Cpt Krunch
New member
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!!!
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!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.
The default replacement is Forest. You can change it with the parameter.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!
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.
Hi, traders are not includes int the mask yet. Will come when i implement some smaller features.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:
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.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.
Thanks for the info. Its probably one of the small lakes "leaking". I reduced the safety margin around them, preventing roads to pass.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
In the next version I will change the behavior: asphalt roads will be roads between towns cities, traders and farms.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.
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.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: