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A19e Nitrogen - UNSTABLE

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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:
True, the POI is then placed too low in this scenario, making the game plop its position upwards. (I thought it would just cut of at the bedrock then)

I can have a look at that.

 
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)
Was just thinking of a "flooded area" mask with height settings.

 
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)
Check this out - it may happen that some prefabs have the param to copy the air blocks. This may give rise to "underwater" POI in the air cube.

So it was before, maybe now changed spawn, but still - keep in mind.

 
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Minor thought Damocles

You should update the Read Me txt in the Packet for download .. yes I read those.

Have a Great weekend … the Old Gamer .. :02.47-tranquillity:

 
Minor thought Damocles
You should update the Read Me txt in the Packet for download .. yes I read those.

Have a Great weekend … the Old Gamer .. :02.47-tranquillity:
Huh, people actually read those things?

Im so used to create technical documentation that noone reads in the end ;)

 
Was just thinking of a "flooded area" mask with height settings.
I will push all the config data to an external file at one point. (also to run the generation as a batch job)

Having different hights with water-spawners is quite dangerous. The small lakes can have a varying hight, but they also need a well prepared area to not spill over.

Thats why the large water areas all have the same hights.

But I can push the main water-spawer hight to a config file. (also not to overload the UI with options, it looks quite scary already)

Im not quite sure how you want to represent the water-levels via an image mask?

It would need a very precise collaboration between the hight-map and some water-level mask to not spill all over the world.

 
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Thanks, probably not geologically correct, but its all for gameplay.
Don't worry, I'll forgive you ^^ the smoothing works as in real life..

Speaking about geology; have you thought about adding different kinds of rivers? Or perhaps desert mesas? You already habe impact craters if i recall..

Maybe some fjords?

 
Don't worry, I'll forgive you ^^ the smoothing works as in real life..
Speaking about geology; have you thought about adding different kinds of rivers? Or perhaps desert mesas? You already habe impact craters if i recall..

Maybe some fjords?
I will add more variations of landscape features later too.

 
Hey Damocles

Found your Generator and absolutely Love the Looks. One Thing is Not clear for me tho . Can i enlarge the Burned biomes which Spawn when selecting "add wasteland and Burned biomes" ? They are quite small and its the only biome where you can mine coal in large quantities for Auto turrets..

Thanks alot in advance

 
Any way to include a seed name output or something that will work for dedicated servers? I've tried following the instructions on page 1, but it just doesn't work for me. I don't know if it is something to do with gameservers.com or what...

 
Coastal areas: not directly coastal areas, but I can include more lake-variations that have a steeper cliff-side. Very specific areas like an ocean front (like at Dover) are better made by hand and then imported.

Burned biome: I can add and option to increase the amount of wasteland and burned forest in the output

Seed: while I would add a seed, the problem is that it would only generate the exact same output, if also all the other options are set the same.

So the users would need to set all menu-option precisely the same to get the same output.

I have not set up a dedicated server yet, but bottom line, all the generated files (except the HM and preview images) need to be known by the server and the clients. Basically copying files around to the right destination. (Gameclients download the files automatically)

Zootal knows more about the necessary options for the server to load the world.

 
Any way to include a seed name output or something that will work for dedicated servers? I've tried following the instructions on page 1, but it just doesn't work for me. I don't know if it is something to do with gameservers.com or what...
I can confirm that zootal's instructions work. Actually, I'm playing on a dedicated server of mine using a NitroGen map.

For convenience, RAT is nice, for example; have a look here:

https://7daystodie.com/forums/showthread.php?40902-Server-Managers

In RAT, you can set the needed information in the UI and write your serverconfig.xml into the game folder conveniently afterwards.

If you do not have full control over your dedicated server, setting up a NitroGen map might pose a problem. (I don't know gameservers.com myself.)

