Try adding snow biome to the ones that don't have snowMy buddy and I want to have a world that's all snow biome, but every time I try to make one with the CPVANILLAKINGGEN13PREFABLIST, it crashes with the below log message:
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 272, in generate
File "world.py", line 349, in gen_villages
File "world.py", line 393, in gen_villages_forest
File "hub_factory.py", line 79, in gen_hub
File "city.py", line 46, in __init__
File "city.py", line 53, in generate
File "city.py", line 125, in gen_grid
IndexError: too many indices for array: array is 1-dimensional, but 2 were indexed
It works fine using the Vanilla POI list...
Is it trying to insert POIs or hubs tagged for non-snow biomes?
No 255 is maxApologies if this has been asked before but: is there any way to increase the elevation range of height maps to span more than 255 meters?
You can make 16k maps in kinggen already lolAndrewT said:Kingslayer with the new custom map features coming to A20 as well as a new list of POIs in the hundreds, how will KingGen be updated to be compatable with A20? especially considering we will need maps larger than 10k to have lots of the new POIs in one map
cheers Brad, i will try the grid size.Lowering the town 'grid' size will reconnect the roads. I've had a similar problem.
Regarding your water and city height issue. It sounds like your map is effectively too 'dark' making it low. Try using the 'brightness' tool on your whole map, in your graphics editing software, to increase the base level of the terrain to nearer 60,60,60. Or you could drop a black layer underneath your map, then slowly make your map more transparent, slowly exposing the black layer, until it brings the brightness down sufficiently.
Just a couple of random ideas. I hope something there helps.
quick question, if I may.... I believe that the rwgmixer.xml is only used and read by the 7D2D default R/W Generator during the creation of an RWG map, and is not used (at all) by the game when a KingGen-created map is used
neither the poislist or the prefabs.xml list are formatted in the same manner as the rwgmixer, and perhaps this is because KingGen doesn't use that same format - getting all the needed prefab details from those two files.
Is the rwgmixer.xml used anywhere at all, other than when creating a default RWG map?
I know im currently using one but what i meant was considering the huge sizes of new upcoming POIs we may need more than just 10k map sizes in vanilla game.You can make 16k maps in kinggen already lol
Argh in vanilla tfp would have to keep it to a default size. Who knows what the remaining alphas have tho maybe we get more size options.I know im currently using one but what i meant was considering the huge sizes of new upcoming POIs we may need more than just 10k map sizes in vanilla game.