Gandilein Posted September 12, 2021 Share Posted September 12, 2021 26 minutes ago, BFT2020 said: @KhaineGB So Khaine is aware of what you found. He might need more details from you. No problem, I tried tinkering with the POI list because I realized that a lot of POIs weren't generated by KG. Few of them just needed some allowed Township value, that was not to complicated but apparently no POI with the phrase "cave" in its name will generate aswell. So the solution is to rename them to something without cave or just remove the "e" from cave. Link to comment Share on other sites More sharing options...
KhaineGB Posted September 12, 2021 Share Posted September 12, 2021 Wait, what? Why am I being tagged? The only caves DF has are part of sphereii-core and not part of the kinggen list. Link to comment Share on other sites More sharing options...
BFT2020 Posted September 12, 2021 Share Posted September 12, 2021 2 minutes ago, KhaineGB said: Wait, what? Why am I being tagged? The only caves DF has are part of sphereii-core and not part of the kinggen list. because I messed up, I for some reason get you and Kingslayer mixed up. I think it is because you have the GB and he has GM at the end of your user names. Tagging @KingSlayerGM Link to comment Share on other sites More sharing options...
KhaineGB Posted September 12, 2021 Share Posted September 12, 2021 Oh, easily done. Link to comment Share on other sites More sharing options...
Gandilein Posted September 12, 2021 Share Posted September 12, 2021 9 minutes ago, KhaineGB said: Wait, what? Why am I being tagged? The only caves DF has are part of sphereii-core and not part of the kinggen list. It is Ravenhearst not DF, but that is not the point, the problem with caves would be in all POI lists, even Vanilla Link to comment Share on other sites More sharing options...
Gandilein Posted September 13, 2021 Share Posted September 13, 2021 (edited) Another thing that I found is that the "nozone" zone for some vanilla POIs is not working, maybe consider this zone name because it works with the Vanilla RWG but not with KG. Edited September 14, 2021 by Gandilein (see edit history) 1 Link to comment Share on other sites More sharing options...
sonicdeathmnkey Posted September 13, 2021 Share Posted September 13, 2021 My buddy and I want to have a world that's all snow biome, but every time I try to make one with the CPVANILLAKINGGEN13PREFABLIST, it crashes with the below log 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 It works fine using the Vanilla POI list... Is it trying to insert POIs or hubs tagged for non-snow biomes? Link to comment Share on other sites More sharing options...
stallionsden Posted September 13, 2021 Share Posted September 13, 2021 2 hours ago, sonicdeathmnkey said: My buddy and I want to have a world that's all snow biome, but every time I try to make one with the CPVANILLAKINGGEN13PREFABLIST, it crashes with the below log 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 It works fine using the Vanilla POI list... Is it trying to insert POIs or hubs tagged for non-snow biomes? Try adding snow biome to the ones that don't have snow Link to comment Share on other sites More sharing options...
Nova1021 Posted September 13, 2021 Share Posted September 13, 2021 Apologies if this has been asked before but: is there any way to increase the elevation range of height maps to span more than 255 meters? Link to comment Share on other sites More sharing options...
stallionsden Posted September 14, 2021 Share Posted September 14, 2021 2 hours ago, Nova1021 said: Apologies if this has been asked before but: is there any way to increase the elevation range of height maps to span more than 255 meters? No 255 is max Link to comment Share on other sites More sharing options...
Dark_Shadow_231 Posted September 17, 2021 Share Posted September 17, 2021 Hi Kingslayer, I had an idea for a new feature, thought it would be worth suggesting. Sometimes after generating a map, I edit and add a few things. When changing POI's, I regenerate the preview. When it does this, the colour of most POIs change in the preview.png (guessing because most POI are not specific to only 1 biome or sector). Would it be possible to capture what Kinggen was filtering by at the time, so it could maintain this, either by writing to a separate file, or maybe adding the filter criteria into notes in the prefab xml. Just a thought. 1 Link to comment Share on other sites More sharing options...
