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The Wild Land, random world generation mod for A17

The biome distribution (how much of the map is covered by each) comes down to the BiomeIDMapper function that is in rwgmixer. Each point on the map has a value (should be between 0 and 1) which gets mapped onto a biome. The functions prior to the mapper are responsible for producing that gradient pattern. So you can change how much of the map is covered by each just by fiddling with the range of values that map to a particular biome.

For example, here's the original BiomeIDMapper from A17:

Code:
<module name="biomeOutput" type="BiomeIDMapper">
			<property name="sourceModule" value="clampOutput"/>

			<property name="biomemap0.Name" value="pine_forest"/>
			<property name="biomemap0.Range" value="0.25,0.5"/>

			<property name="biomemap1.Name" value="snow"/>
			<property name="biomemap1.Range" value="0,0.25"/>

			<property name="biomemap2.Name" value="wasteland"/>
			<property name="biomemap2.Range" value="0.5,0.65"/>

			<property name="biomemap3.Name" value="burnt_forest"/>
			<property name="biomemap3.Range" value="0.65,0.75"/>

			<property name="biomemap4.Name" value="desert"/>
			<property name="biomemap4.Range" value="0.75,1"/>
		</module>
If you were to change the range of values that map to the burnt forest from (0.65, 0.75) to (0.65, 0.66) and then change the range for the desert biome to (0.66, 1) you would have reduced the burnt forest from about 10% to about 1% of the map and put the extra 9% all toward the desert.

The important thing is that there are no gaps in the id mapper and that it covers the entire range of values coming into it, otherwise you will get an error during world generation and it won't work.

 
I saw that this modlet edit a couple of xml files so if you dont mind me asking.. :

How's this mod compatible with other mods ?

How's this mod compatible with combopack (prefabs) for example ?

 
The nice thing about xpath modding is that the original game files aren't changed, the files are merged in memory at runtime. So you can install this mod with other similar mods (modlets I guess they are calling them) and they should work fine together. Of course, if two modlets edit the same thing then I don't know I guess one would win out, probably the last one to be loaded by the game.

 
entityclasses.xml

meleeToolShovelIron,meleeToolFireaxeIron

Is this intended? I'd rather not have these when you start, not really balanced tbh.

 
Will this work on dedi and push the prefab files for the new new trees?

I don’t want to require any client mods for my server. Thanks :)

 
entityclasses.xmlmeleeToolShovelIron,meleeToolFireaxeIron

Is this intended? I'd rather not have these when you start, not really balanced tbh.
I removed them from my copy so I don't get those on start.

 
entityclasses.xmlmeleeToolShovelIron,meleeToolFireaxeIron

Is this intended? I'd rather not have these when you start, not really balanced tbh.
Sorry about that, those were just meant to be there for testing. I have removed them now.

 
Heya, I have encountered a typo error in spawning.xml of the modlet causing the spawning.xml modlet to not be loaded. need to remove the "S" from "Alspine".

Screenshot_1.jpg

Here is how it is typed in entitygroups.xml

Screenshot_2.jpg

:)

 
Moon;924443']I saw that this modlet edit a couple of xml files so if you dont mind me asking.. :
How's this mod compatible with other mods ?

How's this mod compatible with combopack (prefabs) for example ?
it should work with combopack, but those prefabs will not spawn in the new biomes. I know this mod works with Infinite Terrain, and i'm using a crap ton of other mods.

Is ComboPack compatible with A17?

 
Just pushed a new version of the mod to github. Spawning and harvesting in alpine should now all be working. I also made additional changes (also noted in the readme on github):

* you can now harvest wild plants with E like on A16. I integrated the code for this mod from KhaineGB.

* hammer and forge level 1 now unlocks leather armor (to make it still requires you to find a workbench)

* reduced the level locks on hammer and forge levels 1 and 2 from 10,20 to 4,8 respectively.

* corn on the cob and baked potato don't require a perk to make.

* there's now a new tier1 quest available from the trader to earn you 5 additional skill points by doing some foraging and hunting tasks.

* some tweaks to the decorations in the new biomes to make it look better.

Note a known issue: the new quest will appear in the list the trader gives you as just a blank "Tier 1" quest with no title. I think it's a bug in A17 that you can't set the quest title properly outside of directly modifying localization.txt (which can't be done from xpath). Once you choose it though it should give you the proper instructions and descriptions.

Also note: I believe I have fixed the Stack Overflow problem and the block stability issue but please let me know by posting here if you encounter anything like that again.

 
Last edited by a moderator:
Just pushed a new version of the mod to github. Spawning and harvesting in alpine should now all be working. I also made additional changes (also noted in the readme on github):
* you can now harvest wild plants with E like on A16. I integrated the code for this mod from KhaineGB.

* hammer and forge level 1 now unlocks leather armor (to make it still requires you to find a workbench)

* reduced the level locks on hammer and forge levels 1 and 2 from 10,20 to 4,8 respectively.

* corn on the cob and baked potato don't require a perk to make.

* there's now a new tier1 quest available from the trader to earn you 5 additional skill points by doing some foraging and hunting tasks.

* some tweaks to the decorations in the new biomes to make it look better.

Note a known issue: the new quest will appear in the list the trader gives you as just a blank "Tier 1" quest with no title. I think it's a bug in A17 that you can't set the quest title properly outside of directly modifying localization.txt (which can't be done from xpath). Once you choose it though it should give you the proper instructions and descriptions.

Also note: I believe I have fixed the Stack Overflow problem and the block stability issue but please let me know by posting here if you encounter anything like that again.
Not gonna lie, I totally borrowed your code for generating wasteland at the edge of the map for my mod ;)

 
Just pushed a new version of the mod to github. Spawning and harvesting in alpine should now all be working. I also made additional changes (also noted in the readme on github):
* you can now harvest wild plants with E like on A16. I integrated the code for this mod from KhaineGB.

* hammer and forge level 1 now unlocks leather armor (to make it still requires you to find a workbench)

* reduced the level locks on hammer and forge levels 1 and 2 from 10,20 to 4,8 respectively.

* corn on the cob and baked potato don't require a perk to make.

* there's now a new tier1 quest available from the trader to earn you 5 additional skill points by doing some foraging and hunting tasks.

* some tweaks to the decorations in the new biomes to make it look better.

Note a known issue: the new quest will appear in the list the trader gives you as just a blank "Tier 1" quest with no title. I think it's a bug in A17 that you can't set the quest title properly outside of directly modifying localization.txt (which can't be done from xpath). Once you choose it though it should give you the proper instructions and descriptions.

Also note: I believe I have fixed the Stack Overflow problem and the block stability issue but please let me know by posting here if you encounter anything like that again.
What if you use E for something else would this be an issue?

 
Not gonna lie, I totally borrowed your code for generating wasteland at the edge of the map for my mod ;)
Well that's alright, because I just took your wood log spike mod and added it to mine as well.

 
mjrice After moving from the destroyed in forest biome does not change the sound environment, remains a monotonous tone. The same happens when moving from the winter to the maple forest, is the sound of a Blizzard.

 
mjrice After moving from the destroyed in forest biome does not change the sound environment, remains a monotonous tone. The same happens when moving from the winter to the maple forest, is the sound of a Blizzard.
Thanks for the note, I see what you mean now that I'm paying attention to the ambient sounds. I can't find how this is tied to the biome yet but I will work on it.

 
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