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KingGen - A Random World Generator for 7 Days to Die

I've just finished a tutorial video on finding and fixing real-world heightmaps for use with KingGen. Hopefully this helps people looking to raise hell in their own country or just explore other regions of the world. Thanks Kingslayer for letting me share this here. 


Great video. Did you try the map in-world? How did the canyon turn out?

 
Great video. Did you try the map in-world? How did the canyon turn out?
I tried the canyon out earlier but I selected a wider area round it so it was a little too narrow. I think you need to be pretty close and make a decent sized map. It looked really good though. Very impressive with water running through it. Very hard to cross. Could make for a good challenge for bridge building in 7dtd. Ooooh! There's a thought for a new angle! 

 
Yeah I wish it were more like Navezgane but the whole map being based on a canyon. And the lowest parts of the canyon being close to bedrock rather than water. 

I haven't done much editing but most of this would be desert. 
tIQtOZg.png


 
1 major problem i have with this editor is the prefabs system for custom settings you need to fix it where it will recognize 

;unique 


trying to insert custom prefabs  i get 6 to many of one prefab 1 of the prefabs i want to spawn more of and no of the others

for example FLESHUS_greenhouse_01 i get 5 of these when i only wanted 3

FLESHUS_forest_BM_01 wanted 3 got zero 

FLESHUS_watchtower_02 wanted 5 got zero

FLESHUS_watchtower_01 wanted 5 got 1

FLESHUS_serial_killer wanted 3 got zero

nitrogen had option to read a custom prefab list and would recognize what settings you have in the text 

for example this always worked before for me spawned exact amount i wanted 

FLESHUS_greenhouse_01,RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,2,-14,59,33,59,farm;smalltown;unique
FLESHUS_watchtower_01,RESIDENTIALOLD,2,-1,17,46,17,alone;mountain;unique
FLESHUS_watchtower_01,RESIDENTIALOLD,2,-1,17,46,17,alone;mountain;unique
FLESHUS_watchtower_01,RESIDENTIALOLD,2,-1,17,46,17,alone;mountain;unique
FLESHUS_watchtower_02,NONE,2,-11,25,45,34,alone;oldwest;mountain;unique
FLESHUS_watchtower_02,NONE,2,-11,25,45,34,alone;oldwest;mountain;unique
FLESHUS_watchtower_02,NONE,2,-11,25,45,34,alone;oldwest;mountain;unique
FLESHUS_serial_killer_01,RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,3,-10,58,25,59,houses;smalltown;unique


but with using the auto generate poi list it don't take this in effect and if i add these to text file it will not except it

FLESHUS_forest_BM_01,65,39,61,0,2,burnt_forest/snow/pine_forest/desert/wasteland;unique
FLESHUS_forest_BM_01,65,39,61,0,2,burnt_forest/snow/pine_forest/desert/wasteland;unique
FLESHUS_forest_BM_01,65,39,61,0,2,burnt_forest/snow/pine_forest/desert/wasteland;unique
FLESHUS_greenhouse_01,59,27,59,-14,2,snow,rural/wilderness,residentialold/residential/residentialnew;unique
FLESHUS_greenhouse_01,59,27,59,-14,2,snow,rural/wilderness,residentialold/residential/residentialnew;unique
FLESHUS_greenhouse_01,59,27,59,-14,2,snow,rural/wilderness,residentialold/residential/residentialnew;unique
FLESHUS_serial_killer_01,58,25,59,-10,3,desert/forest/pine_forest,town/rural/wilderness/city,residentialnew;unique
FLESHUS_serial_killer_01,58,25,59,-10,3,desert/forest/pine_forest,town/rural/wilderness/city,residentialnew;unique
FLESHUS_serial_killer_01,58,25,59,-10,3,desert/forest/pine_forest,town/rural/wilderness/city,residentialnew;unique
FLESHUS_watchtower_01,17,46,17,-1,2,snow/plains/forest/pine_forest,wilderness,residentialold;unique
FLESHUS_watchtower_01,17,46,17,-1,2,snow/plains/forest/pine_forest,wilderness,residentialold;unique
FLESHUS_watchtower_01,17,46,17,-1,2,snow/plains/forest/pine_forest,wilderness,residentialold;unique
FLESHUS_watchtower_01,17,46,17,-1,2,snow/plains/forest/pine_forest,wilderness,residentialold;unique
FLESHUS_watchtower_01,17,46,17,-1,2,snow/plains/forest/pine_forest,wilderness,residentialold;unique
FLESHUS_watchtower_02,25,45,34,-11,2,desert,town/rural/wilderness,alone;unique
FLESHUS_watchtower_02,25,45,34,-11,2,desert,town/rural/wilderness,alone;unique
FLESHUS_watchtower_02,25,45,34,-11,2,desert,town/rural/wilderness,alone;unique
FLESHUS_watchtower_02,25,45,34,-11,2,desert,town/rural/wilderness,alone;unique
FLESHUS_watchtower_02,25,45,34,-11,2,desert,town/rural/wilderness,alone;unique


