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The best option if you don't want bridge prefabs is to set it to either use land bridges or else set max bridge length to 0.I made sure that both selections for Teragon prefabs were off yet the program installed a bridge anyways. I was able to get my map made and I am very happy with the program, thank you for all of your hard work.
View attachment 30146
Ok, thiss has been an ordeal.
height map taken from Tangram heightmapper using Tallmanbrads tutorial on his youtube channel.
its a 10K map
i had to go in with GIMP and smudge some areas of the height map so cities would build at all. original had too much variations in height to let a city spawn.
I noter there are a high concentration of pois creating town like areas will remain to be explored if they make sense in game. They are linked with paths/roads. check the top right of the map, it spawned 7 ship poi's .
Overall the final render with errosion rivers and roads took approx 3 hours on a Ryzen 5800X . It is the roads that take all the time. watching on perofmance monitor the road making only uses 1 core. interestingly it moves cores but only ever uses 1 core at 100% for a while then switches to another core. Shows 8% CPU usage. Maybe the road generation cant use multi threads?
If anybody wants it here is a link http://gofile.me/6ZBka/e3JPhF3jD
View attachment 27207
I'm not sure if I saved the original, but I have an edited version for larger cities. https://file.io/ExeUBDlMwSRGLong shot, but does anyone still have this map file by any chance?
I'm not sure if I saved the original, but I have an edited version for larger cities. https://file.io/ExeUBDlMwSRG
View attachment 30165
Hey Spud do you still have this heightmap? The original link no longer works.Ok, thiss has been an ordeal.
height map taken from Tangram heightmapper using Tallmanbrads tutorial on his youtube channel.
its a 10K map
i had to go in with GIMP and smudge some areas of the height map so cities would build at all. original had too much variations in height to let a city spawn.
I noter there are a high concentration of pois creating town like areas will remain to be explored if they make sense in game. They are linked with paths/roads. check the top right of the map, it spawned 7 ship poi's .
Overall the final render with errosion rivers and roads took approx 3 hours on a Ryzen 5800X . It is the roads that take all the time. watching on perofmance monitor the road making only uses 1 core. interestingly it moves cores but only ever uses 1 core at 100% for a while then switches to another core. Shows 8% CPU usage. Maybe the road generation cant use multi threads?
If anybody wants it here is a link http://gofile.me/6ZBka/e3JPhF3jD
View attachment 27207
nice, if you are going to use the height map to roll a new a21 map then rename the dtm.png to heightmap.png and dont forget to rotate it 180 degrees. otherwise your map of tassie is upside down...lol ( thats another Aussie reference, ask your mate.)Thanks to both of you!
Now I can troll an Aussie friend with a surprise as we explore a "random gen island" next time I host a game![]()
1 savePreset :
1 clearVariables : 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
1 defineCustomTag : seed, 4665948659465454
1 setWorldSize : 10240
1 copyFile : C:/Teragon\data\game\Install_World\Teragon POIs, C:/Users/Tim/AppData\Roaming\7DaysToDie\Mods\Teragon POIs
1 copyFile : C:/Teragon\data\game\Install_World, C:/Users/Tim/AppData/Roaming/7DaysToDie/GeneratedWorlds/T49-1 test 9\Install_World
1 setGameData : 7 Days To Die, C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die, Alpha.21.6, true
1 addSourcePath : C:\Users\Tim\AppData\Roaming\7DaysToDie\Mods\Teragon POIs, true
1 readObjectPropertyList : //, // ------------------- Teragon POIs --------------------, //, ship_poi;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:ocean;max_spawn:1, mountain_camp;poi_distance:16;biome:snow;region:mountains;max_spawn:3, //, // --------- /7 Days To Die/Data/Prefabs/POIs/ (wilderness) ---------, //, abandoned_house_01;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_02;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_03;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_04;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_05;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_06;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_07;poi_distance:49;biome:burnt,desert,snow,wasteland;region:default;road:gravel, abandoned_house_08;poi_distance:49;biome:forest;region:default;road:gravel, army_barracks_01;poi_distance:49;biome:desert,wasteland;region:default;road:gravel, army_camp_01;poi_distance:49;biome:forest;region:default;road:gravel, army_camp_02;poi_distance:49;biome:forest;region:default;road:gravel, army_camp_03;poi_distance:49;biome:burnt,wasteland;region:default;road:gravel, bombshelter_02;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_01;poi_distance:49;biome:snow;region:default;road:gravel, cabin_02;poi_distance:16;biome:burnt,wasteland;region:mountains;road:gravel;max_spawn:2, cabin_03;poi_distance:49;biome:forest,snow;region:default;road:gravel, cabin_04;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_05;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_06;poi_distance:49;biome:desert;region:default;road:gravel, cabin_07;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_08;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_09;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_10;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_11;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_12;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_13;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_14;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_15;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, field_concert_01;poi_distance:49;biome:forest;region:default;road:gravel, gas_station_02;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, gas_station_04;60;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, gas_station_07;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, gas_station_08;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, house_modern_18;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, house_old_spanish_01;poi_distance:49;biome:desert;region:default;road:gravel, house_old_tudor_01;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, house_old_victorian_03;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, installation_red_mesa;