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zztong

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Everything posted by zztong

  1. I'll sometimes play what I call a "sprint." The idea is that I start in one corner of the map and have to exit the map on the far corner by a certain time limit. I might give myself 2-3 game days to cross an 8k map. else I got caught by the horde and died. That's about 11km of travel. I can make it extend across multiple maps by generating a new world, briefly starting a new game, then copying my character from the previous game over. Others have suggested instead of crossing from corner to corner, walking the edge of an 8k map, so that would be about 30-32 km of travel on a single map. I've done some of that by making a Tile that is most a big lake and then making dock POI to fit a unique footprint and tag so that RWG only puts docks on the lakefront. But Riamus' suggestion of being able to "stick" a POI to a river, lake, or map edge would be very nice. Something perhaps too ambitious would be allowing an RWG settlement to have a "river district" the let a river flow linearly through the settlement. The trick is now RWG has to arrange for both road and river connectivity. Current districts go together as either clumps or as a surrounding district.
  2. A quick Google search shows me... https://www.nexusmods.com/7daystodie/mods/2934?tab=files ... or if you want you can get to the water variant I use in my solo games. It doesn't restore jars, but it lets you harvest jars of murky water from water sources. https://github.com/brucezztong/ZZTong.7D2D.Mods/tree/main/ZZTong-Water
  3. Thanks for letting me know. Oh, a 10k map, those do take longer.
  4. As a Tile and POI designer, can you provide any insight on what goes into this? Is it a matter of verts/tris above a certain threshold? Does it related to POIs on a single Tile or within a certain distance from each other? For instance, I've been trying to keep POIs below 3.5M vertices since that's what the TFP skyscraper_01 has been. There's a newer TFP POI that's "heavier" than that, IIRC. I've had a custom downtown Tile that had poor performance and have since thinned it out. Your comment has me wondering what indicators of potential performance issues and/or guidance to designers you might pass along?
  5. I can start up on water again if you think it will buy you some time...? Related to the announcement, I am a bit surprised Steam Workshop integration comes so late in the plan. Admittedly I'm probably one of the few who look forward to this feature compared to other features. Honestly, I don't mind waiting, though I wonder if the game might be "played out" in the minds of folks before mods get that integration. I guess it really depends on how the game is supported after 2025 and, of course, folks can still apply mods like they do today.
  6. Can I assume since the report is crossed out that the issue was found to be elsewhere? I'm not familiar with the (RWG) "Generator Performance Mod." It promises a 68% improvement in RWG speed, which for an 8k map on my computer would be around 45 seconds. Stallionsden is right, my modlet doesn't involve any code changes. It just uses Vanilla features, which I suppose could drive the Generator Performance Mod into an exception if the Generator Performance Mod wasn't aware of one of those features. I can try to test this combination, but it won't be until later on Monday before I would get a chance. Ah, I see this now. The discussion there has similar reports. I'm not sure I can rule out an incompatibility based on what's said there. It looks like somebody also suggested the problem happened with PEP.
  7. A21.2-ZZ021 has been released. It clears my workbench in anticipation of an experimental release of A22, aka 1.0. This update includes a completely redesigned Office Building 03 getting rid of the old, nasty, ugly version that I didn't like. There's a new house and two new "Watering Hole" POIs that are focused on survivor attempts to collect water: one urban and one rural. Also includes are two buried treasure "things" that you might find in your worlds if you're lucky and/or search diligently for them. Quests won't lead you to them, so you're more likely to find them via happy accidents.
  8. I agree. What I refer to "Tile Content", structures and landmarks built onto the Tile, can lead to the Flintstone effect. That is, you can keep passing the same lake and dogleg in the road, again and again. The same round-about, the same cul-de-sac, the same overpass... I noticed it the most in the Gateway Tiles. Yes, exactly that. From memory, a rural T when the rural district is used to wrap around a city or town. Oh cool, I'm looking forward to seeing them. Yes, I fell in love with Tiles. I got into POIs because I wanted more map variety and Tiles were a pretty significant addition. I'm just getting to the point where the Gateway Tiles don't repeat very often on a large map. That's the default DuplicateRepeatDistance in RWG too. Heh, I've heard that mentioned before. @stallionsden In 7d2d you can drive on any side of the road you want. Do you remember the old Car Wars slogan: "Don't like my driving? Stay off the sidewalk."
  9. How about a body bag zombie that will quietly unzip the bag, stand up, and attack if you're near it and facing away from it?
