KingSlayerGM Posted August 2, 2021 Author Share Posted August 2, 2021 Just now, Dark_Shadow_231 said: Definitely a valid point, repetition can be an issue. Thanks for looking into this and diagnosing so swiftly. I may have asked this before but is there a donate link? I might set it up someday, people keep asking me 1 Link to comment Share on other sites More sharing options...
bgottfried91 Posted August 2, 2021 Share Posted August 2, 2021 Hey, running into an issue with a custom POI list that (from what I've been told) was working on previous versions. POI list here: https://pastebin.com/LhfpEt1s KingGen output when using this POI list with any trader settings besides "none" Generating heightmap. Generating biomes. Generating cities. Traceback (most recent call last): File "city.py", line 206, in random_poi File "rrlist.py", line 25, in get_random IndexError: list index out of range During handling of the above exception, another exception occurred: 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 1258, in run File "world.py", line 267, in generate File "world.py", line 534, in init_cities File "world.py", line 629, in gen_cities File "hub_factory.py", line 31, in gen_random_city File "hub_factory.py", line 62, in gen_random_hub File "city.py", line 47, in __init__ File "city.py", line 62, in generate File "city.py", line 257, in populate_grid File "city.py", line 208, in random_poi Exception: No traders POIs found. I'm assuming this is because the POI list doesn't include any of the default trader POIs (they're all replaced with mod-specific versions). Is there a way to mark a POI as a trader POI in the POI list currently? If not, it'd be nice to be able to do so, as the only option currently is to set traders to "none" and let them generate as normal POIs. This has downsides of course, both in the fact that you might get a lot of traders generated (as opposed to one per city/town) and that you can't identify traders on the preview map because they're just blended in with other normal POIs. Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 2, 2021 Author Share Posted August 2, 2021 3 minutes ago, bgottfried91 said: Hey, running into an issue with a custom POI list that (from what I've been told) was working on previous versions. POI list here: https://pastebin.com/LhfpEt1s KingGen output when using this POI list with any trader settings besides "none" Generating heightmap. Generating biomes. Generating cities. Traceback (most recent call last): File "city.py", line 206, in random_poi File "rrlist.py", line 25, in get_random IndexError: list index out of range During handling of the above exception, another exception occurred: 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 1258, in run File "world.py", line 267, in generate File "world.py", line 534, in init_cities File "world.py", line 629, in gen_cities File "hub_factory.py", line 31, in gen_random_city File "hub_factory.py", line 62, in gen_random_hub File "city.py", line 47, in __init__ File "city.py", line 62, in generate File "city.py", line 257, in populate_grid File "city.py", line 208, in random_poi Exception: No traders POIs found. I'm assuming this is because the POI list doesn't include any of the default trader POIs (they're all replaced with mod-specific versions). Is there a way to mark a POI as a trader POI in the POI list currently? If not, it'd be nice to be able to do so, as the only option currently is to set traders to "none" and let them generate as normal POIs. This has downsides of course, both in the fact that you might get a lot of traders generated (as opposed to one per city/town) and that you can't identify traders on the preview map because they're just blended in with other normal POIs. A POI is considered a trader by KG if the word "trader" is in the name of the POI. Link to comment Share on other sites More sharing options...
bgottfried91 Posted August 2, 2021 Share Posted August 2, 2021 28 minutes ago, KingSlayerGM said: A POI is considered a trader by KG if the word "trader" is in the name of the POI. Hmm, is it case sensitive? These POIs are in that list and still result in the error: wotw_Settlement_TraderBob1,41,31,46,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialnew/residentialold,, wotw_Settlement_TraderHugh1,45,28,49,-8,2,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialnew/residentialold,, wotw_Settlement_TraderJen1,43,28,42,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialnew/residentialold,, wotw_Settlement_TraderJoel1,35,36,37,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialnew/residentialold,, wotw_Settlement_TraderRekt1,37,28,38,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialnew/residentialold,, wotw_Settlement_TraderSnow1,41,25,38,-5,0,snow,city,residentialnew/residentialold,, Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 2, 2021 Author Share Posted August 2, 2021 (edited) 7 minutes ago, bgottfried91 said: Hmm, is it case sensitive? These POIs are in that list and still result in the error: wotw_Settlement_TraderBob1,41,31,46,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialnew/residentialold,, wotw_Settlement_TraderHugh1,45,28,49,-8,2,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialnew/residentialold,, wotw_Settlement_TraderJen1,43,28,42,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialnew/residentialold,, wotw_Settlement_TraderJoel1,35,36,37,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialnew/residentialold,, wotw_Settlement_TraderRekt1,37,28,38,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialnew/residentialold,, wotw_Settlement_TraderSnow1,41,25,38,-5,0,snow,city,residentialnew/residentialold,, It is case sensitive, but I will make it insensitive. I am gonna release a an update tonight Edited August 2, 2021 by KingSlayerGM (see edit history) 1 Link to comment Share on other sites More sharing options...