AndrewT Posted September 18, 2021 Share Posted September 18, 2021 Kingslayer with the new custom map features coming to A20 as well as a new list of POIs in the hundreds, how will KingGen be updated to be compatable with A20? especially considering we will need maps larger than 10k to have lots of the new POIs in one map Link to comment Share on other sites More sharing options...
gpcstargate Posted September 20, 2021 Share Posted September 20, 2021 Good day KingSlayerGM I'm guessing there will be some major changes to this once A20 drops .. or .. will it stay pretty much the same.? Just wondering, Thank you Link to comment Share on other sites More sharing options...
paulj_3 Posted September 20, 2021 Share Posted September 20, 2021 (edited) Quiet week it seems. . . So - quick question, if I may.... I believe that the rwgmixer.xml is only used and read by the 7D2D default R/W Generator during the creation of an RWG map, and is not used (at all) by the game when a KingGen-created map is used. . . . . However - neither the poislist or the prefabs.xml list are formatted in the same manner as the rwgmixer, and perhaps this is because KingGen doesn't use that same format - getting all the needed prefab details from those two files. A couple of test games ago, I removed the rwgmixer.xml from the Config folder to see if it had any impact, and it appears not to. The current Prefabs folder contains only the 'CP47-A19.6 KG13+vanilla' download, so my question is - Is the rwgmixer.xml used anywhere at all, other than when creating a default RWG map? It throws up a red - 'missing file' notification in the startup log, but nothing more significant. Thoughts? Edited September 20, 2021 by paulj_3 (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted September 20, 2021 Share Posted September 20, 2021 On 9/19/2021 at 8:12 AM, AndrewT said: Kingslayer with the new custom map features coming to A20 as well as a new list of POIs in the hundreds, how will KingGen be updated to be compatable with A20? especially considering we will need maps larger than 10k to have lots of the new POIs in one map You can make 16k maps in kinggen already lol Link to comment Share on other sites More sharing options...
spud42 Posted September 21, 2021 Share Posted September 21, 2021 hi, i have settings mostly default. only changes are wasteland size=none , number of spawn points increased , number of POI's in the wild = decreased. using a 12k custom height map and a custom cities map. I am using a custom citits map because playing with cities =1 and trying to keep the number of towns down just wouldnt work. you couldnt tell the difference between the city and the towns. ok so i painted areas green 0,255,0 for towns and i am mostly happy with the map. BUT the roads in the towns dont connect! the city is fine, the villiages are fine, asian and farms areas are fine . Its only the towns that are a series of crosses. as per the image. the only other changes i made were because the map was getting too flooded and lost its shape. i set water level to 10 cities to 30 and snow at 150 Link to comment Share on other sites More sharing options...
Tallman Brad Posted September 21, 2021 Share Posted September 21, 2021 Lowering the town 'grid' size will reconnect the roads. I've had a similar problem. Regarding your water and city height issue. It sounds like your map is effectively too 'dark' making it low. Try using the 'brightness' tool on your whole map, in your graphics editing software, to increase the base level of the terrain to nearer 60,60,60. Or you could drop a black layer underneath your map, then slowly make your map more transparent, slowly exposing the black layer, until it brings the brightness down sufficiently. Just a couple of random ideas. I hope something there helps. Link to comment Share on other sites More sharing options...
spud42 Posted September 21, 2021 Share Posted September 21, 2021 8 minutes ago, Tallman Brad said: Lowering the town 'grid' size will reconnect the roads. I've had a similar problem. Regarding your water and city height issue. It sounds like your map is effectively too 'dark' making it low. Try using the 'brightness' tool on your whole map, in your graphics editing software, to increase the base level of the terrain to nearer 60,60,60. Or you could drop a black layer underneath your map, then slowly make your map more transparent, slowly exposing the black layer, until it brings the brightness down sufficiently. Just a couple of random ideas. I hope something there helps. cheers Brad, i will try the grid size. the map probably is too dark but i have no issues with generation with the 10,30 settings. the map is lifted out of tangram, it is Tasmania the smallish island below victoria in Australia... 1 Link to comment Share on other sites More sharing options...
