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A19e Nitrogen - UNSTABLE

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Biome fixer did the trick for me, thought i was going crazy for a minute there. Thanks for all your hard work Damocles, Ive made some great maps with your tool set. Thank you!!!

 
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.
If I don't specify a biome type to test, will it automatically attempt to fix all biome types? Or does it do that regardless whether or not I specify a biome type? Thanks for this fixer!

 
If I don't specify a biome type to test, will it automatically attempt to fix all biome types? Or does it do that regardless whether or not I specify a biome type? Thanks for this fixer!
The default replacement is Forest. You can change it with the parameter.

It just checks every pixel if its one of the correct biomes, if not replaces it with the default biome.

 
New version online: v 0.35 (same download link)

A big road update: much improved road generation code, better intersections between roads and to POIs.

Each POI-settlement is now connected to a road (either a main road or small dead end country road).

Mountain huts and outback POIs now can come in small groups, and receive a road connection.

Overall roads are smoother than before.

 
Hey, just tried running this with the updated Ravenhearst using the prefablist generator listed on the 1st post. Unfortunately it got so far then I got a heap of errors saying there were no houses, outback pois, car lots etc defined in the prefab, not sure what to try from here but any help would be greatly appreciated as this is quite frankly the best world generator and having it work with Ravenhearst makes it even more incredible!

exporting (1/3)

exporting (2/3)

image saved: C:\7D2D\NitroGen_WorldGenerator (2)\NitroGen_WorldGenerator/output/NitroGenMap/genHM.png

exporting (3/3)

image saved: C:\7D2D\NitroGen_WorldGenerator (2)\NitroGen_WorldGenerator/output/NitroGenMap/biomes.png

... terrain generation ... DONE ...

... running world mapping ...

Warning: prefab list does not contain POIs of type houses

Warning: prefab list does not contain POIs of type industrial

Warning: prefab list does not contain POIs of type trader

Warning: prefab list does not contain POIs of type mountain

Warning: prefab list does not contain POIs of type farm

Warning: prefab list does not contain POIs of type hillbillytrailer

Warning: prefab list does not contain POIs of type hillbillyjunk

Warning: prefab list does not contain POIs of type oldwest

Warning: prefab list does not contain POIs of type carlot

 
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I have not checked the prefablist (made by another user),

but you could fix it yourself by adding the zone-types to the POIs,

in the simples case just add

[..the forum software adds some spaces to this list..]

alone;mountain;farm;houses;smalltown;downtown;industrial;citycenter;oldwest;hillbillytrailer;hillbillyjunk;carlot

to the end of each entry (if it does not contain a zone already)

like:

abandoned_house_01,RESIDENTIALOLD,2,-1,24,21,26,alone;mountain;farm;houses;smalltown;downtown;industrial;citycenter;oldwest;hillbillytrailer;hillbillyjunk;carlot

and also have at least one trader marked trader.

This should allow you to load and use the prefablist. It would then just be a bit random in the world, as those zone descriptions asign POIs to a meaningful location.

 
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Hey, just tried running this with the updated Ravenhearst using the prefablist generator listed on the 1st post. Unfortunately it got so far then I got a heap of errors saying there were no houses, outback pois, car lots etc defined in the prefab, not sure what to try from here but any help would be greatly appreciated as this is quite frankly the best world generator and having it work with Ravenhearst makes it even more incredible!
exporting (1/3)

exporting (2/3)

image saved: C:\7D2D\NitroGen_WorldGenerator (2)\NitroGen_WorldGenerator/output/NitroGenMap/genHM.png

exporting (3/3)

image saved: C:\7D2D\NitroGen_WorldGenerator (2)\NitroGen_WorldGenerator/output/NitroGenMap/biomes.png

... terrain generation ... DONE ...

... running world mapping ...

