mjrice
New member
I like what you did, here is why/how what I did is different (I don't know what will produce the best results but this is my experience):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.
First off, I wanted to make is relatively easy to opt-in or opt-out of compo-pack additions with my mod. So I wanted it to be ideally a single line to edit in the XML.
Secondly, I had previously decided to pretty much nuke the hub rules in vanilla. I don't think it produces the results that the devs thought it would. You only need to wander through a few of these junkyard/cell tower wastelands to see that they didn't balance things well (I suspect you would agree with this). The probabilities and max_count restrictions are all out of whack.
I had been playing around with an app that I wrote to analyze RWG output and kind of by trial-and-error decided that the best zoning rules were no zoning rules. Yes, you get some crazy combinations like a asian market next to a prison, but viva-la-difference etc.
Once I had made some small changes to the terrain generation and then included the compo-pack POIs into the mix, I suddenly started seeing worlds with 4000 prefabs of around 500 different styles routinely. So that's where I stopped. By comparison, vanilla (A17) produces worlds typically with 1500 prefabs of 150 different styles or less. The things I found surprising after I implemented these changes and started playing in these super dense worlds was that there were still vast areas of wilderness that you could get lost in, which I like.
So anyway that's where I'm at so far. A18 was so depressingly horrible to RWG that I haven't really been working on it much since that rolled out. I really hope they will repair what they have done but it doesn't seem like they even acknowledge that they broke it.
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You are welcome and that's because I just hate the burnt biome.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?
Also, I did recently add a coal-rich subbiome to the prairie for that reason, so check it out if you need coal (post back if you don't think that helps or is insufficient).