7DaysToDie map size 16 bit 32 bit 64 bit / can you please add 16 bit, 32 bit and 64 bit maps? and oceans and islands?

Icekiss69

New member
can you please add 16 bit, 32 bit and 64 bit maps?

the in game tools are locked to 10240 when creating generating a map can you please unlock them?

2048 divided by 2  = 1024 x 32 = 32768

2048 divided by 2  = 1024 x 64 = 65536

16 bit map would be 32,768 or 65,536

2048 divided by 2  = 1024 x 2097152 = 2147483648

2048 divided by 2  = 1024 x 4194304 = 4294967296

32 bit map would be 2,147,483,648 or 4,294,967,296

2048 divided by 2  = 1024 x 9007199254740992 = 9223372036854775808

2048 divided by 2  = 1024 x 18014398509481984 = 18446744073709551616

64 bit map would be 9,223,372,036,854,775,808 or 18,446,744,073,709,551,616

Navezgane is to small at 6144 can you make it scalable?

map creation generation can you add option for oceans and lakes and rivers that are connected and usable for travel like roads are

can we please get a archipelago map generator?

    <property name="GameWorld"                        value=""/>            <!-- "RWG" (see WorldGenSeed and WorldGenSize options below) or any already existing world name in the Worlds folder (currently shipping with e.g. "Navezgane", "Pregen04k1", "Pregen04k2", "Pregen04k3", "Pregen04k4", "Pregen06k1", "Pregen06k2", "Pregen06k3", "Pregen06k4", "Pregen08k1", "Pregen08k2", "Pregen08k3", "Pregen08k4", "Pregen10k1", "Pregen10k2", "Pregen10k3", "Pregen10k4", ...) -->

    <property name="WorldGenSize"                    value=""/>                <!-- If RWG, this controls the width and height of the created world. Officially supported sizes are between 6144 and 10240 and must be a multiple of 2048, e.g. 6144, 8192, 10240. --> 

 
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I think you misunderstand maps.  The maps (heightmaps) are already 16bit.  There is no benefit to making them 32bit or 64bit.  What you're asking for isn't the bit depth of the maps, but the size of the maps, which is not the same thing.  The game supports maps up to 16k in size, even though RWG won't make them that large.  You can use a third party map generator like Teragon to make maps up to 16k in size, or you can hand make your own map up to that size if you want.

Maps larger than that would not be a good option for this game.  Performance and sizes of save games are already an issue, and larger maps will just make that even worse.  A 16k map is already a huge map that is rarely going to be fully explored unless you are on a server with a ton of players (the game only officially supports up to 8).  And don't forget that the game offers no actual benefit to having a large map to explore.  You can get everything you need from any town on the map and never have any real reason to go anywhere else if the town is large enough.  There aren't special things to find or different quests to take or anything like that.  A larger map really offers no benefit unless you have a lot of players who aren't playing the game together and who want to be spread out from each other.

It is doubtful they will make Navesgane any larger.  It is a hand crafted map and they aren't going to spend the significant amount of time necessary to hand craft different sized versions of it.

Regarding water -- RWG does not have actual rivers available.  They use stamps for rivers.  That means they cannot create a long river like you want.  Teragon can create lakes and rivers, but RWG cannot.  faatal has said that he'd like to eventually have the ability to make real rivers in RWG, but it's not a priority and I would definitely not expect to see it added until after gold (after they finish the posted roadmap in a couple of years), if it is ever added.  And islands or an archipelago is also not likely to be added unless or until they add something to make water travel possible.  faatal has also mentioned that they won't add something for water travel (he's mentioned a raft) unless they also add in something to make water more dangers (water enemies, etc.).  And, just like with rivers, this isn't something that is a priority for them and isn't likely to happen before gold, if it ever happens.

If you want maps with more water or maps larger than RWG can make, I'd recommend trying Teragon.  Just keep in mind that Teragon requires a significant investment of time to learn how to use it because it offers a ton of options, which makes learning it time consuming.  Otherwise, you will need to use maps others make or else just accept what is available from RWG and hope they add more options after gold.

 
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Have you ever wondered how big a Minecraft world is? Technically, Minecraft worlds are not infinite, but you won't run out of space to build and explore any time soon.

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What Is the Size of a Minecraft World?
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The height limit for all Minecraft worlds is 320 blocks. If you dig down as far as you can go, you'll eventually reach impassible lava. People have found ways to exceed these limits by altering the game's code, but the size is still ultimately limited by hardware.

In some console versions of the game, you can choose a world size (small, medium, or large) when you generate a new map. Worlds can be made larger in the settings options, but they can't be made smaller.
You can craft a Compass in Minecraft to help orient yourself when exploring. Build a Crafting Table, then combine 1 Redstone Dust with 4 Iron Ingots.

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In older versions of the game, the edges of the map were indicated by the Far Lands, an area with distorted blocks you couldn't go beyond. You can still see the Far Lands, but only by using Minecraft mods.

Now, you can go as far as your hardware will allow, up to 30 million blocks from the spawn point. Once you reach the border, you will hit a translucent wall you can see beyond but can't pass. When you install a custom Minecraft map, the size of the world depends on your current hardware (rather than the hardware it was created on).

The Nether, which you can only reach by building a Nether Portal, is the same size as the overworld, but it only extends 127 blocks high. Once you reach the boundaries of the Nether, you'll hit Bedrock.
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Also, comparing this game to Minecraft in regards to map size is silly. While they are both fully-destructible worlds, they are far from the same game and are built on completely different engines.

 
Minecraft doesn't store information about individual empty blocks
(air blocks) within a chunk. While all sections in a chunk's height are
represented, empty sections are not saved to the region files.

7 days to die does store information about individual empty blocks
empty sections are saved to the region files.

Minecraft uses voxels to store terrain data, but does not use voxel rendering
techniques. Rendering is polygon based. It's not the same type of environment.

7 days to die has full world Destructive Voxel based Physics: Voxels can be easily broken,

fractured, and deformed. Is it used to it's full potential in the non terrain blocks, No, if it

were many devices would be hard pressed not only to render it but data storage would

need a dedicated TB SSD just for the game. Thing of a Polaroid image compared to a

Cat Scan image detail and data size.

Minecraft blocks just gib, animate, and disappear, and get erased from the data table.

Minecraft has cubes; 6 sides, 12 tris, for the majority of its building structures.
If occlusion culling is used then it can be reduced to six for a cube in open space,
and less when in a complex structure this is just for rendering the visual.

7 days to die using the same cube geometry based on voxel deformation has approx 256
configurations, or triangle orientations to represent the prior mentioned deformation.
Even the myriad of shapes, don't reduce the count because the invisible area is just not
shaded and is considered air. So a complete 3d grid space is rendered always from base

to sky.                          Proof of that is, floating blocks.

So a semi comparison would be similar to this.

The data size for a Minecraft 16k world would be multiplied by 21.33 if the same terrain
were generated in 7 days to die, then you would need to add the overhead of shaders, way
way more detailed objects, more detailed uvs, smoothing etc. conservative estimate is 30
plus times the volume and data storage of rendering comparable Minecraft.  

Could they convert above ground to poly rendering, yes; will they; all indications point to
No.

But this is only some of the differences. I got curious about this the first time they mentioned
that it was similar to mine craft, looking at and playing the game, I said to myself  where, so i

decided to research and find out for myself.

Simpler idea, Minecraft is hollow rendering, 7 DTD is solid rendering, block wise.

I hope this helps.

 
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