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The Wild Land, random world generation mod for A17

Yeah mine is the same way. Love the mod but there are a lot of empty roads / not connecting roads and lots of buildings on water. Not enough to make me not use the mod but makes navigation kind of a chore.

 
Yeah mine is the same way. Love the mod but there are a lot of empty roads / not connecting roads and lots of buildings on water. Not enough to make me not use the mod but makes navigation kind of a chore.
I will play until the first death and put the previous version of the mod, she had no such problems.

 
Yeah mine is the same way. Love the mod but there are a lot of empty roads / not connecting roads and lots of buildings on water. Not enough to make me not use the mod but makes navigation kind of a chore.
Can you give me an example seed so I can investigate? I've been playing around with lots of seeds but have been pretty happy with what I'm getting (as long as I stick to 17.1 stable). At 8+ minutes per gen though it is hard to try very many so it would be good to know some broken ones. However, the mod doesn't actually do much to the terrain generation, just to the biomes. The only real adjustment to the terrain I made was to flatten the world a little to try and get more towns/pois to spawn.

 
Can you give me an example seed so I can investigate? I've been playing around with lots of seeds but have been pretty happy with what I'm getting (as long as I stick to 17.1 stable). At 8+ minutes per gen though it is hard to try very many so it would be good to know some broken ones. However, the mod doesn't actually do much to the terrain generation, just to the biomes. The only real adjustment to the terrain I made was to flatten the world a little to try and get more towns/pois to spawn.
Last night I deleted all the previously generated worlds and then did a repair on local files and so far the two I have generated tonight have been pretty good. Maybe it was a fluke or I had something messed up.

 
Ok, let me know if you do run into one. The seed for the world I'm playing lately is "situation19" and it turns out to be a pretty good map (over 2700 POIS and decent bodies of water sprinkled about).

 
Ok, let me know if you do run into one. The seed for the world I'm playing lately is "situation19" and it turns out to be a pretty good map (over 2700 POIS and decent bodies of water sprinkled about).
situation19 loads as Valobu Territory for me. There is a massive crater if you head to 1182 S 83 W. The roads leading up to this point are horrendous as well.

 
situation19 loads as Valobu Territory for me. There is a massive crater if you head to 1182 S 83 W. The roads leading up to this point are horrendous as well.
And that was generated in 17.1? Mine is also Valobu Territory but when I go to that location all I see is some forest on the edge of some desert.

 
And that was generated in 17.1? Mine is also Valobu Territory but when I go to that location all I see is some forest on the edge of some desert.
Uninstalled and Reinstalled the game and removed any previously generated worlds from appdata and situation19 loads fine now. There are some buildings on water at 2950 N 380 W if you want an example of that. Nothing huge just a bit goofy.

 
I love your mod a lot and have been using it to generate some great maps. Recently, I stumbled across HDHQ and love this overhaul as it substantially improves the graphics of the game with very little reduction in FPS (if any). It seems that there is a conflict between the two mods that may originate from your mod renaming snow biome to alpine_forest. I would appreciate it if you could have a look at this forum thread and come up with a way between the two mods so they are usable together.

https://7daystodie.com/forums/showthread.php?86145-HDHQ-Textures-Lighting-Environment/page24

Thank you again for such a terrific mod. I can only imagine the time you must have put in to create this.

 
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It seems that there is a conflict between the two mods that may originate from your mod renaming snow biome to alpine_forest. I would appreciate it if you could have a look at this forum thread and come up with a way between the two mods so they are usable together.
I will look into it - I am not sure what DUST2DEATH means however about the biome names. I didn't (at least intentionally) rename any biomes. What I did was add alpine_forest and great_plains into the list of biomes using ID values that were unassigned (02 for alpine_forest and 04 for great_plains). I may have done something unintentionally though so I will see if I can install HDHQ and work it out (I've never used the mod).

In the meantime, I posted an update today that should greatly diversify the distribution of prefabs within RWG worlds. I've been playing with an app I wrote to analyze RWG output and it has helped me tweak things so that there won't be large swaths of repeating cell towers or junkyards among other things.

Note to anyone, the mod still only works (well) on 17.1 stable - 17.2 experimental is pretty much nonfunctional from a RWG standpoint at this time.

 
So... I downloaded HDHQ via modlauncher and made a copy of my game including this mod, and it ran fine (really nice graphics BTW). I thought maybe the problem would only appear when generating a new world, so I did that next and it worked fine too. Can you tell me more about what problem you are having using them together?

 
I think the only issue would be that the biomes you added wouldn't have his new stuff in it since he created new versions of the trees and plants and replaced the vanilla ones in the biome settings. I think all a person would have to do to correct that is to replace the vanilla trees and plants in your xml with the hdhq versions.

