting randomly placed stuff that might look really weird for a college campus layout. It might be "good enough" for many people, but it won't be as nice as manually placing things in a way that makes sense and looks good.
 
A single district "town" can work, or a town with multiple (and only) custom districts, that all have tunnels would work. But you're still getting randomly placed stuff that might look really weird for a college campus layout. It might be "good enough" for many people, but it won't be as nice as manually placing things in a way that makes sense and looks good.

Yeah, that's what I was getting at. Custom districts within a custom settlement, so that you can limit the possible tiles to only those that are compatible with our hypothetical tunnel network. It could definitely work, technically speaking, because it wouldn't really be much different than the way 4-way intersection tiles work (just underground).

But as you said, the results would just be a random mishmash of POIs and parts. Uninspiring and not worth the effort.

Now, it would be awesome if the rwgmixer exposed some of the townplanner's logic so that we could procedurally generate custom settlements based on different rules and conditions. Same goes for the PartSpawner -- imagine if it wasn't just limited to simple random rolls.

I suppose it might be possible via C#, but I've never looked into it. You'd think if Harmony could be used to seriously modify worldgen then somebody would have done it by now. 🤷‍♂️
 
The only project I'm aware of changing RWG code is The Descent as they added caves and entirely underground cave POIs.

Oh, right. I'd forgotten about that one. Does it actually procedurally generate a subterranean tunnel network linking those underground POIs?

If so, then I guess that mod is the proof of concept.
 
Oh, right. I'd forgotten about that one. Does it actually procedurally generate a subterranean tunnel network linking those underground POIs?

Yes. There are two types of POIs that you can tag. One is an "entrance" which is a surface POI with cave entrances. The other is an entirely underground POI.

The best part is a POI tagged and otherwise rigged for The Descent still works with Vanilla. Vanilla RWG will just ignore any of the tags and markers that it doesn't know anything about.
 
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