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KingSlayerGM

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Posts posted by KingSlayerGM

  1. Translations
    Hello everyone, I have added a localization system to KG that allows it to be displayed in multiple languages. So far I have English and Italian and 2 people have volunteered to provide the Russian and Chinese translation. If any other volunteer would like to provide the translation to other languages, that would be awesome :)

    Here is the page with all the information on how to do it:

    https://github.com/GabrieleMaurina/KingGen-Langs

  2. @paulj_3 and @Tallman Brad thanks for bringing this to my attention. The problem is caused by KG, which is "placing" water even underground. The game just thinks it should not spawn trees on top of water.

    I am gonna fix this by checking the heightmap level and placing water only if the water level is higher than the terrain level. It's gonna be KG14 though.

    Thank you very much for noticing this :)

  3. 5 minutes ago, pApA^LeGBa said:

    I will try my best, i did some different maps after that, but i think i should be able to reproduce them. It still happened after my post with different settgins but not as frequently as before.

     

    Don't worry. I found what caused the crash. I will fix it in KG 14... In the meantime just generate untill you get a working world

  4. On 8/14/2021 at 4:34 PM, pApA^LeGBa said:

    Worked fine for a few generations, now i keep getting this every time i try. Using the same settings but different name and seed.

     

    Generating heightmap.
    Generating biomes.
    Generating cities.
    Generating water.
    Generating roads.
    Generating villages.
    Traceback (most recent call last):
      File "crash_log.py", line 19, in handle_crash_log
      File "gui_generation.py", line 27, in generate
      File "ntime.py", line 11, in ntime
      File "world.py", line 1301, in run
      File "world.py", line 272, in generate
      File "world.py", line 349, in gen_villages
      File "world.py", line 393, in gen_villages_forest
      File "hub_factory.py", line 79, in gen_hub
      File "city.py", line 46, in __init__
      File "city.py", line 53, in generate
      File "city.py", line 125, in gen_grid
    IndexError: too many indices for array: array is 1-dimensional, but 2 were indexed

    this looks like a bug, could you share the settings that you used?

  5. 8 hours ago, ArkMeekro said:

    I have some bug reports with 0.13.0 for Linux, but maybe I'm not using it right?

    1. The gen command doesn't work if I don't use --poi_mode

    root@kinggen:~# ./kinggen gen --seed uisdfs myworld 8
    KingGen v0.13.0 for 7 Days to Die A19.6
    Traceback (most recent call last):
      File "king_gen.py", line 43, in <module>
      File "king_gen.py", line 33, in main
      File "ntime.py", line 11, in ntime
      File "king_gen.py", line 24, in run
      File "arguments.py", line 207, in parse_args
      File "arguments.py", line 134, in gen_func
      File "world.py", line 35, in __init__
      File "world.py", line 106, in handle_kwargs
    KeyError: 'poi_mode'
    [34669] Failed to execute script king_gen

     

    2. Even if I use --poi_mode, it generates a map of the wrong size.

    root@kinggen:~# ./kinggen gen --poi_mode --seed uisdfs myworld 8
    KingGen v0.13.0 for 7 Days to Die A19.6
    Generating heightmap.
    Generating biomes.
    Generating cities.
    Generating water.
    Saving heightmap.
    Generating spawn points.
    Generating radiation.
    Generating map info.
    Generating ttw.
    Generating preview.
    World generated in /root/myworld
    Copy it into /root/.local/share/7DaysToDie/GeneratedWorlds
    Process completed in 4 seconds.

     

    But then I check the myworld/map_info.xml file and it shows that the map is 4096,4096.

    Sorry for the bug, I'll update a fix soon.

    The POIs mode is meant to be always 4K. It is a debug mode that allows prefabs builders to check their prefabs in a flat world.

  6. 1 minute ago, AmethystLainey said:

    I have yet to fully read thru the update but is there still a tag or setting to use to make sure of atleast 1 in the case of Traders and Certain POI?

     

    Yes there is. It has changed from "required" to "min". Now it is a number and it indicates the minimum number of times it has to be placed.

  7. 3 minutes ago, AmethystLainey said:

    If we update KG can we use it to Generate a Proper formatted List of POIS ? in the case of ones we add or for a mod?

     

    Yes, it is highly recommend to use KG list generation first and then, in case of necessity, change something by hand.

    37 minutes ago, pApA^LeGBa said:

    Is there any way to get every POI at least once on a map? On a normal map, not the one for testing purposes.

    Did you try to generate a map with KG 13? The new poi prioritization seems to use pretty much all pois. (Assuming reasonable settings and reasonable poi list)

     

    Some pois are excluded fr the prioritization: signs, lights, bridges..

