DJQuad Posted August 18, 2021 Share Posted August 18, 2021 Sorry, I was editing my post as you were replying. Please review that as I think that may clear a few more things up. Link to comment Share on other sites More sharing options...
Cpt Krunch Posted August 19, 2021 Share Posted August 19, 2021 1 hour ago, VicWint said: So, conceptually, all I need to do is point kinggen at the game instance. But how? Not necessary. If you are creating your own prefab list to play, just copy all the prefabs to a 2nd folder and create the list from there, does not need to touch the installation copy at all, when completed move the map to either the worlds folder in your install path, or to the generated worlds folder that lives in %appdata% 1 Link to comment Share on other sites More sharing options...
VicWint Posted August 19, 2021 Share Posted August 19, 2021 (edited) 40 minutes ago, Cpt Krunch said: Not necessary. If you are creating your own prefab list to play, just copy all the prefabs to a 2nd folder and create the list from there, does not need to touch the installation copy at all, when completed move the map to either the worlds folder in your install path, or to the generated worlds folder that lives in %appdata% But how would I do that? I looked at the CPVANILLAKINGGEN13PREFABLIST.txt from the compo pack, and there's a bunch of information in there which does not appear in rwgmixer.xml files nor in prefabs.xml files. I can't use that specific prefabs list for darkness falls, because it's missing about 100 POIs from darkness falls (for example, stuff like A16_fire_station_01, A18_store_hardware_lg_01, sphereii_cave_01 and xcostum_Gallery(by_TopMinder_and_Pille) and has about 200 POIs which do not appear in darkness falls (a bunch of xcostum_Supermarket and xcostum_Trader pois, for example). Removing the unused lines from CPVANILLAKINGGEN13PREFABLIST.txt is probably straightforward (I have not tried it, and there's a few POIs which are listed multiple times, so there may be an important subtlety which I do not yet understand). But to add lines for the missing POIs I would need to know how to generate the extra "columns" of information for those prefabs, and I would need to understand where to place these rows in the file (and possibly I would need to understand something I do not know how to ask about that's related to the lines which begin with @ in that file...). But maybe I am needlessly worrying, and I do not actually need to supply those columns for kinggen? (Is there some documentation about this that I should have been reading?) Edited August 19, 2021 by VicWint (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted August 19, 2021 Share Posted August 19, 2021 (edited) 1 hour ago, VicWint said: But how would I do that? I looked at the CPVANILLAKINGGEN13PREFABLIST.txt from the compo pack, and there's a bunch of information in there which does not appear in rwgmixer.xml files nor in prefabs.xml files. I can't use that specific prefabs list for darkness falls, because it's missing about 100 POIs from darkness falls (for example, stuff like A16_fire_station_01, A18_store_hardware_lg_01, sphereii_cave_01 and xcostum_Gallery(by_TopMinder_and_Pille) and has about 200 POIs which do not appear in darkness falls (a bunch of xcostum_Supermarket and xcostum_Trader pois, for example). Removing the unused lines from CPVANILLAKINGGEN13PREFABLIST.txt is probably straightforward (I have not tried it, and there's a few POIs which are listed multiple times, so there may be an important subtlety which I do not yet understand). But to add lines for the missing POIs I would need to know how to generate the extra "columns" of information for those prefabs, and I would need to understand where to place these rows in the file (and possibly I would need to understand something I do not know how to ask about that's related to the lines which begin with @ in that file...). But maybe I am needlessly worrying, and I do not actually need to supply those columns for kinggen? (Is there some documentation about this that I should have been reading?) Gallery by topminder and pille is in. What pois are doubled up. KG can't double up pois when it generates a list. Unless you have added a poi more then once. Place the darkness falls POI's in a folder click generate custom list in KG. Then direct it to that folder and save. Open list up in notepad++ Then copy the list generated to the cp list and edit/remove any pois you don't want. Make sure the pois for cp and df are in your game prefab folder when playing. Edited August 19, 2021 by stallionsden (see edit history) Link to comment Share on other sites More sharing options...
VicWint Posted August 19, 2021 Share Posted August 19, 2021 (edited) 53 minutes ago, stallionsden said: What pois are doubled up. KG can't double up pois when it generates a list. Unless you have added a poi more then once. In CompoPack-KingGen/CPVANILLAKINGGEN13PREFABLIST.txt at main · stallionsden/CompoPack-KingGen (github.com) I see these duplicated POI lines (line number : prefab name): 72:blueberryfield_sm 130:cornfield_lg 131:cornfield_med 132:cornfield_sm 369:potatofield_sm 538:water_tower_01 539:water_tower_02 540:water_tower_03 630:blueberryfield_sm 631:cornfield_lg 632:cornfield_med 633:cornfield_sm 634:potatofield_sm 635:water_tower_01 636:water_tower_02 637:water_tower_03 Edit: but darkness falls already includes most of compo pack's POIs (and edited versions of them, for balance reasons). Anyways, I was not looking to combine compo pack with darkness falls -- I was just using the compo pack poi list because it was the only example of a poi list that I had found. Anyways... now I understand that the "Generate custom POIs list" feature will build the thing for me. So that's good. (And I checked the poislist.txt generated by kinggen -- it doesn't have any duplicated pois.) On the other hand, it seems to contain 844 pois, and the prefabs directory has 893 pois. Kinggen has tossed all the POIs whose names begin with two 'A' letters. Like AAA_quonset_01 ... or maybe those are not really POIs? It's odd... Edited August 19, 2021 by VicWint (see edit history) 1 Link to comment Share on other sites More sharing options...
