PC New world gen in A17 B233 is horrible

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.
A17 isnt out yet. Dont opt in if you dont like testing new stuff while they work on it.

 
https://7daystodie.com/forums/showthread.php?100647-Alpha-17-Experimental-B233-bug-reporting-thread&p=907900&viewfull=1#post907900

Biomes now generated by xml settings again
What this means?: like in A16 the RWG Biome mix can be adjusted.

Just as in A16 using this, it is possible to create north/south, circular biome, and other biome distributions.

https://7daystodie.com/forums/showthread.php?74084-Developer-Discussions-Alpha-17&p=908665&viewfull=1#post908665

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).
As Kinyajuu states here, cellular automata is on the roadmap. Re-implementing the A16 biome distribution was a way to allow customization while the work is in progress.

 
Last edited by a moderator:
I agree, the new RWG isn't great - I definitely prefered the way it was in the previous build of experimental - luckily I still have a world saved from it!

 
https://7daystodie.com/forums/showthread.php?100647-Alpha-17-Experimental-B233-bug-reporting-thread&p=907900&viewfull=1#post907900
What this means?: like in A16 the RWG Biome mix can be adjusted.

Just as in A16 using this, it is possible to create north/south, circular biome, and other biome distributions.

https://7daystodie.com/forums/showthread.php?74084-Developer-Discussions-Alpha-17&p=908665&viewfull=1#post908665

As Kinyajuu states here, cellular automata is on the roadmap. Re-implementing the A16 biome distribution was a way to allow customization while the work is in progress.
Do you think it's possible to alter the xml to produce similar maps to what we had?

 
Do you think it's possible to alter the xml to produce similar maps to what we had?
You mean north snow, south desert.

I've not played with modifying RWG enough to know for certain how closely they could end up resembling the earlier A17 builds, but I believe so. Folks more knowledgeable about A16 RWG would have to answer for certain.

It should definitely be possible to make the old ring of biomes maps (like a snow in the middle moving to forest further out, moving to burnt even further, then moving to desert).

 
Last edited by a moderator:
changing it back to a16 map is the best thing TFP could have done. The cookie cutterness of the previous maps in a17e was ridiculous. If you want cookie cutter, play Navesgane not RWG. Now to see them fix the maps so they can be made larger for the Dedi servers and make them STABLE. The flat earth maps, no rivers, no valleys, mountains came back but they are on the edge of the map and the edge of the map is all radiation for some stupid reason.

 
You mean north snow, south desert. I've not played with modifying RWG enough to know for certain how closely they could end up resembling the earlier A17 builds, but I believe so. Folks more knowledgeable about A16 RWG would have to answer for certain.

It should definitely be possible to make the old ring of biomes maps (like a snow in the middle moving to forest further out, moving to burnt even further, then moving to desert).
Not just that, the worlds were flatter, and the roads worked better too, towns were better etc - started a new world with b233 to see what it was like and I didn't like it much compared to the old one.

 
I agree, the new RWG isn't great - I definitely prefered the way it was in the previous build of experimental - luckily I still have a world saved from it!
A17.0_2018-12-20_11-31-54.jpg


Code:
<biome_generator name="vanillaSmall">
   <!--<module name="voronoi" type="Voronoi">-->
       <!--<property name="frequency" value="0.0012"/>--> 
       <!--<property name="frequency" value="0.00128"/> 
       <property name="displacement" value="0.5"/>
   </module>-->        
   <module name="bands" type="Cylinders">
       <property name="frequency" value="0.00112"/>
   </module>
   <module name="rotate" type="RotateInput">
       <property name="sourceModule" value="bands"/>
       <property name="xAngle" value="0"/>
       <property name="zAngle" value="1"/>
   </module>
   <module name="trans" type="TranslateInput">
       <property name="sourceModule" value="rotate"/>
       <property name="z" value="1024"/>
       <property name="x" value="1024"/>
   </module>
   <module name="biasOutput" type="BiasOutput">
       <property name="sourceModule" value="trans"/>
       <property name="bias" value="0.5"/>
   </module>
   <module name="scaleOutput" type="ScaleOutput">
       <property name="sourceModule" value="biasOutput"/>
       <property name="scale" value="1"/>
   </module>
   <module name="dithering" type="FastTurbulence">
       <property name="sourceModule" value="scaleOutput"/>
       <property name="frequency" value="0.35"/>
       <property name="power" value="80"/>
       <property name="roughness" value="3"/>
   </module>
   <module name="jiggle" type="FastTurbulence">
       <property name="sourceModule" value="dithering"/>
       <property name="frequency" value="0.25"/>
       <property name="power" value="30"/>
       <property name="roughness" value="3"/>
   </module>
   <module name="clampOutput" type="ClampOutput">
       <property name="sourceModule" value="jiggle"/>
       <property name="bounds" value="0,1"/>
   </module>
<module name="biomeOutput" type="BiomeIDMapper">
       <property name="sourceModule" value="clampOutput"/>
       <property name="biomemap0.Name" value="pine_forest"/>
       <property name="biomemap0.Range" value="0.2,0.4"/>
       <property name="biomemap1.Name" value="snow"/>
       <property name="biomemap1.Range" value="0,0.2"/>
       <property name="biomemap2.Name" value="wasteland"/>
       <property name="biomemap2.Range" value="0.4,0.6"/>
       <property name="biomemap3.Name" value="burnt_forest"/>
       <property name="biomemap3.Range" value="0.6,0.8"/>
       <property name="biomemap4.Name" value="desert"/>
       <property name="biomemap4.Range" value="0.8,1.1"/>
   </module>

