Cpt Krunch Posted November 17, 2021 Share Posted November 17, 2021 15 hours ago, Gamida said: The one thing I miss from Nitrogen is the ability to add the elevated highway. I wanted to see if I could repair the full highway all across the map and then use a vehicle to zoom back and forth. Its actually fairly easy to add these in yourself, given you plan for it when generating the map and making sure you have a fairly clear path from end to end. Go into world editor and place the first 3 or 4 pieces NS and EW, then use a program like MS Excel to multiply the increasing x or y coordinate. Ive actually created some ramps that will match the vanilla highway pieces to make it bit easier to use. 2 Link to comment Share on other sites More sharing options...
VicWint Posted November 18, 2021 Share Posted November 18, 2021 (edited) Does anyone have any ideas about why this pois list would cause kinggen to throw an error? Spoiler @hubs # A hub is a group of zones. # ***** !!!!! SIZES INDICATE NUMBER OF INTERSECTIONS, NOT NUMBER OF POIS !!!!! ***** # ***** !!!!! DO NOT ABUSE MIN AND MAX, YOU WILL BREAK THE GENERATION !!!!! ***** # name,biomes,townships,zones,small_sizes,medium_sizes,large_sizes,prob,min,max # name: name of the hub # biomes: biomes where the hub can be generated # townships: townships of this hub # zones: zones contained by the hub # small_sizes: sizes the hub can have when users selects "small" # medium_sizes: sizes the hub can have when users selects "medium" # large_sizes: sizes the hub can have when users selects "large" # prob: probability of this hub being generated. A number between 0 and 1 is advisable, but it can be exceeded # min: minimum number of times this hub must be generated # max: maximum number of times this hub can be generated default_city,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialold/residentialnew/downtown/industrial/commercial,10/20,30/40/50,60/70/80,1,, default_single_city,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialold/residentialnew/downtown/industrial/commercial,80/100/120,130/150/170,180/200/220,1,, default_town,burnt_forest/snow/pine_forest/desert/wasteland,town,residentialold/residentialnew/industrial/commercial,5/10,10/15/20,30/40,1,, default_village,burnt_forest/snow/pine_forest/desert/wasteland,village,residentialold/residentialnew/commercial,1/2,1/2/3/4/5,6/8/10,1,, oldwest_village,desert,village,oldwest,2/3,3/4,4/5,0.5,, @zones # A zone is a group of POIs. # ***** !!!!! DO NOT REPEAT THE SAME COLOR MULTIPLE TIMES !!!!! ***** # name,red,green,blue # name: name of the zone # red: red value of rgb color # green: green value of rgb color # blue: blue value of rgb color residentialold,255,100,0 #orange residentialnew,255,255,0 #yellow downtown,0,255,0 #green industrial,0,0,255 #blue commercial,255,0,255 #purple oldwest,161,81,0 #brown @pois DF_Quest_Prefab_01,16,26,44,-9,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, DF_Quest_Prefab_02,36,45,43,-9,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, DF_Quest_Prefab_03,45,21,39,-1,2,snow,wilderness/city/rural/town,,, DFalls_DemonPortal,15,11,3,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, bluff01,15,10,19,-4,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, bridge_asphalt1,39,11,11,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, bridge_asphalt_broken,39,16,11,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, bridge_concrete1,39,11,11,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, bridge_wood1,39,11,9,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, bridge_wood2,32,10,7,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, bus_stop_01,29,5,9,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, bus_wreck_01,27,7,7,-4,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, canyon_car_wreck,8,6,10,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, canyon_cliff_dwellings,48,34,77,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, canyon_gift_shop,22,19,24,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, canyon_gift_shop_sign,3,12,14,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, canyon_mine,64,69,44,-55,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, caveOpening02,5,1,5,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, cave_01,33,22,54,-16,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, cave_02,33,23,54,-16,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, cave_03,44,62,54,-32,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, cave_04,33,14,54,-11,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, cave_05,26,19,61,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, culvert_01,21,15,45,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, deco_coal_vein,2,12,2,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, deco_iron_vein,2,12,2,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, deco_lead_vein,2,12,2,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, deco_nitrate_vein,2,12,2,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, deco_remnant_stone_04,18,12,11,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, deco_remnant_wood_01,8,10,8,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, deco_remnant_wood_02,6,7,7,0,3,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, deco_rubble_stone_01,5,2,7,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, deco_rubble_stone_02,9,3,9,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, deco_rubble_stone_03,4,3,4,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, deco_rubble_stone_04,7,15,7,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, deco_rubble_stone_05,9,3,9,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, deco_shale_vein,2,12,2,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, departure_bridge_01,32,18,11,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, departure_bridge_02,16,18,11,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, departure_city_blk_01,103,12,103,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,devonly,, departure_city_sign,3,14,13,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, desert_arch,24,9,8,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, desert_form01,26,22,29,-3,