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Some work on better POI/tiles localization?


Kyonshi
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This is in any way harsh criticism of the game or the devs, because I dearly love 7DTD. Im invariably hooked on it since I first started it up almost 3 years ago now.

 

My question is, as its hinted in my topic title: will there be adjustments regarding the positioning/localization of certain POI tiles? I hope I phrase it correctly.

 

What I mean is that a farmhouse with a cornfield looks very out of place just beside a downtown area with the Dishong Tower right next to it, haha! Shouldn't agricultural areas be much more remote than that?

 

I remember when I made custom maps with KingGen, which was grouping industrial, commercial and residential POIs together. I know A20 RWG does it too, and I quite frankly love it. It's just the zoning of some of them looks weird and it collides a bit with my immersion in the game.

 

It also would bring in an additional, interesting level of challenge. Like, if I make my hideout downtown, in the Crack-A-Book head office, I shouldn't have it easy by having this corn farm right next door if I need some for recipes. I should know that farm zones are further away from urbanized areas and that I should travel over there if I want certain items related to such zones.

 

I know it all comes down to huge programming and coding processes to establish what I'm talking about, there's a @%$# ton of elements in the way, but I hope I made my point clear. Thanks Pimps and whatever's on the to-do list, I can't hold in place until A21 lands 🤘😉

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3 hours ago, Kyonshi said:

What I mean is that a farmhouse with a cornfield looks very out of place just beside a downtown area with the Dishong Tower right next to it, haha! Shouldn't agricultural areas be much more remote than that?

 

You're ultimately banging into a need for a great many more POIs, which would let districts be thicker and then allow for a more gradual transition.

 

As an alternative, I like the looks of this a little better. It wraps cities in Residential instead of Rural. It still leaves Country Towns wrapped in Rural.

 

<rwgmixer> 	
    <!-- Wrap Cities in Residential Tiles instead of Rural Tiles -->
    <set xpath="/rwgmixer/township[@name='city']/property[@name='outskirt_district']/@value">residential</set>
</rwgmixer>

 

We could maybe get closer if maps involved one city, but that might seem weird with the Traders as they are today.

Edited by zztong (see edit history)
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16 hours ago, zztong said:

 

You're ultimately banging into a need for a great many more POIs, which would let districts be thicker and then allow for a more gradual transition.

 

As an alternative, I like the looks of this a little better. It wraps cities in Residential instead of Rural. It still leaves Country Towns wrapped in Rural.

 

<rwgmixer> 	
    <!-- Wrap Cities in Residential Tiles instead of Rural Tiles -->
    <set xpath="/rwgmixer/township[@name='city']/property[@name='outskirt_district']/@value">residential</set>
</rwgmixer>

 

We could maybe get closer if maps involved one city, but that might seem weird with the Traders as they are today.

Nice! So I just add this line between the two <rwgmixer> and that's it?

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1 hour ago, Laz Man said:

This is a known issue on our end.  Hopefully programmering will be able to make improvements so downtown tiles don't run against rurals.

Thanks for the reply sir, appreciated!

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17 hours ago, Kyonshi said:

Nice! So I just add this line between the two <rwgmixer> and that's it?

 

That XSLT, so it would go in a modlet if you wanted to use it verbatim.

 

(1) If you wanted to apply the change by hand, rather than make a modlet then you would...

  • Edit the game's rwgmixer.xml file.
  • Find the township with a name of "city".
  • Change the township's "outskirt_district" to be "residential" instead of "rural."

(2) Another option would be that you install my modlet (ZZTong-Prefabs) but you will get a lot more than just that change.

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12 hours ago, zztong said:

 

That XSLT, so it would go in a modlet if you wanted to use it verbatim.

 

(1) If you wanted to apply the change by hand, rather than make a modlet then you would...

  • Edit the game's rwgmixer.xml file.
  • Find the township with a name of "city".
  • Change the township's "outskirt_district" to be "residential" instead of "rural."

(2) Another option would be that you install my modlet (ZZTong-Prefabs) but you will get a lot more than just that change.

Nice, I'll mod the xml file then, that plenty enough for me. Thanks again!

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