PC New world gen in A17 B233 is horrible

Almost perfect rwg is rwg of 16 alpha. You just need to get the result when the size and quality of the generated map will be the same as that of the alpha 16.

I didn’t switch to a17 in the first place because of the RWG A16, it’s the best

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Generated a couple of worlds. I did not find skyscrapers

 
B233 RWG is a hot mess. keep the Snow-Forest-Desert transition just make the axis random. I get the cities being burned / wasteland, someone bombed the hell out them trying to wipe out the zombies, but dear lord not the random patchwork quilt again. I'm hoping since this is experimental that this reg for b233 is just that, an experiment and one that does not carry forward in the next build without major tweaking.

 
Are you guys joking or am I very lucky?
Seed: DogDoo

Size: 8k

One massive set of cities in an A16 style biome generator. So many POI's is mind boggling!

View attachment 26419

The map center is just above the picture center in the green area.
Im going to try this seed because the other 5 I have tried have been a terrible mish mash of wasteland, burnt, snow with some green lands sprinkled in.

 
So glad to see the random biome placement back, but its already been stated that its a WIP and desert wont be touching snow anymore when its done (for you immersion junkies) The person working on it said there is several other priorities that he is required to do before the gets to RWG, but that its just a matter of time, he will get to it.

There was enough randomness taken away with recent changes. Making the "random" maps predicable was a placeholder for unfinished work only, it was not meant to be permanent.

Why anybody would get used to changes when they know its still experimental (and a pretty raw exp at that) is beyond me. As soon as I saw the first map I assumed or a tleast hoped without worry that it would change. It was boring and ez to know where to go automatically and killed replayabilty . You know just where you want to go whenever the need arises without having to explore at all, yawn. There was no need to find an ideal spot for your play style at all, after 1 playthrough you would know just where you want to go.

As for the uses for some of the biomes I see being called worthless, in the current unfinished state of the game there is already plenty, and Im sure more in the future.

The only worthless biome before was plains. (except for corn which we get from abandoned farms now without issue)

Burnt- is a great place to head on day 1 (pots and wrenches everywhere and the zombies are weak, aggro animals are rare) coal

Wasteland -is a great place to head later in the game (challenging zombies spawn even in open world, chance for ferals, zbears, dogs, ect) for excitement (not sure now, but I seem to remember nitrate being prevalent there too)

Forest- is great for hunting/ wood/ lead

Desert- aloe and sand for concrete, oil shale

Snow- High xp zombie spawns, no need for water source, wood, (used to be tree stumps and chance auger drops, both of which I miss now) nitrate

Many playthroughs I end up building in the wasteland because its slightly more challenging, which was decent for mid-end game. When I got an itch for a big project I would terraform a city block into a different biome so I would have nice scenery/ trees but still get to fight off dogs and tougher zombies.

Although I never settled in burnt, I am always looking for it day 1 for ez pot while I am on the move, and then again when I start making bullets to build a mine there. It usually ends up being the first place I stay the night though on most playthroughs as long as I find it.

 
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Testing and tweaking and trying and retrying hasn't given me much to work with. But as I was thinking about it I did come up with a convincing idea for how to generate maps. Use a hex system. The map always starts generating from the first hex at the center of the map, which is always the forest biome. The hex shape itself is made of 16x16 chunks. Desert, wasteland, burnt, snow, radiation, and more forest biomes are generated on each of the six sides of the original forest biome. And it uses a spiral pattern from there, starting at the top hex of the last generated set. Desert biomes can spawn wasteland biomes on any side. Wasteland biomes can spawn burnt, desert, and forest. Forest can spawn wasteland and snow. Use whatever methods you want for blending and use a randomly generated musgrave texture for heightmaps, and be done with it.

 
To those going on about RWG right now, have patience. I work on gameplay systems too so I can't just spend hours upon hours on RWG right now. It's functional, the biome generator is running from xml again, now I need the time to clean it up. It's not a matter of not knowing what to do or what would look best. It never is. It's a matter of having the time to do it.
With the way RWG was created this release I'll be able to work on it without breaking worlds that players already have. With that though do realize, if there is a crafting bug, I have to work on it, not RWG. If there is a problem with buffs or effects or animations or progression, I have to work on those, not RWG. See where I'm going here? My time is at a premium and RWG will get it's love, just not right at this exact moment. There are bigger fish to fry than tweaking RWG to "perfection" right now.

