• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

teragon maps

just tried out maps with the compo pack. 

Must say that im 50/50 on this.   While i enjoy the new and varied POI's what i dont enjoy is POI's not logically placed in the world.

a huge Mall in the middle of nowhere with nothing near it for hundreds of blocks. it doesnt make sense.  Now TFP also had and probably still do have POI's that make no logical sense either.  For example the elevated highway remnants... no where near any roads all turned 90 degrees to each other IF there was more than one in sight. but even 1 on its own without supporting infrastructure just irks me.

Tried several maps , even though wilderness spawn limit was set to 300 on the advanced tab i got well over 300 pois. I had to change total spawn limit in create region pois to cut the number down. This was not ideal and when i tried a normal map it does limit the normal town poi size too. 

I think i will leave it to others to make maps with the compo pack for now.  I am not going to go through all the POI's and change the biomes in which they can spawn! far too many of them.
I haven't used CP, so I don't know how they have their POI set up.  Sometimes people mark POI as wilderness even though they really don't belong in the wilderness, like your mall example.  It's easy enough to fix that in Teragon, but if you have a lot of them that are like that, you may not want to bother with it.  You can remove the POI Property List for CP and then you'll only get CP POIs in towns, which might be closer to what you like.  But there will probably be many POI that are wilderness-only that you will never see that way.

As far as spawn limit, "total spawn limit" is the setting you should be changing for spawns.  If you change the value on the Basic tab, you are changing the Total Spawn Limit on the Create Region POIs command... as long as you are not using multiple Create Region POIs commands.  Everything on the Basic and Advanced tabs is just a mirror to the Expert tab and are not separate settings.  You may unknowingly be setting 300 in the wrong field.  I've done that once myself.

If you are getting more POI than you think you have it set for and you're sure you have the 300 in the correct field on the Basic tab, then that should not happen.  The first thing I'd ask is that you run a new map generation with those settings (300 as you said and default values in the spawn limits in Create Region POIs).  Then, switch to the console tab before the Create Region POIs command starts and watch what appears.  At the end of the list of POIs being placed, you should see a total POI count listed.  See if that count really is more than 300.  It may be that it just feels like a lot more considering RWG doesn't place that many POI even when set to Many... at least, I don't think it goes that high.  I think Many on an 8k map might be somewhere around 100-150, though I've never counted to find out.

If the count is greater than 300, please post your preset so we can test it out and see if there is a bug in Teragon that needs to be fixed.  I've never seen the number go over my spawn limit, but that doesn't mean there still isn't a bug that might occur only in certain situations.

        Anyway - on a more positive note:- Recently I tried one of the only maps that has been really 'different' - it was the "New York II" map, published by DirKiller a few pages back in this thread ->  https://7daystodiemods.com/map-new-york-undead-ii/
It has very little that might not be in an apocalyptic r/w New York, and (for me, who often doesn't go beyond horde night 3) it was/is quite refreshing to play, (started on the 4th, and still playing daily) - instinctive, with a logical progression, and with lots of unusual places to find or exploit.  Great map!
Yeah, custom maps are likely to be better than random maps when you look at POI placement.  There is only so much you can do when trying to mix randomization and non-randomization.  Tiles and districts help significantly, but they can only do so much.  When you make a custom map, even if you were to start out with a randomized map, you are able to change POI placements that you don't want or like and edit other things to look they way you want.

Custom maps are great and many people prefer them for those reasons.  For me, I like random maps, even if they might occasionally have POI placed in odd locations.  That doesn't really bother me.

 
im wondering if there is going to be a problem with teragon and the new a21.... new poi's and tiles etc

 
im wondering if there is going to be a problem with teragon and the new a21.... new poi's and tiles etc
Jugginator said A20 maps will not work in A21, so there is that.  He couldn't say if a map made in Teragon after installing A21 would work.  I am guessing it will, but we won't know until we try.  Even if it does work if you make a map after installing A21, keep in mind that any of the new A21 RWG features aren't going to be in Teragon until it is updated to include them - traders in districts and wilderness, wilderness tiles, etc.

 
Well I guess it's to be expected: each time the game has been updated, it has been improved in countless ways, and each time - our more creative players have responded by creating and updating their mods. We shall lose some - like Nitrogen, which was replaced by KingGen: when that one was made redundant - it was replaced by Teragon. It's just a fact of life. There are hundreds of 'lesser' mods that have gone the way of the DoDo, so let's just hope that friend Pille can find the stamina to move it into A21. It is the very best mapping tool this game has seen.

