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VicWint

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Posts posted by VicWint

  1. 26 minutes ago, KhaineGB said:

     Elevators probably aren't fixable.

     

    That is mildly surprising (only mildly, because I am familiar with how code structures can lead in strange directions),

     

    The game has vehicles, and it seems like it should be possible to build elevators out of vehicle code (with rigged controls). But that approach would probably be different from "fixing elevators"?

  2. 38 minutes ago, zztong said:

     

    I tried to run KG with that configuration, but I didn't get the same error, probably because I don't really have all the POIs you have listed.

     

    Maybe comment out chunks of POIs and see if the error goes away? Then you'd know if it was a POI line that had a problem and you can start to narrow it down.

     

    I wish KG would tell you the line of the config file it was parsing. Or, maybe it has completed parsing by then.

     

    These POIs are from darkness falls, if you want to try it with them.

     

    And, the thing that they have in common is that KingGen will not place any of them for me.

  3. Does anyone have any ideas about why this pois list would cause kinggen to throw an error?

     

    Spoiler
    @hubs
    # A hub is a group of zones.
    # ***** !!!!! SIZES INDICATE NUMBER OF INTERSECTIONS, NOT NUMBER OF POIS !!!!! *****
    # ***** !!!!! DO NOT ABUSE MIN AND MAX, YOU WILL BREAK THE GENERATION !!!!! *****
    # name,biomes,townships,zones,small_sizes,medium_sizes,large_sizes,prob,min,max
    #    name: name of the hub
    #    biomes: biomes where the hub can be generated
    #    townships: townships of this hub
    #    zones: zones contained by the hub
    #    small_sizes: sizes the hub can have when users selects "small"
    #    medium_sizes: sizes the hub can have when users selects "medium"
    #    large_sizes: sizes the hub can have when users selects "large"
    #    prob: probability of this hub being generated. A number between 0 and 1 is advisable, but it can be exceeded
    #    min: minimum number of times this hub must be generated
    #    max: maximum number of times this hub can be generated
    default_city,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialold/residentialnew/downtown/industrial/commercial,10/20,30/40/50,60/70/80,1,,
    default_single_city,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialold/residentialnew/downtown/industrial/commercial,80/100/120,130/150/170,180/200/220,1,,
    default_town,burnt_forest/snow/pine_forest/desert/wasteland,town,residentialold/residentialnew/industrial/commercial,5/10,10/15/20,30/40,1,,
    default_village,burnt_forest/snow/pine_forest/desert/wasteland,village,residentialold/residentialnew/commercial,1/2,1/2/3/4/5,6/8/10,1,,
    oldwest_village,desert,village,oldwest,2/3,3/4,4/5,0.5,,
    
    @zones
    # A zone is a group of POIs.
    # ***** !!!!! DO NOT REPEAT THE SAME COLOR MULTIPLE TIMES !!!!! *****
    # name,red,green,blue
    #    name: name of the zone
    #    red: red value of rgb color
    #    green: green value of rgb color
    #    blue: blue value of rgb color
    residentialold,255,100,0 #orange
    residentialnew,255,255,0 #yellow
    downtown,0,255,0 #green
    industrial,0,0,255 #blue
    commercial,255,0,255 #purple
    oldwest,161,81,0 #brown
    
