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MelT

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  1. Greetings, Maybe this has been answered somewhere already, I can't say: Do the Fun Pimps plan to improve the built-in Random World Generator further, up to the point where you will be able to choose the amount of mountains, biomes, map border, water etc. and choose between respective types (e.g. rivers, seas, hills, canyons, etc.)? For a long time, I have been using NitroGen for random world generation, but now that I'm playing A19, I have tried the built-in RWG again, and I'm admittedly torn between the two. NitroGen creates very nice wilderness and landscape maps, but, for my taste, falls short when creating towns and cities. I feel that these are much better integrated into the vanilla RWG-made maps. NitroGen also lacks the bridge and biome-specific POI placement logic I value in the vanilla RWG. (It's still a great tool, no doubt about that.) Do you have plans for doing something similar to NitroGen with the RWG?
  2. Greetings, I'm playing A19 EXP right now, and for the first time I have directly compared the vanilla RWG with NitroGen maps. (Before, I just played NitroGen maps right away. :P) Now, what I have noticed is NitroGen does a very good job at creating the wilderness and landscape look, but somehow seems to fall short creating towns and cities. Towns and cities look way more natural with the vanilla RWG, though I can't really put my finger on it why that is. It might be due to the road or grid generation in NitroGen. Cities / towns somehow look much better integrated into the landscape with the vanilla RWG. Is there a way to mimic this in NitroGen when generating a map somehow? Certain settings to look out for? I tried the various city grid and road settings, but the results are always the same: Cities / towns keep their 'unnatural' look, while the landscape / wilderness looks great.
  3. Did you delete / reset your game profile via the launcher? Myself, I went straight from A17 to A18, and I had the weirdest issues myself, such as server chunks not loading while I was riding a vehicle. After a long search, I could rule out anything network-related and eventually found by chance I didn't reset my game / player profile before playing again (as is recommended by the devs). After actually resetting the profile and re-creating my player, everything has been fine again. Maybe that'll solve your issues as well.
  4. The first value is the POI's orientation ("face north"), meaning you can put in values ranging from 0-3 at your leisure. The POI will or should spawn with its "front" in that direction (north, east, south, west). At this point, I can't tell you which number is for which direction, though, as I can't recall it at the moment. I read somewhere in this thread that Damocles made some changes to that mechanism, though. I don't know if that matters. "y-offset" means the POI's height. You could, theoretically, also insert values at your leisure here, ranging from negative values to positive ones, but each POI should look / looks best when at its set default height. This means a POI was created (by an FP employee / a modder) with a certain default height in mind. And boy, finding out that correct default height can be a pain in the lower back. When I create my lists or update them (https://github.com/NickPhaedra/7-Days-to-Die-NitroGen-Prefab-Lists/tree/Prefablists), I always cross-check each and every POI in the editor against its correct height or what seems to be the correct height to me (together with other values). The height value itself is in theory given in the POI's respective XML file, but this can be totally wrong when spawning it in NitroGen (although lately, most of the time the values actually check out to be alright when I cross-check them). The x, y and z values describe the POI's dimensions in space (how "big" it will be when it spawns). I'd use the default values here (meaning the ones given in the POI's respective XML file; you can also check the default dimensions by loading the POI into the editor -> x,y,z values). Hope this answered your question. Merry Christmas, and Cheers
  5. I hope Khaine follows the same example (hehe).
  6. Hi Damocles, I've just seen in the Darkness Falls thread that you mentioned that POIs can detect biomes to spawn in now. Is it now possible to alter the prefab lists somehow to make POIs spawn in specific biomes?
  7. Added new prefab lists for Alpha 18 (stable) and Magoli's Compo-Pack 40. As usual, the link to the GitHub repository can be found on this thread's first page. Cheers all
  8. You can find prefab lists for War of the Walkers in the according GitHub repository (link is on this thread's main page), as I created some a few weeks ago.
  9. Greetings, Editing the heightmaps etc. is not my forté, as I have never done it myself. You might wanna take a look at Guppycur's info in this thread and his YouTube channel instead; I believe he delved into that. Edit: There's even a height map generator, for which warmer posted a link just a page before this one in this thread, if that helps you out.
  10. Update note: Added new prefab lists for Ravenhearst 5.5.3 with an updated structure. As usual, the link to the GitHub repository is on this thread's first page.
  11. I could be wrong, but I don't think that's dependant on NitroGen, but more on the DF MOD itself. For example, when you create a NitroGen map with the DF POIs, certain DF POIs (the special bunkers, e.g.) will only really appear while playing Darkness Falls, not in other MODs or the vanilla version, even when using the very same NitroGen map, from what I've seen. So if your question really is if it works, then I'd say yes. NitroGen would not create extra biomes for special MOD POIs by itself (at least not yet), as far as I know, and I'd say the condition you mention is linked to the POIs themselves (in conjunction with the MOD), not to the map.
  12. Not that I have seen so far. I've played on maps using various MOD prefabs, lots of them at the same time. The only thing happening to me was a few (very few) prefabs having some small issues themselves. Nothing really game-breaking, though. E.g., some prefabs weren't adjusted correctly by the MOD makers themselves, meaning sometimes you see dirt "gaps" in front of an entrance etc., but it's quite rare and usually remedied by a MOD update when the prefabs themselves have been worked on. Even rarer are some errors I can't even put my finger on, where the console suddenly pops up with some error message in-game while looking at a prefab, but that's like, I can't really say, maybe 1 in 2000 times or something, if it happens at all. Also seems to be prefab-related only. And even that's nothing game-breaking, as I usually just close the console and restart the game, then it's gone. A memory issue of sorts, maybe. The map itself, I dare say, works flawlessly everytime. (Playing on NitroGen maps for ~200-300 hours now.)
  13. WotW lists are up now; as usual, you can find the GitHub link on this thread's first entry near the bottom.
  14. k ... just a heads-up concerning that WotW request: I took a look and found it's not that much extra work after all, as the MOD thankfully doesn't use that many extraordinary prefabs. The WotW list should be up sometime tomorrow.
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