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RGMIXER.XML Edits


DurtySonuva

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Did you modify your previous code post? If not, could you post up what you are running now?

 

I am running the tweak here along with Mag's Comp-Pack of POI's. So far so good.

A few steep hills with roads, but WAY better than vanilla generation. No more cliffs, and no more city's sitting in a crater.

 

 

Sorry bud, anniversary weekend so I wasn't on the pc much. Yeah, well I modified Tin's, but yeah.

 

</terrain_generators>	

<biome_generators>
	<biome_generator name="vanilla">
		<module name="voronoi" type="Voronoi">
			<property name="frequency" value="0.0008"/>
			<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="0,0.2"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="pine_forest">
		<biome_generator range="0.2,0.4"/>
		<terrain_generator range="130,149"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="desert">
		<biome_generator range="0.4,0.55"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="plains">
		<biome_generator range="0.55,0.75"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="burnt_forest">
		<biome_generator range="0.75,0.8"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="wasteland">
		<biome_generator range="0.8,0.85"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="snow">
		<biome_generator range="0.85,1"/>
		<terrain_generator range="150,255"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="radiated">
		<distance_from_center range="10000,20000"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="water">
		<terrain_generator range="-31,-1"/>
	</biome_spawn_rule>

</biome_spawn_rules>

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Okay, I am back from my journey/fun stuff! It didn't surprise me those setting would only be temporary when they did another build. So, I will plug along and see what I can do to get something similar with what I had before. Either way it was fine by me since I wanted to redo somethings with the water since I wasn't that happy with that portion. Give me a day or 2 more and I should have something close! :)

 

@Guppy, I will also work on a quick deal with the biomes as well after the terrain adjustments :)

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Heyho,

 

is it possible to have negative hills/mountains as in creating a giant crater of some sort? I'd like to have the burned forest just spawn in these craters, which could be a nice and fitting placement for them.

 

Also thanks for sharing your edits people :D

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Has anyone tried adjusting water level? If I do this:

 

<biome_spawn_rule name="water">

<!-- <terrain_generator range="-31,-1"/> -->

<terrain_generator range="-31,-15"/>

</biome_spawn_rule>

 

You would expect the water level to drop drastically. The in game world previewer shows exactly what you would expect, but if you actually create the world, in both single player and on a dedicated server, it ignores the water level settings.

 

Anyone else tried this or would care to try it and see how your world compares to the map previewer?

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Has anyone tried adjusting water level?

 

I'm hoping to figure that out as well, as my experimental worlds seem to have too much water... likely a side effect of using the OP's edit to cut down on the extreme mountains. My last world ended up being mostly islands. It might be fun if we had boats... but.. for now I'd rather just have some modest lakes.

 

I'll be playing with that line when I get a chance.

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Has anyone tried adjusting water level? If I do this:

 

<biome_spawn_rule name="water">

<!-- <terrain_generator range="-31,-1"/> -->

<terrain_generator range="-31,-15"/>

</biome_spawn_rule>

 

You would expect the water level to drop drastically. The in game world previewer shows exactly what you would expect, but if you actually create the world, in both single player and on a dedicated server, it ignores the water level settings.

 

Anyone else tried this or would care to try it and see how your world compares to the map previewer?

 

The "Water biome" is very loosely bound to the actual "Water" generated in maps. you would need to also adjust the Oceans portions of the "terrain_generator" section if you wanted less/more water to generate on maps.

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Okay, I have a quick land generation set up that is a bit better, if you want less mountains and larger land masses.

