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A19e Nitrogen - UNSTABLE

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Added new prefab lists for Alpha 18 (stable) and Magoli's Compo-Pack 40.
As usual, the link to the GitHub repository can be found on this thread's first page.

Cheers all
Thanks for your effort MelT

 
custom POI zones, here an Asia Town defined in CompoPack (upcoming)

chinatown.jpg


Custom settlements in orange

customPOIs.jpg


 
Wonderful ,Damocles

Great work,keep it up.

Edit:

quick question

could be eliminated the radiation of border biome or is it harcoded.

 
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10224 is the best value here. But 10000 should also work technically.
Let me add some more sizes into the dropdown.
Thank you for the reply .. I tried a 10240 .. but was kinda laggy with the Mod package by Graff, So I deleted it.

Hope you have a great week coming

 
Complete terminal:

$ java -Xmx8G -jar nitrogen.jar


DARK_THEME -> 1



FONT_SIZE -> 11.0



TER_MIN_HIGHT -> 4



TER_WATER_SPAWN_AT -> 33



TER_BASE_HIGHT -> 35



TER_MAX_HIGHT -> 255



ALTITUDE_SNOW -> 170



ALTITUDE_SNOW_SCATTERED -> 165



MAP_BORDER -> 200



ROAD_TO_FEW -> 2



ROAD_TO_DEFAULT -> 3



ROAD_TO_MANY -> 4



ROAD_TO_REMOTE_POI_FEW -> 4



ROAD_TO_REMOTE_POI_DEFAULT -> 1



ROAD_TO_REMOTE_POI_MANY -> 1



FORCE_POI_FACE_SOUTH -> 1



CITY_GRID_ALIGN_TIGHT -> 56



CITY_GRID_ALIGN_MEDIUM -> 60



CITY_GRID_ALIGN_WIDE -> 64



CITY_GRID_ALIGN_RANDOMIZE -> 3



STREET_WIDE_ASPHALT -> 10



STREET_EXTEND_ASPHALT -> 32



STREET_DAMAGED_ASPHALT -> 15



STREET_WIDE_GRAVEL -> 6



STREET_EXTEND_GRAVEL -> 12



STREET_DAMAGED_GRAVEL -> 4



LOT_SMOOTH_OUTER -> 12.0



LOT_SMOOTH_INNER -> 4.0



LOT_CITY_SMOOTH_OUTER -> 30



LOT_CITY_SMOOTH_INNER -> 10.0



GEN_CRATER_BASE -> 5



GEN_CRATER_MANY -> 18



GEN_BURNED_FOREST_BASE -> 3



GEN_BURNED_FOREST_MANY -> 10



GEN_CRACKS -> 16



BIOME_NORTH -> 0.17



BIOME_SOUTH -> 0.17



RIVERS_FACTOR -> 3.0



loaded array: tTraders -> 0,1,2,3,5,



PLAYER_SPAWNPOINTS -> 8



loaded array: tCities -> 0.0,0.8,1.4,2.0,3.0,4.5,



loaded array: tTowns -> 0,1,2,4,7,10,



loaded array: tOldWest -> 0,1,2,3,5,8,



loaded array: tFarms -> 0,2,5,11,16,20,



loaded array: tCustomTowns -> 0,1,2,4,7,12,



loaded array: tRedNecks -> 0,2,4,8,14,20,



loaded array: tOutback -> 0,10,30,60,90,170,



loaded array: tMountainHuts -> 0,5,10,25,40,80,



loaded array: tLakes -> 0,10,20,40,80,160,



loaded array: tBigLakes -> 0,4,8,16,20,28,



cityMinimumDistance -> 1200



POI_MIN_DISTANCE_TO_OTHER -> 4



MIN_DIST_OTHER_SETTLEMENT -> 40



MIN_DIST_SETTLEMENT_TO_CITY -> 500



cityTerrainCheckRadius -> 200



cityTerrainCheckMinElevation -> 34



cityTerrainCheckMaxElevation -> 65



townTerrainCheckRadius -> 120



townTerrainCheckMinElevation -> 34



townTerrainCheckMaxElevation -> 75



farmTerrainCheckRadius -> 40



farmTerrainCheckMinElevation -> 34



farmTerrainCheckMaxElevation -> 80



outbackTerrainCheckRadius -> 20



outbackTerrainCheckMinElevation -> 34



