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zootal

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Posts posted by zootal

  1. On 8/6/2023 at 5:15 PM, Cratoor said:

    Thanks for all your hard work Mr stallionsden holding off playing 21 until pack drops absolutely makes the 7 days experience for me.

    Vanilla POI.s are ok but its nice to be challenged with some insanely huge and tough Compo Pack POI,s.

     

    Same here. Previous CompoPacks were awesome, I can't wait to see what you have done with this one. Beer and Pizza on me if you ever come to Phoenix :)

  2. I wondered what those were! I saw a lot of them yesterday. I corrected the path to the game directory, and now I don't see them. Haven't actually run the map, but so far looking good.

    I'm running Teragon in a Windows VM, as my main workstation is Linux. I can get Teragon to run under Linux via wine, but if I try to build anything bigger than 4096, it throws too many open files errors. And I have my files setting set to a ridiculously huge setting. Not sure what is causing that, so for now I run in under a Windows VM....

  3. 11 hours ago, Riamus said:

    This is caused by missing POI that are near roads.  Missing POI are caused by having a POI listed in your POI Property List that does not have an Add Source Path pointing to where the POI is located on your computer, or for vanilla POI it would be a bad Game Directory path.  Make sure you are telling Teragon where all your POI are located, especially if you are using any custom POI.  Most likely, since you're using their preset, they have not updated it to use the tags for paths and so it is looking for POI at a static location that is different from where you have yours.  You will need to go through all the Add Source Path commands and update them to point to your POI and also make sure your Game Directory is correct.

     

    TYVM for that. I'm only using CompoPack and the Teragon POIs. I think I'll generate a world without them and compare differences. That should at least tell me if it's CompoPack or Teragon's PIOs causing it. Note to self - check game directory while at it...

  4. Is this by design? I'm using CP All Plus Metro Plus Vanilla preset. These spiky formations are all over the place.

     

    Screen shot of spiky formations.

    spiky.png

  5. I've been playing with Teragon for a bit, and almost have a world I'm happy with. I'm using the "Create Noise Biome map" for biomes. Is there a way to control the relative distributions of biomes, like you can with "Create Environmental Biome Map"? I like the output, but want to scale back wasteland and increase forest distribution, for example.

  6. Apologies, it was Teragon I was referring to. And yes, why isn't it being discussed? An A20 RWG generator would be *huge*. With the fall of Nitrogen and Kinggen, we haven't had any options but to use the build in world gen, which I find to be rather lame. They author says it's A20 compatible and has been released. I have it, but haven't had a chance to try it yet. I'll give it a shot later today and post my results.

  7. Got it. Concrete shapes. I didn't see that. Tyvm!

     

    I dug a 5x5 ditch around my house. Line with concrete blocks and spikes. Takes time but I enjoy doing so. I'm guessing about 2500 blocks. I have a few other players doing the same thing. I know, we are weird, but it's what we like doing :)

  8. 1) Create chipboard block

    2) Upgrade to wood block

    3) Upgrade to brick block

    4) Upgrade to concrete block

     

    We used to be able to make concrete blocks in the mixer. Is this the new block hierarchy and really what you have to go through to get a concrete block?

    (one of the) reasons I ask is I'm building a structure with a couple thousand blocks, and have to manually upgrade each of them to concrete is not something I want to have to do...

  9. Is there any way to adjust biome size and distribution with RWG? It seems that there is not a lot of variation with different seeds, you get a half dozen large biomes and that is it. Rwgmixer.xml no longer has biome distribution adjustment like older versions did. I'm looking for a way to control what percentage of the map is this or that biome, and maybe the sizes of said biomes.

  10. Here is some information on how this works. The settings in serverconfig.xml tell the server where to look to find the world, and you *MUST* have  the directory structure to match. I've done it this way for years, and A20 has NOT changed how this works.

