dcsobral Posted January 8, 2022 Share Posted January 8, 2022 46 minutes ago, SE-Chris said: Can anyone help here? I'm running these EXACT same settings and getting a completely different map/world. Is anyone else able to use these exact settings here and get the exact same results? That post is from December 15th. B238 is from December 21st, that map can no longer be generated. Every time the build changes, the map generated by a seed changes. The seeds posted by Joe and I are all created for B238, which Alpha 20 Stable's build. That seed wasn't. 46 minutes ago, SE-Chris said: Can anyone help here? I'm running these EXACT same settings and getting a completely different map/world. Is anyone else able to use these exact settings here and get the exact same results? I assume no one has answers to the following.. but it really needs to be included in a true Wiki: - What do each of the sliders actually do? For example, Mountains. What's the specific difference between leaving it at 1 vs 10? - What does "Random" slider do? I realize a lot of information on this game and especially from "TFP" who are notorious for being completely silent on any meaningful details... doesn't exist and modders often have to guess. Increasing the slider for any terrain type will increase the percentage of the map that is occupied by that terrain type. If you want to know exactly how much, the percentage is X*100/(P+H+M+R), where X is the number of the slider and P, H, M and R as the numbers for plains, Hills, Mountains and Random, respectively. By the way, because terrain is generated before all other features of the map expect biomes, changing any slider will change the whole map. The "random" slider will produce plains, mountains and hills in a random proportion. So if you have Plains 10, Hills 0, Mountains 0 and Random 10 you could have a map that is 100% plains, or 50% plains, 25% hills, 25% mountains, or any other weird result but at least 50% would be plains. 1 Link to comment Share on other sites More sharing options...
Death Wish Posted January 8, 2022 Share Posted January 8, 2022 Scope it out Is there a quick way to zoom out after creating a map?? or a mod that helps?? Link to comment Share on other sites More sharing options...
Mahnogard Posted January 8, 2022 Share Posted January 8, 2022 9 hours ago, Death Wish said: Is there a quick way to zoom out after creating a map?? or a mod that helps?? Not really, much of the slowness is due to it using a lot of system resources for the render. I find that it's pretty speedy if I just let it sit till it has populated all of the POIs, then zoom out. Link to comment Share on other sites More sharing options...
dragonsong Posted January 9, 2022 Share Posted January 9, 2022 Seed: putrid 7 tier 5's all in snow and Wasteland no towns/traders in forest at all 1 Link to comment Share on other sites More sharing options...
Spatch Posted January 9, 2022 Share Posted January 9, 2022 On 12/28/2021 at 12:12 PM, dcsobral said: Here are some size 6144 seeds. They use some rather extreme settings but, to me, using a smaller map is about urban areas being close to each other and the default settings just didn't give me that. I could probably "tone it down" a bit to get some color on these maps, but searching for seeds is boring and I decided not to bother. So, these are the settings: Size: 6144 Towns: Many Wilderness POI's: Default Rivers: None Craters: None Cracks: None Lakes: None Plains: 10 Hills: 0 Mountains: 0 Random: 0 And here's a preview of what they look like (and their names!): Legend: The red dots are spawn locations. The brown dots that look almost like the red dots are wilderness prefabs. Green is residential, blue is commercial, yellow is industrial (yes, like in Simcity). Light green is residential, dark green is country residential, olive green is rural (city borders -- usually farms but sometimes other stuff like the drive in or the high school). Gray is downtown, pink is trader and you'll usually see traders next to white and black squares (generation artifact, mostly). The weird circle with a green dot at the center is a suggested base location, rated on the proximity of tiers 3, 4 and 5 buildings, industrial buildings, downtown buildings, traders and my own pick of the top 15 POIs in the game. It's 1km in radius. Biome colors are the same as in the in-game's map. Giving StarryCropland a go! 1 Link to comment Share on other sites More sharing options...
