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Alphado's modlet

Alphado-Jaki

New member
[table=width: 600, class: grid, align: center]

[tr]

[td]Name[/td]

[td]Desc[/td]

[td]Overview[/td]

[td]Version[/td]

[td]Author[/td]

[/tr]

[tr]

[td]Hub Placement Fix[/td]

[td]HERE[/td]

[td][DMT] Fix hub placement for Lager cities, Unlimited number of hubs.[/td]

[td]18.0-18.1b8 (stable)-18.2b5[/td]

[td]Alphado[/td]

[/tr]

[tr]

[td]Increase Skyscrapers[/td]

[td]HERE[/td]

[td]Spawn more Skyscrapers.[/td]

[td]18.0-18.1b8 (stable)-18.2b5[/td]

[td]Alphado[/td]

[/tr]

[/table]

Term of use


Public domain






Alpha17 or before :

All modlet are available on :

https://github.com/AlphadoJaki/7D2D_Modlet





[table=width: 800, class: grid, align: center]

[tr]

[td]Name[/td]

[td]Desc[/td]

[td]Overview[/td]

[td]Author[/td]

[/tr]

[tr]

[td]prefabRngAlt[/td]

[td]HERE[/td]

[td]Modifies prefab rule, as it avoids POI duplication and bring back missing POI[/td]

[td]Alphado[/td]

[/tr]

[tr]

[td]RandomHubSizeKiller[/td]

[td]HERE[/td]

[td][sDX]Replace seed based random hub size with static 2Kx2K size[/td]

[td]Alphado[/td]

[/tr]

[/table]

My main project :

Terrain modifiers - InfiniteIf you're interested in awesome terrain generation or just completely flat terrain, check it.

 
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Alphado's alternative prefab randomizer


This do:

  • Change POI distribution in cities.


This do NOT:

  • Change city size.
  • Change street shape in city.
  • Add new POIs.


Description

This mod forces to spawn POIs which rarely seen in vanilla, such as skyscrapers, large stores, factories and hospital.

Also, this avoids the same POIs here and there, such as water utility and cell towers.

Still work in progress, so there should be problems.

Known issues:


  • Never works with the mods, which add new POIs or change POI distribution.
  • In huge city, residentialNew area sometimes has empty lots.
    (Because, only water towers can fill up small area in residentialNew. I can fill up with them, but... you can imagine what'll happen.)
  • In huge city, industrial area sometimes has many farming area.
    (Same reason as residentialNew, but less problematic because farm is industrial area related.)


Screenshots

bmtweSHm.jpg
kGeUw8Xm.jpg


2B0ZzSfm.jpg
i87QFtmm.jpg


And here is more SS:

https://imgur.com/a/k2q9O2E

Example

Here are example of generated prefabs.xml and major landmark pois list.

https://pastebin.com/iHBq531q

Code:
 5 hospital
3 football stadium

5 shamway factory
9 shotgun messiah factory

1 DISHONG skyscraper
7 Joe bros builder skyscraper
11 HIGASHI skyscraper
13 Crack a book skyscraper

13 auto-parts store
11 large book store
5 small book store
4 large shamway store
4 small shamway store
3 large gun shop
4 small gun shop
18 large working stiffs store
2 small working stiffs store
6 popn pill store
https://pastebin.com/pzSQAn8H

Code:
 5 hospital
9 football stadium

6 shamway factory
9 shotgun messiah factory

1 DISHONG skyscraper
6 Joe bros builder skyscraper
8 HIGASHI skyscraper
12 Crack a book skyscraper

16 auto-parts store
10 large book store
6 small book store
6 large shamway store
3 small shamway store
5 large gun shop
3 small gun shop
18 large working stiffs store
3 small working stiffs store
8 popn pill store
As you see, there are many skyscraper, hospital, stores and factory. :)

 
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Alphado's random hub size killer


This do:

  • Change maximum city size of every seed as large as possible.


