Damocles Posted November 13, 2019 Author Share Posted November 13, 2019 Its should spawn most of them. I dont know if any dimensions changed. In the first page there is an archive linked with prefablists (CompoPack 40), recently updated by MelT Prefablists (Ravenhearst, Darkness Falls, CompoPack) by other users (MelT, Xylvier): All prefab lists in a single file (latest versions) https://github.com/NickPhaedra/7-Days-to-Die-NitroGen-Prefab-Lists/archive/Prefablists.zip To test out how everything works, you can generate the OCD scenario, and fly around. It spawns all POIs that are referenced in a nice row. Link to comment Share on other sites More sharing options...
aovaron Posted November 13, 2019 Share Posted November 13, 2019 Hi, I had an Question. I use an dedicated Server. I generated am Map that works fine. So now we decidet to make an NEw larger Map. I generate it via Nitrogen. I copied it in the saves Folder. Then i change it in the Server Config. I rename the GameWorls to the New Map Name. Start the Server new and i had an New Player but on the old Map? I deleted all Files from the Saves Folder but the old Map still exist? What can i do? thx for an Answer Link to comment Share on other sites More sharing options...
zyncosa Posted November 13, 2019 Share Posted November 13, 2019 you can also use the settings of Ravenhearst / Darknessfalls / .... to create a map with their RWG data Gnamod for example has a beautiful surface with grass trees ... Link to comment Share on other sites More sharing options...
Alloc Posted November 13, 2019 Share Posted November 13, 2019 Just used NitroGen for 18.1 again. Still think it would be cool if you would put the additional files that the game doesn't read in a subfolder of the output folder (like "previews" or something like that) as that would not make clients download those files without any work put on the server admins. Pretty sure a lot of people forget to remove them first (or don't know which ones they can delete) and thus cause additional download time for clients connecting the first time Other than that still a great tool, wonder when I'll run into the first crack. On the worlds itself: - Maybe it would be a nice addition to have an option to restrict cracks to desert/wastelands, as I don't feel like cracks in a forest environment are any kind of realistic (yeah, in a zombie game ... ) - I'd like an option for the world to be randomly rotated, i.e. north/south for desert/snow is cool, but if the whole thing was rotated randomly later on you would at least not always immediately know where to go for those biomes Link to comment Share on other sites More sharing options...
Damocles Posted November 13, 2019 Author Share Posted November 13, 2019 Does the game transfer also subfolders? Or only files. I can make an option to push the preview and unneeded pngs into a subdolder. Link to comment Share on other sites More sharing options...
Alloc Posted November 13, 2019 Share Posted November 13, 2019 Only files directly in the folder, not from subfolders. That's why I was suggesting moving them to a subfolder Link to comment Share on other sites More sharing options...
Damocles Posted November 13, 2019 Author Share Posted November 13, 2019 Ok, will have a look at folders, biomes and crack logic. I wanted the craters to have no POIs anyhow Link to comment Share on other sites More sharing options...
Spatch Posted November 13, 2019 Share Posted November 13, 2019 Has anyone used this tool yet with 18.1 stable build 7? I just found out about this tool this morning and it looks great! I had generated a couple maps in Vanilla last night and they both looked like crap! Link to comment Share on other sites More sharing options...
Mjoelnir.hh Posted November 13, 2019 Share Posted November 13, 2019 (edited) CompoPack 40 prefablist.xml I see that Nitrogen is now packaged with a Prefab list for CompoPack 39. Will this also work with CompoPack 40, or is there an update to the list coming soon? Here is an updated list I made for CompoPack40: [ATTACH]30531[/ATTACH] All the "Asian" buildings are spawning in their own city so, if you don't like that, you've to change it. Has anyone used this tool yet with 18.1 stable build 7? I just found out about this tool this morning and it looks great! I had generated a couple maps in Vanilla last night and they both looked like crap! Yes, works great! @Damocles Works great as always! Would be nice to have a drop down list for different settings like you did for the prefab lists. Do you think you'll add that at some point? Thx again for your greaat work!prefablist.txt Edited November 13, 2019 by Mjoelnir.hh (see edit history) Link to comment Share on other sites More sharing options...
tankedup_ Posted November 13, 2019 Share Posted November 13, 2019 (edited) Ignore this, fixed my problem. Edited November 13, 2019 by tankedup_ (see edit history) Link to comment Share on other sites More sharing options...