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, desert_form02,9,9,10,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, diersville_city_blk_01,135,12,115,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, diersville_city_blk_02,135,12,115,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, diersville_city_sign_01,3,14,13,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, docks_01,27,23,27,-11,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, docks_02,44,31,58,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, docks_03,53,32,54,-4,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, docks_04,12,27,25,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, docks_05,30,27,25,-8,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, gravestowne_city_blk_01,103,12,103,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, gravestowne_city_blk_half,103,12,25,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, gravestowne_city_blk_quarter,25,12,25,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, gravestowne_city_sign_01,3,14,17,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, gravestowne_street_crater_01,9,5,9,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, hwy_overpass_sign_01,3,8,17,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, indian_burial_grounds_01,27,8,27,-2,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, navezgane_waterfall_01,14,15,3,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, park_skate,171,23,149,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, perishton_city_blk_01,103,14,103,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,devonly,, perishton_city_blk_02,103,6,103,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,devonly,, perishton_city_blk_03,103,6,103,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,devonly,, perishton_city_blk_04,103,14,103,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,devonly,, perishton_city_blk_plaza,103,30,103,-3,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, perishton_city_sign_01,3,14,13,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, perishton_median_01,103,13,7,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, player_start1,6,2,6,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, player_start2,4,2,8,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, player_start3,5,2,6,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, player_start4,5,2,6,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, player_start5,6,2,8,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, player_start6,6,2,9,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, ranger_station_01,40,63,40,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, ranger_station_02,29,32,30,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, ranger_station_03,42,39,27,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, ranger_station_04,31,20,26,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, ranger_station_05,23,23,30,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, ranger_station_06,53,20,54,-3,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, ranger_station_07,54,34,50,-3,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, remnant_business_05,52,23,51,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness,none,, road_railing_long_filled_01,24,2,9,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, roadblock_01,9,2,3,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, rock_form01,8,5,10,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, rock_form02,11,8,12,-2,0,burnt_forest/snow/pine_forest/desert/wasteland,,biomeonly,, rock_form03,3,2,3,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, rock_form04,3,3,3,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, rock_form05,3,2,3,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, rwg_bridge_end_01,14,14,9,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, rwg_bridge_tile_01,14,14,9,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,,, sphereii_cave_01,5,5,7,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, sphereii_cave_02,4,4,4,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, sphereii_cave_03,4,3,6,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, sphereii_cave_04,4,3,3,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, sphereii_cave_05,3,5,3,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, sphereii_cave_06,12,4,11,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, sphereii_cave_07,3,2,2,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, sphereii_cave_08,3,2,3,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, sphereii_cave_09,5,3,5,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, sphereii_cave_10,4,5,6,-4,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, sphereii_cave_11,2,2,3,0,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, store_clothing_01,67,16,73,-2,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, store_electronics_02,57,14,57,-2,2,burnt_forest/snow/pine_forest/desert/wasteland,,none,, street_apache,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, street_bell_courtland,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, street_coronado,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, street_courtland_apache,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, street_courtland_coronado,1,1,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, street_courtland_east_260,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, street_davis,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, street_huenink_courtland,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, street_lake_bell,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, street_maple,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, street_maple_courtland,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, street_private,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, street_tran_courtland,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, streets_essag,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, streets_tran_and_lang,1,2,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, survivor_site_01,25,10,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, survivor_