This do NOT:

  • Change minimum city size. Flat terrain helps minimum to get larger. (See my Terrain Modifiers for this.)
  • Change street shape in city.
  • Change POI distribution.
  • Add new POIs.


Description

This mod remove current upper cap of city size, which is determined by world seed.

All city get potential to grow upto 2000x2000, opposed to vanilla forces all of them upto 500x500 in worst case.

vv Best and worst case in Alpha17.2b20 (b27 and former versions have same problem) vv

Maximum city size is determined by SEED. And never changes once it's determined.

QyCKOPnl.png

SDX or Sphereii's 7D2D mod launcher is required to install, and start new world with EAC disabled.

Once world generation is finished, you can play it without this mod, so that EAC can be enabled.

AFAIK, this works with any other modlet because nothing in xmls are changed.

Such as, COMPO PACK, Wild land and my Terrain modifiers will work fine.

Known issues:


  • none


Screenshots

goRzgpYl.jpg


rtIMMtol.jpg


 
Very nice! I was tired of seeing those radio towers and only being sent to the water works for tier 4 quests:upset: Thank you Alphado! :tickled_pink:

 
Amazing job, works really well and it feels great to get huge cities :fat:

The road work is really better than actual one.

nicely done, thanks for adding the prefabs too always thought they were missing,

it even works with modified rwg prefab rules (no effect but no problems),

but I really like the distribution you've made within the prefabs.

Keep up the good work :02.47-tranquillity:

 
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I've been testing it intensively and noticed an interesting "feature".

As you mention flattening the terrain will increase city size,

so using your mods + @DelStryker Rwg terrain generator values https://github.com/DelStryker/Delmod-7D2D-A17-Mods/blob/master/RWGMIXER/rwgmixer.xml allowed me to increase the size of prefabs by quite a lot especially on 17.1b9

example on 17.1b9

- your mods :

spiritalf.jpg

an already nice seed with a 195 kb prefabs, 5 traders, all the good jazz your prefabs allows

- using your mods and modifying my vanilla 17.1b9 rwgmixer with Delstryker terrain values :

spiritalfdels.jpg

as you can see there are cities in other places due to flattening the map a little,

I have a 360kb prefabs! :fat: still all the good stuff

it works on 17.2b27 too but with far less increase in prefabs size.

The mods are really cool, just a minor remark I think there are too much factories 15 seems a lot too much imo (both on the 195 and 360kb) , rest of distribution seems ok :)

I'm pretty sure it can be done even better using your terrain modifiers mods, but that's my noob way using rwgmixer values :p

https://7daystodie.com/forums/showthread.php?100968-Terrain-modifiers-Infinite

which looks like the next toys to mess with :)

 
Thank you for feedback and I'm glad to hear you like it, @Hell_Vice.

I haven't used @Delstryker 's edit, but looks nice.

There are large city and all separated. Problem with flat terrain is, some of cities put together so wilderness get smaller.

As you says, 15 factories might be too many for SP imo. 6 or so will make more sense.

 
First off please keep up the good work I like what you have done here ....

I was looking to add some prefabs to the spawning in the prefabRngAlt Modlet and noticed this under <prefab_rule name="townGroup">

Code:
<prefab rule="multiple" prop="0.1" />
<prefab rule="multipleLandmark" prop="0.5" />
I changed mine to prob just to let you know ....

Ragsy

 
Just to let you and the good people of the forum know that your mod is on point for 17.2.

Like Ragsy 2145 I've added lots of prefabs to your prefabs rando (compopack 38 especially in residentialnew) and it gives impressive results allowing 350+kb with default rwgmixer height.

As stated before using this method and flattening the map (not too much it kills city sizes) I up the prefabs size to 630ko (which is too much) so basically you can "choose" density of POI's by adjusting heights.

The only "down" is still skyscraper_01 which shows from time to time, but not consistently (i change skys_02 or _04 to 01 manually).

