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Magolis Compo Pack by The Compopack

In order to use this in 2 person multiplayer, do you just need to put all the prefab files in the game folder for both people and have the person who also has nitrogen and the text files generate the map? Or is it more complicated than that?
Correct players whom join require the prefabs in the game prefab folder. server host requires prefabs in client side and server side prefabs folder. 

Only the server host and or nitrogen map creator requires the 3 txt files into the nitrogen resource folder

 

 
Having some confusion with getting this working right with NitroGen. Btw, I'm running on A19.3 B6 with NitroGen 0.501.

I followed the instructions for adding CP 47 to NitroGen, moving all the files from CP47's Prefabs folder to the game's Data/Prefabs folder, moved the 3 text files to NitroGen's Resources folder, yet when I run NitroGen it still only shows A19 Vanilla, A18 Vanilla, A18 CP43 (which it had anyways), and Custom List for the prefab lists drop down. Am I missing something or am I supposed to select Custom List, because I suspect CP47 is supposed to show up as a list in that drop down?

 
Having some confusion with getting this working right with NitroGen. Btw, I'm running on A19.3 B6 with NitroGen 0.501.

I followed the instructions for adding CP 47 to NitroGen, moving all the files from CP47's Prefabs folder to the game's Data/Prefabs folder, moved the 3 text files to NitroGen's Resources folder, yet when I run NitroGen it still only shows A19 Vanilla, A18 Vanilla, A18 CP43 (which it had anyways), and Custom List for the prefab lists drop down. Am I missing something or am I supposed to select Custom List, because I suspect CP47 is supposed to show up as a list in that drop down?
Hi @crash.7ds

It should show in the prefablist drop down. 

If it doesn't means you haven't copied the 3 txt files into the resource folder and over wrote when asked... 

Stallionsden 

 
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So a few things I noticed, and to be fair it could be a case of issues with using a 16K map which comes with it's own set of caveats, but I have ran into an odd issue where quite a few POIs from this pack are generated with a series of errors. The worst of these so far are that some POIs spawn with ghost objects/blocks or entire portions of the structures missing in ways that don't quite make sense. For instance, after the first blood moon on day 7, the city trader (it's a larger building with four traders and four doors in or out) doors now have a wall built up clipping through the doors. They do not impede traffic, but visually appear to occupy the same placement of the doorways. In several other POIs I've recently explored, there appears a lot of floating dirt piles and debris in the shape of the green Plumbob diamond from the Sims series. It's like the map tried to generate dirt there but realized halfway that it shouldn't because something else was suppose to be there instead. It kind of makes sense the shape because that's how dirt and ground deforms in 7DTD. Also, and just to be clear my machine isn't really stellar with something like 7DTD, but I noticed performance is comparatively abysmal near one of the larger POIs, whereas it's not nearly as impacted by areas with vanilla or simply fewer POIs, even though my system resources are not spiking or maxing out at all. My best guess is that entity spawning is causing the sharp and deep frame hitching in these cases. I don't expect the game to run smooth and silk all the time or even most of the time, but the impact is such that I've already nearly died several times or missed shots just because the game keeps running but isn't rendering the next frame for several seconds. I'm already thinking about restarting on a smaller map, but also considering going back to vanilla POI settings too. I was wondering if anyone else was encountering anything similar on their end or if this is more isolated to inadequate hardware or larger maps being sketchy.

 
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So a few things I noticed, and to be fair it could be a case of issues with using a 16K map which comes with it's own set of caveats, but I have ran into an odd issue where quite a few POIs from this pack are generated with a series of errors. The worst of these so far are that some POIs spawn with ghost objects/blocks or entire portions of the structures missing in ways that don't quite make sense. For instance, after the first blood moon on day 7, the city trader (it's a larger building with four traders and four doors in or out) doors now have a wall built up clipping through the doors. They do not impede traffic, but visually appear to occupy the same placement of the doorways. In several other POIs I've recently explored, there appears a lot of floating dirt piles and debris in the shape of the green Plumbob diamond from the Sims series. It's like the map tried to generate dirt there but realized halfway that it shouldn't because something else was suppose to be there instead. It kind of makes sense the shape because that's how dirt and ground deforms in 7DTD. Also, and just to be clear my machine isn't really stellar with something like 7DTD, but I noticed performance is comparatively abysmal near one of the larger POIs, whereas it's not nearly as impacted by areas with vanilla or simply fewer POIs, even though my system resources are not spiking or maxing out at all. My best guess is that entity spawning is causing the sharp and deep frame hitching in these cases. I don't expect the game to run smooth and silk all the time or even most of the time, but the impact is such that I've already nearly died several times or missed shots just because the game keeps running but isn't rendering the next frame for several seconds. I'm already thinking about restarting on a smaller map, but also considering going back to vanilla POI settings too. I was wondering if anyone else was encountering anything similar on their end or if this is more isolated to inadequate hardware or larger maps being sketchy.
Those ghost objects are the vanilla texture bug tfp are aware. (Simple exit out and back in fixes it)

16k maps on a good machine struggle so if your pc isnt stellar then it will also struggle. 

