Long, long, long, long time player, first time poster. This change has irked me enough to make me register an account.
RWG is supposed to be random - I'm happy to have some progression guardrails by default, but for the love of god, let us remove them. What's the god damn point in RWG if it's not actually random? You might as well just ship a few default sized maps and remove RWG at that point.
Having said that, in case anyone else wants to fix this mess;
1. Open <steam install or library>\steamapps\common\7 Days To Die\Data\Config
2. Find the file called rwgmixer.xml
3. Open it using notepad, notepad++, or whatever raw text editor you have,
To add adjust town/city spawning:
Per the post on the first page, you'll want to find this section:
<township name="oldwest">
<property name="spawn_trader" value="false"/>
<property name="spawn_gateway" value="false"/>
<property name="biomes" value="desert"/>
</township>
<township name="forest_countrytown">
<property name="biomes" value="forest"/>
</township>
<township name="bforest_countrytown">
<property name="biomes" value="burntforest"/>
</township>
<township name="bforest_town">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="burntforest"/>
</township>
<township name="countrytown">
<property name="biomes" value="desert,snow"/>
</township>
<township name="town">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="desert,snow,forest"/>
</township>
<township name="city">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="desert,snow,burntforest"/>
</township>
<township name="wasteland_city">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="wasteland"/>
</township>
<township name="citybig">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="wasteland,burntforest,desert,snow"/>
</township>
<township name="roadside">
<property name="spawn_trader" value="false"/>
</township>
Once there, add your desired biomes to the "value" tag making sure it's comma separated as shown. You can see here, I've added the burnt forest to a few extra townships, because making that place full of only towns is a @%$# move.
Adjust trader spawns:
In the same file, if you scroll down further, you'll see this;
<prefab_spawn_adjust partial_name="trader_rekt" biomeTags="forest" bias="20" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="trader_jen" biomeTags="burntforest" bias="20" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="trader_bob" biomeTags="desert" bias="20" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="trader_hugh" biomeTags="snow" bias="20" min_count="2" max_count="4"/>
<prefab_spawn_adjust partial_name="trader_joel" biomeTags="wasteland" bias="20" min_count="2" max_count="4"/>
Now you have two choices;
1. Adjust the value of "biomeTags" so that it includes the biome or biomes you want (comma separated), or
2. Delete this whole section to return it to how it was in A21.