PC Very bad Random Gen

Yeah but can it be edited without the errors?

I doubt it.

Anyway.... I'm not worried about it.

Clearly TFP have a long way to go with RWG in A17 and wanted to give us something working for A17e.

That's fine.

We just need a little patience.

PS: Tin mentioned some script or something he's running to edit his maps without errors.

That's something I'd be interested in. If only just to add Wasteland to my maps.

 
but not playable. RWG is garbage. period. nobody wanted a closed off 4k small map with no options. run a server on one of these? what a joke. wipe every week. there's a reason people play navezgane once.
Agreed 100%.

RWG currently sucks! Bad, ugly, boring, slow, repetitive...

 
Yeh, I do.
I can paint.net exactly what I want, rather than mess with variables in an xml and HOPE what I want spawns...
That does not work. It creates an error and the world mostly does not load at all (console pops up), and if it does load, the terrain does not properly generate. You see it at the end of your video. Are you using some mod to suppress the console pop up?
If this should ever work properly (or a proper explanation is delivered how to make it work), it'll be great of course.

And the rw-generator is bad atm. It's practically 1 biome. Very boring.

 
The only issue I had was with biome painting, and that's mostly solved, so no, you're unsurprisingly wrong.

And since when is 5 practically 1?

I know you're lying to prove a point, but it invalidates ... no, annihilates, your point.

I've seen what tin can do with a17. He hasn't released anything yet, but it's awesome.

And the painting is just icing on the cake.

My next project is understanding gaia, to improve the process.

People just need to learn the new stuff, not baby whine about losing the old stuff.

 
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Yeah but can it be edited without the errors?
I doubt it.

Anyway.... I'm not worried about it.

Clearly TFP have a long way to go with RWG in A17 and wanted to give us something working for A17e.

That's fine.

We just need a little patience.

PS: Tin mentioned some script or something he's running to edit his maps without errors.

That's something I'd be interested in. If only just to add Wasteland to my maps.
Yes, I did a few test runs without the biome error. And tin was confused about a special script. He works on a different, higher plane of existence than the rest of us. =)

It's about the colors. Biomes are a bit more specific. Beatkidz is also working on some cool stuff, along the same vein as mine.

 
The only issue I had was with biome painting, and that's mostly solved, so no, you're unsurprisingly wrong.
What do you mean, I'm wrong..? It generates an error when you paint the biomes. You have it yourself, it shows up in the video when you open the console. For me, the console pops up and the game doesn't even start. And when it starts, there is the hole in the world, that as well is in your video.
I mean...

And since when is 5 practically 1?
I know you're lying to prove a point, but it invalidates ... no, annihilates, your point.
It is "practically" one biome, because snow and desert are small strips on the worlds edge and burnt and wasteland are just little sprinkles. That makes it practically 1 biome, because while in theory there are 5, it feels and plays like only 1.

I've seen what tin can do with a17. He hasn't released anything yet, but it's awesome.
And the painting is just icing on the cake.

My next project is understanding gaia, to improve the process.

People just need to learn the new stuff, not baby whine about losing the old stuff.
What does mean, "just learn the new stuff"? Can the new stuff give me back the old stuff? For example the 6 biomes that seem to be gone for good? Do I get them back somehow? Maybe you did not need them for your mod and don't understand why some people baby whine about the loss.
 
I actually need more than the default for medieval, so yeh, I'm going to have more. It'll just require, as I said, learning new things. And read further, the biome painting is solved.

 
I actually need more than the default for medieval, so yeh, I'm going to have more.
Great.

It'll just require, as I said, learning new things.
That would be great, as long as I don't have to learn them, because some of us have not dedicated their entire life to modding 7dtd. That's why I tend to be somewhat grumpy when options are taken out of the game, particularly when I have already spent an indecent amount of time modding them.

And read further, the biome painting is solved.
Good. I expect a detailed tutorial asap.
 
It is "practically" one biome, because snow and desert are small strips on the worlds edge and burnt and wasteland are just little sprinkles. That makes it practically 1 biome, because while in theory there are 5, it feels and plays like only 1.
My map certainly generated with large amounts of all the usual biomes present - admittedly, it's heavily dominated by a desert to the south the seems to be the WHOLE south, but there's burnt forest, forest etc present also (quite a large forest section).

