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Compo-Pack for Random Gen


Magoli

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Hello

It is a beautiful fashion

The author GIANT thanks

 

Prompt, it is compatible with 15.2 B8?

I put - have built underwater

 

I saw in the beginning of the theme message of the compatibility only with the 105 version. But can someone tested on G8

 

Thank you

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This pack is awesome, thanks for share it. I remember play it back on A12, it was great. Any chance that you still have this prefab-pack for that version of the game? I've been playing the old A12 until the new patch arrives. Thanks anyway Magoli

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Hello

It is a beautiful fashion

The author GIANT thanks

 

Prompt, it is compatible with 15.2 B8?

I put - have built underwater

 

I saw in the beginning of the theme message of the compatibility only with the 105 version. But can someone tested on G8

 

Thank you

 

Yes, it works on B08. Buildings under water can be a problem on some seeds. Try out a few seeds to find one that does not have a body of water on a town or city. Otherwise you can lower the water table (try -2 intead of -1 on the water section of the mixer) and see if that helps remove the water from towns on your desired seed.

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I'm running into this issue a lot using compo and its mixer: Uncontrolled water-Biomes destroys Landscape, Roads, Paths and whole Hubs

 

Any suggested work around? Would changing the water biome from the default <terrain_generator range="-31,-1"/> to something like -5 work well (I assume this has been extensively testing so I figure I'd ask before retesting the wheel so to speak.

 

Any input welcomed.

 

Edit: Looks like -2 worked well enough for the seed I'm using. A bit dry but there is always snow....

 

Yes, it works on B08. Buildings under water can be a problem on some seeds. Try out a few seeds to find one that does not have a body of water on a town or city. Otherwise you can lower the water table (try -2 intead of -1 on the water section of the mixer) and see if that helps remove the water from towns on your desired seed.

 

I just want you to know that adjusting those values in the biome generator will not lower the water table. All it does is tells the water biome to place the blocks and decorations at a lower level in relation the height map.

 

The actual "Water Table" when liquid water is generated is at -28 (in relation to the height map) and below when the terrain dips below that level. You would need to actually adjust the modules in the actual terrain generator section of the rwgmixer to bring the terrain up more often or you can adjust:

<module name="fastOceanBase" type="FastBillow">

<property name="frequency" value="1"/> <- you can adjust this down to produce less chances of water (eg:0.47) and less pools of them.

</module>

<module name="fastOcean" type="ScaleOutput">

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

<property name="scale" value="0.13"/> <- you can adjust this down (eg:0.1)

</module>

<module name="fastFinal" type="Select">

<property name="controlModule" value="fastContinents"/>

<property name="sourceModule1" value="fastOcean"/>

<property name="sourceModule2" value="fastLand"/>

<property name="bounds" value="0, 1"/> <- you can adjust this up (eg 0,100) to produce less water bodies

<property name="edgeFalloff" value="0.5"/>

</module>

 

You can try my latest creation to play around with if you want:

	<terrain_generators>
	<terrain_generator name="vanilla" use_old_final="false">

		<module name="landBaseFinal" type="FastBillow" no_seed="true">
			<property name="frequency" value="0.009"/>
			<property name="power" value="25"/>
		</module>
		<module name="landBaseScale" type="ScaleOutput">
			<property name="sourceModule" value="landBaseFinal"/>
			<property name="scale" value="0.1"/>
			<property name="bias" value="-0.9"/>
		</module>
		<module name="landBase" type="FastTurbulence">
			<property name="sourceModule" value="landBaseScale"/>
			<property name="frequency" value="1.5"/>
			<property name="power" value="28"/>
			<property name="roughness" value="8"/>
		</module>

		<module name="MntBaseSm" type="FastRidgedMultifractal">
			<property name="frequency" value="0.005"/>
		</module>
		<module name="MntScaledSm" type="ScaleBiasOutput">
			<property name="sourceModule" value="MntBaseSm"/>
			<property name="scale" value="1.2"/>
			<property name="bias" value="-0.5"/>
		</module>
		<module name="MntSm" type="FastTurbulence">
			<property name="sourceModule" value="MntScaledSm"/>
			<property name="power" value="128"/>
			<property name="frequency" value="0.4"/>
			<property name="roughness" value="5"/>
		</module>
		<module name="FastMntOutputSm" type="ClampOutput">
			<property name="sourceModule" value="MntSm"/>
			<property name="bounds" value="0,190"/>
		</module>