 
I can confirm that zootal's instructions work. Actually, I'm playing on a dedicated server of mine using a NitroGen map.For convenience, RAT is nice, for example; have a look here:

https://7daystodie.com/forums/showthread.php?40902-Server-Managers

In RAT, you can set the needed information in the UI and write your serverconfig.xml into the game folder conveniently afterwards.

If you do not have full control over your dedicated server, setting up a NitroGen map might pose a problem. (I don't know gameservers.com myself.)
I'm using a gameservers.com server and it's easy to use a world that is not generated by the server. Just take the world folder located in Nitro's output folder and upload it to the 7daystodie/GenerationData/GeneratedWorlds folder on your server (GenerationData is the default on gameservers.com setup).

You then edit your serverconfig.xml file, locate the GameWorld option and use the name of the world folder you just uploaded, locate the GameName option and give your game a new name (or locate the old save and delete it), restart your server and you should be up and running. It's probably a good thing to use a new game name since it will avoid any potential issue with previous save games on the players' PC.

As it was already stated, you do not need all the files generated by Nitro. Some of them are quite big and will slow down the first initialisation of the world for the players. Here are the files that you need :

biomes.png

dmt.raw (dtm_processed.raw is not needed, your dedicated server will generate it)

entities.xml

entityspawners.xml

main.ttw

map_info.xml

prefabs.xml

radiation.png

spawnpoints.xml

splat3.png (not sure for this one, maybe others can confirm)

water_info.xml

Hote that helps.

 
@Damocles:

I know this has been brought up a few times already, but are you planning to include some biome logic for future builds?

Maybe the biome logic in a way that the current spawn logic is kept; only when a biome-specific value is added that a POI spawns in that biome only, e.g. like this:

army_camp_01,industrial,2,-3,53,22,57,alone;mountain -----> this would cause the POI to be able to spawn in every biome, like it is now

(and additionally only "alone" and "on mountains", as before)

army_camp_01,industrial,2,-3,53,22,57,alone;mountain;desert -----> this would cause the POI to only spawn in a desert biome (and additionally only "alone" and "on mountains", as before)

army_camp_01,industrial,2,-3,53,22,57,alone;mountain;desert;forest -----> this would cause the POI to only spawn in a desert and in a forest biome (and additionally only "alone" and "on mountains", as before)

Apart from the biomes, are you still planning to include bridges / bridge logic at some point in the future?

Just asking; thank you for all your work so far once more. :smile-new:

 
Ok, here some TODOs from my list: (to be implemented next)

scenario: NO POIs (optional traders, some car-wreck POIs)

player-spawn and trader-spawn for mask image

more variation in lakes, mountains, rivers

setting: bigger burned forest and wasteland / option to spawn more WL/BF patches

additional flat desert terrain

add larger lakes with higher cliffsides (positive flat terrain surrounding it)

additionally: wider fjords and revines (partially hitting water, partially land)

more river templates

set water level spawn hight (numeric increase) meters etc

clean up readme

Tools:

"repair biomes.png" tool -> loads and writes biomes.png to correct color format

"reapair steet splat" -> repair splat map

"dtm.raw" -> to png hightmap image

 
Ok, here some TODOs from my list: (to be implemented next)
scenario: NO POIs (optional traders, some car-wreck POIs)

player-spawn and trader-spawn for mask image

more variation in lakes, mountains, rivers

setting: bigger burned forest and wasteland / option to spawn more WL/BF patches

additional flat desert terrain

add larger lakes with higher cliffsides (positive flat terrain surrounding it)

additionally: wider fjords and revines (partially hitting water, partially land)

more river templates

set water level spawn hight (numeric increase) meters etc

clean up readme

Tools:

"repair biomes.png" tool -> loads and writes biomes.png to correct color format

"reapair steet splat" -> repair splat map

"dtm.raw" -> to png hightmap image
Thank you for adding the burned bigger burned biome option, very cool that you try to fullfill our wishes!

 
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