PC Alpha 20 Seed Thread!

 Seed: Kryptonite

Size: 6144

Towns: Many

POI's: Many

Rivers: None

Craters: Default

Cracks: Default

Lakes: None

Plains: 6

Hills: 6

Mountains: 2

Random: 2

4 biomes, all evenly sized in a checkerboard pattern, with the forest biome starting in the northwest and bleeding into the middle with a narrow split of the upper and lower biomes, all the way to the east. No burnt forest. I don't know how to attach an image. Starts you literally right by the trader, which is in view as soon as you spawn! The trader is also right on the edge of a huge town. The town usually has some kind of reservoir that you can use as a water source. Also, across the street from the trader is a large open area which is perfect for building in! It's nice and flat. If you don't want to build from scratch, there is a house right on the edge of town, next door to the trader. I ran this seed twice, and noticed that there were some minor variations such as there being a different style trader building, and the hills across the street from the trader were gone the second time around. I have been having a lot of fun with this seed. I haven't even put a dent in the nearby town yet, as there is so much crap to find. Happy hunting!

 
Last edited by a moderator:
<world name="large">
<property name="world_size" value="10000,16000"/>
<property name="border_step_distance" value="256"/>

<property class="mountains">
<property name="scale" value="1,2.5"/>
<property name="cluster_iterations" value="4"/>
<property name="cluster_range" value="800"/>
<property name="use_biome_mask" value="true"/>
</property>

<property class="desert_mountains">
<property name="scale" value="1,2"/>
<property name="cluster_iterations" value="4"/>
<property name="cluster_range" value="800"/>
<property name="use_biome_mask" value="true"/>
<property name="biome_mask_min" value="0.25"/>
</property>

<property class="hills">
<property name="scale" value="1,2.5"/>
<property name="cluster_iterations" value="4"/>
<property name="cluster_range" value="800"/>
<property name="use_biome_mask" value="false"/>
</property>

<property class="plains">
<property name="scale" value="2,3"/>
<property name="cluster_iterations" value="0"/>
<property name="cluster_range" value="450"/>
<property name="use_biome_mask" value="false"/>
</property>

<property class="lakes">
<property name="scale" value="1,2.5"/>
<property name="few" value="2"/>
<property name="default" value="3"/>
<property name="many" value="5"/>
</property>

<property class="rivers">
<property name="scale" value="1,2.5"/>
<property name="few" value="2"/>
<property name="default" value="5"/>
<property name="many" value="10"/>
</property>

<property class="craters">
<property name="scale" value="1,2.5"/>
<property name="few" value="2"/>
<property name="default" value="3"/>
<property name="many" value="5"/>
</property>

<property class="canyons">
<property name="scale" value="1,2.5"/>
<property name="few" value="2"/>
<property name="default" value="3"/>
<property name="many" value="5"/>
</property>

<property class="water_border">
<property name="scale" value="1.5,3.5"/>
</property>

<property class="oldwest">
<property name="few" value="3"/>
<property name="default" value="4"/>
<property name="many" value="5"/>

<property name="mintiles" value="2"/>
<property name="maxtiles" value="3"/>
</property>

<property class="countrytown">
<property name="few" value="5"/>
<property name="default" value="6"/>
<property name="many" value="8"/>

<property name="mintiles" value="8"/>
<property name="maxtiles" value="10"/>
</property>

<property class="town">
<property name="few" value="2"/>
<property name="default" value="3"/>
<property name="many" value="5"/>

<property name="mintiles" value="10"/>
<property name="maxtiles" value="12"/>
</property>

<property class="city">
<property name="few" value="2"/>
<property name="default" value="3"/>
<property name="many" value="5"/>

<property name="mintiles" value="18"/>
<property name="maxtiles" value="22"/>
</property>

<property class="wilderness">
<property name="few" value="300"/>
<property name="default" value="350"/>
<property name="many" value="400"/>
</property>
</world>


Moded City size
Seed: CarinhaDAPX
Size: 10640
Many
Default
Default
Default
Default
Default

6, 1, 1, 2

View attachment 22853
would not RANDOM of 2 mean no one is likely to make the same map?