ExeBT Posted January 14, 2022 Share Posted January 14, 2022 <world name="large"> <property name="world_size" value="10000,16000"/> <property name="border_step_distance" value="256"/> <property class="mountains"> <property name="scale" value="1,2.5"/> <property name="cluster_iterations" value="4"/> <property name="cluster_range" value="800"/> <property name="use_biome_mask" value="true"/> </property> <property class="desert_mountains"> <property name="scale" value="1,2"/> <property name="cluster_iterations" value="4"/> <property name="cluster_range" value="800"/> <property name="use_biome_mask" value="true"/> <property name="biome_mask_min" value="0.25"/> </property> <property class="hills"> <property name="scale" value="1,2.5"/> <property name="cluster_iterations" value="4"/> <property name="cluster_range" value="800"/> <property name="use_biome_mask" value="false"/> </property> <property class="plains"> <property name="scale" value="2,3"/> <property name="cluster_iterations" value="0"/> <property name="cluster_range" value="450"/> <property name="use_biome_mask" value="false"/> </property> <property class="lakes"> <property name="scale" value="1,2.5"/> <property name="few" value="2"/> <property name="default" value="3"/> <property name="many" value="5"/> </property> <property class="rivers"> <property name="scale" value="1,2.5"/> <property name="few" value="2"/> <property name="default" value="5"/> <property name="many" value="10"/> </property> <property class="craters"> <property name="scale" value="1,2.5"/> <property name="few" value="2"/> <property name="default" value="3"/> <property name="many" value="5"/> </property> <property class="canyons"> <property name="scale" value="1,2.5"/> <property name="few" value="2"/> <property name="default" value="3"/> <property name="many" value="5"/> </property> <property class="water_border"> <property name="scale" value="1.5,3.5"/> </property> <property class="oldwest"> <property name="few" value="3"/> <property name="default" value="4"/> <property name="many" value="5"/> <property name="mintiles" value="2"/> <property name="maxtiles" value="3"/> </property> <property class="countrytown"> <property name="few" value="5"/> <property name="default" value="6"/> <property name="many" value="8"/> <property name="mintiles" value="8"/> <property name="maxtiles" value="10"/> </property> <property class="town"> <property name="few" value="2"/> <property name="default" value="3"/> <property name="many" value="5"/> <property name="mintiles" value="10"/> <property name="maxtiles" value="12"/> </property> <property class="city"> <property name="few" value="2"/> <property name="default" value="3"/> <property name="many" value="5"/> <property name="mintiles" value="18"/> <property name="maxtiles" value="22"/> </property> <property class="wilderness"> <property name="few" value="300"/> <property name="default" value="350"/> <property name="many" value="400"/> </property> </world> Moded City size Seed: CarinhaDAPX Size: 10640 Many Default Default Default Default Default 6, 1, 1, 2 Link to comment Share on other sites More sharing options...
dragonsong Posted January 15, 2022 Share Posted January 15, 2022 8 tier 5's 4 in the wasteland, 1 in the snow, 2 in the desert, 1 forest Link to comment Share on other sites More sharing options...
Buzzaard Posted January 18, 2022 Share Posted January 18, 2022 No matter what settings I use I always get a null reference just after it shows Writing Map Data Complete. I have uninstalled, reinstalled, verified files and no mods. Link to comment Share on other sites More sharing options...
Death Wish Posted January 24, 2022 Share Posted January 24, 2022 Sups 2 Link to comment Share on other sites More sharing options...
Xamllew Posted January 29, 2022 Share Posted January 29, 2022 Anyone got a seed that is mostly pine forest, mountains and lakes, and preferably not too heavy on cities and towns? Link to comment Share on other sites More sharing options...
aleida Posted February 5, 2022 Share Posted February 5, 2022 Is there any way to get the exact map others have generated? There are a few maps I tried to make from this thread, but my map is never the same as the ones posted. Even though i put the same information in, same map size etc. Link to comment Share on other sites More sharing options...
JoeDaFrogman Posted February 5, 2022 Share Posted February 5, 2022 40 minutes ago, aleida said: Is there any way to get the exact map others have generated? There are a few maps I tried to make from this thread, but my map is never the same as the ones posted. Even though i put the same information in, same map size etc. Then you are doing something wrong. Either you are looking at a map from experimental, you not following the EXACT instructions in THIS post , or you are doing something else wrong. Just last night, I, as well as someone I was in discord with who was screen sharing, reran a map I made over a month ago. Despite the original map being made in A20.0, the exact same map layout(with different POIs in some cases) was created in A20.1. Cities/towns in the exact same location(wilderness POI's were different though!!!!!), same districts in the exact same location with each of those cities(I pulled up the old map and the new one and compared in detail. Link to comment Share on other sites More sharing options...
