canadianbluebeer Posted May 20, 2019 Share Posted May 20, 2019 The road network generation and town gen is MUCH better. Biome gen, well, that is a reversion and stinks. Just tweak the percentages a bit and it's a lot better. Not perfect, but better. Want more traders? tweak that a bit too. (I overdid it and got 100 traders. oops!) Yes, the road network isn't perfect, and 16k gen is still a nightmare. 8k is good enough, I fired up the server again to test RWG on it. Oddly, with the same rwgmixer, it generated things in different places, so I copied the SP world files over and the server is quite happy with that. Nice to see that, since it was the Linux client that generated the world, and the server is in windows (so I can run RAT, and alas, my linux server the hd finally died. Just haven't rebuilt it yet) my baseline seed is Starbuck it was very good in 16.4 in 17.x it's been hit/miss. Good city gen in 17.3, 8k. Insane city gen on a 16k map. (once mega city spanned over 7km non-stop) Link to comment Share on other sites More sharing options...
Atrophied Posted May 20, 2019 Share Posted May 20, 2019 Are there new poi's in 17.3? I been debating on trying nitrogen as I am sick of spending 30-60 mins generating worlds to find one that is decent biome wise. What made the devs decide this biome soup mess was a good idea is beyond me. I understand its randomgen but this is a tad too random. I been trying to figure out what to edit in the xml's to lower the percent of snow/wasteland/burnt forest spawning but I can't figure out what value to adjust. I replaced the snow biome entirely with pine forest using the Xpath system. Never been fond of seasonal biomes tbh, I think FP should make an actual map wide season thing where it snows, gets cold, changes the availability of food and resources etc. Force the players into that kind of survival scenario, would be awesome. My RWGmixer mod entries if you're interested <configs> <!-- Adjust Veronoi frequency --> <set xpath="/rwgmixer/biome_generators/biome_generator/module/property[@name=frequency]/@value">0.0002</set> <!-- Eliminate Snow biome, replace with pine_forest --> <set xpath="/rwgmixer/biome_generators/biome_generator/module/property[@name=biomemap1.Name]/@value">pine_forest</set> </configs> Link to comment Share on other sites More sharing options...
naresh963 Posted May 21, 2019 Share Posted May 21, 2019 Seed: theinternetisforporn Size: 8192 Version= Alpha 17.3 (b18) Prefabs.xml = 695 KB (712,029 bytes) 5 traders. <decoration type="model" name="settlement_trader_03" position="-3688,48,799" rotation="2" /> <decoration type="model" name="settlement_trader_04" position="-3544,47,794" rotation="2" /> <decoration type="model" name="settlement_trader_01" position="-2056,52,-2304" rotation="0" /> <decoration type="model" name="settlement_trader_02" position="528,47,2237" rotation="2" /> <decoration type="model" name="settlement_trader_05" position="-3328,41,-2305" rotation="2" /> Link to comment Share on other sites More sharing options...
hawk949 Posted May 23, 2019 Share Posted May 23, 2019 are 16k maps usable in the latest version? Link to comment Share on other sites More sharing options...
Dazzletrap Posted May 24, 2019 Share Posted May 24, 2019 are 16k maps usable in the latest version? yes but all our old seeds went to crap so still looking for a good one for a 12-16k map myself Link to comment Share on other sites More sharing options...
Furiosa Posted May 25, 2019 Share Posted May 25, 2019 Anyone got anything with a lot of cool poi's? preferable a mix of forest and desert. Link to comment Share on other sites More sharing options...
davidsonronnie Posted May 25, 2019 Share Posted May 25, 2019 I am new here but have a problem with my random gen, I don't use a seed and it is A17.3 this is a picture of my issue any thoughts or can you point me to a place I could post more appropriately I have tried searching haven't found anything that is applicable - - - Updated - - - All the buildings and poi's are like that. Link to comment Share on other sites More sharing options...
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