		<module name="MntBaseLg" type="FastRidgedMultifractal">
			<property name="frequency" value="0.005"/>
		</module>
		<module name="MntScaledLg" type="ScaleBiasOutput">
			<property name="sourceModule" value="MntBaseLg"/>
			<property name="scale" value="2"/>
			<property name="bias" value="0.5"/>
		</module>
		<module name="MntLg" type="FastTurbulence">
			<property name="sourceModule" value="MntScaledLg"/>
			<property name="frequency" value="0.3"/>
			<property name="power" value="175"/>
			<property name="roughness" value="5"/>
		</module>
		<module name="FastMntOutputLg" type="ClampOutput">
			<property name="sourceModule" value="MntLg"/>
			<property name="bounds" value="0,255"/>
		</module>

		<module name="WaterBase" type="FastNoise">
			<property name="frequency" value="1"/>
		</module>
		<module name="Water" type="ScaleOutput">
			<property name="sourceModule" value="WaterBase"/>
			<property name="scale" value="0.15"/>
		</module>

		<module name="ControlBase" type="FastBillow">
			<property name="frequency" value="0.009"/>
			<property name="power" value="25"/>
		</module>

		<module name="ControlBase2" type="FastBillow" seed_additive="1">
			<property name="frequency" value="0.009"/>
			<property name="power" value="25"/>
		</module>

		<module name="MntSmSelect" type="Select">
			<property name="controlModule" value="ControlBase"/>
			<property name="sourceModule1" value="landBase"/>
			<property name="sourceModule2" value="FastMntOutputSm"/>
			<property name="bounds" value="0,256"/>
			<property name="edgeFalloff" value="128"/>
		</module>
		<module name="MntLgSelect" type="Select">
			<property name="controlModule" value="ControlBase"/>
			<property name="sourceModule1" value="landBase"/>
			<property name="sourceModule2" value="FastMntOutputLg"/>
			<property name="bounds" value="0,256"/>
			<property name="edgeFalloff" value="256"/>
		</module>

		<module name="MntSelect" type="Select">
			<property name="controlModule" value="ControlBase"/>
			<property name="sourceModule1" value="MntSmSelect"/>
			<property name="sourceModule2" value="MntLgSelect"/>
			<property name="bounds" value="0,512"/>
			<property name="edgeFalloff" value="32"/>
		</module>

		<module name="FinalSelect" type="Select">
			<property name="controlModule" value="ControlBase2"/>
			<property name="sourceModule1" value="Water"/>
			<property name="sourceModule2" value="MntSelect"/>
			<property name="bounds" value="0,8"/>
			<property name="edgeFalloff" value="0.128"/>
		</module>

		<module name="scaleBiasOutput" type="ScaleBiasOutput">
			<property name="sourceModule" value="FinalSelect"/>
			<property name="scale" value="180"/>
			<property name="bias" value="-1"/>
		</module>
		<module name="clampOutput" type="ClampOutput">
			<property name="sourceModule" value="scaleBiasOutput"/>
			<property name="bounds" value="-28,190"/>
		</module>

		<output module="clampOutput"/>
	</terrain_generator>

</terrain_generators>

<biome_generators>
	<biome_generator name="vanilla">
		<module name="voronoi" type="Voronoi">
			<property name="frequency" value="0.0005"/>
			<property name="displacement" value="0.5"/>
		</module>
		<module name="biasOutput" type="BiasOutput">
			<property name="sourceModule" value="voronoi"/>
			<property name="bias" value="0.5"/>
		</module>
		<module name="biomeDither" type="FastTurbulence">
			<property name="sourceModule" value="biasOutput"/>
			<property name="frequency" value="0.25"/>
			<property name="power" value="8"/>
			<property name="roughness" value="5"/>
		</module>
		<module name="biomeJiggle" type="FastTurbulence">
			<property name="sourceModule" value="biomeDither"/>
			<property name="frequency" value="0.0016"/>
			<property name="power" value="400"/>
			<property name="roughness" value="1"/>
		</module>
		<module name="clampOutput" type="ClampOutput">
			<property name="sourceModule" value="biomeJiggle"/>
			<property name="bounds" value="0,1"/>
		</module>
		<output module="clampOutput"/>
	</biome_generator>
</biome_generators>
<biome_spawn_rules>
	<biome_spawn_rule name="forest">
		<biome_generator range="0,0.075"/>
	</biome_spawn_rule>
	<biome_spawn_rule name="plains">
		<biome_generator range="0.075,0.2"/>
	</biome_spawn_rule>
	<biome_spawn_rule name="forest">
		<biome_generator range="0.2,0.275"/>
	</biome_spawn_rule>
	<biome_spawn_rule name="desert">
		<biome_generator range="0.275,0.4"/>
	</biome_spawn_rule>
	<biome_spawn_rule name="forest">
		<biome_generator range="0.4,0.475"/>
	</biome_spawn_rule>
	<biome_spawn_rule name="burnt_forest">
		<biome_generator range="0.475,0.6"/>
	</biome_spawn_rule>
	<biome_spawn_rule name="forest">
		<biome_generator range="0.6,0.675"/>
	</biome_spawn_rule>
	<biome_spawn_rule name="wasteland">
		<biome_generator range="0.675,0.8"/>
	</biome_spawn_rule>
	<biome_spawn_rule name="forest">
		<biome_generator range="0.8,0.875"/>
	</biome_spawn_rule>
	<biome_spawn_rule name="wasteland">
		<biome_generator range="0.875,1"/>
	</biome_spawn_rule>
	<biome_spawn_rule name="snow">
		<distance_from_center range="9000,10000"/>
	</biome_spawn_rule>
	<biome_spawn_rule name="radiated">
		<distance_from_center range="10000,20000"/>
	</biome_spawn_rule>
	<biome_spawn_rule name="snow">
		<terrain_generator range="120,190"/>
	</biome_spawn_rule>
	<biome_spawn_rule name="pine_forest">
		<terrain_generator range="46,120"/>
	</biome_spawn_rule>
	<biome_spawn_rule name="water">
		<terrain_generator range="-31,0"/>
	</biome_spawn_rule>
</biome_spawn_rules>

