Jump to content

KingGen - A Random World Generator for 7 Days to Die


KingSlayerGM

Recommended Posts

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

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

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

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

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

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. 

  • Like 1
Link to comment
Share on other sites

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

  • Like 1
Link to comment
Share on other sites

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

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)
Link to comment
Share on other sites

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!

  • Like 1
Link to comment
Share on other sites

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

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

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)
Link to comment
Share on other sites

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)
Link to comment
Share on other sites

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

  • Like 1
  • Thanks 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...