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KingSlayerGM

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Everything posted by KingSlayerGM

  1. Sometimes a screenshot or an error message is enough to let me understand the problem. But other times I have to reproduce the error on my computer so that I can investigate further. To do so I need the configuration that the user used on his machine. A minimum example is the simplest configuration that would trigger the bug. For example if you used a custom heightmap and a custom biomes map, but they have nothing to do with the bug itself, than they should be removed from the minimum example. If on the other hand the bug only appears when using custom heightmap and custom biomes map, then they would be required in the minimum example.
  2. Thanks for reporting this problem. Could you give me a minimum example that will trigger this bug? I can't use this one because I don't have the biomes map and the heightmap that you used.
  3. Version 0.10.0 released! Here is what's new: Fixed bug with water map Added custom radiation map import Added custom splat file import Added option for water level Added option for cities elevation Added option for snow elevation
  4. Hi, I recommend checking out KingGen. There are advanced customization options that will allow you to create almost exactly the map you want! Unfortunately the minimum size is 4K (I don't even know if the game supports anything smaller than that).
  5. Thanks for the tutorial, well done! I have also posted it in the CP discord Btw I think there is a bug with the water map.. I will fix it this weekend.
  6. The water map is just a way to generate water in the world. HOWEVER you have to supply a compatible heightmap. One that hase "holes" where you want lakes or rivers. Otherwise the water will be generated inside the terrain. Grid sizes are exactly what they sound like. They are the size of the city grid. Smaller grid sizes will result in more packed cities and larger grid sizes will result in more open cities. The number of pois in a block will almost always remain the same. Also larger sizes allow for larger pois to be placed inside cities. The Compo Pack for example contains a lot of very large pois and the people working on it specifically asked me for this option in the settings of KingGen. If I may suggest, a cool idea for a video would be "how to install and use the Compo Pack together with KingGen". A lot of people have been asking me that. You can find the Compo Pack here.
  7. No problem As long as it works, people will be happy. However, just to clarify things: the biomes map should be a 3-channels (rgb) 24-bit png image. So that means there are only 8 bits per channel. I guess Gimp is letting you choose the bits per channel, not the overall number of bits.
  8. I am watching the second video now, great job again! Just a couple of minor things to keep in mind for next time. When you save a biomes map in gimp, I believe you can choose 8 bits instead of 16, but I honestly have never tried with gimp. Also, this is just a personal preference, you don't need to keep clicking the button to open and close the settings, you can just press tab to switch view, also you can press enter to start the generation
  9. Just watched the fist one, loved it! Great job! If it's ok with you, I will feature it on the first page. I think people are gonna like it
  10. Hi, please share the urls here! People will find it helpful. Also if I like them, I can also put them on the first page
  11. You can find the KingGen generator here: It it the fastest generator and it allows for great customization
  12. For custom radiation you can generate the world first, then open the radiation.png file and modify it with paint/Photoshop/gimp
  13. Yes it's on the first page of this thread. There is a long guide on how to use KingGen. https://community.7daystodie.com/topic/23988-kinggen-a-random-world-generator-for-7-days-to-die/?do=findComment&comment=424160
  14. Yes KingGen will randomize the zoning for areas that you haven't covered with your zoning map. But I would not recommend that.
  15. I haven't noticed that, can you please share a screenshot?
  16. Yeah I could smooth the terrain around the edges of cities towns.... I am a bit worried about adding computing time to the generation, thus making the overall generation longer. I will have to experiment, but it's not going to happen soon. Also those edges are not really a problem when you are playing Hi, thanks for reporting that. It is a bug and I have just verified it. A fix will be in the next release of KingGen
  17. At the moment no, I'm sorry, because snow appears on mountains and cities in valleys. So they never touch.
  18. Try making the bridge of land wider. If it still doesn't work, try moving the two coast lines closer to each other Thank you for reporting it. This is a bug and I have just verified it. I'll fix it. Regarding water maps, you can read the guide on the first page. There is some information there. Regarding traders in the wilderness, they are not connected by design.
  19. Version 0.9.0 released! Here is what's new: Fixed spawns in water Fixed crevasse near villages Fixed import of images in palette mode Added spawn points to preview Added dialog for output folder Added button to open generated worlds folder Added option for border biome Added option for traders in the wilderness Added option for heightmap smoothing Added option to control grid size of cities, towns and villages individually Added option to control number of cities, towns and villages individually Improved water edges Added custom water map import Added forced generation of cities if imported cities map is empty. This is usefull if you want to use the cities map only to restrict some areas from the generation, but you still want KingGen to generate the cities.
  20. Towns are smaller versions of cities. They have slightly different pois and they can contain traders. Villages are smaller than towns and have dirt roads. Villages cannot have traders. The pois used are a bit different than the ones for towns and cities. "Old Residential, "New Residential", and "Downtown" are called "zones". Different zones have different pois, but a poi can be in multiple zones. As for the content: residential zones contain mostly houses, downtown can contain skyscrapers and other stuff.
  21. It is necessary. When you use a cities map, the other settings about cities are overwritten. Actually, you are correct. The other settings about cities are overwritten, however in the case of a forced generation (the city map is empy), then the old setting are used. I did not think of that.
  22. @Jugom The feautre you requested is officialli in KingGen 9. It will be released tomorrow.
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