ThanksIn case the generator stops at "... detect biomes ...",turn off the "no POIs in biome" setting (to no limits)
There is a bug that can occur.
-> new version 0.465: bugfix for the detect biome loading
ah, so it's a design choice to reduce the two biomes to almost nothing. As long as I understand that I can now reason as to why you do not allow percentage sizes for the four biomes. It just seems uneven to me to only have two and not four, they are part of the game.I honestly hate the look (and athmospheric effects) of wasteland and the burned forest. Especially when there are long stretches of them. Or you have to spend time in a town in them.That why I only spawn them in smaller areas (mainly for gameplay reasons, such as finding coal).
Wasteland is not a plausible biome. So I at least put it into craters, to have it make some kind of sense.
You could just replace the biomes.png with one from RWG (same size map), to have the biome layout they are using.
The mask i created was from my older island my bad i have created a new mask as i do it from the preview with no POIs or roads generated makes making the mask abit easier.@Drake: I think the reason you island did not work, was that the mask did not fit the landscape. (masked off the wrong area)
You can paint the mask and heightmap in the same orientation.
In game they are flipped horizontally.
You can also use smaller heightmaps and masks than the target world, in case you dont need that high precision of the heightmap. The maps get upscaled as nessesary.
No not really .. there was a lot of open space on the .. I made another one thinking it might have been just a fluke .. but, next map same thing.I have to check the trader spawn again. There should be plenty more spawning in 10k.
Did your use a very crowded map? Maybe they did not find a position.
Im not overly fond of them either (especially after a 75 day playthrough of mainly burning lands) but that said, having options for amounts does make sense for those that do like them.I understand why you do not like them but I would have a defined larger area of each that could be driven through and visited than a small blip of an burned or wasteland than only seems a few metres in size, just seems strange.
More fancy flattening would be great some form of height calculation similer to how you do the road logic maybe not sure code wise but it would make a huge dfference and seem more natural on the terrain could then apply the same trick to lake placment.Circles are code-wise very simple. I can think about making some more fancy flattening.
Technically, the terrain needs to be be exactly at the height of the POI to avoid gaps, and I also dont want dips between nearby POIs.
A more fancy approach would have to determine the "common flat area" between POIs
Only just figured out how to create a biome.png file. The game is pretty picky about the colours being exact. Thankfully there is a fixing tool within this mod which helps no end.Im not overly fond of them either (especially after a 75 day playthrough of mainly burning lands) but that said, having options for amounts does make sense for those that do like them.
It would also make sense for destroyed or burned buildings having a much higher chance of being a poi that is generated in those zones to fit their theme.
I never saw an answer.. when you select the custom poi list, what specific file name does the generator look for? Instead of renaming the vanilla list and renaming the new custom list, it would make sense that it looks for a specifically named list.
Also, is there some work around to incread text field length along with increased font sizes? (I'd ideally want to use around 30, and there is plenty of screen real estate for it to fit.)
(This is what I'm trying to read at default settngs from 10 feet away. 16 is the max size I can set to make it more legible, but anything larger the field sizes are too small to fit enough text to determine what the options include.)
View attachment 30594
For CompoPack you need to download the pack also, and install the prefabs.@ DamoclesDidn't know if you saw the updated part.
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UPDATE: 11/16 @ 11:35 EST. US
PS: New 10K .. this one has 9 traders .. If I counted right .. Only thing I noticed odd was most everything is on the East side of map .. But workable. ……….. And we have a lot more settings.
1 .. other thing .. For some reason I'm Not able to load the Combo_39 .. I can select it (the game folder prefablist.txt list shows them .. But the Game itself will not load them … I get a bunch of errors "not found _ will skip" and when map is opened in game .. A bunch of gridded empty lots with just the Vanilla ones here and there.)
I use the resource folder as source .. don't know what I'm doing wrong on that one.
OH said the blindman .. so I was only half right. got it, I think .. Thank you .. the Old Gamer … :02.47-tranquillity:For CompoPack you need to download the pack also, and install the prefabs.NitroGen is only telling the game to load those. But they still need to be in its Data/Prefabs folder.