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KingGen - A Random World Generator for 7 Days to Die

This is an awesome tool! In order to not reinvent the wheel, does anyone have a heightmap for Navezgane?

I'm not very good at drawing due to a disability but I'm trying to recreate (or make something similar to) the canyon, including the mine, exits, gift shop, and broken bridges. 

Also, are there any plans on adding support for using custom prefabs rather than editing prefabs.xml
Hi and welcome!

You will be happy to know that you can already use custom prefabs :) to do so you need to supply KG with a poi list. You can write that by hand, or you can let KG generate one for you starting from a prefabs folder, or you can use a poi list available online, for example the Compo Pack provides its list. You can find more info about this on the first page.

 
Thanks! I got the pack. It doesn't look like there's anything related to the canyon so I'll ask them. Do you know if there's a heightmap for Navezgane? 

 
Thanks! I got the pack. It doesn't look like there's anything related to the canyon so I'll ask them. Do you know if there's a heightmap for Navezgane? 
There is a heightmap its the dta.raw file in the navezgane world folder

If I am not mistaken king gen can import that raw file???

 
Today I released a community map for King Gen, its based on the Australian Digital Elevation Map data set.

I have put a completed world up on my  scallisgaming wbsite for download.

Here is the direct download link to the world archive

https://scallisgaming.com/ScallisAussieMap.7z

It's a 7zip archive and to use it, unpack it and copy the directory that unpacks to your 7 days to die GeneratedWorlds folder and start a new game :)

It uses vanilla poi's (inb4uask)

Feel free to use the map however you like, It's for you - The 7 Days To Die Community to play with :)  
 

And here is a preview of the map
AussieMapPreview.png



 

 
Last edited by a moderator:
Today I released a community map for King Gen, its based on the Australian Digital Elevation Map data set.

I have put a completed world up on my  scallisgaming wbsite for download.

Here is the direct download link to the world archive

https://scallisgaming.com/ScallisAussieMap.7z

It's a 7zip archive and to use it, unpack it and copy the directory that unpacks to your 7 days to die GeneratedWorlds folder and start a new game :)

It uses vanilla poi's (inb4uask)

Feel free to use the map however you like, It's for you - The 7 Days To Die Community to play with :)  
 

And here is a preview of the map



 
It looks very nice, thank you for sharing :)

 
I tried using both dtm.raw and dtm_processed.raw -

Generating heightmap.
Generating biomes.
Traceback (most recent call last):
  File "gui.py", line 1518, in generate
  File "ntime.py", line 11, in ntime
  File "world.py", line 1192, in run
  File "world.py", line 230, in generate
  File "world.py", line 965, in init_biomes_map
  File "world.py", line 980, in load_biomes
Exception: Wrong custom biomes map.
    Got: (3072, 3072, 3),uint8
    Expected: (6144, 6144, 3),uint8
The biomes map must be a 24-bit, rgb, png file, whose size matches the world size.

I tried opening it up in Photoshop but the colors are really sharp and not as blurry as heightmaps.

 
I tried using both dtm.raw and dtm_processed.raw -

Generating heightmap.
Generating biomes.
Traceback (most recent call last):
  File "gui.py", line 1518, in generate
  File "ntime.py", line 11, in ntime
  File "world.py", line 1192, in run
  File "world.py", line 230, in generate
  File "world.py", line 965, in init_biomes_map
  File "world.py", line 980, in load_biomes
Exception: Wrong custom biomes map.
    Got: (3072, 3072, 3),uint8
    Expected: (6144, 6144, 3),uint8
The biomes map must be a 24-bit, rgb, png file, whose size matches the world size.

I tried opening it up in Photoshop but the colors are really sharp and not as blurry as heightmaps.
This error is saying that the biomes map file has a different dimension (3k). But you have selected 6k.

The problem is with biomes, not heightmap.

 
Last edited by a moderator:
I don't believe so, it opened in Photoshop as 6k. To be clear, I'm using \7 Days To Die\Data\Worlds\Navezgane\dtm_processed.raw. Are you able to open it?

 
I don't believe so, it opened in Photoshop as 6k. To be clear, I'm using \7 Days To Die\Data\Worlds\Navezgane\dtm_processed.raw. Are you able to open it?
raw files are heightmaps, however KG is complaining about the biomes file you supplied. THe heightmap seems fine

 
Today I released a community map for King Gen, its based on the Australian Digital Elevation Map data set.

I have put a completed world up on my  scallisgaming wbsite for download.

Here is the direct download link to the world archive

https://scallisgaming.com/ScallisAussieMap.7z

It's a 7zip archive and to use it, unpack it and copy the directory that unpacks to your 7 days to die GeneratedWorlds folder and start a new game :)

It uses vanilla poi's (inb4uask)

Feel free to use the map however you like, It's for you - The 7 Days To Die Community to play with :)  
 

And here is a preview of the map



 


What are the dark brown and grey areas?

 
Been using CP47 with Nitrogen and can get all the  skyscrapers in one city by making new maps till I get what I like.  Makes it feel like a real city with all the tall buildings.  Have switched to KingGen with CP47 and can't seem to get more than half of the tall buildings to spawn.  Have made many maps to try to get them to show up.  Is it just a luck of the draw thing or am I doing something wrong.  Have settings set in KingGen for large cities and large city grid.

 
Been using CP47 with Nitrogen and can get all the  skyscrapers in one city by making new maps till I get what I like.  Makes it feel like a real city with all the tall buildings.  Have switched to KingGen with CP47 and can't seem to get more than half of the tall buildings to spawn.  Have made many maps to try to get them to show up.  Is it just a luck of the draw thing or am I doing something wrong.  Have settings set in KingGen for large cities and large city grid.
I am working on an update to address this. It will probably be in KG 12.

 
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