     

    In serverconfig.xml you find two critical settings, GameWorld and GameName. Normally, GameWorld is set to RWG, but you can actually use whatever you want if the world already exists. If you use RWG, the server will generate a random world name, such as Seciwe County, etc., and then generate the world if it doesn't already exist. This name, Seciwe County, West Yapai County, Piveka Valley, etc., is based on the seed and you have no control over this. You can just use this, or if you want more control over your world directories, you don't have to use RWG but can use anything you want.

     

    Please not that the comments below assume the world has already been generated, and you know where to find both the world and the template files - and you know what I mean by "world" and "template" files, as they are two different sets of files in two different directories.

     

    Let's assume you have this in serverconfig.xml:

     

    <property name="GameWorld"    value="RWG"/>

    <property name="GameName"     value="BorkLand"/>

     

    If you do this, the template name and first level world name will be automatically generated by the server based on your seed and you have no control over this. So let's assume your seed causes the server to generate the world name "West Yapai County". Your directory structure will look like this:

     

    saved_worlds/West Yapai County/BorkLand/

    saved_worlds/GeneratedWorlds/West Yapai County/

     

    If we don't like letting the server name our worlds, lets not use RWG for GameWorld, and instead use the following:

     

    <property name="GameWorld"    value="GameWorld"/>

    <property name="GameName"     value="GameName"/>

     

    (I set GameWorld to "GameWorld", likewise GameName, just to illustrate how this works, you can put anything you want there)

     

    The world goes here:

     

    saved_worlds/GameWorld/GameName/

     

    And the template goes here

     

    saved_worlds/GeneratedWorlds/GameWorld/

     

    I frequently set both GameWorld and GameName to the same values:

     

    <property name="GameWorld"    value="My7dWorld"/>

    <property name="GameName"     value="My7dWorld"/>

     

    In which case you need this directory structure:

     

    saved_worlds/My7dWorld/My7dWorld/ (actual world files)

    saved_worlds/GeneratedWorlds/My7dWorld/ (template files)

     

    Do you see how the directory structure works? GameWorld is the first level directory name, and GameName is the second level for where the world files exist. GameWorld is used for the template files under GeneratedWorlds.

     

    I've done it like this for years, and my testing with A20 indicates that nothing has changed in this respect. It's a simple concept once you wrap your brain around how this works, but the server has zero tolerance for you not getting it exactly right.

     

    WARNING: If you don't have the world already created, and you put anything other than RWG (or NAVEZGANE) in GameWorld, the server will expect the directories to be there, and will throw an error. It will NOT generate the world. To generate the world on the server, you have to put RWG into GameWorld. Once the world is generated, you can then change this and move the world to whatever directory you want. Or just leave it there. Your choice.

     

  11. I often play on a 4k world if it's just me and maybe one or two others. Though usually I go for large worlds on my main server. We do it just for fun and because we can :). With A19 I vaguely recall playing with 2K and 1K worlds, but they did not generate well and were mostly not playable. 4K seemed to be the minimum for a decent playable world.

  12. Linux Slackware 14.2+ 5.14.0 kernel.

    32GB Ram

    nVidia 2060

    400GB free SDD space.

     

    I have observed that when using the client to generate a 10K world, the 7D2D client will use up all available memory, max out the swap file, and crash. I can generate a 6K and 8K world OK, but 10K never succeeds. And I've got 32GB ram! I can't imagine what it must be like for those with less memory.

     

    Has anyone successfully generated a 10K world using the client? FWIW, I can do this with the dedicated server, just not the client.

  13. Apologies if this has been brought before - but I notice that for both client and server, the minimal world size is now 6K.

     

    If I try to generate a 4K world on the server, it throws an error and crashes. If I edit the menu xml file to allow the client to generate 4K worlds, it throws console errors and crashes. In neither case can I generate a 4k world. 6K and 8K works.

     

    So the question - why can we no longer generate 4K worlds, and has anyone successfully done this?

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