• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

A19e Nitrogen - UNSTABLE

Status
Not open for further replies.
Any chance to tweak the trader spawn to always include at least all 5 canon traders? Maybe even an option to spawn only one of each? Great work so far!

 
Any chance to tweak the trader spawn to always include at least all 5 canon traders? Maybe even an option to spawn only one of each? Great work so far!
Yes that could be done in code. I currently dont work on Nitrogen (other projects ongoing) but will revisit when A18 is out in experimental.

You could manually edit the prefabs.xml (before starting a new game) and make sure to have all traders represented

settlement_trader_01

settlement_trader_02

settlement_trader_03

settlement_trader_04

settlement_trader_05

Just change the filename of a trader to one that is not included yet.

 
Yes that could be done in code. I currently dont work on Nitrogen (other projects ongoing) but will revisit when A18 is out in experimental.
You could manually edit the prefabs.xml (before starting a new game) and make sure to have all traders represented

settlement_trader_01

settlement_trader_02

settlement_trader_03

settlement_trader_04

settlement_trader_05

Just change the filename of a trader to one that is not included yet.
Thanks kindly! I wasn't sure if that would break anything, so that's good to know. Loving my new gen world so far.

 
Is there a way to tweak generation to have burnt forest biomes added, but NOT wasteland? I only see the option to generate with both or none (or have an entire map of only one, which isn't too helpful).

 
Feature Request:

Set Water Height (in numbers)

...would allow for a specific water height in the world, and would ensure roads do not spawn below this height.

The issue right now is I'm playing with my own DTM's and letting NitroGen do the rest, but unfortunately it's generating roads below my self imposed water table.

 
Not worth pinning, but this is a demonstration of what you can do using Unity/Gaia to create a height map and NitroGen to generate the roads/prefabs. I've still some stuff to learn, but it's coming along nicely.

[video=youtube_share;2jAB7RIogO0]

 
Feature Request:
Set Water Height (in numbers)

...would allow for a specific water height in the world, and would ensure roads do not spawn below this height.

The issue right now is I'm playing with my own DTM's and letting NitroGen do the rest, but unfortunately it's generating roads below my self imposed water table.
Nice test with the vulcano world.

I will have a look on what can be put into the config to adjust for waterlevels and road-bridges on custom maps.

There probably needs to be a separate mode the generator is running, as the default automatic generation (for normal users) would get into conflict with certain settings.

The stripe in the water is a bug in 7DtD, that can happen near shallow shorelines.

There, the waternodes dont seem to fill in the gap when applying the water-voxels.

You can try to change both (up of down)

TER_WATER_SPAWN_AT = 33

TER_BASE_HIGHT = 35

in the config, to adjust the water hight.

Using the mask with city spawner-pixels is the best way to have control over the road and POI positions.

There is an example mask & hightmap included for reference.

 
Last edited by a moderator:
Thanks homie. I'm looking forward to continued use with NitroGen as part of my normal workflow for creating custom worlds.

...I uploaded that world for use in the prefabs section, I'd love to see custom world creation become a huge part of modding.

 
A quick question, I'm considering trying this tool to generate a 8 or 9K map for Darkness Falls, but I am wondering if there can be set to always spawn atleast a certain or higher amount of a POI, or force it to spawn atleast one of each on the map?

 
Damocles, can you give me a breakdown of how water.xml works? I just can't seem to "get it", and I figure that since you coded something

to write them, you understand it.

This is for an 8k map:

<Water pos="-4064,33,-4064" minx="-4096" maxx="4096" minz="-4096" maxz="4096"/>

...so I figure the -4064,33,-4064 is the lower left corner of the map (well, padded in a small 32 border) and the water level is going to be 33 high for 4096 blocks to the east and 4096 blocks to the west.

Applying THAT logic, I can't get custom areas to work.

What are the tricks/limitations/etc? Thanks!

