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Riamus

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Everything posted by Riamus

  1. 1) Open the game to the main menu 2) Press F1 3) Type (and hit Enter): prefabupdater loadtable 4) Type (and hit Enter): prefabupdater updateblocks This will update all POIs at once. You will still need to manually fix any remaining blue blocks. And because it changes some blocks to the new ones, those will look different from the originals and may not fit the POI as well, so you may also need to go through and see if anything looks out of place and change some things to different blocks so it looks right for the POI.
  2. There wasn't really a thread for this before. The one you are thinking of was mostly just about the documentation. But having this here is still a good idea.
  3. I'm glad you figured it out and wanted to thank you for not just saying you fixed it, but also giving the details for others to use.
  4. Yeah, I know. But I don't always want something. I've done this in various Fallout games and others with the similar kind of setup. It works okay but I often end up just dropping stuff as I go because I can't actually sell it due to limited trader funds. If the game lets you have unlimited storage, I might store it until/if I can finally sell it or want to buy something to offset the cost, but when unlimited storage isn't available, so much stuff just gets left behind since it can't be sold. Of course, this game does allow unlimited storage, so I can hold onto stuff as long as needed. I already deal with only being able to sell a certain number of each item, so I have to hold stuff until I can sell more of the item or I have to travel to other traders to sell more. Having to also be limited to available money just doesn't sound good to me. Especially since I rarely buy anything from the traders anyhow, which means not much of any kind of offset available.
  5. Here are a few screenshots to give you an idea of what Teragon can do. I may add more to this later. General Interface, showing the Basic tab. This tab can look different depending on the preset and the "Did you know?" tip will change each time you start Teragon. 8k Map using the World Generator 1 default preset (with a couple things disabled): All large cities are at the top of the map, so not the best seed for this, but it still gives you an idea of what it might look like. The same map seen in the 3D Previewer: 8k Map using the World Generator 2 default preset (with a couple things disabled): The same map seen in the 3D Previewer: 8k Map using the World Generator 3 default preset: The same map seen in the 3D Previewer: 8k Mega City Map: The same map seen in the 3D Previewer:
  6. TERAGON Teragon is a third party map generator created by Pille that can make maps for A20 and A21. It was first released for public use in January 2023 and has received many updates and new features since that time, with many more planned. It comes with both a 2D and 3D preview of your generated maps and can even load maps generated through RWG or other sources to preview and add to or adjust. Note that the 3D previewer needs to be downloaded separately and that you need to use an older version of Teragon to make A20 maps. Teragon has a built-in updater so you will always be up-to-date. Teragon is a very powerful map generator by providing a significant number of parameters to create very unique and interesting maps. Because of this, it requires time and effort to learn how to use it in order to get the most out of it. However, you can easily use the default presets and just change the map seed to generate some really nice maps without needing to learn anything about using Teragon. But for those who want a lot of control over making some very fun maps and are willing to learn all there is to know, Teragon offers more than you might expect. To give you an idea of the complexity and available options Teragon offers, the documentation is currently over 300 pages, including screenshots and comparisons. Much of that documentation is also included in Teragon in the form of help text, though screenshots are not currently available within Teragon, so the documentation is still available to see how different values in the parameters can affect your map. It is highly recommended that you join the Teragon Discord server for assistance learning and using Teragon. Help can be found in the #discussions channel there and there are channels for tutorials, worlds and presets, among others. You can also get help through the forum here but it will tend to be slower and less interactive than in Discord. Online Documentation thread - Here you can see updates regarding the unofficial "online" documentation that I created. This is a PDF that you can download and view. You can also access this from the Help Center tab in Teragon. This documentation will usually be updated within 24 hours of Teragon being updated, so be sure to download a new copy after each Teragon update so you have all the latest information. Teragon Discord - Here you can get help with learning and using Teragon. Visit #discussions for any questions you might have. This is also where you can download Teragon and Teragon's 3D Previewer. There is also a POI Property List Generator available for download that you can use when using custom