     

    Also, with KG 13, you can see the generation stats. So you can know how many times each individual poi was placed

  8. 2 minutes ago, paulj_3 said:

    Good Morning KS.  Thanks for the latest update. I have an error on the first map created - for "Cities number" I chose "one", and it threw up an error:-
    Traceback (most recent call last):
      File "crash_log.py", line 19, in handle_crash_log
      File "gui_generation.py", line 27, in generate
      File "ntime.py", line 11, in ntime
      File "world.py", line 1298, in run
      File "world.py", line 266, in generate
      File "world.py", line 543, in init_cities
      File "world.py", line 641, in gen_cities
    TypeError: gen_random_town() got an unexpected keyword argument 'single'

    Line 17 in the poislist is "default_single_city,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialold/residentialnew/downtown/industrial/commercial,80/100/120,130/150/170,180/200/220,1,,"  so I'm assuming the "single_city" isn't liked by something. "single" doesn't occur anywhere else. This list was generated this morning, but worked fine in 12.2. Any ideas?

    pj

    Thank you for reporting :). It is a bug in KingGen. I will fix and send an update in the next few days. You can avoid using only one city in the meantime.

  9. Version 0.13.0 released!

    Old POIs lists are no longer compatible with this version. Read the guide for more information.

    Here is what's new:

    • POIs names are case insensitive to detect trader, oldwest and wasteland POIs
    • Added default hubs to POIs list. Users can now change the default generation of cities, towns and villages
    • Improved description inside POIs list
    • Improved error messages related to POIs list
    • POI prioritization: POIs that have never been placed are more likely to be placed next, POIs that have already been placed a lot, are less likely to be placed again
    • Changed POI's required and unique into min and max, which give more advanced control over the placement
    • Added min and max to hubs as well
    • Improved legend in preview
    • Added stats file to the world and to the preview. Stats contain how many times each hub and each POI have been placed
    • Added search bar to preview. You can now search individual POIs by name and see where they are located
    • Improved POIs mode. POIs are now in the center of the map and the spawn point is always at 0,0.
  10. 29 minutes ago, gpcstargate said:

    Good day KingSlayerGM

    I Have a Request .. can you add a smaller area under small when using the advance setting for biomes  .. even since version 10 .. now when using small ( the areas are larger than they used to be ) they are about the size of medium was now. I clean the folder after each use, so there is no carry over to the next map. I trashed 7 maps yesterday, because the deserts were larger than I wanted " don't know it is combined together somehow as smalls becoming bigger or what.

     

    This old guy would appreciate it, if at all possible.

     

    Thank You ... the Old Gamer .. 😌

    I will check if biome settings need balancing. But I promise nothing.

    You can always use the biomes map to manually create the biomes you want.

    btw @gpcstargate, try tinkering with the spacing option. It might be what you need

  11. 8 minutes ago, Shemasheko said:


    How do Kinggen realize that a poi is a trader ? dont tell me it dependps on the filename of a poi ?

    when i name my prefab "shema_spawnbase" i get it about 30 to 40 times on a map without the trader colour on the preview. 
    if i call it "trader_shema" its only 2 or 3 times on a map and its colourd as a trader should be.
    its still the same poi with the same *.xml! and traders inside of it. in the xml "TraderArea" value="True" is set !

    do you define it only on the filename ?

    in Nitrogen you could write it into the poislist if a poi is a trader or not. how is it with kinggen ?

     

    KG checks the name to determine if it is a trader

  12. 9 hours ago, AmethystLainey said:

    Finally Solved most of my problems and have the maps decent but when I do WOTW with the WOTW List I only get the special traders but didnt get any other specials  :( Did I do something wrong with my CITIES or is it just picking Vanilla stuff always

    preview.thumb.png.d64c315bf85d039d462e0db0fb6b5119.png

     

     

    I think this is a Decent Layout for cities and such but in my WOTW GEN like i said it doesnt have no special WOTW :( aside from the traders that is :(

    Can I see the WOTW list? Did you write it or did you get it somewhere?

  13. 1 hour ago, Shemasheko said:

    Hy guys,

    i think there must be a problem with the latest version of Kinggen. iam using kinggen 9 and 10 and it worked fine for me. 
    but the newest version 12 seems to have a problem with the "facetonorth" rotation of the prefabs.

    i have 2 selfmade prefabs. i used them with kinggen before and never had any problems with the rotation.

    but take a look what kinggen is doing now: (all of the following pictures are from the same world !)

    spacer.png
    This prefab is facing to the right position as it does with the old kinggen versions.

    spacer.png
    the next on was placed with the entrance to the wrong side :(




    spacer.png
    This one is facing to the road as it should be.


    spacer.png
    But the next one opens up into the grass.



    i did not change anything to the prefabs or their xml.
    i used the old prefablist for kinggen 12.0 but this is what i get now. half of the prefabs are facing in the wrong direction.
    and Kinggen did it with normal prefabs too !

    any ideas ?

    Hi,

    are you sure the rotation that you set in the prefab xml and in the poi list is correct?

    Have you noticed this problem only with your pois or with all the pois? If you see this happenning with all of them, then it is probably a bug with KG. 

  14. 1 hour ago, Skullfracture said:

    I updated the CP this morning.

     

    Edit:

    Just generated a vanilla poi map and no problem.

     

    I did change some of the zoning and disabled a number of PoI's in compopack I don't care for. What can cause that bug?

    The fact that vanilla works makes me think that it is either a problem with the poilist, or with the installed pois... perhaps you have modified the list in a way that causes some problems. May I see the list?

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