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A19e Nitrogen - UNSTABLE

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Hi Damocles,

First I just want to say, Thank you! Thank you! Thank you! for making this world generator. It has been fantastic and I've been spending lots of time customizing new worlds.

I wanted to ask in case this is something that can be done with your current software, but I just may not know the right way to do it. I generated a height map that I liked and then edited the height map to have a large flat area in the center of the map. I've been trying to keep that area all forest without any POIs building there. I know I can use the World Editor in 7DTD to remove any POIs that may populate that flatland, but I was wondering if there is a way within your software to update the DTM file by editing the prefabs.xml and water_info.xml and then generating a new DTM file off of those xml files? I ask because I keep generating worlds off of my import_HM.png or the poiHM.png until I get something close to what I want, but there will usually be something that is still off that I'll have to try to fix in 7DTD's World Editor.

 
Hi Damocles,
First I just want to say, Thank you! Thank you! Thank you! for making this world generator. It has been fantastic and I've been spending lots of time customizing new worlds.

I wanted to ask in case this is something that can be done with your current software, but I just may not know the right way to do it. I generated a height map that I liked and then edited the height map to have a large flat area in the center of the map. I've been trying to keep that area all forest without any POIs building there. I know I can use the World Editor in 7DTD to remove any POIs that may populate that flatland, but I was wondering if there is a way within your software to update the DTM file by editing the prefabs.xml and water_info.xml and then generating a new DTM file off of those xml files? I ask because I keep generating worlds off of my import_HM.png or the poiHM.png until I get something close to what I want, but there will usually be something that is still off that I'll have to try to fix in 7DTD's World Editor.
You can use a mask to block off areas that should not spawn POIs.

There is a small example hightmap and mask included in the resources.

You can generate a map using the gen-mode "import + mask" to see it working.

For the mask: only the alpha channel is considered, alpha below 20 (eg transparent) is free to use, everything else blocked.

The mask also contains spawn points for cities and towns (check the example mask).

In your case, you probably just need a mask that is a transparent image, with a blue circle in the middle (the part that needs to be free).

Best is to download the newest version 0.354. In it, I fixed some issues related to road-generation and the mask.

 
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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:
Maybe later, when the UI will not change anymore. It would require quite some extra UI logic to make the selections persistent.

(Im not using a framework here, just pure Java)

 
With the last update city generation is pushe d to the map edges, any ideas ?
What do you mean excactly? A default map I have generated spawned cities and town all over the map.

Just redo the generation, so you have a terrain that has more free flat area in the middle of the map.

 
Damocles, I noticed when I make my maps not the roads are not in the grid pattern like they were not long ago. Did you change it back to them being random again? Is it possible that there could be an option to have roads one way or the other. I kinda liked being able to have the roads in towns/cities in the perfect grid pattern.

 
Damocles, I noticed when I make my maps not the roads are not in the grid pattern like they were not long ago. Did you change it back to them being random again? Is it possible that there could be an option to have roads one way or the other. I kinda liked being able to have the roads in towns/cities in the perfect grid pattern.
I can put that back in. The buildings now can move together closer due to a changed placement logic.

I can snap it back to a grid as an option.

 
I can put that back in. The buildings now can move together closer due to a changed placement logic.I can snap it back to a grid as an option.
Thank you for considering it. I would imagine some like the nice grid pattern and some may prefer the more random road style.

lol I forget what day 7 is like. Every time you come out with a new update I make a new map and start game from scratch.

 
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New version online: v 0.355

-city grid: you can set the building in a city to align with city-blocks, and choose the block size (American style cities)

without the grid, buildings are packed together randomly as tight as possible (more European style cities)

a wider city grid will reduce the density of POIs, and make cities use more area. Use this if you have problems with the framerate.

(you can set the block size in the config.txt under CITY_GRID_ALIGN_WIDE)

(I might split that up into a stable and an experimental branch, so people dont feel "forced" to use the latest map versions, there where quite a lot of new versions coming out ...)