I ran this seed twice, and noticed that there were some minor variations such as there being a different style trader building, and the hills across the street from the trader were gone the second time around. I have been having a lot of fun with this seed. I haven't even put a dent in the nearby town yet, as there is so much crap to find. Happy hunting!
That's almost certainly due to your RANDOM =2 value.     I can reliably reproduce the exact same town/city/mountain/hills/etc layout simply by removing random from the equation which is kind of the point of posting seeds here right?   Since the terrain features are placed long before POI's, any changes to the terrain features due to random have a highly variable effect on reproducibility of the same map with the same town/city layout.  

 
Will the bandit's be tougher to fight at night? Maybe give bandits bonuses if it is night time, Thunder storm, 7th day.

I want the bandits to be terrifying, chase you out of cities, break your spirits, have you forming game plans on how to approach areas where they roam.  I would like to read comments from other players about how the bandits are kicking their ass. I want bandits to work in teams sometimes forcing you to sit and hide for hours(in game) until they leave your area. Taking on more than four or five bandits at a time should amount to death even when your character is at the highest level. 

 
Will the bandit's be tougher to fight at night? Maybe give bandits bonuses if it is night time, Thunder storm, 7th day.

I want the bandits to be terrifying, chase you out of cities, break your spirits, have you forming game plans on how to approach areas where they roam.  I would like to read comments from other players about how the bandits are kicking their ass. I want bandits to work in teams sometimes forcing you to sit and hide for hours(in game) until they leave your area. Taking on more than four or five bandits at a time should amount to death even when your character is at the highest level. 
I like the idea of tougher bandits.  maybe add in something like a portable alarm they could ring to bring reinforcements if you don't take out the smaller groups fast enough??  kinda like a screamer, but bandits  :D

 
How about this for a seed.

7DTD 7 Days to Die Mega City Map Seed Alpha 20, over 4000 POIs Free Download
https://youtu.be/IrGhbmcFdPc

 
Ok, here are my top 40 seeds for Alpha 20.2 Stable. All seeds below have these settings:

World Size: 8192

Towns: Many

Plains: 8

Hills: 3

Mountains: 1

Random: 0

All other settings: default

The white circles in the preview thumbnails are a suggested base location which maximizes proximity to the best POIs.

Edit: it seems the word "R3tard3d", replacing 3 with e, was "censored". So if you see weird characters, that's what it was supposed to be.

8192-0.png

8192-1.png

And here's some extra information on them:

Code:
          # of Prefabs                        # of Traders                        Unique Prefabs                        Rate
 40  3248 Single-entryDeanship         1   13 AccumulatedBorers           39  582 MultiracialDiagraph         40  22130 PinchedConversance
 39  3266 InexpugnablePlutarch         1   13 AmnesicBogbean              39  582 QuadruplexDeposit           39  25722 UnthoroughConstrictions
 38  3284 MimeticEarflaps              1   13 AphonicConqueror            38  583 First-handManitoba          38  26756 ClawlessDeteriorations
 37  3287 SocialistDupion              1   13 BoilingOsric                37  584 NobbiestCrocodilians        37  28433 ResettledClotbur
 36  3301 LondonyConfraternities       1   13 BootlegBonne                36  586 AphonicConqueror            36  29518 WhackyFolketing
 35  3315 InexpedientAntiserums        1   13 BordelaiseAftertastes       35  587 ClawlessDeteriorations      35  29827 @%$#edDictator
 34  3320 ElamiteCentroids             1   13 CasematedAutoplasty         33  588 AmnesicBogbean              34  34724 PerturbableChoreographers
 33  3331 UnthoroughConstrictions      1   13 ClawlessDeteriorations      33  588 UnthoroughConstrictions     33  35800 TousledChilblains
 31  3347 TousledChilblains            1   13 EcaudateWhitsun             32  589 InexpugnablePlutarch        32  37800 BoilingOsric
 31  3347 UncontrolledDuet             1   13 ElamiteCentroids            31  591 CasematedAutoplasty         31  37813 SyncopatedDisarmament
 30  3366 EstivalBusinessman           1   13 EstivalBusinessman          29  592 PacificCanterbury           30  37824 BordelaiseAftertastes
 28  3402 PustularCottonade            1   13 ExplanatoryDrawback         29  592 VasiformEconomies           29  37999 Single-entryDeanship
 28  3402 SyncopatedDisarmament        1   13 First-handManitoba          28  593 AccumulatedBorers           28  38417 AphonicConqueror
 27  3404 MultiracialDiagraph          1   13 InexpedientAntiserums       24  594 BoilingOsric                27  39338 AmnesicBogbean
 26  3415 QuadruplexDeposit            1   13 InexpugnablePlutarch        24  594 BootlegBonne                26  39606 LaconianAnacreontic
 25  3471 PinchedConversance           1   13 IrresolubleRaymond          24  594 @%$#edDictator            25  39744 LuckierBroncos
 24  3476 VasiformEconomies            1   13 LaconianAnacreontic         24  594 SocialistDupion             24  40337 LagomorphousCoths
 22  3487 AmnesicBogbean               1   13 LagomorphousCoths           20  595 BordelaiseAftertastes       23  43505 ExplanatoryDrawback
 22  3487 PacificCanterbury            1   13 LondonyConfraternities      20  595 PinchedConversance          22  43786 UncontrolledDuet
 20  3490 LuckierBroncos               1   13 LuckierBroncos              20  595 PustularCottonade           21  44055 MimeticEarflaps
 20  3490 PerturbableChoreographers    1   13 MimeticEarflaps             20  595 ResettledClotbur            20  44567 VasiformEconomies
 19  3493 BoilingOsric                 1   13 MultiracialDiagraph         19  596 Single-entryDeanship        19  44616 AccumulatedBorers
 18  3498 ClawlessDeteriorations       1   13 NobbiestCrocodilians        14  597 EcaudateWhitsun             18  45520 EcaudateWhitsun
 17  3505 ExplanatoryDrawback          1   13 PacificCanterbury           14  597 ExplanatoryDrawback         17  45791 ElamiteCentroids
 16  3522 First-handManitoba           1   13 PerturbableChoreographers   14  597 IrresolubleRaymond          16  45886 EstivalBusinessman
 15  3527 BordelaiseAftertastes        1   13 PinchedConversance          14  597 LaconianAnacreontic         15  52179 First-handManitoba
 14  3553 LagomorphousCoths            1   13 PustularCottonade           14  597 LagomorphousCoths           14  54486 InexpedientAntiserums
 13  3554 BootlegBonne                 1   13 QuadruplexDeposit           12  598 EstivalBusinessman          13  54637 NobbiestCrocodilians
 12  3558 EcaudateWhitsun              1   13 ResettledClotbur            12  598 InexpedientAntiserums       12  55454 TemperingCanines
 10  3561 NobbiestCrocodilians         1   13 ResinatedBacksliders         9  599 LondonyConfraternities      11  55834 MultiracialDiagraph
 10  3561 ResinatedBacksliders         1   13 @%$#edDictator             9  599 LuckierBroncos              10  55914 CasematedAutoplasty
  9  3563 AphonicConqueror             1   13 Single-entryDeanship         9  599 ResinatedBacksliders         9  59833 QuadruplexDeposit
  8  3569 ResettledClotbur             1   13 SocialistDupion              5  600 ElamiteCentroids             8  61634 PustularCottonade
  7  3611 LaconianAnacreontic          1   13 SyncopatedDisarmament        5  600 PerturbableChoreographers    7  63563 BootlegBonne
  6  3613 CasematedAutoplasty          1   13 TemperingCanines             5  600 SyncopatedDisarmament        6  64570 LondonyConfraternities
  5  3625 IrresolubleRaymond           1   13 TousledChilblains            5  600 TousledChilblains            5  68085 ResinatedBacksliders
  4  3667 TemperingCanines             1   13 UncontrolledDuet             1  602 MimeticEarflaps              4  72155 SocialistDupion
  3  3682 @%$#edDictator             1   13 UnthoroughConstrictions      1  602 TemperingCanines             3  73389 IrresolubleRaymond
  2  3686 AccumulatedBorers            1   13 VasiformEconomies            1  602 UncontrolledDuet             2 107582 PacificCanterbury
  1  3728 WhackyFolketing              1   13 WhackyFolketing              1  602 WhackyFolketing              1 113094 InexpugnablePlutarch
          # of Prefabs                        # of Traders                        Unique Prefabs                        Rate
          
