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KingGen - A Random World Generator for 7 Days to Die

Is that TerreScuplptor??? Do you have/know of any turorial on how to use it? I use it to genreate pretty previews of the heightmaps I create in gimp, for Nitro/KG. but I' like to learn how to actually use it for it's intended purpose lol. 
Google is your friend.... there are many articles and videos there. Just type "terresculptor tutorial" in the browser's search bar.

 
95% of the terresculptor videos are the creator showing the different features and the other are just people saying "look, this exists"

Nothing clear enough for me to use. 

I did try searching myself before asking:)

 
So KG. I love this amazing job! I only have one question. I am noticing cities are either close to or in the desert. In the future, any chance we can choose where they populate without changing the Biomes map? 

 
So KG. I love this amazing job! I only have one question. I am noticing cities are either close to or in the desert. In the future, any chance we can choose where they populate without changing the Biomes map? 


If you look in this comment under "Custom cities maps", you will see how to choose where cities, towns, and villages populate without changing the biomes.

I do think there might be some things that need to be worked on though, it only works correctly for me if Grid sizes are set as City=Large, Town=Medium, Village=Large.





 
I was more talking about the generation of making random maps. Over at least 50 maps I have generated, I tend to find Cities are always near or next to desert biomes; would like if not all cities were more random without making "custom cities map".  If it is not possible that is fine as well. 

Thank you for help anyways :)

 
Translations
Hello everyone, I have added a localization system to KG that allows it to be displayed in multiple languages. So far I have English and Italian and 2 people have volunteered to provide the Russian and Chinese translation. If any other volunteer would like to provide the translation to other languages, that would be awesome :)

Here is the page with all the information on how to do it:

https://github.com/GabrieleMaurina/KingGen-Langs

 
I was more talking about the generation of making random maps. Over at least 50 maps I have generated, I tend to find Cities are always near or next to desert biomes; would like if not all cities were more random without making "custom cities map".  If it is not possible that is fine as well. 

Thank you for help anyways :)
Maybe try reducing the size of the Desert Biome to see if that helps. You could send me your biome and cities files and I can edit them for you if you wish.

 
@Tallman Brad Thanks for all of the videos, all very helpful. I was experimenting with Crack brushes for GIMP on this test map.

View attachment 20887
You're very welcome H4wk! The cracks look pretty good there. I took a stamp from the grand canyon and have been using that. It works so well. I'd recommend it highly! Just set your alpha to remove the high points instead of the lows that I did in the mountain video. You can string the stamps together pretty easily too. 

 
Is that TerreScuplptor??? Do you have/know of any turorial on how to use it? I use it to genreate pretty previews of the heightmaps I create in gimp, for Nitro/KG. but I' like to learn how to actually use it for it's intended purpose lol. 
Gaia for Unity. No tutorials, its very difficult to work with. The big problem i have is the export of the raw file. They export very very dark, and i end up losing detail.


 

 
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Does King Gen work with the War3zuk Mod ?

 I would like to generate a world using the King Gen tool that I could use when playing War3zuk's mod. I understand that the War3zuk Mod has it's own POI's but I can't find any information on sourcing War3zuk's POI's when using King Gen.

Thanks

 
Does King Gen work with the War3zuk Mod ?

 I would like to generate a world using the King Gen tool that I could use when playing War3zuk's mod. I understand that the War3zuk Mod has it's own POI's but I can't find any information on sourcing War3zuk's POI's when using King Gen.

Thanks
Can be done, but its a wee bit trick. Download War3zuks mod, and pull out all the custom prefabs. Then using KingGen, make entries for those prefabs, remembering to remove the vanilla traders. I 'might' have a list somewhere, but Im not sure its 100% working stand alone, I hand make a lot of stuff on my maps. I will let you knw, but yeah thats how you do it.

 
Is there some way of making KingGen work reliably with the Sorcery mod?

(For example, is there some way of detecting when a KingGen map will make the Sorcery mod starting quests not completable? Other than creating a map and playing through until the quest appears?)

 
@newbie I did this, describing it with pics on page 46 of this topic newbie. I simply moved all my own Mod plus the existing Prefab folders completely out of the game, put them into a temp folder (so I could put them back later) - then just put War3's Full Version "Mods" folder into the game, then put his complete "Prefabs" folder in, both where the two old folders had been. I did not put his "Config" folder in (it only contains the rwgmixer) in, nor his "Worlds" folder, because KG is going to make the new map.  Once that was done - I started KG, created the poislist.txt in the "Advanced settings"-> "Generate custom POI's list", and saving it in the "Prefabs" folder: it finished creating the map and then I played it. It started normally, and during that play I encountered no red errors or any other problem: I also went into dm mode, flying around to look at the map from the air. 

Complete map, with files.:

https://1drv.ms/u/s!AueVg7eVAeXMlC4494op2px_jxVA?e=u8Lkwo

(references to "Soufriere" are from the stamp I used to add the heightmap's volcano.)(Thanks, Brad!)

 
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Hello, there's a problem with the world map POI mode where I can not understand the problem.

I add Magolis Compo Pack & others prefabs.

I build the map for my little cousin so that he can discover all prefabs without wasting time with a normal map.

But, IDK why, in single play, each time he login out & then he relog later, his profil si always reset, nothing about the character is save (inventory/level/skill).

Console error: loading player data failed for player rolling back

With another normal maps made with KingGen, no problem, I try on my side, same thing...

So it's normal cause of the world map POI mode or I miss something?

 
Hello, there's a problem with the world map POI mode where I can not understand the problem.

I add Magolis Compo Pack & others prefabs.

I build the map for my little cousin so that he can discover all prefabs without wasting time with a normal map.

But, IDK why, in single play, each time he login out & then he relog later, his profil si always reset, nothing about the character is save (inventory/level/skill).

Console error: loading player data failed for player rolling back

With another normal maps made with KingGen, no problem, I try on my side, same thing...

So it's normal cause of the world map POI mode or I miss something?
This sounds like an installation issue, and not related to King Gen. Are you using the Mod Launcher? If not, I would recommend using the Mod Launcher. Make a separate install just for Compo Pack version.

 

 
I'm having trouble with amending a Kinggen generated world. Not sure what part is playing up.

After the world has been generated, I have moved some of the POI's. (A trader Hugh specifically)

The height for the trader has been worked out from the kinggen world previewer and in game, it's definitely right.

However, in game, the trader is elevated several spaces up. I cannot work out why.

However, if I change the trader to a different one (trader Jen) in the prefab xml, then the height is right?

Any ideas?

 
I'm having trouble with amending a Kinggen generated world. Not sure what part is playing up.

After the world has been generated, I have moved some of the POI's. (A trader Hugh specifically)

The height for the trader has been worked out from the kinggen world previewer and in game, it's definitely right.

However, in game, the trader is elevated several spaces up. I cannot work out why.

However, if I change the trader to a different one (trader Jen) in the prefab xml, then the height is right?

Any ideas?
Think I got it. Vertical offset to account for caves underneath it.

 
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