 
Last edited by a moderator:
Well I guess it's to be expected: each time the game has been updated, it has been improved in countless ways, and each time - our more creative players have responded by creating and updating their mods. We shall lose some - like Nitrogen, which was replaced by KingGen: when that one was made redundant - it was replaced by Teragon. It's just a fact of life. There are hundreds of 'lesser' mods that have gone the way of the DoDo, so let's just hope that friend Pille can find the stamina to move it into A21. It is the very best mapping tool this game has seen.
He is definitely planning to do so. 😁

 
im wondering if there is going to be a problem with teragon and the new a21.... new poi's and tiles etc


My guess is POIs and Tiles updated to A21 will allow Teragon to generate A21 maps because I suspect none of the game's file formats are likely to have changed, either as input (POI and Tile) files or as output (World) files. I think new blocks are just names and numbers at that level and should work fine.

There are probably going to be issues related to POI and Tile design conventions, such as what new Tags influence the placement of things, support for the new Gateway Tiles, and who knows what else that Teragon can't possibly know until Pille, Riamus, etc. get a chance to kick A21's tires.

 
Last edited by a moderator:
My guess is POIs and Tiles updated to A21 will allow Teragon to generate A21 maps because I suspect none of the game's file formats are likely to have changed, either as input (POI and Tile) files or as output (World) files. I think new blocks are just names and numbers at that level and should work fine.

There are probably going to be issues related to POI and Tile design conventions, such as what new Tags influence the placement of things, support for the new Gateway Tiles, and who knows what else that Teragon can't possibly know until Pille, Riamus, etc. get a chance to kick A21's tires.
There will possibly be a slight hiccup with gateway tiles now that you mention those.  The country tiles have gateway in their filenames and Teragon may interpret that as being actual gateway tiles and so use them on towns in place of the normal gateway tile.  This can be corrected by using the gateway parameter, though.  Setting the gateway to the correct one in a preset will fix that issue until Teragon updates to handle that change.

 
I've been playing with Teragon for a bit, and almost have a world I'm happy with. I'm using the "Create Noise Biome map" for biomes. Is there a way to control the relative distributions of biomes, like you can with "Create Environmental Biome Map"? I like the output, but want to scale back wasteland and increase forest distribution, for example.

 
Is this by design? I'm using CP All Plus Metro Plus Vanilla preset. These spiky formations are all over the place.

Screen shot of spiky formations.

spiky.png

 
I've been playing with Teragon for a bit, and almost have a world I'm happy with. I'm using the "Create Noise Biome map" for biomes. Is there a way to control the relative distributions of biomes, like you can with "Create Environmental Biome Map"? I like the output, but want to scale back wasteland and increase forest distribution, for example.
Not directly.  However, different seeds will give you a different distribution of biomes.  If you are willing to try a variety of seeds, you will probably find one you like.  You can also adjust the frequency to get more separate biomes or fewer.  Also, keep in mind that you can always edit your biomes.png file in any paint program, including the Paint program that comes with Windows.  There is information in the "online" documentation regarding the specific RGB values needed for each biome.  You can always fill in some of the wasteland sections with forest or other biomes with just the Fill button in the paint program.  Hopefully there will be more control added to that in the future.

Is this by design? I'm using CP All Plus Metro Plus Vanilla preset. These spiky formations are all over the place.

Screen shot of spiky formations.

View attachment 28008
This is caused by missing POI that are near roads.  Missing POI are caused by having a POI listed in your POI Property List that does not have an Add Source Path pointing to where the POI is located on your computer, or for vanilla POI it would be a bad Game Directory path.  Make sure you are telling Teragon where all your POI are located, especially if you are using any custom POI.  Most likely, since you're using their preset, they have not updated it to use the tags for paths and so it is looking for POI at a static location that is different from where you have yours.  You will need to go through all the Add Source Path commands and update them to point to your POI and also make sure your Game Directory is correct.

 
Last edited by a moderator:
This is caused by missing POI that are near roads.  Missing POI are caused by having a POI listed in your POI Property List that does not have an Add Source Path pointing to where the POI is located on your computer, or for vanilla POI it would be a bad Game Directory path.  Make sure you are telling Teragon where all your POI are located, especially if you are using any custom POI.  Most likely, since you're using their preset, they have not updated it to use the tags for paths and so it is looking for POI at a static location that is different from where you have yours.  You will need to go through all the Add Source Path commands and update them to point to your POI and also make sure your Game Directory is correct.


