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Roadside POIs (Pimp Dream Version)


zztong

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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>
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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.

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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 by MichaelL. (see edit history)
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