so unless i'm over looking something need more option like possibly allowing you to load up the prefab list manually 

 
1 major problem i have with this editor is the prefabs system for custom settings you need to fix it where it will recognize 

;unique 


trying to insert custom prefabs  i get 6 to many of one prefab 1 of the prefabs i want to spawn more of and no of the others

for example FLESHUS_greenhouse_01 i get 5 of these when i only wanted 3

FLESHUS_forest_BM_01 wanted 3 got zero 

FLESHUS_watchtower_02 wanted 5 got zero

FLESHUS_watchtower_01 wanted 5 got 1

FLESHUS_serial_killer wanted 3 got zero

nitrogen had option to read a custom prefab list and would recognize what settings you have in the text 

for example this always worked before for me spawned exact amount i wanted 

FLESHUS_greenhouse_01,RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,2,-14,59,33,59,farm;smalltown;unique
FLESHUS_watchtower_01,RESIDENTIALOLD,2,-1,17,46,17,alone;mountain;unique
FLESHUS_watchtower_01,RESIDENTIALOLD,2,-1,17,46,17,alone;mountain;unique
FLESHUS_watchtower_01,RESIDENTIALOLD,2,-1,17,46,17,alone;mountain;unique
FLESHUS_watchtower_02,NONE,2,-11,25,45,34,alone;oldwest;mountain;unique
FLESHUS_watchtower_02,NONE,2,-11,25,45,34,alone;oldwest;mountain;unique
FLESHUS_watchtower_02,NONE,2,-11,25,45,34,alone;oldwest;mountain;unique
FLESHUS_serial_killer_01,RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,3,-10,58,25,59,houses;smalltown;unique


but with using the auto generate poi list it don't take this in effect and if i add these to text file it will not except it

FLESHUS_forest_BM_01,65,39,61,0,2,burnt_forest/snow/pine_forest/desert/wasteland;unique
FLESHUS_forest_BM_01,65,39,61,0,2,burnt_forest/snow/pine_forest/desert/wasteland;unique
FLESHUS_forest_BM_01,65,39,61,0,2,burnt_forest/snow/pine_forest/desert/wasteland;unique
FLESHUS_greenhouse_01,59,27,59,-14,2,snow,rural/wilderness,residentialold/residential/residentialnew;unique
FLESHUS_greenhouse_01,59,27,59,-14,2,snow,rural/wilderness,residentialold/residential/residentialnew;unique
FLESHUS_greenhouse_01,59,27,59,-14,2,snow,rural/wilderness,residentialold/residential/residentialnew;unique
FLESHUS_serial_killer_01,58,25,59,-10,3,desert/forest/pine_forest,town/rural/wilderness/city,residentialnew;unique
FLESHUS_serial_killer_01,58,25,59,-10,3,desert/forest/pine_forest,town/rural/wilderness/city,residentialnew;unique
FLESHUS_serial_killer_01,58,25,59,-10,3,desert/forest/pine_forest,town/rural/wilderness/city,residentialnew;unique
FLESHUS_watchtower_01,17,46,17,-1,2,snow/plains/forest/pine_forest,wilderness,residentialold;unique
FLESHUS_watchtower_01,17,46,17,-1,2,snow/plains/forest/pine_forest,wilderness,residentialold;unique
FLESHUS_watchtower_01,17,46,17,-1,2,snow/plains/forest/pine_forest,wilderness,residentialold;unique
FLESHUS_watchtower_01,17,46,17,-1,2,snow/plains/forest/pine_forest,wilderness,residentialold;unique
FLESHUS_watchtower_01,17,46,17,-1,2,snow/plains/forest/pine_forest,wilderness,residentialold;unique
FLESHUS_watchtower_02,25,45,34,-11,2,desert,town/rural/wilderness,alone;unique
FLESHUS_watchtower_02,25,45,34,-11,2,desert,town/rural/wilderness,alone;unique
FLESHUS_watchtower_02,25,45,34,-11,2,desert,town/rural/wilderness,alone;unique
FLESHUS_watchtower_02,25,45,34,-11,2,desert,town/rural/wilderness,alone;unique
FLESHUS_watchtower_02,25,45,34,-11,2,desert,town/rural/wilderness,alone;unique