bgottfried91 Posted August 2, 2021 Share Posted August 2, 2021 1 minute ago, KingSlayerGM said: It is not case sensitive, but I will make it so. I am gonna release a an update tonight Awesome, thanks so much for the quick replies and help! Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 2, 2021 Author Share Posted August 2, 2021 Thanks for the report 4 minutes ago, bgottfried91 said: Awesome, thanks so much for the quick replies and help! I made a mistake in my earlier reply, I corrected it Link to comment Share on other sites More sharing options...
bgottfried91 Posted August 2, 2021 Share Posted August 2, 2021 11 minutes ago, KingSlayerGM said: Thanks for the report I made a mistake in my earlier reply, I corrected it Yup, that's what I figured. For anyone who's playing WoTW and wants to use this prefab list created by Dwallion , see the discussion here: https://discord.com/channels/368052267208671243/368052267770970113/871784025650515988. The Class Store prefab doesn't have `trader` in the name, so even once KingSlayer has updated KingGen to no longer be case-sensitive, we'll need to at least update the name of the Class Store POI to include `trader` for it to be picked up by KingGen as a trader option. Link to comment Share on other sites More sharing options...
Boidster Posted August 2, 2021 Share Posted August 2, 2021 18 hours ago, KingSlayerGM said: I don't like this solution because it requires 2 files just to control water. It is redundant to me and other users might find it confusing. Fair enough. The net effect certainly is doable with the tools available now. On the custom zoning - thank you SO MUCH for for turning my already-days-long project to map an IRL location into a many-more-days-long project because obviously now I must accurately map out the various cities & towns, using Google Street View as a reference. JERK! 😉 But srsly, nice work. 2 Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 2, 2021 Author Share Posted August 2, 2021 2 minutes ago, Boidster said: Fair enough. The net effect certainly is doable with the tools available now. On the custom zoning - thank you SO MUCH for for turning my already-days-long project to map an IRL location into a many-more-days-long project because obviously now I must accurately map out the various cities & towns, using Google Street View as a reference. JERK! 😉 But srsly, nice work. What the project? which area are you mapping? Link to comment Share on other sites More sharing options...
Boidster Posted August 2, 2021 Share Posted August 2, 2021 Just now, KingSlayerGM said: What the project? which area are you mapping? For my first-ever attempt at creating a custom map, I'm doing an area around Pocatello, Idaho, USA. My co-op playing partner is from around there and I hope to surprise him as we uncover the map. "Hey Bob, doesn't that lake look familiar?" Luckily, it's a fairly rural area mostly, so really just a city/town/village overlay will probably be good enough. But maybe for his hometown I actually will scout out the neighborhoods a bit and try to zone accordingly. The interstates and state highways will be there using a custom splat, so if the intersection of highway X and interstate Y is an industrial zone IRL, would be nice to make sure it's industrial in game. 4 Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 2, 2021 Author Share Posted August 2, 2021 Version 0.12.1 released! It is manly bug fixes. 2 Link to comment Share on other sites More sharing options...
Cpt Krunch Posted August 2, 2021 Share Posted August 2, 2021 50 minutes ago, Boidster said: For my first-ever attempt at creating a custom map, I'm doing an area around Pocatello, Idaho, USA. My co-op playing partner is from around there and I hope to surprise him as we uncover the map. "Hey Bob, doesn't that lake look familiar?" Luckily, it's a fairly rural area mostly, so really just a city/town/village overlay will probably be good enough. But maybe for his hometown I actually will scout out the neighborhoods a bit and try to zone accordingly. The interstates and state highways will be there using a custom splat, so if the intersection of highway X and interstate Y is an industrial zone IRL, would be nice to make sure it's industrial in game. Sounds interesting. Def stop by my discord when you start prefab hunting. Link to comment Share on other sites More sharing options...
sonicdeathmnkey Posted August 2, 2021 Share Posted August 2, 2021 Just downloaded the latest version and I'm getting the following error message: Traceback (most recent call last): File "city.py", line 221, in random_poi File "rrlist.py", line 25, in get_random IndexError: list index out of range During handling of the above exception, another exception occurred: 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 1258, in run File "world.py", line 267, in generate File "world.py", line 534, in init_cities File "world.py", line 629, in gen_cities File "hub_factory.py", line 31, in gen_random_city File "hub_factory.py", line 62, in gen_random_hub File "city.py", line 46, in __init__ File "city.py", line 61, in generate File "city.py", line 265, in populate_grid File "city.py", line 232, in random_poi Exception: No POIs found for wasteland, city, downtown I'm using the compopack 47 list, and I've just validated Steam files. Link to comment Share on other sites More sharing options...
