AmethystLainey Posted August 13, 2021 Share Posted August 13, 2021 If we update KG can we use it to Generate a Proper formatted List of POIS ? in the case of ones we add or for a mod? Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 13, 2021 Author Share Posted August 13, 2021 3 minutes ago, AmethystLainey said: If we update KG can we use it to Generate a Proper formatted List of POIS ? in the case of ones we add or for a mod? Yes, it is highly recommend to use KG list generation first and then, in case of necessity, change something by hand. 37 minutes ago, pApA^LeGBa said: Is there any way to get every POI at least once on a map? On a normal map, not the one for testing purposes. Did you try to generate a map with KG 13? The new poi prioritization seems to use pretty much all pois. (Assuming reasonable settings and reasonable poi list) Some pois are excluded fr the prioritization: signs, lights, bridges.. Also, with KG 13, you can see the generation stats. So you can know how many times each individual poi was placed Link to comment Share on other sites More sharing options...
AmethystLainey Posted August 13, 2021 Share Posted August 13, 2021 I have yet to fully read thru the update but is there still a tag or setting to use to make sure of atleast 1 in the case of Traders and Certain POI? Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 13, 2021 Author Share Posted August 13, 2021 1 minute ago, AmethystLainey said: I have yet to fully read thru the update but is there still a tag or setting to use to make sure of atleast 1 in the case of Traders and Certain POI? Yes there is. It has changed from "required" to "min". Now it is a number and it indicates the minimum number of times it has to be placed. Link to comment Share on other sites More sharing options...
AmethystLainey Posted August 13, 2021 Share Posted August 13, 2021 so an EXample would be Trader_Name, Location/Rotation Stats, Biomes, Citys, Zones, Min=1? Link to comment Share on other sites More sharing options...
sonicdeathmnkey Posted August 13, 2021 Share Posted August 13, 2021 @KingSlayerGM Can we still use the CPVANILLAKINGGEN12.2PREFABLIST with KG 13 or is there a new file? Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 13, 2021 Author Share Posted August 13, 2021 4 minutes ago, sonicdeathmnkey said: @KingSlayerGM Can we still use the CPVANILLAKINGGEN12.2PREFABLIST with KG 13 or is there a new file? There is a new file, you can get it from the Compopack server Link to comment Share on other sites More sharing options...
ArkMeekro Posted August 13, 2021 Share Posted August 13, 2021 I have some bug reports with 0.13.0 for Linux, but maybe I'm not using it right? 1. The gen command doesn't work if I don't use --poi_mode root@kinggen:~# ./kinggen gen --seed uisdfs myworld 8 KingGen v0.13.0 for 7 Days to Die A19.6 Traceback (most recent call last): File "king_gen.py", line 43, in <module> File "king_gen.py", line 33, in main File "ntime.py", line 11, in ntime File "king_gen.py", line 24, in run File "arguments.py", line 207, in parse_args File "arguments.py", line 134, in gen_func File "world.py", line 35, in __init__ File "world.py", line 106, in handle_kwargs KeyError: 'poi_mode' [34669] Failed to execute script king_gen 2. Even if I use --poi_mode, it generates a map of the wrong size. root@kinggen:~# ./kinggen gen --poi_mode --seed uisdfs myworld 8 KingGen v0.13.0 for 7 Days to Die A19.6 Generating heightmap. Generating biomes. Generating cities. Generating water. Saving heightmap. Generating spawn points. Generating radiation. Generating map info. Generating ttw. Generating preview. World generated in /root/myworld Copy it into /root/.local/share/7DaysToDie/GeneratedWorlds Process completed in 4 seconds. But then I check the myworld/map_info.xml file and it shows that the map is 4096,4096. Link to comment Share on other sites More sharing options...
q123 Posted August 13, 2021 Share Posted August 13, 2021 1 hour ago, AmethystLainey said: so an EXample would be Trader_Name, Location/Rotation Stats, Biomes, Citys, Zones, Min=1? here is an example for trader Bob (taken out of the actual Compopack-list) with min=1: trader_bob,41,27,46,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/city/town/rural,any,1, hope that helps 😉 Link to comment Share on other sites More sharing options...
