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Posts posted by ecv


    create an 8k Map in nitrogen select generate new in height map options..from that map folder copy the radiation.png and keep it for all your 8k maps that you

    generate using import_HM ..put the radiation.png in to any 8k map folder that you copy over in to the game folders, in Nitrogen the first 6 options under terrain

    have no effect when importing a height map..when the game loads up the map the radiation +biomes will be included..dont forget to adjust the radiation.png depending on map size..


    That seemed to have worked just fine. Thanks for your reply.


    update: fixed it by manually adding waterspawners!


    I'm left with a curiosity though.

    no matter what I do, there's always a few glitches in the map with trees growing in the ocean and then a path to them walled with water. Looks like Moses training Parcour

    terrain in the heightmap shows nothing in those areas. Any idea how to get rid of those? Or how they happen in the first place?



  2. It's probably nothing, but could we get an update to get rid of the warning about a wrong world header (a18 b139) in the logs?


    I'm having trouble generating with a custom heightmap. Nitrogen finishes and creates the files, the server loads them up fine, but there's always


    2020-04-15T15:30:50 433.722 ERR Exception in thread GenerateChunks:

    NullReferenceException: Object reference not set to an instance of an object


    and the map is unplayable after creating a world from it, the player becomes stuck. I also can't get any radiation zones to work, the whole map border is always a unrendered map. I never had a problem when generating maps last year, and nitrogen without a heightmap works fine. I am at a loss here.



    it somehow seems to be related to the biomes file. if i don't provide one,m everything is fine. If i use my own one, passed through the biomefixer without errors, it goes bonkers.

  3. My point exactly. I might be misreading your answer, but if I'm not, you rather seriously misread mine. A several-blocks-thick wall of weaker material isn't close to as good as the same hp worth of concrete, for at least the reasons I gave, and I *like* that. It's why I think industrial-scale concrete production should require power. I think there should be at least a month or two where there's a good answer for "why not use concrete?", namely "dude, I can spend the entire day mixing up the concrete to build one wall or I can have the whole thing built out of stone or iron this morning.".


    My notion is, make handcrafting possible but slow (a sorta-realistic result might be 5s to make one, 50s for ten is about 20 minutes of game time, for a yard of concrete that's sort of in the reasonable ballpark for a magic wheelbarrow you keep in your pocket) and making the mixer require power and run at its current speed. So somebody handcrafting nothing but mix full time could handcraft the mix for 72 concrete blocks per game day, maybe that's a bit much, but they'd have to dig the sand too since they don't have the mixer to make it. Whatever.


    Make the concrete mixer use stamina when in them and not have it working at all when unattended, and give them the option to use power for unattended use perhaps? I always wondered why the mixer could work without any power.


    Same with the workstation. It should allow for superior speed, but not work unattended at all. Or perhaps do it by radius, so they work while the player is near them. It's a bit strange that the workstation can craft 1500 arrowheads while I'm out looting :)


    Same with the campfire, you might have a big pot of stew in one go without being present, bacon and eggs on the other hand could require the player to be present.


    The Chem station is about the only one I wouldn't change, as it's designed to work independently, good enough for a game anyhow ;)


    Just my thoughts on the crafting system. A way to have mass produced stuff, and stuff that requires the player to pay full attention or at least to be near. Make it configurable, so players could just set that radius to max and retain the current functionality.


    Might require balancing the food items and others, as stuff like bacon and eggs will become more valuable, as more actual player-time investment is needed.

  4. Oh thank god!!!!! Flying enemy drones just.....ewww


    I could get into them guarding military bases and perhaps the top third section of skyscrapers for example


    Or maybe having a new, endgame military research complex with local-bound advanced stuff. You might get schematics for player endgame gear in those.


    Like a high level dungeon that pretty much kills low level players instantly when entering them too soon?

  5. ???

    Not everyone thinks the absurd is fun.


    what is this unhealthy craving for drugs?


    Wait. Are you telling me that you do not have a constant craving for drugs? Lucky you :')


    Btw, what's more absurd than a nuclear zombie apocalypse? Chances for that happening are probably lower than chances for pharmaceutical wonderdrugs.

  6. I can't see the merit in "exploring" any cave, unless there is proper incentive. Like some caves might have some special sunken poi at the end, but not all. But even then, if it's not man-made, why explore it? There will be nothing but nature in them, nothing of interest :')


    I'd like them in the game just for the sake of it. For hiding during early game, or along the way loot stashes. Building small huts just isn't the same.


