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KingGen - A Random World Generator for 7 Days to Die

I might be wrong about the pine forest being needed. It was a solution for someone else that was making a wasteland only map and found the initial trader quest didn't work until he/she made a forest biome area underneath one of the traders. 

 
Yes - I seem to remember reading 'something' about that, too, Brad, but lord knows where.
Even if it was needed  - it's not too difficult to make a 'single-city' cities.png to actually force the issue.   

. . . and another "Thank you" for all the great videos!  Don't go away - ok?    😎

 
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Yes - I seem to remember reading 'something' about that, too, Brad but 'where?' I have no clue!
Haha me neither. It would have been here or on the discord page. I'm not quite motivated enough this morning to go looking for it haha. 

and another "Thank you" for all the great videos!  Don't go away - ok?    😎
You're very welcome! I'm not going anywhere. Slightly concerned the videos may be outdated when we see the new system for a20 though. I have my fingers crossed and send as much luck as possible to Kingslayer for a smooth/easy transition. So much work has gone into kinggen, I really hope we can all continue to enjoy it through a20 too. We may need patience. 

 
"Slightly concerned the videos "  I hope it has no impact -however - I'm pretty sure that the TFP folks follow this thread, and will incorporate - even expand on the ideas that KS has used in making KingGen - and will use them to improve on the existing RWG. Of course - that may give him a better base for improving KingGen!

 
I think they'll be aware of the software. I don't know if they'd be following the thread though. The dev stream that covers the new random gen system is going to be very interesting. King has been quiet for a little while, it'd be amazing if he turned up in that stream having honoured an NDA for the last month haha. 

 
Thanks for this tool.

Now the problems! It seems that it is possible that the quantity of a POI is 0? How can this happen when we can sometimes find several dozen of the same POI while some are completely missing?

Couldn't the "min" value in the list be 1 by default to avoid this?

Another less important defect, why can't we choose the quantity for the forest biome? (I finally made my own biome on GIMP but it @%$#es me off)

 
Now the problems! It seems that it is possible that the quantity of a POI is 0? How can this happen when we can sometimes find several dozen of the same POI while some are completely missing?


Kinggen ignores certain names. I think it's those which begin with 'aaa' or 'test', but I might be remembering wrong.

If you have other POIs not showing up maybe you could say which ones they are?

 
@Fleshus  Bare with me for a moment:   With  only " , , " at the end of the poi line - KingGen has no particular guidance as to how many - min or max of any particular poi can occur.    I've no doubt that KS could set min to be "1" for every case - but that might/would force way too many POI's to be created - at least one of everything in the list, plus - with no particular limit on more than one, it could well cause the map generation to crash, hang, or at least take way too long to create the map. What is needed to prevent those "several dozen" of the same POI's appearing, is a "max" limit.

Right now - if, in the Advanced settings, you choose "Number of POI's in the wild" as "none" - then your new map will contain no pois.  

My own current poislist.txt contains a very much pared-down number of poi's - but it's still 480 poi's . . (default is 536 lines), and so - the way I read it - I would expect that when I choose "Number of POI's in the wild" as "decreased" - KingGen will randomly pick, say 60 out of that 480. Selecting "medium" might pick out, say - 90, and then for "increased" it might be as many as 120... Those figures may/will also depend on the map's size.

As it is atm - you can leave it at ", ," and let KingGen pick what it wants to: however - and this is where I think it is a useful feature - if you want to make a theme - like I did, with no modern buildings or highrises - I reckon putting ", ,0' (i.e. limiting the max to "0") would prevent the poi appearing. 

Putting a ",1,1" at the end of a line in the list, would cause that particular poi to appear on the map in only one place, with none anywhere else. Some cities contain lots of automobile sales, garages, etc., for e.g., and one might be tempted to limit that by using, say ",2,5" so that there are at least two on the map - (they make decent first bases) and maybe up to 5.    It really shines when adding poi's like those from Khaine's "Darkness Falls", or from Jax Teller's "Ravenhurst".

In your case - you need to identify those particular buildings that are bugging you, and give them a qty number as the second figure, leaving the first number as either a "0" or a "1".

Regarding the biomes: I seem to remember reading somewhere, that the PineForest biome is the default biome, and unless you create your own biome.png - it is the background for all the other biomes, and is probably set by the game itself.

Hope this helps.
 

 
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When a POI gets rejected from the POI list when generating a world is there any way to go back and see why it was rejected?  Running into an issue with some POIs from bdubyah's The Wasteland mod where they're getting consistently rejected, even if I go back and comment out the line.

 
Commenting out the line with the POI would guarantee that the POI is rejected, wouldn't it?

You might try generating a small map with only that one POI in the poi list to see what happens? If the POI gets rejected when it's the only POI, that would tell you that this was not a coincidence. (But if there are any sort of "required POIs" this might require a few tries to work through those issues...)

Anyways... it might be that there's something wrong with those POIs -- maybe bdubyah or people who have been working on that wasteland mod would know?

 
I love this map generator. I have one saved that I use often, but I'm getting to know it too well. When I try to generate a new one, I've been getting error messages though. The latest one is below and I'm wondering if someone could help me figure out what I'm doing wrong? I'm trying to use custom POIs and I'm assuming this is the issue because it works fine when trying to generator a map with vanilla POIs.

