• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

KingGen - A Random World Generator for 7 Days to Die

I make funny shapes on square islands with custom POIs & biomes 16k map, they can make any shapes just draw on GIMP or use real map heightmap from image Google.

EsIhrFH.jpg


 
Last edited by a moderator:
I've been enjoying playing with the new water height feature but spotted something new. I haven't noticed this error before and it's occured 3 times since the update:

https://imgur.com/a/BR4Wnoi

It seems like the road is going off into infinity, gradually sloping down. This was with city and town grids set to large. I don't know if grid size is connected to the problem. But just in case you were testing the setting.

If I regenerate it disappears. Not a big deal. Just wanted to point it out in case it was something to do with the update.

I'll paste the config file, Just in case that helps.

v0.10.0 - A19.5
7 Days to Die Random World Generator

Find out more at https://community.7daystodie.com/topic/23988-kinggen-a-random-world-generator-for-7-days-to-die/

SETTINGS:
biomes_map=C:/Users/golob/Desktop/kinggen/Maps/united-kingdom-8192landbridgesgaus biomes.png
border_size=medium
border_type=water
burnt_size=medium
cities_grid_size=large
cities_level=60
cities_number=medium
cities_size=large
default_biome=pine forest
default_biome_tools=pine forest
desert_size=medium
heightmap=C:/Users/golob/Desktop/kinggen/Maps/united-kingdom-8192landbridgesgaus.png
heightmap_smoothing=little
mountains_size=medium
multiple_generations=1
name=KingGenWorld
pois_list=C:/Users/golob/Desktop/kinggen/A19.4 CP47 KingGen/KingGen Prefablist(vanilla inc)/CompoPackandVanilla original - Copy
pois_number=medium
size=8
skip_preview=false
snow_level=
snow_size=medium
spacing=medium
spawn_points=medium
terrain_roughness=medium
towns_grid_size=large
towns_number=medium
towns_size=large
traders_location=cities
traders_number=increased
villages_grid_size=medium
villages_number=medium
villages_size=medium
waste_size=medium
water_level=44
water_size=medium

 
Well this is awesome.

Great work guys.

I am already testing on multiple new game servers for my group.

Good Bye nitrogen, Hello King Gen.

I love that i was able to get a completely empty map for some ideas i have.

Events for my group are about to get really interesting lol.

Now to find a couple builders.

I am a complete nutcase for sure lol.

I love killing players in the most heartless ways possible.

Of course i am fair about it, zombies only, no buildings or anything allows me to up the ante for zombie counts.

 
Last edited by a moderator:
I've been enjoying playing with the new water height feature but spotted something new. I haven't noticed this error before and it's occured 3 times since the update:

https://imgur.com/a/BR4Wnoi

It seems like the road is going off into infinity, gradually sloping down. This was with city and town grids set to large. I don't know if grid size is connected to the problem. But just in case you were testing the setting.

If I regenerate it disappears. Not a big deal. Just wanted to point it out in case it was something to do with the update.

I'll paste the config file, Just in case that helps.

v0.10.0 - A19.5
7 Days to Die Random World Generator

Find out more at https://community.7daystodie.com/topic/23988-kinggen-a-random-world-generator-for-7-days-to-die/

SETTINGS:
biomes_map=C:/Users/golob/Desktop/kinggen/Maps/united-kingdom-8192landbridgesgaus biomes.png
border_size=medium
border_type=water
burnt_size=medium
cities_grid_size=large
cities_level=60
cities_number=medium
cities_size=large
default_biome=pine forest
default_biome_tools=pine forest
desert_size=medium
heightmap=C:/Users/golob/Desktop/kinggen/Maps/united-kingdom-8192landbridgesgaus.png
heightmap_smoothing=little
mountains_size=medium
multiple_generations=1
name=KingGenWorld
pois_list=C:/Users/golob/Desktop/kinggen/A19.4 CP47 KingGen/KingGen Prefablist(vanilla inc)/CompoPackandVanilla original - Copy
pois_number=medium
size=8
skip_preview=false
snow_level=
snow_size=medium
spacing=medium
spawn_points=medium
terrain_roughness=medium
towns_grid_size=large
towns_number=medium
towns_size=large
traders_location=cities
traders_number=increased
villages_grid_size=medium
villages_number=medium
villages_size=medium
waste_size=medium
water_level=44
water_size=medium
Thanks for reporting this problem. Could you give me a minimum example that will trigger this bug? I can't use this one because I don't have the biomes map and the heightmap that you used.