dcsobral Posted February 7, 2022 Share Posted February 7, 2022 On 2/5/2022 at 3:57 PM, aleida said: Is there any way to get the exact map others have generated? There are a few maps I tried to make from this thread, but my map is never the same as the ones posted. Even though i put the same information in, same map size etc. Not all maps in this thread state what 7 Days to Die version they were made in. I know at least one map I checked was not made in Alpha 20 Stable (b238) because the post was made before b238 experimental was even out, let alone stable. You have to use the very same version to generate the map or it will most likely not be the same. Both I and @JoeDaFrogman have posted seeds that were generated in Alpha 20 Stable. You can download that version by right clicking on 7 Days to Die on steam, clicking on Betas, then selecting "alpha20.0 - Alpha 20.0 Stable" in the drop down box. Once you have done so, you can generate the map by following the instructions Joe linked in the post above, exit 7 Days to Die, switch back to the latest stable by selecting "None" in the drop down box, and then starting a new game in that world. If you have tried to generate the world before I recommend you delete what was generated first. There's option to do it in the game so you have to open the Explorer on Windows, go to %APPDATA%/7DaysToDie/GeneratedWorlds and deleting the world by hand. I wish things were easier, but, unfortunately, they are not. Link to comment Share on other sites More sharing options...
JoeDaFrogman Posted February 9, 2022 Share Posted February 9, 2022 (edited) EDIT: to be clear, I MANUALLY edited the rwgmixer.xml file to change some values on what "Many" towns means as well as how many tiles are available for both cities and normal towns in order to get results OTHER than the left most(which is default for said seed and size) So.. I was bored and started playing around. Left is default Middle is quite a few bumps up Right is jacked WAYYYYYY up because when you gonna go crazy experimenting, you might as well throw all reason out the window Edited February 9, 2022 by JoeDaFrogman (see edit history) Link to comment Share on other sites More sharing options...
MadE92 Posted February 9, 2022 Share Posted February 9, 2022 1 hour ago, JoeDaFrogman said: So.. I was bored and started playing around. Left is default Middle is quite a few bumps up Right is jacked WAYYYYYY up because when you gonna go crazy experimenting, you might as well throw all reason out the window I'd definitely play that middle one for Darkness Falls Link to comment Share on other sites More sharing options...
dcsobral Posted February 9, 2022 Share Posted February 9, 2022 13 hours ago, JoeDaFrogman said: So.. I was bored and started playing around. Left is default Middle is quite a few bumps up Right is jacked WAYYYYYY up because when you gonna go crazy experimenting, you might as well throw all reason out the window You mean you modded the mixer, right? Link to comment Share on other sites More sharing options...
JoeDaFrogman Posted February 9, 2022 Share Posted February 9, 2022 2 hours ago, dcsobral said: You mean you modded the mixer, right? Yes, I edited my original post to spell that out clearly, thanks Link to comment Share on other sites More sharing options...
PsychoToke Posted February 11, 2022 Share Posted February 11, 2022 (edited) Seed: Kryptonite Size: 6144 Towns: Many POI's: Many Rivers: None Craters: Default Cracks: Default Lakes: None Plains: 6 Hills: 6 Mountains: 2 Random: 2 4 biomes, all evenly sized in a checkerboard pattern, with the forest biome starting in the northwest and bleeding into the middle with a narrow split of the upper and lower biomes, all the way to the east. No burnt forest. I don't know how to attach an image. Starts you literally right by the trader, which is in view as soon as you spawn! The trader is also right on the edge of a huge town. The town usually has some kind of reservoir that you can use as a water source. Also, across the street from the trader is a large open area which is perfect for building in! It's nice and flat. If you don't want to build from scratch, there is a house right on the edge of town, next door to the trader. I ran this seed twice, and noticed that there were some minor variations such as there being a different style trader building, and the hills across the street from the trader were gone the second time around. I have been having a lot of fun with this seed. I haven't even put a dent in the nearby town yet, as there is so much crap to find. Happy hunting! Edited February 11, 2022 by PsychoToke (see edit history) Link to comment Share on other sites More sharing options...