          Pos Uniq Tier 3 (56)                Pos Uniq Tier 4 (33)                Pos Uniq Tier 5 (8)
  1   54 AccumulatedBorers           39   30 QuadruplexDeposit           35    4 BoilingOsric
  1   54 AmnesicBogbean              39   30 UnthoroughConstrictions     35    4 BootlegBonne
  1   54 AphonicConqueror            25   31 AccumulatedBorers           35    4 ClawlessDeteriorations
  1   54 BoilingOsric                25   31 AmnesicBogbean              35    4 First-handManitoba
  1   54 BootlegBonne                25   31 BootlegBonne                35    4 SocialistDupion
  1   54 BordelaiseAftertastes       25   31 CasematedAutoplasty         35    4 UnthoroughConstrictions
  1   54 CasematedAutoplasty         25   31 ClawlessDeteriorations      20    5 AccumulatedBorers
  1   54 ClawlessDeteriorations      25   31 EstivalBusinessman          20    5 AmnesicBogbean
  1   54 EcaudateWhitsun             25   31 First-handManitoba          20    5 AphonicConqueror
  1   54 ElamiteCentroids            25   31 InexpugnablePlutarch        20    5 BordelaiseAftertastes
  1   54 EstivalBusinessman          25   31 LaconianAnacreontic         20    5 CasematedAutoplasty
  1   54 ExplanatoryDrawback         25   31 NobbiestCrocodilians        20    5 EstivalBusinessman
  1   54 First-handManitoba          25   31 PacificCanterbury           20    5 ExplanatoryDrawback
  1   54 InexpedientAntiserums       25   31 PustularCottonade           20    5 LagomorphousCoths
  1   54 InexpugnablePlutarch        25   31 TemperingCanines            20    5 PacificCanterbury
  1   54 IrresolubleRaymond          25   31 TousledChilblains           20    5 PinchedConversance
  1   54 LaconianAnacreontic         13   32 AphonicConqueror            20    5 QuadruplexDeposit
  1   54 LagomorphousCoths           13   32 BoilingOsric                20    5 ResinatedBacksliders
  1   54 LondonyConfraternities      13   32 BordelaiseAftertastes       20    5 @%$#edDictator
  1   54 LuckierBroncos              13   32 EcaudateWhitsun             20    5 TemperingCanines
  1   54 MimeticEarflaps             13   32 LagomorphousCoths           20    5 TousledChilblains
  1   54 MultiracialDiagraph         13   32 MimeticEarflaps             11    6 ElamiteCentroids
  1   54 NobbiestCrocodilians        13   32 PinchedConversance          11    6 InexpugnablePlutarch
  1   54 PacificCanterbury           13   32 ResettledClotbur            11    6 LaconianAnacreontic
  1   54 PerturbableChoreographers   13   32 ResinatedBacksliders        11    6 MultiracialDiagraph
  1   54 PinchedConversance          13   32 Single-entryDeanship        11    6 NobbiestCrocodilians
  1   54 PustularCottonade           13   32 SyncopatedDisarmament       11    6 PustularCottonade
  1   54 QuadruplexDeposit           13   32 WhackyFolketing             11    6 Single-entryDeanship
  1   54 ResettledClotbur             1   33 ElamiteCentroids            11    6 VasiformEconomies
  1   54 ResinatedBacksliders         1   33 ExplanatoryDrawback         11    6 WhackyFolketing
  1   54 @%$#edDictator             1   33 InexpedientAntiserums        7    7 EcaudateWhitsun
  1   54 Single-entryDeanship         1   33 IrresolubleRaymond           7    7 InexpedientAntiserums
  1   54 SocialistDupion              1   33 LondonyConfraternities       7    7 ResettledClotbur
  1   54 SyncopatedDisarmament        1   33 LuckierBroncos               7    7 UncontrolledDuet
  1   54 TemperingCanines             1   33 MultiracialDiagraph          1    8 IrresolubleRaymond
  1   54 TousledChilblains            1   33 PerturbableChoreographers    1    8 LondonyConfraternities
  1   54 UncontrolledDuet             1   33 @%$#edDictator             1    8 LuckierBroncos
  1   54 UnthoroughConstrictions      1   33 SocialistDupion              1    8 MimeticEarflaps
  1   54 VasiformEconomies            1   33 UncontrolledDuet             1    8 PerturbableChoreographers
  1   54 WhackyFolketing              1   33 VasiformEconomies            1    8 SyncopatedDisarmament
Pos Uniq Tier 3 (56)                Pos Uniq Tier 4 (33)                Pos Uniq Tier 5 (8)