    @pois
    DF_Quest_Prefab_01,16,26,44,-9,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    DF_Quest_Prefab_02,36,45,43,-9,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    DF_Quest_Prefab_03,45,21,39,-1,2,snow,wilderness/city/rural/town,,,
    DFalls_DemonPortal,15,11,3,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    bluff01,15,10,19,-4,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    bridge_asphalt1,39,11,11,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    bridge_asphalt_broken,39,16,11,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    bridge_concrete1,39,11,11,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    bridge_wood1,39,11,9,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    bridge_wood2,32,10,7,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    bus_stop_01,29,5,9,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    bus_wreck_01,27,7,7,-4,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    canyon_car_wreck,8,6,10,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    canyon_cliff_dwellings,48,34,77,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    canyon_gift_shop,22,19,24,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    canyon_gift_shop_sign,3,12,14,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    canyon_mine,64,69,44,-55,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    caveOpening02,5,1,5,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    cave_01,33,22,54,-16,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    cave_02,33,23,54,-16,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    cave_03,44,62,54,-32,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    cave_04,33,14,54,-11,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    cave_05,26,19,61,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    culvert_01,21,15,45,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    deco_coal_vein,2,12,2,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    deco_iron_vein,2,12,2,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    deco_lead_vein,2,12,2,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    deco_nitrate_vein,2,12,2,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    deco_remnant_stone_04,18,12,11,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    deco_remnant_wood_01,8,10,8,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    deco_remnant_wood_02,6,7,7,0,3,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    deco_rubble_stone_01,5,2,7,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    deco_rubble_stone_02,9,3,9,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    deco_rubble_stone_03,4,3,4,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    deco_rubble_stone_04,7,15,7,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    deco_rubble_stone_05,9,3,9,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    deco_shale_vein,2,12,2,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    departure_bridge_01,32,18,11,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    departure_bridge_02,16,18,11,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    departure_city_blk_01,103,12,103,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,devonly,,
    departure_city_sign,3,14,13,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    desert_arch,24,9,8,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    desert_form01,26,22,29,-3,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    desert_form02,9,9,10,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    diersville_city_blk_01,135,12,115,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    diersville_city_blk_02,135,12,115,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    diersville_city_sign_01,3,14,13,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    docks_01,27,23,27,-11,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    docks_02,44,31,58,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    docks_03,53,32,54,-4,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    docks_04,12,27,25,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    docks_05,30,27,25,-8,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    gravestowne_city_blk_01,103,12,103,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    gravestowne_city_blk_half,103,12,25,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    gravestowne_city_blk_quarter,25,12,25,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    gravestowne_city_sign_01,3,14,17,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    gravestowne_street_crater_01,9,5,9,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    hwy_overpass_sign_01,3,8,17,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    indian_burial_grounds_01,27,8,27,-2,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    navezgane_waterfall_01,14,15,3,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    park_skate,171,23,149,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    perishton_city_blk_01,103,14,103,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,devonly,,
    perishton_city_blk_02,103,6,103,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,devonly,,
    perishton_city_blk_03,103,6,103,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,devonly,,
    perishton_city_blk_04,103,14,103,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,devonly,,
    perishton_city_blk_plaza,103,30,103,-3,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    perishton_city_sign_01,3,14,13,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    perishton_median_01,103,13,7,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    player_start1,6,2,6,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    player_start2,4,2,8,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    player_start3,5,2,6,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    player_start4,5,2,6,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    player_start5,6,2,8,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    player_start6,6,2,9,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    ranger_station_01,40,63,40,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    ranger_station_02,29,32,30,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    ranger_station_03,42,39,27,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    ranger_station_04,31,20,26,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    ranger_station_05,23,23,30,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    ranger_station_06,53,20,54,-3,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    ranger_station_07,54,34,50,-3,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    remnant_business_05,52,23,51,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness,none,,
    road_railing_long_filled_01,24,2,9,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    roadblock_01,9,2,3,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    rock_form01,8,5,10,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    rock_form02,11,8,12,-2,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,,
