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KingGen - A Random World Generator for 7 Days to Die

Another good video. Will these canyon maps be realistic as far as not being filled with water? I was hoping there could be a color drawn on the map to indicate that water not be generated there. I don't know if that's even possible with random map generation in general.
You can set the water height in kinggen. In the canyon map I'm playing with I lowered the height so that there is only a thin layer at the deepest part of the canyon. It really depends on your heightmap depths too. 

 
You can set the water height in kinggen. In the canyon map I'm playing with I lowered the height so that there is only a thin layer at the deepest part of the canyon. It really depends on your heightmap depths too. 


Yeah the water height was what I was referring to. It's typically fine as the default as far as generating rivers, lakes, etc. But for canyons, being able to draw areas where water should not be generated would be ideal.

From your video, the current colors that can be draw are:

city = 0,0,255
town = 0,255,0
village = 255,0,255
no pois = 255,0,0

An additional color for "no water generated here" I suppose would be a feature request if it's even possible to do that with map generation.

 
That might work. Having seen the random water physics up close a few times in this game I dare to say it could be a bit messy though ha ha! There could be a bit of a 'Moses effect'. It'd be interesting to see if if was possible though. 

 
0.11.1 is broken on linux. I have downloaded 0.9.1 earlier, which works fine. Is it possible to download a 0.10 binary for linux?

~/tmp/kinggen$ ./KingGen-0.11.1
X Error of failed request:  BadIDChoice (invalid resource ID chosen for this connection)
  Major opcode of failed request:  55 (X_CreateGC)
  Resource id in failed request:  0x4a0009b
  Serial number of failed request:  1037
  Current serial number in output stream:  1039

~/tmp/kinggen$ rm KingGenConfig.txt

~/tmp/kinggen$ ./KingGen-0.11.1
X Error of failed request:  BadIDChoice (invalid resource ID chosen for this connection)
  Major opcode of failed request:  55 (X_CreateGC)
  Resource id in failed request:  0x4a0009b
  Serial number of failed request:  1050
  Current serial number in output stream:  1052

~/tmp/kinggen$

 
Generated 10 worlds with different settings. The generator is poor. much worse than nitrogen. sorry for the bad feedback
Need to be a little more specific. I know both tools very well, and there are some differences, but not many. What specifically is the problem?

 
0.11.1 is broken on linux. I have downloaded 0.9.1 earlier, which works fine. Is it possible to download a 0.10 binary for linux?

~/tmp/kinggen$ ./KingGen-0.11.1
X Error of failed request:  BadIDChoice (invalid resource ID chosen for this connection)
  Major opcode of failed request:  55 (X_CreateGC)
  Resource id in failed request:  0x4a0009b
  Serial number of failed request:  1037
  Current serial number in output stream:  1039

~/tmp/kinggen$ rm KingGenConfig.txt

~/tmp/kinggen$ ./KingGen-0.11.1
X Error of failed request:  BadIDChoice (invalid resource ID chosen for this connection)
  Major opcode of failed request:  55 (X_CreateGC)
  Resource id in failed request:  0x4a0009b
  Serial number of failed request:  1050
  Current serial number in output stream:  1052

~/tmp/kinggen$
There is no v10 official download. Someone in the community might have a copy.

This bug is really frustrating because on my Fedora32 machine it works well and I have no idea what is causing the error for others.

Anybody from the community that has this linux error and wants to help me fix it, please contact me.

 
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There is no v10 official download. Someone in the community might have a copy.

This bug is really frustrating because on my Fedora32 machine it works well and I have no idea what is causing the error for others.

Anybody from the community that has this linux error and wants to help me fix it, please contact me.
I get the problem on a 64bit Debian GNU/Linux 11 (bullseye). Did you change a dependency or the window drawing code between 0.9 and 0.11?

 
I get the problem on a 64bit Debian GNU/Linux 11 (bullseye). Did you change a dependency or the window drawing code between 0.9 and 0.11?
It the same GUI library for 10 and 11. I suspect the issue is caused by the new community heightmap download functionality.

