96thousand
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Excellent! What's the seed for that?Not necessarily. This 4k map is essentially 9 extra large cities, and runs well.
View attachment 14397.
Excellent! What's the seed for that?Not necessarily. This 4k map is essentially 9 extra large cities, and runs well.
View attachment 14397.
If this isn't a 4k/8k world, then wait at least an hour.. still, 16k world is 4x bigger than 8kI'm not very tech savvy so I need a little help trouble shooting, my first time using this and I'm stuck at this stage, what do I do? I left it for about 30 minutes and it still is stuck there. If it just needs more time, how do I check nitrogen is still running?
View attachment 15210
It's an 8k world, should not be taking this long. Checked my task manager and it seemed to be using very little cpu and memory, there was a drop. Not sure why it happened.If this isn't a 4k/8k world, then wait at least an hour.. still, 16k world is 4x bigger than 8k
I am using custom heighmaps, you have to rename the heighmap for the import to work (off the top of my head the rename is IMPORT_HM.PNG and you then tell nitrogen to use the import_hm.png file, you can also combine it with a mask file to kind of limit where poi's can be built as well...Dracathio said:So... the program won't read the heigtmap from an existing output folder, nor will it read the biomes.
Why is this? Is the program not made to reuse existing heightmaps that it itself made?
I mean it doesn't mind going and using the same exact height map from resources, but once I want it to reuse the height map from a folder it just can't read it. Why is this?
Most likely it's due to Compopack POI's They can be huge FPS eaters.Recently I noticed that my server was heavy CPU on idle when no players connected. About 120% ( CPU is 8 cores so the max is 800%).
When someone connect, the CPU usage becomes again normal ( ~30% ).
This occurs after using the CPM resetrwgprefab or resetregionnow.
Since it's a self hosted machine, it make me crazy to see the CPU usage was higher than 5 players connected all the night and I investigated a lot to find the issue.
It was a 10k map with vanilla prefabs, with default nitrogen parameters.
So I wiped and removed all mods then ran « rrp » : same behavior
Then I generated a new 8k nitrogen map with default params : same behavior
I finally generated a 8k RWG, ran « rrp » and the CPU usage is now stable.
The server now have better server FPS and players didn't complain anymore about lags/fps drop even with 18/18 players connected. Even the bloodmoon is better on RWG than nitrogen.
There is clearly a huge performance issue at this time with nitrogen maps on multiplayer.
I spent 12 hours trying every cases to find out this. I even tried on a different machine to ensure it was not my hardware/software setup.
If you want to reproduce : Generate both 8k RWG/nitrogen map, run cpm-resetrwgprefab, disconnect and watch the server CPU usage.
You don't need any players to test, it happen on fresh map without building.
When you host your own dedicated server, it is not negligible, it consume power for nothing (and decrease the hardware lifetime)
I love nitrogen, maybe it's time to opensource the code to allow people see what happen, improve things and have an up-to-date software without waiting for months.
Thank you for your work, but for now I don't recommend nitrogen anymore.
Nop, I precised that the nitrogen map was a vanilla prefabs, no extra POI and default paramsMost likely it's due to Compopack POI's They can be huge FPS eaters.
almostSounds like vanilla coding looking for forest biome for level 1 quests and not finding any?
why is it if i make a world completely wasteland i always get NO Trader Found? And is there any way to fix it
if someone wanted fix .... just delete bold lines in quests.xml (for each quest individualy )<objective type="Goto" id="trader" value="5" phase="1">
<property name="nav_object" value="go_to_trader" />
<property name="biome_filter_type" value="ExcludeBiome" />
<property name="biome_filter" value="wasteland" />
</objective>