JoeDaFrogman Posted February 11, 2022 Share Posted February 11, 2022 On 1/14/2022 at 10:04 AM, ExeBT said: <world name="large"> <property name="world_size" value="10000,16000"/> <property name="border_step_distance" value="256"/> <property class="mountains"> <property name="scale" value="1,2.5"/> <property name="cluster_iterations" value="4"/> <property name="cluster_range" value="800"/> <property name="use_biome_mask" value="true"/> </property> <property class="desert_mountains"> <property name="scale" value="1,2"/> <property name="cluster_iterations" value="4"/> <property name="cluster_range" value="800"/> <property name="use_biome_mask" value="true"/> <property name="biome_mask_min" value="0.25"/> </property> <property class="hills"> <property name="scale" value="1,2.5"/> <property name="cluster_iterations" value="4"/> <property name="cluster_range" value="800"/> <property name="use_biome_mask" value="false"/> </property> <property class="plains"> <property name="scale" value="2,3"/> <property name="cluster_iterations" value="0"/> <property name="cluster_range" value="450"/> <property name="use_biome_mask" value="false"/> </property> <property class="lakes"> <property name="scale" value="1,2.5"/> <property name="few" value="2"/> <property name="default" value="3"/> <property name="many" value="5"/> </property> <property class="rivers"> <property name="scale" value="1,2.5"/> <property name="few" value="2"/> <property name="default" value="5"/> <property name="many" value="10"/> </property> <property class="craters"> <property name="scale" value="1,2.5"/> <property name="few" value="2"/> <property name="default" value="3"/> <property name="many" value="5"/> </property> <property class="canyons"> <property name="scale" value="1,2.5"/> <property name="few" value="2"/> <property name="default" value="3"/> <property name="many" value="5"/> </property> <property class="water_border"> <property name="scale" value="1.5,3.5"/> </property> <property class="oldwest"> <property name="few" value="3"/> <property name="default" value="4"/> <property name="many" value="5"/> <property name="mintiles" value="2"/> <property name="maxtiles" value="3"/> </property> <property class="countrytown"> <property name="few" value="5"/> <property name="default" value="6"/> <property name="many" value="8"/> <property name="mintiles" value="8"/> <property name="maxtiles" value="10"/> </property> <property class="town"> <property name="few" value="2"/> <property name="default" value="3"/> <property name="many" value="5"/> <property name="mintiles" value="10"/> <property name="maxtiles" value="12"/> </property> <property class="city"> <property name="few" value="2"/> <property name="default" value="3"/> <property name="many" value="5"/> <property name="mintiles" value="18"/> <property name="maxtiles" value="22"/> </property> <property class="wilderness"> <property name="few" value="300"/> <property name="default" value="350"/> <property name="many" value="400"/> </property> </world> Moded City size Seed: CarinhaDAPX Size: 10640 Many Default Default Default Default Default 6, 1, 1, 2 would not RANDOM of 2 mean no one is likely to make the same map? 49 minutes ago, PsychoToke said: I ran this seed twice, and noticed that there were some minor variations such as there being a different style trader building, and the hills across the street from the trader were gone the second time around. I have been having a lot of fun with this seed. I haven't even put a dent in the nearby town yet, as there is so much crap to find. Happy hunting! That's almost certainly due to your RANDOM =2 value. I can reliably reproduce the exact same town/city/mountain/hills/etc layout simply by removing random from the equation which is kind of the point of posting seeds here right? Since the terrain features are placed long before POI's, any changes to the terrain features due to random have a highly variable effect on reproducibility of the same map with the same town/city layout. 1 Link to comment Share on other sites More sharing options...
ltbrunt Posted February 13, 2022 Share Posted February 13, 2022 Will the bandit's be tougher to fight at night? Maybe give bandits bonuses if it is night time, Thunder storm, 7th day. I want the bandits to be terrifying, chase you out of cities, break your spirits, have you forming game plans on how to approach areas where they roam. I would like to read comments from other players about how the bandits are kicking their ass. I want bandits to work in teams sometimes forcing you to sit and hide for hours(in game) until they leave your area. Taking on more than four or five bandits at a time should amount to death even when your character is at the highest level. Link to comment Share on other sites More sharing options...
Fightin Welsh Posted February 14, 2022 Share Posted February 14, 2022 On 2/13/2022 at 1:28 PM, ltbrunt said: Will the bandit's be tougher to fight at night? Maybe give bandits bonuses if it is night time, Thunder storm, 7th day. I want the bandits to be terrifying, chase you out of cities, break your spirits, have you forming game plans on how to approach areas where they roam. I would like to read comments from other players about how the bandits are kicking their ass. I want bandits to work in teams sometimes forcing you to sit and hide for hours(in game) until they leave your area. Taking on more than four or five bandits at a time should amount to death even when your character is at the highest level. I like the idea of tougher bandits. maybe add in something like a portable alarm they could ring to bring reinforcements if you don't take out the smaller groups fast enough?? kinda like a screamer, but bandits Link to comment Share on other sites More sharing options...