This is the best mod to make great maps!

Thank you so much for the good work once again Alphado :02.47-tranquillity:

just a teaser with a 630 ko prefabs map on 17.1b9 (it gaves 200ko more than 17.2) btw you need 15+minutes to dezoom the game doesn't handle that much prefabs in editor easily :p

dapide630.jpg

 
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Looks fantastic :encouragement:

It looks like 8k map with 630kb prefab, right? I've never heard or seen such dense poi distribution for 8k. :excitement:

I'm happy to hear you seems to enjoy my mods really.

Actually, I'm also planning for compo pack edition for my randomizer, but you can share your work if you willing to do so. I'm sure it'll be highly welcomed by community. :)

BTW skyscraper_01 is prevented by its large size. Each lot in city is 6x6 socket, but sky_01 is 12x11 socket, so less probable to spawn than the other skyscrapers.

 
yeah this is exactly what it is 8k with 630 ko :p

I just modified your rwgmixer in prefabs here is my version (WIP) for CP38

https://github.com/Hell-Vice/Alphado-Prefabs-rando-with-CP38

to go this dense you have to change the height obviously, but already with that addition it populates cities far more than vanilla ;)

Pretty sure you'll come out with something more refined than my lazy addition to your great work :)

P.S another teaser on 17.2 450ko prefabs here :p

hezu17.2.jpg

 
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[DMT]Alphado's Hub Placement Fix 0.2.0


This is DMT MOD, you must turn off EAC to generate world.

You can revert to vanilla and turn EAC ON, when you play after generation.

CLIENT DOWNLOAD PRECOMPILED Just drop in 7DaysToDie directory



SERVER DOWNLOAD PRECOMPILED Just drop in 7DaysToDieDedicatedServer directory



DOWNLOAD SOUCE FILE Compile with DMT by yourself

This do:

  • Change Hub placement to succeed much more than vanilla
  • Make largest cities can spawn MORE than 4 (max count in 16K vanilla)
  • Customize MAX COUNT for each Hub type (city town rural) as you like
  • When large hub can't spawn in, try whether smaller one can there
    (Vanilla does just abort to place there)


This do NOT:

  • Change terrain/biome
  • Change in-city lot layout
  • Add new POIs
    (So, works with COMPO pack or other POI mod without issue.)


Description

This change hub placement, that is cities and towns grow, as MORE and LARGER hubs be generated.

In vanilla, max counts prevents large or med city to grow, but they are hard-coded so difficult to change.

I made them easily customizable, even for those who want as many as possible, crazy number like 99999 can be set.

This is DMT mod, so you must TURN EAC OFF. But once RGW generation is finished, you can revert to vanilla to turn EAC ON.

I'm planning some more improvement for hub placement, so you may see new update when going to restart worlds.

Known issues:


  • Running on 16K generation is bad idea.
    It takes about 27 hours


Screenshots comparison


A18.1.4-test-8K-modded.jpg




 
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Alphado's Increase Skyscrapers 0.1.1


DOWNLOAD Just drop in 7DaysToDie directory and replace it

IMPORTANT NOTE:

Currently, we can't reflect xpath patch to rwgmixer.xml. (fixed in 18.1b6)

So, till it's fixed, I distribute modified rwgmixer.xml to replace vanilla one.

To reset to vanilla, re-download or validate on Steam.

This do:

  • Change prefab_rules, so that skyscrapers can spawn approx 50% in city/town.
    NOTE : When you read xml, may think I'm doing too much. But it's NOT 100%, trust me.


This do NOT:

  • Change terrain/biome
  • Change Hub Placement
  • Add new POIs
    (But, you can NOT use this with POI packs.)


Description

This makes skyscrapers seen more, to keep T5 quests enjoyable and to give every city immersion.

This is in development, not good as my previous prefab-ruleset, but working a bit.

Known issues:


  • Nothing for now

 
Last edited by a moderator:
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