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cammel

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Posts posted by cammel

  1. 3 hours ago, HB_H4wk said:

    Trying to get some flat spots for building a custom city is a challenge lately with RWG. I have tried Teragon but didn't like it. So now I take one small western town and remove all of the prefabs there and place my custom prefabs in that flat area. I really wish that if it says plains it would be flat.

     

    Set hills to 60%-100% and set the plains 0%-40%. As long as you have a higher % of hills than plains you will get more flat areas

  2. 2 hours ago, Roland said:

     

    I agree that being able to enter in percentages would be a good QOL update. Until/if that happens, if you start every slider from zero and adjust each up one at a time it is pretty easy to get very close to the percentages you want. It took me no time at all to get 62% plains, 25% mountains, and 12% hills which is probably not going to be a very noticeable difference from 60-25-15.

    The only problem is he is not going to get 62% plains and 12% hills. He is going to get 62% hills and 12% plains.  I do know if you rename the stamps, hills to plains and plains to hills it will work correctly.

    100plains.png

    100hills.png

  3. 2 hours ago, Archael said:

    Because traders breaks the  game and its original design. Lot of people (myself included) bought this game as sandbox survival in apocalypse, and traders with quests breaks this. Devs should either go back to original design, refund the game for people who are upset with current approach, or give a choice.
    The last option is particulary easy to do.

    You bought into an early access game that was subject to change as it was developed at your own risk. The Devs are following their original design. Just because you bought it before traders were implemented, does not mean they were not part of the original design.

  4. 7 hours ago, HB_H4wk said:

    In RWG I was hoping for a map with flat sections to place some custom city streets/prefabs, but it seems about useless even with the settings to plains 75% and 0% for hills and the remaining percentage for Mountains. Any way to edit the terrain map in RWG?

    **any Help would be appreaciated.

    For flatter maps change hills to 75-100% and plains to 0%, It is backwards.

  5. At the bottom of rwgmixer is this line

     

        <prefab_spawn_adjust tags="trader" bias="20" min_count="10"/>

     

    However I have changed mine to this

     

        <prefab_spawn_adjust tags="trader" bias="20" min_count="5" max_count="5"/>

     

    And still get 8-10 traders.

     

    Only other option would be to remove the extra traders from the POI list after generating the map.

  6. On 7/14/2023 at 1:40 PM, zztong said:

     

    Yes, this has been reported as a bug in RWG and I see it is now in the "confirmed" category. For reference:

     

     

    And if you want a work-around, remove (or comment out) these lines from the modlet's rwgmixer.xml file:

     

        <!-- Adds residential to the list of possible wrappers for a Town for more variety. -->
        <set xpath="/rwgmixer/township[@name='town']/property[@name='outskirt_district']/@value">rural,residential</set>
    
        <!-- Changes the wrapper of a city to residential because there's already a lot of rural. -->
        <set xpath="/rwgmixer/township[@name='city']/property[@name='outskirt_district']/@value">residential</set>

     

    Thanks to @Baradar for his testing on the matter.

     

     

    You can also change this

     

        <district name="countryresidential">
            <property name="district_spawn_weight" value="1"/>

     

    to this

     

     

        <district name="countryresidential">
            <property name="district_spawn_weight" value="0"/>

     

    No more holes

     

  7. According to materials.xml iron is stronger.

     

     

    <material id="Miron">
    	<property name="damage_category" value="metal"/>
    	<property name="surface_category" value="metal"/>
    	<property name="forge_category" value="iron"/>
    	<property name="Hardness" type="float" value="1"/>
    	<property name="stepsound" value="metal"/>
    	<property name="stability_glue" value="300"/>
    	<property name="Mass" type="int" value="20"/>
    	<property name="explosionresistance" value="1.5"/>
    	<property name="MaxDamage" value="8000"/>
    	<property name="Experience" value="2"/>
    </material>
    
    <material id="Msteel">
    	<property name="damage_category" value="metal"/>
    	<property name="surface_category" value="metal"/>
    	<property name="forge_category" value="iron"/>
    	<property name="Hardness" type="float" value="1"/>
    	<property name="stepsound" value="metal"/>
    	<property name="stability_glue" value="300"/>
    	<property name="Mass" type="int" value="20"/>
    	<property name="explosionresistance" value="1.5"/>
    	<property name="MaxDamage" value="7000"/>
    	<property name="Experience" value="6"/>
    </material>

     

  8. On 5/10/2022 at 5:00 AM, Canute said:

    - The lockpick system, i know it isn't from you, but maybe you can take a look.

    Even when a lock is "very easy" it is still very annoying. The range the lockpick work is allways very small.

    I think the "very easy" just reflect the skill requirement and don't change the difficult to open the lock.

    Skill and perk's just increase the durability but not the field the lockpick would work.

    You need to try any 1-2 milimeter at each side, so you don't miss the spot and ofcouse the lockpick loose durability each try.

    When you use the mouse to position the lockpick (i keep pressing LMB) you autoswing on a succesful hit. Maybe this could be surpressed to.

     

     

     

    Just make sure you have an empty jar in your hand, no more autoswing.

  9. I changed the code and now get the faucet when I destroy them, which now scraps into brass. You had it extending faucet02.

     

    <set xpath="/blocks/block[@name='faucetBrass02']">
    	<property name="Class" value="ULM_StorageTank,Mods"/>
    	<property class="Consumable">
    		<property name="AllowPlayerRefill" value="false"/>
    		<property name="Size" value="3"/>
    		<property name="RestockRange" value="0,3"/>
    		<property name="RestockItemType" value="RiverWater"/>
    	</property>
    	<property name="StabilitySupport" value="false"/>
    	<property name="Shape" value="ModelEntity"/>
    	<property name="Collide" value="melee,bullet,arrow,rocket"/>
    	<property name="FilterTags" value="fdecor,fother,ffurniture"/>
    	<property name="Material" value="Mbrass"/>
    	<property name="Model" value="Entities/Plumbing/faucet_brass02Prefab"/>
    	<property name="Weight" value="25"/>
    	<property name="EconomicValue" value="125"/>
    </set>
    
    <set xpath="/blocks/block[@name='faucetBrass04']">
    	<property name="Extends" value="faucetBrass02"/>
    	<property name="Material" value="Mbrass"/>
    	<property name="Model" value="Entities/Plumbing/faucet_brass04Prefab"/>
    	<property name="Weight" value="16"/>
    	<property name="EconomicValue" value="80"/>
    </set>

     

  10. 1 hour ago, meganoth said:

     

    I have no problems playing shooters or 7days myself, but watching other people play, especially from the side, can make me motion sick. I think this is more because you never know the direction of movement, whereas you know that when you play yourself.

     

     

    I suffered motion sickness for about 2 1/2 months. It was so bad that even scrolling a page would make me sick. Turned out it was caused by my vitamin C supplement, which was not non-gmo. I can take the non-gmo  supplement without problem.

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