Airports

kay. Test #2. Very interesting results. Notice the total lack of non-uniform rotation in any tiles spawned using my method. The tiles maintain the same orientation. Which means, if this continues to happen with further testing, that you CAN have your airport buildings on one side and runways on the other, without having to do the double runway workaround!

What's the config for this?

Btw, if someone wants to make me a decent straight runway tile and matching cap tile, then I'll gladly run my tests with them. But I didn't want to mess with this in the first place so I will not be taking the time to do that when I can just use vanilla placeholders

There's some aaa_rwg_tile_etc tiles in one of the TFP POI folders. It might be a Test folder. You just copy them and rename them to be rwg_tile_etc...
 
Hey guys....ive been asking Joel for an airport since A6/7....I made a few of them...a rural and a small urban one...they werent very complicated...i dont think as taxing as the skyscraper...i have the file..(I think) but definitely pictures. The urban one had one runway, a tower and like 5 hangars and a fence around whole thing...1 crashed plane big enough to go inside...bery basic.,..again it was 5-6-7 years ago ?? Right before we lost the grassland biome. Anyways it also had like 5 cars on the road into it. a fuel storage area and helicopter landing area and a small terminal bldg. Basic and simple

The rural one had a dirt runway,.wooden tower one hangar type bldg, 2 broken down planes, an out building and fuel dump. They were pretty cool again fence around the whole thing.

At the time we were building a bunch of POIs for different mods....Guppy cur had a medieval mod he was working on . He also had a motocross track that was fun to race the minibikes on...prior to motorcycles!!

My theory was an endgame type poi..where you finally built the gyrocopter and flew off to wherever the airdrop plane was headed ....into 7DtD 2. The airport was a big part of getting the last few pieces of the gyrocopter.

Then everyhting changed and the ganme went in a different direction ...unfortunately...thats when my cough started!! LOL Just enough to annoy Joel!!

I will get the pictures and post them..unless someone has pics from the mods that have airports in them..those might be mine.

regards
Ouch

Coughs * Airport POI * Coughs
 
What's the config for this?



There's some aaa_rwg_tile_etc tiles in one of the TFP POI folders. It might be a Test folder. You just copy them and rename them to be rwg_tile_etc...

Gimme just a bit. You're gonna LOVE the next one lol. I'll post rwgmixer xml after.
Post automatically merged:

Test#3. Haha! Oh, man. I was happy when I saw the worldgen preview. Even happier when I saw it ingame. BEHOOOOLD:

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<!-- Airport Test -->

<append xpath="/rwgmixer/world[@name='tiny']">
<property class="airporttest">
<property name="count" value="1, 1, 1"/>
<property name="tiles" value="4, 4"/>
<property name="distance" value="2"/>
</property>
</append>

<append xpath="/rwgmixer/world[@name='small']">
<property class="airporttest">
<property name="count" value="1, 1, 1"/>
<property name="tiles" value="4, 4"/>
<property name="distance" value="2"/>
</property>
</append>

<append xpath="/rwgmixer/world[@name='medium']">
<property class="airporttest">
<property name="count" value="1, 1, 1"/>
<property name="tiles" value="4, 4"/>
<property name="distance" value="2"/>
</property>
</append>

<append xpath="/rwgmixer/world[@name='large']">
<property class="airporttest">
<property name="count" value="1, 1, 1"/>
<property name="tiles" value="4, 4"/>
<property name="distance" value="2"/>
</property>
</append>

<append xpath="/rwgmixer">
<township name="airporttest">
<property name="spawn_trader" value="false"/>
<property name="spawn_gateway" value="false"/>
</township>

<district name="airporttest">
<property name="tag" value="airporttest"/>
<property name="prefab_name" value="airporttest"/>
<property name="spawn_weight" value="1"/>
<property name="required_township" value="airporttest"/>
<property name="preview_color" value="0,0.5,0"/>
<!-- <property name="poi_required_tags_all" value="bigwaste"/> -->
</district>

<streettile name="rwg_tile_airporttest_straight">
<property name="mintiles" value="3"/>
<property name="maxtiles" value="3"/>
<property name="maxdensity" value="9999"/>
</streettile>

<streettile name="rwg_tile_airporttest_cap">
<property name="mintiles" value="1"/>
<property name="maxtiles" value="1"/>
<property name="maxdensity" value="3000"/>
</streettile>

</append>
 
Oh almost forgot: you'll probably need to tag your new tiles to match the district.

AND you will get hit with a bunch of yellow warnings, if you're using renamed vanilla tiles with POI spawn markers, like I am. The reason for that is because none of the POI spawn markers have valid tags anymore. They originally were tagged rural or residential, and now their host tiles are tagged for "airporttest." So it'll throw warnings during worldgen and the POIs won't spawn, but the tiles will spawn just fine.
 
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Gave in and converted the vanilla tiles to VERY rough airport mockup tiles. I know the buildings look terrible but these are just proof of concept. It's the same straight tile repeated 3 times with built-in buildings rather than POI spawn markers, so of course there's repetition.