<output module="biomeOutput"/>
Not totally back to the earlier version of the biomes but it's getting there.

I just did this as a test and probably won't release a final version since everything is still changing, but for those that want a starting point to mess around with, look in the spoiler.

*Note* this is set for a 4k world not an 8k, you would need to adjust accordingly to make it work for a world 4times as big.

 
Not totally back to the earlier version of the biomes but it's getting there.I just did this as a test and probably won't release a final version since everything is still changing, but for those that want a starting point to mess around with, look in the spoiler.

*Note* this is set for a 4k world not an 8k, you would need to adjust accordingly to make it work for a world 4times as big.
Now this is the guy to ask what is and is not possible for RWG modding. Although that was East/West instead of North/South it pretty much answered is it theoretically possible: yes.

 
A17 isnt out yet. Dont opt in if you dont like testing new stuff while they work on it.
I do like testing out new stuff. But like I said, things aren´t really going forward here. And thats the point of my entire post. And while I understand that some people like you may feel offended by what I wrote, I still hold on to my opinion. As long as TFP is selling dead horses to their customers, I will be here and express how I feel about that.

 
Not totally back to the earlier version of the biomes but it's getting there.

I just did this as a test and probably won't release a final version since everything is still changing, but for those that want a starting point to mess around with, look in the spoiler.

*Note* this is set for a 4k world not an 8k, you would need to adjust accordingly to make it work for a world 4times as big.
Amazing work Tin, thank you for posting the code.

Am adapting for 8k world.

 
A17.0_2018-12-20_11-31-54.jpg

Code:
<biome_generator name="vanillaSmall">
   <!--<module name="voronoi" type="Voronoi">-->
       <!--<property name="frequency" value="0.0012"/>--> 
       <!--<property name="frequency" value="0.00128"/> 
       <property name="displacement" value="0.5"/>
   </module>-->        
   <module name="bands" type="Cylinders">
       <property name="frequency" value="0.00112"/>
   </module>
   <module name="rotate" type="RotateInput">
       <property name="sourceModule" value="bands"/>
       <property name="xAngle" value="0"/>
       <property name="zAngle" value="1"/>
   </module>
   <module name="trans" type="TranslateInput">
       <property name="sourceModule" value="rotate"/>
       <property name="z" value="1024"/>
       <property name="x" value="1024"/>
   </module>
   <module name="biasOutput" type="BiasOutput">
       <property name="sourceModule" value="trans"/>
       <property name="bias" value="0.5"/>
   </module>
   <module name="scaleOutput" type="ScaleOutput">
       <property name="sourceModule" value="biasOutput"/>
       <property name="scale" value="1"/>
   </module>
   <module name="dithering" type="FastTurbulence">
       <property name="sourceModule" value="scaleOutput"/>
       <property name="frequency" value="0.35"/>
       <property name="power" value="80"/>
       <property name="roughness" value="3"/>
   </module>
   <module name="jiggle" type="FastTurbulence">
       <property name="sourceModule" value="dithering"/>
       <property name="frequency" value="0.25"/>
       <property name="power" value="30"/>
       <property name="roughness" value="3"/>
   </module>
   <module name="clampOutput" type="ClampOutput">
       <property name="sourceModule" value="jiggle"/>
       <property name="bounds" value="0,1"/>
   </module>
<module name="biomeOutput" type="BiomeIDMapper">
       <property name="sourceModule" value="clampOutput"/>
       <property name="biomemap0.Name" value="pine_forest"/>
       <property name="biomemap0.Range" value="0.2,0.4"/>
       <property name="biomemap1.Name" value="snow"/>
       <property name="biomemap1.Range" value="0,0.2"/>
       <property name="biomemap2.Name" value="wasteland"/>
       <property name="biomemap2.Range" value="0.4,0.6"/>
       <property name="biomemap3.Name" value="burnt_forest"/>
       <property name="biomemap3.Range" value="0.6,0.8"/>
       <property name="biomemap4.Name" value="desert"/>
       <property name="biomemap4.Range" value="0.8,1.1"/>
   </module>

<output module="biomeOutput"/>
Not totally back to the earlier version of the biomes but it's getting there.