Pos Uniq Stores (19)                Pos Uniq Industrial (49)            Pos Uniq Downtown (76)
 33   17 AccumulatedBorers           40   40 MultiracialDiagraph         26   75 AccumulatedBorers
 33   17 ClawlessDeteriorations      37   42 AmnesicBogbean              26   75 AphonicConqueror
 33   17 EstivalBusinessman          37   42 PustularCottonade           26   75 BoilingOsric
 33   17 First-handManitoba          37   42 QuadruplexDeposit           26   75 BootlegBonne
 33   17 PacificCanterbury           36   43 CasematedAutoplasty         26   75 CasematedAutoplasty
 33   17 QuadruplexDeposit           35   44 BoilingOsric                26   75 ClawlessDeteriorations
 33   17 TemperingCanines            30   45 AphonicConqueror            26   75 ExplanatoryDrawback
 33   17 UnthoroughConstrictions     30   45 BootlegBonne                26   75 First-handManitoba
 19   18 AmnesicBogbean              30   45 InexpugnablePlutarch        26   75 PinchedConversance
 19   18 BootlegBonne                30   45 ResinatedBacksliders        26   75 QuadruplexDeposit
 19   18 BordelaiseAftertastes       30   45 UnthoroughConstrictions     26   75 Single-entryDeanship
 19   18 CasematedAutoplasty         15   46 BordelaiseAftertastes       26   75 SocialistDupion
 19   18 InexpugnablePlutarch        15   46 ClawlessDeteriorations      26   75 TemperingCanines
 19   18 LaconianAnacreontic         15   46 EcaudateWhitsun             26   75 TousledChilblains
 19   18 LagomorphousCoths           15   46 EstivalBusinessman          26   75 UnthoroughConstrictions
 19   18 MimeticEarflaps             15   46 First-handManitoba           1   76 AmnesicBogbean
 19   18 NobbiestCrocodilians        15   46 LaconianAnacreontic          1   76 BordelaiseAftertastes
 19   18 PinchedConversance          15   46 LagomorphousCoths            1   76 EcaudateWhitsun
 19   18 PustularCottonade           15   46 NobbiestCrocodilians         1   76 ElamiteCentroids
 19   18 Single-entryDeanship        15   46 PacificCanterbury            1   76 EstivalBusinessman
 19   18 SyncopatedDisarmament       15   46 ResettledClotbur             1   76 InexpedientAntiserums
 19   18 TousledChilblains           15   46 @%$#edDictator             1   76 InexpugnablePlutarch
  1   19 AphonicConqueror            15   46 SocialistDupion              1   76 IrresolubleRaymond
  1   19 BoilingOsric                15   46 TousledChilblains            1   76 LaconianAnacreontic
  1   19 EcaudateWhitsun             15   46 VasiformEconomies            1   76 LagomorphousCoths
  1   19 ElamiteCentroids            15   46 WhackyFolketing              1   76 LondonyConfraternities
  1   19 ExplanatoryDrawback          7   47 AccumulatedBorers            1   76 LuckierBroncos
  1   19 InexpedientAntiserums        7   47 ElamiteCentroids             1   76 MimeticEarflaps
  1   19 IrresolubleRaymond           7   47 ExplanatoryDrawback          1   76 MultiracialDiagraph
  1   19 LondonyConfraternities       7   47 InexpedientAntiserums        1   76 NobbiestCrocodilians
  1   19 LuckierBroncos               7   47 LuckierBroncos               1   76 PacificCanterbury
  1   19 MultiracialDiagraph          7   47 PinchedConversance           1   76 PerturbableChoreographers
  1   19 PerturbableChoreographers    7   47 TemperingCanines             1   76 PustularCottonade
  1   19 ResettledClotbur             7   47 UncontrolledDuet             1   76 ResettledClotbur
  1   19 ResinatedBacksliders         1   48 IrresolubleRaymond           1   76 ResinatedBacksliders
  1   19 @%$#edDictator             1   48 LondonyConfraternities       1   76 @%$#edDictator
  1   19 SocialistDupion              1   48 MimeticEarflaps              1   76 SyncopatedDisarmament
  1   19 UncontrolledDuet             1   48 PerturbableChoreographers    1   76 UncontrolledDuet
  1   19 VasiformEconomies            1   48 Single-entryDeanship         1   76 VasiformEconomies
  1   19 WhackyFolketing              1   48 SyncopatedDisarmament        1   76 WhackyFolketing
Pos Uniq Stores (19)                Pos Uniq Industrial (49)            Pos Uniq Downtown (76)

 
Last edited by a moderator:
JoeDaFrogman said:
would not RANDOM of 2 mean no one is likely to make the same map?