"Discarded 992 lines in POIs list:
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 69, in __init__
  File "hub_factory.py", line 14, in __init__
Exception: Cannot find default hubs"


Focus on this line... Exception: Cannot find default hubs

KingGen 13.1 had a new format to its configuration file. If you're reusing a list of POIs from an earlier version then you probably don't have an @hubs section.

If you're making a custom configuration, then you need to start with a current KingGen configuration and paste in any POI definitions that you want to add.

 
Hello there, I hope someone can help me.

I generated a map for a new run and used the Combo Pack. Everything worked great, the new POIs are in game - but:

The height map seems broken. I have too often a "San Francisco" feeling when I drive on the street and a big POI is surrounded by a wall of stone. This happens regularly and I wonder if the POIs are the ones to blame or did I something wrong? If you want more information, please ask me and I try to provide pictures of the game if you need it to see what I mean.

I like this run and I will stick with it but the next map I want to create should have a smoother heightmap. And most importantly I want to understand why some POIs are too high or too low in the ground.

 
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When you set a single biome to NONE. why is kinggen ignoring this and renders it into a map ?

this is set : snow - NONE in Kingen !

could you please fix this ?

preview.png

 
Hi Shem:   As you asked about 'single biome' and 'snow - NONE' without specific quotes or capitalization - I'm answering for "Single biome" set to "none" first, and then to avoid misunderstanding - tackle it as you may have meant it to read: The reason for the issue appearing is at the bottom.
So:  1).
"Single biome" set to "none" implies that the map is not going to be a single biome map. If you only want a single biome - you could put "desert" there, instead of "none", and then "none" in all the other biome "size" slots.   That will give you a single biome map, without snow, period, regardless of #3). a). or b). below.

2).
"Snow size" set to 'none" implies that you don't care if it's large or medium - or small - snow: - it doesn't say "no snow" in the map:  - so with "Single biome" set to "none", "Snow size" set to "none", and all others set to medium" - there will be all other biomes as medium-sized, plus a few medium-sized lakes. and some medium-sized mountains - but there may well be some snow - because of  #3). below:

3).
The answer for your map above, is this: In the box where the Water level is, and Cities level below it is - the bottom part is. . . "Snow level" - and to guarantee that there will be no snow - that needs to be empty.
      a). If there is a number here, and you have mountains - only in the #1 scenario will there be no snow: "Single biome" is exactly that - regardless of a number in the "Snow level" box.        
      b). In the #2 scenario - the snow height must be higher than the highest mountain - or no number there at all.  Only then will there be no snow.
 

I reckon your map complies with the #2). scenario. . Ok?

pj

 
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This happens regularly and I wonder if the POIs are the ones to blame or did I something wrong?


A picture would be clearer, but I suspect you and the POIs are okay. Speaking solely from my own experiences with KingGen, it has trouble placing things in rough terrain. What I suspect is happening is that some elevation at the front of the POI is okay and was the location used by KingGen to determine which height to place the POI. Then the rest of the POI either cuts into the terrain or is put on a plateau. Similarly, the slope of roads seems to be based on the elevation of an adjacent intersection and not the corners of the POI, so you don't get a level road running beside the POI. When the slope is gentle it kind of works, but a steep hill leads to awkward placement.

That's my guess, anyways. As fast as KG has been developed I'd think problems like this are to be expected. I'm sure they'll make improvements.

 
2).
"Snow size" set to 'none" implies that you don't care if it's large or medium - or small - snow: - it doesn't say "no snow" in the map:  - so with "Single biome" set to "none", "Snow size" set to "none", and all others set to medium" - there will be all other biomes as medium-sized, plus a few medium-sized lakes. and some medium-sized mountains - but there may well be some snow - because of  #3). below:


Thanks for clarifying that -- I had imagined that "none" meant that the biome would not be used.  (Shouldn't this be labeled "Any" rather than "None"?)

 
The problem Shem has, I had, and probably most of us had (it's a perfectly reasonable assumption) was that "none" in any of the other boxes means "none = NO biome" (or mountain, or lake) so I don't think "any" would make any difference, Vic/Shem:  The real control here is in the linking of the "Landscape Snow size" to an entry in the Elevation box:  for a guarantee of no snow - this box must be blank.  Now - I don't know what language KS uses, but the "Elevation" boxes are probably all numeric, so maybe a code snippet such as:-

[

    if landscape_snow_size=none
       then elevation_snow_level==""
    end
]
 

... might do the trick.

It's not really about fixing a bug, per se, but perhaps more about a little correction and making the user interface so that it's more instinctive.

 
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It's not really about fixing a bug, per se, but perhaps more about a little correction and making the user interface so that it's more instinctive.
KingSlayerGM might need help on this.   Not that I am doubting his skills, but he is the one that wrote up and code the KingGen.  When he uses it, he understands how each item functions and not realize that laypeople like us do not have his thinking skills  😉

This happens all the time, even to me.  Sometimes the best thing to do is to have somone else run the program, ask the questions when certain things are not obvious, then go back and update the documentation for the programmer.

 
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