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KingSlayerGM

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Posts posted by KingSlayerGM

  1. 11 minutes ago, Snackiz said:

    0.11.1 is broken on linux. I have downloaded 0.9.1 earlier, which works fine. Is it possible to download a 0.10 binary for linux?

     

    ~/tmp/kinggen$ ./KingGen-0.11.1
    X Error of failed request:  BadIDChoice (invalid resource ID chosen for this connection)
      Major opcode of failed request:  55 (X_CreateGC)
      Resource id in failed request:  0x4a0009b
      Serial number of failed request:  1037
      Current serial number in output stream:  1039

     

    ~/tmp/kinggen$ rm KingGenConfig.txt

     

    ~/tmp/kinggen$ ./KingGen-0.11.1
    X Error of failed request:  BadIDChoice (invalid resource ID chosen for this connection)
      Major opcode of failed request:  55 (X_CreateGC)
      Resource id in failed request:  0x4a0009b
      Serial number of failed request:  1050
      Current serial number in output stream:  1052

     

    ~/tmp/kinggen$

    There is no v10 official download. Someone in the community might have a copy.

    This bug is really frustrating because on my Fedora32 machine it works well and I have no idea what is causing the error for others.

    Anybody from the community that has this linux error and wants to help me fix it, please contact me.

  2. Hi,

    the prefab "church_01" has a spelling error in its xml. One of its zones is "resdentialold" instead of "residentialold". It is the only poi in the whole game to have this error. Please report it to the devs and fix it.

    I think this might affect the generation.

  3. 4 minutes ago, Bailan1111 said:

    Exception in Tkinter callback
    Traceback (most recent call last):
      File "tkinter\__init__.py", line 1892, in __call__
      File "gui.py", line 1250, in generate_world
      File "settings.py", line 26, in dump_settings
    PermissionError: [Errno 13] Permission denied: '.\\KingGenConfig.txt'
    Exception in Tkinter callback
    Traceback (most recent call last):
      File "tkinter\__init__.py", line 1892, in __call

     

    This error?

    PermissionError: [Errno 13] Permission denied: '.\\KingGenConfig.txt'

    KingGen does not have permission to write in the folder where it is located. Run it as administrator, or move it to a different folder

    On 7/28/2021 at 6:19 PM, Boidster said:

     

    More or less, yes. I have the outlines of the real rivers in the area, and of course many of them originate in the mountains and run down the valleys. I expect there will be a stair-step effect in the water, but I'll evaluate how bad that is after I get the basic idea working.

     

    The problem with the canyons isn't so much the sharp edge at the top, it's that water is at, say, level 40 and the terrain in the mountains is at level 100. So this "mountain stream" sits in a canyon that is 60m deep. A single map-wide water level just won't work. The stair-stepping mentioned above might mean that water map-based mountain rivers flowing down into the valley might also not work, but I'm hoping I can at least get the concept working.

     

    If not I'll just stick to the rivers flowing through the valley/plains and limit myself to mountain lakes with no outflow.

     

    Edit to add: an example from the heightmap with my original idea (very dark waterways; all the same color). This "worked" in that when I set an appropriate water level in KG (not using a separate water map, just the heightmap below), I'd get water in all the waterways. And the ones in the plain (NW part of the image) were pretty decent since it's mostly flat there. Up in the mountains SE, the rivers were 20-50m deep chasms.

     

    image.png.252a8145777d6fb75eae11e1194029b0.png

     

    And this is a separate water map created using the exact RGB of the underlying heightmap. This was attempt 2 which resulted in water on the surface (but in all the right places). My current idea is to darken this somewhat and use it in the height map (like the above picture) to create channels and lakebeds several meters deeper than the original terrain. Then use it also as a water map (possibly very slightly darker, to nudge the water surface down 1 or 2m).