That's almost certainly due to your RANDOM =2 value.     I can reliably reproduce the exact same town/city/mountain/hills/etc layout simply by removing random from the equation which is kind of the point of posting seeds here right?   Since the terrain features are placed long before POI's, any changes to the terrain features due to random have a highly variable effect on reproducibility of the same map with the same town/city layout.  
Actually, I think random is just a way of adding variation between seeds, but it is as fixed per seed as anything else. 

For example, say you want at least 50% of the world to be plains in all your seeds, but you want some seeds to have lots of mountains, others to be mostly flat, etc. You could make it with Plains 5, Hills 0, Mountains 0, Random 5. However, every seed would always generate the exact same map just like with any other parameter, because the randomness is still based on the seed. "Seed" is the pseudo-random number generator's seed, and the sequence of "random" (pseudo-random) numbers is always the same given a seed.

 
Can some peeps try a RWG/advanced (use any parameters)

seed name/generator = Alpha20.1(b6)

For me after the build a fire quest I get No Traders

Tried various deletes re-aquires but always get the no trader

half the map is forest and I think there was old bug of if quest 1st trader being in forest gives no trader bug?

https://steamcommunity.com/sharedfiles/filedetails/?id=2758799494

if its just me I still have bad files somewhere if some can repeat and get same no trader then maybe bug still in.......

 
Last edited by a moderator:
Can some peeps try a RWG/advanced (use any parameters)

seed name/generator = Alpha20.1(b6)

For me after the build a fire quest I get No Traders

Tried various deletes re-aquires but always get the no trader

half the map is forest and I think there was old bug of if quest 1st trader being in forest gives no trader bug?

https://steamcommunity.com/sharedfiles/filedetails/?id=2758799494

if its just me I still have bad files somewhere if some can repeat and get same no trader then maybe bug still in.......
size?

Can some peeps try a RWG/advanced (use any parameters)

seed name/generator = Alpha20.1(b6)

For me after the build a fire quest I get No Traders

Tried various deletes re-aquires but always get the no trader

half the map is forest and I think there was old bug of if quest 1st trader being in forest gives no trader bug?

https://steamcommunity.com/sharedfiles/filedetails/?id=2758799494

if its just me I still have bad files somewhere if some can repeat and get same no trader then maybe bug still in.......
I don't think there are no traders, just none in the forest which IIRC is what it's looking for when you spawn.   I am trying an 8k world with no settings now and I have heard of a few people with this no trader issue in the past(including one I know personally and play with) but no one has been able to show me an example until now.    

I ALSO seem to think I have a highly rated seed in my current list of A20.2 generations that from a quick review of the map preview did not have any forest cities/towns(and thus no traders) but I did not pay much attention to it.. will check shortly

 
Yep, here is an example: 

TeriyakiMartine

Size: 8192

Towns: Many

Plains: 8

Hills: 3

Mountains: 1

Remaining defaults

As you can see, there are no traders in the forest and a singular spawn point near a desert town for for sure a possibility given just the right distribution of cities.

image.png

 
Soo, I found an accidental way in Alpha0.2 to uhh.. unfortunately fall and teleport/around.. somewhere? I have some screenshots, there was no land, I was simply floating in the void, unable to die, the game would crash after a short amount of time, what happened was I got hit, I think, getting off, then back on the minibike in quick succession, then I got teleported under the map then just everything dissappeard. I was palying on the seed warframe, which now won't beable to load on the normal 8K map size, please uh, find a fix to this, had to delete my multi hour save.. don't want other people unitentionally getting this rather minute bug

 
size?

I don't think there are no traders, just none in the forest which IIRC is what it's looking for when you spawn.   I am trying an 8k world with no settings now and I have heard of a few people with this no trader issue in the past(including one I know personally and play with) but no one has been able to show me an example until now.    