site_02,25,10,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, survivor_site_03,25,14,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, survivor_site_04,25,20,25,-4,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, survivor_site_05,25,17,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, survivor_site_06,25,20,25,-4,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, survivor_site_07,25,16,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, survivor_site_08,25,23,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,, tree_burntpine_01,1,11,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,city/rural/town,any,, tree_burntpine_02,1,10,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,city/rural/town,any,, tree_burntpine_03,1,9,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,city/rural/town,any,, tree_cactus_01,1,6,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, tree_cactus_02,1,5,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, tree_cactus_03,1,4,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, tree_mountainpine06m,1,6,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, tree_mountainpine13m,1,13,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, tree_mountainpine16m,1,16,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, tree_mountainpine19m,1,18,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, tree_mountainpine20m,1,20,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, tree_mountainpinedry,1,19,1,0,0,burnt_forest/snow/pine_forest/desert/wasteland,,navonly,, utility_celltower_02,22,59,26,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,,,, xcostum_Bills_1(by_Theodryck),35,17,35,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,,residential,, xcostum_CQC_HOUSE(by_XXX),28,18,18,-1,1,burnt_forest/snow/pine_forest/desert/wasteland,,residential,, xcostum_Canyon_Cave(by_War3zuk),56,58,44,-45,0,wasteland/snow/burnt_forest/forest/pine_forest/plains/desert,wilderness/city/rural/town,industrial/residential/commercial/residentialnew/residentialold/downtown,, xcostum_Cave1(by_NAGGcommunity),27,60,25,-20,0,burnt_forest/snow/pine_forest/desert/wasteland,,residential,, xcostum_Desert_Temple(by_Hydroponic),21,19,21,-8,2,desert,wilderness/rural/town,industrial/residential/biomeonly,, xcostum_Doctors_Office(by_Bostonlondon),39,32,37,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,,residential,, xcostum_DouneCastleRiah(by_Riahsaurus_Rex),73,24,65,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,,residential,, xcostum_DriveIn(by_NAGG_Genosis),57,17,90,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,,residential,, xcostum_ExcavatorMassGrave(by_Pille),52,21,15,-9,0,wasteland/snow/burnt_forest/forest/pine_forest/desert,,residential,, xcostum_Graveyard(by_Hydroponic),45,23,46,-4,2,wasteland/burnt_forest/wasteland_hub/city_wasteland/radiated,wilderness/rural/town,industrial/downtown/biomeonly/residential,, xcostum_HellMart(by_Riahsaurus_Rex),59,24,75,-2,3,burnt_forest/snow/pine_forest/desert/wasteland,,residential,, xcostum_Knolby_Cabin_1981(by_Klaus0Engel),28,14,51,-8,0,burnt_forest/snow/pine_forest/desert/wasteland,,residential,, xcostum_Modernhouse02(by_TopMinder),36,15,41,-3,0,burnt_forest/snow/pine_forest/desert/wasteland,,residential,, xcostum_Sawmill(by_Pille),50,28,51,-6,1,desert,,residential,, xcostum_SmallWoodhouse(by_TopMinder),30,16,33,-2,3,burnt_forest/snow/pine_forest/desert/wasteland,,residential/devonly,, xcostum_Subway(by_NAGG_Rick),70,32,43,-27,0,burnt_forest/snow/pine_forest/desert/wasteland,,residential,, xcostum_deerstand_2(by_axebeard),8,28,9,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,residential/nozone,, xcostum_fp_house_medium_002(by_Frank_Souza),22,17,20,-1,1,burnt_forest/snow/pine_forest/desert/wasteland,,residential,, xcostum_hideout(by_axebeard),31,13,24,-12,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness,residential/nozone,, xcostum_powerplant(byKam),152,71,103,-7,2,snow/burnt_forest/desert/wasteland,,industrial/residential/commercial/residentialnew/residentialold/downtown,, xcostum_prefabhome1(by_Riahsaurus_Rex),41,46,37,-6,3,burnt_forest/snow/pine_forest/desert/wasteland,,residential,, xcostum_trainstationRiah(by_Riahsaurus_Rex),31,19,40,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,,residential,, xcostum_wastelandtrain(by_Horst),45,19,17,-2,0,wasteland/snow/burnt_forest/plains/desert,,industrial/residential,, xcostum_wastelandtrain(by_incrediblejimmy),101,18,10,0,0,wasteland/snow/burnt_forest/plains/desert,,industrial/residential/commercial/residentialnew/residentialold/downtown,, Edit: the error is: 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 274, in generate File "world.py", line 670, in gen_random_pois File "rrlist.py", line 25, in get_random IndexError: list index out of range Edited November 18, 2021 by VicWint (see edit history) Link to comment Share on other sites More sharing options...
zztong Posted November 18, 2021 Share Posted November 18, 2021 57 minutes ago, VicWint said: IndexError: list index out of range I tried to run KG with that configuration, but I didn't get the same error, probably because I don't really have all the POIs you have listed. Maybe comment out chunks of POIs and see if the error goes away? Then you'd know if it was a POI line that had a problem and you can start to narrow it down. I wish KG would tell you the line of the config file it was parsing. Or, maybe it has completed parsing by then. Link to comment Share on other sites More sharing options...
VicWint Posted November 18, 2021 Share Posted November 18, 2021 38 minutes ago, zztong said: I tried to run KG with that configuration, but I didn't get the same error, probably because I don't really have all the POIs you have listed. Maybe comment out chunks of POIs and see if the error goes away? Then you'd know if it was a POI line that had a problem and you can start to narrow it down. I wish KG would tell you the line of the config file it was parsing. Or, maybe it has completed parsing by then. These POIs are from darkness falls, if you want to try it with them. And, the thing that they have in common is that KingGen will not place any of them for me. Link to comment Share on other sites More sharing options...