cammel Posted August 2, 2021 Share Posted August 2, 2021 (edited) 4 minutes ago, sonicdeathmnkey said: Just downloaded the latest version and I'm getting the following error message: Traceback (most recent call last): File "city.py", line 221, in random_poi File "rrlist.py", line 25, in get_random IndexError: list index out of range During handling of the above exception, another exception occurred: 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 1258, in run File "world.py", line 267, in generate File "world.py", line 534, in init_cities File "world.py", line 629, in gen_cities File "hub_factory.py", line 31, in gen_random_city File "hub_factory.py", line 62, in gen_random_hub File "city.py", line 46, in __init__ File "city.py", line 61, in generate File "city.py", line 265, in populate_grid File "city.py", line 232, in random_poi Exception: No POIs found for wasteland, city, downtown I'm using the compopack 47 list, and I've just validated Steam files. Did you download the updated prefab list for CP47? Edited August 2, 2021 by cammel (see edit history) 1 Link to comment Share on other sites More sharing options...
sonicdeathmnkey Posted August 2, 2021 Share Posted August 2, 2021 2 minutes ago, cammel said: Did you download the updated prefab list for CP47? I didn't realize there was one. Thank you. Link to comment Share on other sites More sharing options...
stallionsden Posted August 2, 2021 Share Posted August 2, 2021 1 hour ago, sonicdeathmnkey said: I didn't realize there was one. Thank you. Yeh cp47 list was updated when KG 12 was released. This new list is required. Link to comment Share on other sites More sharing options...
AmethystLainey Posted August 2, 2021 Share Posted August 2, 2021 Can anyone here help me figure out what is going on with my WOTW list I am following in the discord too have renamed the prefab files for all traders and such like it says and updated it on my list im using as well but still no dice I could really use some help plz and ty Link to comment Share on other sites More sharing options...
StinkieNinji Posted August 3, 2021 Share Posted August 3, 2021 Absolutely loving KingGen and KingSlayerGM's continued amazing work on it however when it comes to the custom zoning I seem to be doing something very wrong and I can't seem to figure out what exactly.... Keep getting the following error whenever I try to use a custom zoning map I made: "TypeError: int() argument must be a string, a bytes-like object or a number, not 'tuple' The above exception was the direct cause of the following exception: 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 1258, in run File "world.py", line 267, in generate File "world.py", line 530, in init_cities File "world.py", line 513, in load_zoning_map ValueError: setting an array element with a sequence." Very likely something completely obvious that I'm not doing but after tinkering with various options in both KingGen and GIMP for the last couple hours as well as ensuring all my prefabs are up to date and my prefab list as well I can't seem to figure out what I'm doing wrong exactly..... Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 3, 2021 Author Share Posted August 3, 2021 2 hours ago, StinkieNinji said: Absolutely loving KingGen and KingSlayerGM's continued amazing work on it however when it comes to the custom zoning I seem to be doing something very wrong and I can't seem to figure out what exactly.... Keep getting the following error whenever I try to use a custom zoning map I made: "TypeError: int() argument must be a string, a bytes-like object or a number, not 'tuple' The above exception was the direct cause of the following exception: 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 1258, in run File "world.py", line 267, in generate File "world.py", line 530, in init_cities File "world.py", line 513, in load_zoning_map ValueError: setting an array element with a sequence." Very likely something completely obvious that I'm not doing but after tinkering with various options in both KingGen and GIMP for the last couple hours as well as ensuring all my prefabs are up to date and my prefab list as well I can't seem to figure out what I'm doing wrong exactly..... It's a bug in KG. I am gonna realease a fix today. 6 hours ago, AmethystLainey said: Can anyone here help me figure out what is going on with my WOTW list I am following in the discord too have renamed the prefab files for all traders and such like it says and updated it on my list im using as well but still no dice I could really use some help plz and ty Can I see the list you have so far? Which error are you getting from KG? Link to comment Share on other sites More sharing options...
AmethystLainey Posted August 3, 2021 Share Posted August 3, 2021 The error im getting seems just like the ones posted above and about WOTW but the fix didnt seem to work for me Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 3, 2021 Author Share Posted August 3, 2021 4 minutes ago, AmethystLainey said: The error im getting seems just like the ones posted above and about WOTW but the fix didnt seem to work for me Can I see the error and the list that you are using? Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 3, 2021 Author Share Posted August 3, 2021 Version 0.12.2 released! It is just bug fixes. 4 Link to comment Share on other sites More sharing options...
AmethystLainey Posted August 3, 2021 Share Posted August 3, 2021 I solved the problem but what I wanna know with the Traders Both Vanilla and MOdded is there a way to be sure to get 1 of each at a minimum? other then keep on genning maps Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 3, 2021 Author Share Posted August 3, 2021 39 minutes ago, AmethystLainey said: I solved the problem but what I wanna know with the Traders Both Vanilla and MOdded is there a way to be sure to get 1 of each at a minimum? other then keep on genning maps Add the tag "required" to the poi in the poi list. Another solution is to gen a large map, so there is more chance for them to spawn Link to comment Share on other sites More sharing options...
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