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Tin's Modlet Tweaks

Hey Ragsy! Do you have a working boat mod we don't know about? Share the love! :smile-new:
More correctly somewhere to sink my boat lol

No not at present i have been tied up with other stuff :smile-new: ... I have looked at it in the past to be honest as I am a big fan of manux's A16 work , and have again looked but my idea's sank ;) .... I think we all would love to get boats/rafts working so we can sail away across Tin's new worlds.

Maybe I will look again soon real life permitting that is .

Ragsy!

 
Well, after a long time away (its a long story) from gaming/modding, I'm back and where is the first place I come to? Why... Tin of course.

I always learned a lot from your RWG tweaks and mods and, now that I'm back in the saddle, I've had a look at A17 and boy oh boy do I need to get caught up on all the new RWG Moduals and their effects on the world. So I will probably be downloading a tonne of mods and modlets from all the gang (Tin, Guppy, Jax, Royale, etc, etc... there are so many that helped me in my A15 mod days... many thanks) just to try/play with things and study cause and effect before I get back into prefabs and RWG modding.

A few of my A15 prefabs (mainly show'n'shine and underground) are first and foremost to be converted/populated to the A17 format and play-tested. I love how they turned out and had a fun time making them as well as the learning experience (I was noob to 7d2d modding) and I got lot of good feedback towards them.

Ive always been a bit behind the eight ball when it comes to my PC upgrades (mine is eFFing old as dust) so a17 is not running that great for me (i really gotta dumb it down in the graphics just to play) but I usually make a custom 1Kx1K,flat,blank world in which I make my prefabs for export. That said, after I get a feel for the game again (A17) I'm gonna hammer down and get back into prefabbing for the community.

Contributing to this bunch of great people always made me happy, and who doesn't like to be happy.

 
Last edited by a moderator:
Added new Dynamic Player system.Changed name and updated the Hunting modlet.

Regarding the Terrain gen: It will at times throw Object references, but will still complete. This is a result of the system trying to find rwg Bridge tiles, because of the extra water bodies I added, and is trying to place those tiles that they didn't add. You can also close the DM by hitting close, when the object references pop up, but just sit back and let it go. It doesn't stop it from completing, and being able to play the map ;) and it's 17.4 compatible.
2019-07-27T11:05:22 6.523 INF Block IDs withOUT mapping

2019-07-27T11:05:22 6.523 INF BlockIDs linear

2019-07-27T11:05:23 7.292 INF Item IDs withOUT mapping

2019-07-27T11:05:23 7.292 INF ItemIDs linear

HDR Render Texture not supported, disabling HDR on reflection probe.

2019-07-27T11:05:27 11.585 INF Generating county 'Old Funovo Valley' using world seed '-349358991'. World size (16384x16384)

2019-07-27T11:05:27 11.588 INF Started thread RWG

2019-07-27T11:05:27 11.591 ERR Exception in thread RWG:

NullReferenceException: Object reference not set to an instance of an object

2019-07-27T11:05:27 11.595 INF Exited thread RWG

2019-07-27T11:05:27 11.643 INF WorldGenerator:Exporting Generated Data

2019-07-27T11:05:27 11.644 INF WorldGenerator:Exporting Generated Data: Writing Terrain to Heightmap

NullReferenceException: Object reference not set to an instance of an object

And it dies at that point, world does not get generated. I tried a couple of different seeds, always the same thing. Is there anything special to getting this to work other than copying rwgmixer.xml over?

 
Hmm, I wonder if it has something to do with you generating a 16k world.. I tried 16k and it worked fine for me. let me try you seed, and see if I get the same thing..
I notice that your rwgmixer.xml is only 17K, where the vanilla is about 48K. Yours replaces the vanilla, right? Also FWIW I'm running this on a linux dedicated server.

 
This is a modlet version so if you place the unzipped modlet into the 7DTD/mods folder and start a new save then it works fine, if you have overwitten the rwgmixer.xml in the data folder then it will not work and you will need to restore the original file.

Edit : Noticed the linux server post so ammended reply

Hope this helps

Ragsy !!

 
This is a modlet version so if you place the unzipped modlet into the 7DTD/mods folder and start a new save then it works fine, if you have overwitten the rwgmixer.xml in the data folder then it will not work and you will need to restore the original file.
Edit : Noticed the linux server post so ammended reply

Hope this helps

Ragsy !!
Huh...I had no idea that was what you did with them....ok, now it's generating a world.

I noticed the zip file had a Tins_TerrainGen_Modlet directory and in it was another Tins_TerrainGen_Modlet directory, and under that the mod files. Is this double layer of Tins_TerrainGen_Modlet directory intentional?

 
So I'm using both Terain Gen V2 and Alternat Street Layouts modlets. Running on a Linux dedicated server. Generatating a 16K world. It seems to be working, this time no errors, which is very good. Current version seems to have fixed the errors I was getting. I'll let it run a bit and see what kind of a world we get.

 
Cool. Hopefully you get something to your liking. I mean I like it, minus the limitations I need to work around.Hopefully when a18 drops, I can really take the handcuffs off, and don't need to work around any limitations anymore.

-Or their "new stuff" is just so good, I don't want to change it up much :D
It generated with no errors. Only took about 30 minutes to generate. I'll run through it a bit and let you know what I think.

Here is a prediction of the future: A18.0 (or A18.1, which ever they call the first release) will have some fantastic RWG potential, but due to the time constraints necessitated by getting everything else done and working and out the door, they won't actually have time to tweak the generation process to produce the awesome worlds that it is capable of. At which point we all sit back and wait for A18.3/4/5, or just wait for you to step up and do your magic :-).

A18.3 or A18.4 will finally have some amazing RWG output. The potential is there, but using the tools to make really good RWG maps is a very time consuming process, time the TFP probably won't invest before they push the first A18 release. I can't imagine how many hours you have invested in your projects, the Dying Lands, your modlets, etc. As a software developer, I can appreciate the time commitment this kind of stuff takes.

 
Well, today I learned to RTFM when doing this because I forgot to unzip your modlets LOL. I'm running around the world thinking, this really looks like vanilla RWG. Boring cities, boring terrains, nothing out of the ordinary. Except no roads. No roads. I thought they fixed that? Nope, roads dead end at the edge of the city. That was what led me to look at log file and sure enough, no mods loaded.

OK, wiped world, unzipped your files, start again...

 
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