Recognizer Posted November 21, 2021 Share Posted November 21, 2021 I had attempted to create a custom map with extra zones from the Compo pack that included Area 51, Destroyed Zone, etc. If I let it generate everything, it worked. If I tried to make my own map, biomes, city, height, zones, it would crash once processing the POIs. The final version can be seen here: https://github.com/recognizerHD/7dtd-map For generation, valheim-island for the heighmap, the biomes-better, city better and zones better. Water didn't work out well and splat wasn't useful as I needed to change the roads after the fact. It turns out I had to be careful with placing the zones as some POIs needed to be in rural areas, which I think means villages. RGB(255,0,255) I think. The purple spots. And it also needed to have the correct biome. i.e. Area 51 needed to only be on desert or snow. I had placed it on wasteland. For example, this POI: xcostum_Supermarket_03Destroyed(by_Zyncosa),17,29,21,-2,0,burnt_forest/wasteland,rural,Destroyed_Zone_2,, Could only be placed in: biome = burnt forest or wasteland city map = rural/village zone = Destroyed_Zone_2 ( the custom poi list had this for the @zones entry "Destroyed_Zone_2,21,102,94") If I had placed the zone over just a snow area, or in a wasteland with no village on it, it would crash the generation. so I had to add zones at three spots at a time to make sure that the latest zone changes didn't crash. Hope this helps anyone with their own generations. Link to comment Share on other sites More sharing options...
wereMole88 Posted November 21, 2021 Share Posted November 21, 2021 (edited) Anyone know what this rendering effect is caused by? It's a straight line going forward over the map when travelling. It's most obvious on snow territory but it's everywhere on the map. I don't see it in Navezgane or the pregenerated worlds from 7d2d. EDIT: it appears to be gone when I turn off height map smoothing. Edited November 21, 2021 by wereMole88 (see edit history) Link to comment Share on other sites More sharing options...
Cameron715 Posted November 22, 2021 Share Posted November 22, 2021 Hallo, if i create a Map some POIs hanging in the air for 1 or 2 blocks it seems the streets are below the POIs for 1 block. How can i fix this with what option ? Link to comment Share on other sites More sharing options...
spud42 Posted November 27, 2021 Share Posted November 27, 2021 (edited) On 11/21/2021 at 7:53 PM, wereMole88 said: Anyone know what this rendering effect is caused by? It's a straight line going forward over the map when travelling. It's most obvious on snow territory but it's everywhere on the map. I don't see it in Navezgane or the pregenerated worlds from 7d2d. EDIT: it appears to be gone when I turn off height map smoothing. its a 7DTD thing not a KingGen thing... i have seen this in vanilla when flying over snow biome..been around for a few alphas now. hopefully gone in A20 Edited November 27, 2021 by spud42 (see edit history) Link to comment Share on other sites More sharing options...
LunitartheChaoticGM Posted November 27, 2021 Share Posted November 27, 2021 Will Kingen ever add highways? I still use Nitrogen and love this option. Link to comment Share on other sites More sharing options...
LunitartheChaoticGM Posted November 27, 2021 Share Posted November 27, 2021 On 11/17/2021 at 10:44 AM, Cpt Krunch said: Its actually fairly easy to add these in yourself, given you plan for it when generating the map and making sure you have a fairly clear path from end to end. Go into world editor and place the first 3 or 4 pieces NS and EW, then use a program like MS Excel to multiply the increasing x or y coordinate. Ive actually created some ramps that will match the vanilla highway pieces to make it bit easier to use. I thought they got rid of road editing? Link to comment Share on other sites More sharing options...
spud42 Posted November 28, 2021 Share Posted November 28, 2021 8 hours ago, LunitartheChaoticGM said: I thought they got rid of road editing? nope check this tutorial from TallmanBrad 1 Link to comment Share on other sites More sharing options...
Cpt Krunch Posted November 29, 2021 Share Posted November 29, 2021 On 11/27/2021 at 11:20 AM, LunitartheChaoticGM said: I thought they got rid of road editing? Nope, you can still edit roads. Link to comment Share on other sites More sharing options...