stallionsden Posted August 19, 2021 Share Posted August 19, 2021 2 minutes ago, VicWint said: In CompoPack-KingGen/CPVANILLAKINGGEN13PREFABLIST.txt at main · stallionsden/CompoPack-KingGen (github.com) I see these duplicated POI lines (line number : prefab name): 72:blueberryfield_sm 130:cornfield_lg 131:cornfield_med 132:cornfield_sm 369:potatofield_sm 538:water_tower_01 539:water_tower_02 540:water_tower_03 630:blueberryfield_sm 631:cornfield_lg 632:cornfield_med 633:cornfield_sm 634:potatofield_sm 635:water_tower_01 636:water_tower_02 637:water_tower_03 Argh yeh ty will remove them from the vanilla. When I generated the vanilla I forgot to remove those as they are in the farm settlement . Will correct that now. Link to comment Share on other sites More sharing options...
VicWint Posted August 19, 2021 Share Posted August 19, 2021 16 minutes ago, stallionsden said: Argh yeh ty will remove them from the vanilla. When I generated the vanilla I forgot to remove those as they are in the farm settlement . Will correct that now. It might not even be an error. I think Cpt Krunch was just surprised. Link to comment Share on other sites More sharing options...
stallionsden Posted August 19, 2021 Share Posted August 19, 2021 5 minutes ago, VicWint said: It might not even be an error. I think Cpt Krunch was just surprised. No it is a error. KG doesn't like double pois. Link to comment Share on other sites More sharing options...
stallionsden Posted August 19, 2021 Share Posted August 19, 2021 51 minutes ago, VicWint said: In CompoPack-KingGen/CPVANILLAKINGGEN13PREFABLIST.txt at main · stallionsden/CompoPack-KingGen (github.com) I see these duplicated POI lines (line number : prefab name): 72:blueberryfield_sm 130:cornfield_lg 131:cornfield_med 132:cornfield_sm 369:potatofield_sm 538:water_tower_01 539:water_tower_02 540:water_tower_03 630:blueberryfield_sm 631:cornfield_lg 632:cornfield_med 633:cornfield_sm 634:potatofield_sm 635:water_tower_01 636:water_tower_02 637:water_tower_03 Edit: but darkness falls already includes most of compo pack's POIs (and edited versions of them, for balance reasons). Anyways, I was not looking to combine compo pack with darkness falls -- I was just using the compo pack poi list because it was the only example of a poi list that I had found. Anyways... now I understand that the "Generate custom POIs list" feature will build the thing for me. So that's good. (And I checked the poislist.txt generated by kinggen -- it doesn't have any duplicated pois.) On the other hand, it seems to contain 844 pois, and the prefabs directory has 893 pois. Kinggen has tossed all the POIs whose names begin with two 'A' letters. Like AAA_quonset_01 ... or maybe those are not really POIs? It's odd... Fixed, thanks for picking that up Link to comment Share on other sites More sharing options...
Cpt Krunch Posted August 19, 2021 Share Posted August 19, 2021 There is quite a bit thats included in vanilla that you will not use. You are better off using the CP vanilla list, as it doesnt have all that extra Nav and deco pieces, you dont want those included in your mixer, granted they would be mostly excluded anyway due to the way they are tagged, but they will clutter up your mixer list. Link to comment Share on other sites More sharing options...
Kyonshi Posted August 19, 2021 Share Posted August 19, 2021 Got an issue trying to generate a map with CP POIs. Here's a screenshot. Link to comment Share on other sites More sharing options...
stallionsden Posted August 19, 2021 Share Posted August 19, 2021 1 minute ago, Kyonshi said: Got an issue trying to generate a map with CP POIs. Here's a screenshot. What version of the cp list are you using. Make sure it is 13.1 Link to comment Share on other sites More sharing options...
Cpt Krunch Posted August 19, 2021 Share Posted August 19, 2021 5 minutes ago, Kyonshi said: Got an issue trying to generate a map with CP POIs. Here's a screenshot. Looks like an out of date list, the list of numbers are skipped lines, and the default hubs are not at the top of the list. 1 Link to comment Share on other sites More sharing options...
Kyonshi Posted August 19, 2021 Share Posted August 19, 2021 Aaah, that was it! Thank you guys. 2 Link to comment Share on other sites More sharing options...
