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KingGen - A Random World Generator for 7 Days to Die

Hello, I had an error on multiple attempts (So its reproducible) generating the seed "PottatoPotato" at 8K on kinggen 0.13.1 A19.6:
 

Code:
Generating heightmap.
Generating biomes.
Generating cities.
Generating water.
Generating roads.
Generating villages.
Traceback (most recent call last):
  File "crash_log.py", line 19, in handle_crash_log
  File "gui_generation.py", line 27, in generate
  File "ntime.py", line 11, in ntime
  File "world.py", line 1301, in run
  File "world.py", line 272, in generate
  File "world.py", line 349, in gen_villages
  File "world.py", line 393, in gen_villages_forest
  File "hub_factory.py", line 79, in gen_hub
  File "city.py", line 46, in __init__
  File "city.py", line 53, in generate
  File "city.py", line 125, in gen_grid
IndexError: too many indices for array: array is 1-dimensional, but 2 were indexed


And I was using these settings on the latest compolist (Kinggen) which fixed vanilla POI duplication:

e1264076c5288628ba8843b809003e20.png

 
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Ok i get frustrated here..i have do all the things..put the list in a folder and everythings..and i still get the same error and it wont load the map. I get those damn gui pi error..

 
Ok i get frustrated here..i have do all the things..put the list in a folder and everythings..and i still get the same error and it wont load the map. I get those damn gui pi error..
Ok, I think you are trying to do a lot of things, all at the same time, and its making it too confusing for you. Lets break down what you are trying to do.

1 You want a Darkness Falls Map

2 You are trying to use prefabs from, Darkness Falls, Vanilla, and Compo Pack 47. Is this correct?











 

 
Ok , I need a bit of a hand. I updated KG and stopped using the required tag , and altered it like i was supposed to but otherwise my list is the old school list but Im getting the .PY list of errors :(  any advice. Do I really have to go thru and regen the whole list ?

 
I solved my issue to get a world to work atleast but now I have a question is there things in the POI list we can remove that isnt needed I have all ready gone thru and got the signs, bridges , NAV only stuff , but can u remove anything else like the STONES and stuff or will that lead to no big boulders?

 
I solved my issue to get a world to work atleast but now I have a question is there things in the POI list we can remove that isnt needed I have all ready gone thru and got the signs, bridges , NAV only stuff , but can u remove anything else like the STONES and stuff or will that lead to no big boulders?
Yes

 
Heyo!

I started using KingGen yesterday and first of all.. DAMN what an amazing tool!

However, I encountered 1 problem today and I have 1 suggestion. Suggestion first:

On the 7 Days to Die Discord Server someone told me that you can "edit" the worlds that the generator spits out. I had a perfect world generated but I wanted to change a single bit (add an island to a huge lake). They, however, couldn't tell me how to do that and also didn't find the instructions anymore. Could you maybe let me know (or add it to the inital announcement?) how to do that?

The problem I encountered is as follows: I wanted to load up a world from a friend in KingGen but it gives me the following error whenever I try to load up ANY map:

Exception in Tkinter callback
Traceback (most recent call last):
  File "tkinter\__init__.py", line 1892, in __call__
  File "gui.py", line 316, in open_world
  File "gui.py", line 1201, in load_world
UnboundLocalError: local variable 'pois' referenced before assignment




I could load maps yesterday super fine, no problem, today it doesn't work anymore. Any fix for that?

 
BUG REPORT: Functional regression - KinGen no longer generates maps using the Compo Pack 



I attempted to generate a map on a fresh install of 7D2D, only the Compo Pack installed, as per the instructions found on the above link. When using the supplied POI list, KingGen throws an error.

Verison: KinGen 0.13.1

Platform: Linux x64 (Arch)

Python: 3.9.6 (repo installed)

The error message:

Traceback (most recent call last):
File "crash_log.py", line 19, in handle_crash_log
File "gui_generation.py", line 27, in generate
File "ntime.py", line 11, in ntime
File "world.py", line 1301, in run
File "world.py", line 272, in generate
File "world.py", line 349, in gen_villages
File "world.py", line 393, in gen_villages_forest
File "hub_factory.py", line 79, in gen_hub
File "city.py", line 46, in __init__
File "city.py", line 53, in generate
File "city.py", line 125, in gen_grid
IndexError: too many indices for array: array is 1-dimensional, but 2 were indexed




Without any other error messages, I am at the end of my ability to troubleshoot without access to source. Thank you, and have a great day.

 


When creating a new world, I get an error. 13.1
Kingslayer is aware of this and is working in it for next release. Just keep generating it should gen a map.

BUG REPORT: Functional regression - KinGen no longer generates maps using the Compo Pack 



I attempted to generate a map on a fresh install of 7D2D, only the Compo Pack installed, as per the instructions found on the above link. When using the supplied POI list, KingGen throws an error.