<terrain_generators>
	<terrain_generator name="vanilla" use_old_final="false">
		<module name="fastContinents" type="FastNoise">
			<property name="frequency" value="0.5"/>
		</module>
		<module name="fastLowlands" type="FastBillow" no_seed="true">
			<property name="frequency" value="0.1"/>
		</module>
		<module name="fastLowlandsScaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastLowlands"/>
			<property name="scale" value="0.1"/>
			<property name="bias" value="0.5"/>
		</module>
		<module name="fastMountainsBase" type="FastRidgedMultifractal">
			<property name="frequency" value="0.0005"/>
		</module>
		<module name="fastMountainsScaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastMountainsBase"/>
			<property name="scale" value="0.1"/>
			<property name="bias" value="0.5"/>
		</module>
		<module name="fastMountains" type="FastTurbulence">
			<property name="sourceModule" value="fastMountainsScaled"/>
			<property name="power" value="1"/>
			<property name="frequency" value="0.3"/>
			<property name="roughness" value="5"/>
		</module>
		<module name="fastLandFilter" type="FastNoise" seed_additive="1">
			<property name="frequency" value="0.0005"/>
		</module>
		<module name="fastLand" type="Select">
			<property name="controlModule" value="fastLandFilter"/>
			<property name="sourceModule1" value="fastLowlandsScaled"/>
			<property name="sourceModule2" value="fastMountains"/>
			<property name="bounds" value="0,1000"/>
			<property name="edgeFalloff" value="16"/>
		</module>
		<module name="fastOceanBase" type="FastBillow">
			<property name="frequency" value="0.2"/>
		</module>
		<module name="fastOcean" type="ScaleOutput">
			<property name="sourceModule" value="fastOceanBase"/>
			<property name="scale" value="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"/>
			<property name="edgeFalloff" value="0.5"/>
		</module>
		<module name="scaleBiasOutput" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastFinal"/>
			<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>

I will spend more time refining things at a later point.

 

Also, I have a nice link that will help ppl if they really want to dive into the world generations, and give you a bit more understanding. *It still comes down to a lot of "Trial and Error" though*

http://www.redblobgames.com/articles/noise/introduction.html enjoy!:)

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Alright, I think I am pretty happy with my water to land ratio now:

<module name="fastOceanBase" type="Voronoi">
<property name="frequency" value="3"/>
<property name="displacement" value="0.5"/>
</module>
<module name="fastOcean" type="ScaleOutput">
<property name="sourceModule" value="fastOceanBase"/>
<property name="scale" value="0.1"/>

So if anyone wants a bit less water adjust as above in the ocean lines ^^

[ATTACH=CONFIG]17394[/ATTACH]

 

edit: I have noticed that in some maps the waterlines sometimes had impassable ridges, I have since fixed it.

 

in the fastOceanBase section change <property name="displacement" value="0.5"/> to <property name="displacement" value="0"/> or <property name="displacement" value="0.1"/> seems good also. :peace:

 

edit2: you may have shallow oceans, if so adjust the value in the "bounds" of the "ClampOutput" to read -33,190

<module name="clampOutput" type="ClampOutput">

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

<property name="bounds" value="-33,190"/>

</module>

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Alright, I refined a few things and it's much nicer (for me).

 

Terrain tweaks:*Nice Flat lands and Hills with a few mountains* *Lakes and Ponds not Oceans*

<terrain_generators>
	<terrain_generator name="vanilla" use_old_final="false">
		<module name="fastContinents" type="FastNoise">
			<property name="frequency" value="0.5"/>
		</module>
		<module name="fastLowlands" type="FastBillow" no_seed="true">
			<property name="frequency" value="0.1"/>
		</module>
		<module name="fastLowlandsScaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastLowlands"/>
			<property name="scale" value="0.2"/>
			<property name="bias" value="0.5"/>
		</module>
		<module name="fastHillsBase" type="FastRidgedMultifractal">
			<property name="frequency" value="0.005"/>
		</module>
		<module name="fastHillsScaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastHillsBase"/>
			<property name="scale" value="0.5"/>
			<property name="bias" value="0.5"/>
		</module>
		<module name="fastHills" type="FastBillow">
			<property name="sourceModule" value="fastHillsScaled"/>
			<property name="power" value="50"/>
			<property name="frequency" value="0.005"/>
			<property name="roughness" value="4"/>
		</module>
		<module name="fastMountainsBase" type="FastRidgedMultifractal">
			<property name="frequency" value="0.0005"/>
		</module>
		<module name="fastMountainsScaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastMountainsBase"/>
			<property name="scale" value="1.1"/>
			<property name="bias" value="0.5"/>
		</module>
		<module name="fastMountains" type="FastTurbulence">
			<property name="sourceModule" value="fastMountainsScaled"/>
			<property name="power" value="100"/>
			<property name="frequency" value="0.5"/>
			<property name="roughness" value="10"/>
		</module>
		<module name="fastLandFilter" type="FastNoise" seed_additive="1">
			<property name="frequency" value="0.5"/>
		</module>
		<module name="fastLand" type="Select">
			<property name="controlModule" value="fastLandFilter"/>
			<property name="sourceModule1" value="fastLowlandsScaled"/>
			<property name="sourceModule2" value="fastHills"/>
			<property name="sourceModule3" value="fastMountains"/>
			<property name="bounds" value="0,1000"/>
			<property name="edgeFalloff" value="16"/>
		</module>
		<module name="fastOceanBase" type="FastNoise">
			<property name="frequency" value="0.5"/>
		</module>
		<module name="fastOceanScaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastOceanBase"/>
			<property name="scale" value="0.5"/>
			<property name="bias" value="0.5"/>
		</module>
		<module name="fastOcean" type="ScaleOutput">
			<property name="sourceModule" value="fastOceanScaled"/>
			<property name="power" value="1"/>
			<property name="frequency" value="0.1"/>
			<property name="roughness" value="5"/>
		</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"/>
			<property name="edgeFalloff" value="0.5"/>
		</module>
		<module name="scaleBiasOutput" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastFinal"/>
			<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>

