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A19e Nitrogen - UNSTABLE

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Uploaded list versions v3 with carlot values for NitroGen V0.26 compatibility.

On another note, I have created a repository on GitHub where I'm planning to move the prefab lists to for easier maintenance and access. I'm also planning to include other prefab values in the lists to come, so that using 7DTD MOD prefabs with NitroGen might be even easier in the future.

However, I'm absolutely new to GitHub, so bear with me. ;)

 
ok noob question...

If I generate a random world using the Random Gen previewer in the Editing Tools section of the game, and say I type in "MyRandomWorld" as the seed, it may generate a world named "South Pixidu Valley", and if I put "MyRandomWorld" as the seed name in my serverconfig.xml then I will use the "South Pixidu Valley" map that was generated in the Editing Tools.

So.... where do I find whatever the seed name is to generate worlds using NitroGen so that I can put it in my serverconfig.xml and use that map on my dedicated server?

 
@Damocles:

First i would like to thank you for bringing me to program a bit again, didn't have a project for a while (also hobby wise), just unless you i do not work in IT mainly.

After i wrote that script for the prefabs, i licked blood and kinda got stuck working on more funktions.

That said, i finally got something nice together and was wondering if you could help me with the dtm.raw files once more.

I bet you are busy, if so, maybe someone else could help me out with the following.

I try to understand how/what i write in the raw file along the image data from the heightmap.

Aware where i need to put the info, i am sadly not to familiar with what and how to calculate the extra info that the game needs to smoothen the world.

Thanks again,

Xylvier

 
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ok noob question...
If I generate a random world using the Random Gen previewer in the Editing Tools section of the game, and say I type in "MyRandomWorld" as the seed, it may generate a world named "South Pixidu Valley", and if I put "MyRandomWorld" as the seed name in my serverconfig.xml then I will use the "South Pixidu Valley" map that was generated in the Editing Tools.

So.... where do I find whatever the seed name is to generate worlds using NitroGen so that I can put it in my serverconfig.xml and use that map on my dedicated server?
This should be the info you are looking for.

https://7daystodie.com/forums/showthread.php?114207-Tool-NITROGEN-a-random-world-generator-for-7DtD&p=973067&viewfull=1#post973067

https://7daystodie.com/forums/showthread.php?114207-Tool-NITROGEN-a-random-world-generator-for-7DtD&p=973363&viewfull=1#post973363

The second link fixed a problem I had at first so make sure you do what it says too.

Cheers

 
Is there any chance to find a change-log for the tool?

And how are resources (ores) being generated? By a game or by a tool? I've got two deserts on my map, and one of them has got only about 4 stacks of oil shale. Imo it's not enough. But i may be wrong.

 
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Is there any chance to find a change-log for the tool?And how are resources (ores) being generated? By a game or by a tool? I've got two deserts on my map, and one of them has got only about 4 stacks of oil shale. Imo it's not enough. But i may be wrong.
Biomes. Sub Biomes are generated Vy Biomes.xml in game folders, The Generator only gives to u a Biome PNGthats means where biomes will be placed, You can edit the amount of ores in the Biomes.xml

 
hey guys i have a great need of help..... iam sure this belongs to this mod/software

i have created a game for me and my brother and while we were playing i came to a point where i need to place a campfire . then an error called

"nullreferenceExceotion: a null value was found where an object instance was required" iam very sure this is related to the campfire because i started a new world and it was the same error after placing the campfire (it was different map but same generator) . this worked fine in sp

i started a normal game with the game generator and nothing happened when i placed the campfire. (the other players can place things normally ,only the game host cant) ... any ideas what is this???

edit::: ok i figured that out . it was the trader , because i have no traders on the map when i finish the quest of place campfire , and the find the trader pop-up it simply refuses to think there is no traders in the map .>>> lol that reminds me of the bug that prevented marking trader location back in A17 ex ---- and this is how they solve it . they forced the game to search for him <<<< many thanks all

 
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Moved prefab list files to GitHub and added links in the respective posts.

@Damocles:

Can you change / add these links to the front post instead of the link to the forum post, please?

https://github.com/NickPhaedra/7-Days-to-Die-NitroGen-Prefab-Lists/tree/Prefablists

All prefab lists in a single file (latest versions):

https://github.com/NickPhaedra/7-Days-to-Die-NitroGen-Prefab-Lists/archive/Prefablists.zip
In regard to the new links and versions,

i would also like to add a new version of the parser,

for all that are interested:

https://drive.google.com/open?id=1Wfp5I6DqjVZGfSJP9Hq1eZvhFInbvTuC

Gonna relink to the new version in the earlier post as well.

 
@Damocles and Xylvier:

Thanks a lot! :smile-new:

I am also going to update the GitHub Readme properly, so - hopefully - all prefab list questions are answered in there already.

 
@ Damocles

Good day and I'm new to your generator .. a couple questions

1 .. What is the default count on Traders ?? .. could not find anything on numbers .. my 1st map .. I used default and put it random placement .. but in cm I could only find 1 on half of the map at 8k version ??

2 .. How are the roads supposed to work ?? .. found a couple missile silo's in the middle of no where and they had no roads to them or even near them. Just wondering on that.

I DO Like the Old style maps .. compared to the New Flat World maps that are in game now .. We asked for flatter Roads and GOT Flat worlds to go with the roads .. a bit Cheezie on the Fun Pimps part.

I will try and make a newer map with some changes to defaults this time … But for sure do like this tool.

I was doing old school and trying to alter the rwgmixer.xmi … but I did get rid of wasteland .. then had the problem with to much burnt forest and a 50/50 on snow and forest which was OK .. just couldn't get the balance right. Anyway

Thank you … the Old Gamer .. :02.47-tranquillity: …….. with almost 4000 hrs in 7d2d. :smile-new:

 
Version 0.27 (same download link)

Added "Sunken World Scenario",

(can be turned on in the POI section)

This will submerge all POIs (apart from mountain huts) partially under water.

Its an interesting survival scenario, and you should definitely use the swimming perk.

sunken1.jpg


sunken2.jpg


The scenario turns off roads, as they would interfere (make stupid dry lines) with water.

There are plenty of cars in the cities and town though (car lot numbers can be tuned up)

---

traders: at max level, there are 5 traders per 4k section (so 20 traders per 8k, etc)

roads: they connect towns and cities (nodes), there are no roads towards smaller settlements or single POIs yet.

I might add them, but also have to see that the world is not completely covered by roads then. (roads -to be drivable - also flatten the terrain, reducing the fidelity of it)

 
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No, but I can add that though.

I kept the POIs at a hight where the ground floor is flooded (and cellars), but the top floors are accessible.

Completely submerged would be overkill.

With the current setup you can try to reach the roofs, and take a short swim from building to building.

(and later build bridges between them)

 
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Hey Damocles thx for the new update and constant addons that's really great improvements each time :)

I've noticed a "bug" with the new sunken world

The POI :

cave_03,CAVEFLAT,2,-32,44,62,54,mountain

was causing a weird glitch https://imgur.com/a/JhxSJ9Z

so putting it on mountain only resolved the problem.

Thanks once again for your amazing Tool :02.47-tranquillity:

 
Added proper readme file with usage instructions to the repository.

Also, thanks @Damocles for the new version and @Hell_Vice for the heads-up. :)

 
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