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KingGen - A Random World Generator for 7 Days to Die

Sorry @HB_H4wk, I'd hoped to get back on today to look at the situation with the map appearing like a desert texture but didn't get a chance. However Krunch has suggested using the 'fix splat' option in kinggen. Also to remove any other splat files from the map folder, perhaps splat 4 and splat 5. I can't get on my pc to check the names or test the solutions. Hopefully tomorrow (Sunday in UK). 

 
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@Tallman Brad I loaded the world back into KingGen and tried the Splat Fix and it worked, but it removed any new dirt roads that were added. :( The Asphalt roads were still there with all of the correct Biomes. I also removed Splat 4 and 5 files from the map folder, so it's a start.

I also tried turning the Alpha Channel back on to see if it helped and it was still all desert ground.

 
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@Tallman Brad I was wondering as most servers use live maps if the splat3 file is edited to add roads, the main preview file does not show roads. So I was thinking that making a separate layer in the splat road process and placing that on top of the Preview map to update the Preview png file to reflect the newly added roads.

 
@HB_H4wkyeah you could do that. It wouldn't change anything in the game but at least you'd have a complete preview map then.

I'm just sorting breakfast then I'll make a start working out the splat issue. 

 
@HB_H4wk and @GunsNerdsAndSteelProblem solved. 

After you have created your new map and new splat file:

Use the 'splat fix' option to repair the splat 3 file and simply paste it over the one in the 7dtd new world folder. Don't regenerate your map as it'll drop different poi's in different places. We're just using kinggen to fix the splat file. Delete any splat4 and 5 files that might be there in the game folder from previously starting the map and start a new game. 

Biomes appear normal and roads are drawn correctly. Not ideal, but I'll spend some time on the work flow and see if I can streamline the process a little. I suspect it is the missing alpha layer that is causing the problem but I haven't had any success when I've tried replacing it. More work needed, but we have a solution anyway. However rough it is. 

 
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Tallman & King & Others 

I have map files for a 4k is it easy enough to just resize those to do the other sizes or do I need to redraw from scratch?

 
In what way doesn't it support Ware3's mod?  I might be wrong, but I reckon only the prefab list would, or might, be at odds with KG's "Generate custom POI's list" - and all that don't comply can be edited, or simply removed if you don't like them. No? 

Edit: Just tested my KG-created map which uses a much-edited Vanilla/CP47 poislist, after removing the rgwmixer.xml altogether. The game ran just fine without it, so I have to assume that KingGen's code "poislist.txt" (or whatever name you use) is used by the game in place of the rgwmixer.

I love his map - one of the best I've ever seen, and his prefablist is pretty unique, but does also contain dozens, if not all of the CompoPack prefabs, so it's worth pursuing, and maybe adding them into your own personal prefab list. It's certainly easy enough to cut and move your existing prefabs to a safe spot and then move War3z prefabs in its' place, and then run KG, and generating a poislist..

 
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It works Marelis: I just moved my prefabs and mods folders out, put Warz's Prefabs and Mods folders in, but didn't put the rgwmixer in. (don't know if that was necessary or not), and then ran KingGen, generated the poislist, leaving my old map's splat, water, heightmap and biomes files in place in KG, and it created a new map - all good, and the game loaded and ran perfectly. The game did throw a red error on missing the mixer xml, but it didn't seem to make any difference to the game. I'm about five minutes into it, and it's working just fine.  
 

A19.6_2021-08-31_10-54-29.jpg

War3's mix of ores

A19.6_2021-08-31_10-55-00.jpg

One of my created water map ponds 46 height

A19.6_2021-08-31_10-51-04.jpg

A19.6_2021-08-31_10-52-37.jpg

preview.png

Thar ya go!  😉

A19.6_2021-08-31_11-09-30.jpg

 
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Hi,

KingGen is great, but it's a shame it doesn't support the War3zuk mod.

Could you create support for this mod ?

https://7daystodiemods.com/war3zuk-aio-overhaul/

It would be amazing to combine such exceptional tools into one !

Thanks,

ML


The Only thing that would be a "BIT Different, might be the prefab list" and most likely you might have to add OR replace with the War3zuk list to the Vanilla list. 

But, with saying that .. no guarantee that it would work .. Because KingGen has to use it own combo list .. which does have some War3zuk in it, but not all.

Wait for A20 to drop and see how Bad War3zuk will be.

 
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Has anyone experienced this problem when using Custom City Maps?

Grid size sets City/Town/Village = Large/Medium/Large

Works Fine

bsdDzGN.png


Any other Grid size such as City/Town/Village = Small/Large/Small

Roads inside of Towns do not connect.  Cities, villages, and inter city/town/village roads are fine.

eMDISiG.png


 
https://community.thefunpimps.com/threads/kinggen-a-random-world-generator-for-7-days-to-die.23988/
"no guarantee that it would work .. Because KingGen has to use it own combo list"
 



It works, darn it!  All one has to do is move the existing Prefabs and Mods folders out, save them, and then put Warz's Prefabs and Mods folders in.

That's all. KG will make the pois list according to the prefabs in the folder that you select.


I'm just saying .. I'm Not guaranteeing it .. I know it works, if you do the work. Have a good one.

 
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