 

Minor Biome generator tweaks: (added a couple hints)

<biome_generators>
	<biome_generator name="vanilla">
		<module name="voronoi" type="Voronoi">
			<property name="frequency" value="0.0006"/>  <!-- Adjust this value lower for bigger biomes *Basically making biomes bigger smaller* increments of 1 up or down-->
			<property name="displacement" value="0.5"/>
		</module>
		<module name="biasOutput" type="BiasOutput">
			<property name="sourceModule" value="voronoi"/>
			<property name="bias" value="0.2"/>
		</module>
		<module name="biomeDither" type="FastTurbulence">
			<property name="sourceModule" value="biasOutput"/>
			<property name="frequency" value="0.5"/>  <!-- Be careful adjusting this value to high/low will cause bleeding of radiation biome -->
			<property name="power" value="8"/>
			<property name="roughness" value="8"/>
		</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="pine_forest">
		<biome_generator range="0,0.2"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="desert">
		<biome_generator range="0.2,0.3"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="burnt_forest">
		<biome_generator range="0.3,0.4"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="forest">
		<biome_generator range="0.4,0.7"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="wasteland">
		<biome_generator range="0.7,0.8"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="plains">
		<biome_generator range="0.8,0.9"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="wasteland">
		<distance_from_center range="8200,9000"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="snow">
		<terrain_generator range="160,255"/>
		<biome_generator range="0.9,1"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="snow">
		<terrain_generator range="180,255"/>
		<biome_generator range="0.95,1"/>
		<distance_from_center range="9000,10000"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="radiated">
		<distance_from_center range="10000,11000"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="water">
		<terrain_generator range="-31,-1"/>
	</biome_spawn_rule>

</biome_spawn_rules>

 

Short video of how it looks together:

[video=youtube;IGtUhg-z_X8]

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Alright, I refined a few things and it's much nicer (for me).

 

I'm still using your quick and dirty version with a few tweaks of my own for my current world and I have no real complaints beyond a few cities sunk into craters (probably unavoidable). Good work! I'll probably try your newer tweaks on the next world.

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I'm still using your quick and dirty version with a few tweaks of my own for my current world and I have no real complaints beyond a few cities sunk into craters (probably unavoidable). Good work! I'll probably try your newer tweaks on the next world.

 

Everything so far that I have tried has been pretty random, either a crater town or raised cliff town and sometimes it places them nicely, when they flatten out the area for them :( Hopefully with the socket system they are working on, it will help fix that up a bit... and Thanks!

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Hopefully with the socket system they are working on, it will help fix that up a bit... and Thanks!

It should because then it creates the terrain first and puts sockets where they can be placed instead of forcing the area flat.

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Thank you all for doing the research on the rwg. I was missing the rolling hills from the earlier versions, and now I got them back. :-)

 

No worries! Just be prepared for the current settings to not work in newer builds when they do work on the generator. If it does, I'll mess around with it and post another tweak or two to keep it up to date.

