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A19e Nitrogen - UNSTABLE

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Here is an experimental build, 0.34

"road mania"

This version generates more roads overall: to farms, rednecks, and some mountain POIs.

The roads will get pretty steep when a POI is on a steep mountain top, so see if you like this aproach.

But it generates quite interesting "hiking trails" inside mountainous areas.

EDIT: pushed to main version

NitroGen

 
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This tool gets better and better by the day. I keep starting over :)

I increased the N/S biomes from 0.08 to 0.16 and now generating only greenlands so I can enjoy a more temperature banded world.

Lgl2avF.png


 
Here is an experimental build, 0.34"road mania"

This version generates more roads overall: to farms, rednecks, and some mountain POIs.

The roads will get pretty steep when a POI is on a steep mountain top, so see if you like this aproach.

But it generates quite interesting "hiking trails" inside mountainous areas.

NitroGen Experimental
Thanks Damocles, I love the new mountain trails!

You should make this a permanent addition (optional) for future releases, it's that good!

Looking forward to seeing the logic update for unique Prefabs.

Keep up the awesome work! :smile-new:

 
Is it possible to have some kinda cave system ? Great Work As Allways. :cool: :encouragement:
Caves are by far my most missed element of RWG.

With river being back in RWG with Nitro, Caves are the last element that is truly missing for me.

 
This is my idea for distribution of biomes. I hope we move more towards this type of distribution as it encompasses both the latitude analog to the real world as well as a rough approximation of elevation influence.
M77wrgr.png


 
New version online: version 0.341

NitroGen Download

Improved road network. There are many more long-distance roads now generated.

Next to the normal roads between cities and towns, there are also roads to traders, farms, rednecks and old western towns.

Some roads lead high up to mountain huts, but might eventually turn into steep narrow hiking trails. Enjoy the vistas.

hiking_trails_1.jpg


Example splat road map of a default 8k map:

splatNew.jpg


 
Damocles

Question .. I just tried to generate 1 of my 12288 maps on the new version A 0.341 and I got a message saying: ……….. ( Array Index out of range ) .. a first for that .. is the new build limited on size.

 
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Damocles
Question .. I just tried to generate 1 of my 12288 maps on the new version A 0.341 and I got a message saying: ( Array Index out of range ) .. a first for that .. is the new build limited on size.
I got that too, but once I dropped the biome sizes in the config file down from 0.24 to 0.12, it generated the map.

 
I got that too, but once I dropped the biome sizes in the config file down from 0.24 to 0.12, it generated the map.
Yep .. Same here ,, reduced it to the 8k and it ran .. world mapping was 560/560 in 4 min _ 13 sec and my 12288 world normally take between 10 to 13 minutes.

Preview looked good .. But now need to check the real thing.

 
I have a different problem... I love the tool, but not the tiny specs of burnt forest and wasteland. I have tried to hand paint the biomes to my liking in Photoshop CS5 using the hex biome colors out of the biomes.xml file, but every time I do that, I get unknown biome color errors when generating the map to play on my server. Anybody have any suggestions?

 
Damocles
Question .. I just tried to generate 1 of my 12288 maps on the new version A 0.341 and I got a message saying: ……….. ( Array Index out of range ) .. a first for that .. is the new build limited on size.
Hi, I cant reproduce an array index out of range Exception), a 12288 x 12288 map generated on the default settings was generating fine,

also with the N/S biome set to:

BIOME_NORTH = 0.24

BIOME_SOUTH = 0.24

---

Was there and specific options you choose, a more detailed message at what stage in the generation an error was throwns?

Also: the values in the config.txt do not have a sanity check when set out of range. The generator is using them raw, so change them with caution, until I add some value range comments later.

The config file can change a lot between versions, so dont use an old one, but rather edit in the custom values onto the new file.

 
I have a different problem... I love the tool, but not the tiny specs of burnt forest and wasteland. I have tried to hand paint the biomes to my liking in Photoshop CS5 using the hex biome colors out of the biomes.xml file, but every time I do that, I get unknown biome color errors when generating the map to play on my server. Anybody have any suggestions?
I will add in a tool later, that "cleans up" biomes.png to set wrong colored pixels to a working default value.