    I can't imagine exploring a procedural natural cave. Who cares (apart from a naturalist?) if it goes left or right or up or down, it's a cave.

  7. Any work done on drones, especially indoor environments, should help vulture pathing and that can't be a bad thing. :-)


    Yeah, I haven't read the whole thread when I posted, so I didn't forget that I wanted to :)

    Drones sound reasonable, would be a great mod for jeeps and perhaps an anti vulture weapon.

    ## end of reply


    I don't see the problem with recognition. The blocks of your base recognize your friends inside your lcb. If a woodframe can do that, anything can in this game :')

    I'd just take it as a QoL feature, you could refrain from making friends and set the turret to shoot everything.

  8. Evidence of that is seen in Minecraft. After all these many, many years, the pets must teleport often to catch up with the player. Nobody cares in MC because the level of realism in that game is much less than in this one. Teleportation in general is a thing in that game and doesn't need to be explained. It would be hard to explain in this game.


    The trader teleports you to a random place around his shop if you don't get out before it's closing time. So there already is teleporting in the game for reasons of simplified management.


    Proper way would be the trader asking you to leave and then shoot you if you don't, carrying your half dead ass to the wall and throw you over the side.


    Can't see the harm in teleporting pets. Every game does it. Hell, most games let you switch pets, having several to choose from.


    I'd prefer teleporting over any kind of hover.


    A gamer can accept that the porting is done for "reasons". The hovering on the other hand will always be out of place. Imo

  9. Is it possible to disable the logging message sent to the Chat when I have activated bc-prefix? Also, is it possible to change those chat colors coming from bcm as they are currently red and hard to read.

    I'd love to disable the "Your Message was blocked" message in all red as well. We are using a bot with a password system, and mute all new players on arrival.


    So when they enter their password, they get the "blocked message" reply, which suggests something went wrong with the password and then the confirmation pops up and then confusion is BIG ^^


    Configurable responses and colors would be fantastic!

  10. Do you know what "bc-lp /full" "lkp" and "llp" could be referring to in the live map log file?



    not a 100% sure, but it seems like a complete list of all online players with all datafields, a list of all known players and a list of all land protection blocks, in that order ^^

  11. I've been trying to figure out the block command for ages now myself, I'd like to know as well :) Could anyone post some examples on how to use it?


    don't even understand the example given ^^ Any of the examples really. The /options are so confusing to me. I don't think i've been able to use any of the more advanced features of this mod. How does loc work for example.


    If anyone has some time to give some examples for standard workflow, i'd be very grateful ^^

  12. I havent enjoyed a17 and pretty much havent played the game since January. Hopefully a18 brings a more enjoyable experience and motivates me to add more features to bcm (and fix the issues). I'm mostly looking forward to when the game is finished as it is tiring having things changed constantly and needed to fix stuff that was working previously.


    you might want to try a17.4. a lot of the bad stuff has been fixed there and the game is quite fun again

  13. My SaveGameFolder points directly to the generated world, not just the save-game root. perhaps it's that?


    while my generated map is called map_test


    Mine looks like this for example:


    name="GameWorld" value="map_test"

    name="WorldGenSeed" value="map_test"

    name="WorldGenSize" value="122888"

    name="GameName" value="map_test"


    name="SaveGameFolder" value="/opt/sdtd/instances/map_test"


    with my world stored in the servers "Worlds" directory. working perfectly. got a testserver and my community server up for weeks now.

  14. Hmm, would it be possible to have the custom files in another directory? Like the target one for example. It feels weird to change the file in the main resources directory and having to overwrite it each time i try a new world. It#s harder to organize too.


    Could we have the option to place them in the target directory already? or specify the path in the UI?