 
Sorry Kingslayer I'm not sure what you mean about the "minimum example". I could upload the height and biome maps to Dropbox tomorrow and dm you a link if that helps? Bedtime here in the UK. Well, for me ha ha. 

 
Sorry Kingslayer I'm not sure what you mean about the "minimum example". I could upload the height and biome maps to Dropbox tomorrow and dm you a link if that helps? Bedtime here in the UK. Well, for me ha ha. 
Sometimes a screenshot or an error message is enough to let me understand the problem. But other times I have to reproduce the error on my computer so that I can investigate further. To do so I need the configuration that the user used on his machine. A minimum example is the simplest configuration that would trigger the bug. For example if you used a custom heightmap and a custom biomes map, but they have nothing to do with the bug itself, than they should be removed from the minimum example. If on the other hand the bug only appears when using custom heightmap and custom biomes map, then they would be required in the minimum example.

 
Last edited by a moderator:
I've never heard the term before but it makes complete sense and it is a useful way to describe what you are looking for. 

Unfortunately that's my minimum. I've only seen it while working on a custom height map and biome. 

If I get time today I'll experiment further and see if I can reproduce the error. However it is solved by re generating the map. So that suggests the needs to be a specific combination of elements to trigger the error.

If I was to speculate, perhaps a poi is dropped at the highest point of a mountain next to another poi which is at the lowest height, causing the sheer vertical wall that occurs occasionally, and the calculations for the road to start at one pregen height and end at another pregen height cause an issue?

Next time it happens I'll import the map to the game and get a screenshot of the anomaly in the game world. That might also help? 

 
Last edited by a moderator:
I've never heard the term before but it makes complete sense and it is a useful way to describe what you are looking for. 

Unfortunately that's my minimum. I've only seen it while working on a custom height map and biome. 

If I get time today I'll experiment further and see if I can reproduce the error. However it is solved by re generating the map. So that suggests the needs to be a specific combination of elements to trigger the error.

If I was to speculate, perhaps a poi is dropped at the highest point of a mountain next to another poi which is at the lowest height, causing the sheer vertical wall that occurs occasionally, and the calculations for the road to start at one pregen height and end at another pregen height cause an issue?
ok, so if you can, please share the pngs that you used and the config file. Also I need the seed that causes the bug. If you did not secify a seed, you can find it inside the generated world, inside the config file of the world.

 
I'll have to do this when the bug occurs again. I regenerated after this example to see if it cleared it, which I suspect also will have wiped the config in the folder. Sorry Kingslayer. 

 
Hey there, just wondering why the cities default to all the biomes but Pine Forest for the most part...and how I can change that.

Here is an example of the many I have attempted to generate:

14k wth.png

 
Hey there, just wondering why the cities default to all the biomes but Pine Forest for the most part...and how I can change that.

Here is an example of the many I have attempted to generate:

View attachment 20350
If you look carefully you will notice that actually cities are avoiding the snow biome. This is because the snow biome only appears on top of mountains and cities want to spawn on flat land. You can change the generated biome files if you wish. You can also supply your own custom biomes file to the generation.

btw, which size is this map? Did you use the option large spacing?

 
Last edited by a moderator:
If you look carefully you will notice that actually cities are avoiding the snow biome. This is because the snow biome only appears on top of mountains and cities want to spawn on flat land. You can change the generated biome files if you wish. You can also supply your own custom biomes file to the generation.

btw, which size is this map? Did you use the option large spacing?
What I meant was, it's mostly avoiding the Pine Forest, and placing cities on Desert, Burnt Forest, and Wasteland...I spose I should have worded it that way lol.

Anywho, yes, I have now moved it to Huge to see if it will place more cities in the Pine Forest. Also, they are 14k.

 
What I meant was, it's mostly avoiding the Pine Forest, and placing cities on Desert, Burnt Forest, and Wasteland...I spose I should have worded it that way lol.

Anywho, yes, I have now moved it to Huge to see if it will place more cities in the Pine Forest. Also, they are 14k.
Yeah, the actual reason is that cities avoid mountains, it has nothing to do with the biomes themselves.

In your image though, it looks like about 50% of cities are in the pine forest, which isn't bad IMO. But yeah, you can always customize the biomes.png map.

 
Yeah, the actual reason is that cities avoid mountains, it has nothing to do with the biomes themselves.

In your image though, it looks like about 50% of cities are in the pine forest, which isn't bad IMO. But yeah, you can always customize the biomes.png map.
Just curious, but what percentages are the "small, medium, and large" when it pertains to biome size? Is there a min, and max? Generation wise.

 
Last edited by a moderator:
Back
Top