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dcsobral

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Everything posted by dcsobral

  1. 1.0.5 for Mod Manager, 2.2.1 for Backup Mod. It's the latest release on github for both.
  2. I'm having trouble with the mod. It doesn't let me change the settings of the mods that use it, and disabling mods doesn't work either. I noticed there's warnings when loading: Right now I'm on 21.1 b6 but I was using it on 21 b324 with the exact same issues and log messages.
  3. So, basically, this was madmole's attempt to appease Mat115 by making newstands more relevant? 😜
  4. I'll go ahead and speculate: the new workstation is the crucible.
  5. I don't know. Last time I played 7d2d was on that build.
  6. I don't know. Last time I played 7d2d was on that build.
  7. What does the Workstations unlock look like? Is Chemistry Station there or on Medical? And how do you unlock the Crucible? Also, interesting that "repair tools" have their own 50-points crafting skill. Since stone axe is unlocked from the start, does that mean claw hammer at 25 and nailgun at 50? If so, that's harsh!
  8. It turns out the new system couldn't be more diametrically opposed to LBD. So I'm happy.
  9. As far as alpha 20 goes: 1. No, you don't. And there's some variation on the number of unique POIs per map, though the bigger the map the smaller the variation. 2. In principle, changing the number of cities has no bearing on the size of cities. However, if the map is too crowded then you might get less big cities (the ones with downtown), and the cities might become smaller as well. That goes not only for cities, but for other things like mountains, hills, lakes, rivers, cracks and craters. Increasing map size helps offset that.
  10. Presumably we are not going back to the good old days of "start by crafting 500 stone axes", but LBD and Crafting send all the wrong vibes to me.
  11. Every seed corresponds to a world. How that correspondence works is random, but the same seed will always generate the same world, as long as the generation settings and the 7d2d version are the same as well. The seeds I shared are created by picking words randomly out of a dictionary. An adjective followed by a noun. I just do it that way because it makes it easier to memorize the seed name.
  12. Cool, but... why? What is it about the current crafting system that makes a new one desirable?
  13. Changing Wilderness POIs has no impact on the map. Every feature on the map is done sequentially and changing the setting for a feature causes changes in all subsequent features. Wilderness POIs is the last feature to be generated so it doesn't cause anything else to change. Here's the same seed with the same settings except Wilderness POI's set to Many: In fact, if you are searching for seeds you might as well generate the maps with Wilderness POIs None, and then re-generate whatever seed you liked with a Wilderness POIs set to something else.
  14. Are locked slots reset when reloading the game, or are they lost?
  15. So some sort of GNAMod Horde Mode for pvp?
  16. Seed montage examples: Seed preview example (InexpugnablePlutarch-8192):
  17. "greatest.sh allSorts.sh" example: "greatest.sh allTiers.sh" example: "greatest.sh allSpecials.sh" example: "rate.py InexpugnablePlutarch-8192.xml" example:
  18. This is a set of tools made to run on WSL on Windows. There's a list of requirements on the README, as well as the description of most tools and how I usually use them, but I'll cover the basics here. Seed Generator This will start 7 Days to Die, generate a random seed with whatever settings you like, generate a map preview for that seed, save a zip file with that preview and other information, and then repeat. The seeds are generated in a temporary folder and deleted afterwards, so it won't fill your hd with trash. For example, if I want to generate 50 seeds of size 8192 with towns set to many I'd run this: genWorlds.sh --towns=Many 50 8192 It also includes a "best base location score" feature that can be used to skip crappy seeds. It's a formula based on what can be found within 1km of the base location and somewhat configurable. It can be downloaded from here: https://github.com/dcsobral/seedGen Seed Analysis So you generated hundreds of seeds, but how do you find a good seed to play on? This is the original motivation for these tools, and it is something that is still evolving. Here are some ideas: How many prefabs does a seed have? How many unique prefabs does a seed have? How many skyscrapers? How many tier 5 prefabs? Or the other tiers, for that matter. How many traders? Here's a list of my top 15 prefabs, how many of them does the seed have? There are tools to display lists of all generated seeds, sorted by any one of these criteria and with the number. For example, this displays three columns with the seeds sorted by number of tier 3, tier 4 and tier 5 prefabs in each: allTiers.sh There are two problems with the criteria above. First, they are about the whole map but I don't like travelling far from my base. Second, how do you balance these numbers? What if the seed with most unique prefabs (that is, the least boring seed) doesn't have any tier 5 buildings? So I developed a criteria I call "best base location score". It is a number made of the following things: How many traders with 1km? How many unique tier 3 prefabs within 1km? How many unique tier 4 prefabs within 1km? How many