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KingGen - A Random World Generator for 7 Days to Die

How to make rivers ? i'm new to this
Coincidentally I'm just finishing editing a video on heightmap editing to follow on from the first two Maptoolz videos. That includes how to make rivers. Should be available to watch in 24 hours but the other two videos are essential viewing to learn the basics of the new mapediting system. Well the first one is. Link is a couple of comments above. Hope it helps. 

 
Hi Brad - I had dragged the whole Map Toolz folder over - after unzipping it. . .   that put the actual exe at a lower lever, so of course - it wouldn't run, hence my deleting the post. Once it was put where it should be - it was recognised. After that I re-did "the stoopid-looking biome" to one which would make both you and I happy, did the convert bit, started a new game - and there it was! Two snow areas gone - more desert and green stuff, plus a bit of wasteland, lots of dots and it now looks like a map. I followed your suggestion and included the RWG Improvement mod - it works very well, too!  I followed that by running MPMG's Preview maker to get a preview.png. Altogether - it's a regrettable, but good and acceptable necessary replacement for the lovable-but-unfinished KingGen. I'm sure Gabriele must be sore over the A20 Update. It is, however, all part of gaming.   Lastly - much of this would be very difficult without you and your excellent video's - we need and appreciate them! Thank you.

ATB

pj

 
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I'm pleased you got it working @paulj_3. It's a good time saver. I love that you don't have to mess with alpha layers on the roads and that the water map just updates itself. 

Yes it's a shame about kinggen. I really liked that. 

Thank you so much for the kind words about the videos. I pleased they've been helpful. There's more on the way. New one on working with layers in gimp and brush densities should be out in in just over 12 hours once I get a thumbnail thrown together. I hate doing thumbnails! Haha.

All the best PJ.

Brad.

 
I'm having quite a bit of trouble figuring out two basic things:

1) Is there a full-featured map generator for A20 at all right now?  By full-featured I mean something like the large number of choices possible in KingGen/NitroGen.

2) Is there anything where I can either generate a map online or on a Mac?

KingGen online seems not to be working, or is paid only.

 
@BasicallyACat 
 

A 1). No.

A 2). I don't use a Mac, sorry! However - I've seen other posts that say "it's not working", (and here I'm assuming 'not downloadable'), but I've tried it each time, and had no issues and did download it again on reading your post. I will share this on my OneDrive if you wish - just pm me or post a reply here.
KG still works and produces good, perfectly usable and  configurable maps with A20, but can/will only create the 'old-style' road system, as mentioned by Brad earlier in this thread.  The towns, cities, poi's, the biome.png and heightmaps - all can be changed as you wish, and work perfectly.

A better solution (IMO!) - you might want to check out Brad's 'Map Toolz' video, as it will give you a good insight as to what is possible now, using the new - and much improved RWG system.  Brad now has three 'how-to' videos on 'Toolz' - his site for all his videos is here. - look for 14, 15 and 16.

In addition - I followed his advice and added 'MageDaddy's' Improved RWG mod - which adds about fifty lines to the rwgmixer.xml - altering the zoning numbers which makes for better town/city/Old West/commercial/downtown/etc.,  layouts. This is just a single xml in his folder which can be dropped into your 'Mods' folder, or the xml just added to your own mod.  Here.
       
Secondly - after the map had been produced - I used MGMP's Map Previewer mod to give a good preview, showing the Trader locations by name, plus the Start Points.  Here..

This is not any more difficult than using KingGen - it's just different,  but it will give you a map where you can control that ugly biome, or fix a heightmap to how you like it to be, and add a number of other improvements while being fully compatible with the already-good A20 RWG system.
 

Sorry for being long-winded - I just hope this helps!

 
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Good afternoon. I'm using King Gen for my server's map. I purposely chose NO TRADERS in order to have my custom prefabs inserted later.

My custom traders work, but the problem is that the game is not detecting any traders. It says TRADER: No traders.

How could I make the game use my custom traders for the trader quest?

Best regards.

 
@laila   Hi Laila.

Hmmm...  I have no clue re: the mechanism with which the game determines this, nor KG's method for stopping them from appearing in the map, BUT what I might suggest is that you remove all of the default Trader files from the Prefabs folder, leaving yours in there, and then remake the map with KG - creating a new poilist.txt, while leaving the "no Traders" blank.

pj

 
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Good afternoon. I'm using King Gen for my server's map. I purposely chose NO TRADERS in order to have my custom prefabs inserted later.

My custom traders work, but the problem is that the game is not detecting any traders. It says TRADER: No traders.

How could I make the game use my custom traders for the trader quest?

Best regards.


Maybe there are non in the forest biome?

The default starter quest only looks there so would need an edit?  Line 289 quests.xml

Code:
		<objective type="Goto" id="trader" value="5" phase="1">
			<property name="biome_filter_type" value="OnlyBiome" />
			<property name="biome_filter" value="pine_forest" />
			<!-- <property name="biome_filter_type" value="ExcludeBiome" /> -->
			<!-- <property name="biome_filter" value="wasteland" /> -->
			<property name="nav_object" value="go_to_trader" />
		</objective>
 
Tallman Brad said:
I'm pleased you got it working @paulj_3. It's a good time saver. I love that you don't have to mess with alpha layers on the roads and that the water map just updates itself. 

Yes it's a shame about kinggen. I really liked that. 

Thank you so much for the kind words about the videos. I pleased they've been helpful. There's more on the way. New one on working with layers in gimp and brush densities should be out in in just over 12 hours once I get a thumbnail thrown together. I hate doing thumbnails! Haha.

All the best PJ.

Brad.
the download for MapToolz is not working for me, says connection refused...?

can anyone provide a working link?

edit: nevermind I found the link in the comments of the first vid

 
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Quick Question...
What are the RGB color codes for the different biomes? I know snow is easy, 255,255,255. What are the rest of them? Anyone know?

 
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@Tallman Brad           Cheesh Bradley!!!   😂   I'm blind.  (Good Morning..  I was working away to make up this post, only to come back and find you had beaten me to it!!!!!  Arrrrgh!! 😂😂😂😅)

User Guide. All the others - Zones, Roads, etc., are there too.
Biome Colour Codes

Gimp            0..255                   0..100

Snow.....      255, 255, 255       100,  100,  100    
Desert...      255, 228, 119       100, 89.4, 46.7
Waste L...    255, 168,   0         100, 65.9,  0
Burnt  F...    186,   0, 255         72.9,  0.0,  100
Pine    F...     0,  64,    0             0, 25.1,  0   

 
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@Tallman Brad  just rewatched you video on Teragon. 

you mention a release date of April. now i completely understand that was a hope not a guarantee.... 

Have you heard from Pille? its hard to google Teragon as it either lists an Audio program or tries to change to the herb/spice Tarragon...lol

Is there an updated release expectation? Wondering if the last few point releases of A20 have been a setback?

 
Hi yes development paused while Pille dealt with some other 'things' but has now resumed. 

Coincidentally I spent this morning chatting and experimenting in Teragon with Pille and I'll be doing a video updating everyone on progress as soon as I can. Hopefully in the next couple of days. It's looking good but it's not close enough to being complete to be able to estimate a release date yet.

 
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