More options when generating a world

Skaarphy

New member
I've recently generated a 4k map with "few" towns. Too few, apparently, because that resulted in a map with no traders. I didn't want a game with no traders so I had to quit and make a 5k map. Result: 2 traders.

The way I see it, 7DTD just begs to be a game where you have a massive amount of options available to you when setting up a game. I think It's in a pretty good place already when it comes to defining your difficulty and other rules under which to play the game: Bloodmoon frequency, zombie run speed, XP and loot amount, etc. That's all great to have.

But when it comes specifying how you want your world to look like when generating it it's sorely lacking. 

Are there any plans to not have traders tethered to towns? Maybe even to let the player specify how many traders he wants on a map? 

Or be able to generate maps where you have one big river running from north to south? Or a chasm? With all bridges broken?

Or one giant city covering most of the map?

Are there any plans to get to something like that, eventually? Does anyone know?

 
Flat option. I would like to make a world so flat that if I had a good enough scope on my rifle I could see a deer on the opposite end of the map.

Map so flat that the flat earthers would be using the game as proof that the world really is flat and that TFP's know the truth and are teasing it in the game.

 
While this may not literally be considered a bug, it does seem like unintentional behavior. I would submit a bug report. @faatal would probably be interested in seeing how exactly this happened and make changes to prevent it in the future.

 
And speaking of generating worlds... i wish they'd move the "progress" indicator over the right-hand side area... by the time that will get filled in, the progress will be gone already, so it won't cause any overlap there. Plus, if i select "no preview" that area is wasted screen-space anyway. 🙃

rwg in 1-0 (no preview wastes half the screen space).pngrwg in 1-0 (transparency too damn high).png

 
Other settings

No traders (disables story)

Land connected (no ocean just land) 

Rivers: fattal said he's working on that. 

Change spawn points (in biome of choice) 

 
Change spawn points (in biome of choice) 
Unfortunately, unless we can get them to make the trader progression optional, this wouldn't really make sense unless players just want to skip the open trade route quests until they go to the forest if they start somewhere else.  I like this option and I would REALLY like the trader progression to be optional.

 
Are there any plans to not have traders tethered to towns? Maybe even to let the player specify how many traders he wants on a map? 


It would be easier to support customizing the number of traders if they were located in the wilderness, not tied to Tiles. Otherwise, to mandate the number of traders you also have to mandate the number of Trader-supporting Tiles and if those are Gateway Tiles (currently the most common Tile to support a trader) then you often need road exits from towns. Wilderness POIs, on the other hand, stand alone.

I'd even argue that a trader probably wouldn't want to setup shop right beside a city full of zombies, but players want to be close to the dense-packed experience, so uh, yeh.

 
One of the solutions might be a single camp that contains all the traders located on the map under 6144 size. So all players who do like smaller maps and play on really bad machines could enjoy the game. Map generated under 6144 solo or peer-to-peer only.

 
It seems like someone pops up with a new world gen creation tool every major release. I would love to see a mix of Teragons customization, with KingGens hand made biome/city layouts

 
One of the solutions might be a single camp that contains all the traders located on the map under 6144 size. So all players who do like smaller maps and play on really bad machines could enjoy the game. Map generated under 6144 solo or peer-to-peer only.
That could be an option, though it goes against what they have chosen to do with traders and biomes in 1.0.  Of course, if we can get them to make those changes optional, then this is possible.  I do like the idea of an optional trader compound that has all traders.  I know some custom POI like that have been made, though I haven't tried them. 

But I don't think it is entirely necessary at 6k.  It is quite possible to get 5 traders on the map with 6k without having to group them.

 
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