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Damocles

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Everything posted by Damocles

  1. Thats the Custom-Zone list, and the zones compopack reserved. //(towns have a main aphalt road, the number indicates the number of POIs spawned in this custom town) //custom_town_size_25 (reserved for Destroyed Town) //custom_town_size_18 //custom_town_size_15 (reserved for Asiatown) //custom_town_size_12 //custom_town_size_10 //custom_town_size_8 //(settlements have a gravel road) //custom_settlement_size_10 //custom_settlement_size_8 (reserved for AIRPORT SETTLEMENT 1) //custom_settlement_size_5 (reserved for AIRPORT SETTLEMENT 2) //custom_settlement_size_3 //(outback POIs have a single dead-end road leading towards them) //custom_outback_size_4 //custom_outback_size_3 //custom_outback_size_2 //custom_outback_size_1 (reserved for AIRPORT BIG) You could add your POI to "custom_outback_size_2" for example, Maybe together with some other small POI that you like. NLE_Vault69,CAN_BE_IGNORED,0,-9,48,8,78,alone;custom_outback_size_2 Size 2 means that the custom groups will have two POIs (two times the same, if there is only one in this zone). The amount of those groups that spawn can be set in the UI. Its always the same amount for each custom-group type. (else the UI would blow out of proportion)
  2. RWG places waterspawners every 8 meters (even denser) in a regular grid all over the map. (water_info.xml) I suppose they know internally that the water "flood-filling" is buggy here. In theory a few dozent water spawners would suffice. But I guess that would be a tricky problem to solve given the chunked nature of the world. (its generated parts at a time ingame, and the water is a complex volume spanning many chunks) What I could do is making the water-grid even denser here. -------------------- The dept of the water is controlled by the water-level (in the configs) and the stamps. The stamps are not flexible enough to change the water level in the fly. It would require recalculating the final terrain map internally to change those levels. (like raising or lowering the typical lake ground levels) Its possible, but not implemented. -------------------- The other project is also game related, but in the very early stages, too early to show anything (and not related to 7DtD).
  3. The way roads are defined is bit different than RWG. They are placed after the cities/towns (and other POIs) etc where created. So to get a really long road, you would have to have the cities very spread apart, without "waypoints" like farms inbetween. In this case a road could cross the whole map. ---- Im working on a another project currently, and will slow down the updates for NitroGen a bit. I have a few new things in my local build, but will wait until I have a bit more to include for the next update. (unless there is some serious bug showing up)
  4. Thanks for the support. I can have a look at adding a batch option to the config, making it spit out several maps. Its dangerous though, as your harddrive can be filled up. ---- @caleb You can edit the prefabs, but only BEFORE loading the world the first time. The game will go over the original map, generating the "processed" files, placing things like road and mud textures. If you delete all of them, the game will redo them, thus making your prefab look correct again. (Editing the processed files, you can even remove the mud texture around lakes, if you can handle that specific TGA format)
  5. Hi, I have not used that mod to uncover maps. But I aassume it moved the player around in a grid pattern to trigger the chunk generation at every part of the map. That could of course lead to the game not keeping up with the updates on large maps. Might be one cause of the chunk data getting messed up. (Out of index points to some reference to a position in the chunk-voxel volume that is not valid, maybe it tries to write into an older chunk-voxel-array) Another possibility would be that there is actually an error in the map you have tested. I have never heard of this type of bug. But candidates might be areas that are really high (mountaintops) or have really large buildings that either try to write too high (skyscraper), or too low (deep underground part) into the voxel volume), or that are placed at and over the edge of the map. (you could see that in the preview)
  6. Hi, there are issues with the water spreading. But I cant do much from my side here. I just tell the water where to start from. The game has some bugs popping up when the waternodes "spread / flood" the water around. Not sure if placing even more water nodes would help, there are quite a lot already. It happens mainly in large bodies of water. It could be linked to the total volume the water checks to fill up (too many iterations), or be related to the edges of chunks, where it stops looking. Something only the Fun Pimps can solve in the water code. Maybe someone with technical expertise could check if the water stops exactly at the edge of a chunk.
