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KingGen - A Random World Generator for 7 Days to Die

Oh man, this is awesome tool! We are just starting a new map with this. Really like the clear UI and the extra info on each setting. 👍

One question/improvement: Would it be possible to add option to exclude water in desert biome? Would make the biome more feel like a dry desert. I know that this could be done with custom height/waterinfo but i'm really not fluent in making those :(


You can use a custom water map for that. Just draw solid black over where the desert biomes are.

 
I recently started using the 7dtd mod launcher.

So, for example, now the prefabs for darkness falls are on my f: drive while the game's prefabs are on my e: drive.

And, consequently, when I try to use kinggen, I do not get any of the prefabs included in darkness falls.

Is there some way of using kinggen with this setup?

 
I recently started using the 7dtd mod launcher.

So, for example, now the prefabs for darkness falls are on my f: drive while the game's prefabs are on my e: drive.

And, consequently, when I try to use kinggen, I do not get any of the prefabs included in darkness falls.

Is there some way of using kinggen with this setup?
Nah, no way its going to read distributed like that

 
I recently started using the 7dtd mod launcher.

So, for example, now the prefabs for darkness falls are on my f: drive while the game's prefabs are on my e: drive.

And, consequently, when I try to use kinggen, I do not get any of the prefabs included in darkness falls.

Is there some way of using kinggen with this setup?


You _might_ be able to get away with a symlink (https://www.howtogeek.com/howto/16226/complete-guide-to-symbolic-links-symlinks-on-windows-or-linux/) but I haven't tested it of course.

If you're using the mod launcher exclusively to play DF, it's very easy to install it manually. I personally don't like mod managers, but that's a different topic ;)  The default maps for DF leave a lot to be desired, generating one with KG is much better.

For those wanting to play DF with a custom map, be sure to use the custom POI list Khaine's provides, otherwise the custom traders and other DF POIs won't be spawned in the correct biomes.

 
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You _might_ be able to get away with a symlink (https://www.howtogeek.com/howto/16226/complete-guide-to-symbolic-links-symlinks-on-windows-or-linux/) but I haven't tested it of course.

If you're using the mod launcher exclusively to play DF, it's very easy to install it manually. I personally don't like mod managers, but that's a different topic ;)  


Looking further, I see that the launcher has created a modded copy of the game on my f: drive (where it has installed the mods). 

(And, the point of using the launcher is to be able to easily switch between different modded versions of the game -- so it looks like it creates a copy of the game for each of those instances.)

So, conceptually, all I need to do is point kinggen at the game instance.

But how?

I tried telling kinggen that the rwgmixer.xml from that instance of the game was a custom pois list. But that failed miserably.

I tried looking up the format kinggen wants for the pois list -- maybe I could somehow build one -- but I have not yet succeeded there, either.

 
Sorry, I was editing my post as you were replying. Please review that as I think that may clear a few more things up.

 
So, conceptually, all I need to do is point kinggen at the game instance.

But how?
Not necessary. If you are creating your own prefab list to play, just copy all the prefabs to a 2nd folder and create the list from there, does not need to touch the installation copy at all, when completed move the map to either the worlds folder in your install path, or to the generated worlds folder that lives in %appdata%

 
Not necessary. If you are creating your own prefab list to play, just copy all the prefabs to a 2nd folder and create the list from there, does not need to touch the installation copy at all, when completed move the map to either the worlds folder in your install path, or to the generated worlds folder that lives in %appdata%


But how would I do that?

I looked at the CPVANILLAKINGGEN13PREFABLIST.txt from the compo pack, and there's a bunch of information in there which does not appear in rwgmixer.xml files nor in prefabs.xml files.

I can't use that specific prefabs list for darkness falls, because it's missing about 100 POIs from darkness falls (for example, stuff like A16_fire_station_01, A18_store_hardware_lg_01, sphereii_cave_01 and xcostum_Gallery(by_TopMinder_and_Pille) and has about 200 POIs which do not appear in darkness falls (a bunch of xcostum_Supermarket and xcostum_Trader pois, for example).

Removing the unused lines from CPVANILLAKINGGEN13PREFABLIST.txt is probably straightforward (I have not tried it, and there's a few POIs which are listed multiple times, so there may be an important subtlety which I do not yet understand). But to add lines for the missing POIs I would need to know how to generate the extra "columns" of information for those prefabs, and I would need to understand where to place these rows in the file (and possibly I would need to understand something I do not know how to ask about that's related to the lines which begin with @ in that file...).

But maybe I am needlessly worrying, and I do not actually need to supply those columns for kinggen? (Is there some documentation about this that I should have been reading?)

 
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But how would I do that?

I looked at the CPVANILLAKINGGEN13PREFABLIST.txt from the compo pack, and there's a bunch of information in there which does not appear in rwgmixer.xml files nor in prefabs.xml files.