 
A quick question, I'm considering trying this tool to generate a 8 or 9K map for Darkness Falls, but I am wondering if there can be set to always spawn at least a certain or higher amount of a POI, or force it to spawn atleast one of each on the map?
You can increase the number of POIs of a specific type to spawn by doublicating the entry prefabslist.txt (that was expanded by the Darkness Falls POIs)

such like doublicating an entry:

barn_01,INDUSTRIAL,2,-1,21,11,22,farm

barn_01,INDUSTRIAL,2,-1,21,11,22,farm

will make barn_01 twice as likely to spawn. Its considered a "new" POI type then.

With a big enough map / enough cities (having more POIs overall generated than POI templates) its very unlikely that a POI is not spawned.

When spawning, the generator checks if a POI was spawned before, it chooses one that was not used before (provided its the needed zone-type)

So all POIs have a good chance to be used.

There is no flag to force spawning a POI though.

 
Damocles, can you give me a breakdown of how water.xml works? I just can't seem to "get it", and I figure that since you coded something to write them, you understand it.

This is for an 8k map:

<Water pos="-4064,33,-4064" minx="-4096" maxx="4096" minz="-4096" maxz="4096"/>

...so I figure the -4064,33,-4064 is the lower left corner of the map (well, padded in a small 32 border) and the water level is going to be 33 high for 4096 blocks to the east and 4096 blocks to the west.

Applying THAT logic, I can't get custom areas to work.

What are the tricks/limitations/etc? Thanks!
the water position will go from -1/2 the map-size to +1/2 the map size

so on a 4096*4096 map, a position of 0,0 will be right in the center, and -2047,2047 on the bottom left corner

(south-west)

The z-hight is just the blockhight above zero (lowest bedrock) level.

The generator will spawn waternodes in an even grid, with nodes 64 spawned tiles apart, to try an fill in all sub-waterlevel areas.

The game will then "floodfill" starting from the nodes center until it reaches terrain above the z-hight or the maxx etc position (kept really big here for simplicity), and create the local water--voxels.

This works most of the time, but could "miss" to place a node in narrow canyons and channels (when narrower than 64 meters). I could increase the density of the nodes, but that might cause performance issues during the games initial map creation at one point.

You could delete all the water-spawners after the "<!-- spawners for large lakes -->" comment in the xml,

and then handplace the water spawners (one for each large lake or river to fill up). The positions can be determined by the pixel position (for x and y you have to shift the pixelpoisiton by half the maps size)

The bug with the empty-gap inside of bodies of water is probably some bug in the games floodfill algorithm, and seem to appear near shallow costlines.

Othe bugs can happen when there are road-splatmap pixels inside water. It will then keep the road free of water (probably a fix for some issue in the RWG or limit with the terrain-shaders)

 
Last edited by a moderator:
Would it be possible to have a flat map generated with the top, bottom and sides be mountains?
You have to make you own hightmap when you need a specific layout.

Its not hard to make, just drawing a grayscale png image that gets imported. (there is a reference image in the resources)

You could also generate a mountainous map, generate it, and then open the hightmap image in a graphics program, and flatten the middle, and import it again. (This will give you more detail than a painted map).

 
Last edited by a moderator:
Hi, Damocles!

Is there any way I can make snow spawn while having the landscape option set to "random (no mountains)"? I've already tried adjusting the height at which snow spawns, but there's still no snow biomes generating.

 
Question for Server owners. since serverconfig.xml has RWG and a seed name.

do I just replace what was generated with the files from Nitrogen? and if so, how will that work if I delete a region file - the game usually regens.

the simple question is how do I use this with a server :)

 
Easiest way is to create a Navezgane world, don't join the server, stop the server, overwrite the world files with the ones from nitrogen in the saves directory, then restart server.

 
If you're going to overwrite Navezgane anyway, why not just do that before even starting it for the first time?

Either way, there's a bunch of posts in this thread regarding everything you need to know to use worlds on a dedi, including a section close to the end of the OP.

 
Status
Not open for further replies.
Back
Top