  10. The first image suggests the issue is in the Teragon POI's modlet and that there's a problem with that modlet's ModInfo.xml file. Are you sure you're not using A21 Teragon POIs modlet with an A20 RWG? Or, an A20 Teragon POIs modlet with A21 RWG? Then, because of that issue, none of the Teragon POIs are actually available to RWG, so the game throws the "does not exist" error when you try to load the world because that entire modlet is being ignored.
  11. Perhaps a diversion, Kinyajuu added code to support this... <township name="city"> <property name="outskirt_district" value="rural,residential"/> </township> ... that is, where a township would pick between rural or residential to wrap around a city. I assume that is still a feature. What I was curious about was if it might become a Tile by Tile randomization when wrapping rather than a one-time type of district randomization? In this way, the edge of a city might become a mix of both rural and residential tiles.
  12. That's certainly true in flat lands, but not true in mountains or hills. Much of AZ would support the grids. To get a nice blend of grid vs suburb, I think you'd need a world generator to do something like set aside every 3rd row and column of Tiles to be nothing except intersection tiles. Raimus describes it accurately. It can be really easy unless you want to get into some really nice filler between the POI markers. A very basic tile would be POI markers, roads, and trees. A Gateway Tile often involves some Parts to integrate with different types of roads, though that doesn't always work in RWG. I assume that's an A21 bug. The filename is important with Tiles as it indicates the District and Road configuration.
  13. I get the limited applicability of the cheerleader and the football player, but a farmer seems like it would be okay. If they were to bring back something to match the cheerleader and football player, M/F zombies in athletic or running clothes would work.
  14. The targeting reticle is gone? Is that just console or PC too? (I really like the target reticle.)
  15. If I'm not mistaken, it didn't have the effect you wanted. You influenced how it selects industrial cap tiles from each other, but it still only has 1 industrial cap tile to pick from so I think (speculation) that it had to ignore your setting. When there are is more than one tile of a particular type, I have seen settings like that influence generation. This gets to how the RWG code works and I've not tried to dig into its detailed decisions. However, by generating lots of world I have come to believe RWG tends to avoid using CAP Tiles on the interior of a city because they really restrict the road network. If it used a lot of them there's be a chance you'd get a CAP connected to a CAP, resulting in a little road going nowhere. I can think of some ways to get more caps: (1) You could try making the industrial district bigger, giving RWG more chances to pick a Cap. If you go too big you'll start to get empty POI lots because RWG will have run out of POIs that meet its placement criteria. Or, you'll start getting lots of repeats just beyond 300 blocks away from each other. (2) You could change the wrapping district for cities and towns to the Industrial district. Then those settlements will stop using the rural district for that job. RWG uses lots of Ts when wrapping, but I think it uses CAPS too. (3) Edit RWG to include a new type of settlement called an "Industrial Park" and start with the "Western Town" definition. From memory, you can then make that town have around 5 Tiles and I think it will want to use 1 Intersection, 3 Caps, and 1 Straight in a "plus sign" shape. You can adjust the copied configuration to include a Gateway if you want a real road leading to the Industrial Park. Obviously you want it to use the industrial Tiles, which means you have to use its name or you can copy the Vanilla tiles into a new name. Each one of these settlements will count against the total number of settlements, but you can control the maximum number of these industrial parks it makes. (4) You could generate larger maps, getting more settlements, thus more industrial districts and then more chances for industrial CAPS. You could edit RWG to give it more cities. (5) You could use Teragon which has a different algorithm for placement and see if you get something closer to what you want.
  16. Zoning with a value of "none" is quite common. I believe EditorGroups is only used in the Prefab Editor. AllowedBiomes has no effect on anything. It is a hold over from a different age. It can be removed. Looking into this, I note: factory_01 is 100x100 and tagged "industrial" and no DuplicateRepeatDistance setting factory_02 is 100x100 and tagged "industrial" and no DuplicateRepeatDistance setting factory_03 is 60x60 and tagged "industrial" and no DuplicateRepeatDistance setting No DuplicateRepeatDistance setting means you get the default, which is 300 blocks, IIRC. They all need industrial tiles. Those tiles can only appear in cities and towns, not country towns or western towns. That district has a spawn weight of 0.2, so you won't get a lot of them compared to some other districts. The factory_01 and factory_02 POIs need a 100x100 marker on those tiles and factory_03 needs a 60x60 marker on those tiles. Of the Vanilla Industrial Tiles: rwg_tile_industrial_cap has 1 - 100x100 marker and no 60x60 markers. rwg_tile_industrial_corner has neither 100x100 or 60x60 markers. rwg_tile_industrial_intersection has no 100x100 markers and 1 60x60 marker. rwg_tile_industrial_straight has neither 100x100 or 60x60 markers. rwg_tile_industrial_t has no 100x100 markers and 1 60x60 marker. So, factory_01 and factory_02 can ONLY appear on the rwg_tile_industrial_cap tile. A cap tile only has one road exit, so it can be kind of rare in the middle of a city or town. But factory_03 can ONLY appear on rwg_tile_industrial_intersection and rwg_tile_industrial_t tiles, which are more commonly used in a city. I think what you're fighting is RWG's selections for Tiles. You have very few options (I can only think of one option) for controlling Tiles (setting maxtiles and mintiles for a specific tile) and you're not going to want to do that with the Vanilla tiles, or you'll take away RWG's ability to make a sane settlement. Your only viable option is to make your own industrial tile and make sure there's a 100x100 POI marker on it. You'll want to make a couple of worlds and see which of the industrial tiles RWG is preferring to use.