I can't use that specific prefabs list for darkness falls, because it's missing about 100 POIs from darkness falls (for example, stuff like A16_fire_station_01, A18_store_hardware_lg_01, sphereii_cave_01 and xcostum_Gallery(by_TopMinder_and_Pille) and has about 200 POIs which do not appear in darkness falls (a bunch of xcostum_Supermarket and xcostum_Trader pois, for example).

Removing the unused lines from CPVANILLAKINGGEN13PREFABLIST.txt is probably straightforward (I have not tried it, and there's a few POIs which are listed multiple times, so there may be an important subtlety which I do not yet understand). But to add lines for the missing POIs I would need to know how to generate the extra "columns" of information for those prefabs, and I would need to understand where to place these rows in the file (and possibly I would need to understand something I do not know how to ask about that's related to the lines which begin with @ in that file...).

But maybe I am needlessly worrying, and I do not actually need to supply those columns for kinggen? (Is there some documentation about this that I should have been reading?)
Gallery by topminder and pille is in. 

What pois are doubled up. KG can't double up pois when it generates a list. Unless you have added a poi more then once. 

Place the darkness falls POI's in a folder click generate custom list in KG. Then direct it to that folder and save.  Open list up in notepad++ 

Then copy the list generated to the cp list and edit/remove any pois you don't want. 

Make sure the pois for cp and df are in your game prefab folder when playing. 

 
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What pois are doubled up. KG can't double up pois when it generates a list. Unless you have added a poi more then once.


In CompoPack-KingGen/CPVANILLAKINGGEN13PREFABLIST.txt at main · stallionsden/CompoPack-KingGen (github.com) I see these duplicated POI lines (line number : prefab name):

72:blueberryfield_sm
130:cornfield_lg
131:cornfield_med
132:cornfield_sm
369:potatofield_sm
538:water_tower_01
539:water_tower_02
540:water_tower_03
630:blueberryfield_sm
631:cornfield_lg
632:cornfield_med
633:cornfield_sm
634:potatofield_sm
635:water_tower_01
636:water_tower_02
637:water_tower_03

Edit: but darkness falls already includes most of compo pack's POIs (and edited versions of them, for balance reasons). Anyways, I was not looking to combine compo pack with darkness falls -- I was just using the compo pack poi list because it was the only example of a poi list that I had found.

Anyways... now I understand that the "Generate custom POIs list" feature will build the thing for me. So that's good. (And I checked the poislist.txt generated by kinggen -- it doesn't have any duplicated pois.)

On the other hand, it seems to contain 844 pois, and the prefabs directory has 893 pois. Kinggen has tossed all the POIs whose names begin with two 'A' letters. Like AAA_quonset_01 ... or maybe those are not really POIs? It's odd...

 
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In CompoPack-KingGen/CPVANILLAKINGGEN13PREFABLIST.txt at main · stallionsden/CompoPack-KingGen (github.com) I see these duplicated POI lines (line number : prefab name):

72:blueberryfield_sm
130:cornfield_lg
131:cornfield_med
132:cornfield_sm
369:potatofield_sm
538:water_tower_01
539:water_tower_02
540:water_tower_03
630:blueberryfield_sm
631:cornfield_lg
632:cornfield_med
633:cornfield_sm
634:potatofield_sm
635:water_tower_01
636:water_tower_02
637:water_tower_03
 
Argh yeh ty will remove them from the vanilla. When I generated the vanilla I forgot to remove those as they are in the farm settlement . Will correct that now.

 
In CompoPack-KingGen/CPVANILLAKINGGEN13PREFABLIST.txt at main · stallionsden/CompoPack-KingGen (github.com) I see these duplicated POI lines (line number : prefab name):

72:blueberryfield_sm
130:cornfield_lg
131:cornfield_med
132:cornfield_sm
369:potatofield_sm
538:water_tower_01
539:water_tower_02
540:water_tower_03
630:blueberryfield_sm
631:cornfield_lg
632:cornfield_med
633:cornfield_sm
634:potatofield_sm
635:water_tower_01
636:water_tower_02
637:water_tower_03

Edit: but darkness falls already includes most of compo pack's POIs (and edited versions of them, for balance reasons). Anyways, I was not looking to combine compo pack with darkness falls -- I was just using the compo pack poi list because it was the only example of a poi list that I had found.

Anyways... now I understand that the "Generate custom POIs list" feature will build the thing for me. So that's good. (And I checked the poislist.txt generated by kinggen -- it doesn't have any duplicated pois.)

On the other hand, it seems to contain 844 pois, and the prefabs directory has 893 pois. Kinggen has tossed all the POIs whose names begin with two 'A' letters. Like AAA_quonset_01 ... or maybe those are not really POIs? It's odd...
Fixed, thanks for picking that up

 
There is quite a bit thats included in vanilla that you will not use. You are better off using the CP vanilla list, as it doesnt have all that extra Nav and deco pieces, you dont want those included in your mixer, granted they would be mostly excluded anyway due to the way they are tagged, but they will clutter up your mixer list.

 
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