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Darkness Falls: They mostly come out at night...

Actually, i guess those ratio depend on whether cell size is in square distance or not. If it is the number of total square [units] then proportional increase is needed. If it's in flat distance units, the actual area ends up the cell size^2, and so the proportional increase has to be squared too. So double needs those numbers to be x4, 50% increase would need x2.25, etc.

 
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Perfect. An example of where to find the min,max numbers is exactly what I needed.

Because, honestly, I was being blind. :D

 
So, I modified cell size down to 700, left everything else as is, and still ended up with full sized cities. They bumped right up against one another on some borders, and you could see the separation points. So I think that though cell size does technically provide an absolute upper limit on city size, increasing it will not increase city size -at all-, alone. It will just result in the same size cities, separated by vast empty spaces. Because cities don't grow to fill the cell, they just are constrained by the limits of the cell as an upper bound. One has to increase the hub size, and possibly other hub rules, to actually generate a bigger city within the cell, because that is what determines the size of the city itself. The cell size determines how much empty land is generated around the city.

 
Yep, I'm fixing the asphalt thing for most cities.

There's supposed to be a lot of zombies outside the cities. The cities just have more.

 
So thank you dreamdancer and Tin. The POI situation is pretty much sorted. You can still get a somewhat large expanse of land between POI's, but it's not as bad now.

And there's a lot more POI's in the wilderness. :) Currently playing around with my hub city setup a bit.

 
This mod sounds really tempting, I'm going to give this a run tomorrow on stream and see how it goes. Do you have a website or twitter so I can send you any bugs or anything that i come across?

 
Pushed an update to increase the wilderness POI's. :)

This mod sounds really tempting, I'm going to give this a run tomorrow on stream and see how it goes. Do you have a website or twitter so I can send you any bugs or anything that i come across?
Yep. @KhainesKorner on twitter.

Hmm. The trader's being unprotected seems to up the odds of the trader despawn glitch.... :/
Huh. I haven't had that problem, though I've only gotten up to day 7 on testing since I kept having to restart.

Honestly, when the choices are: No NPC's at all, NPC's with NRE console spam or NPC's but the trader may disappear.... I'll take disappearing trader.

What I can do is increase the amount of traders to 2 per biome and see if that helps.

 
Not gonna lie, I couldn't get rwgmixer to do what I wanted.

So I grabbed Tin's A16.3 one he posted up and I've been playing around with that. I may end up using that, with some more of my own tweaks. I'm partially posting that here because I want to be transparent, and because I want to give credit where credit is due. :)

Now I just want to make the cities spawn further apart and I will be super happy.

 
Not gonna lie, I couldn't get rwgmixer to do what I wanted.
So I grabbed Tin's A16.3 one he posted up and I've been playing around with that. I may end up using that, with some more of my own tweaks. I'm partially posting that here because I want to be transparent, and because I want to give credit where credit is due. :)

Now I just want to make the cities spawn further apart and I will be super happy.
Couple things I can think of of the top of my head to help is:

Make a dead cell that doesn't have a hub in it, will take a few reloads to find what prob="" will work for you. Also increase the cell_size more so it's less likely to spawn them close together.

- - - Updated - - -

Hmm. The trader's being unprotected seems to up the odds of the trader despawn glitch.... :/
Yep. In GameEdges Vid of The Dying Lands it despawned a trader in one of the towns he was in, but since it works for me Im using it ;)

 
Couple things I can think of of the top of my head to help is:Make a dead cell that doesn't have a hub in it, will take a few reloads to find what prob="" will work for you. Also increase the cell_size more so it's less likely to spawn them close together.
I thought increasing the dead cell probability would work, but I wasn't sure if that would screw up the wilderness POI's.

Thanks for the hint though! Will play around with it. :)

 
I thought increasing the dead cell probability would work, but I wasn't sure if that would screw up the wilderness POI's.
Thanks for the hint though! Will play around with it. :)
you can add/sub more or less wilderness poi's to the dead cell by itself so you should be good :)

 
I may need to pick your brain, Tin.

Using that rwgmixer, I CANNOT get my city to spawn at 0,0 (or close to it) since it likes to put it's own there. Any thoughts? I do have wasteland_hub around it, if I can restrict things based on biome.

EDIT: Though I did find setting a custom cell rule to probability 100 totally crashes the game. So that was entertaining. :D

 
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I may need to pick your brain, Tin.
Using that rwgmixer, I CANNOT get my city to spawn at 0,0 (or close to it) since it likes to put it's own there. Any thoughts? I do have wasteland_hub around it, if I can restrict things based on biome.

EDIT: Though I did find setting a custom cell rule to probability 100 totally crashes the game. So that was entertaining. :D
I think! (been awhile) but I think! you need to have all the cells have a prob="" with them. I don't usually designate a central city anymore since it's so sporadic if the terrain even allows one to be placed atm. I usually just give my special city/town a prob="" of 0.05 and that usually will place 1 sometimes 2 in a play field, for now at least. Maybe later we'll get a system that will allow us a more consistent control on that at some point.

 
I think! (been awhile) but I think! you need to have all the cells have a prob="" with them. I don't usually designate a central city anymore since it's so sporadic if the terrain even allows one to be placed atm. I usually just give my special city/town a prob="" of 0.05 and that usually will place 1 sometimes 2 in a play field, for now at least. Maybe later we'll get a system that will allow us a more consistent control on that at some point.
Well I think I got it sort-of working. I made cityLarge the only one allowed to have the skyscrapers that I want to limit, set co-ordiates and it was -500 away from them to the west.

So there's progress!

 
Well I think I got it sort-of working. I made cityLarge the only one allowed to have the skyscrapers that I want to limit, set co-ordiates and it was -500 away from them to the west.
So there's progress!
haha nice!

 
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