CTVI_Gaming Posted February 16, 2022 Share Posted February 16, 2022 How about this for a seed. 7DTD 7 Days to Die Mega City Map Seed Alpha 20, over 4000 POIs Free Download https://youtu.be/IrGhbmcFdPc Link to comment Share on other sites More sharing options...
dcsobral Posted February 17, 2022 Share Posted February 17, 2022 (edited) Ok, here are my top 40 seeds for Alpha 20.2 Stable. All seeds below have these settings: World Size: 8192 Towns: Many Plains: 8 Hills: 3 Mountains: 1 Random: 0 All other settings: default The white circles in the preview thumbnails are a suggested base location which maximizes proximity to the best POIs. Edit: it seems the word "R3tard3d", replacing 3 with e, was "censored". So if you see weird characters, that's what it was supposed to be. And here's some extra information on them: # of Prefabs # of Traders Unique Prefabs Rate 40 3248 Single-entryDeanship 1 13 AccumulatedBorers 39 582 MultiracialDiagraph 40 22130 PinchedConversance 39 3266 InexpugnablePlutarch 1 13 AmnesicBogbean 39 582 QuadruplexDeposit 39 25722 UnthoroughConstrictions 38 3284 MimeticEarflaps 1 13 AphonicConqueror 38 583 First-handManitoba 38 26756 ClawlessDeteriorations 37 3287 SocialistDupion 1 13 BoilingOsric 37 584 NobbiestCrocodilians 37 28433 ResettledClotbur 36 3301 LondonyConfraternities 1 13 BootlegBonne 36 586 AphonicConqueror 36 29518 WhackyFolketing 35 3315 InexpedientAntiserums 1 13 BordelaiseAftertastes 35 587 ClawlessDeteriorations 35 29827 @%$#edDictator 34 3320 ElamiteCentroids 1 13 CasematedAutoplasty 33 588 AmnesicBogbean 34 34724 PerturbableChoreographers 33 3331 UnthoroughConstrictions 1 13 ClawlessDeteriorations 33 588 UnthoroughConstrictions 33 35800 TousledChilblains 31 3347 TousledChilblains 1 13 EcaudateWhitsun 32 589 InexpugnablePlutarch 32 37800 BoilingOsric 31 3347 UncontrolledDuet 1 13 ElamiteCentroids 31 591 CasematedAutoplasty 31 37813 SyncopatedDisarmament 30 3366 EstivalBusinessman 1 13 EstivalBusinessman 29 592 PacificCanterbury 30 37824 BordelaiseAftertastes 28 3402 PustularCottonade 1 13 ExplanatoryDrawback 29 592 VasiformEconomies 29 37999 Single-entryDeanship 28 3402 SyncopatedDisarmament 1 13 First-handManitoba 28 593 AccumulatedBorers 28 38417 AphonicConqueror 27 3404 MultiracialDiagraph 1 13 InexpedientAntiserums 24 594 BoilingOsric 27 39338 AmnesicBogbean 26 3415 QuadruplexDeposit 1 13 InexpugnablePlutarch 24 594 BootlegBonne 26 39606 LaconianAnacreontic 25 3471 PinchedConversance 1 13 IrresolubleRaymond 24 594 @%$#edDictator 25 39744 LuckierBroncos 24 3476 VasiformEconomies 1 13 LaconianAnacreontic 24 594 SocialistDupion 24 40337 LagomorphousCoths 22 3487 AmnesicBogbean 1 13 LagomorphousCoths 20 595 BordelaiseAftertastes 23 43505 ExplanatoryDrawback 22 3487 PacificCanterbury 1 13 LondonyConfraternities 20 595 PinchedConversance 22 43786 UncontrolledDuet 20 3490 LuckierBroncos 1 13 LuckierBroncos 20 595 PustularCottonade 21 44055 MimeticEarflaps 20 3490 PerturbableChoreographers 1 13 MimeticEarflaps 20 595 ResettledClotbur 20 44567 VasiformEconomies 19 3493 BoilingOsric 1 13 MultiracialDiagraph 19 596 Single-entryDeanship 19 44616 AccumulatedBorers 18 3498 ClawlessDeteriorations 1 13 NobbiestCrocodilians 14 597 EcaudateWhitsun 18 45520 EcaudateWhitsun 17 3505 ExplanatoryDrawback 1 13 PacificCanterbury 14 597 