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KingGen - A Random World Generator for 7 Days to Die

Do you really feel the need to follow up every single message I write that mentions Compo Pack?

Your mixer is not the only mixer used. And the way Nitro spawns things, they do show up close to modern buildings and look awful.

Also, did you even try to make these look realistic? Jeepers dude, looks like a 5th grader painted half of this.

Also, you can totally use a flat world, you just need to set the map level higher.
 

 
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best bet is to create a bigger world 12k or such.


Yeah i think about generating a 12K or a 16K map, but i dont know how that will affect the memory usage of the game, which is already eats up the 16GB RAM in my system sometimes, and starts constantly writing to my SSD because of the pagefile 😕 I think i must lower the texture size to "Half" from "Full" to avoid this... Or is there any other method to reduce memory usage?

 
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Good Day . KingSlayerGM

I have a Problem Now .. I totally uninstalled and Reinstalled 7D2D game to make sure I had a Clean Game and Now using KingGen with Your Combo-pack

I CAN NOT get any of the custom building to show on map .. they are all Vanilla building ... I tried _ 2 - 8k and 1 - 10k .. the maps look good, but no custom buildings ........ and using a Large Grid " Look a bit empty ", Lol ........... Here is a copy of the work page.

DO I also need to add the CP47 to the Vanilla prefab folder in the game folder ?? for it to generate properly. 

I did not at this time, because of the way your system works .. didn't think I had to.

Thank You again ... the Old Gamer .. 😌

EDIT: .. Ok .. After reading again .. I do need to put the CP47 .. Prefab list folder into game folder and replace the existing one and I will save the Vanilla one  untouched ........ if I read it correctly .. I give it a try and hope.

Desktop Screenshot 2021.05.25 - 08.43.55.07 (2).png

 
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EDIT: .. Ok .. After reading again .. I do need to put the CP47 .. Prefab list folder into game folder and replace the existing one and I will save the Vanilla one  untouched ........ if I read it correctly .. I give it a try and hope.


CP47 have seperated file names from vanilla, starting all with "xcostum_" so it does not overwrite anything in the vanilla prefab set. You just need to copy all of the CP47 prefab files to your game directory \7dtd\data\prefabs\

 
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Good Day . KingSlayerGM

One question .......... IS there anything that can be done about multi POI's in the same area ?? No Biggy _ Just wondering as in photo of New 10k Map.

Other than That, So Far everything looks good.

 

7 Days to Die Screenshot 2021.05.25 - 13.29.45.83.png

 
Good Day . KingSlayerGM

One question .......... IS there anything that can be done about multi POI's in the same area ?? No Biggy _ Just wondering as in photo of New 10k Map.

Other than That, So Far everything looks good.

 

View attachment 20127
I think that poi is pretty small, so that's why it gets picked a lot. I could add a strict limit to the same poi in the same city. I have to experiment with that.

 
I tried it out on Linux and it works great!

Two questions:

Would it be possible to add custom radiation zones, like the heightmap or biomes?

Is there any reason why you have to generate a square map or would it be possible to do something like a 2048x4096 map?

Thanks, keep up the great work!

 
Would it be possible to add custom radiation zones, like the heightmap or biomes?
There are different types of radiation, or levels of radiation, depends what you are trying to achieve.
 

Is there any reason why you have to generate a square map or would it be possible to do something like a 2048x4096 map?
This used to be easier to do. The problem is getting the other files the biomes etc to line up. In general its no longer worth attempting. I know there is a modlet out there somewhere that allow for non standard sizes, but the same rules still apply. For stability if for no other reason, its usually not worth doing.
 

 
@gpcstargate and others interested:

I tried setting a strict rule of no poi repetition inside the same city, but the result is large empty lots with no pois, which is very ugly. For now the system will remain as it is. If you really want to avoid repetition I suggest small cities, small towns, small vllages, large grid size, and long poi list. These settings will reduce the chances of repetition.