 

Just make sure to paste like for like in correct area. Works well with the compo pack. You don't need the biome portion I just threw that in as a bonus.

If you want to adjust the water,Mountains,Hills,Flat areas more/less go Here for a mini guide on how to do so.

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This is the single must-always-have mod for me, but unfortunately my PC can't handle the hub city being filled with that many custom POIs, so I had to avoid going there. Is there a way to reduce the density of custom POIs spawning just for the hub city, and what would I have to change please?

Edited by owl79 (see edit history)
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This is the single must-always-have mod for me, but unfortunately my PC can't handle the hub city being filled with that many custom POIs, so I had to avoid going there. Is there a way to reduce the density of custom POIs spawning just for the hub city, and what would I have to change please?

 

u could decrease the size for the Wasteland-city

 

(accepted values are 103, 206 , 412, 618, 824,...)

 

 

overall i have to say that the most of the "new" functions (terraingen,biomegen) in rwgmixer 3.0 are NOT working well.

 

in addiction to all the "old" rwg-generating Issues its almost impossible to do a good moddingwork here atm.

 

 

A16 will change a lot i hope.

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I hope A16 makes it easier for you. As hard as you keep working to keep fixing this after a patch/update breaks it, it would be nice for A16 to make it easier for you to work with. Keep up the great work mate. Its been a while, been waiting for A16 for what feels like forever now.

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Slight issue with loot

 

I've got this compo pack installed on my dedi, I've thought it was fine since I installed it, apart from the red errors for new players, seems to go away after the first join, without issue, so I stopped getting them to install it.

Can anyone let me know the issues with this, thanks.

 

 

Also had a complaint from one of my players, he's said he's struggling to find stores like working stiff's and so on, because everything seems to be replaced with custom stuff, so hes struggling to find auger and nail gun parts. Anyone else had this issue?

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No real towns or cities

 

So i love the prefabs and they are great but a problem im running into is every seed i load has like only 3 or 4 real towns like the way vanilla used to be. No big cities other than the central hub one. Is there a way to fix this? I compared in the editor to my friends seeds which is full vanilla and he gets way more full towns and cities, not these 4 block tiny towns and micro cities that are all over the map for my editor. Also how would i change this on my server i'm running currently? Any help is greatly appreciated thanks!

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No real towns or cities

 

So i love the prefabs in this pack but every seed i load there are no cities or real towns. Just these 4x4 micro cities and minitowns. To confirm this i got my friend who has vanilla to punch his seeds into the editor and there are easily 4-5 times the real towns and cities that my seeds have. To clarify, i classify a real town or city that is more than 4 or 5 lots, rectangles, blocks whatever you want to call them in size. A vanilla town is is easily more than 10 of those in area. How do i fix this to where i am getting as many cities and towns and at the same size as the ones in vanilla?

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So i love the prefabs and they are great but a problem im running into is every seed i load has like only 3 or 4 real towns like the way vanilla used to be. No big cities other than the central hub one. Is there a way to fix this? I compared in the editor to my friends seeds which is full vanilla and he gets way more full towns and cities, not these 4 block tiny towns and micro cities that are all over the map for my editor. Also how would i change this on my server i'm running currently? Any help is greatly appreciated thanks!