 
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You can use a mask to block off areas that should not spawn POIs.There is a small example hightmap and mask included in the resources.

You can generate a map using the gen-mode "import + mask" to see it working.

For the mask: only the alpha channel is considered, alpha below 20 (eg transparent) is free to use, everything else blocked.

The mask also contains spawn points for cities and towns (check the example mask).

In your case, you probably just need a mask that is a transparent image, with a blue circle in the middle (the part that needs to be free).

Best is to download the newest version 0.354. In it, I fixed some issues related to road-generation and the mask.


Thank you so much for the info. I wasn't exactly sure how the masking worked, but I've been able to use it and this is working perfectly for me. Thank you SOOOOOO much for this. I love 7DTD and your World Generator has made world creation so much better. Thanks again...

 
Is this version (.335) available for download? Youre readme.txt still says v.241. I'm guessing yes cause the .jar has today's date?

 
The readme is kind of not updated very cleanly.

The current version is always visible in the GUI on the top, or the config.txt in resources.

 
Hey Damocles thx for the new versions everything works fine,

just wanted to ask if or what has change to your prefablist on June 16 since i see a new one but don't notice change at first look?

Just to be sure cos' I use custom prefablist and if a change is needed/intended it will be good to know.

Thanks for your hard work

Best regards

 
Hey Damocles thx for the new versions everything works fine, just wanted to ask if or what has change to your prefablist on June 16 since i see a new one but don't notice change at first look?

Just to be sure cos' I use custom prefablist and if a change is needed/intended it will be good to know.

Thanks for your hard work

Best regards
No major change, just fixing the dimensions of 3 POIs.

You could get a program like KDiff to compare the old and new lists

 
Is this version (.335) available for download? Youre readme.txt still says v.241. I'm guessing yes cause the .jar has today's date?
I see that. yeah. FWIW, like many others, I find your NitroGen works great :) .

Question - do you have any code to prevent cities/towns from spawning in a lake? I generated a world with a lot of lakes, and I'm finding a lot of submerged cities. They are kinda kool actually, not complaining, just curious if this was intended or a byproduct of having too many lakes?

Oops I accidently selected Sunken World LOL. sorry! Derp!

 
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I am curious as to the settings that people here use when they generate worlds. My favorite settings so far are:

nigrogen.jpgnigrogen.jpg

 
Hi Damocles. I just heard about Nitrogen from the a18 forum and I'd like to give it a try. A question: I downloaded Java as instructed and then ran the Nitrogen start.bat but I get the message that Nitrogen can detect no 64-bit version of Java. But I'm pretty sure I downloaded the 64-bit version. When I tried to generate a world anyway, the resulting radiation.png is just black/empty. What am I doing wrong? Sorry for the noob question. Thanks for your help.

 
Hi Damocles. I just heard about Nitrogen from the a18 forum and I'd like to give it a try. A question: I downloaded Java as instructed and then ran the Nitrogen start.bat but I get the message that Nitrogen can detect no 64-bit version of Java. But I'm pretty sure I downloaded the 64-bit version. When I tried to generate a world anyway, the resulting radiation.png is just black/empty. What am I doing wrong? Sorry for the noob question. Thanks for your help.
You might have several Java versions installed, wich windows launching the 32 bit version.

You could open the Java Control Panel (search in Windows, is called "configure java" on mine) to see which runtimes are installed.

Or open a console, and enter "java -version".

You should still be able to create a 4k map with 32bit java, to test everything. 64 bit is needed to reserve more memory for the generation process.

----

If you just want to see how a NitroGen map looks like, there is an example 4k map linked in the first post.

Just download and install it.

 
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It turns out I had downloaded 32-bit Java, but I've now got the 64-bit version and NitroGen works like a charm. The map is certainly more interesting than any a17 maps I've had. Thanks again.

 
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