Any expert programmer that has an idea for an algorithm, please share. Keep in mind that when picking a poi for a specific lot there are 5 requirements:
1) it must fit in the lot,

2) it must be a city poi if building a city, or a town poi if building a town,

3) it must be compatible with the zone(downtown,iindustrial...) of the city,

4) it must be compatible with the biome

5) it should avoid repetition

 
There are different types of radiation, or levels of radiation, depends what you are trying to achieve.
I would like to set up a perimeter for the map, so that the player does not wander off from a smaller area that is custom built. That area is not covering the entire map and is not square. KingGen seems to generate all maps as islands with water around them instead of radiation zones, which does not fit for the map I have in mind.

I was not aware that there were different types or levels of radiation. I would like to know more about this, but we might be getting off topic from the KingGen world generator.

 
I would like to set up a perimeter for the map, so that the player does not wander off from a smaller area that is custom built. That area is not covering the entire map and is not square. KingGen seems to generate all maps as islands with water around them instead of radiation zones, which does not fit for the map I have in mind.

I was not aware that there were different types or levels of radiation. I would like to know more about this, but we might be getting off topic from the KingGen world generator.
KingGen 8 will have customization for the world border.

Depending on the time I might also add support for custom radiation. But in the meantime you can just make your own radiation file and then swap it in the world's folder after the generation.

 
I would like to set up a perimeter for the map, so that the player does not wander off from a smaller area that is custom built. That area is not covering the entire map and is not square. KingGen seems to generate all maps as islands with water around them instead of radiation zones, which does not fit for the map I have in mind.

I was not aware that there were different types or levels of radiation. I would like to know more about this, but we might be getting off topic from the KingGen world generator.
Easiest way to deal with this in the short term, is to create a vanilla RWG map the same size as the map youve made in KingGen. The file is called 'Radiation.png' Throw that file into your custom map folder and you are done.

2021-05-26_12h13_30.png

 
KingGen 8 will have customization for the world border.

Depending on the time I might also add support for custom radiation. But in the meantime you can just make your own radiation file and then swap it in the world's folder after the generation.
Cool! If it's that easy, then I'm perfectly happy with it. Thanks again for a great generator!

Easiest way to deal with this in the short term, is to create a vanilla RWG map the same size as the map youve made in KingGen. The file is called 'Radiation.png' Throw that file into your custom map folder and you are done.

View attachment 20132
Perfect, thanks!

 
Speaking of radiation, would it be possible to say, tag a POI in the list so that when it gets placed, it adds to the radiation.png automatically? I have some POIs in my mod that I want to be radiated no matter what and this would be nice for that. I'm currently just using entities, but this would be cleaner.

 
Linux Mint 19.3 here with Python 3.6 installed (the default, everything still fully supported).  While I could upgrade my Python to 3.8 is there any real reason to require the later version be installed?  Will it not work on older versions?

 
Speaking of radiation, would it be possible to say, tag a POI in the list so that when it gets placed, it adds to the radiation.png automatically? I have some POIs in my mod that I want to be radiated no matter what and this would be nice for that. I'm currently just using entities, but this would be cleaner.
Would that just add the radiation to the coordinates of the prefab? I guess maybe radiation could be written to the processed dtm or splat

 
Linux Mint 19.3 here with Python 3.6 installed (the default, everything still fully supported).  While I could upgrade my Python to 3.8 is there any real reason to require the later version be installed?  Will it not work on older versions?
It is not required at all. KG is a self contained executable. Anything it needs should be inside the file already.

 
It is not required at all. KG is a self contained executable. Anything it needs should be inside the file already.


I get this error when I run the program (from the console, not working through my GUI):

[28155] Error loading Python lib '/tmp/_MEIDc1As9/libpython3.8.so.1.0': dlopen: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.29' not found (required by /tmp/_MEIDc1As9/libpython3.8.so.1.0)




So maybe it is a glibc issue instead?

 
Some system libraries are expected and not included in the executable.

Yes, it looks like you need glibc. Hopefully installing it should fix the issue.

 
Glib 2.27 is installed but your program is requiring 2.29.  The problems I keep getting into with this are about required versions (Python 3.8 versus 3.6 was the first one) and not whether a particular lib or program is installed. 

I downloaded the Windows version and tried running it with Wine.  It runs but crashes every time with this exception:

Unhandled exception: unimplemented function vcomp140.dll._vcomp_for_static_simple_init_i8 called in 64-bit code (0x000000007b44da67).




Gonna give up for now, but let me know if you want me to test anything else or give you more information.

 
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