POI. Teragon Maps thread - This is the original thread that was being used to discuss Teragon and can continue to be used for help and discussion. It is also a good place to share maps or screenshots of maps you have created. Note that the screenshots closer to the beginning of this thread are from much older versions of Teragon and may not look as good as what you will see in later screenshots. ========================== Current version of Teragon: v0.49 The features in Teragon are too numerous to list, but here are some of the bigger features available: Map sizes from 1k to 16k. Note that 16k is currently not optimized well in Teragon and will take significantly longer than 15k, so it is recommended to use 15k instead unless you want your map generation to take a much longer time to complete. Erosion options to give you map a more realistic look. Note that erosion takes a long time to generate and should be used only after you find map settings that you like. Diffuse biomes that allow biomes to change slowly from one to another instead of being a straight line between the biomes. Note that due to how the game handles lighting in the different biomes, it may not look great while driving between biomes with diffusion turned on. Extensive control over mountains, hills and lakes, allowing you to change how rough the terrain is, how frequent these appear on the map, the general shape, and much more. Ability to choose if your map is surrounded by water or not. Control over how your towns are laid out, including districts and overall road layout, as well as town sizes. You can even make a mega city map, where the map just one large city. Wilderness/Region POI settings allowing you to have anywhere from 0 to many thousands, depending on your map size. Unique to Teragon, there are regions that can be referenced to have specific wilderness POI only appear in certain regions. So if you want a cabin POI to only appear in the mountains, you can do so. If you want a fishing cabin to appear only on the coast, you can do this as well. Ship POI can be placed only in water. Random and/or static spawn points. Random spawn points can be given limitations, such as only in the Forest or only on roads. Terrain features: Cliffed Coasts - Think of the Cliffs of Dover for a real world example. These are cliffs along water sources. They can also be set up to spawn on land. Craters - You can spawn craters in specific locations or randomly around your map and adjust how they look. If you want to fill in the crater with water or a specific biome like the Wasteland, you can do this as well. Crevices - These are cracks in the earth that can be set to be shallow or go all the way to bedrock and can branch off into side crevices, depending on your settings. With an adjustment of settings, these can be inverted into a form of mountain range that can be interesting to see. Rivers - The rivers in Teragon are generated instead of being stamps. This means that the rivers don't all look the same and can spread across the entire map. Various settings allow you to have rivers that get wider the further they are from where they start and can adjust the riverbanks to be steep or smooth. You can also adjust the number of branches in the rivers. Main roads will connect the gateway tiles between the towns and side roads will connect the wilderness POI to the main roads. Note that roads take a lot of time to generate and if you have many wilderness POI, the side roads can take an extremely long time to complete. It is recommended not to do roads until you like your map to save time. It can also save you a lot of time by limited the maximum number of side roads so that not all wilderness POI have roads connected to them so you don't need to generate roads to all of them. This will save a lot of time if you have 1000+ wilderness POI on your map. A variety of biome map options available. You can have a biome map that is similar to what you get from RWG. You can also have biomes that are based on elevation. This can allow you to have snow on mountains and desert on the shores, for example. Another option allows you to have biomes based partly on elevation and partly on position on the map. This can allow you to have snow in the north and desert in the south, for example. There is also an option to have a radial layout of biomes. This can let you have one biome in the center of the map and have biomes change as you move out from the center in any direction. Unique to Teragon, you can group POI together and then place them as if they were a single POI. This is currently being used by some people to place the Airport Mod by AH64_Jimbo on maps without having to manually place every tile and POI by hand. Support for custom POI, including tiles, parts and prefabs. Support for overriding POI properties so you can change them to something you want without editing the XML and then losing those edits whenever the game is updated. For example, as of A21, vanilla skyscrapers are set to not appear closer than 10km from another version of themselves. This usually means you only get one of each on your map. You can override this in Teragon to have them closer if you choose. These are just some of the many features available to you in Teragon. And, coming in the next release, initial stamp support will be available. This will allow you to use stamps