When it comes to RWG, have faith. I have things in the fire, I just don't have time to finish them up prior to the holidays so I put in what I had ready to go and put the biome stuff back to the old a16 version until I get the new cellular automata (self sorting) biome code in place. Then snow and desert will never touch

and it's output looks very similar to that blobby image above that someone posted (already tested in a test project).
This was the quote regarding RWG. The "blobby" image he is referring to was one that was much less of a patchwork, and looked more natural. So there is no need to worry about how they are going to do it, they already know.

 
This was the quote regarding RWG. The "blobby" image he is referring to was one that was much less of a patchwork, and looked more natural. So there is no need to worry about how they are going to do it, they already know.
There is still enough to worry.

Biomes got removed Plains and also Forrest cause someone thought its useless, it was not .

If it comes to Ressources or Corn or something else, fine 1 Biome would be enough. Water from Lakes, everything else from loot. Why need more then 1 Biome?

Same the World Gen itself, all this Gravel with Iron or Potassium or other Stuff. If you dig you find tons of this with Stone layers as some sort of Border between the levels that looks bad.

Having a World with 60 % Gravel collapsing if you hit it sorry no thats a bad joke.

Prefabs is same. Last Patch removed many Entrys from rwgmixer.xml made it really a small file again and you see it in the world . We dont find many Prefabs we had in the world with the last version, so why this was removed?

And the only thing i read is its planned to fix the biome Placement and not add back removed biomes.

 
There is still enough to worry.
Biomes got removed Plains and also Forrest cause someone thought its useless, it was not .

If it comes to Ressources or Corn or something else, fine 1 Biome would be enough. Water from Lakes, everything else from loot. Why need more then 1 Biome?

Same the World Gen itself, all this Gravel with Iron or Potassium or other Stuff. If you dig you find tons of this with Stone layers as some sort of Border between the levels that looks bad.

Having a World with 60 % Gravel collapsing if you hit it sorry no thats a bad joke.

Prefabs is same. Last Patch removed many Entrys from rwgmixer.xml made it really a small file again and you see it in the world . We dont find many Prefabs we had in the world with the last version, so why this was removed?

And the only thing i read is its planned to fix the biome Placement and not add back removed biomes.
My few posts were responding to the subject of the thread. I dont expect them to get rid of gravel underground or add back old biomes. The 2 forests were redundant, plains, I am guessing they didnt have a use for with the stuff they still need to add. I wont miss it. I mean it might be enough for "you" to worry. I am far from worried about it. They are headed in the right direction.

Prefabs is another topic too. I hear in the future most if not all prefabs will be new level designed ones with possibly the option to add prefab packs to your game to get the old ones. (not confirmed) I am personally against that, I dont enjoy jump scares and dont want memorize a billion prefabs to bypass that, but meh, it is what it is. Games not done. Who knows how it will play when all the systems are in place and complete. Still not worried.

 
Im going to try this seed because the other 5 I have tried have been a terrible mish mash of wasteland, burnt, snow with some green lands sprinkled in.
I play in DogDoo a lot. Right now you could say I'm getting a taste for DogDoo. :)

 
There is still enough to worry.
Biomes got removed Plains and also Forrest cause someone thought its useless, it was not .

If it comes to Ressources or Corn or something else, fine 1 Biome would be enough. Water from Lakes, everything else from loot. Why need more then 1 Biome?
Guess some are not reading or listening to the videos when they get made. Why is it several people feel like the only reason they got rid of those biomes is because they thought they was useless? Yes some felt they was useless but that wasn't and isn't the only reason they took out those and made them the way they are. But I see so many people only expressing themselves talking about they took them put because they was useless but leave out the rest of the reasons given to why they took them out.

 
I was happy to see the old terrain back. Those steep inclines make it so much more interesting. I was glad to see more wasteland, although my first gen attempt resulted in way too much of it and I spawned there. I like a challenge, but after walking about 10 minutes and not seeing a way out of it, and then hearing a pack of dogs, I just quit. I wasn't about to deal with that. Second gen that I am playing now is good though.

