Alphado-Jaki Posted February 21, 2019 Share Posted February 21, 2019 [table=width: 600, class: grid, align: center] [tr] [td]Name[/td] [td]Desc[/td] [td]Overview[/td] [td]Version[/td] [td]Author[/td] [/tr] [tr] [td]Hub Placement Fix[/td] [td]HERE[/td] [td][DMT] Fix hub placement for Lager cities, Unlimited number of hubs.[/td] [td]18.0-18.1b8 (stable)-18.2b5[/td] [td]Alphado[/td] [/tr] [tr] [td]Increase Skyscrapers[/td] [td]HERE[/td] [td]Spawn more Skyscrapers.[/td] [td]18.0-18.1b8 (stable)-18.2b5[/td] [td]Alphado[/td] [/tr] [/table] Term of use Public domain Alpha17 or before : All modlet are available on : https://github.com/AlphadoJaki/7D2D_Modlet [table=width: 800, class: grid, align: center] [tr] [td]Name[/td] [td]Desc[/td] [td]Overview[/td] [td]Author[/td] [/tr] [tr] [td]prefabRngAlt[/td] [td]HERE[/td] [td]Modifies prefab rule, as it avoids POI duplication and bring back missing POI[/td] [td]Alphado[/td] [/tr] [tr] [td]RandomHubSizeKiller[/td] [td]HERE[/td] [td][sDX]Replace seed based random hub size with static 2Kx2K size[/td] [td]Alphado[/td] [/tr] [/table] My main project : Terrain modifiers - Infinite If you're interested in awesome terrain generation or just completely flat terrain, check it. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted February 22, 2019 Author Share Posted February 22, 2019 Alphado's alternative prefab randomizer This do: Change POI distribution in cities. This do NOT: Change city size.Change street shape in city.Add new POIs. Description This mod forces to spawn POIs which rarely seen in vanilla, such as skyscrapers, large stores, factories and hospital. Also, this avoids the same POIs here and there, such as water utility and cell towers. Still work in progress, so there should be problems. Known issues: Never works with the mods, which add new POIs or change POI distribution.In huge city, residentialNew area sometimes has empty lots. (Because, only water towers can fill up small area in residentialNew. I can fill up with them, but... you can imagine what'll happen.)In huge city, industrial area sometimes has many farming area. (Same reason as residentialNew, but less problematic because farm is industrial area related.) Screenshots And here is more SS: https://imgur.com/a/k2q9O2E Example Here are example of generated prefabs.xml and major landmark pois list. https://pastebin.com/iHBq531q 5 hospital 3 football stadium 5 shamway factory 9 shotgun messiah factory 1 DISHONG skyscraper 7 Joe bros builder skyscraper 11 HIGASHI skyscraper 13 Crack a book skyscraper 13 auto-parts store 11 large book store 5 small book store 4 large shamway store 4 small shamway store 3 large gun shop 4 small gun shop 18 large working stiffs store 2 small working stiffs store 6 popn pill store https://pastebin.com/pzSQAn8H 5 hospital 9 football stadium 6 shamway factory 9 shotgun messiah factory 1 DISHONG skyscraper 6 Joe bros builder skyscraper 8 HIGASHI skyscraper 12 Crack a book skyscraper 16 auto-parts store 10 large book store 6 small book store 6 large shamway store 3 small shamway store 5 large gun shop 3 small gun shop 18 large working stiffs store 3 small working stiffs store 8 popn pill store As you see, there are many skyscraper, hospital, stores and factory. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted February 22, 2019 Author Share Posted February 22, 2019 Alphado's random hub size killer This do: Change maximum city size of every seed as large as possible. This do NOT: Change minimum city size. Flat terrain helps minimum to get larger. (See my Terrain Modifiers for this.)Change street shape in city.Change POI distribution.Add new POIs. Description This mod remove current upper cap of city size, which is determined by world seed. All city get potential to grow upto 2000x2000, opposed to vanilla forces all of them upto 500x500 in worst case. vv Best and worst case in Alpha17.2b20 (b27 and former versions have same problem) vv Maximum city size is determined by SEED. And never changes once it's determined. SDX or Sphereii's 7D2D mod launcher is required to install, and start new world with EAC disabled. Once world generation is finished, you can play it without this mod, so that EAC can be enabled. AFAIK, this works with any other modlet because nothing in xmls are changed. Such as, COMPO PACK, Wild land and my Terrain modifiers will work fine. Known issues: none Screenshots Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted February 22, 2019 Author Share Posted February 22, 2019 merged Link to comment Share on other sites More sharing options...
chikorina Posted February 22, 2019 Share Posted February 22, 2019 Very nice! I was tired of seeing those radio towers and only being sent to the water works for tier 4 quests:upset: Thank you Alphado! Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted February 22, 2019 Author Share Posted February 22, 2019 Yeah, I hope you enjoy, @chikorina. In case you find something bad distribution, feel free to tell me! Link to comment Share on other sites More sharing options...