unique tier 5 prefabs within 1km? How many unique stores within 1km? How many unique industrial prefabs within 1km? How many downtown prefabs within 1km? How many of my top 15 prefabs with 1km? I find the location with the best score on each seed, then I mark the location on the map preview, and I can list the seeds sorted by that score. I can also skip seeds with a low score during generation, to save time discard seeds I'm never going to use anyway. But there's only so much number can tell. One cannot make a decision without looking at the map preview, but I don't want to keep juggling images on my desktop either. So there's also a tool that will generate images with multiple seed preview thumbnails side by side, so I can easily compare multiple seeds at the same time. Seed Previewer Though this is usually done by the seed generator automatically, it does deserve separate comment. The seed previewer is actually made of multiple steps. The first tool creates an image based on biomes, elevation, water, radiation and roads. This is relatively fast because it is just composing images created during seed generation. The second tool adds all prefabs to the image. It uses the prefab preview images that come with 7 Days to Die so you can identify the prefabs on the map. It also adds color-coded borders to each prefab to make it easy to identify the zoning of each city on the map without having to zoom in on each one. The third tool overlays a circle representing the best base location of that seed and covering all the prefabs that are within 1km of that location. How do I use it? Here's more or less what I do every time I want to find new seeds (like when a new alpha comes out): cd $F7D2 # Go to the game folder RATING_THRESHOLD=10000 # Discard crappy seeds -- I usually fine tune this number genWorlds.sh 100 8192 # Leave it running through the night cd previews # All zip files are kept here prefabs.sh # Extract all prefabs.xml files for analysis previews.sh # Extract all previews makeMontage.sh # Creates thumbnail montage images, up to 20 seeds each # Open the montage images -- 8192*.png cd 8192 # This is where those prefabs.xml are extracted to greatest.sh allSorts.sh # Sort seeds by number of prefabs, number of unique prefabs and base rating, highlighting the top ones greatest.sh allTiers.sh # Sort seeds by number of unique tier 3, 4 and 5 prefabs greatest.sh allSpecials.sh # Sort by numberof unique downtown, industrial, stores, top 7 and top 15 prefabs # Look up the best seeds on the montages showSeed.sh seed-size # Opens the seed preview rate.py seed-size # Shows which prefabs are within the best base location range, and the exact coordinates
  19. Interesting. I have my own map preview generator which is part of my seed generator project: https://github.com/dcsobral/seedGen The map preview is generated by the "draw" scripts -- drawMap.sh for biomes, terrain, water and roads followed by drawPrefabs.sh for prefabs. There's some other stuff there for variants. It's basically ImageMagick commands plus some extra stuff to convert prefabs.xml into an input to ImageMagick, so I thought it might give some ideas. The main difference between the maps we generate is that I use the prefab preview image to display the prefabs, with a border of tag-based color coding. The logic for color choice is on prefabZoningColor.sh and there's a legend.png with all the colors I use. I do like the icon system of your generator, but I think it could be enhanced with the use of zoning colors like mine. I'm curious about the algorithm you used to display elevation changes -- that's the one thing I was never completely happy with. I'll check out the code, though pointers would be appreciated. Here's what the sort of preview generated by my tool, for a comparison.
  20. Is there a command line option to set the log folder? "-logfile" sets the log file itself, not just the folder. If I create a shortcut passing "-userdatafolder" it doesn't create a log file anywhere that I can see -- certainly not on the userdata folder.
  21. Hi @w00kien00kie, long time no see! How big is the "bigger backpack"? Also, and I saw some people mentioning it, it would be nice to have the size as a game option. Even better if it included the vanilla size.
  22. I didn't know of subquake's. Khaine has been doing that mod since the stash buttons first came out -- his mod just enables the UI for something that is already in the game. w00kien00kie also has a mod for it -- he created a stash functionality for Ravenhearst before it was added to 7 Days to Die, and has since adApted it to work with the built-in functionality. Khaine's mod can be found here: w00kien00kie's mod cannot be downloaded standalone, but you can install just the backpack part of it. It is part of his larger mini-overhaul mod which can be found here: According to w00kie you can install the stashbackpack with increasebagsize separately from the other modules, though you cannot install the stashbackpack without the increasebagsize. I didn't see subquake's mod in the forum. Or, at least, I didn't see it as a standalone.
  23. Biome sliders are confirmed for alpha 21 (see link below). It was further reported that you could even have a single biome for the whole map. The trader quest is still bugged if you don't have a trader in a forest, and they are looking at it but there's no fix for that at this stage. Alpha 21 dev diary thread:
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