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KingGen - A Random World Generator for 7 Days to Die

Ooooppps!!!! Sorry to both of ya! (I'm actually blind in one eye, and can't see out of the other. . . . .)

So... Thank you (once again) Capn,K. 
I painted a plain '43' for another map - no special level inside it, with the same result: no trees. tested trees on and off - no diff, so went out - made a new '43' water png, but only around the maps' edge, using the previous map's preview, but not touching it - and suddenly - there were trees.  

I guess tomorrow will bring more drama. It's a bit like a dog with a bone.  Anyway - thanks all for the suggestions, I'm done for the night.

 
Ooooppps!!!! Sorry to both of ya! (I'm actually blind in one eye, and can't see out of the other. . . . .)

So... Thank you (once again) Capn,K. 
I painted a plain '43' for another map - no special level inside it, with the same result: no trees. tested trees on and off - no diff, so went out - made a new '43' water png, but only around the maps' edge, using the previous map's preview, but not touching it - and suddenly - there were trees.  

I guess tomorrow will bring more drama. It's a bit like a dog with a bone.  Anyway - thanks all for the suggestions, I'm done for the night.
Haha yeh also deaf in one ear and not listening to you in the other 😜

 
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@paulj_3 You're absolutely right. There is an issue with trees. I wondered why I was so taken by the landscape and featured it at the start of my video. It's because you could actually see the view as there were no trees! The trees I saw were on the mountains. And because there were trees there, I didn't connect to what you were saying. There were no trees at ground level however, where I drew the 3rd sinkhole and specified no water, there are trees. 

 
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@paulj_3 and @Tallman Brad thanks for bringing this to my attention. The problem is caused by KG, which is "placing" water even underground. The game just thinks it should not spawn trees on top of water.

I am gonna fix this by checking the heightmap level and placing water only if the water level is higher than the terrain level. It's gonna be KG14 though.

Thank you very much for noticing this :)

 
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@paulj_3 and @Tallman Brad thanks for bringing this to my attention. The problem is caused by KG, which is "placing" water even underground. The game just thinks it should nod spawn spawn trees on top of water.

I am gonna fix this by checking the heightmap level and placing water only if the water level is higher than the terrain level. It's gonna be KG14 though.

Thank you very much for noticing this :)
Confirmed underground water bores for KG 😜

 
That would be great. Thanks @KingSlayerGM. I have to say, having an option to not have any trees in certain areas would be nice. The scenery at the start of the water video does look really good. Being able to see the mountains in the distance was good. I guess it would be too complicated to have an option to paint 'no trees' and probably not used by many people. 

 
. . . . I did take a boo for your water video - yes, as I knew I had spotted it a week ago, but I didn't find it earlier - I will look again as soon as this is done, and will go along step by step, as per the others.
Again - mucho grazzy.

pj
 
Sorry Paul. I forgot to share the video here. I just put it on the discord page. Here's a link in case anyone else might find it useful:

https://youtu.be/J_i7Hc6R114




 
Well I'll be darned. I don't know whether this is good news or bad news!  😅  . . .but knowing that there is a technical reason for this phenomena is a relief, and we can move on.

Thank you for all your work, diligence and help, KingSlayer - this is a project that is just breathing freshness; inspiration; education; - a sense of community and team spirit.  Same to you Brad, too - your videos have made creative mapping possible for thousands of "ordinary" 7D2D fans like me. No less praise is due also to Stallionsden and Capt Krunch: their continued strong forum support - videos; mods; innovation; CompoPack, etc., invariably leads to far better game enjoyment for everyone.  Lastly (I'll shut up in a minute or so) a "thank you" to all the others here who, leading or following - but are participating in this forum every day : I have learned so much from you all, and am quite humbled by it.
pj

 
Hi,

Thank you for working on KingGen. It is very impressive!

This might be a question, or possibly a bug.  Could you review this and let me know?

I am trying to limit trader_jen to one. The way I understand min/max is that the last positions in the array should accept a number.