  7. You have to manually edit the prefablists for now. I did not prepare a DF map yet, but have a look at this modders prepared list. https://github.com/NickPhaedra/7-Days-to-Die-NitroGen-Prefab-Lists/ I have not checked if everything is set up correctly, so you better check the map in god-mode before doing a serious play-through. You can either add the edited prefablist to resources/configPrefablists.txt or just overwrite the vanilla prefablists.txt Mixing the CompoPack prefablists with the mentioned entries for DF would give you a lot of additional prefabs, and the DF ones.
  8. try adding those to the prefablist.txt or the compopack version if you have all prefabs installed. DFalls_Military_Bunker,Any,2,-12,29,17,34,farm;smalltown;unique DFalls_Resarch_Lab1,Any,2,-34,45,41,40,alone;mountain;unique DFalls_settlement_trader,Any,2,-1,38,22,38,trader DFalls_DestroyedTrader_01,BiomeOnly,2,-1,37,24,37,alone;mountain DFalls_DestroyedTrader_02,BiomeOnly,2,-1,35,32,35,alone;mountain DFalls_DestroyedTrader_03,BiomeOnly,2,-1,43,24,41,alone;mountain DFalls_DestroyedTrader_04,BiomeOnly,2,-1,41,24,46,alone;mountain DFalls_DestroyedTrader_05,BiomeOnly,2,-8,45,28,49,alone;mountain Those are the additional Darkness Falls POIs
  9. With the option "Special zones", it will spawn the radiated zone from Darkness Falls. Special Prefabs will not spawn on the vanilla settings. There is one darkness falls prefabslists linked in the first post.
  10. BTW: thanks to the people who have donated. There where 6 gracious donators as of now.
  11. Small update v0.474 : -CompoPack 42 prefablists is now included -new landscape style for "flatland", adjustable from completely flat to smaller smooth hills Adding some small hills will make the world more dynamic. But you can of course have it more flat (better for large basebuilding projects)
  12. The only things that have changes is that desert and mountains (snow) try not to appear next to each other. Reducing the overlap of snow and desert. The north/south biomes overwrite the terrain though, adding those biomes to the existing landscape. But this allows to also have larger snow and desert plains then. I will add a bit more to the trader logic, making an option to spawn one per city. Currently its random, and some cities end up without a trader nearby.
  13. The generated terrain cant be adjusted in height, as the tech behind it is cannot adjust this dynamically. You can however create a custom terrain and then change the water and base levels in the config. Dont make the main terrain higher than like 60 though. Should be plenty of room underground then.
  14. Watching a streamer playing a Nitrogen map
  15. Best ask Magoli, he changed the contents. I dont have an overview what POIs have changed.
  16. Watching streamer: playing a NitroGen map
  17. CompoPack 42 is out: https://7daystodie.com/forums/showthread.php?28057-Compo-Pack-for-Random-Gen&highlight=nitrogen You can use the prefablist.txt included in it to have propper POI rotation and alignment for CompoPack 41. I will soon add it to the normal presets. (If there are changes / bug fixes, still have a look at updates to CompoPack) The custom towns where added for CompoPack, so have a look. (An Asia town and destroyed town for example). You can use them for your own custom settlements too. (Like a small LasVegas or military encampment?) You can also use Magolis UI-Config, to use the presets he favors for the maps.
  18. You can use the splat SplatFixer tool (tools folder) in Debug mode, to see the splat map. Then later use it, in normal mode to convert it back to a propper splat map. The alpha channel is set to fully transparent, thats why you dont see anything.
  19. There is still some bug in the "detect biomes" code, where it loads back the biomes.png. Probably related to the png save-implementation running async to to loading it back in. You can avoid it by turning it to "no limits"
  20. I have not really played DF. So the region (biome) is more of a technical test, subject to change. To place biome dependent POIs i still need to add some extra logic.
  21. Yes, there are lots of option. You can also have a specific biome or no border
  22. Ok, good to hear. I needed some confirmation that the biome colors are correct, and can be loaded.
  23. Did you actually install the prefabs too? Nitrogen just tells the game what to load later.
  24. Thanks Claymore, this is great
  25. Thanks mate, you are the third Donator till now
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