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A19e Nitrogen - UNSTABLE

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Roads take a large time to generate, especially with many cities and settlements. With the default settings a 16k world is even quite a bit faster to generate. Took me 30 mins last time i ran it.

 
Generated a 4k world in like 45 seconds... I missed this wonderful tool somehow. Will let you know if I find issues.

*update*

Works absolutely wonderful! I tried generating a 2048 map (min claimed to be supported in the 7days config) to see if it works (program said experimental ofc), but it generated a 4k map instead and ignored my request lol. No biggie, was just curious if it worked. There are some random 2x2 smooth holes, but they're rare. They kinda look like something was supposed to go there.

 
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A18 version: added a small tool calld "SplatFixer".

(-> all other parts are the same as 0.411, no need to update if you dont need this tool.)

This can be used to convert incompatible splat3 (road) images to the correct A18 format. (also fixing older A17 splat3).

Its easier to edit those images.

It can also output a debug image, that is easier to look at in the windows explorer, or use as layer in photoshop.

So you can also use it to make correct splat images "visible" again.

The debug image should not be used ingame!

 
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Check your browser download tab (Control-J usually) Maybe the browser or AV program block the download.
Nevermind I think it was Firefox, working in Chrome. Cheers

 
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What settings should be used to get as close to a vanilla experience as possible?

IE: City structure

Would also like to know if it is possible to import the vanilla game splat maps? Basically would like to use your generator (it is faster) to make a 16k map with vanilla style cities, POI's, and splatmaps, but have nitrogen biomes.

War and Peace,

UnknownSoldier

 
What settings should be used to get as close to a vanilla experience as possible?
IE: City structure

Would also like to know if it is possible to import the vanilla game splat maps? Basically would like to use your generator (it is faster) to make a 16k map with vanilla style cities, POI's, and splatmaps, but have nitrogen biomes.

War and Peace,

UnknownSoldier
If you also want the same city structure, in this case you could generate a world of the same size (8k or so), and copy over the biomes.png to the RWG generated world to have more variation in the biomes.

But that would not mix visually well with the terrain in RWG (the topography is linked to the local biome).

The splat map does not spawn POIs in nitrogen, and thus it does not work with the terrain and such.

(I might make a version, where you can import edited splat maps, to spawn cities and use the roads)

Overall NitroGen makes a full world, its just not the same as RWG does it. You have to check wich approach you like more.

 
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Went str8 for the juggler lol created a 16k map.. first attempt game kept kicking me on initializing. So redid the generating and 2nd time I am in. Wow amazing and great work this has blown my experience higher :-)

 
I updated the stamps in the A18 version a bit, to have more flat surfaces. The landscape will have more plateaus, but this allows more foilage (trees especially) to spawn on mountains in general. Looks nicer when in those areas.

A18 skips vegetation a lot more in terrain with slopes. This should counter that a bit.

 
I updated the stamps in the A18 version a bit, to have more flat surfaces. The landscape will have more plateaus, but this allows more foilage (trees especially) to spawn on mountains in general. Looks nicer when in those areas.
A18 skips vegetation a lot more in terrain with slopes. This should counter that a bit.
Any chance for a pure flat world or is the flatter option it.

Like I mean not even a bump lol other then ores and trees etc ofc

 
Any chance for a pure flat world or is the flatter option it.
Like I mean not even a bump lol other then ores and trees etc ofc
For a totally flat land: just create a aquare image like 256x256, and fill it with grey (40,40,40).

Then rename it import_HM.png and place it in the resources folder (overwriting the example)

Then use gen mode use import_HM.png.

-> completely flat land

You will have only the forest biomes then.

You could just replace the biomes.png with one from another run (same world size)

 
For a totally flat land: just create a aquare image like 256x256, and fill it with grey (40,40,40).
Then rename it import_HM.png and place it in the resources folder (overwriting the example)

Then use gen mode use import_HM.png.

-> completely flat land

You will have only the forest biomes then.

You could just replace the biomes.png with one from another run (same world size)
You lost me after - for a totally flat land lol.

I wouldn't know how or where to do this

 
Hello..We are trying Nitrogen for the first time, Using Greenland only with a desert border on a 4k map, The map preview looks good but ingame we are only getting wastelands...any idea's why?....Thanks

Edit ok we have it running now as planned....

 
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I am running NitroGen A18 latest from this forum post. I can generate a world fine. I place it in the Saves directory with the others. It doesnt show up when I start a new game to select. If I replace the files in a different generated world for testing I get a ton of prefab errors. Ideas?

EDIT: NEVERMIND. I had to manually create the GeneratedWorlds Directory and put it there.

 
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Yes true, that directory only shows up after using RWG before once.

I might have to add that into some the readme.

 
New A18 version online.

Roads are now a bit more streamlined. Making them less likely to run parallel and have awkward intersections.

(road generation takes a bit longer now, due to the chance in the algorythm)

Stamps are a bit more optimized for A18, to allow more vegetation in mountainous regions. (more flat surfaces)

I hope A18 will address the placement of vegetation on slopes...

 
For dedicated modders, here is an autogenerated prefablist for CompoPack.

The lists is not yet filtered for zone types. As each POI needs to be assigned to a zone, to not look totally random. (basically cropping out zone-markers for POIs where they cant possibly belong to)

Some POIs might be a bit over the top thematically. Its would probably make sense to separate the prefablists into "Apocalypse" (realistic buildings) and "Fun" (full list).

The vanilla POIs could be taken out of the list, and replaced by the original NitroGen prefablist definitions.

if anyone likes to dabble with cleaning up the prefablist, here is the raw version:

prefablistCompoPackRAW.txt

The dimensions are taken from the XMLs and Binary definitions. So if there are any offset bugs in the POI definitions, it might need some manual editing. But it looked good in my test.

 
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