  15. Slightly different for me, i'm using alloc's scripts to install my server


    I upload the NITROgenerated worlds folder to the /engine/Data/Worlds/ folder of the server


    I then adjust the serverconfig file for the instance as follows:


    GameWorld = the name of the folder you have just uploaded

    WorldGenSize = the world size you chose when generating the map with NitroGen


    I save the file and start the server and look for errors in the log file ^^


    btw, if you get your players to save that same folder to their local install, they don't have to download the map when joining the dedi. You could put it on a dropbox or something for your players to pre-load, that will cut down log in time immensely on first login ^^

  16. I'd love for the road generation being cancelled when something is isolated, allowing for islands, dividing rivers, stuff you'll find in the world :)


    that upside down thing is very confusing ^^ I'll give it another shot :)


    yep, upside down.


    now i only have to worry about if editing the roads out of the generated heightmap or completely placing them myself is more effort ^^

  17. i'm still having massive troubles with the roads :( Perhaps what I want isn't possible at all, i don't know. I've made this testmap with that river I so love. Made my mask. I've uploaded the resulting preview. specially the center is troublesome to me. I really need to get rid of any roads going through masked zones :) And there's a whole city sitting on my river as well :)




    I'd really hate to paint all roads by hand :) :)


    Oh wow, the upload quality is abysmal. river goes from NE to SW, snaking it's way down.

  18. well .. i thought more about the 100% white represented as (255,255,255) which then 65% of would be (166,166,166).


    But then again i don't know how Damocles uses it, that's why i asked.


    It's not percent. It's 256 shades of gray.

    0, 0, 0 = black (lowest level, 0m)

    x1, x1, x1 = any shade of gray in between (1m-254m)

    255, 255, 255 = white (highest level 255m)

  19. I can add them at one point. They need a bit more complex logic, as the bridge POIs are not very long , and only go East-West or North-South, the generator would have to prepare a land-bridge at its end for wider rivers/lakes.


    Could the road generation then perhaps honor the mask and simply stop the roads and terrain altering there? I can insert the bridges on my own. I don't even mind the road, the filled river is the biggest issue as that takes like an hour to edit out in the game ^^


    Landbridges are not really an option as i'd like a river going through the entire map, starting on a mountain on one edge.


    I really don't understand enough of the process, but this would be the best for me (i think):


    Part 1


    generate a new map, or provide a premade heightmap and biome mask

    generate the cities and pois, respecting the dont build here mask

    --> let me repeat this step until I have found a suitable city/poi distribution



    Part 2


    generate a splatmap, before altering the terrain for road usage.

    --> let me edit the splatmap to get rivers and deep cracks or whatever region free of roads, perhaps to add a few of my own, or to lay down a road system for a player village perhaps or a road from the spawnpoint to somewhere whereever.


    now generate the smoothed out heightmap and place the roads


    generate the spawnpoints in non-masked areas and non-radiation zones or at a predefined coordinate.


    load the map in the game and enjoy :)

  20. Lots of changes, very nice. I'm still a bit stumped on how to edit roads after generation *g*


    I'm making a map, painting in my general features.

    I'm editing the biome file and the heightmap

    I'm now adding a no spawn mask to my rivers and lakes

    I'm rendering those until i find a nice spread of cities and towns that i like


    So far this is working great (apart from having to flip the heightmap every time *g*)


    Now i'd like to undo all the damage the poi and road generation has done, like a road going through a river for example, which it will do if the river is very long it seems. I have no idea on how to accomplish that.


    Feels like i should use the generated POI heightmap, edit out the filled up river-parts, edit the splatmap and delete the road. But how to render that thing now while keeping all the pois and stuff? Is there a way and i'm not seeing it?


    Or can we perhaps leave out road generation completely, apart from within a city? and then i could draw my own highways on the splatmap??


    Since I'm modelling the entire map myself, flattening and adjusting would not be required ^^ But i can't be arsed to manually create twenty cities, that's why i need the random poi generation and heightmap adjustments :)

  21. "Maybe I will add some options to trigger map generation and POI placement separately, as they are functionally different modules."


    It would be great to have some options there. Also, can the splat map be handled separately as well? I'd like to remove certain roads that lead through rivers and such. OR that mask that was talked about, it could also include zones where no roads may go?


    I'd love to create the basic map, then adjust stuff, keeping the POI placements and heightmap, but being able to adjust the roads, cut the ones going over rivers to be replaced by bridgePOI later (manually)


    Dunno if that comes across right... Currently, I have a handcrafted map + heightmap, i've put that through the generator, and the city placement was pretty much perfect. I'd like to paint in a river now and remove the roads-parts it crosses, regenerate the terrain without touching the POI placements, taking care that my river (or any feature) doesn't touch terrain already occupied by a poi.

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