I ALSO seem to think I have a highly rated seed in my current list of A20.2 generations that from a quick review of the map preview did not have any forest cities/towns(and thus no traders) but I did not pay much attention to it.. will check shortly


is it a bug or a quirk or a feature?

 
Last edited by a moderator:
is it a bug or a quirk or a feature?
Don't know, but I would certainly THINK it would be a feature given the "RANDOM" world gen nature.    If you want a good seed, use one that has been preselected based on some type of objective criteria such as the ones Dan and I post.   Or at the VERY least generate the world FIRST and then verify it looks good to you before starting the game in said world.    Otherwise you truly are getting random and you get what you get. 

Now, could one consider it a bug that no traders show up on the list if one is not in the forest at all?   Perhaps.   It would be exceedingly easy to check "if from list of traders, find closest where biome = forest, else return closest"( and you just be kind of screwed if it['s in the wasteland AND you have to travel a long way to get to it.   For some people that would be a night mare, for others no issue at all, and for others, the existing "No trader" just means "ok, interesting, I need to explore to find stuff, lets go"

Bottom line, select your seed or have fun exploring, you have the choice.

 
is it a bug or a quirk or a feature?
I'd call it a quirk at minimum, and possibly a bug. The trader quest has a requirement that the trader be in the forest, so the RWG ought to ensure there's a trader in the forest. I don't care if it just places a trader in the middle of nowhere in the forest, but it has to exist. If the RWG may produce maps without traders (trivial: select Cities: None), then the quest has to fail gracefully by either picking a trader from a different biome (that is, prefer forest instead of require it) or simply not be created at all instead of displaying the unhelpful and irritating "No Traders" message.

 
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Maybe this a bug with RWG. I'm not a dev or anything and I would be the last person on earth to defer too on this subject, but it seems to me that if your not getting a trader in the forest biome then you have either; A) altered the quests.xml, or B) installed mods that did it for you, or C) you still have remnants left from either A or B. EDIT; Or D) The map edited after the map creation.

The reason I say this is because the quests.xml clearly tells the game to direct the player to the closest trader located in the FOREST biome and ONLY the forest biome (see below). And if there is no forest biome then the game is left confused and doesn't know where to send you which is why it says "NO TRADER". And I know this is true because I have created maps using the RGW and then edited them to make only snow, waste, and desert biomes, and to stop the "no trader" from popping up I have to edit the quest.xml and replace "OnlyBiome" with "ExcludeBiome" while leaving "pine_forest" intact.

<!-- White River Citizen 1 - Journey to Settlement -->
    <quest id="quest_whiteRiverCitizen1">
        <property name="group_name_key" value="quest_WhiteRiverCitizen"/>
        <property name="name_key" value="quest_WhiteRiverCitizen1"/>
        <property name="subtitle_key" value="quest_WhiteRiverCitizen1_subtitle"/>
        <property name="description_key" value="quest_WhiteRiverCitizen1_description"/>
        <property name="icon" value="ui_game_symbol_map_trader"/>
        <property name="category_key" value="quest"/>
        <property name="difficulty" value="medium"/>
        <property name="shareable" value="false"/>

        <action type="ShowTip" value="quest_WhiteRiverCitizen1_description">
            <property name="delay" value="3"/>
        </action>
        <objective type="Goto" id="trader" value="5" phase="1">
            <property name="biome_filter_type" value="OnlyBiome" />
            <property name="biome_filter" value="pine_forest" />
            <!-- <property name="biome_filter_type" value="ExcludeBiome" /> -->
            <!-- <property name="biome_filter" value="wasteland" /> -->
            <property name="nav_object" value="go_to_trader" />
        </objective>

        <objective type="InteractWithNPC">
            <property name="phase" value="2"/>
            <property name="nav_object" value="return_to_trader" />
            <property name="use_closest" value="true" />
        </objective>

        <reward type="Exp" value="500"/>
    </quest>

 
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in the rwgmixer file, i was wondering what the property class = "city" does in the creation of a playable map, and why it seems we have no slider for it?

 
in the rwgmixer file, i was wondering what the property class = "city" does in the creation of a playable map, and why it seems we have no slider for it?
it's rolled up in to the generic setting for "towns" which controls multiple things "country towns", "old west", "town" and "city".

If you want to be specific, then created a mod to edit the specific subsection of the XML for your given preferences(I did this for both "town" and "city" to create this map): 

image.png

 
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