     

    image.png.48492e355ec6435f384a02b1f24cf153.png

     

    Edit to add 2: well the idea seems to have worked, though I can't go in game at the moment to see it up close. Just looking at the preview, though, it looks like the river winding into the mountains SE is remaining in its channel and a little bit below the lip. As long as the water isn't too stair-steppy this might work out really well.

     

    image.png.cd53083a2f12d490af70f107a72f24f3.png

    Im not sure about this, I think it will end up looking like a staircase

  4. I improved the poi selection in cities. Now it is impossible for the same poi to be placed more than once in the same city. However, this comes at a cost. If KG cannot find a poi that satisfies the required zone, it will start looking for pois of other zones.... if KG still cannot find a suitable one, it will start looking for pois in other townships (towns, villages...). This needs to be done otherwise large lots would remain empty. I think this is an improvement, but I'll listen to the community feedback .

  5. 1 minute ago, LCsTarBuZz said:

    I made some prefabs and made a prefablist with vanilla + my own prefabs.
    When I generate the world, my own prefabs are not on the map. Everything else is there. only my prefabs are missing.
    Do I have to do something special to my prefabs?

    DId you actually install your prefabs into the game?

  6. 1 minute ago, Roy02 said:

    any idea why the cities are all raised or lowered creating  those odd earth walls?  I even tried a flat map and the cities are raised or lowered no matter what I try.  I tried removing the city height info but it still janky.   Is there any way to just force the cities to follow the earth contour?

    cities should generate at the average elevation of the terrain below. Can you post a screeshot so I can see if it is a bug?

  7. 2 hours ago, Survager said:

    @KingSlayerGM

    Hello.
    Now the generator does not generate roads to lonely locations in the wild.

    Are you planning to add this?

    I could fairly easily add those roads. However I'm worried the world would be too cluttered by roads. Also a few people said they like to find isolated pois. Perhaps this could be a topic of discussion here to see what the community prefers.

  8. 17 minutes ago, GlassDeviant said:

    Just to be sure, can it be any integer or only an even integer? i.e.: 4, 6, 8, 10, 12, 14 or 16 in the latter case but 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 or 16 in the former. 

    😛

    The generation works with odd sizes too. I'm not sure the game handles a odd sized world though. Do it at your own risk

  9. 43 minutes ago, DEAk0n said:

     

    Ok! Yes. That works as expected. Uhh, that also implies KingGen was trying to create a... 4096000 x 4096000 map. Wow... No wonder it wanted 64TiB of memory! Still, the GUI option is throwing the same error... I think I remember that's a known issue though...

    Yes, that is a knows issue. I cannot reproduce it on my linux machine. So I don't know how to fix it just yet

  10. 5 hours ago, Father said:

    i need to add this to vanilla prefablist 

    how can i because i tried custom list came up with errors 

    Hi,

    here are the steps to do it:

    • open KG
    • go to advanced settings tab
    • click on generate a new poi list
    • point KG to the vanilla prefabs folder of the game
    • select where to save the poi list file that will be created
    • open the newly generated file
    • paste your new lines
    • save the file
    • next time you run KG, select your custom list
    • make sure that before you play the generated world, you actually put your custom pois in the game prefabs folder

    Cheers

  11. 2 hours ago, DEAk0n said:

    Hi there, sorry to have to post a bug report...

    Version: KingGen v0.11.1 for 7 Days to Die A19.5
    Platform: Linux 5.12.14 (Arch Linux x64)
    Command(s) Tested (all run from the folder where the program downlaoded): ./KingGen <no args>, and ./KingGen gen KingGenTestMap 4096
    Result(s) - ./KingGen <no args>:

    X Error of failed request:  BadIDChoice (invalid resource ID chosen for this connection)
    Major opcode of failed request:  1 (X_CreateWindow)
    Resource id in failed request:  0x9800094
    Serial number of failed request:  894
    Current serial number in output stream:  896

    - ./KingGen gen KingGenTestMap 4096:

    KingGen v0.11.1 for 7 Days to Die A19.5
    Generating heightmap.
    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 206, in parse_args
    File "arguments.py", line 133, in gen_func
    File "world.py", line 228, in generate
    File "world.py", line 912, in init_heightmap
    File "world.py", line 1006, in gen_heightmap
    File "world.py", line 1121, in noise
    File "pyfastnoisesimd/helpers.py", line 777, in genAsGrid
    File "pyfastnoisesimd/helpers.py", line 33, in empty_aligned
    numpy.core._exceptions.MemoryError: Unable to allocate 64.0 TiB for an array with shape (70368744177696,) and data type int8
    [298398] Failed to execute script king_gen

    All that generates is the output folder, and one file: KingGenConfig.txt...

      _  ___              _____
     | |/ (_)            / ____|
     | ' / _ _ __   __ _| |  __  ___ _ __
     |  < | | '_ \ / _` | | |_ |/ _ \ '_ \
     | . \| | | | | (_| | |__| |  __/ | | |
     |_|\_\_|_| |_|\__, |\_____|\___|_| |_|
                    __/ |
                   |___/
    v0.11.1 - A19.5
    7 Days to Die Random World Generator
    Find out more at https://community.7daystodie.com/topic/23988-kinggen-a-random-world-generator-for-7-days-to-die/
    
    SETTINGS:
    border_size=medium
    border_type=water
    burnt_size=medium
    cities_grid_size=medium
    cities_level=60
    cities_number=medium
    cities_size=medium
    default_biome=pine forest
    desert_size=medium
    heightmap_smoothing=none
    mountains_size=medium
    name=KingGenTestMap
    output_folder=
    png_heightmap=no
    pois_list=vanilla
    pois_number=medium
    seed=EgeLBqrsTZ
    size=4096
    skip_preview=false
    snow_level=false
    snow_size=medium
    spacing=medium
    spawn_points=medium
    terrain_roughness=medium
    towns_grid_size=medium
    towns_number=medium
    towns_size=medium
    traders_location=cities
    traders_number=medium
    villages_grid_size=medium
    villages_number=medium
    villages_size=medium
    waste_size=medium
    water_level=43
    water_size=medium

    Without any other output, I'm at a loss as to what could be the issue. Any, and all help will be appreciated.

    When you use the CLI the size should be an integer between 4 an 16. Try that

  12. 20 minutes ago, Arapho said:

     Yes, in the Wasteland only maps, there are traders even though the starter quest says No Trader but going to the nearest trader does not complete the quest.

    So this is an issue of the game. KingGen just generates world files, but if the game is not happy with traders in the wasteland, then KingGen can't do anything about it.

  13. 3 minutes ago, Arapho said:

    Hey running into some trouble generating a Wasteland only map that  doesn't but out the Travel to Trader starter quest line.  I've made about 5 wasteland only mpas which all bug out the starter quest as it will list "no trader" when at the travel to trader stage.  My guess this bugs out some game rule where that quest cannot send you to a trader in the wasteland.  This also bugs out the animal tracker skill every time (which I want to use).  I then tried to make the map mainly Wasteland by setting Wasteland biome to large everything else to none which generated a few maps that worked with regards to the starter ques and animal tracker skill but were like 10% Wasteland and 90% pine forest.

     

    Just wondering if anyone has some thoughts or settings to get like a 90% Wasteland map or get the trader quest to work in 100% Wasteland? Thanks

    Does the generated world actually contain traders?

     

    You can see in the preview. It's the light blue buildings

  14. 10 hours ago, GlassDeviant said:

    A couple of minor points from a first time user:

    1) KingGen always opens maximized, at least for me. Not a big deal, but a minor annoyance especially for large screen users.

    2) KingGen does not observe "dark mode" settings. For a user who is using dark mode, a brilliant, white window suddenly filling the entire screen is bordering on painful to sensitive, old eyes.

     

    That's all for now, besides thanks for picking up the ball that was dropped with NitroGen.

