Awesome thanksHey Damocles and all map builders here,thanks to Xylvier script I generated the CompoPack38 prefablist and spend some time editing it![]()
I had to place the deepest poi (Sphinx3 and NSite) on mountains cos' their heights makes bugs if placed too low.
Lots of huge poi are placed alone and i edited the placement as I believe it would be best.
But it's my interpretation I haven't played in all of those POI atm so maybe a better placement for some may occur.
It may cause bugs especially if you try to maximize spawns of everything since those prefabs are huge for lot of them.
I uncomment some on my own for generation feel free to do the same.
He are 234 prefabs to add to the nitrogen prefablist at the end if you want to use CompoPack easily.
original prefablist finish with
water_tower_03,RESIDENTIALOLD;RESIDENTIALNEW;INDUSTRIAL,2,-1,10,15,13,farm;smalltown
you just copy paste after (using notepad++ or such) all the xcostum
Hope it will help some and thanks again Xylvier![]()
I have added a quick link to the post in the start post.If anyone has successfully integrated the Ravenhearst POIs into NitroGen, let me know.
I pasted the lines of the POIs into the NitroGen prefab file, as generously uploaded by Melts, but when I start the world generation up, the console reads, "Array index is out of range" and the world generation doesn't progress from there.
Edit: Found my answer here
In the next iteration I can try to make them geographically more meaningful (always ending in a large body of water).Good Work! The rivers look good. Are they rounded (go around the circle) ? Or have a beginning and end ?
Sure, any custom prefabs just need to be represented in that prefablist.txt.Excellent! So Damocles... Technically you could possibly generate a map with CompoPack by Magoli if you and Magoli where so inclined to do so?I've only just generated a world but haven't checked it yet. But on my first try i'm seeing a tonne of lakes on the previewmap image.
Whoa! I can't even imagine of an algorithm to do that!In the next iteration I can try to make them geographically more meaningful (always ending in a large body of water).////
Making games or game related tools is just a hobby. I worked in the field for a while, but moved to a more "established" type of work.Whoa! I can't even imagine of an algorithm to do that!In everyday life, You specialize in something like this ?
They had a different focus, but the idea of zones (POI categories) was good, so I took over the idea.Why not just use the zone info that's already in the prefab's xml?
Just curious.
Running the .exe made it work! Thanks!Looks like the program has no writing permissions to create the output files (radiation.png) here.
Maybe you can check your writing permissions, or try copy the generator and running it from a different drive like D:
Or start the program (exe) with Admin permissions.
I have not encountered any problems with 17.3Is the latest patch working with A17.3 ? .thanks for your hard pure and game loving work .
Can you explain what you mean by mask? Is that water? And if so, how the heck did you do that?i'm still having massive troubles with the roadsPerhaps what I want isn't possible at all, i don't know. I've made this testmap with that river I so love. Made my mask. I've uploaded the resulting preview. specially the center is troublesome to me. I really need to get rid of any roads going through masked zones
And there's a whole city sitting on my river as well
![]()
View attachment 28293
I'd really hate to paint all roads by hand![]()
Oh wow, the upload quality is abysmal. river goes from NE to SW, snaking it's way down.
In Nitrogen you can import your own hightmap, or edit a generated hightmap. The mask is an image that can be used to block off areas for roads and pois, and also set city spawn points. Water is automatically placed in low terrain (water level 34)Can you explain what you mean by mask? Is that water? And if so, how the heck did you do that?
I know how to customize roads and biomes, but hand placed water would really really really make my day.