TYVM for that. I'm only using CompoPack and the Teragon POIs. I think I'll generate a world without them and compare differences. That should at least tell me if it's CompoPack or Teragon's PIOs causing it. Note to self - check game directory while at it...

 
TYVM for that. I'm only using CompoPack and the Teragon POIs. I think I'll generate a world without them and compare differences. That should at least tell me if it's CompoPack or Teragon's PIOs causing it. Note to self - check game directory while at it...
No problem.  You can also look at your preview in Teragon.  If you see any POI that has a diamond shape icon at the lower left corner, it means that POI can't be found.  You can then look at the POI name to determine which POI it is.

 
I wondered what those were! I saw a lot of them yesterday. I corrected the path to the game directory, and now I don't see them. Haven't actually run the map, but so far looking good.

I'm running Teragon in a Windows VM, as my main workstation is Linux. I can get Teragon to run under Linux via wine, but if I try to build anything bigger than 4096, it throws too many open files errors. And I have my files setting set to a ridiculously huge setting. Not sure what is causing that, so for now I run in under a Windows VM....

 
I wondered what those were! I saw a lot of them yesterday. I corrected the path to the game directory, and now I don't see them. Haven't actually run the map, but so far looking good.

I'm running Teragon in a Windows VM, as my main workstation is Linux. I can get Teragon to run under Linux via wine, but if I try to build anything bigger than 4096, it throws too many open files errors. And I have my files setting set to a ridiculously huge setting. Not sure what is causing that, so for now I run in under a Windows VM....
I don't use Linux but some on discord have mentioned using it.  Maybe ask in the #discussions channel and see if anyone can give you some advice.

 
I fielded a question this morning from somebody who was getting errors:

WRN Could not load prefab 'rwg_tile_gateway_cap'. Skipping it
ERR Prefab loading failed. Prefab 'rwg_tile_gateway_cap' does not exist!

Folks should note that the current version of Teragon is generating maps using the gateway conventions for A20, but A21 changed all that around. That A20 Tile "rwg_tile_gateway_cap" is (1) an A20 POI so you cannot just plop it into your A21 files and expect it to work and (2) supports old trader POIs, not the A21 traders.

Short Answer - Until Teragon supports A21, it isn't going to give you a map with traders.

Additionally, yes you could convert the A20 rwg_tile_gateway_cap to A21, but there's no point in doing so. A21 gateways don't support the "cap" configuration of roads AND that old Tile was basically empty except for the trader and a road. There's no significant content there to convert. You won't miss it!

 
Thanks.  I just saw this post.  Hard to keep up with all the A21 discussions going on.  ;)

Yes, at this time, Teragon cannot properly place traders until it is updated (it sounds like an update may be relatively soon for at least the biggest issues but no guarantees).  If you want to use Teragon for A21 right now, it is possible but you need to delete the rwg_tile_gateway_cap references in prefabs.xml and manually add the traders.  You should actually be able to just place the correct new trader references in the exact same place and have it at least close to what it should be.  You will also need to create your own POI Property List that includes the new wilderness POIs if you want those to show up.  All town POIs will show just fine.  Additionally, any wilderness POIs that were removed or had their names changes (not sure if any were), you'd want to remove those from your POI Property List to prevent errors when Teragon tries to place them.  Last, if you want any of the new country tiles or the checkpoints, you'll need to manually add them.

In short, it's possible to use Teragon right now even though it hasn't yet been updated for A21 but it'll require some manual effort.  For most people, it's probably best to wait for it to get updated to support A21 properly. :)

 
I just realized something, what about traders? Are they generated at all?

I am a capitalist and need my commerce, so without that (hopefully added later) I will just wait.


Running into the same issue, no traders are being generated. Definitely need that now for alpha21 to buy all those damn skill books! :D

 
Dakkon69 said:
Running into the same issue, no traders are being generated. Definitely need that now for alpha21 to buy all those damn skill books! :D
Just hold on until the new version that is for A21 is released.  If you go onto the Discord channel in #discussions, you can ask for info on how to manually place traders if you want to use it before then.

 
Back
Top