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RWG Question A17 Experimental

Do I understand this right:

Biomes are not able to be adjusted through the old method.
Short term solution:

Make map.

Exit out.

Go to your worlds file and select the biomes.png

open it in a paint program and color away.

Only use the colors they use though, so match them.

Don't use any blending tools or any type of feathering/dithering, just the flat color.

turn off AA that may be enabled.

Then save.

Then start your world.
You can take the biomes.png and then simply paint in the biomes as you want them and when you start the next game, it will create the biomes from the image? With that script you're using?
That would be incredibly awesome. Of course I tried it, but the world did not even load. But - can you somehow use more than the 5 (+ water) biomes vanilla is using these days? It would truly suck if they restricted it to these few.

Also, as it seems, cells are gone, so you can't place any buildings anywhere anymore. The whole world is just one big cell, right? Then again, you have that prefabs.xml in the same folder where the biomes.png is. There you can place any building, I assume, so it'd at least still be possible to send players to specific locations..

Vanilla's world generation is overall fairly meh. The trend to have snow in the north and desert in the south is neat, but there is not enough wasteland. It should have much larger patches of that.

Edit: And the dtm.tga file is the height-map, right? So you could really make a custom map with that.

 
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Could use some help with the png editing. I managed to do it successfully once somehow using photoshop. Using paint it either wont load or i get voids in the map. With photoshop it worked the first time but now it just wont load the map.

 
Has anyone even got the in game world editor to load? I get errors when trying to create a new world.

In the patch notes it says you can use a imported heightmap, so was wanting to try that. I managed to import Navezgane into L3DT, but I'm not sure on the height range so it looked a bit weird lol

 
Correct because the biggest you can generate currently is the 8192 size, the largest size is actually disabled. TFP stated that in the release notes because they are working on speeding up the process for the maps.

However I am still trying to figure out the paint method for the biome.png and how to get that working properly.

Anyone figure it correctly? I know @tin gave some brief insturctions but not exactly sure when to do what steps and where.

 
Correct because the biggest you can generate currently is the 8192 size, the largest size is actually disabled. TFP stated that in the release notes because they are working on speeding up the process for the maps.
However I am still trying to figure out the paint method for the biome.png and how to get that working properly.

Anyone figure it correctly? I know @tin gave some brief insturctions but not exactly sure when to do what steps and where.
As I understood it, he's using a mysterious script to make it work. But if there is a way, I'm pretty confident the devs will make it work sooner or later.
 
As I understood it, he's using a mysterious script to make it work. But if there is a way, I'm pretty confident the devs will make it work sooner or later.
What I am more interested in is trying to get the map to generate more water and mountains, doesn't seem to work with the new RWG. Tried removed some areas like the wasteland and Burnt_forest by taking them out in the bottom of the rwgmixer.xml file and all that but everytime it generates they are still there and nothing changes terran wise event with changing some of the settings in that file. Doesn't seem to change any of the terran at all not sure what I am missing.

 
What I am more interested in is trying to get the map to generate more water and mountains, doesn't seem to work with the new RWG. Tried removed some areas like the wasteland and Burnt_forest by taking them out in the bottom of the rwgmixer.xml file and all that but everytime it generates they are still there and nothing changes terran wise event with changing some of the settings in that file. Doesn't seem to change any of the terran at all not sure what I am missing.
Terrain gen doesn't really have anything to do with the biome generation.

You want more water and mountains then find this module:

Code:
<module name="wrld_Se" type="Select">
<property name="controlModule" value="lnd_Cntrl"/> 
<property name="sourceModule1" value="wrld2_Se"/>
<property name="sourceModule2" value="wtr_Refiner"/>
<property name="bounds" value="0.875,1000"/>
<property name="edgeFalloff" value="0.60"/>
</module>
Adjust <property name="bounds" value="0.875,1000"/>

0.875 to a "lower value". start by lowering by 5 so try 0.87 then 0.865, etc,.

This will increase water bodies and increase the mountains.

*Note*

You WILL need to gen a new world every time you make an adjustment.

 
Terrain gen doesn't really have anything to do with the biome generation.You want more water and mountains then find this module:

Code:
<module name="wrld_Se" type="Select">
<property name="controlModule" value="lnd_Cntrl"/> 
<property name="sourceModule1" value="wrld2_Se"/>
<property name="sourceModule2" value="wtr_Refiner"/>
<property name="bounds" value="0.875,1000"/>
<property name="edgeFalloff" value="0.60"/>
</module>
Adjust <property name="bounds" value="0.875,1000"/>

0.875 to a "lower value". start by lowering by 5 so try 0.87 then 0.865, etc,.

This will increase water bodies and increase the mountains.

*Note*

You WILL need to gen a new world every time you make an adjustment.
Thanks @Tin - I will give that a shot and see what happens.

 
Coloring with paint.net did work for me without errors. It resulted (cause of all white) in snow biome for the whole map.

I hope TFP does include import of own tga files and biome painting - a world generator itself that supports manual adjustments.

 
I hadn't installed it yet, but I picked up gaia from unity and it can export height maps...

...so design in there, export, play.

That is the whole idea of this change. Does it work yet? Dunno. Dying ATM, so will try when healthy.

 
I'm not a fan of a17's biome spawner, I much prefer it be like a16 where they were spread out all over, insted of snow in north, forest in middle and desert at the south. Its boring because its the same everytime.

 
altering the biome.png is fairly easy if that's all you want to do. Just go download Krita (free btw) use the Pixel brush, choose the colors represented in the original file and paint away.

also found that the RWG sets the base height through this line

<terrain_generator name="vanilla" base_height="32" water_level="41">

increasing the 32 (i suggest increasing the water level as well otherwise you may not see water) will increase the height overall throughout the entire map. From what I've gathered the base 32 figure is roughly around the +44 to +46 meter level ingame.

I've only tested this on a handful of random gens I created, I am by no means a coder like Tin or Guppy, etc, so if a coder can look into it that'd be great, or, test on yer own =)

hope this helps other Mole People like myself out, hehehe

 
Hello could someone explain to me how to remove destroyed buildings from cities in A17. please
If I understand you correctly then the quick and dirty way would be to go into rwgmixer.xml and remove the lines containing "mp_waste_bldg_01_" and "waste_rubble_bldg_" and see from there. Or better yet, create a modlet that does that.

 
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