PC A17 and Random Gen maps

xPakrikx

New member
Hi Guys

Do you like new map generator ? Every seed i try map looks ilke "camo pants" and no watter :(also i have bigger map 10240x10240).

 
I think it's virtually inevitable that RWG gets a makeover in the .1(2/3/4) releases of Alpha 17 (which will require a game reset to incorporate). Until then, I suggest you check out the Mods section, there's some mods over there made by some very talented members of the mod community that play with the settings to produce some interesting results.

 
Yop but,there something wrong with RWG i think. Every seed i try looks kinda same, i mean Map layout.

I see in log some warning logs like this:

Code:
 WRN Setting global culture failed!
Code:
WARNING: Shader Unsupported: 'Standard (Roughness setup)' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'Standard (Roughness setup)' - Pass 'FORWARD_DELTA' has no vertex shader
WARNING: Shader Unsupported: 'Standard (Roughness setup)' - Pass 'ShadowCaster' has no vertex shader
then i see seed is always a number but in config i have seed as word.

Code:
2019-01-01T15:49:31 11.248 INF Generating county 'South Nefufi County' using world seed '899478919'. World size (8192x8192)
 
Prefabs don't have the ground defined to the edge of the prefab, so they inject air into the ground, creating trenches around the prefab.

 
I've started a few RWG maps and they are all pretty much the same. Towns are laid out the same and in the same area and proximity of other areas. Tons of buildings floating. Some collapse when you go near or walk on them, which causes a horrible FPS drop. I'm really bored with it so far.

 
I've started a few RWG maps and they are all pretty much the same. Towns are laid out the same and in the same area and proximity of other areas. Tons of buildings floating. Some collapse when you go near or walk on them, which causes a horrible FPS drop. I'm really bored with it so far.
If you want more control over the world overall, you can test my alternative RWG: NitroGen

https://7daystodie.com/forums/showthread.php?114207-Tool-NITROGEN-a-random-world-generator-for-7DtD

It lets you choose the number and size of town, cities, smaller POIs, streets, traders and landscape.

You can just leave the default setting and hit generate to make a usable 8k map. .. Or try out different setups (or even use a custom landscape)

 
I've started a few RWG maps and they are all pretty much the same. Towns are laid out the same and in the same area and proximity of other areas. Tons of buildings floating. Some collapse when you go near or walk on them, which causes a horrible FPS drop. I'm really bored with it so far.
Agreed, the more than half the big shops - SGM, P&P, Hardware seem to collapse on sight, or when you move into them, which is a huge loss of loot, not to mention chance of dying if you get inside before the physics kicks in to destroy the building. Mostly it's the big buildings being built on uneven ground that is the problem - the fronts seem to stay up, anchored to the road in front, but the back where the loot generally is found is left hanging and collapses. In some cases entire buildings are floating in the air. It's at the point now where I circle well around the big stores to check if they are floating, and try to approach from the back where the loot boxes are found, so that, if by some miracle the physics engine doesn't collapse it first, I can stick a couple of wood frames under the store to support at least part of the back room in the hope of salvaging the loot crates. If you can't come up with someway of levelling the ground under the buildings, then please add some pads under them so that when they spawn in they aren't floating. a 3-4 deep pad under the large stores would solve it in most cases. I can't say I was fond of the conical mounds or depressions in hill sides that were done to level the ground in earlier versions, but it beats the heck out of floating and collapsing buildings all over the place.

Besides that, while I am generally a fan of realism, it should not come at the expense of gameplay and fun. The new RNG worlds may be more realistic, but they are boring!!! Miles of undifferentiated forest with frequent burnt and rare waste patches. Desrt and snow biomes are hugely useful for water and aloe early on, but they tend to be only way off on the edges of the map, and you can't easily travel there without a vehicle.

And water is too rare, it can be a killer in the early game. All you find is the occassionaly little lakes, which were apparently made by some giant scooping a hole in the ground and dumping the fill right next to them. It seems every pond/lake has a stupidly steep hill next to it.

All in all, I'd say this new RNG is a nig step back in terms of enjoyability and interest.

 
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It's not really "new" RWG right now. It's a half new, half old mash of broken parts. TFP know this and are working to fix it. Seems like some major fixes will be in 17.3, but 18 should have even more fixes and changes.

The current iteration is not final by any means. Just be patient.

 
I gave one of the suggested RWG Seeds from the "Suggested Thread" a try (Named: Prefab) and I am actually happy with the results.

Yes, some roads are like a Lie Detector printout but I have yet to find a building that collapses when I approach and towns seem to be nicely spaced out. Found 3 oil companies (each in a different city) and 4 Traders nicely spread out.

 
Some of the "suggested" maps are really good aside from some road placement and repeated pois, actually coming across pois i have never seen before. 8k maps are just too small, especially when you get vehicles, really hope map size is increased again 16k is ok for now but even that can be limiting with vehicles.

 
Just added the feature to NitroGen to choose any map size you want. From 4k to 64k.

So you can create a 12000 x 12000 map if you want.

 
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