You can actually do that using a heightmap and mask and marking the city location with a red pixel, you can also custom paint the biomes as you wish afterwards. I have been doing this a lot using paint.net, creating a new layer over the preview image created by nitrogen.Is it possible make an option to gen a map with one mega city in the center with outlying towns and be able to make the city a wasteland biome?
Beautiful!!Small update v0.471: option to spawn on a random rooftop
It can be risky, if you spawn ontop of a skyscaper for example. So use this just as a fun option
Check FIRST PAGE for Color Code :02.47-tranquillity:@Damocles:
Is it possible to set trader points by colors such as your cities (red) and towns (green), are there any other colors we can use for specific spawns?
Is there any way we can set an exact number of cities, I found "tCities" in the config but unlike the other entries which are integers it contains decimals.
(Update: I figured out which entry corresponded to what and simply did a few tests tweaking the decimal number to get what I was looking for)
I read the first page thoroughly, the information I seek is not there unless I'm going blind.Check FIRST PAGE for Color Code :02.47-tranquillity:
tCities is the number of towns per dropdown setting.@Damocles:
Is it possible to set trader points by colors such as your cities (red) and towns (green), are there any other colors we can use for specific spawns?
Is there any way we can set an exact number of cities, I found "tCities" in the config but unlike the other entries which are integers it contains decimals.
(Update: I figured out which entry corresponded to what and simply did a few tests tweaking the decimal number to get what I was looking for)
If you know the excact spawn point, you can set it to your favorite loaction.Hello Everyone! Trying it again. And Damocles? I really like the "counting sheep" LOL Thanks!
<EDIT: Spawn points... So If I want 'all of us' to spawn at a point I edit the xml to one single spawn point?
"<spawnpoint position="-2022,41,-7070" rotation="0,79,0"/>"
hi there, where you got the prefab list from ? i only have it for v.39.Hi Damocles, great work on the sliders feature. That said, I'm encountering an issue that I haven't seen since 467; sometimes a world gen will fail and all that'll be generated is biomes.png, genHM.png, radiation.png, and main.ttw; a preview subfolder is generated but is empty. I've been trying to debug and pinpoint what setting or combination of settings causes this, but so far it's been inconsistent. I'll attach the last config I tried. I've replaced my prefabslist with a compopack 40 one, but that doesn't seem to be the issue as with default settings worldgen works fine. Good luck.
Edit: finally found it! Seems to be related to the "no POIs in biome" setting. That seems to break it in conjunction with some other settings, unsure which precisely.
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Wow 2 weeks have passed, you already added the ability to tune landscape in a percentage.#1 its just a hobby. Im sure TFP will put more work into RWG also, maybe adding more UI customization.
#2 I will change the stamp system in the future. There are percentages used internally, but the UI needs an update to use sliders.
#3 there is a flag called "unique" in the prefablist to only spawn it once (custom prefablists). Apart from that, most POIs need to be used several times for the POI distribution to work.
#4 A mini-map file is done at runtime. Nitrogen is only focusing on the world files. There are many other things I could mod, but that would spread the project to broadly.
#5 you can increase the number of connecting long distance roads. But too many would make the map look like a spaghetti plate, or be way too slow to generate.
#6 not sure what you mean. But the dead ends will be reduced when I use a new road generation system.
is this even possible?can you add the possiblility to set the ratio of biomes in percent?