EvilPolygons
Survivor
With the recent changes to RWG, very large wilderness POIs have become a problem. They tend to spawn inside city limits, wrecking city tiles, and can also overlap other wilderness POIs and paths, generally causing a big mess. Especially on smaller maps.
@stallionsden and @zztong developed a solution that involves taking those old, oversized wilderness POIs and spawning them on (or building them into) rwg_tile_cap tiles. These tiles can then be set to spawn as one-tile settlements out in the wilderness, and the RWG townplanner will even draw roads to them.
The problem is, that setting these up individually as a bunch of separate townships causes each one to have a 100% chance to spawn, which can quickly begin to crowd out other settlement types on RWG maps. So this is a solution to that problem:
<append xpath="/rwgmixer/world[@name='tiny']">
<property class="bigwaste">
<property name="count" value="1, 1, 2"/>
<property name="tiles" value="1, 1"/>
<property name="distance" value="2"/>
</property>
</append>
(Other map sizes omitted to keep the post a reasonable length)
<append xpath="/rwgmixer">
<township name="bigwaste">
<property name="spawn_trader" value="false"/>
<property name="spawn_gateway" value="false"/>
<property name="biomes" value="wasteland"/>
</township>
<district name="bigwaste">
<property name="tag" value="bigwaste"/>
<property name="prefab_name" value="bigwaste"/>
<property name="spawn_weight" value="1"/>
<property name="required_township" value="bigwaste"/>
<property name="preview_color" value="0,0.5,0"/>
</district>
<streettile name="rwg_tile_bigwaste_cap">
<property name="mintiles" value="0"/>
<property name="maxtiles" value="1"/>
<property name="maxdensity" value="3000"/>
</streettile>
<streettile name="rwg_tile_bigwaste_cap_01">
<property name="mintiles" value="0"/>
<property name="maxtiles" value="1"/>
<property name="maxdensity" value="3000"/>
</streettile>
</append>
In this example, our township is named "bigwaste" as it's meant for very large POIs that we only want to spawn in the wasteland biome.
The "bigwaste" district is set up in pretty typical fashion, spawning only in a "bigwaste" township.
The streettiles are set up as rwg_tile_caps, named sequentially as required by the RWG. Each tile either has a POI built directly into it (like zztong's Ravenswood village) or it has a POI spawn marker that is tagged to spawn in the POI matched to that tile via tags, as usual (see the compopack for examples of that method). Note that if your tiles are spawning in the world, but you get an error during mapgen and no POI spawns into a tile's marker, that's almost certainly because you didn't tag your POI properly.
Because each "bigwaste" township only supports a single tile, and because each tile is set to a max of 1 per map, the end result is that you get a random roll between the tiles (which are essentially giant POIs) available to the township. If your worldsize allows for only 1 bigwaste settlement, then the game will choose one randomly and you'll only get that one. If your worldsize allows for two of these settlements, then you'll get one (and only one!) of each.
If your worldsize allows for more "bigwaste" settlements than you have tiles, then I have no idea what would happen because that means you screwed up and should have been more careful. So don't do that.
Anyway, it works. I've tested it. Give it a try!
@stallionsden and @zztong developed a solution that involves taking those old, oversized wilderness POIs and spawning them on (or building them into) rwg_tile_cap tiles. These tiles can then be set to spawn as one-tile settlements out in the wilderness, and the RWG townplanner will even draw roads to them.
The problem is, that setting these up individually as a bunch of separate townships causes each one to have a 100% chance to spawn, which can quickly begin to crowd out other settlement types on RWG maps. So this is a solution to that problem:
<append xpath="/rwgmixer/world[@name='tiny']">
<property class="bigwaste">
<property name="count" value="1, 1, 2"/>
<property name="tiles" value="1, 1"/>
<property name="distance" value="2"/>
</property>
</append>
(Other map sizes omitted to keep the post a reasonable length)
<append xpath="/rwgmixer">
<township name="bigwaste">
<property name="spawn_trader" value="false"/>
<property name="spawn_gateway" value="false"/>
<property name="biomes" value="wasteland"/>
</township>
<district name="bigwaste">
<property name="tag" value="bigwaste"/>
<property name="prefab_name" value="bigwaste"/>
<property name="spawn_weight" value="1"/>
<property name="required_township" value="bigwaste"/>
<property name="preview_color" value="0,0.5,0"/>
</district>
<streettile name="rwg_tile_bigwaste_cap">
<property name="mintiles" value="0"/>
<property name="maxtiles" value="1"/>
<property name="maxdensity" value="3000"/>
</streettile>
<streettile name="rwg_tile_bigwaste_cap_01">
<property name="mintiles" value="0"/>
<property name="maxtiles" value="1"/>
<property name="maxdensity" value="3000"/>
</streettile>
</append>
In this example, our township is named "bigwaste" as it's meant for very large POIs that we only want to spawn in the wasteland biome.
The "bigwaste" district is set up in pretty typical fashion, spawning only in a "bigwaste" township.
The streettiles are set up as rwg_tile_caps, named sequentially as required by the RWG. Each tile either has a POI built directly into it (like zztong's Ravenswood village) or it has a POI spawn marker that is tagged to spawn in the POI matched to that tile via tags, as usual (see the compopack for examples of that method). Note that if your tiles are spawning in the world, but you get an error during mapgen and no POI spawns into a tile's marker, that's almost certainly because you didn't tag your POI properly.
Because each "bigwaste" township only supports a single tile, and because each tile is set to a max of 1 per map, the end result is that you get a random roll between the tiles (which are essentially giant POIs) available to the township. If your worldsize allows for only 1 bigwaste settlement, then the game will choose one randomly and you'll only get that one. If your worldsize allows for two of these settlements, then you'll get one (and only one!) of each.
If your worldsize allows for more "bigwaste" settlements than you have tiles, then I have no idea what would happen because that means you screwed up and should have been more careful. So don't do that.
Anyway, it works. I've tested it. Give it a try!
Last edited: