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KingGen - A Random World Generator for 7 Days to Die


KingSlayerGM

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On 4/7/2021 at 2:06 PM, Cpt Krunch said:

Well done Sir! I will have a look at this once im done with current map. Is there a config file where i can alter the water and snow cap heights?

When generating a map with kinggen on alpha 20, do we end up missing out on any of the new alpha 20 world generation updates? What would be the negative if any of using kinggen before it's updated?

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You're missing out on the 'tile system' which includes the new roads, junctions, culverts, sewers and also the 'parts' that are included with some poi's and are also very nice features in towns and cities. You're missing quite a lot to be honest. But if you particularly want to use your own hand drawn heightmap it's the only option at the moment. At least until Teragon is released. And that's assuming the first release supports heightmaps. There are other fixes for a20 vanilla RWG depending on what you're looking for in your custom map. Redrawing biomes, adding additional poi's or increasing city sizes for example.

Edited by Tallman Brad (see edit history)
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  • 2 weeks later...

So is there an A20 version of this out yet? Or is it dead? I've been waiting though the holidays for a map gen that works, so far nada. I tried King Gen but it just can't seem to make a flat map without screwing everything up. I got buildings sunken like 7-8 blocks, other raised up several blocks, and buildings overlapping each other and the roads. Most POIs won't load either.

 

I have nothing but problems with KingGen It's difficult to use, I have make my own heightmap (major hassle), no settings for a flat map at all in it. It needs a lot of work.

 

I keep seeing people say "We are working on it" but by the time you release one we will be up to A21 and it too will not work.

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v0.13.1 - A19.6
7 Days to Die Random World Generator
Find out more at https://community.7daystodie.com/topic/23988-kinggen-a-random-world-generator-for-7-days-to-die/

SETTINGS:
border_size=medium
border_type=water
burnt_size=medium
check_output=false
cities_grid_size=small
cities_level=36
cities_number=few
cities_size=medium
default_biome=burnt forest
default_biome_tools=burnt forest
desert_size=medium
heightmap_smoothing=little
mountains_size=none
multiple_generations=4
name=Flat_11
output_folder=F:/Steam/steamapps/common/7 Days To Die/Data/Worlds
png_heightmap=16-bit
poi_mode=false
pois_list=F:/Steam/steamapps/common/7 Days To Die/Data/Prefabs/POIs/poislist.txt
pois_number=medium
seed=pOg0wKf0d41
size=6
skip_preview=false
snow_level=
snow_size=none
spacing=medium
spawn_points=one
terrain_roughness=none
towns_grid_size=small
towns_number=lots
towns_size=medium
traders_location=anywhere
traders_number=decreased
villages_grid_size=small
villages_number=lots
villages_size=large
waste_size=medium
water_level=30
water_size=medium

 

 

Five minutes to produce four pretty flat A20 maps, less the tile system stuff.. 

preview.png

 

. . . .in fact - this second one below - my current game - also built using all A20 prefabs and my own biomes.png - is different from the above in that it has some low hills running diagonally through nor-west to s-east with a road loop around it (all of it auto generated) - and this is one of the best maps I've ever played in the game. ,
 

v0.13.1 - A19.6
7 Days to Die Random World Generator
Find out more at https://community.7daystodie.com/topic/23988-kinggen-a-random-world-generator-for-7-days-to-die/

SETTINGS:
border_size=medium
border_type=water
burnt_size=medium
check_output=false
cities_grid_size=small
cities_level=36
cities_number=few
cities_size=medium
default_biome=burnt forest
default_biome_tools=burnt forest
desert_size=medium
heightmap_smoothing=little
mountains_size=medium
multiple_generations=4
name=Desolation_142
output_folder=F:/Steam/steamapps/common/7 Days To Die/Data/Worlds
png_heightmap=16-bit
poi_mode=false
pois_list=F:/Steam/steamapps/common/7 Days To Die/Data/Prefabs/POIs/poislist.txt
pois_number=medium
seed=p6CmtRO1Ps2
size=6
skip_preview=false
snow_level=
snow_size=none
spacing=medium
spawn_points=one
terrain_roughness=decreased
towns_grid_size=small
towns_number=lots
towns_size=medium
traders_location=anywhere
traders_number=decreased
villages_grid_size=small
villages_number=lots
villages_size=large
waste_size=medium
water_level=30
water_size=medium

 

 

preview.png

Edited by paulj_3 (see edit history)
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Well, Zagan - I guess you have to define "right", then!  What's not "right" about it?  What were you expecting?
In making a map - I reckon most folks will try to make it as they think the landscape might look like a few years after some kind of disaster . . . . um, say "SARS Cov-3, aka "Covid 22 - the Omega variant".  What that might look like is mostly achievable in 7Days RWG, but especially so, when using KingGen.