 

This is how cities are generated in the game, by default. It is possible to change this by editing the top portion of the XML file. For example:

 

	<ruleset name="vanilla" cell_cache_size="8" cell_size="[b][i]1800[/i][/b]" cell_offset="0.6" generation_distance="10000" terrain_generator="vanilla">
		<cell_rule name="wastelandHub" position="0,0" prob="1" />
[b]			[i]<cell_rule name="wastelandHub" prob="0.1"/>[/i]
[/b]			<cell_rule name="lowDensity" prob="0.5" />
		<cell_rule name="highDensity" prob="0.5" />
	</ruleset>

 

The first bolded change should make the cells smaller, and thus make more POIs in the world. The second bolded change will give a small chance for any hub generated to be a hub city.

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This is how cities are generated in the game, by default. It is possible to change this by editing the top portion of the XML file. For example:

 

	<ruleset name="vanilla" cell_cache_size="8" cell_size="[b][i]1800[/i][/b]" cell_offset="0.6" generation_distance="10000" terrain_generator="vanilla">
		<cell_rule name="wastelandHub" position="0,0" prob="1" />
[b]			[i]<cell_rule name="wastelandHub" prob="0.1"/>[/i]
[/b]			<cell_rule name="lowDensity" prob="0.5" />
		<cell_rule name="highDensity" prob="0.5" />
	</ruleset>

 

The first bolded change should make the cells smaller, and thus make more POIs in the world. The second bolded change will give a small chance for any hub generated to be a hub city.

 

If I make changes to create a map with more cities and invite a friend who also has the prefab pack . does he need to make changes to his XML also will it work just me changing?

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If I make changes to create a map with more cities and invite a friend who also has the prefab pack . does he need to make changes to his XML also will it work just me changing?

 

If you have the prefabs, he will need those. Otherwise that is all server side (meaning you need it, he doesn't)

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When looking at the rwgmixer.xml, I am wondering specifically what I would need to change to ensure there are -far- smaller gaps of wilderness between towns and far more towns in general.

 

One problem I've always had with 7days is the immense amount of "empty" wilderness. I'd rather a much more urban environment, even if that can be quite taxing on most systems. I hate trudging across forest, then burnt forest, then desert, then forest, just to find a small 3x3 "town" or the like.

 

For example, from the Compo Pack

<hub_layout name="ruralHub01">

<township_type value="town"/>

<street start_point="-96,0" end_point="96,0"/>

<street start_point="0,-96" end_point="0,96"/>

<lot min_x_y="8, 8" size="48,48" rotation_to_road="2"/>

<lot min_x_y="8, -56" size="48,48" rotation_to_road="0"/>

<lot min_x_y="-56, 8" size="48,48" rotation_to_road="1"/>

<lot min_x_y="-56, -56" size="48,48" rotation_to_road="3"/>

</hub_layout>

 

</hub_layouts>

 

If I change the street start and end points to be -192,0 and 192,0 for example, would said town be double in size or only the street surrounding it?

 

I also dont understand the "range" pertaining to biome types, such as wasteland being between 0.7 and 0.8 and plains being 0.8 and 1.

 

I get that somewhere in the world generation, it'd roll a number of 0.7 or something and thus generate Wasteland in that region, but it confuses me when you find biomes at higher or lower altitudes than others within the same range OR mixing the two.

 

For example, water is set in the range of -31,-1 but sometimes I find it above the Plains, which are 0.8 and 1, yet we then find Pine Forest in the range of 0.0 and 0.1 technically and literally below water level.

 

Finally, when I see a line like this

name="xcostum_CityCombo01(by_Stallionsden)" max_count="1" />

<prefab

 

Does increasing the max count mean there will be more of that building in total? If I made it 15 or something, could we see an entire regular town with a maximum of 15 of that particular building?

 

Or is there some other cap where it means there is a maximum of 1 of that type of building, but still limited to a maximum of 20 for that "town" for example? So each of this particular prefab would take up 1 slot, and if I had 15 as the max and 15 spawned, we'd only get 5 other buildings?

 

As I've said, I'd just like to vastly increase the amount of all sorts of towns and dramatically reduce the amount of Wilderness inbetween them, or even eliminate it entirely. Any pointers as to what I'd need to do so would be awesome.

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When looking at the rwgmixer.xml, I am wondering specifically what I would need to change to ensure there are -far- smaller gaps of wilderness between towns and far more towns in general.

 

One problem I've always had with 7days is the immense amount of "empty" wilderness. I'd rather a much more urban environment, even if that can be quite taxing on most systems. I hate trudging across forest, then burnt forest, then desert, then forest, just to find a small 3x3 "town" or the like.

