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KingGen - A Random World Generator for 7 Days to Die

Hi.

This time I was testing the No POIs feature, and it effectively won't place any POIs in the demarked area... but it also won't place any POIs anywhere else (other than wilderness ones) Is there any other colour we are supposed to fill the file file with for KingGen to generate cities in the rest of the map? or it only works if I also made the custom cities. 

Maybe the no POIs feature should be in the zoning file instead of the Cities file?

cheers
If you use the city map, you also have to draw cities... if you want to let KG generate the cities, then do not use the city map

 
If you use the city map, you also have to draw cities... if you want to let KG generate the cities, then do not use the city map
Got it. 

Might want to consider adding it as a feature?

I think more often people will want to leave certain area clear than to actively draw the whole city planning.

 
Got it. 

Might want to consider adding it as a feature?

I think more often people will want to leave certain area clear than to actively draw the whole city planning.
Initially I thought your suggestion was good, but now I am thinking that some map makers might leave the cities map empty because they do not want cities to be generated. (some people for example generate the same map over and over in severla steps and each iteration they change something)

 
This map generator don't have smoothing option yet like Nitrogen already have smoothing terrain option was smooth hills & mountain but this KingGen not smooth hills & mountains. Hope next update KingGen add smoothing option.
See picture look weird big steps feel like Minecraft game.

WUPiVLZ.jpg


Here my map maker from KingGen

0K60lgn.jpg


 
This map generator don't have smoothing option yet like Nitrogen already have smoothing terrain option was smooth hills & mountain but this KingGen not smooth hills & mountains. Hope next update KingGen add smoothing option.
See picture look weird big steps feel like Minecraft game.



Here my map maker from KingGen

I have the same issue with some maps that have been downloaded. Maps I create by hand are smooth though. I think the steps in the terrain are caused by a low resolution downloaded map. If you have the option in your photo editing software to 'soften' or 'blur' your downloaded map it might reduce those steps. Maybe just try softening by a minimal amount. I'm going to try it myself today but your UK map is particularly good and worth trying to fix. 

 
This map generator don't have smoothing option yet like Nitrogen already have smoothing terrain option was smooth hills & mountain but this KingGen not smooth hills & mountains. Hope next update KingGen add smoothing option.
See picture look weird big steps feel like Minecraft game.



Here my map maker from KingGen

If you use 8 bit heightmaps, they will be smoothed by KingGen.

If you use 16 bit heightmaps, they won't be smoothed by KingGen.

This is a design choice.

 
Initially I thought your suggestion was good, but now I am thinking that some map makers might leave the cities map empty because they do not want cities to be generated. (some people for example generate the same map over and over in severla steps and each iteration they change something)
Different creative process I guess.
I do generate empty maps over and over again while adjusting the heightmap.
but once I'm happy with it, I just leave the tool to generate all the POIs. unfortunaltely KingGen keeps adding some POIs at a certain places where I do not want POIs to be generated no matter how many I have generated so far be it some mountains or tiny island I have reserved for something. Nitro did have the option to mask where you didn't want POIs to generate. used mor often I guess so it didn't decide to create a whole city in the middle of the ocean. luckily King does not have that issue so far. but it was still nice to have that control over it.

 
Different creative process I guess.
I do generate empty maps over and over again while adjusting the heightmap.
but once I'm happy with it, I just leave the tool to generate all the POIs. unfortunaltely KingGen keeps adding some POIs at a certain places where I do not want POIs to be generated no matter how many I have generated so far be it some mountains or tiny island I have reserved for something. Nitro did have the option to mask where you didn't want POIs to generate. used mor often I guess so it didn't decide to create a whole city in the middle of the ocean. luckily King does not have that issue so far. but it was still nice to have that control over it.
I think I can do what you asked me. I got this idea: if the cities map does not contain any city, town or village, then the normal generation will be triggered. However, if a user wants to force no generation, he can simply color a single pixel in the cities map, and that will not be big enough to create a city around it, but no generation will be triggered. This way, both problems are solved.

 
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Can KingGen intelligently place POIs in/around water so docks can be used? For example vanilla "docks_01", "docks_02", etc. or even custom made POIs with similar concepts?

 
If you use 8 bit heightmaps, they will be smoothed by KingGen.

If you use 16 bit heightmaps, they won't be smoothed by KingGen.

This is a design choice.


Thank you, I was confused 16bit high quality & 8bit low quality. I tried 8bit heightmap went smooth hills & mountain feel real 7DtD no Minecraft lol,
I change to 8bit then re-generate 16k map still fast finished 3mins with SSD & i7 7700K & 32Gb RAM 👍.
 

Spot difference 16bit vs 8bit on map preview zoom in picture can see on left pic not smooth & on right pic was smooth

16bit = Minecraft 

8bit = smooth 

TxYf0yT.png


 
Thank you, I was confused 16bit high quality & 8bit low quality. I tried 8bit heightmap went smooth hills & mountain feel real 7DtD no Minecraft lol,
I change to 8bit then re-generate 16k map still fast finished 3mins with SSD & i7 7700K & 32Gb RAM 👍.
 

Spot difference 16bit vs 8bit on map preview zoom in picture can see on left pic not smooth & on right pic was smooth

16bit = Minecraft 

8bit = smooth 
There is a problem with your 16bit heightmap. You might have save it at 16 bits, but you have probably generated it at 8 bits. Once it is generated at 8 bits, it is pointless to save it at 16.

Let me give you a metaphore to help you understand. If you take a picture with your camera, you cannot increase the resolution after you have taken the picture, you can only reduce the resolution. In the same way, once you have generated the heightmap at 8 bits, it is pointless to save it at 16 bits.


