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A region you can transport to the next seed

Royal Deluxe

Refugee
I consider to make a region you can keep with you to the next seed.

The idea is that you can keep the region with the base and all your stuff when you move to the next seed.

for that i tried to make a 512x512 prefab, sadly it resulted only in errors.

Has anyone a region 0,0 that contains only bedrock ?

Or other suggestions how to start

 
Surely if its a region 0,0 that you are trying to add to each map you play, its going to have vertical dips and cliffs where it joins on to the adjacent regions in the random map. Not sure how you could blend the edges to fit in with a new map, so not sure the idea would work.

Better to work as a prefab for a home base that you can add to a new map, but you wouldn't be able to keep your chest contents. But at least you would still have forge/work bench etc, and I think you can copy character files across so you could keep stuff they were carrying as well.

 
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Or just copy the .rg file where your base is and deal with the cliff thing rook mentioned.
This is finally my plan, but i consider how i can improve that. The original idea was a very high concrete wall sourrounding very deep land.

(the walls could have adaptable ramps)

But 512x512 (size of a region ?)

is so large that simple sollutions dont work

I guess i make a own map (only 20 high or so) (with no prefabs) and try to place the walls with a tool like bad company.

Easyer sollutions are welcome.

 
Allright lets see how it looks

I made a seed i removed all prefabs and added 4 pillars that mark the border of the region 0.0

(removed all grass and stuff before generate this)

754FEA32801B6A13ED973C1F5D9D9731EEC3D3B1


Then i made a other seed, and placed the 4 Pillars among the Prefabs

and then i replaced the region file of 0.0 in this new game with my prepared

And i had 2 big issues i would need to solve

Trees generated by the Unedited map

72514A0A7B4EA11B83FA3221659AB49CC93E7757


0C80FC21C7FAAC0F0657C6F1E23571857DE37F59


Prefab impostors

CC7BC16E1B50F2E3D660960ED5CFCA9838060AB5


A92E2B0A3EA312F93906E0038D7406332BC0C973


Is there any way to recalculate the far sight ?

And, or i guess i need to find a way to let the RWG mixer make a death and empty 0.0 region

 
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Arg, looks like the scalpell dont work.

Ok lets use the broadaxe, i hope 65 536 000 Reinforced Concrete blocks work better.

Hmm and i make them "Tardis Blue" for the immersion ^^

 
Anyone a idea how problematic it would be to write a Application that remove all Prefabs placed between

-30 South and 514 North

-30 West and 514 East

from a world owned Prefabs.xml ?

 
So final result for the moment (except someone has good suggestions)

I made a Prefab 64x64x192 (aka 3x64). And placed it 64 times next to each other to fill the whole region

Code:
<?xml version="1.0" encoding="UTF-8"?>
<prefabs>
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="0,3,0" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="64,3,0" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="128,3,0" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="192,3,0" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="256,3,0" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="320,3,0" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="384,3,0" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="448,3,0" rotation="0" />

   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="0,3,64" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="64,3,64" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="128,3,64" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="192,3,64" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="256,3,64" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="320,3,64" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="384,3,64" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="448,3,64" rotation="0" />	

   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="0,3,128" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="64,3,128" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="128,3,128" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="192,3,128" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="256,3,128" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="320,3,128" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="384,3,128" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="448,3,128" rotation="0" />

   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="0,3,192" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="64,3,192" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="128,3,192" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="192,3,192" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="256,3,192" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="320,3,192" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="384,3,192" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="448,3,192" rotation="0" />

<decoration type="model" name="0_Tool_64x64x220RConcreteII" position="0,3,256" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="64,3,256" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="128,3,256" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="192,3,256" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="256,3,256" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="320,3,256" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="384,3,256" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="448,3,256" rotation="0" />

<decoration type="model" name="0_Tool_64x64x220RConcreteII" position="0,3,320" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="64,3,320" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="128,3,320" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="192,3,320" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="256,3,320" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="320,3,320" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="384,3,320" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="448,3,320" rotation="0" />

<decoration type="model" name="0_Tool_64x64x220RConcreteII" position="0,3,384" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="64,3,384" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="128,3,384" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="192,3,384" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="256,3,384" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="320,3,384" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="384,3,384" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="448,3,384" rotation="0" />

<decoration type="model" name="0_Tool_64x64x220RConcreteII" position="0,3,448" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="64,3,448" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="128,3,448" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="192,3,448" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="256,3,448" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="320,3,448" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="384,3,448" rotation="0" />
   <decoration type="model" name="0_Tool_64x64x220RConcreteII" position="448,3,448" rotation="0" />
</prefabs>
And rendered it in one seed i removed all prefabs

74B3D6334E481767E58DA95C31FBBE944089643E


Then i added the same frefabs to the seed i want to play (at the end of the list) to have the impostors rendered

and after starting the game and leave it i copyed the Region 0.0 files into this savegame

And this is the result.

5BE387E64A9252B06DD96610502D153F286D292C


- - - Updated - - -

Lets name it the "The anomaly"

Would you dwell it ? :smile-new:

 
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