Deakon Posted December 1, 2021 Share Posted December 1, 2021 (edited) Good day, guys. What Im missing in KG configuration? Is he required heightmap or he can just generate his own? KG is fresh 0.13.1. Waterlevel raised on purpose, but land generating is same crippled way as pois - just square plain terrain without any heights. Nevermind, just bugged config I guess. After deletion generations worked. Edited December 1, 2021 by Deakon (see edit history) Link to comment Share on other sites More sharing options...
gpcstargate Posted December 4, 2021 Share Posted December 4, 2021 Just Wondering is this, Still going to work with A20 .. once it is out as Stable?? Thank you Link to comment Share on other sites More sharing options...
LunitartheChaoticGM Posted December 5, 2021 Share Posted December 5, 2021 On 11/28/2021 at 10:02 PM, Cpt Krunch said: Nope, you can still edit roads. Thanks, made me look it up and makes things a lot nicer. Thanks! 2 Link to comment Share on other sites More sharing options...
Cpt Krunch Posted December 6, 2021 Share Posted December 6, 2021 13 hours ago, LunitartheChaoticGM said: Thanks, made me look it up and makes things a lot nicer. Thanks! Sounds like you are familiar with the process. If you are new to it, feel free to come by my discord, and I can walk you through the process i use, makes doing custom roads really easy (and almost fun) to do.https://discord.gg/tsmneMRk53 1 Link to comment Share on other sites More sharing options...
wolverine576 Posted December 9, 2021 Share Posted December 9, 2021 Any idea of when an A20 version of Kinggen will be out? 1 Link to comment Share on other sites More sharing options...
Cpt Krunch Posted December 10, 2021 Share Posted December 10, 2021 Was hoping the KG preview maker would still work with A20. No Luck Link to comment Share on other sites More sharing options...
pApA^LeGBa Posted December 11, 2021 Share Posted December 11, 2021 (edited) Well, he wasn´t online for over a month. That´s not a good sign. I mean the new vanilla generation is better than it used to be, but it still lacks so many options. Edited December 11, 2021 by pApA^LeGBa (see edit history) 1 Link to comment Share on other sites More sharing options...
Cpt Krunch Posted December 13, 2021 Share Posted December 13, 2021 On 12/11/2021 at 6:09 PM, pApA^LeGBa said: Well, he wasn´t online for over a month. That´s not a good sign. I mean the new vanilla generation is better than it used to be, but it still lacks so many options. Tallman Brad and I talked to him a few weeks ago, and we have a 'rough' roadmap for the way forward. I know King has got a lot going on IRL, but we should know better whats going on pretty soon. 3 Link to comment Share on other sites More sharing options...
Tallman Brad Posted December 13, 2021 Share Posted December 13, 2021 Here's a little video that might be useful to a few people: Note, it's not fully fixed, but it's not bad for those that want to play with a20 but using their own heightmap, biomes and even custom pois (that conform to new block rules). New roads and tiles are NOT fixed in this video. This is just a basic starting point. 5 Link to comment Share on other sites More sharing options...
zztong Posted December 13, 2021 Share Posted December 13, 2021 Thanks for the video. My takeaway was that Tiles and Parts won't work, but otherwise KG maps appear playable. You talked about the effects of missing Tiles. Without support for Parts, I suspect some POIs will miss some content. For instance, you might see farm POIs without fields, would be my guess. Interesting. Thanks again. Link to comment Share on other sites More sharing options...
Tallman Brad Posted December 13, 2021 Share Posted December 13, 2021 Yes that's a good point about the parts. Well it's just a starting look at what the current situation is and something for people to experiment with. The tile system is going to be really tough to work out. Another option is to do something like what Krunch is working on. Reverse engineering a map from a20, editing the heightmap but keeping the pois/tiles in place. That's a bit out of my skill range at the moment but the results look really good. Haha they would though, he's a great mapmaker. 2 Link to comment Share on other sites More sharing options...
Cpt Krunch Posted December 13, 2021 Share Posted December 13, 2021 For the time being, those are pretty much the 2 choices we have at this point. 1 is to make maps with King Gen or Nitro without the tile system, or 2, to rework vanilla rwg maps with the help of Nitrogen. Im using option 2 at the moment. Both options will require knowing how to remake the waterinfo.xml into a splat4 file using the Nitro preview feature and Gimp. I will be releasing a video on that at some point this week. Regardless, we will keep the work going to release really killer maps, and either Nitro or KingGen will eventually update, or possibly a new map making tool from another community member who shall rename nameless Stay tuned! Link to comment Share on other sites More sharing options...
Cpt Krunch Posted December 13, 2021 Share Posted December 13, 2021 Update: Seems they reverted the water from 'needing' to be in splat4, this is great news! So the waterinfo will again write to the splat4 processed file, this is great news for the time being. 2 Link to comment Share on other sites More sharing options...
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