Mjoelnir.hh Posted November 13, 2019 Share Posted November 13, 2019 (edited) How do i know if Nitrogen is generating a map for me? i press generate world but the console underneath doesnt seem to do anything other than output the radiation map. (Edit: 4k maps seem to generate, but the default 8k just doesnt for some reason) Would look like this in the console: Warning, maps above 8k are just experimental ! They will take very long to generate, and might require higher memory allocation. set prefablists to I:\7d2d\NitroGen_WorldGenerator/resources/prefablist.txt creating output directory: NitroGenMap I:\7d2d\NitroGen_WorldGenerator\output\NitroGenMap output directory created running generation thread ... running terrain generation ... image saved: I:\7d2d\NitroGen_WorldGenerator/output/NitroGenMap/radiation.png 102 ms place: 57 flat , 24 rough, 37 desert, 26 mountains exporting (1/3) exporting (2/3) image saved: I:\7d2d\NitroGen_WorldGenerator/output/NitroGenMap/genHM.png 6904 ms exporting (3/3) image saved: I:\7d2d\NitroGen_WorldGenerator/output/NitroGenMap/biomes.png 4191 ms ... terrain generation ... DONE ... ... running world mapping ... gen custom settlements custom_town_size_15 (1/151) (2/151) (3/151) (4/151) (5/151) (6/151) .... .... .... (142/151) (143/151) (144/151) (145/151) (146/151) (147/151) (148/151) (149/151) (150/151) (151/151) exporting (1/3) exporting (2/3) I:\7d2d\NitroGen_WorldGenerator/output/NitroGenMap/biomes.png not TYPE_INT_RGB, copy type 6 -> 1 exporting (3/3) ... world mapping ... DONE ... FINISHED GENERATING NEW WORLD Total time taken: 3 min 41 sec I had the same issue when I used Prefabs with the UNIQUE entry in the prefabslist.xml. After removing it, every map size was possible to generate. Edited November 13, 2019 by Mjoelnir.hh (see edit history) Link to comment Share on other sites More sharing options...
tankedup_ Posted November 13, 2019 Share Posted November 13, 2019 Would look like this in the console: Warning, maps above 8k are just experimental ! They will take very long to generate, and might require higher memory allocation. set prefablists to I:\7d2d\NitroGen_WorldGenerator/resources/prefablist.txt creating output directory: NitroGenMap I:\7d2d\NitroGen_WorldGenerator\output\NitroGenMap output directory created running generation thread ... running terrain generation ... image saved: I:\7d2d\NitroGen_WorldGenerator/output/NitroGenMap/radiation.png 102 ms place: 57 flat , 24 rough, 37 desert, 26 mountains exporting (1/3) exporting (2/3) image saved: I:\7d2d\NitroGen_WorldGenerator/output/NitroGenMap/genHM.png 6904 ms exporting (3/3) image saved: I:\7d2d\NitroGen_WorldGenerator/output/NitroGenMap/biomes.png 4191 ms ... terrain generation ... DONE ... ... running world mapping ... gen custom settlements custom_town_size_15 (1/151) (2/151) (3/151) (4/151) (5/151) (6/151) .... .... .... (142/151) (143/151) (144/151) (145/151) (146/151) (147/151) (148/151) (149/151) (150/151) (151/151) exporting (1/3) exporting (2/3) I:\7d2d\NitroGen_WorldGenerator/output/NitroGenMap/biomes.png not TYPE_INT_RGB, copy type 6 -> 1 exporting (3/3) ... world mapping ... DONE ... FINISHED GENERATING NEW WORLD Total time taken: 3 min 41 sec I had the same issue when I used Prefabs with the UNIQUE entry in the prefabslist.xml. After removing it, every map size was possible to generate. I believe ive fixed my problem, i installed 64bit java and i was able to successfully gen a 6k world, i guess 32bit just doesnt want to do it, though im bit confused why there was no error or anything to indicate it wasnt working? Link to comment Share on other sites More sharing options...
Mjoelnir.hh Posted November 13, 2019 Share Posted November 13, 2019 I believe ive fixed my problem, i installed 64bit java and i was able to successfully gen a 6k world, i guess 32bit just doesnt want to do it, though im bit confused why there was no error or anything to indicate it wasnt working? Glad you got it working. It's a great tool. Yeah I wondered the same, regarding an error message. There was just none and nothing happened. Link to comment Share on other sites More sharing options...
Dibbler Posted November 13, 2019 Share Posted November 13, 2019 Here is an updated list I made for CompoPack40: [ATTACH]30531[/ATTACH] All the "Asian" buildings are spawning in their own city so, if you don't like that, you've to change it. Yes, works great! @Damocles Works great as always! Would be nice to have a drop down list for different settings like you did for the prefab lists. Do you think you'll add that at some point? Thx again for your greaat work! Thanks for doing that, never used this tool before today. What I did do is to rename that file that you uploaded to "prefablist_CompoPack_40" and popped it into the resources folder. I then added "prefablist_CompoPack_40.txt ; Compo Pack 40 (full)" to the configPrefablists.txt file. So now I get the choice of using the Compo Pack 40 using that updated list. Of course I installed the actual Compo Pack 40 to my game, as instructed. Does that seem ok...? Thanks Link to comment Share on other sites More sharing options...
