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KingGen - A Random World Generator for 7 Days to Die

Yes I was (I looked in the file to verify - not being cocky here as I will admit when I am wrong)

In the Quests xml file, you would need to change the following for the trader request

        <objective type="Goto" id="trader" value="5" phase="1">
            <property name="biome_filter_type" value="OnlyBiome" />
            <property name="biome_filter" value="pine_forest" />
            <!-- <property name="biome_filter_type" value="ExcludeBiome" /> -->
            <!-- <property name="biome_filter" value="wasteland" /> -->
            <property name="nav_object" value="go_to_trader" />
        </objective>
I will see if removing those lines opens up to any biome.  I think this was done to prevent people from having to go to harder biomes at the start of the game.

Edit:  yes, removing (or making into comments) the top 2 property name lines above fixes that issue.  I just did a desert only map and it found the nearest trader.

 
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Yes - me too.  Humilty is a precious virtue nowadays, i fear, BFT!  😄..  I just included a Desert Size=large, thinking that might be seen by KG as a second biome, offsetting the snow being dropped down to 38, and below the 43 water level. I didn't give credence to the Quest part until re-reading Blayr's post again, and then yours. 

 
The trader quest is only for traders in pine forest biomes.  If you got a single biome that is not pine forest, it won’t point you to the nearest trader.


I have had a different experience (but that was playing under darkness falls so plausibly was a consequence of that mod).

 
Link should be to a modlet I just created that will modify the file for anyone that is interested (remove conditions for initial trader quest)

https://github.com/BFT2020/MyMods

Let me know if this doesn't work (the link as this is the first time I am using github)

I have had a different experience (but that was playing under darkness falls so plausibly was a consequence of that mod).
KhaineGB has a quest file in his mod that does the same thing, except he excludes Wasteland biomes

 
Hello all. I seem to be having an issue with using a custom zoning map. I have no idea what the issue is. Without it selected, the map generates fine, but it doesn't zone in things where I'd like them, and it doesn't seem to be using the custom zones at all.

I've posted the maps I'm using here: https://github.com/recognizerHD/7dtd-map

Any idea what's going on?

Code:
Generating heightmap.
Generating biomes.
Generating cities.
Generating water.
Generating roads.
Generating villages.
Generating random pois.
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 274, in generate
  File "world.py", line 692, in gen_random_pois
StopIteration
 
Hi Recog: I haven't checked the Zoning + Custom colors for a while - I don't think KS has changed them, but I may be wrong: These are the last colors I saw stated here:

Old Res = 255.100.0

New Res = 255.255.0

Downtown = 0.255.0

Industrial -= 0.0.255

Commercial = 255.0.255

Old West = 161.81.0

Wilderness = 255.0.0

+ the Trader and SP.

 It might also be something to do with the alpha layer and that 'checkerboard' transparency that shows as a "sort-of' background. I don't see that on my any of zones/city/biome mappings.

Fixed!  It is the checkerboard. I deleted the Alphas in each of the png's, then added them back by simply - under top menu  - "Layer" -> "Transparency" -> "Remove Alpha Channel" -" then "Color to Alpha", which adds it back in as white. I then ran KG, and it made what looks (to me!) a good map in one shot. I'll put them up on my OneDrive and post the link back here in a sec.

pj

 
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Here's the link: I've posted all four, with the three RGB png's converted, and two are fairly big ( at 10k - size)
https://1drv.ms/u/s!AueVg7eVAeXMlR5ty6-37KeGexWF?e=iNgLja

Quick pic of the preview here:  (Nice volcano!)  Krunchy will be proud!

A quick edit here, too, Recog: I had the water set at an earlier map's height: I've corrected it now to 43/60 so it'll look more as you expected it to. I still haven't figured the town/village street  - the "+" shapes that are used as default roads inside the cities. In this map - and most others - "small" or "medium" doesn't seem to make the slightest difference - the towns all have short lengths of grass joining them up, whereas the city streets are all as one would want. Hmmph.

Preview_pic.JPG

 
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Thanks for the help. The dirty secret is I just looked up a height map of a volcano then took inspiration of Mount Saint Helens to blow out the side. Used the smudge too like crazy. The look of it is more luck than anything :)

I may need to leave the zones out or at least restrict it to the original colours. Was attempting to have some control over them but it wasn't working like I had hoped. Those extra colours are part of the Magolis Compo Pack.

In the POI list:

Code:
@zones
# A zone is a group of POIs.
# ***** !!!!! DO NOT REPEAT THE SAME COLOR MULTIPLE TIMES !!!!! *****
# name,red,green,blue
#    name: name of the zone
#    red: red value of rgb color
#    green: green value of rgb color
#    blue: blue value of rgb color
residentialold,255,100,0 #orange
residentialnew,255,255,0 #yellow
downtown,0,255,0 #green
industrial,0,0,255 #blue
commercial,255,0,255 #purple
oldwest,161,81,0 #brown

#COMPOPACK POIS
Medieval_Zone,201,153,107
Asia_Town,184,132,160
Area_51,94,125,122
Farmers_Community,131,166,114
Destroyed_Zone_1,125,91,96
Destroyed_Zone_2,21,102,94
 
I downloaded a ready-made map for KingGen, but there POIs list for vanilla, can I somehow change to my own modified POIs list for KingGen?

 
OK... Quick way:-

1). First copy your default game's "Prefabs" folder somewhere in case something gets screwed up, then - add your extra prefabs into the game's "Prefabs" folder. Just copy them into it.
2). Start KG - go into the "Advanced settings"

3). Select "Generate custom POIs list"
4). This will take you to the "Prefabs" folder (or should - but if it's the first time you're doing this, you might have to browse to it)
5). As you click  that folder - it will automatically put it into the "Folder" box at the bottom of the browse window. Hit "Select Folder".
6). This will then take you to a second browse window, where it's now looking for a "File name", so just type in "poislist.txt", and hit "Save"

7). It should now pop back into the KG Advanced settings, where you should see the new poislist.txt in the "POIs list" box. If it's not there, just down arrow in the box, and it should be there. I've always found that a bit "fiddle" and have often had to do the above twice before the filename actually got there!

Hope this helps!
 

 
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Thank you, but I know that, I must have written it wrong, I'm not good with English. I downloaded the ready map for KingGen, but in this map POIs list for vanilla, I need in this ready map to change POIs list to mine, I have my edited CPVANILLAKINGGEN13.1PREFABLIST.txt

 
I can not do so, I downloaded the map is ready and it does not have a map of the peaks, I understand you can not add your list?

 
Ah I see. You need to specify the pois during the generation process. You can manually add individual poi's to an existing world however. But that's not something I can explain here easily. It involves using the 'world editor' in game. 'Not a gamer gaming' has a good video on how to do this if you want to try it out? Coincidentally I am considering doing a video on this as I had trouble adding individual poi's to my world for the sake of doing poi reviews on YouTube. Just not ready to do it quite yet. Plus everything will change when a20 arrives. 

 
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