    rock_form03,3,2,3,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    rock_form04,3,3,3,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    rock_form05,3,2,3,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    rwg_bridge_end_01,14,14,9,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    rwg_bridge_tile_01,14,14,9,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    sphereii_cave_01,5,5,7,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    sphereii_cave_02,4,4,4,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    sphereii_cave_03,4,3,6,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    sphereii_cave_04,4,3,3,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    sphereii_cave_05,3,5,3,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    sphereii_cave_06,12,4,11,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    sphereii_cave_07,3,2,2,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    sphereii_cave_08,3,2,3,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    sphereii_cave_09,5,3,5,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    sphereii_cave_10,4,5,6,-4,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    sphereii_cave_11,2,2,3,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    store_clothing_01,67,16,73,-2,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    store_electronics_02,57,14,57,-2,2,burnt_forest/snow/pine_forest/desert/wasteland,,none,,
    street_apache,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    street_bell_courtland,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    street_coronado,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    street_courtland_apache,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    street_courtland_coronado,1,1,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    street_courtland_east_260,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    street_davis,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    street_huenink_courtland,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    street_lake_bell,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    street_maple,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    street_maple_courtland,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    street_private,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    street_tran_courtland,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    streets_essag,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    streets_tran_and_lang,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    survivor_site_01,25,10,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    survivor_site_02,25,10,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    survivor_site_03,25,14,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    survivor_site_04,25,20,25,-4,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    survivor_site_05,25,17,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    survivor_site_06,25,20,25,-4,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    survivor_site_07,25,16,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    survivor_site_08,25,23,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
    tree_burntpine_01,1,11,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,city/rural/town,any,,
    tree_burntpine_02,1,10,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,city/rural/town,any,,
    tree_burntpine_03,1,9,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,city/rural/town,any,,
    tree_cactus_01,1,6,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    tree_cactus_02,1,5,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    tree_cactus_03,1,4,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    tree_mountainpine06m,1,6,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    tree_mountainpine13m,1,13,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    tree_mountainpine16m,1,16,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    tree_mountainpine19m,1,18,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    tree_mountainpine20m,1,20,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    tree_mountainpinedry,1,19,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,,
    utility_celltower_02,22,59,26,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,,,,
    xcostum_Bills_1(by_Theodryck),35,17,35,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,,residential,,
    xcostum_CQC_HOUSE(by_XXX),28,18,18,-1,1,burnt_forest/snow/pine_forest/desert/wasteland,,residential,,
    xcostum_Canyon_Cave(by_War3zuk),56,58,44,-45,0,wasteland/snow/burnt_forest/forest/pine_forest/plains/desert,wilderness/city/rural/town,industrial/residential/commercial/residentialnew/residentialold/downtown,,
    xcostum_Cave1(by_NAGGcommunity),27,60,25,-20,0,burnt_forest/snow/pine_forest/desert/wasteland,,residential,,
    xcostum_Desert_Temple(by_Hydroponic),21,19,21,-8,2,desert,wilderness/rural/town,industrial/residential/biomeonly,,
    xcostum_Doctors_Office(by_Bostonlondon),39,32,37,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,,residential,,
    xcostum_DouneCastleRiah(by_Riahsaurus_Rex),73,24,65,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,residential,,
    xcostum_DriveIn(by_NAGG_Genosis),57,17,90,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,,residential,,
    xcostum_ExcavatorMassGrave(by_Pille),52,21,15,-9,0,wasteland/snow/burnt_forest/forest/pine_forest/desert,,residential,,
    xcostum_Graveyard(by_Hydroponic),45,23,46,-4,2,wasteland/burnt_forest/wasteland_hub/city_wasteland/radiated,wilderness/rural/town,industrial/downtown/biomeonly/residential,,
    xcostum_HellMart(by_Riahsaurus_Rex),59,24,75,-2,3,burnt_forest/snow/pine_forest/desert/wasteland,,residential,,
    xcostum_Knolby_Cabin_1981(by_Klaus0Engel),28,14,51,-8,0,burnt_forest/snow/pine_forest/desert/wasteland,,residential,,
    xcostum_Modernhouse02(by_TopMinder),36,15,41,-3,0,burnt_forest/snow/pine_forest/desert/wasteland,,residential,,
    xcostum_Sawmill(by_Pille),50,28,51,-6,1,desert,,residential,,
    xcostum_SmallWoodhouse(by_TopMinder),30,16,33,-2,3,burnt_forest/snow/pine_forest/desert/wasteland,,residential/devonly,,
    xcostum_Subway(by_NAGG_Rick),70,32,43,-27,0,burnt_forest/snow/pine_forest/desert/wasteland,,residential,,
    xcostum_deerstand_2(by_axebeard),8,28,9,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,residential/nozone,,
    xcostum_fp_house_medium_002(by_Frank_Souza),22,17,20,-1,1,burnt_forest/snow/pine_forest/desert/wasteland,,residential,,
    xcostum_hideout(by_axebeard),31,13,24,-12,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness,residential/nozone,,
    xcostum_powerplant(byKam),152,71,103,-7,2,snow/burnt_forest/desert/wasteland,,industrial/residential/commercial/residentialnew/residentialold/downtown,,
    xcostum_prefabhome1(by_Riahsaurus_Rex),41,46,37,-6,3,burnt_forest/snow/pine_forest/desert/wasteland,,residential,,
    xcostum_trainstationRiah(by_Riahsaurus_Rex),31,19,40,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,,residential,,
    xcostum_wastelandtrain(by_Horst),45,19,17,-2,0,wasteland/snow/burnt_forest/plains/desert,,industrial/residential,,
    xcostum_wastelandtrain(by_incrediblejimmy),101,18,10,0,0,wasteland/snow/burnt_forest/plains/desert,,industrial/residential/commercial/residentialnew/residentialold/downtown,,
    

