zztong Posted August 22, 2022 Share Posted August 22, 2022 There is/was a request on Reddit to related to POIs that got placed alongside of roads. Not like a Wilderness POI that gets its own dirt road, but something like a gas station, convenience store, and maybe a couple of houses. It would be like one of those small exits off of an interstate. A bedroom community, of sorts. Very small. I theorized, maybe a 1-Tile settlement based on the CountryTown district with a trader-less Gateway? I tried the config (found below) and didn't get the expected results. I got a lot more CountryTowns that were full sized. I assume my configuration has an error, though I haven't been able to spot it. Or, remote chance, perhaps there's an RWG quirk/bug? (Perhaps RWG ignores min/max tiles set to "1"?) Or, maybe this is better as a Pimp Dream feature request? Maybe the notion of a single Tile, similar to a Gateway Tile, but where a road is assumed to go through it. A "Straight" version and a "Corner" version, I guess. Maybe there could be "T" and "Intersection" versions if RWG could handle joining together major roads. Here's what I tried (Gateway + 1 Tile) ... that ultimately failed ... this would be in a modlet's rwgmixer.xml file: <!-- ************************************************************** Convenience Stop Test ****************************************************************--> <!-- Make a new kind of settlement --> <insertAfter xpath="/rwgmixer/township[@name='oldwest']"> <township name="convstores"> <property name="spawn_trader" value="false"/> </township> </insertAfter> <!-- Let the CountryTown district be part of the new settlement --> <set xpath="/rwgmixer/district[@name='countrytown']/property[@name='district_required_township']/@value">countrytown,convstores</set> <!-- Plug the new settlement into world generation --> <insertAfter xpath="/rwgmixer/world[name='tiny']/property[@class='oldwest']"> <property class="convstores"> <property name="few" value="2"/> <property name="default" value="2"/> <property name="many" value="3"/> <property name="mintiles" value="1"/> <property name="maxtiles" value="1"/> </property> </insertAfter> <insertAfter xpath="/rwgmixer/world[name='small']/property[@class='oldwest']"> <property class="convstores"> <property name="few" value="2"/> <property name="default" value="2"/> <property name="many" value="3"/> <property name="mintiles" value="1"/> <property name="maxtiles" value="1"/> </property> </insertAfter> <insertAfter xpath="/rwgmixer/world[name='medium']/property[@class='oldwest']"> <property class="convstores"> <property name="few" value="2"/> <property name="default" value="2"/> <property name="many" value="3"/> <property name="mintiles" value="1"/> <property name="maxtiles" value="1"/> </property> </insertAfter> <insertAfter xpath="/rwgmixer/world[name='large']/property[@class='oldwest']"> <property class="convstores"> <property name="few" value="2"/> <property name="default" value="2"/> <property name="many" value="3"/> <property name="mintiles" value="1"/> <property name="maxtiles" value="1"/> </property> </insertAfter> Link to comment Share on other sites More sharing options...
Weazelsun Posted August 26, 2022 Share Posted August 26, 2022 Maybe a way to do it, would be to make a prefab slightly smaller in size to the housing_development_01 or one of those countrytown_business poi's. Then link it that way? Link to comment Share on other sites More sharing options...
zztong Posted August 26, 2022 Author Share Posted August 26, 2022 7 hours ago, Weazelsun said: Maybe a way to do it, would be to make a prefab slightly smaller in size to the housing_development_01 or one of those countrytown_business poi's. Then link it that way? I'm not sure I understand how the size of the prefab would influence RWG's placement of a POI in this case. With the World Editor, I assume folks can make a map with POIs in this position already, if that's what you mean. Link to comment Share on other sites More sharing options...
Weazelsun Posted August 26, 2022 Share Posted August 26, 2022 (edited) Yeah the latter. Because I don't know if when the game places POI's if it has like a minimum size needed to be met before decided it should be placed there. Edited August 26, 2022 by Weazelsun (see edit history) Link to comment Share on other sites More sharing options...
Syphon583 Posted August 26, 2022 Share Posted August 26, 2022 (edited) I've longed for roadside POIs ever since A20s new tile system came out. I shake my head everytime I run across a pass n gas that's at the end of a ridiculously long dirt road in the middle of nowhere. Makes absolutely no sense why it wouldn't be right on the highway. Edited August 26, 2022 by Syphon583 (see edit history) 1 Link to comment Share on other sites More sharing options...
MichaelL. Posted August 29, 2022 Share Posted August 29, 2022 (edited) Seems like they should be able to code the RWG with a new "wilderness roadside" tag for prefabs that would cause those specific POI's to spawn next to - and oriented with - your major roads. Or - alternatively - have a different kind of 'driveway' part that would tell the RWG that this prefab would be spawned alongside roads. Edited August 29, 2022 by MichaelL. (see edit history) 1 Link to comment Share on other sites More sharing options...
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