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Compo-Pack for Random Gen


Magoli

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Here is what I came up with.. You can download the entire modlet with v38 Prefabs included here: https://github.com/XelaNull/COMPOPACK_Modlet/archive/38.zip

You can view just the rwgmixer.xml file at: https://github.com/XelaNull/COMPOPACK_Modlet/blob/master/Mods/COMPOPACK/Config/rwgmixer.xml

 

I did test to make sure I was able to generate an 8k map with no errors/warnings in the server logs.

 

I believe what I've come up with is closer to COMPOPACK's existing rwgmixer.xml. Please know there are some small deviations for the sake of keeping the rwgmixer.xml file within the Modlet smaller. I believe the only deviations I've made were related to NOT applying count=1 to some vanilla Prefabs. Magoli, if you think there are significant towards your overall intention and design, please let me know and I would be happy to add these in as well.

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Here is what I came up with.. You can download the entire modlet with v38 Prefabs included here: https://github.com/XelaNull/COMPOPACK_Modlet/archive/38.zip

You can view just the rwgmixer.xml file at: https://github.com/XelaNull/COMPOPACK_Modlet/blob/master/Mods/COMPOPACK/Config/rwgmixer.xml

 

I did test to make sure I was able to generate an 8k map with no errors/warnings in the server logs.

 

I believe what I've come up with is closer to COMPOPACK's existing rwgmixer.xml. Please know there are some small deviations for the sake of keeping the rwgmixer.xml file within the Modlet smaller. I believe the only deviations I've made were related to NOT applying count=1 to some vanilla Prefabs. Magoli, if you think there are significant towards your overall intention and design, please let me know and I would be happy to add these in as well.

 

Short story magoli is not happy with the current bugs and issues with rwg. His compo pack is a awesome addition and atm 17.2exp is rubbish I regards to water issues and the many bugs and the poor look of the 17.2exp map.

 

Magoli has mentioned either in his op or somewhere in the thread he won't concentrate on xpath/modlets etc until the status quo has been reached for him. His choice and I am sure he has no objections to others making a modlet to use his cp.

 

- - - Updated - - -

 

Yes that one was done for a previous cp I do believe as mags has released a newer one since and added some extra stuff in.

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Short story magoli is not happy with the current bugs and issues with rwg. His compo pack is a awesome addition and atm 17.2exp is rubbish I regards to water issues and the many bugs and the poor look of the 17.2exp map.

 

Magoli has mentioned either in his op or somewhere in the thread he won't concentrate on xpath/modlets etc until the status quo has been reached for him. His choice and I am sure he has no objections to others making a modlet to use his cp.

 

- - - Updated - - -

 

Yes that one was done for a previous cp I do believe as mags has released a newer one since and added some extra stuff in.

 

Well here you go. I've been using my modlet I made for the compo pack.

 

https://7daystodie.com/forums/showthread.php?110449-CompoPack-38-Modelt&p=949657#post949657

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Well here you go. I've been using my modlet I made for the compo pack.

 

https://7daystodie.com/forums/showthread.php?110449-CompoPack-38-Modelt&p=949657#post949657

 

Tried it on my test server, produces red errors during world creation, because no prefab "xcostum_Bunker_Top(by_Fr0gb0mber)" exists in Vanilla and Magolis prefabs.

 

After removing this prefab from the modlets xml more errors came up regarding non existent prefabs: "xcostum_TheVillage(by_Stallionsden)", "xcostum_ThePyramid_1(by_Andyjoki)", "xcostum_StallsCasino(by_Stallionsden)". Non of them exists in the last version of Compopack.

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thx Stalli for pointing this out - all u said about the situation and me is true (post #3844)

I have no addition to that atm !!!

 

I wish u guys good luck with the modlet-thingy, but Iam not in the boat with u on this.

 

just FYI:

COMPOPACK38 is NOT compatible to COMPOPACK37 - u cant mix them - u can't use the entire prefabs from 37 in 38 - u cant use the 37mixer in 38 (and backwards)

xcostum_Bunker_Top(by_Fr0gb0mber was removed in CP38 !!! (but implemented in another prefab)

there is no CP support when using A17.2exp !!!

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Realized I managed to create a syntax error after I tested but before I published for release. I've fixed this syntax error and re-released my version of the modlet. No errors/warnings on RWG.

 

https://github.com/XelaNull/COMPOPACK_Modlet/archive/38_1.zip

 

Thx, this works perfectly, and is also compatible with RELXIX_RWG_More Traders modlet. 1136 POIs spawned on my 8x8 A17.1 test server, 13 of them traders. Nice work!

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Rwgmixer changes too much from update to update to use Xpath.

 

If it were JUST the addition of prefabs I'd try to talk mag into it, but I think he edits the terrain modules as well, which unfortunately do change from update to update enough to not warrant switching to Xpath.

 

If I'm wrong, let me know. :)

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I creating prefabs on 17.2exp (b20), can that cause problems? So, should I better switch back to 17.1 to create it?

