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KingGen - A Random World Generator for 7 Days to Die


KingSlayerGM

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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

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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.

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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.

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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 😉

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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. 

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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. 

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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.  :D

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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.

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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 by pApA^LeGBa (see edit history)
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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.

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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.

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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 by stallionsden (see edit history)
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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 by Shemasheko
typo (see edit history)
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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

pois.JPG

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