     

     

    Edit: the error is:

     

    Traceback (most recent call last):
      File "crash_log.py", line 19, in handle_crash_log
      File "gui_generation.py", line 27, in generate
      File "ntime.py", line 11, in ntime
      File "world.py", line 1301, in run
      File "world.py", line 274, in generate
      File "world.py", line 670, in gen_random_pois
      File "rrlist.py", line 25, in get_random
    IndexError: list index out of range

     

  4. 1 minute ago, Adr said:

    Hi,

     

    Recently got back into 7dtd so of course want to play Darkness Falls :)

     

    Found out that Nitrogen is dead so im using Kinggen. I've read the comments about it in this topic etc. But I cannot seem to get a map to spawn with either the radiation zones or Caitlin (Seen your comment a while back about replacing DFalls_Settlements_Caitlin with Dfalls_settlement_trader - but neither of them spawn).

     

    They are in the POI's list...

     

    So - How do I get Kinggen to add the radiation zones for titanium etc. or have the radiation zones been removed?

     

    How do i get Kinggen to create a map with Caitlin in...

     

    Apologies if these are dumb questions and thanks as always for the amazing Mod!

     

    Adr :)

     

    Are you sure that your generated map did not include these?

     

    For example, when I look in an example prefabs.xml (from DFalls-VSmall3), I see two DFalls_settlement_trader POIs. So... how big of a world were you generating, and how did you check for Caitlin?

     

    (Radiation is a different thing, though -- I do not know enough about how to double-check radiation. When I open example radiation.png files, I they seem to always just be a thin red border on the edge of the map, with everything else black. But, since I remember dying to radiation in a wasteland biome, I imagine that it's a hard coded feature of that biome, though perhaps the hard coding is in DF???)

  5. On 10/24/2021 at 9:51 PM, zztong said:

    ... as if you just added 1,2 to the end then you gave it too many parameters. There were already enough commas and you just had to fill in the blanks. If this was the problem, and you fix it, I've no idea how it threw an "error about float or something."

     

    An "error about float or something" might happen if a . was used in place of a ,

  6. On 10/11/2021 at 9:19 PM, Nickguy5467 said:

    got that double guard captain at traitor joel's place again . gues that map is bugged or something. ill make sure not to kill the guard this time and get an OP horde for first time again

     

    and i dont think my anti spider modlet is working T_T 

     

     

    I can't help you with the anti-spider modlet.


    But DF hordes are always OP. (And I am guessing you did not read my second sentence in my previous post. :classic_sad:)

  7. 12 hours ago, Nickguy5467 said:

    what the heck lol. day 7 i had night stalkers, feral wites or however you spell it , giant foodball zombies. so many zombies for first horde night . needless to say i died :p 

     

    That's what happens on day 7 when you kill the guards in DF. 😝

     

    (And, ... just so you know, ... also when you do not kill the guards in DF...)

  8. 7 hours ago, paulj_3 said:

    2).
    "Snow size" set to 'none" implies that you don't care if it's large or medium - or small - snow: - it doesn't say "no snow" in the map:  - so with "Single biome" set to "none", "Snow size" set to "none", and all others set to medium" - there will be all other biomes as medium-sized, plus a few medium-sized lakes. and some medium-sized mountains - but there may well be some snow - because of  #3). below:

     

     

    Thanks for clarifying that -- I had imagined that "none" meant that the biome would not be used.  (Shouldn't this be labeled "Any" rather than "None"?)

  9. Commenting out the line with the POI would guarantee that the POI is rejected, wouldn't it?

     

    You might try generating a small map with only that one POI in the poi list to see what happens? If the POI gets rejected when it's the only POI, that would tell you that this was not a coincidence. (But if there are any sort of "required POIs" this might require a few tries to work through those issues...)

     

    Anyways... it might be that there's something wrong with those POIs -- maybe bdubyah or people who have been working on that wasteland mod would know?