poi_distance:49;biome:burnt,desert,wasteland;region:default;road:gravel, lodge_01;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_01;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_02;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_03;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_04;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_05;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_06;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_07;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, survivor_site_01;poi_distance:16;biome:snow;region:mountains;max_spawn:2, survivor_site_02;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:island,coast;road:gravel, survivor_site_03;;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:island,coast;road:gravel, survivor_site_04;poi_distance:49;biome:burnt,desert,snow,wasteland;region:default;road:gravel, survivor_site_05;poi_distance:49;biome:burnt,desert,snow,wasteland;region:default;road:gravel, survivor_site_06;poi_distance:49;biome:burnt,wasteland;region:default;road:gravel, survivor_site_07;poi_distance:49;biome:burnt,wasteland;region:default;road:gravel, survivor_site_08;poi_distance:49;biome:burnt,wasteland;region:default;road:gravel, survivor_site_09;poi_distance:49;biome:burnt,desert,snow,wasteland;region:default;road:gravel
1 readTownPropertyList : regular_town;7;any;center:downtown,commercial,industrial;outskirt:rural,residential,countrytown;layout:maze_3;extra_link:0.99, small_town;3;8;outskirt:residential,countrytown, oldwest_town;1;4;outskirt:oldwest, //, // <-----------------syntax------------------>, //, // town_name;min_tile_count;max_tile_count;center:tile_type1,tile_type2,...;outskirt:tile_type1,tile_type2,...;layout:layout_type;extra_link:float_number;gateway:gateway_tile_name, // the order of tags after "max_tile_count" doesn't matter, //, // outskirt types -> commercial, countryresidential, countrytown, downtown, industrial, oldwest, residential, rural, // center types (optional tag) -> commercial, countryresidential, countrytown, downtown, industrial, oldwest, residential, rural, // layout type (optional tag) -> grid, maze_1, maze_2, maze_3, // extra_link (optional tag) -> 0.0 to 1.0 (1.0 always gives a grid layout, regardless of the currently selected layout), // gateway (optional tag) -> Name of gateway tile
1 createTextData : map info data, <?xml version="1.0" encoding="UTF-8"?>
<MapInfo>
<property name="Scale" value="1" />
<property name="HeightMapSize" value="10240,10240" />
<property name="Modes" value="Survival,SurvivalSP,SurvivalMP,Creative" />
<property name="FixedWaterLevel" value="false" />
<property name="RandomGeneratedWorld" value="true" />
<property name="GameVersion" value="Alpha.21.6" />
<property name="GenerationSeed" value="There is no seed" />
</MapInfo>
1 importHeightMap : my height map, heightmap.png, 0, false, false
1 filterErodingRain : my height map, 40, 255, 20238577, 1
1 filterGaussianBlur : my height map, 0.5, false,
1 scaleLayer : my height map, 5, 250
1 createFlatWaterMap : my water map, my height map, 23
1 createNoiseLayer : my humidity map, 4665948659465454,0.001,WhiteNoise,5,2.0,0.5,FBM
1 createEnvironmentalRegionMap : my region map, my height map, my water map, 1
1 createNoiseBiomeMap : my biome map, 4665948659465454, 0.0003, Cellular, DomainWarpIndependent, 0.6, 2.0, 5, 0, Euclidean, CellValue, 1.0, OpenSimplex2, 800, 1.0, 1.0, 1.0, 1.0, 1.0
1 createEdgeZoneMap : my zone map, 0, 0, 50
1 updatePreview : 1, 1, 1, 0, 1, 1, 3, 0, 100, my height map, my biome map, my debug map, my region map, my road map, my water map, my zone map, my spawn list
Glad you figured it out.never mind. hopped on discord and fixed my mistakes... trying to generate a decent Tassie for a21.
This is a limitation of how tiles work. Vanilla tiles use a variety of different roads so that they don't all look exactly the same. This means that connecting tiles to one another doesn't always look quite right if you really pay attention. There isn't really any way around that other than to use other tiles that have a more consistent design to the roads. But then it'll just look very repetitive.ok, i think i have asked before but cant remember..
Most real life cities and suburbs are designed on a grid.
in 7DTD the roads stop turn around on themselves, 4 lane roads turn into 2 lane roads.
Is this a limitation of TFP tiles? some tiles seem to be slightly offset from others. so they dont meet correctly. Looking at the google earth of Phoenix you can see its a grid of main roads with a smaller grid of local raods . Like most towns. yes in the suburbs they sometimes get twisty in very local roads but still most are straight roads..
Can this be done in Teragon? are there any parameters to set for this?
on another note those cites are huge... lag for sure.
Is there a way to paint a town map? like set up a wide ring of suburbs with small comercial areas and indusrty areas and maybe a central area for all the skyscrapers? Or do we have to try a few parameters and keep generating maps till the city looks like something we would like?
No critisim of Teragon, its great fun to make maps.
This is something that hopefully Teragon can do in the future. A dynamic tile group mechanic is on the list of things to add. That would allow making specific tiles only connect to other specific tiles. So you could have 2 lane roads only connect to other 2 lane roads or to tiles that are designed to look like a 2 lane road connects to a 4 lane road. You could make boulevards connect only to other boulevards or to tiles that are designed for merging those into a normal road. This could be used also for raised roads, subways, sewers, even rivers that are on tiles. It would definitely open up some great options for making very interesting and more believable roads in towns.yep i thought it wasa TFP tile limitation.. they just dont link together.
Its like knock off LEGGO blocks... they look ok but you cant mix them with the real thing ...lol
A tile isn't all that hard to make. In some ways, it is easier than a POI because there is usually a lot less building needed. On the other hand, you need to find ways to make the tiles look unique so they aren't all the same and that can be harder than with making a POI. Also, you need to set up the POI markers for the prefabs and that can sometimes get tricky to get things placed in a way that will look right when random POI get placed there.how hard is it to make a tile?
Sounds like we would be making a custom map like navazgane...