Sidenote: in KingGen 9 I have added an explicit option to smooth the heightmap.

Can KingGen intelligently place POIs in/around water so docks can be used? For example vanilla "docks_01", "docks_02", etc. or even custom made POIs with similar concepts?
Sorry, currently that is not possible. I might add it in the future.

 
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@Jugom The feautre you requested is officialli in KingGen 9. It will be released tomorrow.
Nice! thanks.
there's one think I'm confused about tho. 
KingGen already gives the option to generate a clean map without using the cities mask.
I can choose to NOT place cities, towns, villages, wildernes traders etc. the single pixel thing is not really necessary for that.

 
Nice! thanks.
there's one think I'm confused about tho. 
KingGen already gives the option to generate a clean map without using the cities mask.
I can choose to NOT place cities, towns, villages, wildernes traders etc. the single pixel thing is not really necessary for that.
It is necessary.

When you use a cities map, the other settings about cities are overwritten.

Actually, you are correct.

The other settings about cities are overwritten, however in the case of a forced generation (the city map is empy), then the old setting are used. I did not think of that.

 
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I'm confused, what are the differences between "Old Residential, "New Residential", and "Downtown?" And what's the difference between a "Village" and a "Town"? Some clarification would be appreciated. :)

 
I'm confused, what are the differences between "Old Residential, "New Residential", and "Downtown?" And what's the difference between a "Village" and a "Town"? Some clarification would be appreciated. :)
Towns are smaller versions of cities. They have slightly different pois and they can contain traders.

Villages are smaller than towns and have dirt roads. Villages cannot have traders. The pois used are a bit different than the ones for towns and cities.

"Old Residential, "New Residential", and "Downtown" are called "zones".  Different zones have different pois, but a poi can be in multiple zones. As for the content: residential zones contain mostly houses, downtown can contain skyscrapers and other stuff.

 
Version 0.9.0 released!

Here is what's new:

  • Fixed spawns in water
  • Fixed crevasse near villages
  • Fixed import of images in palette mode
  • Added spawn points to preview
  • Added dialog for output folder
  • Added button to open generated worlds folder
  • Added option for border biome
  • Added option for traders in the wilderness
  • Added option for heightmap smoothing
  • Added option to control grid size of cities, towns and villages individually
  • Added option to control number of cities, towns and villages individually
  • Improved water edges
  • Added custom water map import
  • Added forced generation of cities if imported cities map is empty. This is usefull if you want to use the cities map only to restrict some areas from the generation, but you still want KingGen to generate the cities.
 
I'm having problems with 16 bit HeightMaps in the new version. 
 

I'm using the same files I was using with v0.8 and it generates this map. 

image.png


The biomes are ok, and the no POI area seems good too, but it doesn't read the 16 bit heightmap and doesn't generate the cities.
after multiple failed attempts, I decided to try with the 8 bit heightmap I also had stored and it generated the map as you expected it to be generated. 


On another note... I'm curios about the new water mask feature. how does it work? 🤓
it adds water at any height?
can I do like a river bed coming down from a mountain and fill it with water?
how do I find out exactly what shade of grey I need to add the water at the right place? is it related to the shade of heightmap or something? 
this is promising. 😃

Also, on the water maps... does it overwrite the elevation water spawn? saying. make a crater in the middle of the land but don't want any water on it. 

and also... can you make it so the tool can also optionally export a water map png sames as it does for the heigtmap png? it would facitilate things, specially while we get used to it. 


EDIT: Something I just noticed, not sure if this is intentional or not, but traders placed in the wilderness are not connected by any road. 
In vanilla traders are always connected to a road.
again. not sure if intentional or not, but if not, maybe make have them generate at least a dirt road?

 
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Small issued I was draw added land (bridge) but didn't spawn automatic roads only 2 spawn roads out of 4 bridges. I keep re-generator still not spawn roads.

image.png

 
Small issued I was draw added land (bridge) but didn't spawn automatic roads only 2 spawn roads out of 4 bridges. I keep re-generator still not spawn roads.

View attachment 20272
Try making the bridge of land wider. If it still doesn't work, try moving the two coast lines closer to each other

I'm having problems with 16 bit HeightMaps in the new version. 
 

I'm using the same files I was using with v0.8 and it generates this map. 



The biomes are ok, and the no POI area seems good too, but it doesn't read the 16 bit heightmap and doesn't generate the cities.
after multiple failed attempts, I decided to try with the 8 bit heightmap I also had stored and it generated the map as you expected it to be generated. 


On another note... I'm curios about the new water mask feature. how does it work? 🤓
it adds water at any height?
can I do like a river bed coming down from a mountain and fill it with water?
how do I find out exactly what shade of grey I need to add the water at the right place? is it related to the shade of heightmap or something? 
this is promising. 😃

Also, on the water maps... does it overwrite the elevation water spawn? saying. make a crater in the middle of the land but don't want any water on it. 

and also... can you make it so the tool can also optionally export a water map png sames as it does for the heigtmap png? it would facitilate things, specially while we get used to it. 


EDIT: Something I just noticed, not sure if this is intentional or not, but traders placed in the wilderness are not connected by any road. 
In vanilla traders are always connected to a road.
again. not sure if intentional or not, but if not, maybe make have them generate at least a dirt road?
Thank you for reporting it. This is a bug and I have just verified it. I'll fix it.

Regarding water maps, you can read the guide on the first page. There is some information there.

Regarding traders in the wilderness, they are not connected by design.

 
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