so unless i'm over looking something need more option like possibly allowing you to load up the prefab list manually 
Kingslayer is looking into this option.  

 
I am not sure how to use the splat file properly for roads. Is it a value setting that makes roads drawn? Does someone have an example I can see?

That is something missing from my custom maps, and custom roads would really make things a lot more cohesive when designing cities.

 
How do i give Kingen permission?
put kinggen in your users home directory and run it from there

if on windows (assuming a default install) copy kinggen.exe to the c:\users\<yourusernamegoeshere>\

MAKE SURE YOU REPLACE  <yourusernamegoeshere>  with the user name you log into the pc with and without the <> brackets!!!
 

Then run it from that directory as that user and it will work fine

 
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put kinggen in your users home directory and run it from there

if on windows (assuming a default install) copy kinggen.exe to the c:\users\<yourusernamegoeshere>\

MAKE SURE YOU REPLACE  <yourusernamegoeshere>  with the user name you log into the pc with and without the <> brackets!!!
 

Then run it from that directory as that user and it will work fine
This did the trick, thank you and thank you to Deakon!

 
@KingSlayerGM

Hello.
Now the generator does not generate roads to lonely locations in the wild.

Are you planning to add this?
I could fairly easily add those roads. However I'm worried the world would be too cluttered by roads. Also a few people said they like to find isolated pois. Perhaps this could be a topic of discussion here to see what the community prefers.

 
Could 'increased roads' be an option so the user could decide? I'm happy as it is but I'd certainly experiment with more roads if the option was there. 

 
I could fairly easily add those roads. However I'm worried the world would be too cluttered by roads. Also a few people said they like to find isolated pois. Perhaps this could be a topic of discussion here to see what the community prefers.


I reviewed your generator on the my youtube channel and some viewers said it was a flaw.
By the way, the generator has the ability to draw a road map for the generator, but what color the roads should be, I did not find in the instructions.

Wrong. This is a radiation map (

As I can see, the generator does not create dirt roads. I think such roads would be great if they connected lonely buildings and main roads.

 
Last edited by a moderator:
Tell me how to use the Splat file.
If I generate the map several times with the same settings, the objects in the wilderness remain in the same places.
I take previews and connect single locations to the main road.
Create splat file and add it to generator.
But after generation, single locations change their location and the roads are already useless)

 
Could 'increased roads' be an option so the user could decide? I'm happy as it is but I'd certainly experiment with more roads if the option was there. 


I keep messing with this as well. Don't forget our canyon project. lol. I've been experimenting with heightmaps per you video (thank you btw it was awesome!).

I'm finding that rather than KG doing the terrain smoothing, it's a lot easier to apply a blur filter (sometimes blur it a lot) to the heightmap image itself. It keeps the very high mountains. The blurry shades of gray are gradual inclines

 
I keep messing with this as well. Don't forget our canyon project. lol. I've been experimenting with heightmaps per you video (thank you btw it was awesome!).

I'm finding that rather than KG doing the terrain smoothing, it's a lot easier to apply a blur filter (sometimes blur it a lot) to the heightmap image itself. It keeps the very high mountains. The blurry shades of gray are gradual inclines
Absolutely! A little gaussian blur helps graduate hills nicely. I'm pleased the video was helpful. I'll have a play with the canyon map this week and maybe put a quick video together on that. 

 
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