Prefab to RWG?

I've built a very simple poi prefab and wish to make it available to RWG for placement in a new world.

How do I do that? Just copying the four files into the data\Prefabs\POIs folder isn't enough it seems.
 
I've built a very simple poi prefab and wish to make it available to RWG for placement in a new world.

How do I do that? Just copying the four files into the data\Prefabs\POIs folder isn't enough it seems.
make sure it is tagged and correct size for city/town spawns they are set sizes wilderness allows any size spawns
 
The better location is your LocalPrefabs folder for a single POI, not the game's Prefabs/POIs folder.

There should be 5 or 6 files. I suspect you haven't made an imposter file.

Appropriately tagged and sizes is the key to RWG placement.

If you're going to do more than one POI then I would make a modlet. It makes distribution to your customers easier. Plus, being in a modlet is the only way to have any Localization for integration with the Danger Meter / Traders.
 
Thanks zztong. I did grab someone's poi modlet to use as a pattern for my own poi and have that working. The many videos available on this are also helpful.

I'm editing the poi directly in my modlet then restarting 7dtd in order to re-read the modlet so RWG can place the thing in a new world so I can see the effects of terrain work.
 
In rwgmixer.xml, is there a handy reference to all the applicable fields for prefab_spawn_adjust?

I'm using biomeTags to control where this poi is placed and can't figure out how to specify two biomes. biomeTags="snow" or biomeTags="wasteland" both work individually but biomeTags="snow,wasteland" only gives me snow biome placement.
 
In rwgmixer.xml, is there a handy reference to all the applicable fields for prefab_spawn_adjust?

I'm using biomeTags to control where this poi is placed and can't figure out how to specify two biomes. biomeTags="snow" or biomeTags="wasteland" both work individually but biomeTags="snow,wasteland" only gives me snow biome placement.

From my modlet:

Code:
<prefab_spawn_adjust partial_name="zztong_survivor_base_ruin_01" biomeTags="snow,wasteland"/>

Are you limiting the number of occurrences of your POI? If so, maybe Snow is getting there first? Is it in a District that maybe cannot appear in the Wasteland (though I can't imagine what that would be)?
 
I'm generating the same world each time; same starting seed.

For testing purposes I'm allowing 5 instances. I wanted to see how it looked in different biomes. Whether I use "snow,wasteland or "wasteland,snow" I get 5 instances in the snow. If I remove biomeTags I just get Pine Forest.

Aaaah! In my rwgmixer.xml sample there was a bias="10". I took that out and am now getting biome diversity.

Man, I could really use a list of parameters and what they do.
 
Aaaah! In my rwgmixer.xml sample there was a bias="10". I took that out and am now getting biome diversity.

I'm happy to try and explain bias as it is not well understood and misused by a great many people. The best information is comments in the game's rwgmixer.xml in a comment after the street tiles but before the prefab_spawn_adjusts.

The variables are SCORE, WEIGHT, BIAS, and TIER.

You're trying to compute a SCORE for each POI.

SCORE = WEIGHT * (BIAS + (TIER / 5) ) / (Number_of_Placements + 1)

For a specific POI Marker in a District, start with all of the POIs for that size and district. Compute their current SCORE. Pick a POI from the list with the highest SCORE.

So if your POI was TIER 5 and BIAS 10 ...
SCORE = 1.0 * ( 10 + (5/5) ) / 1 = 11

The SCORE of any other normal TIER 5 that fits that spot would be...
SCORE = 1.0 * ( 1 + (5/5) ) / 1 = 2

11 vs 2, you win. You get placed.

Your next SCORE will be 5.5 ... 5.5 vs 2 ... you win.

Your next SCORE will be 2.25 vs 2 ... you win.

Now you start to lose. You locked in the first 3 placements with your high bias.
 
For a specific POI Marker in a District, start with all of the POIs for that size and district. Compute their current SCORE. Pick a POI from the list with the highest SCORE.
As the mistake here lead into every instance of the POI getting placed into snow, does that mean that snow is always populated before wasteland; or something similar?