To be honest I think a 16k map is more geared toward a multiplayer environment and a server - from my own experience even an 8k map is more map than I can play, as there are often just too many buildings and places to get to - first to establish some kind of a safe 'first night' base, find a bike, etc., and then to find and build a 'better', more permanent base. Once that's done one needs better weaponry and some sort of motor vehicle so you safely explore to really build. The rest of the game. . . .   well. . . my own feelings - after the fourth HN - I'm looking at the next 4 or 6k map. . .  😉

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Spoiler

 

 

Well I tried to get the pictures in the spoiler, but it didn't work. Anyways, you can see how the buildings are just all messed up. Some are several blocks too high others several blocks too low. Then you can see how they are overlapping and blocking roads. I said all this in my last post. Oh and not to forget all the 500 or so POIs that won't load and give me an error for each one. Why are the POIs not included in this map generator?

 

 

Image4.jpg

Image5.jpg

Image6.jpg

Image9.jpg

Edited by Zagan (see edit history)
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Have you used the poi fix trick where you create a new poi list based on the new a20 naming convention? Your issues sound like they come from not using that. That's a good starting point. I posted a video on 'fixing kinggen' a while back.

There is a half-block height discrepancy in the last version of kinggen that was going to be fixed in v14. Which isn't likely to happen now. 

If you really need to use your own heightmaps for your world then persue kinggen a little while longer at least until Teragon arrives. If you're not bothered about using your own heightmap then just use the funpimps built in rwg and enjoy the new tiles/roads/parts features. 

This mod will give you bigger cities if that's also what you need:

https://www.nexusmods.com/7daystodie/mods/1921?tab=posts

 

 

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2 hours ago, Tallman Brad said:

Have you used the poi fix trick where you create a new poi list based on the new a20 naming convention? Your issues sound like they come from not using that. That's a good starting point. I posted a video on 'fixing kinggen' a while back.

 

 

 

your a legend mate, that vid helped me a ton, i was able to get kinggen work with a20 because of that, much respect for that

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1 minute ago, ozmods said:

your a legend mate, that vid helped me a ton, i was able to get kinggen work with a20 because of that, much respect for that

The only things that won't generate with that version of kinggen is the new map generation stuff like overpasses,  drainage and sewer. Actually quite allot. If you are using rebirth mod I recommend using the new alpha 20 native generator as each Biome is much hard and having biomes scattered all Willy nilly is problematic.

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10 hours ago, Tallman Brad said:

Have you used the poi fix trick where you create a new poi list based on the new a20 naming convention? - Nope, first i heard of it.
 

If you really need to use your own heightmaps for your world then persue kinggen a little while longer at least until Teragon arrives. - What is KingGen dead now?

 

 

 

Edited by Zagan (see edit history)
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The fix in the video (which I did link to ages ago) will get it working again but that's as far as kinggen is going by the looks of things. 

Just to repeat for anyone else reading this: You only need to create maps in kinggen if you are wanting to use your own heightmaps. Vanilla rwg does a great job and includes all the nice new tile features. Use the mod linked above to create larger cities if you find rwg a bit lacking. 

As a side note kinggen is still useful for creating nicer biomes or snow on mountains etc. Also videos linked earlier for those. 

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I'm getting an error

 

World 1 of 2
Generating heightmap.
Generating biomes.
Generating cities.
Traceback (most recent call last):
  File "crash_log.py", line 19, in handle_crash_log
  File "gui_generation.py", line 24, in generate
  File "ntime.py", line 11, in ntime
  File "world.py", line 1301, in run
  File "world.py", line 265, in generate
  File "world.py", line 538, in init_cities
  File "world.py", line 510, in load_zoning_map
IndexError: too many indices for array: array is 2-dimensional, but 3 were indexed

 

I don't know what's causing it but I'm using a custom zoning map and a custom cities map. I don't know where to find these files either so I can't dig into them to try and find out what's going wrong.

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19 hours ago, Tallman Brad said:

You should know where they are to be able to tell it to use them?

Eliminate the broken zone/whatever by removing them one by one. Could be a colour you're using isn't an exact match?

 

 

Sorry, I wasn't clear. I don't know where the python .py files are or even the crash log to delve deeper.

 

As for the custom files, I very meticulously made sure the only colors on the map where exact matches for the map keys, even going so far as to adjust settings in GIMP to only be able to use those specific colors.

