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Making a donut city, possible?

warmer

Well-known member
Hear me out. 
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I want the center of it to be nothing but destroyed building like this
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I've always wanted the Wasteland Biome to feel like a city that got bombed and with biome dithering and making a donut city, I think I might be able to achieve a progressively destroyed city in 7d2d.

If anyone knows how to do it in the current release chime in! I know how to do it with KingGen (Drawing the city shape/map) but if there was a way to use current release assets and city gen in a DONUT form. That would be swell
 

 
You can create a custom district that only uses that type of POI/tiles (you'd have to make them or make use of the remnants currently available).  You can then set that district as the only district in the "center" and use any other districts for the outskirt district(s).  This can be set up in rwgmixer for use with RWG and can also be done in Teragon as Rotor linked to above.  However, both methods require you to have a custom district (that's the easy part) and custom POI/tiles that will create the look you want (that's the time consuming part).

 
You can create a custom district that only uses that type of POI/tiles (you'd have to make them or make use of the remnants currently available).  You can then set that district as the only district in the "center" and use any other districts for the outskirt district(s).  This can be set up in rwgmixer for use with RWG and can also be done in Teragon as Rotor linked to above.  However, both methods require you to have a custom district (that's the easy part) and custom POI/tiles that will create the look you want (that's the time consuming part).
I love the idea of custom tiles, but I am going to try not evaporating a year of my life and use the current assets and procedural POI/Deco placement dictated by the biome.xml.  The way I generated the wasteland screenshot above was using my variation on the biomes.xml so I am pretty confident I can tweak it to do get close to what I am after in an easy to replicate and random way with the right map gen and biome overlay

My goal is to create a 4x4 city, and have biomes concentrically going into what would be a bomb epicenter. I want to try to "smooth-ish-ly" try to achieve this with biome dithering and painting of biomes. For the Shape and custom biome layout I know I can do that in KingGen, but it's not compatible with 1.0 yet. This gives me the ability to quickly make a random POI/Loot/event trigger epicenter every time. I'm using custom entity spawner tied to the biomes. Each ring can have different levels of loot stage in a custom way like the current biome game/loot stage MP. At least that is my theory. It just means making customer biome.xml as a mod for the purpose of a specific game type.
 

Thanks Rotor! I didn't realize that was updated to 1.0 yet. I am going to see what I have missed since I used it last.

 
Is there a question about that?  Not sure why you're posting the image.
I was pointing out that it doesn't appear to be compatible with 1.0, as I am using the setting for "current version" of 7d2d and it's giving me an A21 map that will not load in game. It won't allow me to start the world because of the version mismatch.

 
Well look at that, I launched it this morning and it gave me a new window. I hadn't used it in several months and it seems to have updated 4 different times. Incrementally. It didn't tell me there was a new update last night, but this morning I got this message. Maybe a map will work with the current version.

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Yes, you need to enter the correct version into Tools>Initial Setup whenever you change versions of the game.  This normally only appears when you first install Teragon.  It might be that it's been changed to also popup if it detects a different version of the game, though I didn't know about that.

 
After cracking out on this for hours I do believe I've pulled off what I was after. Now it's down to the fine tuning. Teragon + lots of tweaking of the biomes.xml got me here

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Thinking out loud here based on what I've done recently with other custom RWG tiles.  If i was going to do this, I'd create a new district called "bombedCity" and a new township called "donutCity".  The donutCity would have a bombedCity district of 13-18 tiles.  I can't force it to be circles, but they tend to cluster up.  I'd copy the commercial RWG tiles, add the new necessary tag "bombedCity" to all the remnant POIs, forcing only remnants to spawn in the otherwise-identical-to-a-city-center RWG tiles.  Then add an outskirt district of the normal city commercial, and an outskirt district to that of the city residential, etc.  Iirc, outskirts can have outskirts, layered out, effectively giving you a concentric rings type of concept, though obviously not perfect circles.

All you're really doing is creating a new wasteland city with an additional inner layer of only destroyed remnants POIs.

Edit: As I think about this more, you can't add tags to existing POIs.  You have to copy the POI, making it a custom one with a different name, and add the tag to that one.  Its a bit more work, and it means if the POI gets updated in the future, yours doesn't.  Drawback of custom districts/rwgtiles.

 
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Edit: As I think about this more, you can't add tags to existing POIs.  You have to copy the POI, making it a custom one with a different name, and add the tag to that one.  Its a bit more work, and it means if the POI gets updated in the future, yours doesn't.  Drawback of custom districts/rwgtiles.
Just as a note, if you are using Teragon, you can add or change tags on vanilla POI without making new ones.

 
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