     

    Im experimenting with dark mode

    ajRd3KO.png

  15. 7 minutes ago, Roy02 said:

    Hi, I noticed since the latest version of kinggen, that the heights of the POI's seem to be varied. IE some are 1 block out of the ground with a small lip, others are floating entirely off the ground(this is the bad part)  when a player activates the poi and zombies spawn the entire POI often collapses.  We tried an experiment on a quest and regenerated the POI and the same result the POI collapsed again.  The maps were all created with a custom heightmap, citymap, and biome image.  I played with city height to see if that made a difference(nope).   I used Darkness falls POI list Kaine provided for Kingen generator.   Any idea how to fix this?

     

    settings

      _  ___              _____
     | |/ (_)            / ____|
     | ' / _ _ __   __ _| |  __  ___ _ __
     |  < | | '_ \ / _` | | |_ |/ _ \ '_ \
     | . \| | | | | (_| | |__| |  __/ | | |
     |_|\_\_|_| |_|\__, |\_____|\___|_| |_|
                    __/ |
                   |___/
    v0.11.1 - A19.5
    7 Days to Die Random World Generator
    Find out more at https://community.7daystodie.com/topic/23988-kinggen-a-random-world-generator-for-7-days-to-die/

    SETTINGS:
    biomes_map=C:/Users/Hallr/Desktop/Kinggen/yorCbiome8192.png
    border_size=medium
    border_type=water
    burnt_size=medium
    cities_grid_size=medium
    cities_level=60
    cities_map=C:/Users/Hallr/Desktop/Kinggen/yorCcity8192.png
    cities_number=medium
    cities_size=medium
    default_biome=pine forest
    default_biome_tools=pine forest
    desert_size=medium
    heightmap=C:/Users/Hallr/Desktop/Kinggen/yorCheight8192.png
    heightmap_smoothing=large
    mountains_size=medium
    multiple_generations=1
    name=KingGenWorld
    pois_list=C:/Users/Hallr/Desktop/Kinggen/PreFDFYor
    pois_number=medium
    size=8
    skip_preview=false
    snow_level=
    snow_size=medium
    spacing=medium
    spawn_points=medium
    terrain_roughness=medium
    towns_grid_size=medium
    towns_number=medium
    towns_size=medium
    traders_location=cities
    traders_number=increased
    villages_grid_size=medium
    villages_number=medium
    villages_size=medium
    waste_size=medium
    water_level=43
    water_size=medium

    The issue you describe seems to be caused by a mismatch between the poilist and the installed pois. This happens when people update one but not the other. Try with a fresh installation of DF and with a new poi list.

  16. 3 minutes ago, GlassDeviant said:

     

    Perhaps a checkbox toggle then? I keep making maps and I want to compare the new to the old. Or I can just change the name, but then I have multiple folder name roots for the same seed instead of keeping them to a single root name for the same seed.

     

    The root name has to change in any case, since you cannot have 2 folders with the same name. Also, is there a specific reason why you are using the seed? If you leave it empty KG will use a random one each time.

  17. 15 minutes ago, GlassDeviant said:

    Found another little issue:

     

    First I made a 6k map, named it Jennytania (because the seed is 8675309). KingGen put a folder in its own folder, named Jennytania. WAE (working as expected).

    Next I made two 6k maps, using the same name. KG made Jennytania1 and Jennytania2. More or less WAE.

    Then I made two 12k maps, using the same name. KG replaced Jennytania1 and Jennytania2. Unexpected.

     

    I had thought that KG was checking, finding the original Jennytania, and because of that making 1 and 2, but now I am thinking it's just seeing the multiple map setting and appending the numbers to keep the new maps separate as it is making them, but not even realizing that it's overwriting existing files.

     

    Would be nice for it to see those previous maps and continue the sequence, so that in the third case it would have made Jennytania3 and Jennytania4. Just a thought for consideration. :)

    This is intended behavior. I keep making new maps and I want to overwrite the old ones. I don't want several folders laying around.

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