ExplanatoryDrawback 17 45791 ElamiteCentroids 16 3522 First-handManitoba 1 13 PerturbableChoreographers 14 597 IrresolubleRaymond 16 45886 EstivalBusinessman 15 3527 BordelaiseAftertastes 1 13 PinchedConversance 14 597 LaconianAnacreontic 15 52179 First-handManitoba 14 3553 LagomorphousCoths 1 13 PustularCottonade 14 597 LagomorphousCoths 14 54486 InexpedientAntiserums 13 3554 BootlegBonne 1 13 QuadruplexDeposit 12 598 EstivalBusinessman 13 54637 NobbiestCrocodilians 12 3558 EcaudateWhitsun 1 13 ResettledClotbur 12 598 InexpedientAntiserums 12 55454 TemperingCanines 10 3561 NobbiestCrocodilians 1 13 ResinatedBacksliders 9 599 LondonyConfraternities 11 55834 MultiracialDiagraph 10 3561 ResinatedBacksliders 1 13 @%$#edDictator 9 599 LuckierBroncos 10 55914 CasematedAutoplasty 9 3563 AphonicConqueror 1 13 Single-entryDeanship 9 599 ResinatedBacksliders 9 59833 QuadruplexDeposit 8 3569 ResettledClotbur 1 13 SocialistDupion 5 600 ElamiteCentroids 8 61634 PustularCottonade 7 3611 LaconianAnacreontic 1 13 SyncopatedDisarmament 5 600 PerturbableChoreographers 7 63563 BootlegBonne 6 3613 CasematedAutoplasty 1 13 TemperingCanines 5 600 SyncopatedDisarmament 6 64570 LondonyConfraternities 5 3625 IrresolubleRaymond 1 13 TousledChilblains 5 600 TousledChilblains 5 68085 ResinatedBacksliders 4 3667 TemperingCanines 1 13 UncontrolledDuet 1 602 MimeticEarflaps 4 72155 SocialistDupion 3 3682 @%$#edDictator 1 13 UnthoroughConstrictions 1 602 TemperingCanines 3 73389 IrresolubleRaymond 2 3686 AccumulatedBorers 1 13 VasiformEconomies 1 602 UncontrolledDuet 2 107582 PacificCanterbury 1 3728 WhackyFolketing 1 13 WhackyFolketing 1 602 WhackyFolketing 1 113094 InexpugnablePlutarch # of Prefabs # of Traders Unique Prefabs Rate Pos Uniq Tier 3 (56) Pos Uniq Tier 4 (33) Pos Uniq Tier 5 (8) 1 54 AccumulatedBorers 39 30 QuadruplexDeposit 35 4 BoilingOsric 1 54 AmnesicBogbean 39 30 UnthoroughConstrictions 35 4 BootlegBonne 1 54 AphonicConqueror 25 31 AccumulatedBorers 35 4 ClawlessDeteriorations 1 54 BoilingOsric 25 31 AmnesicBogbean 35 4 First-handManitoba 1 54 BootlegBonne 25 31 BootlegBonne 35 4 SocialistDupion 1 54 BordelaiseAftertastes 25 31 CasematedAutoplasty 35 4 UnthoroughConstrictions 1 54 CasematedAutoplasty 25 31 ClawlessDeteriorations 20 5 AccumulatedBorers 1 54 ClawlessDeteriorations 25 31 EstivalBusinessman 20 5 AmnesicBogbean 1 54 EcaudateWhitsun 25 31 First-handManitoba 20 5 AphonicConqueror 1 54 ElamiteCentroids 25 31 InexpugnablePlutarch 20 5 BordelaiseAftertastes 1 54 EstivalBusinessman 25 31 LaconianAnacreontic 20 5 CasematedAutoplasty 1 54 ExplanatoryDrawback 25 31 NobbiestCrocodilians 20 5 EstivalBusinessman 1 54 First-handManitoba 25 31 PacificCanterbury 20 5 ExplanatoryDrawback 1 54 InexpedientAntiserums 25 31 PustularCottonade 20 5 LagomorphousCoths 1 54 InexpugnablePlutarch 25 31 TemperingCanines 20 5 PacificCanterbury 1 54 IrresolubleRaymond 25 31 TousledChilblains 20 5 PinchedConversance 1 54 LaconianAnacreontic 13 32 AphonicConqueror 20 5 QuadruplexDeposit 1 54 LagomorphousCoths 13 32 BoilingOsric 20 5 ResinatedBacksliders 1 54 LondonyConfraternities 13 32 BordelaiseAftertastes 20 5 @%$#edDictator 1 54 LuckierBroncos 13 32 EcaudateWhitsun 20 5 TemperingCanines 1 54 MimeticEarflaps 13 32 LagomorphousCoths 20 5 TousledChilblains 1 54 MultiracialDiagraph 