  10. On 10/2/2021 at 1:12 PM, Fleshus said:

    Now the problems! It seems that it is possible that the quantity of a POI is 0? How can this happen when we can sometimes find several dozen of the same POI while some are completely missing?

     

    Kinggen ignores certain names. I think it's those which begin with 'aaa' or 'test', but I might be remembering wrong.

     

    If you have other POIs not showing up maybe you could say which ones they are?

  11. 2 hours ago, Tallman Brad said:

    @myschyef I'd leave a small area within at least one city as pine for the start up trader to spawn at. If you're wanting to do the initial tutorial quests. Normally the game won't send you to a trader in the waste or burnt. You might get an error without this. 

     

    I have had the game send me to a trader in burnt for the initial tutorial quest on some maps.

  12. 10 hours ago, wicketness said:

    Question.

     

    Would it be possible to have King Gen create a plain map?

    No cities, towns etc.

     

    Just Roads. similar to what i have in the map jpeg.

     

     

    I think you could achieve that by letting kinggen create the full map for you and then replace the prefabs.xml with one that simply says 

    <prefabs>
    </prefabs>

     

  13. 40 minutes ago, Nickguy5467 said:

    i was just wondering if it specified anything you recognized as i cant make anything of it or does it seem that it specifies any mods to me. like it did with others. oh well. thanks anyway

     


    For example, you could go into steam, verify integrity of game files, and then make a copy of that and then install DF in the copy and then see if that works for you. And, if you have other mods installed, make sure that they are not "overhaul" mods. Or you might instead want to use the 7dtd mod launcher (after doing that "verify").

  14. 4 hours ago, Dfgamer123 said:

    Sorry Im on DF medium1..

    I have already done a Lot og T5 Quest but nothing is popping up

     

     

    I just now took a peek into the prefabs.xml for DFalls-Medium1 -- I see two Caitlins there (well, ... I mean two instances of the prefab that she lives in...).

     

    Anyways, ... if you talk to a trader and the "Do you have any other work for me?" option is there but does not have anything for you, that means either that they've already given you a quest to open a trade route and you have not completed it yet, or you did complete it, and you need to wait until that trader's next tier opens up, for that trader to give you another one.

  15. 3 hours ago, Mana said:

    Yeah tried everything. Must be my game.

     

    I did not have any luck collecting sap until I tried it from a tree that I had hit a couple times with an axe. I think that that particular tree was a 600 hp tree in the snow biome. But I could be remembering wrong.

     

    (And then I found that I did not have much use for the stuff, so I have not gone back to try it again...)

  16. 2 hours ago, KhaineGB said:

    A lot of those errors are also related to compo pack POI's.

    Which is why I don't want it in the mod.

    But you lot do, for some reason. ;)

     

    Oh... I was just using a map distributed with darkness falls. I did not realize .. whatever I was supposed to have realized.

     

    Edit: but I have also seen non-POI zombies (and other things -- demons, for example) just stand there, doing nothing when I would have expected them to be doing something. So I still think that while a redesigned POI might trigger those issues less often, they are still base game issues.

  17. 19 minutes ago, KhaineGB said:

    Accelerated healing should only kick in when you are lower than 50% health and regens you up to 80 or 90.

    Other players have said Gotta Go Fast definitely works. 1 or 2 say it doesn't for some reason.

     

    I do not know if this is related, but I have seen quests sometimes failing to progress when I was doing things which should have completed but did not have that particular quest actively selected.

     

    And, there's a "mcdonald's" poi which has bushes which mostly do not render except when I am close to them.

     

    And, in some densely packed pois, zombies vanish quite often (so I pump the zombie count up to its maximum, which mostly fixes that).

     

    Anyways...

     

    I am trying to say that the game seems to "unload" or "ignore" stuff some of the time, presumably for performance or stability reasons.

  18. 11 hours ago, KhaineGB said:

    Trader protection will still be off.

    I have another plan that is going to require you to actually work. 😛

     

    I currently spend some significant time reinforcing trader bases so that they can stand up to most early non-horde-night attacks long enough for me to take action if I am nearby.

     

    But a random horde hitting that first night is rough when the guards are inactive (bears, nightstalkers or trader jen -- Edit: though today her guards seem to be awake, perhaps because I have been trying to ignore them...), which is why I was asking.

     

    One issue is that vanilla trader bases tend to be flimsy when they're not indestructible.

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