Will u extend CP with xpath modlets, to allow new spawn groups? ( F.e. only male, only female )

 

I dont recommend creating prefabs with A17 ingame-editor (waterbug) - no matter if A17.0 17.1 or 17.2 !!!

after saving prefabs with ingameeditor they have to be repaired with pilles editor (waterblock-attributes)

when u dont use waterblocks it should be ok to use - no matter which A17-version

 

as long the game is Alpha the CP will consist of the prefabs and rwgmixer.xml and nothing else

 

tbh iam not sure if there will be another CP-Release in future

in fact I stopped all works for now and just sit here watch things happen and drink Tea (goldenrod)

first I wanna see how things will go and grow on RWG - then i decide what to do

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Ok, thx for the answer. Because of the "waterbug" u told me/us, i dont use water in prefab/s.

For myself: infact of the "crappy" a17.2(b20) release i dont play right now, althought I am a 7D2D addicted. So i started to learn "xpathing" and "prefabing".

Well, today i play a few hours again....but drinking tea meanwhile is a great idea :)

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Ok, thx for the answer. Because of the "waterbug" u told me/us, i dont use water in prefab/s.

For myself: infact of the "crappy" a17.2(b20) release i dont play right now, althought I am a 7D2D addicted. So i started to learn "xpathing" and "prefabing".

Well, today i play a few hours again....but drinking tea meanwhile is a great idea :)

 

It's ok to use water in pois lol as long as you then use pilles editor to change rotation and meta value of all water used in prefab. If you then use the in game editor again you must repeat the process.

 

In game editor sets water rotation to 8 and meta to 2. Water needs to be 0 and 0

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I figured this is probably the best place to ask haha, On my Dedi server ive copied over the compo pack & Mixer, When genorating what can only be described as a ♥♥♥♥e Map NO compo stuff appears ? This has me proper baffled... Ive tried 3 times now, Even installed Darkness Falls as I know this has it built in & again the map is just full of their butt ugly broken buildings...

 

So my question how do I get a half decent map to spawn using Alpha 17.1 & The compo pack.... I have the Dedi server set to RWG I take it this is correct, wasnt sure cos 16.4 it said RandomGen...

 

Ive been messing with trying to get a half decent map now for a few days & after Gen & flying around all I can say is Meh...... Dissapointed... Any advice would be great...

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I figured this is probably the best place to ask haha, On my Dedi server ive copied over the compo pack & Mixer, When genorating what can only be described as a ♥♥♥♥e Map NO compo stuff appears ? This has me proper baffled... Ive tried 3 times now, Even installed Darkness Falls as I know this has it built in & again the map is just full of their butt ugly broken buildings...

 

So my question how do I get a half decent map to spawn using Alpha 17.1 & The compo pack.... I have the Dedi server set to RWG I take it this is correct, wasnt sure cos 16.4 it said RandomGen...

 

Ive been messing with trying to get a half decent map now for a few days & after Gen & flying around all I can say is Meh...... Dissapointed... Any advice would be great...

 

1.Double check you copied the mixer

 

2. Did you copy compo prefab pack into game prefab folder pack

 

3. Any errors in output.log

 

4. If not I would wipe server and do a fresh install.

 

5. Would re download latest compo pack to be sure last dl wasnt bugged

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Tried all that, Just Genned a new world using reppo1 as the seed name & every town is just roads with NO buildings, Just the odd bit here & there... This is me using the Mixer file from the compo pack ? Its like the towns/cities are spawning empty of buildings... I remember back on 16.4 the towns were awesome, A proper mix of everything all im getting at the MO is around 80% empty towns 10% rubble & 10% ish disappearing lol..... Its like a nightmare lmao

 

Oh also forgot to mention WTF is with the FP making nearly every map wasteland ? its like a never ending map of rubble ground....

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Tried all that, Just Genned a new world using reppo1 as the seed name & every town is just roads with NO buildings, Just the odd bit here & there... This is me using the Mixer file from the compo pack ? Its like the towns/cities are spawning empty of buildings... I remember back on 16.4 the towns were awesome, A proper mix of everything all im getting at the MO is around 80% empty towns 10% rubble & 10% ish disappearing lol..... Its like a nightmare lmao

 

Oh also forgot to mention WTF is with the FP making nearly every map wasteland ? its like a never ending map of rubble ground....

 

In Magoli's rwgmixer.xml, I basically removed all the max_count="1" for nearly everything. That'll fill the towns out.

 

But in saying that, I've had quite a few seeds have turned out like that with not many buildings. reppo1 is borked for me also.

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Tried all that, Just Genned a new world using reppo1 as the seed name & every town is just roads with NO buildings, Just the odd bit here & there... This is me using the Mixer file from the compo pack ? Its like the towns/cities are spawning empty of buildings...

 

I think the best advice is to check your 7DTD game server log. Specifically, look for any errors. If there is an issue with you copying your Prefabs it would show up there in the logs. If there is a syntax error or otherwise a problem with your rwgmixer.xml it would show up there too.

