• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

A19e Nitrogen - UNSTABLE

Status
Not open for further replies.
In the first page there are some explanations. I never set up a server, so my guess is only that it can load it from the same location (new subfoler) as the generated RWG mapfiles where stored.

 
thank you for the help, definatly making this map making enjoyable, now i just need to make a mask so that the roads ect dont generate out on the water like i been seeing XD

 
@damocles
Where do the map files go when running on a home server?

I’d like to get one running today
Never done a server .. But I would think the same as normal. In the roaming file under system name where the 7d2d files go "GeneratedWorlds". But I might be wrong, but it's worth a look

 
@damocles
Where do the map files go when running on a home server?

I’d like to get one running today
If your running the dedicated server it goes here:

.......\steamcmd\7_days_to_die_server\Data\Worlds

In that folder you will see the other pregenned worlds that are default in the game. Navezgane, PREGEN01-03, etc.

 
With version 0.450 the 4k maps come out without merchants or with 1, very few times I come out 5 or 6 and I put it in the option of many. Thank you

 
Is there any way of getting traders in the city and upping the number of traders? ....Thanks.
Upper right hand Corner of map maker .. their is a selection _ Traders .. if you want more _ use many or lots .. Lots = about 20+ on a map.

under it is a selection location .. best you can do is _ Near Town .. and that will put them around the cities or town .. but Not in them .. but it is damn close .. for me within a couple of blocks.

 
With version 0.450 the 4k maps come out without merchants or with 1, very few times I come out 5 or 6 and I put it in the option of many. Thank you
There was a change in the placement procedure, I can check if that affects the traders.

For now, have a look at the preview map to see if there are enough (purple)

 
Added an experimental build v0.460.

-new UI layout

-prefablists dropdown (lists can be configured using configPrefablists.txt), currently vanilla and the older CompoPack 39

-more size presets (4k,6k,8k,10k,12k,14k,16k)

-removed traders spawn bug

 
I have made 10 4k test maps in V.460 and all of them have 2 or 3 dealers, I think it's the right thing for the size. Thank you very much for your effort and work.: sonrisa-nueva:

 
I set it to be very thin now. Its not really needed at all, and could be skipped if the border is water anyhow.If there is none, it might make some players travel too far and fall of the edge of the world.
Good point,

I better leave it in: none

Thank you very much for the new experimental update and for you effort and work.

 
Last edited by a moderator:
Wonderful ,DamoclesGreat work,keep it up.

Edit:

quick question

could be eliminated the radiation of border biome or is it harcoded.
Man I have the same desire, I trecked all the way to the burnt forest map border to get some coal, and then I discovered the terrible radiation wouldn't let me in the burnt forest at all.

 
@Damocles Aloha! been testing out your experimental version and so far love that i can do a 10k map, but

it will not read the import_HM file at all not even the default one you have in the resources directory.

Code:
```
creating output directory: NitroGenMap2  H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator\output\NitroGenMap2
output directory created
running generation thread
... running terrain generation ...
importing Hightmap: H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png
H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png : Image could not be read Can't read input file!
java.lang.RuntimeException: Could not import hightmap from H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png
       at nitrogen.terraingen.c.a(Unknown Source)
       at nitrogen.gui.NitroGenUI.run(Unknown Source)
       at java.lang.Thread.run(Unknown Source)
Could not import hightmap from H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png
Total time taken: 0 min 0 sec
```
 
@Damocles Aloha! been testing out your experimental version and so far love that i can do a 10k map, butit will not read the import_HM file at all not even the default one you have in the resources directory.

Code:
```
creating output directory: NitroGenMap2  H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator\output\NitroGenMap2
output directory created
running generation thread
... running terrain generation ...
importing Hightmap: H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png
H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png : Image could not be read Can't read input file!
java.lang.RuntimeException: Could not import hightmap from H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png
       at nitrogen.terraingen.c.a(Unknown Source)
       at nitrogen.gui.NitroGenUI.run(Unknown Source)
       at java.lang.Thread.run(Unknown Source)
Could not import hightmap from H:\7 days to die\NitroGen_WorldGenerator_v0460\NitroGen_WorldGenerator/output/NitroGenMap2/import_HM.png
Total time taken: 0 min 0 sec
```
Did you set to import from resources? There is a dropdown for it.

 
This may have been asked before but does this work in 18.1 experimental B6? I am really getting sick of the default rwg making the same boring map (and taking for flipping ever to do it) that often is missing important poi's like the supercorn poi (house_Old_gambrel_03 iirc is the rwg name). I mean you have a skill in game where the final skill lets you make the supercorn seeds, which only spawns in 1 very rare poi that rarely ever spawns in vanilla RWG. Though they could fix it by adding supercorn to trader/loot lists so you have alternate ways of getting it.

Anyway, yeah, Does this work on A18.1 B6 experimental yet? Been thinking of starting a new game, and kinda sick of the vanilla rwg both in how slow and how often its the same towns over and over.

 
Hello

I also have a server 20 places and I want to install an 8k map with your program.

But the thing that does not seduce me at all is that there is no radiation zone at the edge of the map.

Do you think that will be added very soon?

thank you very much

 
The vanilla prefablist contains all POIs that I can use meaningfully in a random gen world. So the supercorn POI should be included. You can use the the OCD scenario to spawn a map with all possible POIs in a nice row.

 
Status
Not open for further replies.
Back
Top