Hell_Vice Posted February 24, 2019 Share Posted February 24, 2019 Amazing job, works really well and it feels great to get huge cities The road work is really better than actual one. nicely done, thanks for adding the prefabs too always thought they were missing, it even works with modified rwg prefab rules (no effect but no problems), but I really like the distribution you've made within the prefabs. Keep up the good work Link to comment Share on other sites More sharing options...
Hell_Vice Posted February 25, 2019 Share Posted February 25, 2019 I've been testing it intensively and noticed an interesting "feature". As you mention flattening the terrain will increase city size, so using your mods + @DelStryker Rwg terrain generator values https://github.com/DelStryker/Delmod-7D2D-A17-Mods/blob/master/RWGMIXER/rwgmixer.xml allowed me to increase the size of prefabs by quite a lot especially on 17.1b9 example on 17.1b9 - your mods : an already nice seed with a 195 kb prefabs, 5 traders, all the good jazz your prefabs allows - using your mods and modifying my vanilla 17.1b9 rwgmixer with Delstryker terrain values : as you can see there are cities in other places due to flattening the map a little, I have a 360kb prefabs! still all the good stuff it works on 17.2b27 too but with far less increase in prefabs size. The mods are really cool, just a minor remark I think there are too much factories 15 seems a lot too much imo (both on the 195 and 360kb) , rest of distribution seems ok I'm pretty sure it can be done even better using your terrain modifiers mods, but that's my noob way using rwgmixer values https://7daystodie.com/forums/showthread.php?100968-Terrain-modifiers-Infinite which looks like the next toys to mess with Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted February 25, 2019 Author Share Posted February 25, 2019 Thank you for feedback and I'm glad to hear you like it, @Hell_Vice. I haven't used @Delstryker 's edit, but looks nice. There are large city and all separated. Problem with flat terrain is, some of cities put together so wilderness get smaller. As you says, 15 factories might be too many for SP imo. 6 or so will make more sense. Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted February 27, 2019 Share Posted February 27, 2019 First off please keep up the good work I like what you have done here .... I was looking to add some prefabs to the spawning in the prefabRngAlt Modlet and noticed this under <prefab_rule name="townGroup"> <prefab rule="multiple" prop="0.1" /> <prefab rule="multipleLandmark" prop="0.5" /> I changed mine to prob just to let you know .... Ragsy Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted February 28, 2019 Author Share Posted February 28, 2019 Oh thank you for reporting it, @Ragsy 2145. I wouldn't notice this mistake without. Link to comment Share on other sites More sharing options...
Hell_Vice Posted March 6, 2019 Share Posted March 6, 2019 Just to let you and the good people of the forum know that your mod is on point for 17.2. Like Ragsy 2145 I've added lots of prefabs to your prefabs rando (compopack 38 especially in residentialnew) and it gives impressive results allowing 350+kb with default rwgmixer height. As stated before using this method and flattening the map (not too much it kills city sizes) I up the prefabs size to 630ko (which is too much) so basically you can "choose" density of POI's by adjusting heights. The only "down" is still skyscraper_01 which shows from time to time, but not consistently (i change skys_02 or _04 to 01 manually). This is the best mod to make great maps! Thank you so much for the good work once again Alphado just a teaser with a 630 ko prefabs map on 17.1b9 (it gaves 200ko more than 17.2) btw you need 15+minutes to dezoom the game doesn't handle that much prefabs in editor easily Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted March 6, 2019 Author Share Posted March 6, 2019 Looks fantastic It looks like 8k map with 630kb prefab, right? I've never heard or seen such dense poi distribution for 8k. I'm happy to hear you seems to enjoy my mods really. Actually, I'm also planning for compo pack edition for my randomizer, but you can share your work if you willing to do so. I'm sure it'll be highly welcomed by community. BTW skyscraper_01 is prevented by its large size. Each lot in city is 6x6 socket, but sky_01 is 12x11 socket, so less probable to spawn than the other skyscrapers. Link to comment Share on other sites More sharing options...