that you or others create and have those placed around your map. For example, if you want sand dunes, you can use a sand dune stamp and overlap multiple of those on your map to create unique terrain that can't just be generated. This could also work for things like mesas or other unique formations that Teragon can't generate on its own. This is similar to the river stamps that you see on RWG maps but with far more control and options, allowing even the same stamp to not look exactly the same if placed in multiple places on your map. And for those interested in mega city maps, new parameter in the next release will allow your districts to no longer have a diamond shape to them and can instead be oddly shaped and broken up to give a more dynamic mega city look. Pille is always open to suggestions for features and has a long list of suggestions he's already considering. Feel free to offer suggestions on Discord for him to consider. There are many things that are already planned to be added that may take precedence, but if he likes your suggestion, it will likely be added at some point. MOD AND PREFAB PACK AUTHORS: If you are an author of a mod that includes POIs or a prefab pack, we would be happy to work with you to make your mod or prefab pack easily compatible with Teragon. Users who are familiar with using Teragon can easily make maps using any custom POI from packs or mods without help, but we can help you to provide support for Teragon so that new users can use your prefab pack or mod with Teragon maps without difficulty. The main part of this is to include a "POI Property List" that Teragon can use to load up your POIs when generating maps, though other things may also be useful, such as a "Town Property List" if you want people using your mod or prefab pack to have towns that have specific districts in them, including custom districts. For more information, please contact me on Discord and I'll help you out. DISCLAIMER: Teragon is still in active development and there are some features and parameters that are not currently working or not fully implemented. There are also many features that are planned to be added and not yet available. Some features found in A21 RWG, like switchbacks on roads, are not yet available in Teragon. Teragon will continue to grow and more features will be added with time. You may also find bugs and there are certain things that will cause Teragon to crash. These are things that are not uncommon when using an application that is in active development. In most cases, if you talk to someone on Discord about a crash you are getting, they can tell you what is wrong in your preset pretty easily as we have seen most of these enough times to recognize them, so please check in with us if you're having any trouble and we'll help you get it sorted out.
  7. Riamus

    Teragon gone?

    You might be thinking about the unofficial documentation thread. That is the only other real thread relating to Teragon besides the maps thread besides a few random threads people have created to ask something. The unofficial documentation thread is still around but it's down a few pages in the discussions & requests section. Because there has been a delay in updates, the thread hasn't been posted in for a while, causing it to drop down a few pages. It'll be back on the first page with the next update, which should be coming before long. The delay right now is getting all of the stamps features working correctly. Btw, I would recommend not discounting that maps thread. I post updates to that about upcoming features. The documentation thread is really about documentation and just includes a quick highlight of what big items are in the updates. The maid that gets the info ahead of time. Maybe I should make a new thread that is a bit more official that includes links to discord and documentation and general information about Teragon. 😀 EDIT: Okay, I've made an official topic. Once moderators approve it (since it has links), you'll see it in here.
  8. Although limiting trader money has is uses, I've never been a fan of it in games. If I want to sell something rather than hold onto it forever but the trader can't afford what it is worth, then it just sits there forever.
  9. I would point out that right at the beginning of this topic, they ask that discussions are about the specific items listed for A22, so I think that removes your "fair" option since this isn't related to those specific items. But that is up to the mods to move it to the overflow. Besides, this is far less actual exposure than other places because things get hidden in the Dev threads almost immediately. Anyhow, as others have says, much of what you are wanting done with multithreading is not really available with Unity, so the suggestions aren't going to go anywhere.
  10. I like tier 5 POI, but I agree that I wouldn't run a bunch of POI for any item. I would either just do stuff until I find it, or if it can't be found, I would use a mod or not use the item at all.
  11. Yeah, if those are only on caps, that makes sense. I didn't have the game in front of me to check. But I remembered at last one factory being rare because of the role it could be on and a cap is definitely rare. And you have 2 POI fighting for that position (and that is just between those two... Others may also be fighting for that position).