outbackTerrainCheckMaxElevation -> 90



mountainTerrainCheckRadius -> 20



mountainTerrainCheckMinElevation -> 90



mountainTerrainCheckMaxElevation -> 230



lakeTerrainCheckRadius -> 30



lakeTerrainCheckMinElevation -> 34



lakeTerrainCheckMaxElevation -> 110



ROAD_SMOOTH_A_INNER -> 4



ROAD_SMOOTH_A_OUTER -> 10



ROAD_SMOOTH_A_SCAN -> 3



ROAD_DRAW_A_WIDE -> 2



ROAD_SMOOTH_B_INNER -> 5



ROAD_SMOOTH_B_OUTER -> 14



ROAD_SMOOTH_B_SCAN -> 3



ROAD_DRAW_B_WIDE -> 3



ROAD_SMOOTH_C_INNER -> 5



ROAD_SMOOTH_C_OUTER -> 18



ROAD_SMOOTH_C_SCAN -> 4



ROAD_DRAW_C_WIDE -> 4



ROAD_HIGHT_ROUGH -> 65



ROAD_HIGHT_TRAIL -> 90



ROAD_SIDE_SMOOTHING_STRENGHT -> 0.3



NitroGen v0.450, a 7 Days To Die World Map Generator by Damocles (2019)


 


Hit 'GENERATE WORLD' to create a default 8K map.



The world data will be saved to a folder (map name) inside the output folder.


 


You will have to copy the created world-files folder to your 'GeneratedWorlds' Directory for 7 DaysToDie



It should be somewhat like this: C:\Users\--MyUserName--\AppData\Roaming\7DaysToDie\GeneratedWorlds



Then you can start a new world from within the game (the generated world-name will show up in the selection when starting a new world)



Hint: close the Explorer window of the GeneratedWorlds folder after copying the world over, as A18 likes to throw an access violation when having an active explorer window for the world-files.



v0.450 -added larger wasteland and burned fores biomes



-build for Alpha 18



-new city grid layout


 


Current working directory: /media/DarkHawk/Games/7DTD Mods/NitroGen_WorldGenerator



(please check if this is valid)



creating output directory: mymap /media/DarkHawk/Games/7DTD Mods/NitroGen_WorldGenerator/output/mymap



output directory created



running generation thread


I just press the GENERATE WORLD once it opens, nothing else. The Output to path looks fine. Java thread CPU 0% RAM 87.6 MB.

I ran the command multiple time, it creates the folder but that's it. I'll try redownloading it and reboot my computer to make sure it's not that. Will report back.

 
I'm not sure what exactly is going on here but I simply cannot make a map bigger than 8k. I've uninstalled all java versions. Made sure I downloaded the x64 version and installed it. Used the batch file to increase my heap size to 12GB using -Xmx12G. But every time I go to make the map it gets to the 2nd exporting point after having generated the world, gets to about 3.9GB (4.1GB if using the .exe version) and then hits a memory exception.

Pictures here: https://imgur.com/a/nwIHjjq

[EDIT]

NEVERMIND! FIXED IT!!! God damn it took me long enough. Turns out it was the "Picked up _Java_Options: Xmx4G" that was ♥♥♥♥ing with it. Turns out there was for some reason this was added to the System Variables which was overiding any and all increases to RAM that I gave java. If anyone else is noticing they have this too, this link will help fix it:

[/EDIT]

 
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Wonderful ,DamoclesGreat work,keep it up.

