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A19e Nitrogen - UNSTABLE

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You all keep saying that and I believe you. Seriously, I do. But I'll be more clear:

It happens on every Nitrogen Map I create. I have generated 6 RWG worlds and it hasn't happened at all to me. I just can't get the POI's I want in a RWG world for some reason so I was hoping there was a solution or someone had a working Nitrogen map that fit my needs. It seems that's a no. Thank you all anyway for trying to help. I'm learning!


@Jodo .. if we are still talking about marble texture block issue here .. Yes it is a Vanilla bug and TFP are aware .. But seems to happen more in Nitrogen Now than it used to .. Unfortunately  nitrogen has gotten out dated by all TFP updates and has some real problems .. Like most of us .. We are hoping that TFP do use some of the Features in up coming version of game.

My main reason to use nitrogen is the landscaping value .. I don't like Wasteland and Burnt forest

Have a good one and Take Care ... the Old Gamer .. 😌

 
@Jodo .. if we are still talking about marble texture block issue here .. Yes it is a Vanilla bug and TFP are aware .. But seems to happen more in Nitrogen Now than it used to .. Unfortunately  nitrogen has gotten out dated by all TFP updates and has some real problems .. Like most of us .. We are hoping that TFP do use some of the Features in up coming version of game.

My main reason to use nitrogen is the landscaping value .. I don't like Wasteland and Burnt forest

Have a good one and Take Care ... the Old Gamer .. 😌
Simple exit and re enter fixes it and can play on. 

Turn All reflections in the video options to off also reduces it happening.  

 
So I'm assuming that the world data is saved in the subfolders inside the Roaming profile folder? I'm trying to use Nitrogen to build a custom world, then modify my game settings and point to this world data.

But I don't know how to do it? Do you change the folder name to equal the GameWorld property field? 

I've tried ^ this before, but I've never found the any folder or file matching mjy GameWorld data. I have no idea where the actual game data goes or how to point to a new game data.

 
I have a server owner who does not want to use Nitrogen (V0.501?) because he believes it does not have all the A19.x prefabs.  

is this true? I generated a map using the A19 Vanilla prefabs and I think I see all or most of them.

thanks

 
I have a server owner who does not want to use Nitrogen (V0.501?) because he believes it does not have all the A19.x prefabs.  

is this true? I generated a map using the A19 Vanilla prefabs and I think I see all or most of them.

thanks
It's possible that it doesn't if any were added during experimental. This is due to the fact that support for Nitrogen dropped well before a19.0 went stable.

It shouldn't be too tough to add them in though if any were missing. And to be perfectly honest, if any are missing, it's probably not more than 3-5 total out of 500+

 
Since installing the latest version of Java, I have not been able to get NitroGen to function at all.  It keeps telling me that it needs a Java environment to work, but Java is installed and fully functional on my system.  Im not running microsoft edge which I understand has been having trouble with Java Recently, I use Firefox so I really cant understand what is going on.  Have tried removing and reinstalling, repair, rebooting my system, checking my virus protection...nothing has worked.

 
So is Nitrogen no longer support or being developed?  

it is the best map maker and so fast!
Saddens me also. Sometimes I would spend more time making maps with it than playing lol. I loved making my "prairies" maps and adding the elevated highways to repair.

 
someone might have already asked this question, but I cant get WOTW poi's to spawn in on my nitrogen map, could someone plz explain a not to complicated way on how I can get them to spawn in, I would really appreciate it, thanks!

 
You have to add them to the nitrogen prefab list for them to work. It isn't hard but it is very time consuming. You need the numbers from the editor and the nitrogen zones you want them in. The list of zones is near the top. You entry should look something like this.

-A19-dwalls_Farm_Cocoa,Industrial;ResidentialOld,0,-1,11,3,13,farm

The numbers will be in the editor and the nitrogen zone would be on the end.

 
Hello, 

 For some reason that I can't figure out, I can not get Nitrogen to download. I removed the old versions for A18. any help?

 
Is there anywhere I can get a full breakdown of config.txt? I'm trying to set it up so that my prefabs behave a certain way and I think the key is in the config.

 
Basically, I'm trying to accomplish 2 things.

Make it so that far more prefabs of certain types can be generated.