  12. Many games do similar, though we are now talking about question and not bartering. But I actually like that this game doesn't have non-stop collection quests. Those are fine but they do get old and can be found in just about every RPG. Here, the quests are mostly tailored to simply kill, kill, kill. We do have one collection quest. I am fine with that. I wouldn't mind more types of quests but I'd rather see sometime more interesting or even unique instead of the "go-to because we can't think of something better" collection quest. That said, I would love to see quests where you need to bring X number of resources to the trader to upgrade the trader and/or improve the trader compound from a small starter location to a fancy large compound. Make it feel like you are doing something to improve the world beyond building your base. 😀
  13. As they aren't used, removing them will not hurt anything. However, if you edit the actual XML files, you will lose all of those edits whenever the game is updated or when you run the verify files option. So up to you if you want to spend the time. As far as POI numbers go, the most common reason for some being seen more than others in towns is that you have fewer tiles that some can be on than others. This is a combination of the size of the POI and the district(s) where it can be placed. If the POI and districts are the same, you should see a pretty even distribution (assuming the duplicate and then distance parameters are also the same). But Iin many cases, the size and districts aren't the same and this often affects how many of a given POI you can find. Let's say that you have POI A and POI B. If A can be on only the corner tile in the downtown district and B can be on the corner tile and straight tile of the downtown district (based on POI size), you will most likely see more of B. By adding a custom straight downtown tile that supports A but not B, you will even those out. Of course that is a simplified example and many things play a part in distribution but it would help. Keep in mind as well that often a tile supports more than one of a given POI size, so when is the number of tiles each POI can be on is the same, if one can be on 3 places on a time and the other only 1, there is a higher chance if getting the one that can be on 3 spaces. So as I said, my example is simplified. 😁 You can also adjust the duplicate and theme distances (theme only if they are part of a theme). For example the skyscrapers are set to only appear once every 10km, so most maps will only get one of each unless you change that.
  14. One other thing you can try is connecting to another server to see if you have the same problem. Servers can adjust their timeout settings and yours may have reduced the time, causing you to timeout now when you didn't before.
  15. They do not need to be powered. Just place it down and drop your items to sell into it and set their prices. Shift click is the easiest way to put things into it.
  16. Since I'm on my phone, trying to split quotes is a pain, so forgive me for responding to everything below the entire quote Rather than splitting it up. Just because something is realistic didn't make it good gameplay. And as TheFlu said, in real life, you normally don't have specific items for specific items. You might have either specific items for any items (number based on value) or any items for specific items (number based on value), but it would be very strange to see specific items for specific items. After all, if the trader needs an engine, they aren't going to complain that you want a pistol instead of a spear (assuming they were equal value, of course). You make my point about scavenging. You want me to scavenge for specific items in order to buy something specific. That can be a nightmare with RNG, depending how common or rare the items are. On the other hand, I should ignore the trader and just scavenge for what I need without bothering with the cat and mouse barter game. Much less of a headache. As TheFlu what mentioned, it just becomes a find me X items quest. If you want quests like that, there isn't anything wrong with that, but it doesn't really make traders better. So you want dukes to be a specific item as past of a specific purchase? So I have to still have a specific item combined with dukes to get something? Styles can't offset the actual value such that if I needed two engines and I brought one plus dukes, it wouldn't count unless there is a specific option for that combination? That would be really annoying to me. If I have 20k dukes but can't buy water because that requires me to have 10 dukes plus 2 cloth and I don't have cloth on me.... No thanks. If your goal is just too make rare stuff hard to get from traders, just remove those from traders and have traders only sell common stuff. Still not my favorite option but I'd prefer that offer this. Either way, I rarely buy from traders except occasional books (not magazines) and solar stuff, so it wouldn't impact me much at all. I would just have to scrap everything instead of sell it since I couldn't just sell anything anymore.
  17. Although bartering can be good in a game, I would really not enjoy having to find something specific to trade for what I want. This kind of system would make me buy stuff from the trader even less than I already do. And it would absolutely get me to spam quests even more rather than less. Instead of buying anything, I would just quest and scavenge instead of spending time trying to find the right thing and then remembering which items to carry with me to buy that thing. And then it makes traveling to other traders even worse because now you don't know what they want to trade for to get what you want and traveling there to find out, only to either go back to base to get the items or spend time scavenging until you find them near that trader. It just doesn't sound very good to me. And when it comes down to it, bartering without requiring specific items isn't really any different than what we do now. You can buy stuff with money, but if you are selling as well, then it is like you are bartering. You are just not doing the buy/sell at the same time. I could see maybe adding in a UI box for buying and selling at one time like other games do. Just not requiring a specific item or items to get each specific thing you might want to buy.