  17. A barter system sounds neat and makes more sense to me than some Duke guy who keeps minting new Dukes for me to smelt into brass and cast into bullet casings. Now that I think about it, shouldn't I be able to cast brass into Dukes? But I worry bartering would impractical to implement unless perhaps it was done in addition to Dukes and as an alternative form of trader quest. That is, the trader keeps a small list of X for Y entries. That sounds vaguely like Minecraft Villagers. 1 Gold Nugget for 5 Fish? Anyone? Anyone?
  18. That's an idea. I like the solar angle and have a modlet for similar that oddly enough modifies the traders... which aren't in my game. I could have if there were traders. There aren't any traders on the map. They've all be replaced with the "overrun traders" POI variant in my POI pack. Other than melting down Dukes for brass, they're only useful in vending machines -- which are largely empty as I've modding down their inventory to be really low and basically never reset. -- Or maybe you were responding to something else? If so, sorry for the confusion. I'm not sure I want to add more objects to the game, but I could. I'd be tempted to just assume silver is solder, though why it drops when mining would have me wondering. But considering silver and gold to be a stand in for "rare earth stuff" kind of works... not that I think wasteland survivors will be making things like solar cells, but there's other game oddities like that, so okay sure maybe.
  19. In my current no-trader playthrough (which I love) I've gathered some gold and silver. I've no use for it and I've been trying to think of a recipe I could make that would give them a purpose. The best I've thought of is to let them scrap into Brass. Admittedly, that's not really what you could do to gold and silver. Do you have any ideas?
  20. Through XML there's a way to define a custom air block that provides structural support. What POI is it? One of MPLogues, perhaps? Or a POI from a modlet that depends on the Custom Blocks Pack? What's the block name reported by F3?
  21. That looks like a railing shape, perhaps the Corrugated Metal version. Do you know about the F3 window? F3 toggles a window that shows you a bunch of information. One of the bit of information is the name of the block at which you're pointing. Sometimes you need to hold the SHIFT key when pointing at a block for the feature to see past the air block in front of you. F3 is available in the Prefab Editor and in the game under certain conditions. You might have to be in GodMode in-game.
  22. I'm not sure what to do in this case. Do we post the same responses?
  23. I don't know how it picks. I've been assuming it adds up all the probability numbers then generates a number between 0 and that. Or, you could look at it as putting a probability number of chips in a bag and drawing one. I'm not sure a larger placement blocks smaller placements. I've seen some of my decorations end up with trees in them. I've sometimes wondered if it is going block by block and checking to see if it feels like putting a decoration there. I don't really know and I've not tried to look at code for it.
  24. Perhaps, though the triggers seem too absolute. At least when it is stealth vs a sleeper there are factors that can play into if detection happens: your perks, your armor, the mods on the armor, the lighting, the trash on the floor, and proximity. With a trigger you're 100% detected. Now we can do things to avoid some triggers. Bypassing a door trigger is easy if you're willing to go through a wall, but then you may not be able to clear a POI until you go back and open the door. The trigger volumes are the ones I find sometimes find disappointing. I like the stealth game, but I do admit sometimes it is too easy. So... I could see configurable zombie volumes where we can adjust stealth. I also admit there are sleeper settings that I've never looked at that have something to do with how a sleeper perceives, I think. I could see configurable light settings that adjusted the light modifier for stealth. I could see adding a trip wire block that either made tin cans bang together or set off a grenade. I could see some zombies "screaming" when they died such that other zombies were awaken. I guess my point here is things like a trigger volume can be overused, and while stealth can be OP it is at least a mini-game that can be adjusted. EDIT: The trigger volumes and door triggers aren't immune to stealth, of course. If you plan an escape path, you can trigger, flee, hide, return and stealth kill the zombies. There's already a kind of penalty for stealth. You clear slower. On the other hand, you conserve ammunition.
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