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zztong

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Everything posted by zztong

  1. 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.
  2. 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.
  3. 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?
  4. 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.
  5. 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?
  6. 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?
  7. 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.
  8. I'm not sure what to do in this case. Do we post the same responses?
  9. 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.
  10. 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.
  11. And if the encounter wiped out everyone, you get group-wide Perma-death.
  12. I know Stallionsden made larger Decorations. I just don't remember at what point he ran into complications. One thing I have seen is a Decoration being placed on top of another Decoration. One of my Decorations is the remnants of a small horde base. Sometimes RWG will place a tree in it, which kind of works, really. I'm told there used to be a feature where we could specify the biome for a POI in the POI's XML. I don't know if that worked with Decorations since Decorations are already biome specific and in the biomes.xml file.
  13. Ah yes, those are "Decorations" built in the Prefab Editor in the same way as POIs. You're right, that is certainly possible. Less clear to me, as somebody who has made Decorations, is how large a Decoration can be. I know @stallionsden has made larger Decorations and probably found some technical and/or practical limit. TFP's building remnant Decorations tend to have a footprint of something like 8x8.
  14. I wonder if the Player Creator might even be that tool. There are probably technical reasons why it wouldn't work, but the game clearly knows how to assemble the player choices and represent them in the world, even with various gear combinations. A related idea that comes to mind is that when a character dies, couldn't there be a one-time zombie that, well... was that character? Instead of dropping a backpack, the dang thing could keep carrying it around now in zombie form.
  15. We don't currently have the ability to target specific biomes with RWG, but if you mean manual placement then rock on.
  16. I would say "undesirable" or "unappealing." The artwork is well done and creative. It just isn't what I want to strap on to face the world. I might put it on for a laugh.
  17. There's a radio block in A21. You can see it at traders and in some other POIs. It would be trivial to make a recipe so players could craft it. You can build and find towers in the game, but the real question is what you would call an antenna. You know, the thing we like to put way up high on a tower for both safety reasons and to cope with the curvature of the Earth and extend the broadcast range. You can craft thin metal poles. The part I find interesting about the suggestion is some kind of map-wide communication. Many groups of players are chatting via Discord (or equivalent) anyways so it isn't a feature many people really need. But, if you were to implement it in-game, then you'd probably want (1) an antenna, (2) an amplifier/repeater, (3) some 2m handheld HAM radios and the ways to craft them. Unless you had a earpiece or turned off your radio, you could add 50 points to your stealth value whenever somebody said something. Regarding NPCs, I do kind of like the notion of something similar to the Fallout 4 Minutemen/Survivors camps. I don't think that's in the cards. Maybe you could do something with mannequin blocks and... okay, yeh, that's probably not very satisfying.
  18. I recall Not-a-Gamer Gaming had a Library POI. While they have withdrawn their POI modlet you can still find that POI in the CompoPack. I'm pretty sure there are a couple of other Libraries in the CompoPack, but you're right I can't think of a Library in the Vanilla POIs.
  19. I think the primitives should overcome some sort of penalty for not wearing any clothing in that spot. Maybe there's a greater chance of infection if you're not wearing at least primitive clothing on the body part that got hit? No shoes? For persons who haven't trained up for it, going without shoes outdoors is usually painful. The game could slow movement a little.
  20. I travel to the future sometimes for work. I've been fond of A24. All I can say is, "Wow!"
  21. I like it too, though I do wish it was possible to put something into empty cabinets and then have the doors appear closed. That is, reverse the current process, maybe with an ALT-click to signal the desire to swap the block from empty to full and create an inventory. It isn't an important thing though. I'd be for that. Most doors aren't even a significant barrier for a stone axe. By the time I'm picking locks an iron pick is tearing them up. It means some POIs being used as bases by players can keep nice looking doors rather than having to replace a nice door with a rough wooden one.
  22. I kind of like zombie respawn, as if zombies are moving about and keep infiltrating the area, though I'm not sure what frequency would give the desired feeling. Of course there are always random spawns and wandering hordes, so maybe that does make sense. Maybe no loot respawn makes sense. I'd not really thought about it, but with no defending zombies I guess that makes sense too. I suppose that means the feature to respawn chunks (or whatever they're called) should be off too.
  23. I've been playing no-traders lately and am approaching the day 21 horde. I do like the way it plays without quests and having to either find or make everything. It really slows the game down and it has some of that feel of the earlier alphas. I need to slow down the loot and zombie refresh. They're happening too fast which would make me range farther from base.
  24. You're probably right now that I think about it. Since we narrowed down the issue to the param1 part, I'll bet the XUi stuff is unnecessary.
  25. Unless 75 years have passed, the trees regrew, and the buildings eroded or were otherwise reclaimed by nature. Then again, the electricity is still on. Oh, the duality of the 7d2d world.
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