7DtD is very picky about the right color values when loading in the biomes.png (also the alpha value)

Here are the internal values used in NitroGen for reference.

public static final int BIOME_COL_FOREST=0xFF004000;

public static final int BIOME_COL_SNOW=0xFFFFFFFF;

public static final int BIOME_COL_DESERT=0xFFFFE477;

public static final int BIOME_COL_BURNED_FOREST=0xffba00ff;

public static final int BIOME_COL_WASTELAND=0xffffa800;

 
Caves are by far my most missed element of RWG.
With river being back in RWG with Nitro, Caves are the last element that is truly missing for me.
Procedural caves unfortunately cant be defined within the world-files. It can only set the (2D) terrain, and place POIs. They require some new code on the Fun Pimps side.

There are some cave POIs in the world. But procedural ones are not possible ATM.

 
Procedural caves unfortunately cant be defined within the world-files. It can only set the (2D) terrain, and place POIs. They require some new code on the Fun Pimps side.
There are some cave POIs in the world. But procedural ones are not possible ATM.
I definitely understand that. What I would like to see is just more caves. I would be more than fine with a few predefined mines that aren't so "developed/commercial" looking. Currently everything right now feels very discovered. I would like more of a small hole in the ground that opens up to a significant chamber and ore veins.

I will say though, I sure miss the days of running through the forest and falling through the ceiling of a mine and plunging into water 20' below. That is exciting stuff! A couple prefab caves of that sort would be fun and add a lot to the random nature of the world.

 
I will add in a tool later, that "cleans up" biomes.png to set wrong colored pixels to a working default value.7DtD is very picky about the right color values when loading in the biomes.png (also the alpha value)

Here are the internal values used in NitroGen for reference.

public static final int BIOME_COL_FOREST=0xFF004000;

public static final int BIOME_COL_SNOW=0xFFFFFFFF;

public static final int BIOME_COL_DESERT=0xFFFFE477;

public static final int BIOME_COL_BURNED_FOREST=0xffba00ff;

public static final int BIOME_COL_WASTELAND=0xffffa800;
Thanks! That would be great!

 
Out of Range 2.jpg

Damocles .. Here is a File copy of my basic maps .. I made ( 1 ) change to ( few ) on Big Lakes and it Ran .. OR .. make the change on ( Traders to many instead of Lots and leave big lakes as default it Will run) .. so it is something between the 2 of them .. that makes _ Array Index Out of Range happen.

Just wanted to let you know.

Thank you for a great tool

 
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Damocles .. Here is a File copy of my basic maps .. I made ( 1 ) change to ( few ) on Big Lakes and it Ran .. OR .. make the change on ( Traders to many instead of Lots and leave big lakes as default it Will run) .. so it is something between the 2 of them .. that makes _ Array Index Out of Range happen.

Just wanted to let you know.

Thank you for a great tool
I can check if the area gets saturated, causing some problems to find free spots for POIs.

You could try to reduce the sizes of cities and towns.

Edit: i think i have found the bug. It can happen when a trader was not placed, but wants to connect a road.

For now you could try to keep the map less populated (less or smaller cities)

 
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I can check if the area gets saturated, causing some problems to find free spots for POIs. You could try to reduce the sizes of cities and towns.

Edit: i think i have found the bug. It can happen when a trader was not placed, but wants to connect a road.

For now you could try to keep the map less populated (less or smaller cities)
Glad you were able to find it .. I have a youtuber that uses my maps after I check them out for balance .. But one thing I have noticed .. Is when I do .. Traders .. Lots .. (near towns) .. it will group a lot in one location area .. as in the map I'm checking now .. I have 4 in the SW Corner and 5 in the NW corner and the rest are here and there .. Is there a way to do near and not so grouped .. Just wondering .. I can live with it myself .. but was wondering.

As always .. Have Fun and Enjoy … the Old Gamer .. :02.47-tranquillity:

 
Uploaded a fixed Version 0.342 (fixing the array-exception that might occur)

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ALSO included: , a command-line tool called BiomeFixer

a simple tool to load biomes.png images for 7DtD and fix any misaligned colors

The output file will have a different name on default, so you need to rename it afterwards.

You can also set the color that the image should have on misaligned pixels (Forest, Desert etc)

-> makes it less "risky" to have misaligned colors in the biomes.png if you edit it yourself.

(so you dont need to have the game load it, and check the debug log)

You could set the default to burned forest to see miscolored pixels quicker then, or clean up an image with a few errors in it.

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Edit:

I can see about the traders distribution to keep some distance.

Best is to not have the map too crowded. But I can see about generating them before towns, so they might end up within towns, but not compete for the remaining space around one area.

 
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