13 32 MimeticEarflaps 11 6 ElamiteCentroids 1 54 NobbiestCrocodilians 13 32 PinchedConversance 11 6 InexpugnablePlutarch 1 54 PacificCanterbury 13 32 ResettledClotbur 11 6 LaconianAnacreontic 1 54 PerturbableChoreographers 13 32 ResinatedBacksliders 11 6 MultiracialDiagraph 1 54 PinchedConversance 13 32 Single-entryDeanship 11 6 NobbiestCrocodilians 1 54 PustularCottonade 13 32 SyncopatedDisarmament 11 6 PustularCottonade 1 54 QuadruplexDeposit 13 32 WhackyFolketing 11 6 Single-entryDeanship 1 54 ResettledClotbur 1 33 ElamiteCentroids 11 6 VasiformEconomies 1 54 ResinatedBacksliders 1 33 ExplanatoryDrawback 11 6 WhackyFolketing 1 54 @%$#edDictator 1 33 InexpedientAntiserums 7 7 EcaudateWhitsun 1 54 Single-entryDeanship 1 33 IrresolubleRaymond 7 7 InexpedientAntiserums 1 54 SocialistDupion 1 33 LondonyConfraternities 7 7 ResettledClotbur 1 54 SyncopatedDisarmament 1 33 LuckierBroncos 7 7 UncontrolledDuet 1 54 TemperingCanines 1 33 MultiracialDiagraph 1 8 IrresolubleRaymond 1 54 TousledChilblains 1 33 PerturbableChoreographers 1 8 LondonyConfraternities 1 54 UncontrolledDuet 1 33 @%$#edDictator 1 8 LuckierBroncos 1 54 UnthoroughConstrictions 1 33 SocialistDupion 1 8 MimeticEarflaps 1 54 VasiformEconomies 1 33 UncontrolledDuet 1 8 PerturbableChoreographers 1 54 WhackyFolketing 1 33 VasiformEconomies 1 8 SyncopatedDisarmament Pos Uniq Tier 3 (56) Pos Uniq Tier 4 (33) Pos Uniq Tier 5 (8) Pos Uniq Stores (19) Pos Uniq Industrial (49) Pos Uniq Downtown (76) 33 17 AccumulatedBorers 40 40 MultiracialDiagraph 26 75 AccumulatedBorers 33 17 ClawlessDeteriorations 37 42 AmnesicBogbean 26 75 AphonicConqueror 33 17 EstivalBusinessman 37 42 PustularCottonade 26 75 BoilingOsric 33 17 First-handManitoba 37 42 QuadruplexDeposit 26 75 BootlegBonne 33 17 PacificCanterbury 36 43 CasematedAutoplasty 26 75 CasematedAutoplasty 33 17 QuadruplexDeposit 35 44 BoilingOsric 26 75 ClawlessDeteriorations 33 17 TemperingCanines 30 45 AphonicConqueror 26 75 ExplanatoryDrawback 33 17 UnthoroughConstrictions 30 45 BootlegBonne 26 75 First-handManitoba 19 18 AmnesicBogbean 30 45 InexpugnablePlutarch 26 75 PinchedConversance 19 18 BootlegBonne 30 45 ResinatedBacksliders 26 75 QuadruplexDeposit 19 18 BordelaiseAftertastes 30 45 UnthoroughConstrictions 26 75 Single-entryDeanship 19 18 CasematedAutoplasty 15 46 BordelaiseAftertastes 26 75 SocialistDupion 19 18 InexpugnablePlutarch 15 46 ClawlessDeteriorations 26 75 TemperingCanines 19 18 LaconianAnacreontic 15 46 EcaudateWhitsun 26 75 TousledChilblains 19 18 LagomorphousCoths 15 46 EstivalBusinessman 26 75 UnthoroughConstrictions 19 18 MimeticEarflaps 15 46 First-handManitoba 1 76 AmnesicBogbean 19 18 NobbiestCrocodilians 15 46 LaconianAnacreontic 1 76 BordelaiseAftertastes 19 18 PinchedConversance 15 46 LagomorphousCoths 1 76 EcaudateWhitsun 19 18 PustularCottonade 15 46 NobbiestCrocodilians 1 76 ElamiteCentroids 19 18 Single-entryDeanship 15 46 PacificCanterbury 1 76 EstivalBusinessman 19 18 SyncopatedDisarmament 15 46 ResettledClotbur 1 76 InexpedientAntiserums 19 18 TousledChilblains 15 46 @%$#edDictator 1 76 InexpugnablePlutarch 1 19 AphonicConqueror 15 46 SocialistDupion 1 76 IrresolubleRaymond 1 19 BoilingOsric 15 46 TousledChilblains 1 76 LaconianAnacreontic 1 19 EcaudateWhitsun 15 46 VasiformEconomies 1 76 LagomorphousCoths 1 19 