Verison: KinGen 0.13.1

Platform: Linux x64 (Arch)

Python: 3.9.6 (repo installed)

The error message:

Traceback (most recent call last):
File "crash_log.py", line 19, in handle_crash_log
File "gui_generation.py", line 27, in generate
File "ntime.py", line 11, in ntime
File "world.py", line 1301, in run
File "world.py", line 272, in generate
File "world.py", line 349, in gen_villages
File "world.py", line 393, in gen_villages_forest
File "hub_factory.py", line 79, in gen_hub
File "city.py", line 46, in __init__
File "city.py", line 53, in generate
File "city.py", line 125, in gen_grid
IndexError: too many indices for array: array is 1-dimensional, but 2 were indexed




Without any other error messages, I am at the end of my ability to troubleshoot without access to source. Thank you, and have a great day.
Same response to Slicker. 

 
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I can use a small hand, please Stallion: Krunchy: Brad: I've got a good run of "larnin' " maps going, but somehow this water has me beaten in only one respect: the water map itself works - I get the perimeter water and level just fine: I touch up the terrain HM very carefully, to smooth, lower, raise it to get the right pond/lake placing and 'look'; but for the life of me - I do not, or cannot get trees to spawn after the map is created!!!!!   The city; splat; HM; multi-splodge biomes and water all work just fine: ores, vehicles, all the normal ground clutter, animals, etc - all spawn normally - just no trees.  There are zero errors in the console. I am totally stumped.
Thanks in advance.
pj

 
No trees? I can't see why that would happen just by drawing biomes and water. Can you test using a random gen map with no HM or biomes. Then perhaps add each feature one by one. I bet one of the others know the answer already, but this is all that I can think to do to eliminate the issue. 

 
Hi Brad: I had no issues with KG until today - GIMP was a bit of a learning curve - especially when Paint.net and Krita were pulled in. I usually build one map, play it for a few days, then improve it, and repeat four or five more times, - like canyons - for e.g., until I'm happy with how to make it work: cities and biomes - especially small, tight mixed biomes - are a snap to do:  the last big change was taking out all of the modern buildings from the prefab list (using bits and pieces from DF, CP47, Classic Hardcore, Ravenhurst, UL, etc., to give a really "old and dilapidated look" to the world. It's worked, and I'm very happy. This map (five so far) just builds on the past 30 or so, by adding a multi-height water map, such as the one described by DJQuad. All of these previous maps have worked without issue. All reds fixed, no yellows left. I have already partially gone through the method you suggested, Brad, and it works fine - until water is added. Poof! No trees. The png's are held in a source folder, and are common, just with the one exception of the water map. I will create a fresh one later tonight, and use a KG default-made stock map without  a wm, with one added, and then with a muti-level one as well.
Anyway - thanks very much for your input Brad: someone else might have an insight too, or has had this problem before. I'll keep at it.
Cheers!

pj   

 
Yes I'm sure someone else will be able to help. In the video I put out about water maps earlier you can clearly see trees spawning. But for the demo I switched off all cities/towns, Biomes and didn't use a poi list. Perhaps there's a conflict? I'm curious to hear the solution when you get it PJ. 

Just to add. I missed djquad's watermap info. Was it different to the technique I used? I wonder if my method is causing an issue? 

 
. . . . I did take a boo for your water video - yes, as I knew I had spotted it a week ago, but I didn't find it earlier - I will look again as soon as this is done, and will go along step by step, as per the others.
Again - mucho grazzy.

pj
 

 
I can use a small hand, please Stallion: Krunchy: Brad: I've got a good run of "larnin' " maps going, but somehow this water has me beaten in only one respect: the water map itself works - I get the perimeter water and level just fine: I touch up the terrain HM very carefully, to smooth, lower, raise it to get the right pond/lake placing and 'look'; but for the life of me - I do not, or cannot get trees to spawn after the map is created!!!!!   The city; splat; HM; multi-splodge biomes and water all work just fine: ores, vehicles, all the normal ground clutter, animals, etc - all spawn normally - just no trees.  There are zero errors in the console. I am totally stumped.
Thanks in advance.
pj
Im not sure I understand exactly what you mean, but start with this, once you are in game, hit f1, and type 'trees' (no quotes)  this is a toggle, to turn trees on or off.

 
Crossed posts here, Stallion, but - yes - I use it all the time, and it makes no diff. - I just finished this version after creating a completely new water map, following Brad's video.

Water is a 43, these ponds/lakes are at 57, with general land at 60.

trees set to "off"

trees_off.JPG

trees set to "on"

trees_on.JPG

NoTrees.JPG

preview.JPG

 
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and this is another iteration of the same map with the water map not included in the build:  the Notepad++ shows a compare of the two configs.
(sigh)

no_water.JPG

config.JPG

 
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