It's definitely not perfect, so hopefully it can be improved upon as TFP moves to 17.0, and I'll be watching keenly what the ModGods (for example Tin) come up with also when I wipe my game for stable.

 
My map certainly generated with large amounts of all the usual biomes present - admittedly, it's heavily dominated by a desert to the south the seems to be the WHOLE south, but there's burnt forest, forest etc present also (quite a large forest section).
It's definitely not perfect, so hopefully it can be improved upon as TFP moves to 17.0, and I'll be watching keenly what the ModGods (for example Tin) come up with also when I wipe my game for stable.
Here are all the maps I have generated so far:
https://imgur.com/a/GwMdpz4

And you will settle in the forest and stay there for long, because you can't survive in the desert or the snow (in early game), and you don't have a reason to go there anyway.

 
That's intended btw. It makes sense the wastelands (destroyed cities) would have burnt forests (from the fires) around them.

I'd increase the wasteland count though.

 
I am NOT a fan of the way the new maps generate. Snow on top Forest/burned then dessert on the bottom .. boring. ALSO every town has a LARGE number of buildings that remind me of wasteland buildings / destroyed. I haven't found any skyscrapers or other really unique buildings yet. Almost every poi is either a tiny house or a new survivor camp. What happened to all the new buildings and POIs? and why.. why do we have forest with patches of burned all through it?? I guess I will play Nazgane for now I sure do miss A16 map gen.

 
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I am NOT a fan of the way the new maps generate. Snow on top Forest/burned then dessert on the bottom .. boring. ALSO every town has a LARGE number of buildings that remind me of wasteland buildings / destroyed. I haven't found any skyscrapers or other really unique buildings yet. Almost every poi is either a tiny house or a new survivor camp. What happened to all the new buildings and POIs? and why.. why do we have forest with patches of burned all through it?? I guess I will play Nazgane for now I sure do miss A16 map gen.
There's a known issue preventing downtown zones (skyscrapers included) from spawning. It'll be fixed soon hopefully. (Of course, you'll need to restart to benefit from the fix though).

 
That's intended btw. It makes sense the wastelands (destroyed cities) would have burnt forests (from the fires) around them.
I'd increase the wasteland count though.
But we loose the "going to the wasteland" or "now I have to go through the burnt forest/desert/snow biome" feeling. Burnt and wasteland have no impact at all and as I said, there is no reason to go to desert and snow biome. And the variety that the other biomes brought, the maple forest and the grassland is gone too. Not to mention the additional biomes that you could mod into rwg.
Not liking it at all, every game will feel the same, biome-wise.

 
Here are all the maps I have generated so far:
https://imgur.com/a/GwMdpz4

And you will settle in the forest and stay there for long, because you can't survive in the desert or the snow (in early game), and you don't have a reason to go there anyway.
Yeah, look, I'll definitely not stand here and say it's perfect... hehe. It's got some work to go on it, that's for sure, and hopefully prior to A17.0 being released we get a much better RWG.

 
Yeah, look, I'll definitely not stand here and say it's perfect... hehe. It's got some work to go on it, that's for sure, and hopefully prior to A17.0 being released we get a much better RWG.
I share that hope. Is there any known reason why the biomes were reduced? Variety, as I said just this morning, is the spice of life. Seems weird to remove those biomes.

Overall, btw, cuz I haven't mentioned it, I do like A17. So unfortunate that the flaws seem to be intentional design decisions, like the perk system and how the player is being crippled in all kinds of ways (i.e. no sprinting backwards and movement penalties for pretty much everything).

 
That's why I want to increase wasteland size, so that it's a treat to find one... Like back when we had to find cities. =)

 
There's a known issue preventing downtown zones (skyscrapers included) from spawning. It'll be fixed soon hopefully. (Of course, you'll need to restart to benefit from the fix though).

What about the issue of the biomes being basically the same no matter what seed is chosen? Are they planning on changing that or are we stuck with this uninteresting landscape? I see no reason to go exploring if I know what to expect. I would like to see the biomes change depending on the elevation .. not just a map wide snow at the top, forest in the middle etc... mountians with snow, lower areas with forrest going down into the dessert. Oh wait they did that, and I really like it.

 
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