LewZephyr Posted November 13, 2019 Share Posted November 13, 2019 Damocles, This is a fantastic tool. Thank you for all you do. Any chance of having your tool generate a new custom main.ttw per map gen. Friends and I re-start many times during experimental, and the main.ttw generated by Nitrogen is the same for every map which causes clients to have to re-download. I do know I can do a map gen with RWG and use that main.ttw, but was hoping for it to just auto create. Thanks again for all your efforts. Link to comment Share on other sites More sharing options...
Damocles Posted November 13, 2019 Author Share Posted November 13, 2019 Damocles, This is a fantastic tool. Thank you for all you do. Any chance of having your tool generate a new custom main.ttw per map gen. Friends and I re-start many times during experimental, and the main.ttw generated by Nitrogen is the same for every map which causes clients to have to re-download. I do know I can do a map gen with RWG and use that main.ttw, but was hoping for it to just auto create. Thanks again for all your efforts. Good to know. I can have a look at making a unique one. Link to comment Share on other sites More sharing options...
Mjoelnir.hh Posted November 13, 2019 Share Posted November 13, 2019 Thanks for doing that, never used this tool before today. What I did do is to rename that file that you uploaded to "prefablist_CompoPack_40" and popped it into the resources folder. I then added "prefablist_CompoPack_40.txt ; Compo Pack 40 (full)" to the configPrefablists.txt file. So now I get the choice of using the Compo Pack 40 using that updated list. Of course I installed the actual Compo Pack 40 to my game, as instructed. Does that seem ok...? Thanks Yep, that's right. Should work then. Link to comment Share on other sites More sharing options...
Dibbler Posted November 13, 2019 Share Posted November 13, 2019 ^^^^ Thanks, it does seem to indeed Link to comment Share on other sites More sharing options...
Mjoelnir.hh Posted November 13, 2019 Share Posted November 13, 2019 @Damocles Is it possible to set a "spawn point" for a prefab before generating the world? Like: I have a lobby for a server and I want that lobby at the X and Z = 0 position. So, is it possibly to set it and that the world gets generated "around" that prefab. Right now I just hope it "spawns" close to the middle of the map or I try to adjust the prefabs in the 7d2d world editor before I upload the map to the server. Link to comment Share on other sites More sharing options...
Damocles Posted November 13, 2019 Author Share Posted November 13, 2019 @Damocles Is it possible to set a "spawn point" for a prefab before generating the world? Like: I have a lobby for a server and I want that lobby at the X and Z = 0 position. So, is it possibly to set it and that the world gets generated "around" that prefab. Right now I just hope it "spawns" close to the middle of the map or I try to adjust the prefabs in the 7d2d world editor before I upload the map to the server. I can add an option to spawn them as central as possible. Due to the generation algorythm, I cant gen the prefabs relative to a spawn-position, but I can move the spawn position close to a city. I could add a zone marker for spawn though, so that marked prefabs will place playerspawns nearby. (or even inside them?) Link to comment Share on other sites More sharing options...
Tim2500 Posted November 13, 2019 Share Posted November 13, 2019 We are trying to remove a few of the larger POI's from the map, but once the map has been generated these POI's are back in the map. Which file does Nitrogen look at to add POI's in please....Thanks. Link to comment Share on other sites More sharing options...
Damocles Posted November 13, 2019 Author Share Posted November 13, 2019 You can only manipulate the POIs by editing the prefabs.xml BEFORE starting the game (entering an area) You may try deleting the POI from the prefabs.xml AND the region files that it is located in. Maybe that works in a running game. Link to comment Share on other sites More sharing options...
Tim2500 Posted November 13, 2019 Share Posted November 13, 2019 Not trying to do this while the game is running, but before generating the map. have edited the prefabs.xml but they still apear in the game. - - - Updated - - - Using the compo Pack to try and get some smaller POI's into the game but just getting lots of very large building everywhere. Link to comment Share on other sites More sharing options...
Dibbler Posted November 13, 2019 Share Posted November 13, 2019 I have tried this most useful and pretty amazing tool for the first time today, I'll need to practise more to fully appreciate it. Thanks for sharing it. Is there any way to select the sizes for each of the biomes available.? I include the burned and wasteland biomes and find that they are typically very small and randomly placed, whilst the others are comparatively large. Also does the smoothing option define the transition stages between the biomes..? Thanks again for your work here. Link to comment Share on other sites More sharing options...
Mjoelnir.hh Posted November 13, 2019 Share Posted November 13, 2019 I can add an option to spawn them as central as possible. Due to the generation algorythm, I cant gen the prefabs relative to a spawn-position, but I can move the spawn position close to a city. I could add a zone marker for spawn though, so that marked prefabs will place playerspawns nearby. (or even inside them?) Sorry, "spawn point" were the wrong words... My question was all about generating a prefab where you want to have it. Hope it was not misleading. My bad english.... Personally I don't like the lobby close to cities so, an option to get a prefab as close to the center of the map as possible, independently from cities, would be great in my opinion. A marked area for spawns is not needed in my eyes since you can set the spawn position in the spawnpoints.xml or, like in my case, with Botman (bot to manage servers). Link to comment Share on other sites More sharing options...
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