ElamiteCentroids 15 46 WhackyFolketing 1 76 LondonyConfraternities 1 19 ExplanatoryDrawback 7 47 AccumulatedBorers 1 76 LuckierBroncos 1 19 InexpedientAntiserums 7 47 ElamiteCentroids 1 76 MimeticEarflaps 1 19 IrresolubleRaymond 7 47 ExplanatoryDrawback 1 76 MultiracialDiagraph 1 19 LondonyConfraternities 7 47 InexpedientAntiserums 1 76 NobbiestCrocodilians 1 19 LuckierBroncos 7 47 LuckierBroncos 1 76 PacificCanterbury 1 19 MultiracialDiagraph 7 47 PinchedConversance 1 76 PerturbableChoreographers 1 19 PerturbableChoreographers 7 47 TemperingCanines 1 76 PustularCottonade 1 19 ResettledClotbur 7 47 UncontrolledDuet 1 76 ResettledClotbur 1 19 ResinatedBacksliders 1 48 IrresolubleRaymond 1 76 ResinatedBacksliders 1 19 @%$#edDictator 1 48 LondonyConfraternities 1 76 @%$#edDictator 1 19 SocialistDupion 1 48 MimeticEarflaps 1 76 SyncopatedDisarmament 1 19 UncontrolledDuet 1 48 PerturbableChoreographers 1 76 UncontrolledDuet 1 19 VasiformEconomies 1 48 Single-entryDeanship 1 76 VasiformEconomies 1 19 WhackyFolketing 1 48 SyncopatedDisarmament 1 76 WhackyFolketing Pos Uniq Stores (19) Pos Uniq Industrial (49) Pos Uniq Downtown (76) Edited February 17, 2022 by dcsobral (see edit history) 1 Link to comment Share on other sites More sharing options...
dcsobral Posted February 19, 2022 Share Posted February 19, 2022 On 2/11/2022 at 2:26 PM, JoeDaFrogman said: would not RANDOM of 2 mean no one is likely to make the same map? That's almost certainly due to your RANDOM =2 value. I can reliably reproduce the exact same town/city/mountain/hills/etc layout simply by removing random from the equation which is kind of the point of posting seeds here right? Since the terrain features are placed long before POI's, any changes to the terrain features due to random have a highly variable effect on reproducibility of the same map with the same town/city layout. Actually, I think random is just a way of adding variation between seeds, but it is as fixed per seed as anything else. For example, say you want at least 50% of the world to be plains in all your seeds, but you want some seeds to have lots of mountains, others to be mostly flat, etc. You could make it with Plains 5, Hills 0, Mountains 0, Random 5. However, every seed would always generate the exact same map just like with any other parameter, because the randomness is still based on the seed. "Seed" is the pseudo-random number generator's seed, and the sequence of "random" (pseudo-random) numbers is always the same given a seed. Link to comment Share on other sites More sharing options...
Indi Posted February 19, 2022 Share Posted February 19, 2022 (edited) Can some peeps try a RWG/advanced (use any parameters) seed name/generator = Alpha20.1(b6) For me after the build a fire quest I get No Traders Tried various deletes re-aquires but always get the no trader half the map is forest and I think there was old bug of if quest 1st trader being in forest gives no trader bug? https://steamcommunity.com/sharedfiles/filedetails/?id=2758799494 if its just me I still have bad files somewhere if some can repeat and get same no trader then maybe bug still in....... Edited February 19, 2022 by Indi (see edit history) Link to comment Share on other sites More sharing options...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now