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Riamus

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Everything posted by Riamus

  1. It is better to start your own thread rather than pull up one 8 months old. And your problem could be something different, even with the same error. You should post a log so people can help you.
  2. There was something in A21 where they said they were adding hills and mountains after towns to fill in gaps. Not sure if they do it both before and after and not sure the exact details. I just remember seeing that. But if they place towns first, that explains the towns not being a variety of shapes as it meanders around hold and mountains.
  3. It is available on Teragon Discord in #downloads.
  4. It is most likely the wrong Teragon version being used to make the map as has been said. There is a specific version to make A20 maps that you would need to use. The current version cannot be used for A20 maps.
  5. Looks good overall. Not a big fan of the hair, though. It looks tacked on rather than natural. But it doesn't really matter.
  6. Don't get me wrong, I love the tiles.
  7. Of course, we also have strange situations with vanilla tiles already. An unfortunate side effect of tiles when there are so few of them is that designers like making unique tiles and the tiles often don't really merge well with one another. Numbers of lanes changing repeatedly along a road, road borders not always lining up between districts, crazy corners in odd places, guard rails between tiles that get placed facing one another.... I think I would prefer having more tiles, even if they aren't "perfect" just to help diversify the towns and allow for more variety in how things can look. But I do agree that tiles need to have some kind of cohesion between one another so the town looks at least somewhat okay. At some point, Teragon will offer the ability to dynamically place tiles with specific restrictions on which ones can attach to each tile. This can allow for much more variety without randomization messing up the overall look. For example, you'll be able to have boulevards that don't randomly go from one lane to two and back again over and over or raised roads that don't suddenly become not raised, etc. But that's down the road a bit. It would be great to have something like that in RWG as well but I kind of don't think it'll happen.
  8. Something isn't bad just because you don't personally like it. There are going to be many people who do like set bonuses. You aren't any more right than them, or vice versa. A cigar shouldn't make you better at buying and selling. You shouldn't be able to carry thousands of ore or wood, or a vehicle, or tons of weapons and armor. You shouldn't be able to gain health by using a bandage. There are all kinds of unrealistic gameplay mechanics in this game and in most games. Choices are made for gameplay reasons even if they aren't realistic. This isn't a sim. Gameplay mechanics aren't bad or dumb just because they are unrealistic or because you don't like them.
  9. This is common game mechanics, even if you don't like them. Heh. Full set bonus in have have been around at least a couple of decades. I don't remember which game was the first to have them, but it has been a long time. You will still get a variety of bonuses for each item from the looks of it. You just won't get the full set bonus if you don't wear the full set. That is a choice that you can make. If the bonus is that important to you, then wear the full set. You rarely see yourself anyhow except when driving. If you care more about how you look, ignore the bonus. That being said, I have suggested that they consider a cosmetic option for armor that lets you display different pieces of armor/clothes than what you are wearing. Many games give you that option and it would give players the choice to look the way they want while getting the bonuses they need or want. After all, if you play with light armor, you won't get to experience the heavy armor styles, and vice versa.
  10. An HDD will definitely go up to 100% usage with this game and switching to, or adding, an SSD will definitely help a lot. No guarantees it solves the crashing, though. That could be a faulty hard drive, RAM, graphics card, CPU, motherboard... You get the idea. It could also be that the power supply is too small to handle the hard drive usage being used by the game. But as others have said, the hardware isn't great and even if it runs after changing drives, it will likely be laggy and not all that enjoyable. This isn't a game where being at minimum specs isn't a big deal. It might be playable but I wouldn't call it enjoyable. And if they are trying to use mods, especially a lot of them, that will cause even more problems with thar computer. Their log would help to show if there is anything specific causing the crash.
  11. Well, if you ever decide to actually get help and want to ask in a normal way, someone can help you. Until then, you are free to use RWG. All the others using Teragon without problems will continue to use it regardless. For anyone else, although I agree that such posts can make you want to react in a similar way, please let's keep this thread from evolving into a mess.
  12. It works just fine if you don't have errors in your preset. And if you do have problems, it's easy to get help to fix those problems and then you won't have the problems anymore. But that does require actually asking for help instead of throwing insults.
  13. Lol! That sounds like a "I'm almost finished with one but not gonna share yet" comment. 😁
  14. You need to remove or replace them in the POI Editor. You can Shift Left Click with a block in your hand while aiming at the block you want to remove and it will be removed. Alternatively, you can Shift Right Click with a block in your hand that you want to replace the block with while aiming at the block and it will replace that block. Do this for each block. I find replacing them works best because you normally want something there and it saves a step.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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:
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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).
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