 

It should because then it creates the terrain first and puts sockets where they can be placed instead of forcing the area flat.

 

Sounds promising! Hope it comes out in a A15.x build :) (hoping not expecting)

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So.... is there any possibility to make the Plains - flatest and pineForest - mountainous?

Or all is set for all biomes equally ?

 

whether the impact <terrain class="Mountains,Forest,Desert,Hills...." /> in biomes.xml ?

 

TBH I haven't even tried! Mmmm, I'll give it a go and see if it is possible.. I'll see what I can do (it may be beyond me though).

 

edit: short answer .. kinda!? You will need to define at what levels the biomes will appear.

[ATTACH=CONFIG]17552[/ATTACH]

 

<biome_spawn_rules>
	<biome_spawn_rule name="pine_forest">
		<terrain_generator range="61,189"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="desert">
		<terrain_generator range="0,20"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="burnt_forest">
		<terrain_generator range="21,30"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="forest">
		<terrain_generator range="41,50"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="snow">

		<terrain_generator range="190,255"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="wasteland">
		<terrain_generator range="51,60"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="plains">
		<terrain_generator range="20,40"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="radiated">
		<distance_from_center range="10000,20000"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="water">
		<terrain_generator range="-31,0"/>
	</biome_spawn_rule>

 

Since the generator is kinda random you may end up with huge desert or snow or burnt and tiny other biomes. If you use the bounds rule 0,1 and add <biome_generator range="0.2,0.3"/> it will place biomes randomly like it is now. if you add both lines it doesn't work all that well. So, you can maybe make 2 separate biome rules (F.E. <biome_spawn_rule name="plains">

<terrain_generator range="20,40"/>

</biome_spawn_rule> and then another <biome_spawn_rule name="plains">

<biome_generator range="0.2,0.3"/>

</biome_spawn_rule> and have it appear randomly in another biome range?

 

IDK I'll mess with it more over time.

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I may have found a possible issue in the "biome_spawn_rule" section...

 

<biome_generator range="x,x"/> takes priority over <terrain_generator range="x,x"/>

 

So if you lets say:

<biome_spawn_rule name="desert">

<biome_generator range="x,x"/>

</biome_spawn_rule> by itself (and change all others like this) It works fine!

 

If you mix and match like:

<biome_spawn_rule name="desert">

<biome_generator range="x,x"/>

<terrain_generator range="x,x"/>

</biome_spawn_rule> The biome_generator line will override the terrain line.

 

if you make two different rules:

<biome_spawn_rule name="desert">

<biome_generator range="x,x"/>

</biome_spawn_rule>

-and-

<biome_spawn_rule name="desert">

<terrain_generator range="x,x"/> = Setting a height level

</biome_spawn_rule> in the same generation list the "biome" rule will also override the "terrain" rule of the same name.

 

So in the default list were it already has Snow and Pine labeled like:

<biome_spawn_rule name="snow">

<biome_generator range="x,x"/>

<terrain_generator range="x,x"/>

</biome_spawn_rule>

<biome_spawn_rule name="pineforest">

<biome_generator range="x,x"/>

<terrain_generator range="x,x"/>

</biome_spawn_rule> it will only follows the biome_generator rule (except 'snow' is for some reason the only one that follows it correctly).

 

Since it is stated in the default for both pine and snow I think it was a oversight or bug and you should be allowed to have both rules work equally.

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The order matters so that might be what you are seeing. Put the ones you want to have higher priority lower in the list and they will overwrite the higher ones.

 

(just woke up so might be reading your examples wrong)

 

A bit but you did answer another question I was thinking :)

 

It's the properties we can use inside of the rule, you can use the <biome_generator range="0,0.1"/> <-- random generation* and it overrides the <terrain_generator range="100,170"/> <-- height generation.

 

If I want <pineforest> to generate using the height rules and also generate randomly, the random generation will override the height generation *except for snow, snow follows and uses both rule sets*

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Everything so far that I have tried has been pretty random, either a crater town or raised cliff town and sometimes it places them nicely, when they flatten out the area for them :( Hopefully with the socket system they are working on, it will help fix that up a bit... and Thanks!

