• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

KingGen - A Random World Generator for 7 Days to Die

Working perfectly now. Super! 👍

Here's a suggestion for the to-do list.
Find a way to smooth the heightmap after the cities have been placed or do a second smoothening then, so things like >>see picture below<< don't happen, or at least not as often. 

image.png

Not that it's he worst thing in the world.
 

image.png

 
Just a heads up, but AVG alerted on my 0.9.1 install as a "suspicious" file.  First time that AVG has done that (Windows does every time, I know I can ignore that one!).

 
Traceback (most recent call last):
  File "gui.py", line 1408, in generate
  File "ntime.py", line 11, in ntime
  File "world.py", line 1135, in run
  File "world.py", line 36, in __init__
  File "world.py", line 199, in handle_kwargs
KeyError: 'pine forest'

when selecting 'pine forest' as border biome, no issue if letting it use default biome of 'forest'

on another note wilderness traders while the spawnrate seems about right have a habit of spawning in clusters, often winding up near city-based clusters and making the density in a general area rather high, this doesn't occur much on reduced spawnrate levels but maybe a bit undesirable since that overall makes their density much lower

 
Just a heads up, but AVG alerted on my 0.9.1 install as a "suspicious" file.  First time that AVG has done that (Windows does every time, I know I can ignore that one!).
Same me happened just ignored Windows & AVG that false positives virus like false positives covid in 2021 😱

 
Just a heads up, but AVG alerted on my 0.9.1 install as a "suspicious" file.  First time that AVG has done that (Windows does every time, I know I can ignore that one!).
AVG just popped up - Good news from Threat Labs!  We didn't find any threats in that KingGen.exe file you sent us...

 
Requests not demands...love it btw.    Small deserts doesn't seem small compared to small for other biomes. Is there any way to get cities to populate in snow biomes without whole map being snow.  Thanks for all the hard work.

 
Requests not demands...love it btw.    Small deserts doesn't seem small compared to small for other biomes. Is there any way to get cities to populate in snow biomes without whole map being snow.  Thanks for all the hard work.
At the moment no, I'm sorry, because snow appears on mountains and cities in valleys. So they never touch.

 
Working perfectly now. Super! 👍

Here's a suggestion for the to-do list.
Find a way to smooth the heightmap after the cities have been placed or do a second smoothening then, so things like >>see picture below<< don't happen, or at least not as often. 

View attachment 20273

Not that it's he worst thing in the world.
 

Yeah I could smooth the terrain around the edges of cities towns.... I am a bit worried about adding computing time to the generation, thus making the overall generation longer. I will have to experiment, but it's not going to happen soon.

Also those edges are not really a problem when you are playing

Traceback (most recent call last):
  File "gui.py", line 1408, in generate
  File "ntime.py", line 11, in ntime
  File "world.py", line 1135, in run
  File "world.py", line 36, in __init__
  File "world.py", line 199, in handle_kwargs
KeyError: 'pine forest'

when selecting 'pine forest' as border biome, no issue if letting it use default biome of 'forest'

on another note wilderness traders while the spawnrate seems about right have a habit of spawning in clusters, often winding up near city-based clusters and making the density in a general area rather high, this doesn't occur much on reduced spawnrate levels but maybe a bit undesirable since that overall makes their density much lower
Hi, thanks for reporting that. It is a bug and I have just verified it. A fix will be in the next release of KingGen :)

 
Last edited by a moderator:
on another note wilderness traders while the spawnrate seems about right have a habit of spawning in clusters, often winding up near city-based clusters and making the density in a general area rather high, this doesn't occur much on reduced spawnrate levels but maybe a bit undesirable since that overall makes their density much lower
I haven't noticed that, can you please share a screenshot?

 
Zoning allows you to control the types of buildings. Like industrial, commercial, downtown.... There is some information about it on the first page. You can also skip this part and KG will do automatic zoning.


Thank you, I didn't see that! One last clarification: I saw someone ask about the custom cities map and how, in 0.8 it couldn't generate random cities if there weren't any on the custom map—is it the same way with the "zoning" map? I have a custom City spawning map, and using that, I made a zoning map for just said city. Will KingGen still randomly zone the non-city spawns, or do I have to do that myself as well (it isn't a big deal if I do, but it's a curiosity)?

 
Thank you, I didn't see that! One last clarification: I saw someone ask about the custom cities map and how, in 0.8 it couldn't generate random cities if there weren't any on the custom map—is it the same way with the "zoning" map? I have a custom City spawning map, and using that, I made a zoning map for just said city. Will KingGen still randomly zone the non-city spawns, or do I have to do that myself as well (it isn't a big deal if I do, but it's a curiosity)?
Yes KingGen will randomize the zoning for areas that you haven't covered with your zoning map. But I would not recommend that.

 
HI! I just painstakingly read through all 15 pages incase someone asked the question, but how do I create a prefab list if I'm using WoTW?

 
I haven't played WotW, and use only my own overhaul mod, adding in bits and pieces from all over the place as I like, but I have the download, so what I would do, is copy  the prefabs from the "WaroftheWalkersMod" and "NerdScurvy_Doors+Windows" folders, and paste them all into the Prefabs folder in your 7D2D game, then fire up KGW->advanced, hit the generate custom POIs list and you'll get a complete list that way - name it whatever you like - mine is simply pj_prefabs.txt. I've done it this way with Undead Legacy and Classic Hardcore, though I only used parts of their overhauls. Doing that involves a heck of a lot of xml edits, but it did work. Right now I have CP47 and DF prefabs in my own KGW map using the DF Small1 height map and biome png files.

Of course - I might well be totally wrong, and KG (and others) may know exactly how to do it, (and I hope they will chime in, and tell me if I'm wrong - 'cos I'm learning every day too.)  :)

pj

prefabs.JPG

 
Hey, I will be testing the map gen for our July map reset, looking good so far.. great work..

is it possible to add the ability to add in custom and random gen radiation points in the map, not just the edges..

 
Hey, I will be testing the map gen for our July map reset, looking good so far.. great work..

is it possible to add the ability to add in custom and random gen radiation points in the map, not just the edges..
For custom radiation you can generate the world first, then open the radiation.png file and modify it with paint/Photoshop/gimp

 
Back
Top