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KingGen - A Random World Generator for 7 Days to Die

I was able to get an 8k to load on here .... this one shows the NE corner not connected by road to the rest of map (top area North down along the East side to desert)  Hope that helps. ........ I also was able to make 1 map that was void of Traders for the most part of the center to the lower half of the map as in a upside down cone and had about 5 cities in it boundaries. ...... And even this one is pretty lacking in Traders with setting at increased.  "setting for desert, snow and burnt were on small"

Thank again for your time ... the Old Gamer .. 😌  ........................................... pj 75 in Aug, does that help .. LOl 😊

View attachment 20360
Yeah, there should be a couple more roads connecting the NE cities with the rest... I will tweak the algorithm.

Traders seem abundant.

 
I was able to get an 8k to load on here .... this one shows the NE corner not connected by road to the rest of map (top area North down along the East side to desert)  Hope that helps. ........ I also was able to make 1 map that was void of Traders for the most part of the center to the lower half of the map as in a upside down cone and had about 5 cities in it boundaries. ...... And even this one is pretty lacking in Traders with setting at increased.  "setting for desert, snow and burnt were on small"

Thank again for your time ... the Old Gamer .. 😌  ........................................... pj 75 in Aug, does that help .. LOl 😊


I might have fixed the roads problem. The algorithm now checks all possible pairs of cities and if there is no obstruction in between, then a road is generated to connect them.

 
" pj 75 in Aug, does that help .. LOl 😊"

Hahahahahah!!   Yer gittin' thar, young 'un!  I'm so old the Pimps used me as a model for one of their Zeds. . . . . .       :classic_sad:

 
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Community heightmaps!

Hello everyone! I am pleased to announce that the next version of KingGen will support community heightmaps. Users will be able to share their creations with the community so that others can enjoy them too!

How it works

Community members can submit their heightmaps to this google form. Heightmaps will be stored on a server from which they can be downloaded by KingGen with just a click. Users will see them from within KingGen and they will be able to select and download what they like. Everybody is welcome to submit heightmaps.

Heightmaps

Heightmap files must be grayscale png images, either 8bit or 16 bit. They must match the size of the world they are meant for. For example 4K, 6K, 8K, 10K, 12K, 14K and 16K use 4096x4096, 6144x6144, 8192x8192, 10240x10240, 12288x12288, 14336x14336 and 16384x16384 images respectively.

Topics

Heightmaps can be about anything! They can be countries, animal silhouettes, mystic lands, geometric shapes... Anything! Let you imagination wonder freely.

I would like to extend a special invitation to take part in this effort to @Cpt Krunch, @scallipus, @Wolves Hero and @Tallman Brad from which I have seen some wonderful creations in the past!

Here are some community heightmaps I love:

Wolves Hero said:

 
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I'm still working on my version of the UK heightmap but I'll be more than happy to share it including biome and city png once I have it all pinned down. 

I think it's a great idea to make community maps available to everyone and I'll certainly be interested in trying other creators maps out!

 
Awesome on the height map submissions. I love making height maps from scratch and I really hope to see some creative designs! Already submitted my first one I made. @KingSlayerGM KingGen is head and shoulders above the rest of map gen tools and I sincerely thank you for the inspiration! KingGen as a platform makes a sandbox true to it's name. Now if we could figure out caves that would be a game changer!

 
@KingSlayerGM
I would really appreciate some insight into where i am going wrong.
Currently trying to generate maps using WOW (War of the Walkers) poi list. I am guessing it is a file format issue as you clearly state that all prefabs that dont meet the specific rules they are ignored which is exactly what is happening.
My thinking was to use the in app poi gen tool which provides the below format
Vanilla poi: water_tower_03,21,21,24,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,town/rural/city,residentialold/industrial/residentialnew
WOW poi: wotw_Business_AutoShop1,32,15,32,-5,0,burnt_forest/snow/pine_forest/desert/wasteland,,commercial
I guess the question is what do i need to edit in the prefabs to make them work with Kingen?

 
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@KingSlayerGM
I would really appreciate some insight into where i am going wrong.
Currently trying to generate maps using WOW (War of the Walkers) poi list. I am guessing is a format issue as you clearly state that all prefabs that done meet the specific rules they are ignored which is exactly what is happening.
My thinking was to use the in app poi gen tool which provides the below format
Vanilla poi: water_tower_03,21,21,24,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,town/rural/city,residentialold/industrial/residentialnew
WOW poi: wotw_Business_AutoShop1,32,15,32,-5,0,burnt_forest/snow/pine_forest/desert/wasteland,,commercial
I guess the question is what do i need to edit in the prefabs to make them work with Kingen?
It looks like in your example the wow poi is missing the township attribute. Township can be city, town, rural and wilderness.

You have 2 options to fix it:

1) you change it in the poi list generated by KG.

2) you change it in the poi xml and then generate a new poi list. If you want to know how, just open the xml of a vanilla poi and there you will find the township property.

Does this happen with just one poi or with all of them? Perhaps you should contact the author of wow to inform him of this.

 
It looks like in your example the wow poi is missing the township attribute. Township can be city, town, rural and wilderness.

You have 2 options to fix it:

1) you change it in the poi list generated by KG.

2) you change it in the poi xml and then generate a new poi list. If you want to know how, just open the xml of a vanilla poi and there you will find the township property.

Does this happen with just one poi or with all of them? Perhaps you should contact the author of wow to inform him of this.
Absolute legend... Thanks for the quick response @KingSlayerGM
Worked perfectly... (option 1) Let me know if you want the poi list for your reference
Now to find your donate page
 

 
Big thanks to @warmer for this awesome heightmap submission!

p0wPhkS.jpeg


 
No probs will do @KingSlayerGM

Also so you know, I just finished the first public release of my biome editing tool earlier today and have included palettes for the current selection of biomes, kinggens city / town / villiage and no poi regions as well as a palette for the zones.

I will work on allowing having the heightmap as a background image layer to help with making the poi placement and zoning maps and will look at wether or not its possible to add a water map editor to it as well.

I've posted the links to the biome editor and the c++ source code for it in separate tools thread

 
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No probs will do @KingSlayerGM

Also so you know, I just finished the first public release of my biome editing tool earlier today and have included palettes for the current selection of biomes, kinggens city / town / villiage and no poi regions as well as a palette for the zones.

I will work on allowing having the heightmap as a background image layer to help with making the poi placement and zoning maps and will look at wether or not its possible to add a water map editor to it as well.

I've posted the links to the biome editor in separate tools threa
I'll check it out!

 
This is an awesome tool! In order to not reinvent the wheel, does anyone have a heightmap for Navezgane?

I'm not very good at drawing due to a disability but I'm trying to recreate (or make something similar to) the canyon, including the mine, exits, gift shop, and broken bridges in a 6k or 8k map.

Also, are there any plans on adding support for using custom prefabs rather than editing prefabs.xml?

 
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