 

lol, welcome to my world ;) This is exactly the reason for the socket system.

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I may have found a possible issue in the "biome_spawn_rule" section...

 

<biome_generator range="x,x"/> takes priority over <terrain_generator range="x,x"/>

 

So if you lets say:

<biome_spawn_rule name="desert">

<biome_generator range="x,x"/>

</biome_spawn_rule> by itself (and change all others like this) It works fine!

 

If you mix and match like:

<biome_spawn_rule name="desert">

<biome_generator range="x,x"/>

<terrain_generator range="x,x"/>

</biome_spawn_rule> The biome_generator line will override the terrain line.

 

if you make two different rules:

<biome_spawn_rule name="desert">

<biome_generator range="x,x"/>

</biome_spawn_rule>

-and-

<biome_spawn_rule name="desert">

<terrain_generator range="x,x"/> = Setting a height level

</biome_spawn_rule> in the same generation list the "biome" rule will also override the "terrain" rule of the same name.

 

So in the default list were it already has Snow and Pine labeled like:

<biome_spawn_rule name="snow">

<biome_generator range="x,x"/>

<terrain_generator range="x,x"/>

</biome_spawn_rule>

<biome_spawn_rule name="pineforest">

<biome_generator range="x,x"/>

<terrain_generator range="x,x"/>

</biome_spawn_rule> it will only follows the biome_generator rule (except 'snow' is for some reason the only one that follows it correctly).

 

Since it is stated in the default for both pine and snow I think it was a oversight or bug and you should be allowed to have both rules work equally.

 

Yes, it's very much based on list order, last one in the list overrides. So if the terrain gen value would be in a biome that's lower in the list, that lower biome's biome_generator value overrides it. It was an oversight and something on the list to repair once I can get to it. drop the terrain entries as new nodes at the very bottom of the list and it should work as you expect, if not, then something is very wrong and I'll get it hunted down and beaten into submission.

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Yes, it's very much based on list order, last one in the list overrides. So if the terrain gen value would be in a biome that's lower in the list, that lower biome's biome_generator value overrides it. It was an oversight and something on the list to repair once I can get to it. drop the terrain entries as new nodes at the very bottom of the list and it should work as you expect, if not, then something is very wrong and I'll get it hunted down and beaten into submission.

 

Cool, I'll give it a go! Ty for the point in the right direction and some confirmation :)

 

It's all good enough for us to play with for now, You gave us a lot of tools to play with. I still have quite a few more module ideas I wanna try out. So, I will say "Thank you!" to all involved in giving us these Toys to mess with :)

.. Excited too see what the socket system holds also :joyous:

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Alright, I've been playing with the xml file for a while and (maybe because it's 3 AM here) haven't been able to get what I want.

 

I've been trying to get an installation_red_mesa to spawn in the central city without success. I did manage to get governmentBuildings to spawn more than one per city, limit parking lots to one/type/city, get all three entertainment prefabs in each etc, but that dang installation just won't spawn. If there's a reason it won't, I'm not seeing it :blue:

 

Ideally, I would like (at least) one of every city-type prefab to spawn-- I'm aiming for a more 'dense' layout with fewer ruins.

 

In the morning I'll probably hop on the 'steal Tin's edits' bandwagon as well, but one thing at a time.

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Alright, I've been playing with the xml file for a while and (maybe because it's 3 AM here) haven't been able to get what I want.

 

I've been trying to get an installation_red_mesa to spawn in the central city without success. I did manage to get governmentBuildings to spawn more than one per city, limit parking lots to one/type/city, get all three entertainment prefabs in each etc, but that dang installation just won't spawn. If there's a reason it won't, I'm not seeing it :blue:

 

Ideally, I would like (at least) one of every city-type prefab to spawn-- I'm aiming for a more 'dense' layout with fewer ruins.

 

In the morning I'll probably hop on the 'steal Tin's edits' bandwagon as well, but one thing at a time.

 

I 'think' there is a tutorial on adding prefabs rolling around in the modding area somewhere, might try to find. I have not spent that much time messing with them. It might be a Nave's only type of thing but I know there is a way to bring it over to RG somehow.

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