Magoli Posted October 20, 2018 Author Share Posted October 20, 2018 UPDATETIME: COMPOPACK_31(for_alpha16.4) is out now !!! to download it go to the OP or download it HERE directly this update contains 20 new prefabs and a bunch of fixes - mostly cosmetical work on the prefab's interior have fun Mag Link to comment Share on other sites More sharing options...
Pille Posted October 20, 2018 Share Posted October 20, 2018 Awesome, thanks! Edit: Can you please turn off the TopSoilDecorations for the gallery prefab? They were intendedly set to false...: <property name="AllowTopSoilDecorations" value="False"/> Edit 2: Oh and CopyAirBlocks should be True: <property name="CopyAirBlocks" value="True"/> Link to comment Share on other sites More sharing options...
Baobab Posted October 20, 2018 Share Posted October 20, 2018 UPDATETIME: COMPOPACK_31(for_alpha16.4) is out now !!! to download it go to the OP or download it HERE directly this update contains 20 new prefabs and a bunch of fixes - mostly cosmetical work on the prefab's interior have fun Mag Grabsch ,meins. Grab it, thx. Link to comment Share on other sites More sharing options...
dhlmaster Posted October 21, 2018 Share Posted October 21, 2018 UPDATETIME: COMPOPACK_31(for_alpha16.4) is out now !!! to download it go to the OP or download it HERE directly this update contains 20 new prefabs and a bunch of fixes - mostly cosmetical work on the prefab's interior have fun Mag Nice! I will give it a try later today. It's nice to see that you're still supporting your mod even though you're not too happy about the new direction the game is going. Link to comment Share on other sites More sharing options...
dhlmaster Posted October 22, 2018 Share Posted October 22, 2018 I checked it out, and did a short YouTube video for my channel, exploring a few of the POIs. I will likely do more when I have a chance. Link to comment Share on other sites More sharing options...
Magoli Posted October 22, 2018 Author Share Posted October 22, 2018 I checked it out, and did a short YouTube video for my channel, exploring a few of the POIs. I will likely do more when I have a chance. cool - can u post the link ? Link to comment Share on other sites More sharing options...
dhlmaster Posted October 22, 2018 Share Posted October 22, 2018 cool - can u post the link ? [video=youtube_share;8yOCXmPFsB0] There you go! Link to comment Share on other sites More sharing options...
Magoli Posted October 23, 2018 Author Share Posted October 23, 2018 [video=youtube_share;8yOCXmPFsB0] There you go! thank u very much I really love it I really appreciate someone is caring about the pack From where have u got the prefab-names ??? Link to comment Share on other sites More sharing options...
dhlmaster Posted October 24, 2018 Share Posted October 24, 2018 thank u very much I really love it I really appreciate someone is caring about the pack From where have u got the prefab-names ??? I downloaded the screenshots of the prefabs from the original post. Some are slightly outdated, but I also have a copy of Hal's editor, so I can load them up and look at them if I'm not sure. Link to comment Share on other sites More sharing options...
Magoli Posted October 24, 2018 Author Share Posted October 24, 2018 I downloaded the screenshots of the prefabs from the original post. Some are slightly outdated, but I also have a copy of Hal's editor, so I can load them up and look at them if I'm not sure. updating the prefabs-screenshots is also on my todolist (2019 /A17 ) Link to comment Share on other sites More sharing options...
Kam R. Posted October 25, 2018 Share Posted October 25, 2018 updating the prefabs-screenshots is also on my todolist (2019 /A17 ) Hope you didn't start yet. https://www.dropbox.com/sh/ax634cufxeqqp1n/AAAHO8b2s0oYz0nQ0XRY1K-Ka?dl=0 Not the best graphics settings, but I think that's all of them. This pack is an awesome collection and I hope it keeps on growing! :] Link to comment Share on other sites More sharing options...
Magoli Posted October 26, 2018 Author Share Posted October 26, 2018 Hope you didn't start yet. https://www.dropbox.com/sh/ax634cufxeqqp1n/AAAHO8b2s0oYz0nQ0XRY1K-Ka?dl=0 Not the best graphics settings, but I think that's all of them. This pack is an awesome collection and I hope it keeps on growing! :] WOW - this is amazing - thanx very much all prefabs have screenshots now - very good - thx again for your work Link to comment Share on other sites More sharing options...
SnowDog1942 Posted October 27, 2018 Share Posted October 27, 2018 Hey Magoli, I love this pack. Is the RGWMIXER.xml basically vanilla with extra prefabs or did you edit it at all? Link to comment Share on other sites More sharing options...
