• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Lots of Empty Lots on Regen Maps?

FastBurst

New member
This my first post and I am new at this forum, so please forgive me. I have searched these forums and online as well and I cannot find an answer. I have played on some peoples servers and this doesn't seem to be an issue. However I have modded and started my own dedicated server and I am finding in almost ALL of my towns, cities, etc. Many lots that are empty or no structures.

How can I fix this or am I missing something?

I see some cities with buildings/structures no problem and then just a few blocks over many streets with no structures at all.

Is this a known bug?

Is there a way to fix this?

Is there a way to force the system to populate all the lots? (most don't even have a tree or anything on these empty lots)

- Thanks in advance

- FastBurst

 
@FastBurst.

Ppl need more info in order to help you.

Try attaching your rwgmixer.xml file to your post so ppl can see what you've done and possibly give you pointers on fleshing out your city/town hubs.

 
Off the cuff (since I don't have a lot of time) and this is just a rule of thumb I follow:

I would dbl check all the prefabs you have are actually capable of being placed in the zones and biomes you want them to be and dbl check you have them in your prefab folder to call from.

I would also dbl check everything is named correctly (case sensitive) and make sure everything is named the same way in the prefab folder and rwg poi list(s) you've made.

I personally wouldn't make your hub sizes exceed your cell size.

Code:
<prefab_rule name="default">
<prefab rule="accent_POIS" [color="#FFD700"]min_count="25" max_count="50"[/color]/>
<prefab rule="RuralGroup" [color="#FFD700"]min_count="25" max_count="50"[/color]/>
<prefab rule="DefaultlFillerGroup"  [color="#FFD700"]min_count="25" max_count="50"[/color]/>
<prefab rule="ResidentialNewGroup" [color="#FFD700"]min_count="25" max_count="50"[/color]/>
<prefab rule="ResidentialOldGroup" [color="#FFD700"]min_count="25" max_count="50"[/color]/>			
<prefab rule="DowntownGroup" [color="#FFD700"]max_count="75"[/color]/>
<prefab rule="CommercialGroup" [color="#FFD700"]max_count="150"[/color] />		
<prefab rule="IndustrialGroup" [color="#FFD700"]max_count="75"[/color] />
<prefab rule="GasStation_POIS" [color="#FFD700"]max_count="25"[/color] />	
<prefab rule="Waste_POIS" [color="#FFD700"]max_count="75"[/color] />
<prefab rule="WildernessGroupCompo" [color="#FFD700"]max_count="75"[/color]/>
<prefab rule="SkyScrapers" [color="#FFD700"]min_count="30" max_count="75"[/color]/>
<prefab name="installation_red_mesa" min_count="1" max_count="5"/>			
</prefab_rule>
Everything highlighted in yellow, isn't really necessary, since you are giving the individual prefabs themselves a [count] in the group list.

If a hub is called to form, it will pull from those list as needed.

Nothing to be sorry about. It's all a learning process :)

 
Off the cuff (since I don't have a lot of time) and this is just a rule of thumb I follow:I would dbl check all the prefabs you have are actually capable of being placed in the zones and biomes you want them to be and dbl check you have them in your prefab folder to call from.

I would also dbl check everything is named correctly (case sensitive) and make sure everything is named the same way in the prefab folder and rwg poi list(s) you've made.

I personally wouldn't make your hub sizes exceed your cell size.

Code:
<prefab_rule name="default">
<prefab rule="accent_POIS" [color="#FFD700"]min_count="25" max_count="50"[/color]/>
<prefab rule="RuralGroup" [color="#FFD700"]min_count="25" max_count="50"[/color]/>
<prefab rule="DefaultlFillerGroup"  [color="#FFD700"]min_count="25" max_count="50"[/color]/>
<prefab rule="ResidentialNewGroup" [color="#FFD700"]min_count="25" max_count="50"[/color]/>
<prefab rule="ResidentialOldGroup" [color="#FFD700"]min_count="25" max_count="50"[/color]/>			
<prefab rule="DowntownGroup" [color="#FFD700"]max_count="75"[/color]/>
<prefab rule="CommercialGroup" [color="#FFD700"]max_count="150"[/color] />		
<prefab rule="IndustrialGroup" [color="#FFD700"]max_count="75"[/color] />
<prefab rule="GasStation_POIS" [color="#FFD700"]max_count="25"[/color] />	
<prefab rule="Waste_POIS" [color="#FFD700"]max_count="75"[/color] />
<prefab rule="WildernessGroupCompo" [color="#FFD700"]max_count="75"[/color]/>
<prefab rule="SkyScrapers" [color="#FFD700"]min_count="30" max_count="75"[/color]/>
<prefab name="installation_red_mesa" min_count="1" max_count="5"/>			
</prefab_rule>
Everything highlighted in yellow, isn't really necessary, since you are giving the individual prefabs themselves a [count] in the group list.

If a hub is called to form, it will pull from those list as needed.

Nothing to be sorry about. It's all a learning process :)

Double Checked the names and all is correct there. I will have to either go and edit each .xml to make them compatible with what ever areas sounds like to be safe.

not sure what you meant by this

I personally wouldn't make your hub sizes exceed your cell size.

Also side note, not sure like I said before if it is something I am missing or a bug. Example when I play on Skippy3 server, they have a lot of town or areas where there are not many empty lots but pretty full. In mine I see a lot of big lots that have nothing on them.

Thanks again Tin, be looking and reading a lot of your posts which has helped me get this far so far.

 
In the first line in your rwgmixer you have: cell_size="1800"

Basically this is dictating how many cells will be available in you world depending on how big you make it.

Only 1 hub can potentially be available per cell (depending on the terrain).

In your hub rules you have hubs sizes in access of 16k, basically telling a hub to fill up the cell. This gets messy and can produce unusual results (or at least from my experience).

I would suggest making your potential hub size no more than "1,600". This also will give a buffer for your wilderness prefabs to be placed as well.

If everything is correct and no misspelled names, Then I would suggest upping your min/max counts to compensate for the large hubs potentially being formed. Each hub has zones that it [rando] assigns to each hub (oldResidential, newResidential,downtown,commercial,industrial) You may just be seeing a zone not having enough prefabs it can place.

1 question I do have is: With these hub that have large swaths of empty lots, do these hubs have any prefabs in them? If yes, they have prefabs that form in them, then that points to not assigning enough prefabs to fill the void for that particular zone when they get formed.

 
Thanks I will give that a try, but to answer your question, the empty lots may have 1 or 2 trees maybe some rocks if that other than that completely empty. I will play around with the Hub sizes and see what happens and report back my findings.

Thanks Tin

 
Thanks I will give that a try, but to answer your question, the empty lots may have 1 or 2 trees maybe some rocks if that other than that completely empty. I will play around with the Hub sizes and see what happens and report back my findings.
Thanks Tin
Cool. Hope it points you in the right area to figure it out. ;) Obviously make sure you're making new worlds every time you make a change.

You most likely are doing just that but it never hurts to add it it in just in case.

 
Cool. Hope it points you in the right area to figure it out. ;) Obviously make sure you're making new worlds every time you make a change.You most likely are doing just that but it never hurts to add it it in just in case.
Thanks tin super helpful!

 
Back
Top