I agree that the idea of snow north, desert south, forest in between was not so good. I much prefer this unpredictability and opportunity for discovery. Obviously they need to work on making sure the biome sizes are reasonable and mesh together nicely and provide reasonable paths for vehicles... but they also discussed that they are working on it after the other major bugs affecting gameplay are ironed out. Several times they have said this now. For now, I am glad they patched this change in for us. That same old 3 band map since the start of A17e was getting old real fast.

 
I play in DogDoo a lot. Right now you could say I'm getting a taste for DogDoo. :)
So I decided to give this seed a chance since every other RWG seed was total trash. I have to say it's actually the best seed I've seen by far. Big thanks to the guy who originally posted it.

 
We had a good RWG in Alpha 16. We had a good amount of different Biomes, big cities often close together with skycrapers which made the world feel realistic and made looting fun. Basebuilding was fun top and bottom, Looting was fun because, Zombie were dumb but hey they are zombies, right? And a citybuilding whas actually a citybuilding. What do we have now instead? Every house turned in a fu...ing dungeon, books are gone, large cities gone, biomes gone, skycrapers gone. A ton of items and recipes gone and I could go on. And people still defend this bullcrap of developement. Alpha 17 is no progress it is a step back in every direction. And I mean in every direction. They sacrifise items and biomes and recipes and books and all that good stuff just to make the game running at this new engine not like a turtle and sell it as new design. And people still buying this nonesense. They have massive performance issues. Thats the reason TFP cuts off so many things. They may be able to bring stuff back with time but personally I feel it Alpha 17 was not worth the wait.

 
We had a good RWG in Alpha 16. We had a good amount of different Biomes, big cities often close together with skycrapers which made the world feel realistic and made looting fun. Basebuilding was fun top and bottom, Looting was fun because, Zombie were dumb but hey they are zombies, right? And a citybuilding whas actually a citybuilding. What do we have now instead? Every house turned in a fu...ing dungeon, books are gone, large cities gone, biomes gone, skycrapers gone. A ton of items and recipes gone and I could go on. And people still defend this bullcrap of developement. Alpha 17 is no progress it is a step back in every direction. And I mean in every direction. They sacrifise items and biomes and recipes and books and all that good stuff just to make the game running at this new engine not like a turtle and sell it as new design. And people still buying this nonesense. They have massive performance issues. Thats the reason TFP cuts off so many things. They may be able to bring stuff back with time but personally I feel it Alpha 17 was not worth the wait.
Agreed on all points. And would add that not only are they randomly changing up all the mechanics and recipes almost daily, they're not even telling us about the changes in documentation and tooltips. We're left to discover all the broken new changes and then relearn all the mechanics and recipes that we've had for years, and then whoever rushed the ignorant changes in and broken everything releases a "fix" which just breaks things in a different way. 100% amateur devs. Joel should have stuck with flipping houses imo.

 
Random Biomes MUCH better than the static crap they had.
As broken as floating POIs, blurred graphics (no matter what graphic settings I did backpacks, bedrolls, pallets, bushes, weapons I held, all blurry?), falling buildings, I still agree that random biomes are wayyyyyy better than static N=snow S=desert.

 
I did a clean install of the latest experimental last night. I have a Minecraft landscape, no slopes, just steps including the roads. Anyone else get this?

 
It's not too good this time around. I've deleted the old games and started anew, but I've seen POIs with 2-block wide chasms down to bedrock surrounding them, road/hill smashups that look post-earthquake. the POIs have deep carve-outs (presumably to help mitigate floating buildings). I was freezing standing next to the loading dock of one building (I had Santa hat, poncho, 1 level of Insulated), and when I went to the other side of the dock I was overheating.

I'd just upped the difficulty and turned on Jog daytime. Snow as far as I could see. I never even made it to the trader. The 4th vulture was too much (they always seem to steal a bit of health before I can kill them). My melee timing was WAY off with jog, and the lumberjacks have that sneaky reach attack, and now they were ~just~ a little quicker. I left the difficulty up, but turned jog back off. Freezing, starvation, infection. The need to take a perk that I ~didn't~ want, but had to almost every time I leveled........LOVIN' it!....(not the RWG stuff...don't like that).

-Morloc

 
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