I just did this as a test and probably won't release a final version since everything is still changing, but for those that want a starting point to mess around with, look in the spoiler.

*Note* this is set for a 4k world not an 8k, you would need to adjust accordingly to make it work for a world 4times as big.
Wow that's really cool, now to work out how to change it for north south instead.

Amazing work Tin, thank you for posting the code.Am adapting for 8k world.
Would like to see the 8k code too!

- - - Updated - - -

Although I bet after figuring out how to mod it, the devs put it back to how it was anyway lol

 
@icehot, when i ran it desert in SE corner and very small amount of snow in the north, was easy to get 8k going, just cut and past the 4k code into the 8k area of the rwgmixer.xml

generated map looks really good lots towns

 
@icehot, when i ran it desert in SE corner and very small amount of snow in the north, was easy to get 8k going, just cut and past the 4k code into the 8k area of the rwgmixer.xmlgenerated map looks really good lots towns
Just looking at the XML, the following code suggests they all use vanillasmall anyway to do the biome generation:

<rulesets>

<ruleset name="vanillaSmall" world_size="4096" terrain_generator="vanilla" biome_generator="vanillaSmall">

<cell_rule name="default" prob="1"/>

</ruleset>

<ruleset name="vanillaMedium" world_size="8192" terrain_generator="vanilla" biome_generator="vanillaSmall">

<cell_rule name="default" prob="1"/>

</ruleset>

<ruleset name="vanillaLarge" world_size="16384" terrain_generator="vanilla" biome_generator="vanillaSmall">

<cell_rule name="default" prob="1"/>

</ruleset>

</rulesets>

 
@icehot

This is what i tweaked the generation medium section to for B238

<biome_generator name="vanillaMedium">

<!--<module name="voronoi" type="Voronoi">-->

<!--<property name="frequency" value="0.0012"/>-->

<!--<property name="frequency" value="0.00128"/>

<property name="displacement" value="0.5"/>

</module>-->

<module name="bands" type="Cylinders">

<property name="frequency" value="0.00112"/>

</module>

<module name="rotate" type="RotateInput">

<property name="sourceModule" value="bands"/>

<property name="xAngle" value="0"/>

<property name="zAngle" value="1"/>

</module>

<module name="trans" type="TranslateInput">

<property name="sourceModule" value="rotate"/>

<property name="z" value="1024"/>

<property name="x" value="1024"/>

</module>

<module name="biasOutput" type="BiasOutput">

<property name="sourceModule" value="trans"/>

<property name="bias" value="0.5"/>

</module>

<module name="scaleOutput" type="ScaleOutput">

<property name="sourceModule" value="biasOutput"/>

<property name="scale" value="1"/>

</module>

<module name="dithering" type="FastTurbulence">

<property name="sourceModule" value="scaleOutput"/>

<property name="frequency" value="0.35"/>

<property name="power" value="80"/>

<property name="roughness" value="3"/>

</module>

<module name="jiggle" type="FastTurbulence">

<property name="sourceModule" value="dithering"/>

<property name="frequency" value="0.25"/>

<property name="power" value="30"/>

<property name="roughness" value="3"/>

</module>

<module name="clampOutput" type="ClampOutput">

<property name="sourceModule" value="jiggle"/>

<property name="bounds" value="0,1"/>

</module>

<module name="biomeOutput" type="BiomeIDMapper">

<property name="sourceModule" value="clampOutput"/>

<property name="biomemap0.Name" value="pine_forest"/>

<property name="biomemap0.Range" value="0.25,0.45"/>

<property name="biomemap1.Name" value="snow"/>

<property name="biomemap1.Range" value="0,0.25"/>

<property name="biomemap2.Name" value="wasteland"/>

<property name="biomemap2.Range" value="0.45,0.6"/>

<property name="biomemap3.Name" value="burnt_forest"/>

<property name="biomemap3.Range" value="0.6,0.8"/>

<property name="biomemap4.Name" value="desert"/>

<property name="biomemap4.Range" value="0.8,1.1"/>

</module>

<output module="biomeOutput"/>

</biome_generator>

Resultant map

https://imgur.com/a/CbuVg3r

 
Last edited by a moderator:
@icehot This is what i tweaked the generation medium section to for B238

...
Hey, Riv. Out of curiosity, do you get a KeyNotFOundException error when you generate your map? It still processes but gives me that warning.

 
Back
Top