scallipus
Refugee
burnt and wasteland biomesWhat are the dark brown and grey areas?
you could also try adding downtown zoning that might put more sky scrapers in that area?I am working on an update to address this. It will probably be in KG 12.
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burnt and wasteland biomesWhat are the dark brown and grey areas?
you could also try adding downtown zoning that might put more sky scrapers in that area?I am working on an update to address this. It will probably be in KG 12.
The feature hasn't been released yet. It will be in KG 11. I am still working on it and collecting heightmaps.Stoopid question maybe - I've seen many folks apparently submitting their masterpiece maps using KingSlayer's form - but how do users download those maps? Have I missed a post somewhere? I pulled down Scallipus's great Ozzie map - but that was from his own personal site. Where do I find the "Community" site?
pj
I just get an email each time somebody writes hereAaaahhh.... That's what you said in your original post, KS - thank you; I had 'sort of" expected some mention of an update somewhere, and, knowing me - I thought I had missed it.
(Thanks also, for the incredibly quick reply!!! You must have no life outside this 'game'!)
 (I am supposed to be working tho)
  (I am supposed to be working tho)Somebody might not want the vanilla pois. Imagine someone using a medieval mod, they wouldn't want vanilla pois.so a quick question, why does kinggen, when generateing a custom frefab list, not include all the base game viable prefabs?
If you generate the poi list correctly it will not be empty.its just a empty document.
to generate a poilist, you just have to supply KG with a prefabs folder.anyone know how i can get the standard vannilla list from somewhere without needed to copy paste each and every one into the document? should be as easy as adding the modded prefabs into the list that i have to add afterwards then, right?
ooooh i watched the video and misunderstood a part of it i think. my apologies for the mixup. il give it a second go and see what happens. sorry for being kind of a @%$#. XDSomebody might not want the vanilla pois. Imagine someone using a medieval mod, they wouldn't want vanilla pois.
If you generate the poi list correctly it will not be empty.
to generate a poilist, you just have to supply KG with a prefabs folder.
Want a vanilla poilist? Give KG the vanilla prefabs folder.
Want vanilla+custom pois list? Give KG a folder containing both. (alternatively you can generate 2 separate lists and join them together)

 
 Cities are flat by design. Having buildings at different elevations causes a lot of troubles. If you look at how villages are generated on mountains you can see that.After playing a little bit in a KG generated world, there's something that is bothering me more than I thought it was going to.
The cities are waaay too flat!
I had already mentioned about how it cutted the heightmap in the borders, but now actually being in there, all that flatness is a lil bit disturbing.
do you have any plans about working on that aspect? maybe making it so the flatened area is not that big so we can see some change in elevation throughout the city.
cheers.
also, in my personal opinion, mountain generation could get some work too, making them more mountany and less of a big ■■■ hill with snow on the top. something I could not just drive through to get to the top.
so far I'm using the mountain generation to make deserts, as it give a nice dunes vibe, but the actual mountains I had to recycle from the Nitro's resources folder