Magoli Posted October 27, 2018 Author Share Posted October 27, 2018 Hey Magoli, I love this pack. Is the RGWMIXER.xml basically vanilla with extra prefabs or did you edit it at all? Its a complete new rwg-mixer-structure since CP30 ! (Before CP30 the A16-CP-versions had a vanilla-rwgmixer with the custom-prefabs just added to it) I completly removed the vanilla-"sorting_by_Zones"-structure from the rwgmixer in CP30 and made a new sorting-system based on the prefab-types (like it was before A16) the new structure allows me to have more control about the spawn. And allows also a better variety between town and town. And also more town- and citytypes are easy to implement now. ^^sounds nice theoreticaly - but don't expect wonders: The A16-randomworld-generating-algorythm and world-spawningrule-system often doesn't do what is written in the mixer !!! (bug/bad coding). anyway: The CP-rwg-world-variety is way more better like vanilla with way more POI's - so Iam OK how it looks right now Link to comment Share on other sites More sharing options...
SnowDog1942 Posted November 1, 2018 Share Posted November 1, 2018 Looks like the "Jailhouse" may be spawning with its back to the road. Link to comment Share on other sites More sharing options...
Magoli Posted November 2, 2018 Author Share Posted November 2, 2018 Looks like the "Jailhouse" may be spawning with its back to the road. yes - ur right - its true thx for the response I have noted it for the next Release Link to comment Share on other sites More sharing options...
remortal Posted November 3, 2018 Share Posted November 3, 2018 Hey guys, im quite new to this. So i Manged to install the Mods i need and added the Compo Pack. So mods and stuff all running fine, but the prefabs dont load ingame. I can however see the prefabs in Random Gen Preview with the same Seed name. Any suggestions?! Link to comment Share on other sites More sharing options...
SnowDog1942 Posted November 4, 2018 Share Posted November 4, 2018 - - - Updated - - - yes - ur right - its true thx for the response I have noted it for the next Release Thanks Magoli, great work. Link to comment Share on other sites More sharing options...
Magoli Posted November 4, 2018 Author Share Posted November 4, 2018 Hey guys, im quite new to this. So i Manged to install the Mods i need and added the Compo Pack. So mods and stuff all running fine, but the prefabs dont load ingame. I can however see the prefabs in Random Gen Preview with the same Seed name. Any suggestions?! when u see the custom-prefabs in previewer than everything should be installed right !!! the previewer distinguishes from the real world-spawning - so maybe u just had bad luck and just crossed over the vanilla Ones. continue searching and u will find also custom-POI's If not: have u installed other mods ?? keep in mind that the CP also needs the CP-rwgmixer.xml to work probably !!! Link to comment Share on other sites More sharing options...
wolffblood Posted November 6, 2018 Share Posted November 6, 2018 I am looking at adding this to a server my friends and I play on. Now I understand that doing this will require server restart, fine enough. Thing is, we play Navezgane because of the small size. I just recently looked at how to make rwg smaller to be able to add this pack. However, by doing this, I'm guessing that I would lose a lot of these prefabs in the sense of not seeing them. Mainly, we didn't like rwg maps because many times there just seemed to be too many and too large of blank (no houses, POIs, etc) areas, so it bored us, a lot. So is there a way to make the generator be a bit more populated? I would keep it the normal size if it didn't feel so sparse. Or is there a reason not so much is loaded in? Then again, sounds like what I want would take too long to typically play until the new update once it makes it an actual file like Navezgane (A17). Link to comment Share on other sites More sharing options...
Magoli Posted November 6, 2018 Author Share Posted November 6, 2018 I am looking at adding this to a server my friends and I play on. Now I understand that doing this will require server restart, fine enough. Thing is, we play Navezgane because of the small size. I just recently looked at how to make rwg smaller to be able to add this pack. However, by doing this, I'm guessing that I would lose a lot of these prefabs in the sense of not seeing them. Mainly, we didn't like rwg maps because many times there just seemed to be too many and too large of blank (no houses, POIs, etc) areas, so it bored us, a lot. So is there a way to make the generator be a bit more populated? I would keep it the normal size if it didn't feel so sparse. Or is there a reason not so much is loaded in? Then again, sounds like what I want would take too long to typically play until the new update once it makes it an actual file like Navezgane (A17). u can change the map-size in rwgmixer.xml here (line 6): <ruleset name="vanilla" cell_cache_size="8" cell_size="1800" cell_offset="0" generation_distance="10000" terrain_generator="vanilla" biome_generator="vanilla"> just change the generation_distance value from 10000 to whatever u can increase the amount of wilderness-POI's here (line 248): <wilderness_rule name="wildernessDefault" spawn_min_max="15,20"> just change the value for minimum and maximum amount (1st number is min-amount , 2nd number is max amount) IMO there is no way to increase the amount of towns/cities with CP added there are about 400 prefabs available in a rwg-world that normaly spawn about 300 prefabs ! In a smaller world there will be less prefabs to spawn - but there are still 400 prefabs available !!! So the chance to miss some prefabs is already given - in a smaller world ofc the chance to see all prefabs is also shrinking potentialy. But thats not the important part - because IMO its all about variety !!! With CP installed u will always have a much better variety than vanilla - no matter if the world is big or not !!! Link to comment Share on other sites More sharing options...