Edit:

quick question

could be eliminated the radiation of border biome or is it harcoded.
I set it to be very thin now. Its not really needed at all, and could be skipped if the border is water anyhow.

If there is none, it might make some players travel too far and fall of the edge of the world.

 
Complete terminal:
$ java -Xmx8G -jar nitrogen.jar


....



creating output directory: mymap /media/DarkHawk/Games/7DTD Mods/NitroGen_WorldGenerator/output/mymap



output directory created



running generation thread


I just press the GENERATE WORLD once it opens, nothing else. The Output to path looks fine. Java thread CPU 0% RAM 87.6 MB.

I ran the command multiple time, it creates the folder but that's it. I'll try redownloading it and reboot my computer to make sure it's not that. Will report back.
Not sure why it hangs, and not create some Exception at least. (try a small 4k map first)

Maybe you try running the biomefixer tool in the tools folder, (with the small example biome) to see if it creates an output png.

It also does loading and saving, but is much simpler. -> To see if your environment itself can run the basic I/O processes needed.

 
So ive been experimenting on making my island homes map and using some STL models i made and forced them in to png and edited it around, they make really nice islands, but my trouble is the preview of it is fliped and rotated, what causes that? do i have to play around and keep fliping the import_HM in my paint.net till it looks correct?, Also noticed its not making any Snow or desert say like ontop of the mountains i suppose i'll have to use mask? still learning all this never done it before. but if ya'll want to see what i have as import_hmi can show it ( also does the file size matter? 4096x4096 should i shrink it after edit it? as currently the map is making lovely accurate valleys)

 
So ive been experimenting on making my island homes map and using some STL models i made and forced them in to png and edited it around, they make really nice islands, but my trouble is the preview of it is fliped and rotated, what causes that? do i have to play around and keep fliping the import_HM in my paint.net till it looks correct?, Also noticed its not making any Snow or desert say like ontop of the mountains i suppose i'll have to use mask? still learning all this never done it before. but if ya'll want to see what i have as import_hmi can show it ( also does the file size matter? 4096x4096 should i shrink it after edit it? as currently the map is making lovely accurate valleys)
The hightmap is flipped horizontally. — Due to the game using a flipped coordinate system. (Bottom to top)

So you need to flip bottom/top before importing the map.

Biomes are only applied fully in the generated map. There is however snow on really high mountains (have a look at the example import)

The snow altitude can edited in the config file.

But better it would be to create your own biome map. (So you have full control)

The mask is used to define allowed POI positions and city spawn locations

 
Could someone please explain where the map output files go when you are running the server files.

I’ve watched a couple videos but they either skip that step or the resolution is too poor to see where they go.

I’ve generated a world that I like how do I add that map to my home server?

 
maui1-test.jpg Ahh a high detail test of maui county, the islands arent -exactly- in the correct positions, also increased the size of 3 other islands around maui, i removed everything as to generate just to see what kind of biomes get generated, it seems im lacking things like burnt wastelands forests and deserts, looks like i got the snow though, how to do the biomes, i wouldnt mind forcing the island furthest south to be desert only
 
View attachment 30500 Ahh a high detail test of maui county, the islands arent -exactly- in the correct positions, also increased the size of 3 other islands around maui, i removed everything as to generate just to see what kind of biomes get generated, it seems im lacking things like burnt wastelands forests and deserts, looks like i got the snow though, how to do the biomes, i wouldnt mind forcing the island furthest south to be desert only
Looks good. And for such a realistic type of map its better anyhow to manually edit the missing biomes, to make it look good.

 
biomes-small.jpg So this any good? and where do i place the biome file back in the map directory or do i need to feed it in to the tool and regenerate it? not sure how that works
 
View attachment 30501 So this any good? and where do i place the biome file back in the map directory or do i need to feed it in to the tool and regenerate it? not sure how that works
Always run it through the biome fixer tool, to make sure its format correct. Apart from that just overwrite the old one after you are done with the generation. The POIs dont care for the biome when they get generated.

 
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