Warning: prefab list does not contain POIs of type houses

Warning: prefab list does not contain POIs of type industrial

Warning: prefab list does not contain POIs of type trader

Warning: prefab list does not contain POIs of type mountain

Warning: prefab list does not contain POIs of type farm

Warning: prefab list does not contain POIs of type hillbillytrailer

Warning: prefab list does not contain POIs of type hillbillyjunk

Warning: prefab list does not contain POIs of type oldwest

Warning: prefab list does not contain POIs of type carlot

I have not checked the prefablist (made by other another user),but you could fix it yourself by adding the zone-types to the POIs,

in the simples case just add

[..the forum software adds some spaces to this list..]

alone;mountain;farm;houses;smalltown;downtown;industrial;citycenter;oldwest;hillbillytrailer;hillbillyjunk;carlot

to the end of each entry (if it does not contain a zone already)

like:

abandoned_house_01,RESIDENTIALOLD,2,-1,24,21,26,alone;mountain;farm;houses;smalltown;downtown;industrial;citycenter;oldwest;hillbillytrailer;hillbillyjunk;carlot

and also have at least one trader marked trader.

This should allow you to load and use the prefablist. It would then just be a bit random in the world, as those zone descriptions asign POIs to a meaningful location.

@GaleKast:

The prefablist generator is made for extracting the POI information. To make such a list work in NitroGen, you have to add the respective POI NitroGen zone data, as mentioned by Damocles.

Thanks for the heads-up with Ravenhearst; I'll update the lists for the new version when I have the time.

 
Damocles

Quick question .. what is the pixel color code for traders .. been trying to figure that one out .. without much success.

Thank You and have a great weekend … the Old Gamer .. :02.47-tranquillity:

 
Damocles
Quick question .. what is the pixel color code for traders .. been trying to figure that one out .. without much success.

Thank You and have a great weekend … the Old Gamer .. :02.47-tranquillity:
Hi, traders are not includes int the mask yet. Will come when i implement some smaller features.

I wanted to first get the roads done in a better way.

 
New version online: v 0.35 (same download link)
A big road update: much improved road generation code, better intersections between roads and to POIs.

Each POI-settlement is now connected to a road (either a main road or small dead end country road).

Mountain huts and outback POIs now can come in small groups, and receive a road connection.

Overall roads are smoother than before.
This mean less small roads going to big roads then small roads again going to dead ends with small farm house? I found a lot of misleading roads where go big and thick to small again and it made me sad. Was hard to find towns or cities because of it.

 
Good day Damocles

I made a map using v 0.351 and something strange happened .. a 1/4 of the map was WaterWorld .. in the form of a Wall of water to the flat lands .. ( I should have taken a screenshot but didn't think of it fast enough before deleting it .. But here is the Generator sheet for your viewing .. don't know if it was just a one time deal or not ( Did not try to make that one again ) .. but did restart load twice to make sure it wasn't just a load issue and the wall was still there:

Just Strange .. Maybe 8+ block high Wall of water .. All water on one side as far as the eye could see ( you could see a couple roof tops poking out of the water here and there ) .. and .. stopping behind one of the Traders back down to normal ground level on the rest of the map.

Boy wish I took a screenshot now. Anyway .. Have a good one … the Old Gamer .. :02.47-tranquillity:

DeadCan'tRun 1_Med.jpg

 
Good day Damocles
I made a map using v 0.351 and something strange happened .. a 1/4 of the map was WaterWorld .. in the form of a Wall of water to the flat lands .. ( I should have taken a screenshot but didn't think of it fast enough before deleting it .. But here is the Generator sheet for your viewing .. don't know if it was just a one time deal or not ( Did not try to make that one again ) .. but did restart load twice to make sure it wasn't just a load issue and the wall was still there:

Just Strange .. Maybe 8+ block high Wall of water .. All water on one side as far as the eye could see ( you could see a couple roof tops poking out of the water here and there ) .. and .. stopping behind one of the Traders back down to normal ground level on the rest of the map.