Nitrogen itself has only been updated to a19 exp no further and unfortunately seems like nitrogen has been abandoned. 

when generating a map we recommend firstly turning all video options with reflections to off. Secondly we advise you follow these directions - 

ROADS & ROAD TYPES:
2021-02-14_15h35_22.jpg

CITY GRID:

2021-02-14_15h35_49.jpg

Note: I dont think we will offer 16k support at this time either since 16k can bug out just from its own size factor. 

If on a server also even nitrogen recommends 8k anything over isnt supported but 12k isnt a bad size either personally. 

 
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Yeah, that's what I thought would be the case. In any case, I'm ditching the 16K map in favor of 8K-12K for now. I've ran 12K maps before and they are night and day better in terms of performance. Interesting suggestions on the settings, I'll keep that in mind. Shame if that's true about Nitrogen being abandoned, I really liked how much more convenient it is over the in-game generator...it's faster, has more options, makes better looking maps, etc. Anyways thanks for the help. I think I'll keep CP and see if lowering map size will help enough. Now if only Unity based games would behave more and stop reverting to native resolution over user settings when loading saves. Subnautica and Subnautica BZ did that a lot back in the day too (and still does, grr!).

 
Yeah, that's what I thought would be the case. In any case, I'm ditching the 16K map in favor of 8K-12K for now. I've ran 12K maps before and they are night and day better in terms of performance. Interesting suggestions on the settings, I'll keep that in mind. Shame if that's true about Nitrogen being abandoned, I really liked how much more convenient it is over the in-game generator...it's faster, has more options, makes better looking maps, etc. Anyways thanks for the help. I think I'll keep CP and see if lowering map size will help enough. Now if only Unity based games would behave more and stop reverting to native resolution over user settings when loading saves. Subnautica and Subnautica BZ did that a lot back in the day too (and still does, grr!).
Yeh happens to me to with the resolution settings.

You need to adjust your graphics card settings I believe thru your video card options. So pretty much your desktop matches the resolution in games etc type thing. (Sorry not very pc techy lol.

I read up on it cause it was annoying the hell out of me. 

 
Is there a way to control how often a specific Prefab Is generated in a Nitrogen Map?

I have created a small prefab for a buried Treasure (just a piece of land with the Chest under it.   since there is no way to  see the prefab in the world  I want to have it actually created a lot of times so that they are all over the map.  

thanks

 
Is there a way to control how often a specific Prefab Is generated in a Nitrogen Map?

I have created a small prefab for a buried Treasure (just a piece of land with the Chest under it.   since there is no way to  see the prefab in the world  I want to have it actually created a lot of times so that they are all over the map.  

thanks
You can do that in rwgmixwr lol comment out all the prefabs in the section "prefablist " and add your poi above the <!--. Then only your poi and traders will spawn.

 
I would prefer when the new POIs were listed separately (on the .txt Nitrogen), it would be very convenient for me. From the CP46 I made a sort and keep only what I wanted. Now with CP47 I will have to copy / paste the new POIs one by one ... (At least there is the list of new ones on the DL page)

Apart from that, let it be clear, the POIs restricted by biome (so the Modlet file?) are only for the Vanilla RWG?

 
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I would prefer when the new POIs were listed separately (on the .txt Nitrogen), it would be very convenient for me. From the CP46 I made a sort and keep only what I wanted. Now with CP47 I will have to copy / paste the new POIs one by one ... (At least there is the list of new ones on the DL page)

Apart from that, let it be clear, the POIs restricted by biome (so the Modlet file?) are only for the Vanilla RWG?
Hi fleshus. 

Yes correct the modlet is for rwg generation only. 

Unfortunately i like organisation and not a jumbled mess. Pois are added to their groups this helps us in identifying areas we are short in so if a prefabber asks what areas we are short it is easily read also.  The change log will always have the new pois listed in them tho so you can see what new pois are added each release.

Stallionsden 

 
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ok.. who ever build the "Apaxco Building Material" prefab .... i hate and love you :D

Spend 3 days in that POI .... 1 to clear out and 2 days getting all the good stuff. If i would have played on nightmare, that thing would have given me some for sure.

 
ok.. who ever build the "Apaxco Building Material" prefab .... i hate and love you :D

Spend 3 days in that POI .... 1 to clear out and 2 days getting all the good stuff. If i would have played on nightmare, that thing would have given me some for sure.
@Ringkeeper

@Gouki built that lol. i did add alot more zs tho lol (sorry gouki)  brilliant poi definately 

 
Hey so this what you get when using compo with 19.4.b7 ``Delta out of range: -40093`` with nitrogen and a dedicated server.

 
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I mean I tested mods without compo and I mean hours of testing and had no problems I even used NitroGen to pregen vanilla 19.3 map and also had no problem.

 
I mean I tested mods without compo and I mean hours of testing and had no problems I even used NitroGen to pregen vanilla 19.3 map and also had no problem.
What were you doing like what poi/s were you near. What were you doing.  

Do you have a output.log or players.log I can see the error

 
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