wolffblood Posted November 6, 2018 Share Posted November 6, 2018 u can change the map-size in rwgmixer.xml here (line 6): <ruleset name="vanilla" cell_cache_size="8" cell_size="1800" cell_offset="0" generation_distance="10000" terrain_generator="vanilla" biome_generator="vanilla"> just change the generation_distance value from 10000 to whatever u can increase the amount of wilderness-POI's here (line 248): <wilderness_rule name="wildernessDefault" spawn_min_max="15,20"> just change the value for minimum and maximum amount (1st number is min-amount , 2nd number is max amount) IMO there is no way to increase the amount of towns/cities with CP added there are about 400 prefabs available in a rwg-world that normaly spawn about 300 prefabs ! In a smaller world there will be less prefabs to spawn - but there are still 400 prefabs available !!! So the chance to miss some prefabs is already given - in a smaller world ofc the chance to see all prefabs is also shrinking potentialy. But thats not the important part - because IMO its all about variety !!! With CP installed u will always have a much better variety than vanilla - no matter if the world is big or not !!! I could see dropping the world size, increase the amount in wilderness. Is there a limit for the min? Reason I ask, if say I did 100 for min, would it be like perpetual POIs everywhere? Guess I also need to know what exactly wilderness means for the .xml Link to comment Share on other sites More sharing options...
Magoli Posted November 6, 2018 Author Share Posted November 6, 2018 I could see dropping the world size, increase the amount in wilderness. Is there a limit for the min? Reason I ask, if say I did 100 for min, would it be like perpetual POIs everywhere? Guess I also need to know what exactly wilderness means for the .xml idk - u have to try - i never had experience with such crazy settings 15,20 is just the value /per cell !!! I cant imagine having 100 POI's per cell - maybe it becomes a POIwood - maybe they wont spawn probably - i really haven't tried that yet idk if there is a min-limit wilderness = the POI's where a gravel-path is guiding to them (not town , not city , not rural) Link to comment Share on other sites More sharing options...
wolffblood Posted November 6, 2018 Share Posted November 6, 2018 idk - u have to try - i never had experience with such crazy settings 15,20 is just the value /per cell !!! I cant imagine having 100 POI's per cell - maybe it becomes a POIwood - maybe they wont spawn probably - i really haven't tried that yet idk if there is a min-limit wilderness = the POI's where a gravel-path is guiding to them (not town , not city , not rural) so essentially, it's the paths that do not connect one town/city to another town/city. it's the paths that go off on their own, so it wouldn't include anything that spawns on the paths between towns/cities. Knowing that, may just do like 40,50. See how that looks. I need to find how large a cell is. That'll really tell me about how many POIs I'd want spawned... lol, time to go forum/google searching. So the only thing I found was someone saying "cell size is '1800'", but I've no idea where that is in the .xml or what that means. Is it diameter, radius, square area? Link to comment Share on other sites More sharing options...
Dethar Posted November 7, 2018 Share Posted November 7, 2018 More cities so essentially, it's the paths that do not connect one town/city to another town/city. it's the paths that go off on their own, so it wouldn't include anything that spawns on the paths between towns/cities. Knowing that, may just do like 40,50. See how that looks. I need to find how large a cell is. That'll really tell me about how many POIs I'd want spawned... lol, time to go forum/google searching. So the only thing I found was someone saying "cell size is '1800'", but I've no idea where that is in the .xml or what that means. Is it diameter, radius, square area? I know Tin made a rwgmixer tweek to get flatter land or more mountains. Also believe he made one with more cities and even big cities, but not sure if that one was his. Big cites one was amazing, could even have two en viewing distance of each other. Link to comment Share on other sites More sharing options...
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