The runway width is 30 blocks and length is 450 blocks. I didn't extend the runway into the cap tile for various reasons, but I did build a crappy little control tower on it. The runway could be given better illusion of length simply by narrowing it a bit.

Anyway, that's it. Someone else can take it from here. I will probably come back to this at some point, but not until I finish some of my other projects.

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Oh almost forgot: you'll probably need to tag your new tiles to match the district.

You shouldn't have to do that. The district name is in the filename of the Tile. That's how RWG finds it. But tags for any POIs do have to match that district name, for sure.

Gentlemen, as a compromise solution, may I suggest that you consider something like the town of Spruce Creek?

Is that a reference to something? Consider it in what way?
 
Is that a reference to something? Consider it in what way?
It's a shame you didn't google it. It's a city in the US where the main street is the runway. There are several such cities, this one is just the most famous, especially after the scandals with Travolta (his Boeing 707 irritated the locals too much). In fact, it's both a city and an airfield.
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It's a shame you didn't google it. It's a city in the US where the main street is the runway. There are several such cities, this one is just the most famous, especially after the scandals with Travolta (his Boeing 707 irritated the locals too much). In fact, it's both a city and an airfield.

That is completely bizarre. Never heard of the place. But after looking into it, this isn't an actual city but rather a private gated community within a city known as an "airpark." Basically a REALLY fancy private airstrip.

According to Wikipedia there are well over 400 of these residential airparks in the US, which absolutely blows my mind lol.

Regardless of semantics though, that's all the proof anyone needs that you can integrate a small airstrip into a countrytown and have it be 100% realistic. Weird, yes, but realistic!
 
Just thought I'd post this pic of our RWG airport spawned into a forest biome. Note that the straight tiles all flipped N -> S this time, as the runway is on the left side instead of the right now. The cap tile with the control tower is still in the same place, obviously. This again shows that tile rotations appear to be 100% uniform when using this method.



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I have to say, this worked out WAAAY better than I ever thought it would. I guess now we know for an absolute fact that random worldgen airports are possible. If I can do it, TFP ( @faatal ) could certainly do it better if they wanted to.

This experiment also takes me back to a conversation we had some time ago, about towns with "river" features built into them. If this will work with an airstrip, it should work with a riverwalk.
 
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Okay jeez I'm trying to work on something else, but now that the airport class is in my rwgmixer, I keep getting cool results. So, because I'm easily amused and easily distracted:

Here's an airport that spawned right on the border of the wasteland and snow biomes. It spawned JUST outside the gateway to a large wasteland city and I just think it looks awesome. So I wanted to share. Here are some pics...20250729121933_1.jpg20250729121557_1.jpg20250729121612_1.jpg20250729121813_1.jpg
 
В целом, хорошо. Но столбы возле рулёжных дорожек лишние. Как правило, рулёжная дорожка уже размаха крыла, поэтому столбы на них не ставят.

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В целом, хорошо. Но столбы возле рулёжных дорожек лишние. Как правило, рулёжная дорожка уже размаха крыла, поэтому столбы на них не ставят.

View attachment 35885

As I mentioned in the original post, those are just mock ups. Those were originally the rural_straight tiles and I made very quick and dirty edits to make them look a bit more like rural airstrip sections.

The roads aren't taxiways, by the way, that's just the normal road access running behind the very primitive airport "buildings" that I plopped down. I can see why you thought they were supposed to be taxiways, though.

Anyway, it's just a proof of concept. Anyone with motivation and talent for building POIs is free to take everything I've done and make something cool with it. The rwgmixer.xml research I've been doing is meant for the entire 7DTD community, and I hope other modders are able to make use of this stuff.

EDIT: And just to add to that last point -- I will probably never release my own mod using any of these ideas or methods. I don't have the kind of creative POI design talent or motivation possessed by modders like zztong , VoltraLux , stallionsden , FNS, Zeebark, and so many others. So if no one else ever makes use of this stuff, it'll just scroll off and disappear, unused. 🤷‍♂️
 
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WOMP WOMP...
Looks like it isn't so great after all. I was generating test maps for custom settlements earlier and noticed this spawn:

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The townplanner tried to spawn a corner tile even though it shouldn't have. No corner tile existed, so one didn't spawn, leaving a blank space. This caused the cap tile to spawn at a 90 degree angle because the townplanner isn't going to let something like a missing file spoil its plans.

So clearly even with my workarounds this issue can still happen. I tried adding corner and T streettile entries to the rwgmixer and setting their min/max to 0, but the townplanner just seems to disregard that. It would be great if the townplanner would respect those settings, but it doesn't always. I have no idea why it does on some maps and not on others. Anyway, it's pretty obvious in the worldgen map preview when your airport spawns correctly and when it doesn't. So this can still be used to generate RWG airports pretty consistently, but it obviously isn't 100% reliable every time. 🤷‍♂️

I doubt @faatal will ever see this, but if he does, I'd ask him to tweak the townplanner so that it respects a streettile's mintiles & maxtiles settings for any custom districts added to the rwgmixer.xml. Maxtiles=0 would completely solve this problem, but it just doesn't work. 😞
 
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