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The Wild Land, random world generation mod for A17

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.
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):

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.

- - - Updated - - -

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?
You are welcome and that's because I just hate the burnt biome.

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).

 
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):
I'm really interested in running doing some side-by-side analysis to try and see if I draw the same conclusion you did. I suspect that them completely destroying RWG is really a rocky start towards a better RWG farther down the line. I wish I had the quote for you, but I did see a post from Roland where he basically admits that they goofed and shouldn't have published with RWG so messed up. Sometimes it takes a little destruction to get to something better, so I support TFP in their efforts and just trust that the end goal is a better RWG. Until then, we are all stuck with A17.1 :)

 
You are welcome and that's because I just hate the burnt biome.

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).
Is this underground to mine like other ores?

 
Is this underground to mine like other ores?
It's underground but it is not exactly like they did other ores in A17. I am using the actual coal ore blocks so they look like you would think they should if you played A16 or earlier. It is a solid hunk of coal ore a couple layers below the dark brown earth zones in the prairie, and it is only 1 layer thick of coal so it will give you a fair amount of material but not not so much that you'll never need to go find new places to dig.

 
I'm really interested in running doing some side-by-side analysis to try and see if I draw the same conclusion you did. I suspect that them completely destroying RWG is really a rocky start towards a better RWG farther down the line. I wish I had the quote for you, but I did see a post from Roland where he basically admits that they goofed and shouldn't have published with RWG so messed up. Sometimes it takes a little destruction to get to something better, so I support TFP in their efforts and just trust that the end goal is a better RWG. Until then, we are all stuck with A17.1 :)
Everything I've seen while poking and prodding it, is pointing towards that direction (imo).

 
I'm getting a lot of towns in ankle deep water this is 17.1 were playing. Do you ever run into this issue?
It's a hub placement issue, but I actually like that it happens. I just write it off that the storm drain pumps are not working anymore.

 
mjrice, after reading through all the comments It appears that your fantastic mod is not currently working in 17.2 is that still correct at this time?

 
It's a hub placement issue, but I actually like that it happens. I just write it off that the storm drain pumps are not working anymore.
I did the same because the water doesn't slow you down I can write it off to an apocalyptic created issue.

 
mjrice -- I wanted to drop back by your thread here and let you know I ran a series of tests (3 world generations each) comparing the COMPOPACK Modlet I designed (that is a fairly direct translation of the rwgmixer.xml provided by COMPOPACK official download) and compared against your modlet here. The results could not have been more stark to me at least with the numbers my analyzer is showing. It looks like you are 100% right that your method seems to consistently provide more unique prefabs overall, and more prefabs placed into the world in general. Great job here..

 
mjrice, after reading through all the comments It appears that your fantastic mod is not currently working in 17.2 is that still correct at this time?
I haven't actually tried it in 17.2 yet - A18 was totally busted. I will try 17.2 this weekend though.

 
I haven't actually tried it in 17.2 yet - A18 was totally busted. I will try 17.2 this weekend though.
It does not seem to work with 17.2, no circle pattern with the wastes on the edge and no new biomes.

 
It does not seem to work with 17.2, no circle pattern with the wastes on the edge and no new biomes.
We lost any ability to change biome distribution on Alpha17.2.

Not mod issue, but 17.2 issue.

 
The only fix is to use 17.1 (that's what I do) until or if ever they restore modding ability to the RWG biomes.
It still re-balances the prefabs I think, just does not change the biomes.

I am seeing a lot of shallow water like someone was describing earlier.

Anyway to generate in 17.1 and play in 17.2?

 
It still re-balances the prefabs I think, just does not change the biomes.
I am seeing a lot of shallow water like someone was describing earlier.

Anyway to generate in 17.1 and play in 17.2?
I think you can play in 17.2 or even 18 once the world is generated, if it has features you care about. I am not really sure, though.

 
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