Just ... spitballing for completeness, I don't actually need this info .. :D
 
I've been fiddling with different parameters (POI tier value, weight and bias) and 5 instances. Leaving bias to default, POI tier value at 5. Is world count the number of instances placed so far? Or is it max_count? I'm finding that this code consistently yields 8 placements in snow and one in wasteland. Any max_count < 5 yields all snow placements. At max_count >= 5 I start getting wasteland placements. Interestingly, reducing the POI tier difficulty brings the first wasteland placement in earlier. But I'm already at "0" as this poi is not questable.

I'm noticing that in the teleport UI, placements appear to be in biome order when read one row at a time left to right. When I get a mix of snow and wasteland, all the snows appear first followed by any wastelands. So it does look like things are processed in biome-order.

I'm trying for a 50/50 split between snow and wasteland for a single placement of the poi. It seems that if the first placement is always going to be to the snow ... this can't be done.

This particular POI is meant as something of an easter-egg or reward for making it to the later biomes. There should be uncertainty as to where is might be found but definitely at least the snow and potentially the wasteland. Looks like I may have to pick only one.
 
I have no idea at all regarding the parameters. But would it be possible for you to just
clone the poi files in the poi folder, then rename them to blah_1 blah_2?

Then for each one only include snow or waste to dedicate it to that biome. After set the parameters
to render a single instance of each.

Then later experiment with each of the parameters to get the single poi to render in both biomes as you desire.
 
As the mistake here lead into every instance of the POI getting placed into snow, does that mean that snow is always populated before wasteland; or something similar?

Just ... spitballing for completeness, I don't actually need this info .. :D

I regret I don't know how RWG decides what order to fill in settlements and their districts.

Is world count the number of instances placed so far? Or is it max_count?

I think it is the number placed so far, which I wouldn't expect to be more than max_count. That said, it is quite possible to starve RWG of POIs if you go nuts on the settings and then RWG has to do something ... does it ignore max_count or just leave spots empty? I think it leaves spots empty.

At max_count >= 5 I start getting wasteland placements. Interestingly, reducing the POI tier difficulty brings the first wasteland placement in earlier.

You might consider adding some competition. That is, make another POI of the same size and perhaps tier. The idea is the competition will take some of those snow spots. Also, there's a setting that determines the minimum distance a POI can be from another placement of itself. You could make that number higher. I think the default is something like 300 blocks. Make it 2000 blocks and it will force the POI to spread out through the world.

When I study Vanilla maps (and maps with my modlet) I watch the number of each POI appearing. If there's 50 of "Cool POI", then I figure out what district and size it is. Then I look for other POIs that fit those parameters. If there's just not a lot of competition, then I note that and start to think of POIs to add for that space.

Conversely, if I make a custom tile and add non-standard POI size for that district, then I know I need to make a bunch of POIs to land at that spot, else there won't be any variety at that location across the map.

ZZTong I just re-read your explanation. This is a wilderness POI so ranking amongst others in a given district ... is the wilderness a district?

Effectively, but districts are only in settlements. Tiles belong to a district. The wilderness isn't a settlement, but all of the Wilderness POIs compete without regard to their size. If it were in a settlement, the Tile has markers of certain sizes that narrow down the available POIs.
 
"Also, there's a setting that determines the minimum distance a POI can be from another placement of itself. You could make that number higher. I think the default is something like 300 blocks. Make it 2000 blocks and it will force the POI to spread out through the world."

This I like! Using the following

<prefab_spawn_adjust partial_name="Hall Of The Mountain King" min_count="2" max_count="2" biomeTags="snow,wasteland" />

and

<property name="DuplicateRepeatDistance" value="7000" />

I can get mostly get one instance in snow and another in wasteland. In a couple 10K worlds I got two snows as there was a large enough snow biome to contain two that far apart. And in a small world (6k) I got only one instance ... in the snow.

I think this gets me close enough. In normal play it seems unlikely the two instances will be discovered by one player/party at those distances.

Thanks!
 
<property name="DuplicateRepeatDistance" value="7000" />

Yes, that's the one. Now 7000 on an 8k map will mean you might get 4 if they all land in opposite corners, but more likely just 1, maybe 2. If it is 7k and only "snow,wasteland" my guess would be you get just 1.
 
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