PAL-18 Posted September 21, 2021 Share Posted September 21, 2021 (edited) I have a bug to report. Choosing one city from advanced settings does not generate one city. It still generates many. Edited September 21, 2021 by PAL-18 (see edit history) Link to comment Share on other sites More sharing options...
zztong Posted September 23, 2021 Share Posted September 23, 2021 On 9/20/2021 at 11:30 AM, paulj_3 said: quick question, if I may.... I believe that the rwgmixer.xml is only used and read by the 7D2D default R/W Generator during the creation of an RWG map, and is not used (at all) by the game when a KingGen-created map is used Correct. Only the built-in RWG uses the rwgmixer.xml file. On 9/20/2021 at 11:30 AM, paulj_3 said: neither the poislist or the prefabs.xml list are formatted in the same manner as the rwgmixer, and perhaps this is because KingGen doesn't use that same format - getting all the needed prefab details from those two files. Correct. The build-in RWG is willing and able to read POI XML files and binary files to collect information about each POI related to placement such as zoning, size, rotation, offset, and more. Generators like KingGen and NitroGen prefer to have all of that pre-processed into one data file. You use a tool to build that file, assemble that file manually, or edit a file produced by their tool. On 9/20/2021 at 11:30 AM, paulj_3 said: Is the rwgmixer.xml used anywhere at all, other than when creating a default RWG map? Not that I'm aware of, but POI lists only appear to be about 1/3 of that file. I suppose it is possible some part of a running game needed info about biomes, stamper nodes, and whatever else is down there. Link to comment Share on other sites More sharing options...
paulj_3 Posted September 23, 2021 Share Posted September 23, 2021 Wow! Thank you for that great answer, zztong! Beautiful and very understandable choice of wording. Thank you. You must be a good programmer. 😉 1 Link to comment Share on other sites More sharing options...
wfsm1th Posted September 25, 2021 Share Posted September 25, 2021 First off, thank you for this awesome tool. I am having a small issue where every map seems to only put populated areas (cities/towns) in the desert biome. I am trying to create an 8K map that is mostly flat with huge connected cities. I have set city/town size to large, city/town number to "lots", and mountains to none. I've generated about 20 maps so far and it looks like the generator specifically targets the desert biome for populated areas and the forest is mostly empty. Is there a setting I'm missing or would I have to use a "Custom cities maps" file to do this? Another small question: Is there a place where I can see a showcase/collection of awesome generated KG maps? Link to comment Share on other sites More sharing options...
pvr3 Posted September 25, 2021 Share Posted September 25, 2021 I love this map generator. I have one saved that I use often, but I'm getting to know it too well. When I try to generate a new one, I've been getting error messages though. The latest one is below and I'm wondering if someone could help me figure out what I'm doing wrong? I'm trying to use custom POIs and I'm assuming this is the issue because it works fine when trying to generator a map with vanilla POIs. "Discarded 992 lines in POIs list: 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 69, in __init__ File "hub_factory.py", line 14, in __init__ Exception: Cannot find default hubs" Link to comment Share on other sites More sharing options...
AndrewT Posted September 25, 2021 Share Posted September 25, 2021 On 9/20/2021 at 4:22 PM, stallionsden said: You can make 16k maps in kinggen already lol I know im currently using one but what i meant was considering the huge sizes of new upcoming POIs we may need more than just 10k map sizes in vanilla game. Link to comment Share on other sites More sharing options...
stallionsden Posted September 25, 2021 Share Posted September 25, 2021 2 hours ago, AndrewT said: I know im currently using one but what i meant was considering the huge sizes of new upcoming POIs we may need more than just 10k map sizes in vanilla game. Argh in vanilla tfp would have to keep it to a default size. Who knows what the remaining alphas have tho maybe we get more size options. Link to comment Share on other sites More sharing options...
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