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KingGen - A Random World Generator for 7 Days to Die

Very easy fixed roads draw on GIMP from splat was broken by map generator went messed up roads & town many + + + on roads. Small issue large building blocked roads will tweak some roads move away random spawn building 🔧

I make 4k 8k 12k 16k square islands will long hours fix all roads

nUtVnKW.png


 
I'm at an estimated 70% if 100% refers to the release state and not the long-term goal. Spawning of wilderness POIs and the tag system will probably be finished very soon, and then only the road network and documentation is left (although it might be fun to offer no docs or help at all). 😁
thank you for all your hard work. the community really needs this.

 
Kinggen still does the nicest map preview doesn't it!

Point kinggen at your DTM.raw or png for the heightmap, and your biomes.png and splat3 for roads, then switch off the generation of towns, traders and wilderness pois. This'll generate a new map (which you can ignore) but you can drop the preview it creates into a photo editor and add a layer above that contains a poi preview.

You can get the poi preview from the previews folder in workspace after running "mappreview X" with MapToolz 1.4 installed. (Where X is your map number) 

 
Kinggen still does the nicest map preview doesn't it!

Point kinggen at your DTM.raw or png for the heightmap, and your biomes.png and splat3 for roads, then switch off the generation of towns, traders and wilderness pois. This'll generate a new map (which you can ignore) but you can drop the preview it creates into a photo editor and add a layer above that contains a poi preview.

You can get the poi preview from the previews folder in workspace after running "mappreview X" with MapToolz 1.4 installed. (Where X is your map number) 
I get this error but I do know the creator used kingen to a point and then fixed the world, he also has a kingen preview which gave me the idea it could still be used

Exception in Tkinter callback
Traceback (most recent call last):
  File "tkinter\__init__.py", line 1892, in __call__
  File "gui.py", line 315, in open_world
  File "settings.py", line 26, in dump_settings
PermissionError: [Errno 13] Permission denied: '.\\king_gen_config.txt'

 
@Tallman Brad 

"Kinggen still does the nicest map preview doesn't it!

Point kinggen at your DTM.raw or png for the heightmap, and your biomes.png and splat3 for roads". . . . etc. . .

Well said, Brad!  If it weren't for the new tile system - I'd still be using KingGen.  Anyway - a big "Thank You" for the note above: your ideas and innovations tied in with your very appropriate and professional videos are as valuable as the actual addons that we all use.
I use MapToolz along with the mappreview command, but that vertical relief has been sorely missed. I played around with the tree/vegetation density a couple o'months back, and finding the way home in the darkness has added a new reality, as the mountains and high hills are now very much hidden until one is on them.

Happy Holidays!
 

 
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I didn't want to start a new thread in case Pille wanted to. Shared th video in my own thread but I have no idea if anyone actually looks at that.
Brad, you should start a new thread since you've been doing so much to promote Teragon and keeping us up to date. You deserve it; with Pille's permission of course. Plus, you'll be making the YouTube tutorials so, no more reasons needed.

 
Hi all. Taragon looks pretty exciting. Thank you Pille for what looks like some awesome work.
What will be the requirements to run it?

Thanks

 
All this social media crap is a waste of life time and that's why I'm striving to drastically reduce my online presence and activities. Apart from that, Teragon's main purpose is not to generate worlds for 7 Days To Die. The fact that it can do that is rather due to a misjudgment on my part. I underestimated the effort needed to make it compatible with the game. If I had had today's knowledge at the beginning of the development, I would not have tried this again.

But here we are. So much time has already gone into the project. Most of the work to make it compatible is behind me, so it seems reasonable to go the rest of the way (means bugfixing and better mod support) but that's probably another misjudgment. Anyway, no one needs my permission to open a thread here. I myself just don't see any reason for it.

 
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@PilleAfter watching the videos about Teragon (I'm planning to try it out tonight), there was one thing I noticed and wanted to ask about.  I see that the dithering effect between biomes is only possible when using environmental biomes.  I understand how it works by having an overlap area of height, which makes sense.  I was wondering about an eventual possibility of having it available also when not using environmental biomes?  The reason being that I love the effect it creates, but I'm not sure if I'll like the environmental biomes.  Having, for example, snow on mountain tops is realistic and looks great, but I don't really want to do snow biome questing on a mountain top.  The same for other biomes that might need to be placed higher.  I love the idea, but just not sure I'll like it when playing.  I may be wrong and after trying out a map made with Teragon, I may decide I like that, but chances are I will prefer not using environmental biomes but would still like that dithering effect.

 
I can understand Pille's desire not to maintain a presence on the boards. Still, I think we should make a Teragon discussion if for no other reason than it might let people find others using it. How about a "Teragon Users Group" discussion?


This is definitely a good idea, otherwise TMB's tutorial thread will quickly be overrun with mapping questions and requests and feature suggestions rather than feedback on his incredibly useful videos (watched the first three on my commute this morning).

 
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