  18. Inventory space is really trivial as it is. Making it more so isn't a great option. As it stands, when you are more powerful like you're talking about, you've gained a drone and vehicles with more storage. Unless you're trying to scrap an entire large building on your own or trying to loot many POI at once or something, you have a ton of space available and shouldn't be running out of space. A drone filled with storage mods can hold more than you can. The 4x4 can hold more than you can as well. I don't have the inventories open in front of me to get the total numbers, but your total goes up to over 3x what your personal inventory would be. That is a LOT of space. And if it's really still a problem, it's trivial to drop a storage chest for some temporary storage until you can move it to your base. The game should have some inventory management requirements, regardless of your level. I don't think removing that is good even if it is already trivial. They definitely shouldn't let you put a vehicle in your inventory that is full of stuff. Consider that they could have made it much "worse" for people and set it up to use weight as the limiting factor. That would mean no carrying vehicles at all, not to mention significantly less of everything else. As far as mods go, they have long stood in favor of mods and the vanilla game is pretty much considered a starting place, with the expectation that people will move on to using mods to get the game that they personally want. Mods aren't bad and there isn't any reason why people shouldn't use them. And if you really want something like extra storage, there's no reason not to use a backpack mod. I tend to play games without mods but I use a few in this one, including one I made for myself, just to get a few things changed to my liking. It works well that way. If someone wants to host your own server for people and have it be vanilla-only, that's an option. Or if they want to have specific mods, they can do that as well. Most significant mods require being installed on the server rather than just locally, so it's entirely up to the host of the server to decide what is allowed. There's nothing wrong with posting suggestions or ideas or requests, even if they have been posted before. But you will find it hard to convince TFP or the majority of players of this game that using mods isn't a good thing or that people should be playing vanilla. There's nothing wrong with people playing the game the way they want to, whether that is to make things very easily or making things very difficult.
  19. Unless I'm mistaken, they are looking for the same block shape as a 1/4 Cube, but with the correct dimensions to match the upside down 3m Tunnel Inside Corner. That square edge on the 3m Tunnel Inside Corner is not the same size as a 1/4 Cube or a Post, so if you use those, you'll end up with a visible "lip" where the two meet. So something the same dimensions as small square edge and 1m tall so that that small square edge can be made into a "post/pillar" all the way to the floor. In that screenshot posted above, that reddish block would have another block below it that continues the shape down to the ground. That's currently not possible except with a single shape that has a curved look to it because it's meant for doing a tunnel rather than a straight post.
  20. Interesting. They're obviously meant to disappear the railings when against another block for visual purposes but they should probably have an exception for when placing next to themselves to avoid this. But how much does it really matter? I'm not a fan of trying to force players to play in any specific way. If people want to cheat or cheese the game mechanics, let them. It doesn't impact me any as long as I don't do it myself. And if it bothered me that someone else did it in my game, I'd just play with different people. In any case, you can make "air blocks" that do the same thing, though they are of course custom and not vanilla, so there is that one difference that could mean TFP would remove this. But I don't really see a problem with it. What is the point of having horde night on if you're not going to play it? Sounds boring to me.
  21. Ah, okay. I didn't realize you were talking about in the corner. Yeah, that looks like one of those odd sized blocks that make doing anything with it other than the one specific thing it was designed for almost impossible. That curved block you mentioned is probably your only real option with what's available right now. Of course, stacking those to the floor would look weird. Hopefully they will consider adding a new block for this for you and others to use. Otherwise, you'd probably have to make a custom block or have someone else make one for you.
  22. Argh! I meant Rekt. And forgot about Hugh.
  23. Any chance you could post an image? I've done a 5m (I think that was it) vaulted ceiling and it has all the pieces for it. I thought 3m did as well. But I can't picture which piece is missing by your description.
  24. Did Bob already get eaten? I don't blame the zombies for eating him first or the other traders for letting him get eaten. 😁
  25. Well, hunger and thirst don't apply when offline regardless if time is passing. But the horde night thing is an interesting question. It shouldn't be possible to have spawns if no one is in any chunks. But then you have to wonder where any benefit comes from for time passing without anyone online. What changes besides the day? The only actual benefit I could see is that you always know when horde night will happen because it's always X hours real time between horde nights. But other than that, I'm not sure any benefit. And I'm not really sure that's all that big of a deal either. Okay, so I guess another "benefit" is that you could stock up your forges and campfires and whatnot and they'll finish everything even when no one is online. But that's more of a cheat/cheese than a benefit imo.
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