 

 

For example, from the Compo Pack

<hub_layout name="ruralHub01">

<township_type value="town"/>

<street start_point="-96,0" end_point="96,0"/>

<street start_point="0,-96" end_point="0,96"/>

<lot min_x_y="8, 8" size="48,48" rotation_to_road="2"/>

<lot min_x_y="8, -56" size="48,48" rotation_to_road="0"/>

<lot min_x_y="-56, 8" size="48,48" rotation_to_road="1"/>

<lot min_x_y="-56, -56" size="48,48" rotation_to_road="3"/>

</hub_layout>

 

</hub_layouts>

 

If I change the street start and end points to be -192,0 and 192,0 for example, would said town be double in size or only the street surrounding it?

 

I also dont understand the "range" pertaining to biome types, such as wasteland being between 0.7 and 0.8 and plains being 0.8 and 1.

 

I get that somewhere in the world generation, it'd roll a number of 0.7 or something and thus generate Wasteland in that region, but it confuses me when you find biomes at higher or lower altitudes than others within the same range OR mixing the two.

 

For example, water is set in the range of -31,-1 but sometimes I find it above the Plains, which are 0.8 and 1, yet we then find Pine Forest in the range of 0.0 and 0.1 technically and literally below water level.

 

Finally, when I see a line like this

name="xcostum_CityCombo01(by_Stallionsden)" max_count="1" />

<prefab

 

Does increasing the max count mean there will be more of that building in total? If I made it 15 or something, could we see an entire regular town with a maximum of 15 of that particular building?

 

Or is there some other cap where it means there is a maximum of 1 of that type of building, but still limited to a maximum of 20 for that "town" for example? So each of this particular prefab would take up 1 slot, and if I had 15 as the max and 15 spawned, we'd only get 5 other buildings?

 

As I've said, I'd just like to vastly increase the amount of all sorts of towns and dramatically reduce the amount of Wilderness inbetween them, or even eliminate it entirely.

Any pointers as to what I'd need to do so would be awesome.

 

example:

cell_size="1800"

 

change to a lower number and you will get more towns/cities/rural.

Note* I don't use the compo pack myself so they may have done something different but lowering the cell size will increase the amount of town/cities.

Just don't lower it a lot, start by shaving off a 100 at a time till you find what your system can handle with the pack installed.

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example:

cell_size="1800"

 

change to a lower number and you will get more towns/cities/rural.

Note* I don't use the compo pack myself so they may have done something different but lowering the cell size will increase the amount of town/cities.

Just don't lower it a lot, start by shaving off a 100 at a time till you find what your system can handle with the pack installed.

 

Thanks. I'll give it a go.

 

Is there any way to make it specific to biomes?

 

For example, I'd rather have Pine Forest, Snow, Wasteland, etc - all rather small.

 

But the actual towns and cities that are spawned vastly bigger.

 

Or will lowering the cell size do this anyway, simply by means of spawning more towns closer together to the same effect?

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Thanks. I'll give it a go.

 

Is there any way to make it specific to biomes?

 

For example, I'd rather have Pine Forest, Snow, Wasteland, etc - all rather small.

 

But the actual towns and cities that are spawned vastly bigger.

 

Or will lowering the cell size do this anyway, simply by means of spawning more towns closer together to the same effect?

 

Use this link for some of the biomes questions and it has a brief break down on how to make certain biomes smaller.

https://7daystodie.com/forums/showthread.php?59706-Less-wasteland-Biome&p=585605&viewfull=1#post585605

 

This way we are not hijacking the compo thread with non compo stuff :)

 

- - - Updated - - -

 

.. Feel free to ask questions in that thread or start a separate thread :)

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  • 3 weeks later...
anyway to get this to work with val's mod?

 

yes

 

first install valmod - then COMPOPACK

 

(dont use the rwgmixer.xml from valmod when u want to use the CP)

 

The CP needs the CP-rwgmixer.xml to work correctly.

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yes

 

first install valmod - then COMPOPACK

 

(dont use the rwgmixer.xml from valmod when u want to use the CP)

 

The CP needs the CP-rwgmixer.xml to work correctly.

 

ty is there a way to say without screwing it up as i am good at that it seems to make the towns pretty large and full with buildings like 400x900 but with every prefab in guild generated? vs say. way city/corn are set up i like but i dislike whole wasteland effect and trying for like a full forest/snow bio generated without the burning/plains/desert/waste. i still get it. maybe i was doing it wrong before but i removed them from biomes and putem in the no to list but still got them.

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