Adjust how much space ends up between prefabs in the wilderness. I know prefabs can be set to practically touch, what I'm trying to adjust is how much empty space ends up between "batches".

 
Prefab spawning via. prefablist.txt

Pretty sure all you would need to do is add/remove from the included prefablist.txt that resides in the Nitrogen/resources folder.

The custom sections (eg: custom_town_size_25, etc...) really helped me to get the cities looking like real cities and the towns are spread between, with villages and hamlets here and there in the wilderness. Zoning rules in the prefablist.txt file are really helpful, but they can be a lot of work/typing/mix'n'match and trial and error.

POI Spacing via. config.txt (also in the resources folder)

This one is governed by 3 settings in the config.txt file, POI_MIN_DISTANCE_TO_OTHER = #, MIN_DIST_OTHER_SETTLEMENT = # and
MIN_DIST_SETTLEMENT_TO_CITY = #. There is really no other way in Nitrogen to assign min/max proximity for buildings/poi's.

Also, as far as I can tell, the settings for terrain radius checks (eg: cityTerrainCheckRadius, townTerrainCheckRadius, etc...) can help you place larger or smaller poi's as well as tightening or relaxing the streets via. the drop-down select within Nitrogen.

Experiment with the settings, change config.txt values and mess around with the prefablist.txt poi zoning rules. Eventually you may get what you are trying to acheive but don't expect miracles. I'm still fighting with config-files and poi placements to this day, but that's cause I'm more into modding the world than actually playing for any length of time.

 
Hello fellow map modders. I have been playing around with Nitrogen for quite some time now but there are a few things that I would like to figure out. Hopefully you all can help with that. 

Now I know how the mask.png works. I can edit it and limit where cities are spawned.

genHM.png and import_HM.png can be used to add mountain ranges and what not.

biomes.png can be used to specifiy where certain biomes are supposed to be.

Using the advanced settings you can get a combination of these things to work in tandem. For instance you can say: "use import_HM.png & mask.png" and these 2 files will be used to specify where everything will go. Biomes will then be based on the heightmap with the heights above a certain value (settable in the config files) becoming snow biome.

Using the setting: "reuse heighmap (genHM.png)" will actually use what is drawn in the heighmap AND what is drawn in the biomes to generate a new map.

Now the annoying bit is that these 2 options are mutually exclusive. Using hte first will ignore the biomes file and using the second one will ignore the mask. What I am after is a way to combine the whole thing. I want to be able to specify the colors of the biomes AND denote where cities are going to be. Is there a way to achieve that?

 
Hi Draghain,

Ive been working pretty much full time with Nitro since A17, and you can definitely achieve what you are trying to do, but it requires a few different methods and tools.

Once you learn how to paint biomes, you probably wont want to use Nitro for biome generation. Here is a video I did on biomes that should help to get you going.
 


I have a few other videos as well on map making. Please drop by my Discord channel, there are a handful of other modders Ive been teaching this to and learning new stuff from, its a good group of sharp modders.

https://discord.gg/tsmneMRk53

 

 
28 minutes ago, Cpt Krunch said:

Hi Draghain,

Ive been working pretty much full time with Nitro since A17, and you can definitely achieve what you are trying to do, but it requires a few different methods and tools.

Once you learn how to paint biomes, you probably wont want to use Nitro for biome generation. Here is a video I did on biomes that should help to get you going.
 

Based on that video just a quick question. Once I have a map generated the way I want it to city wise. I can just replace the biomes.png file and that changes the way biomes are shows in game? There is no need to regenerate a new map?

 
Based on that video just a quick question. Once I have a map generated the way I want it to city wise. I can just replace the biomes.png file and that changes the way biomes are shows in game? There is no need to regenerate a new map?
That is correct, yes, though you want to make sure to delete savegame. If you do not, sometimes the map will show nothing but snow lol, its very strange, but deleting the save file fixes it.
 

 
That is correct, yes, though you want to make sure to delete savegame. If you do not, sometimes the map will show nothing but snow lol, its very strange, but deleting the save file fixes it.
 
Well this basically made my day. This was the biggest thing bothering me when it came to the map generation. The only other thing I am hunting for is ways to make areas in the map radiated (so similar to the map borders). If that works the same way then this just became an early x-mas for me. Thank you very much for your reply

 
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