// What the line looks like in the poislist

trader_jen,43,24,41,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/city/town/rural,any,,

// This would mean, spawn it at least one time

trader_jen,43,24,41,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/city/town/rural,any,1,

// This would mean, spawn it no more than once

trader_jen,43,24,41,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/city/town/rural,any,,1

This fails with this error:

Discarded 1 lines in POIs list: 489
Generating heightmap.
Generating biomes.
Generating cities.
Traceback (most recent call last):
  File "crash_log.py", line 19, in handle_crash_log
  File "gui_generation.py", line 27, in generate
  File "ntime.py", line 11, in ntime
  File "world.py", line 1301, in run
  File "world.py", line 265, in generate
  File "world.py", line 542, in init_cities
  File "world.py", line 642, in gen_cities
  File "hub_factory.py", line 32, in gen_random_town
  File "hub_factory.py", line 59, in gen_random_hub
  File "city.py", line 46, in __init__
  File "city.py", line 61, in generate
  File "city.py", line 274, in populate_grid
  File "city.py", line 246, in try_place
AttributeError: 'NoneType' object has no attribute 'rotate_to_face'

I've tried as many combinations as I could think of including...

trader_jen,43,24,41,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/city/town/rural,any,1/1, // Just guessing here...

trader_jen,43,24,41,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/city/town/rural,any,1,1,

Am I doing it incorrectly, or does this look like a bug?

 
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Hi Bouzouki:   your examples look (to me) to have the commas at the end of the line wrong:

try:-

trader_jen,43,24,41,-1,2,pine_forest,town,any,1,1

 
That would be great. Thanks @KingSlayerGM. I have to say, having an option to not have any trees in certain areas would be nice. The scenery at the start of the water video does look really good. Being able to see the mountains in the distance was good. I guess it would be too complicated to have an option to paint 'no trees' and probably not used by many people. 
You are onto another 'improvement' here, Brad; known what we've just found - it would be pretty simple to create a 'map-edge-to-20 yards/metres-up-the-shore' solid '43' mask, with other '43' blobs/dots/bars/squiggles/etc., on the transparent png at any other areas of the map where one might want fewer trees. Some changes/additions, etc., to the biomes.xml could be done to increase the density too, I reckon.

 
@paulj_3 I've been thinking about it too and we could use the preview kinggen makes as a template layer and drop the 43 shade over the areas of the preview rather than the whole map? If that make sense? I like the "dots and squiggles" too. 

I really liked the openness of the map I used in the video and think it's something other people will like to be able to do. Just don't want to give King more work if it's not something others would like to see also. 

 
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Correcto....  doing that right now, Brad, but have to get a bit better organised. Am working with the HM and the preview, but occasionally getting them mixed and slightly confused. (sigh)
.. and - yes - I liked that openness of your video too. It has a place, and I also reckon it's something King doesn't have to do. . .  unless he wants to . .

 
Kingslayer знает об этом и работает над этим для следующего выпуска. Просто продолжайте генерировать его, если вы создадите карту.

Тот же ответ Шутник. 
Спасибо 

the map together with the compopack is generated on the default settings. Any changes result in an error

 
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@paulj_3 You're absolutely right. There is an issue with trees. I wondered why I was so taken by the landscape and featured it at the start of my video. It's because you could actually see the view as there were no trees! The trees I saw were on the mountains. And because there were trees there, I didn't connect to what you were saying. There were no trees at ground level however, where I drew the 3rd sinkhole and specified no water, there are trees. 
Hadnt consider that, but its correct, the very last block before water wont give you trees, and for some reason i think the ground should look like dirt.

 
@paulj_3 and @Tallman Brad thanks for bringing this to my attention. The problem is caused by KG, which is "placing" water even underground. The game just thinks it should not spawn trees on top of water.

I am gonna fix this by checking the heightmap level and placing water only if the water level is higher than the terrain level. It's gonna be KG14 though.

Thank you very much for noticing this :)


That sounds like a great mechanism for enforcing a sort of "beach mini-biome" near water and/or maybe a few "meadows".  For a while, anyways...

So... anyways... be careful to carefully not be too careful when you fix this? Or... something like that?

 
Yes - it is just that, Vic:  A single water.png works fine: Using the heightmap from a 'just-created' map, I filled the coastal area in, at 43,43,43 coming inland a small amount in different places, making sure that the 43 was solid, then went over to a few deepish hollows, and painted in and around them, at differing levels, painted a few more that were hilly, and obviously not water. Then exported the new water map to the map's folder, entered the water map into KingGen, ran it, using the same map name, and voila! Coastal shorelines, with a one-block dirt shore, with no trees in many places; some nice ponds and lakes, some with trees close, and some with open areas surrounding them, and then a few open areas, as suggested by Vic. Because of the flexibility and speed of KingGen, it has become quick enough to make changes that you might want within a just few minutes. 

 
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