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The Wild Land, random world generation mod for A17

mjrice

New member
I've created a mod for A17 using the new xpath scheme which alters the random world generation.

The mod is located in my modlet collection repository:

https://github.com/mjrice/7DaysModlets

The original goal of the mod was to revamp the Biome generation for Random World Generation (RWG) game worlds. I created new Biomes (Prairie, Alpine Forest), removed most of the burnt forest, moved the wasteland biome to the far perimeter of the map, and rescaled the existing biomes so they are a bit larger than as generated by A17 vanilla (as of build B240). I have made other play balance adjustments I thought were warrented as noted below.

This mod uses the xpath modding system supported by 7dt4 version A17. This means that installing it does not alter any of your 7Days files, and the mod is installed automatically by the game engine at runtime.

To install the mod, all you have to do is unzip the master files into the Mods folder (e.g. mine is e:\steam\steamapps\common\7 Days To Die\Mods)

About this Mod

Welcome to The Wild Land, the sole remaining oasis of habitable land on the planet. The land is a vast terratory, surrounded by a wasteland polluted with radiation.

New Biomes

Prairie

Mainly a grassland, with skattering of blueberry, flowers, some wild corn and small cactus. Sub biomes within the prairie should yield different base types like clay, stand, stone, etc. Lead-rich boulders found here.

Alpine Forest

Populated with birch trees and oaks, with boulders dominate with iron ore. Birch tree models were imported from the War of the Walkers mod (A16).

Changes to existing biomes

Wasteland perimeter (leading to radiation zone) surrounds the world.

Very little burnt forest or wasteland within the habitable perimeter.

Nitrate-rich boulders in the desert.

Reduced oak prevalence in pine forest to make it more piney. Thinned underbrush but added azalea bushes.

More water than in A17 vanilla.

Larger biomes than A17.

Other play balance adjustments

I split these changes off so that this mod is pure RWG changes, and the other stuff is now in JSS.

Let me know if you enjoy it, I am still developing the mod so there will be changes.

Please note that at this time the mod expects you to generate large (8192x8192) size worlds and if you want to generate a smaller world (4K by 4K) or larger (16K x 16K) you will need to manually change a line in the provided rwgmixer.xml (see comment in the xml). I have tested it with 16K maps, please note they take over an hour to generate.

 
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Sounds awesome; does this remove the random, pre-border-of-map, "deadly radiation" zones throughout biomes?

 
Sounds awesome; does this remove the random, pre-border-of-map, "deadly radiation" zones throughout biomes?
The edge of the map is still radioactive, but you will know you are getting close to that area when you enter the large wasteland biome that now surrounds the interior (it is about 3.5km from the center of the map in any direction). There will still be patches of wasteland and burnt forest scattered about but they are very minor. I was going for more vast biomes with smooth transitions instead of the chopped up versions the devs shipped with A17.

 
I was going for more vast biomes with smooth transitions instead of the chopped up versions the devs shipped with A17.
That sounds like an excellent solution to the existing problem of randomly entering and dying from deadly radiation without warning; well done and thank you.

 
Can you explain how I could edit the size/amount of wasteland, burnt forest and desert even more? Just created a new map and it is much better.

Thanks

 
Worked great on my pc with compopack 35 but throws an error on my hosted server - error said something like biome name not in the library.

 
I'm playing this with the compo pack. I'm enjoying it so far, good job. The mountains are just the right height IMO.

 
I tried it, I really like it! Love the new BIOME!
Thanks, I just updated it last night to include yet another foresty biome - Alpine Forest. I imported the birch tree prefabs from War of The Walkers and also modified the boulder settings so that each biome's boulders provide different balance of ores. For example, the boulders in the prairie now have more lead than stone, and the alpine forest's have more iron.

 
Thanks, I just updated it last night to include yet another foresty biome - Alpine Forest. I imported the birch tree prefabs from War of The Walkers and also modified the boulder settings so that each biome's boulders provide different balance of ores. For example, the boulders in the prairie now have more lead than stone, and the alpine forest's have more iron.
Thx for the work and this great mod, random gen looks so much better now. :smile-new:

However, the birch trees do not drop any wood for me. :Cry:

 
Thx for the work and this great mod, random gen looks so much better now. :smile-new: However, the birch trees do not drop any wood for me. :Cry:
Thanks for the heads-up - I goofed up the harvest setting but I have now fixed it. I also made a change that should balance out the skyscraper selection so they are not all the same one.

 
Your mod is great, and i wanted to use it for my server. Tho after a short while, we started having problems with block stability, a simple overspan of 3 blocks, would crumble the moment a player walked on it. we had quite a bit of trouble identifying the problem, and it took us several seeds and several whipes to identify the problem.

at the start there is no problem, but after 20-30 minutes, the following errors showed up in the logs. After that, all stability of block was lost.

It is hard to reproducing it alone, cause you need a few players and time.

Code:
StackOverflowException: The requested operation caused a stack overflow.
 at ChannelCalculator.getChangedPositions (Int32 _x, Int32 _y, Int32 _z, System.Collections.Generic.List`1 _list1, System.Collections.Generic.HashSet`1 _stab0Positions) [0x00000] in <filename unknown>:0 
 at ChannelCalculator.getChangedPositions (Int32 _x, Int32 _y, Int32 _z, System.Collections.Generic.List`1 _list1, System.Collections.Generic.HashSet`1 _stab0Positions) [0x00000] in <filename unknown>:0 
 at ChannelCalculator.getChangedPositions (Int32 _x, Int32 _y, Int32 _z, System.Collections.Generic.List`1 _list1, System.Collections.Generic.HashSet`1 _stab0Positions) [0x00000] in <filename unknown>:0 
 at ChannelCalculator.getChangedPositions (Int32 _x, Int32 _y, Int32 _z, System.Collections.Generic.List`1 _list1, System.Collections.Generic.HashSet`1 _stab0Positions) [0x00000] in <filename unknown>:0 
 at ChannelCalculator.getChangedPositions (Int32 _x, Int32 _y, Int32 _z, System.Collections.Generic.List`1 _list1, System.Collections.Generic.HashSet`1 _stab0Positions) [0x00000] in <filename unknown>:0 
....
....
....
No problems with vanilla rwg.-files.

 
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Hi Slawa, thanks for the report although I have no idea what any of those errors mean. Maybe I am creating too many objects in the new biomes and it is responsible for the stack overflow.

 
Would you be willing to explain how you reduced the frequency of wasteland and burnt biome in your mod? I've spent the past 4 hours fiddling with the rwg xml files and nothing seems to be helping.

Alternately, is there a way for me to edit the files so I don't use your new biomes but keep your other modifications?

Many thanks.

 
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