ElZaraq Posted August 13, 2021 Share Posted August 13, 2021 Hello, I just downloaded the latest version, and I made sure to get the latest list for compopack as well. I'm wanting to make a 16k all snow map with only towns and villages, no cities and no other biomes. However, when I go to generate the map, I get the following: 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 1298, in run File "world.py", line 273, in generate File "world.py", line 350, in gen_villages File "world.py", line 393, in gen_villages_forest AttributeError: 'Hub' object has no attribute 'biome_codes' Any help would be appreciated it. Link to comment Share on other sites More sharing options...
stallionsden Posted August 13, 2021 Share Posted August 13, 2021 4 hours ago, KingSlayerGM said: There is a new file, you can get it from the Compopack server Or the magolis compopack thread in the prefabs section as well 57 minutes ago, ElZaraq said: Hello, I just downloaded the latest version, and I made sure to get the latest list for compopack as well. I'm wanting to make a 16k all snow map with only towns and villages, no cities and no other biomes. However, when I go to generate the map, I get the following: 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 1298, in run File "world.py", line 273, in generate File "world.py", line 350, in gen_villages File "world.py", line 393, in gen_villages_forest AttributeError: 'Hub' object has no attribute 'biome_codes' Any help would be appreciated it. It is a bug in KG kingslayer is aware of and is in the process of fixing. 1 Link to comment Share on other sites More sharing options...
Lumun Posted August 14, 2021 Share Posted August 14, 2021 2 hours ago, stallionsden said: Or the magolis compopack thread in the prefabs section as well It is a bug in KG kingslayer is aware of and is in the process of fixing. Oh thank you! I am getting the exact same error while testing. 1 Link to comment Share on other sites More sharing options...
Arsomang Posted August 14, 2021 Share Posted August 14, 2021 What is the color to make a Radiation Map? Link to comment Share on other sites More sharing options...
Tallman Brad Posted August 14, 2021 Share Posted August 14, 2021 Red 255,0,0 Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 14, 2021 Author Share Posted August 14, 2021 8 hours ago, ArkMeekro said: I have some bug reports with 0.13.0 for Linux, but maybe I'm not using it right? 1. The gen command doesn't work if I don't use --poi_mode root@kinggen:~# ./kinggen gen --seed uisdfs myworld 8 KingGen v0.13.0 for 7 Days to Die A19.6 Traceback (most recent call last): File "king_gen.py", line 43, in <module> File "king_gen.py", line 33, in main File "ntime.py", line 11, in ntime File "king_gen.py", line 24, in run File "arguments.py", line 207, in parse_args File "arguments.py", line 134, in gen_func File "world.py", line 35, in __init__ File "world.py", line 106, in handle_kwargs KeyError: 'poi_mode' [34669] Failed to execute script king_gen 2. Even if I use --poi_mode, it generates a map of the wrong size. root@kinggen:~# ./kinggen gen --poi_mode --seed uisdfs myworld 8 KingGen v0.13.0 for 7 Days to Die A19.6 Generating heightmap. Generating biomes. Generating cities. Generating water. Saving heightmap. Generating spawn points. Generating radiation. Generating map info. Generating ttw. Generating preview. World generated in /root/myworld Copy it into /root/.local/share/7DaysToDie/GeneratedWorlds Process completed in 4 seconds. But then I check the myworld/map_info.xml file and it shows that the map is 4096,4096. Sorry for the bug, I'll update a fix soon. The POIs mode is meant to be always 4K. It is a debug mode that allows prefabs builders to check their prefabs in a flat world. Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 14, 2021 Author Share Posted August 14, 2021 Version 0.13.1 released! Mostly bug fixes. The search bar is improved a little. 3 Link to comment Share on other sites More sharing options...
paulj_3 Posted August 14, 2021 Share Posted August 14, 2021 (edited) Wrong pic. Wife now thinks I'm an idiot... Edited August 15, 2021 by paulj_3 (see edit history) Link to comment Share on other sites More sharing options...
pApA^LeGBa Posted August 14, 2021 Share Posted August 14, 2021 (edited) Worked fine for a few generations, now i keep getting this every time i try. Using the same settings but different name and seed. 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 Edited August 14, 2021 by pApA^LeGBa (see edit history) Link to comment Share on other sites More sharing options...
