• 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.
With some tricks its possible to have a nicer shoreline. (not those muddy textures)

shore1.jpg


shore2.jpg


shore3.jpg


 
rename the compopack prefablist in resources to prefablist.txt

It will then load this list to place CompoPack POIs.

Edit the list as you like. for example removing some POIs.

 
Hi Damocles

I finally found the time to read completly through this thread.

It was nice to see the tool growing up and getting better and better. Learned some new stuff too.

so now I have a few questions:

1. Is it possible to generate a map with just a few of these Cityblock-cities(Manhattan-style) mixed in inbetween those other style towns (european style) ??

2. Have you already found the time to throw an eye on that extra generic-zones we talked about ???

Would be cool if you could implement not just 3 but 5 freely setable zones - thx ahead

3. does Nitrogen considers the "RotationToFaceNorth"-command from the prefabs xml files ?

Does Nitrogen reads the xmls at all ?

bth I haven't played around very much with Nitrogen yet - sry - just generated 6 or 7 maps yet.

But iam impressed more and more about what u did with Nitrogen so far.

Iam looking forward to more further upcoming features that gives the users more and detailed control over the mapgeneration

cheers

 
Good to see you mag. :)

Nitrogen is a great tool, I'm certain that once you really understand it, you will love it.

Because it also has configuration files, you could, in theory, release a NitroGen compopack that takes advantage of the features in his configuration file.

Think of the config.txt file in nitrogen/resources/ as NitroGen's rwgmixer.xml file.

 
Does this world generator mantain the a18 change of lots of non dungeon POIs? I just started and the world looks awesome, but every POI I found (still early) was a dungeon. I loved how a18 introduced lots of non dungeon POIs again

 
Hi Damocles
I finally found the time to read completly through this thread.

It was nice to see the tool growing up and getting better and better. Learned some new stuff too.

so now I have a few questions:

1. Is it possible to generate a map with just a few of these Cityblock-cities(Manhattan-style) mixed in inbetween those other style towns (european style) ??

2. Have you already found the time to throw an eye on that extra generic-zones we talked about ???

Would be cool if you could implement not just 3 but 5 freely setable zones - thx ahead

3. does Nitrogen considers the "RotationToFaceNorth"-command from the prefabs xml files ?

Does Nitrogen reads the xmls at all ?

bth I haven't played around very much with Nitrogen yet - sry - just generated 6 or 7 maps yet.

But iam impressed more and more about what u did with Nitrogen so far.

Iam looking forward to more further upcoming features that gives the users more and detailed control over the mapgeneration

cheers
1 : I can add a mixed version

2 : There will be custom settlements in the next version. So you have different types (towns, settlements like the farms, and remote outback POIs) that are new zones. So you can assign a certain style of POIs just for that settlement-type.

3: the rotation is only taken into account for calculating alignment. The POIs dont yet face to a certain position like a main street.

The xmls from RWG are not read at all. The only information is from the prefabs definitions. But thats mostly to prepare the prefabslist.txt

 
Ok, new version online. (v 0.431)

A small bugfix when having no towns and cities (almost empty map), but trying to calculate roads.

AND: a first iteration on custom zones for modding:

(this will not affect normal generation unless you add something to the prefablist.txt)

Add POIs to those custom zones. The settlements will only spawn if any POI is assigned to them, else the custom settlement is ignored

//(towns have a main asphalt road, the number indicates the number of POIs spawned in this custom town)

custom_town_size_15

custom_town_size_12

custom_town_size_10

custom_town_size_8

//(settlements have a gravel road)

custom_settlement_size_10

custom_settlement_size_8

custom_settlement_size_5

custom_settlement_size_3

//(outback POIs have a single dead-end road leading towards them)

custom_outback_size_4

custom_outback_size_3

custom_outback_size_2

custom_outback_size_1

In the UI there is a dropdown indicating how many of those custom settlement should spawn.

If none are assigned in the prefabslist (as in the default list), they will not spawn any custom settlement.

You can use this to create your own town or settlement style with your own selection of POIs.

Since the UI cant assign each zone type a size also, the custom zones reference the number of POIs that will spawn in this type of settlement.

example:

xcostum_TittyTwister(by_Sorrowthief),COMMERCIAL;RESIDENTIALOLD,0,0,32,10,31,custom_town_size_8;custom_outback_size_1

this will spawn the POI in a custom "tittytown" with 8 POIs per town, or as a single POI in the landscape

You could turn off all other cities, towns and settlement to see only the custom ones spawn

 
Last edited by a moderator:
Does this world generator mantain the a18 change of lots of non dungeon POIs? I just started and the world looks awesome, but every POI I found (still early) was a dungeon. I loved how a18 introduced lots of non dungeon POIs again
Please, Id really like to know, bc Im deciding if continuing that game. Does nitrogen add also lots of non dungeon POIs, or are they all dungeons?

 
It also adds the new more empty remnants POIs.

Basically all POIs (also from Navezgane) that make sense, and are not too specific to a function.

 
Once you 2 (mag and damoc) are in snyc & collaborating we're gonna be in RWG utopia. I can't wait. Hopefully it works with the mining mod that adds copper and zinc to make brass https://7daystodie.com/forums/showthread.php?131108-MeanCloud-s-Mining-modlet-(A18)-with-copper-zinc-and-excavators.
I can't wait, it's gone be awesome.
It does work with the mining mod. You have to add the prefabs in the mining mod to the prefabs folder then you need to place the rwg lines into the prefab.list.txt and follow how nitrogen has it and the zinc and copper veins appear . On generation thru nitrogen

 
@Damocles: Can you say me, how big the radiated zone is on a 8K map? i want to create a notify for my players in a18, because the zone wont show as red like in a17.

 
@Damocles: Can you say me, how big the radiated zone is on a 8K map? i want to create a notify for my players in a18, because the zone wont show as red like in a17.
You can turn on a separate biome for the border, such as wasteland or burned forest. Its easy to spot when entering the border, and easy to see the way back.

The border is around 300 meters wide.

 
Does it works with the COMPOPACK_40 ?

i saw 39 in first post.

I read the post compoback where you wrote

"I have updated NitroGen to use custom zones.

So you can have your own Asia town etc. "

So Asian Tow is inside preab compo-pack ?

 
Last edited by a moderator:
The new custom zones where just implemented. Also CompoPack 40 was just released. No prefablist for this yet.

In time...

(You can edit the prefablist accordingly of course, if you want to use the features now already)

 
The new custom zones where just implemented. Also CompoPack 40 was just released. No prefablist for this yet.
In time...

(You can edit the prefablist accordingly of course, if you want to use the features now already)
Thanks, i just ask for information.

Already really good work, i only play with your tool.

 
Status
Not open for further replies.
Back
Top