 

Most seeds I use under 17.1 are "meh" with only some being excellent. It generally takes me several seeds to find an okay one I'm willing to play on. With that said, I have not encountered what you are describing with no buildings at all showing up. Usually it only takes me about a minute of flying around to find a non-vanilla building.

 

If I were in your shoes, I would scour that game server log VERY carefully. As the answer to what is happening to your map generation likely is revealed there. Otherwise, you may want to consider trying one of the two modlets posted here to see if you have better lucky installing this with that method instead of overwriting your default rwgmixer.xml

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Ive checked the Output.log & dont see any errors to do with the Mixer file, Plus im using Magolis Mixer which must work as id of seen people saying it errors... Ive just Genned another map, Name Hogwartz on an 8k map which only runs to 4k blocks at its outer edge.. I run around a fair amount of map & couldnt see a single Prefab so yeah Im also stuck too cos I dont get why there not spawning...

 

Wow the RWG on alpha 17 is below appalling.... Generated another map & its 80% wasteland... With roads that look like they were laid by a blind guy... 0/10 TFP

 

Does anyone have a Mixer file, seed name & prefab folder that actually Generates a map worth playing for longer than 5 mins....

 

Ok I think whats happening is that because the maps that im Generating are almost always covered in wasteland that most of the prefabs arent spawning because of this....

 

does anyone know how to drop wasteland down to around 15% of the total map cos at the mo its around 80% of any map I spawn...

 

Thanks

 

<module name="biomeOutput" type="BiomeIDMapper">

<property name="sourceModule" value="clampOutput"/>

<property name="biomemap0.Name" value="pine_forest"/>

<property name="biomemap0.Range" value="0.2,0.5"/>

<property name="biomemap1.Name" value="snow"/>

<property name="biomemap1.Range" value="0,0.2"/>

<property name="biomemap2.Name" value="wasteland"/>

<property name="biomemap2.Range" value="0.5,0.7"/>

<property name="biomemap3.Name" value="burnt_forest"/>

<property name="biomemap3.Range" value="0.7,0.8"/>

<property name="biomemap4.Name" value="desert"/>

<property name="biomemap4.Range" value="0.8,1.1"/>

</module>

 

<output module="biomeOutput"/>

 

Untitled.png

 

This is what im getting the same prefabs over & over... & all very basic...

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So I have the Compo pack loaded and I have an amazing map right now that I'm very pleased with. I want to make one comment though to the artists, Stallionden especially. I'm running across a few of the prefabs that are absolutely LOADED with loot, I am in one now that is a retirement community that literally has a room with 8 gun safes and at least 30 boxes full of loot. IMO this ruins the build for me. Even though your artwork is AWESOME, it's really good but the loot ruins it and I'm going to take the build out of my pack. I don't want to give my players everything in one building. The game is about survival. Stallionden please don't take offense I really love your work but think about removing the loot or making it reasonable.

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So I have the Compo pack loaded and I have an amazing map right now that I'm very pleased with. I want to make one comment though to the artists, Stallionden especially. I'm running across a few of the prefabs that are absolutely LOADED with loot, I am in one now that is a retirement community that literally has a room with 8 gun safes and at least 30 boxes full of loot. IMO this ruins the build for me. Even though your artwork is AWESOME, it's really good but the loot ruins it and I'm going to take the build out of my pack. I don't want to give my players everything in one building. The game is about survival. Stallionden please don't take offense I really love your work but think about removing the loot or making it reasonable.

 

I had to go look on this one. A normal prefab has a loot value around 50 or so. Generous ones seem to be in the 50-100 range. I found one of stallionsden that was nearly 400. Was convinced that was the one you were talking about here.. them found a theme park prefab he made that was nearly 1300 loot value!

 

I'd have to agree for me this would destroy gameplay as it is just giving too much away at once. :(

 

Beautiful prefabs though!

 

I've been working on a prefab myself and have been struggling not to give too much stuff away in it. At the moment I still feel it gives too much away with something like 5 gun bags, 4 hidden stashes, and 2 of each kind of sealed crate. I just had a look at mine and it has a loot value of 80. I'd assume that 1300 loot value prefab would be like that scene in the matrix where they just call up an entire warehouse of every kind of ____ item there is. :)

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To be fair, the value 'loot' in the ingame editor doesn't take the sizes of the prefabs into account. Imo it doesn't make sense to talk about the loot value without considering the size... 1300 loot means ~1300 loot boxes (afaik the ingame editor is slightly inaccurate btw.).

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1300 loot means ~1300 loot boxes (afaik the ingame editor is slightly inaccurate btw.).

 

I dont believe this is an entirely accurate picture of this value as I know for a fact I dont have 80 loot boxes in my Prefab. I'll toy around with this tonight, but this does seem to be out-of-scope for Compo Pack as Magoli has already stated he has no intention of censoring, limiting, or modifying other people's work. Maybe someone could consider creating a "balanced" version of COMPOPACK that examines the loot in the prefabs selected to be part of it to ensure a more balaned gameplay without discovering fort knox beneath someone's garage prefab. :)

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