ElZaraq Posted August 14, 2021 Share Posted August 14, 2021 18 hours ago, stallionsden said: Or the magolis compopack thread in the prefabs section as well It is a bug in KG kingslayer is aware of and is in the process of fixing. Thank you! 1 Link to comment Share on other sites More sharing options...
AndrewT Posted August 15, 2021 Share Posted August 15, 2021 KingSlayer would be possible to add more biome spawning controls to KingGen the reason i got this idea is if people want to recreate say a U.S state in a map then we can use better biome controls to set stuff like the wasteland biome in the same locations as that states major cities. Link to comment Share on other sites More sharing options...
Cpt Krunch Posted August 15, 2021 Share Posted August 15, 2021 18 hours ago, pApA^LeGBa said: Worked fine for a few generations, now i keep getting this every time i try. Using the same settings but different name and seed. 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 Known issue, Im having same issue with newest CP47. Will keep testing. Link to comment Share on other sites More sharing options...
stallionsden Posted August 15, 2021 Share Posted August 15, 2021 (edited) 20 hours ago, pApA^LeGBa said: Worked fine for a few generations, now i keep getting this every time i try. Using the same settings but different name and seed. 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 can you share a screen shot of your settings so i can replicate please Edit: i generated 3 maps fine. 4th map did this. I then changed the world name kept the seed the same and worked. Edited August 15, 2021 by stallionsden (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted August 15, 2021 Share Posted August 15, 2021 (edited) Deleted Edited August 15, 2021 by stallionsden (see edit history) Link to comment Share on other sites More sharing options...
Shemasheko Posted August 15, 2021 Share Posted August 15, 2021 (edited) Kinggen 13.1 is generating empty poislists. With Kinggen 13.1 i get this from "Generate custum pois list" : @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 after @pois the list is empty ! With Kinggen 12.0 i get this: trader_Shema,43,36,41,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/town/rural/city,any,, ShemaShe-Suedstaatenhaus,43,42,41,-1,0,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/town/rural/city,any,, Shemashe-Affenfelsen,43,19,45,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/town/rural/city,any,, abandoned_house_01,24,18,26,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,city/rural/town/wilderness,residentialold,, abandoned_house_02,24,17,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,city/rural/town/wilderness,residentialold,, abandoned_house_03,21,16,28,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,city/rural/town/wilderness,residentialold,, abandoned_house_04,29,16,30,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,city/rural/town/wilderness,residentialold,, abandoned_house_05,26,22,30,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,city/rural/town/wilderness,residentialold,, abandoned_house_06,30,18,31,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,city/rural/town/wilderness,residentialold,, abandoned_house_07,34,23,29,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,city/rural/town/wilderness,residentialold,, abandoned_house_08,28,29,34,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,city/rural/town/wilderness,residentialold,, apartment_adobe_red_5_flr,49,37,48,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,city/town,residentialnew/downtown,, apartment_brick_6_flr,55,61,57,-7,2,burnt_forest/snow/pine_forest/desert/wasteland,city/town,residentialnew/downtown,, army_barracks_01,51,40,97,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,industrial,, army_camp_01,53,23,57,-3,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,industrial,, same directory - think you might have a bug in your newest version Edited August 15, 2021 by Shemasheko typo (see edit history) Link to comment Share on other sites More sharing options...
paulj_3 Posted August 15, 2021 Share Posted August 15, 2021 Just an FYI for KS: 13.1 worked fine for me yesterday following the release . . . I created the list using the name "poislist.txt", and saved it in the Prefabs folder, just as I did in the previous releases, and made a couple of (playable) maps. I had no issues. After reading Shem's post, this morning - I checked the file and it looked quite normal. I then deleted the txt file, loaded KingGen, and proceeded to re-make the list, using the same "poislist.txt" name. The KG GUI showed the process as "running", and ended after a few seconds. I then selected "custom list" in the "POIs list" listbox; the Windows Explorer popped up, with the "poislist.txt" file appearing correctly in the browser window, automatically replacing "custom list" correctly in the "POIs list" listbox. I made a playable third map without issue. pj 2 Link to comment Share on other sites More sharing options...
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