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  • 2 weeks later...

So when I try to use Compo Pack with Kinggen, following your video, I get this error message. Any idea what I doing wrong?
Discarded 992 lines in POIs list: 2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,265,266,267,268,269,270,271,272,273,274,275,276,277,278,279,280,281,282,283,284,285,286,287,288,289,290,291,292,293,294,295,296,297,298,299,300,301,302,303,304,305,306,307,308,309,310,311,312,313,314,315,316,317,318,319,320,321,322,323,324,325,326,327,328,329,330,331,332,333,334,335,336,337,338,339,340,341,342,343,344,345,346,347,348,349,350,351,352,353,354,355,356,357,358,359,360,361,362,363,364,365,366,367,368,369,370,371,372,373,374,375,376,377,378,379,380,381,382,383,384,385,386,387,388,389,390,391,392,393,394,395,396,397,398,399,400,401,402,403,404,405,406,407,408,409,410,411,412,413,414,415,416,417,418,419,420,421,422,423,424,425,426,427,428,429,430,431,432,433,434,435,436,437,438,439,440,441,442,443,444,445,446,447,448,449,450,451,452,453,454,455,456,457,458,459,460,461,462,463,464,465,466,467,468,469,470,471,472,473,474,475,476,477,478,479,480,481,482,483,484,485,486,487,488,489,490,491,492,493,494,495,496,497,498,499,500,501,502,503,504,505,506,507,508,509,510,511,512,513,514,515,516,517,518,519,520,521,522,523,524,525,526,527,528,529,530,531,532,533,534,535,536,537,538,539,540,541,542,543,544,545,546,547,548,549,550,551,552,553,554,555,556,557,558,559,560,561,562,563,564,565,566,567,568,569,570,571,572,573,574,575,576,577,578,579,580,581,582,583,584,585,586,587,588,589,590,591,592,593,594,595,596,597,598,599,600,601,602,603,604,605,606,607,608,609,610,611,612,613,614,615,616,617,618,619,620,621,622,623,624,625,626,627,628,629,630,631,632,633,634,635,636,637,638,639,640,641,642,643,644,645,646,647,648,649,650,651,652,653,654,655,656,657,658,659,660,661,662,663,664,665,666,667,668,669,670,671,672,673,674,675,676,677,678,679,680,681,682,683,684,685,686,687,688,689,690,691,692,693,694,695,696,697,698,699,700,701,702,703,704,705,706,707,708,709,710,711,712,713,714,715,716,717,718,719,720,721,722,723,724,725,726,727,728,729,730,731,732,733,734,735,736,737,738,739,740,741,742,743,744,745,746,747,748,749,750,751,752,753,754,755,756,757,758,759,760,761,762,763,764,765,766,767,768,769,770,771,772,773,774,775,776,777,778,779,780,781,782,783,784,785,786,787,788,789,790,791,792,793,794,795,796,797,798,799,800,801,802,803,804,805,806,807,808,809,810,811,812,813,814,815,816,817,818,819,820,821,822,823,824,825,826,827,828,829,830,831,832,833,834,835,836,837,838,839,840,841,842,843,844,845,846,847,848,849,850,851,852,853,854,855,856,857,858,859,860,861,862,863,864,865,866,867,868,869,870,871,872,873,874,875,876,877,878,879,880,881,882,883,884,885,886,887,888,889,890,891,892,893,894,895,896,897,898,899,900,901,902,903,904,905,906,907,908,909,910,911,912,913,914,915,916,917,918,919,920,921,922,923,924,925,926,927,928,929,930,931,932,933,934,935,936,937,938,939,940,941,942,943,944,945,946,947,948,949,950,951,952,953,954,955,956,957,958,959,960,961,962,963,964,965,966,967,968,969,970,971,972,973,974,975,976,977,978,979,980,981,982,983,984,985,986,987,988,989,990,991,992,993
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
 

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Did you follow the instructions in the video "fixing kinggen for a20"?

Also cp 47 does not work with a20 now. You can still use kinggen and cp47 to make a19 maps. You can also stillnuse kinggen to make a20 maps following the fix video, but not using cp47. Try downloading zztongs a20 poi collection. It's really good and will add some variety to a20. 

Honestly though, I see no reason now to use kinggen unless you are specifically wanting to use your own height map, or you are only playing a19 7dtd.

I hope this makes some sense and is of a little help. Best wishes to you.

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i watched the A20 fix video, and was wondering if there is currently any way to make it so the new A20 streets and roads spawn. from the video it looks like the sewers don't spawn in either, but that could have just been the location you were in.

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