Hell_Vice Posted March 6, 2019 Share Posted March 6, 2019 yeah this is exactly what it is 8k with 630 ko I just modified your rwgmixer in prefabs here is my version (WIP) for CP38 https://github.com/Hell-Vice/Alphado-Prefabs-rando-with-CP38 to go this dense you have to change the height obviously, but already with that addition it populates cities far more than vanilla Pretty sure you'll come out with something more refined than my lazy addition to your great work P.S another teaser on 17.2 450ko prefabs here Link to comment Share on other sites More sharing options...
TARCH26 Posted April 4, 2019 Share Posted April 4, 2019 Alphado-Jaki Can you change the prefabRngAlt, that would trade areas spawned in settlements? Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted October 31, 2019 Author Share Posted October 31, 2019 [DMT]Alphado's Hub Placement Fix 0.2.0 This is DMT MOD, you must turn off EAC to generate world. You can revert to vanilla and turn EAC ON, when you play after generation. CLIENT DOWNLOAD PRECOMPILED Just drop in 7DaysToDie directory 18.2b5 18.1b8 (stable) 18.1b6 18.0b155 (stable) SERVER DOWNLOAD PRECOMPILED Just drop in 7DaysToDieDedicatedServer directory 18.2b5 server 18.1b8 server (stable) 18.1b6 server 18.0b155 server (stable) DOWNLOAD SOUCE FILE Compile with DMT by yourself This do: Change Hub placement to succeed much more than vanillaMake largest cities can spawn MORE than 4 (max count in 16K vanilla)Customize MAX COUNT for each Hub type (city town rural) as you likeWhen large hub can't spawn in, try whether smaller one can there (Vanilla does just abort to place there) This do NOT: Change terrain/biomeChange in-city lot layoutAdd new POIs (So, works with COMPO pack or other POI mod without issue.) Description This change hub placement, that is cities and towns grow, as MORE and LARGER hubs be generated. In vanilla, max counts prevents large or med city to grow, but they are hard-coded so difficult to change. I made them easily customizable, even for those who want as many as possible, crazy number like 99999 can be set. This is DMT mod, so you must TURN EAC OFF. But once RGW generation is finished, you can revert to vanilla to turn EAC ON. I'm planning some more improvement for hub placement, so you may see new update when going to restart worlds. Known issues: Running on 16K generation is bad idea. It takes about 27 hours Screenshots comparison Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted October 31, 2019 Author Share Posted October 31, 2019 Alphado's Increase Skyscrapers 0.1.1 DOWNLOAD Just drop in 7DaysToDie directory and replace it IMPORTANT NOTE: Currently, we can't reflect xpath patch to rwgmixer.xml. (fixed in 18.1b6) So, till it's fixed, I distribute modified rwgmixer.xml to replace vanilla one. To reset to vanilla, re-download or validate on Steam. This do: Change prefab_rules, so that skyscrapers can spawn approx 50% in city/town. NOTE : When you read xml, may think I'm doing too much. But it's NOT 100%, trust me. This do NOT: Change terrain/biomeChange Hub PlacementAdd new POIs (But, you can NOT use this with POI packs.) Description This makes skyscrapers seen more, to keep T5 quests enjoyable and to give every city immersion. This is in development, not good as my previous prefab-ruleset, but working a bit. Known issues: Nothing for now Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted October 31, 2019 Author Share Posted October 31, 2019 Long time no see, folks. I'm back, and posted small but awesome mods. I hope you enjoy Link to comment Share on other sites More sharing options...
Haidrgna Posted October 31, 2019 Share Posted October 31, 2019 Welcome back! Good to see you back in modding again. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted October 31, 2019 Author Share Posted October 31, 2019 Thank you:) I'm glad to be back modding again. Link to comment Share on other sites More sharing options...
n2n1 Posted November 1, 2019 Share Posted November 1, 2019 Good to see You It is good that the new RWG did not discourage the desire you have to do modding. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted November 2, 2019 Author Share Posted November 2, 2019 Or rather, it encourage me XD Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted November 8, 2019 Author Share Posted November 8, 2019 New version with more dense hub generation in coming. (Now testing with 16k) Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted November 8, 2019 Author Share Posted November 8, 2019 Updated [DMT]Alphado's Hub Placement Fix is now 0.2.0. Compatible with 18.0b155 and 18.1b6 Changelog: Total number of town is increased from static 32 to (world size /512)^2. 8K can spawn 256 at max.More detailed debug information. If you set isDebug = true; progress of town generation is logged. Enjoy your weekend Link to comment Share on other sites More sharing options...
Gareee Posted November 9, 2019 Share Posted November 9, 2019 Awesome that this gets rid of all that barren wasted map space! Link to comment Share on other sites More sharing options...
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