BFT2020 Posted August 19, 2021 Share Posted August 19, 2021 11 hours ago, stallionsden said: No it is a error. KG doesn't like double pois. It's a correctable oversight 😁 1 Link to comment Share on other sites More sharing options...
nilanthanimosus Posted August 19, 2021 Share Posted August 19, 2021 (edited) Hello, I had an error on multiple attempts (So its reproducible) generating the seed "PottatoPotato" at 8K on kinggen 0.13.1 A19.6: Spoiler Generating heightmap. Generating biomes. Generating cities. Generating water. Generating roads. Generating villages. 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 272, in generate File "world.py", line 349, in gen_villages File "world.py", line 393, in gen_villages_forest File "hub_factory.py", line 79, in gen_hub File "city.py", line 46, in __init__ File "city.py", line 53, in generate File "city.py", line 125, in gen_grid IndexError: too many indices for array: array is 1-dimensional, but 2 were indexed And I was using these settings on the latest compolist (Kinggen) which fixed vanilla POI duplication: Spoiler Edited August 19, 2021 by nilanthanimosus -Include the fact its reproducible (see edit history) Link to comment Share on other sites More sharing options...
piroman182 Posted August 19, 2021 Share Posted August 19, 2021 On 8/2/2021 at 10:06 AM, bgottfried91 said: Ok i get frustrated here..i have do all the things..put the list in a folder and everythings..and i still get the same error and it wont load the map. I get those damn gui pi error.. Link to comment Share on other sites More sharing options...
Cpt Krunch Posted August 19, 2021 Share Posted August 19, 2021 36 minutes ago, piroman182 said: Ok i get frustrated here..i have do all the things..put the list in a folder and everythings..and i still get the same error and it wont load the map. I get those damn gui pi error.. Ok, I think you are trying to do a lot of things, all at the same time, and its making it too confusing for you. Lets break down what you are trying to do. 1 You want a Darkness Falls Map 2 You are trying to use prefabs from, Darkness Falls, Vanilla, and Compo Pack 47. Is this correct? 1 Link to comment Share on other sites More sharing options...
AmethystLainey Posted August 19, 2021 Share Posted August 19, 2021 Ok , I need a bit of a hand. I updated KG and stopped using the required tag , and altered it like i was supposed to but otherwise my list is the old school list but Im getting the .PY list of errors any advice. Do I really have to go thru and regen the whole list ? Link to comment Share on other sites More sharing options...
AmethystLainey Posted August 19, 2021 Share Posted August 19, 2021 I solved my issue to get a world to work atleast but now I have a question is there things in the POI list we can remove that isnt needed I have all ready gone thru and got the signs, bridges , NAV only stuff , but can u remove anything else like the STONES and stuff or will that lead to no big boulders? Link to comment Share on other sites More sharing options...
Cpt Krunch Posted August 19, 2021 Share Posted August 19, 2021 2 hours ago, AmethystLainey said: I solved my issue to get a world to work atleast but now I have a question is there things in the POI list we can remove that isnt needed I have all ready gone thru and got the signs, bridges , NAV only stuff , but can u remove anything else like the STONES and stuff or will that lead to no big boulders? Yes Link to comment Share on other sites More sharing options...
Slicker Posted August 20, 2021 Share Posted August 20, 2021 (edited) When creating a new world, I get an error. 13.1 Edited August 20, 2021 by Slicker (see edit history) Link to comment Share on other sites More sharing options...
MimirTheAesir Posted August 20, 2021 Share Posted August 20, 2021 Heyo! I started using KingGen yesterday and first of all.. DAMN what an amazing tool! However, I encountered 1 problem today and I have 1 suggestion. Suggestion first: On the 7 Days to Die Discord Server someone told me that you can "edit" the worlds that the generator spits out. I had a perfect world generated but I wanted to change a single bit (add an island to a huge lake). They, however, couldn't tell me how to do that and also didn't find the instructions anymore. Could you maybe let me know (or add it to the inital announcement?) how to do that? The problem I encountered is as follows: I wanted to load up a world from a friend in KingGen but it gives me the following error whenever I try to load up ANY map: Exception in Tkinter callback Traceback (most recent call last): File "tkinter\__init__.py", line 1892, in __call__ File "gui.py", line 316, in open_world File "gui.py", line 1201, in load_world UnboundLocalError: local variable 'pois' referenced before assignment I could load maps yesterday super fine, no problem, today it doesn't work anymore. Any fix for that? Link to comment Share on other sites More sharing options...
Slicker Posted August 20, 2021 Share Posted August 20, 2021 when I generate a map with default settings there are no errors Link to comment Share on other sites More sharing options...
DEAk0n Posted August 20, 2021 Share Posted August 20, 2021 BUG REPORT: Functional regression - KinGen no longer generates maps using the Compo Pack I attempted to generate a map on a fresh install of 7D2D, only the Compo Pack installed, as per the instructions found on the above link. When using the supplied POI list, KingGen throws an error. Verison: KinGen 0.13.1 Platform: Linux x64 (Arch) Python: 3.9.6 (repo installed) The error message: 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 272, in generate File "world.py", line 349, in gen_villages File "world.py", line 393, in gen_villages_forest File "hub_factory.py", line 79, in gen_hub File "city.py", line 46, in __init__ File "city.py", line 53, in generate File "city.py", line 125, in gen_grid IndexError: too many indices for array: array is 1-dimensional, but 2 were indexed Without any other error messages, I am at the end of my ability to troubleshoot without access to source. Thank you, and have a great day. Link to comment Share on other sites More sharing options...
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