Boy wish I took a screenshot now. Anyway .. Have a good one … the Old Gamer .. :02.47-tranquillity:

View attachment 28659
Thanks for the info. Its probably one of the small lakes "leaking". I reduced the safety margin around them, preventing roads to pass.

I will increase the margin again.

You can prevent that error by turning small lakes off (none) until I fix the issue.

- - - Updated - - -

This mean less small roads going to big roads then small roads again going to dead ends with small farm house? I found a lot of misleading roads where go big and thick to small again and it made me sad. Was hard to find towns or cities because of it.
In the next version I will change the behavior: asphalt roads will be roads between towns cities, traders and farms.

And gravel roads will be roads leading to small POI groups. (dead end roads).

So then you can follow an asphalt road to find cities and traders.

 
New version online 0.352

-roads: asphalt roads are connecting towns, cities, farms and traders, gravel roads are dead end roads to countryside POIs.

(Now if you see a gravel road it will lead to a POI at one end, and an asphalt road at the other end, you can then follow the asphalt roads to find a town, city or trader)

-increased margin around small lakes to keep them from flooding the entire map. (if you still see this behavior turn the small lakes off. Also turn off small lakes if you dont want wacky behavior of roads near them in regions like deserts. With the rivers and big lakes the small lakes are not that necessary anymore. Come to think of it, i will probably make the path-finding avoid them more.)

-preview map will now be flipped to show the game world correctly

(the DEV version option is for my development, and will receive some additional markers in the future)

 
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OKIE DOKIE .. Damocles .. Will give a shot with new Update .. but will turn off Small Lakes and change Big Lakes to many and see how that works out.

As always .. Have Fun and Enjoy .. hope you have a good weekend also … the Old Gamer .. :02.47-tranquillity:

 
The updates have made the generated maps even better.

Two ideas/suggestions:

1. Is it possible to add a custom user defined "NitroGen Zone", and maybe even set it as a "unique" zone such that only one instance is added per map and will always be added at least once?

2. Is there any way for you to insert a smaller pre-generated map into a larger random gen map? For example, integrate Navezgane into some part of a larger randomly generated world ... ? This would allow us to take advantage of the great work that has gone into Navezgane while allowing us to expand upon it.

Thanks and Keep up the awesome work! :smile-new:

 
New prefab lists created / posted for Ravenhearst 5.4 and Alpha 17.4 in general. Changed the repository structure a bit and refurbished the ReadMe, so it can be properly read now. :p

On a side note, I've also noticed that the former "Array Index Out Of Range" issues with Ravenhearst and also some Darkness Falls issues I had have gone by using the latest NitroGen version(s). Tested this with NitroGen 0.352. (See this thread's main page for the links to the repository, as usual.)

Cheers

 
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The updates have made the generated maps even better.
Two ideas/suggestions:

1. Is it possible to add a custom user defined "NitroGen Zone", and maybe even set it as a "unique" zone such that only one instance is added per map and will always be added at least once?

2. Is there any way for you to insert a smaller pre-generated map into a larger random gen map? For example, integrate Navezgane into some part of a larger randomly generated world ... ? This would allow us to take advantage of the great work that has gone into Navezgane while allowing us to expand upon it.

Thanks and Keep up the awesome work! :smile-new:
I have the unique setting on my list. This will probably have another tag like "priority", wich makes the generator place at least one POI of this prefab. (the zone type then determines the loaction). Together with unique it will then spawn exactly one.

Lets see about markers for that.

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Its technically possible to import Navezgane (terrain, roads, biomes, POIs) onto a larger map. I can think about something like that.

But probably when A18 is out, to see what will change in the world files and assets.

 
Hi, Damo

Couple Of Suggestions For You Sir.

No1. Would it be possible to add save profile for maps generated ?

No2. Would it also be possible to "Preview Map" With in the program it self ?

Thank For Your Time And Effort. :smile-new:

 
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