 
I think the only issue would be that the biomes you added wouldn't have his new stuff in it since he created new versions of the trees and plants and replaced the vanilla ones in the biome settings. I think all a person would have to do to correct that is to replace the vanilla trees and plants in your xml with the hdhq versions.
This is accurate and describes my underlying issue. Some of the zones (specific to this modlet) are not being created with the HDHQ versions of the plants and trees in them. This makes for quite a stark difference when moving between biomes. I've not designed a modlet before, but it sounds like it may be mostly just some copy pasting. It seems to me that what I need is a variation of your mod that uses the HDHQ versions of these

 
v3.4 UPDATE:

PRAIRIE Sub-biome change: Sections of the prairie with especially brown colored ground will be found to contain deposits of Coal ore. The surface layers will give one coal when destroyed to give you the hint you are in the right area. A couple layers below will be solid Coal Ore for one layer.

PLEASE NOTE this modlet is only compatible with versions up to 17.1 stable. 17.2 has broken RWG generation (yes even latest experimental as of this date).

 
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Using TWL + Compo-Pack

If you would like to use this mod to create worlds that include prefabs fromCompo-Pack, you can now easily do so.

First, copy the prefabs themselves from the Compo-Pack to your 7 Days To Die\Data\Prefabs folder. Ignore the rwgmixer.xml file that comes with Compo-Pack.

Then install this mod as usual (copy it to 7 Days To Die\Mods) and open the file rwgmixer.xml in the mod's Config folder using any text editor like notepad. Locate line 86:

<!-- <prefab rule="COMPOPACK"/> -->

And change it to

<prefab rule="COMPOPACK"/>

Then save the file and start 7DTD and generate your world as usual. You should now get a world with a couple hundred new buildings. I have been really happy with the results.

 
If you would like to use this mod to create worlds that include prefabs fromCompo-Pack, you can now easily do so.
This is FANTASTIC! Thank you so much for this.

I've tried at least three different rwgmixer customizer Modlets and yours hands down generates the best worlds. I wish this thread had some more images in it to show others just how big of a difference this change Modlet provides.

Yes, its not perfect and I do run into some funky road placement. But I believe that would need to be fixed in the game application code NOT in the XML?

I'll add a piece of a map that I've auto-discovered. Sorry it's an incomplete image. I'll really try to get a better image or two posted soon to show some of the worlds this Modlet creates.

Screen Shot 2019-02-27 at 11.22.07.jpg

The above is 8k map with seed "Good Job". I've not done any analysis of POI count past just visually looking at the discovered map and seeing how many buildings are placed. There are some areas of map with very few buildings. But there also are quite a few areas with lots of buildings. There are sprinkled lakes, none being too large.. and none of this horrible tiny spotchy biome sizing like in Vanilla. I've not run into any issues with Prefabs falling down and even am able to place my own prefabs into the world without issue.

 
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Hmm Looking more carefully at how you've implemented COMPOPACK, I'm not sure that you've implemented it in the same manner?

I just recently converted COMPOPACK to a Modlet. I welcome you to look at the XPath rwgmixer.xml that I came up with from the most recent version of COMPOPACK. You can see at the top that the prefabs are implemented via a completely new set of hubs. It looks like you may have just implemented the Prefabs into the single hub that existed previously? The COMPOPACK hub method, I believe, provides more variety as it allows for common stylization or theme of an entire city/hub. "asiatown", for example. The way you have it designed, there would be no segregation of town types so all towns end up looking the same or very similar.

https://github.com/XelaNull/COMPOPACK_Modlet/blob/master/Mods/COMPOPACK/Config/rwgmixer.xml

I did make great effort when designing this Modlet version of COMPOPACK to keep all default rwgmixer XML segments in place (so I didn't remove anything.. only added more). My thought was to try and keep it as compatible as possible with all other modlets out there. At the time I did that, I had your mod in mind specifically. I was concerned another mod may try an XPath delete or append on a default/vanilla value that wouldn't be present after this Modlet was installed. Designing it as only appends/inserts with no deletes ensures the smallest risk of another Modlet conflicting and trying to modify a vanilla setting that my Modlet also modified or worse, removed.

* BTW if you are interested in including the above rwgmixer.xml, or any piece of it, please feel free. As I mentioned above, I really designed it for myself to increase compatibility with this mod of yours. Magoli has no interest currently in converting COMPOPACK to Modlet. It may be worth considering separating the COMPOPACK support into its own Modlet to make it easy to add or remove without having to edit XML code. Editing code is easy for anyone familiar with the process, but many others probably would shy away from Modlets requiring that.

 
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Thanks for this mod for we sure need it. One thing I have noticed so far is the lack of the burnet biome which is needed for coal. Is there a reason for this?

 
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