Are you available for testing?

 
Im not sure about this, I think it will end up looking like a staircase


It did. If I really wanted to get into it, I could try to make it look like waterfalls by increasing the heightmap of the riverbed at specific points. Buuuuut....that's a lot of work for 5000m of rivers. I know water blocks can be partially deformed; I wish they supported the smoothing function like terrain (not KG's issue I know).

 
Is there a fix for the situation shown below? Pretty high variation in elevation on the heightmap and some towns near the mountains have this sort of 'platforming' going on, where the terrain appears to be forced upwards to support a POI. I do plan on creating a custom cities/towns map to overlay, but I'm wondering just how careful I'll need to be to avoid elevation changes within city/town/village areas. IOW, will I need to ensure that every designated town area is only in a flat-ish part of the heightmap? It wouldn't be a big deal; just want to be prepared.

I'm using "little" heightmap smoothing at the moment and city level is at 60.

image.png

 
Is there a fix for the situation shown below? Pretty high variation in elevation on the heightmap and some towns near the mountains have this sort of 'platforming' going on, where the terrain appears to be forced upwards to support a POI. I do plan on creating a custom cities/towns map to overlay, but I'm wondering just how careful I'll need to be to avoid elevation changes within city/town/village areas. IOW, will I need to ensure that every designated town area is only in a flat-ish part of the heightmap? It wouldn't be a big deal; just want to be prepared.

I'm using "little" heightmap smoothing at the moment and city level is at 60.

View attachment 20669
Learn to use the masking tools, they are a LOT more advanced and precise than the ones included with Nitrogen. Create maps first without any prefabs, plan and prep them, then use the masking functionality to populate them, that will avoid problems like the one above in all cases except for maybe wilderness, though i find cliff like this still pretty rare.

2021-07-13_05h29_01.png

 
Learn to use the masking tools, they are a LOT more advanced and precise than the ones included with Nitrogen. Create maps first without any prefabs, plan and prep them, then use the masking functionality to populate them, that will avoid problems like the one above in all cases except for maybe wilderness, though i find cliff like this still pretty rare.
Masking tools are about to get even more advanced with KG 12 :)

 
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Learn to use the masking tools, they are a LOT more advanced and precise than the ones included with Nitrogen. Create maps first without any prefabs, plan and prep them, then use the masking functionality to populate them, that will avoid problems like the one above in all cases except for maybe wilderness, though i find cliff like this still pretty rare.

View attachment 20670
This looks so good btw, it reminds me of the Ark Survival Evolved map The Center. Are there any good resources where I can learn to make stuff like this?

 
Yeah the water height was what I was referring to. It's typically fine as the default as far as generating rivers, lakes, etc. But for canyons, being able to draw areas where water should not be generated would be ideal.

From your video, the current colors that can be draw are:

city = 0,0,255
town = 0,255,0
village = 255,0,255
no pois = 255,0,0

An additional color for "no water generated here" I suppose would be a feature request if it's even possible to do that with map generation.


Is this possible @KingSlayerGM

This looks so good btw, it reminds me of the Ark Survival Evolved map The Center. Are there any good resources where I can learn to make stuff like this?


Tallman Brad's videos on YouTube :)

 
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IzPrebuilt said:
This looks so good btw, it reminds me of the Ark Survival Evolved map The Center. Are there any good resources where I can learn to make stuff like this?
Thanks, this is my adaptation of a KG stock map by a guy named Ashraio. Feel free to stop by my Discord, there are a handful of us who discuss projects and trade techniques for different stuff.

https://discord.gg/tsmneMRk53


Ive also got a handful of videos Ive done on some different techniques. The videos were made for use with Nitro, but everything shown in the vids can be adapted for use with KG tools. I will definitely be doing some new videos for use with KG at some point during A20.

https://www.youtube.com/channel/UCJovg616UQg1Q4VtXn-nDHw



 

 
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