Jump to content

RGMIXER.XML Edits


DurtySonuva

Recommended Posts

Good stuff. Thanks for your hard work in cracking this mystery. :-)

 

Any idea what makes the POIs sometimes appear either in very deep (50 blocks+) holes or on top of very high (50 blocks+) poles? I have one test game (with either vanilla, or your settings) where I have an enormous area very high up, with all the cities, roads and POIs still at low altitudes. Makes for a very hard game. :-D

 

Yeah, I get that every so often, I think it is just the limitations of the Hub system bugging out when it was getting placed (happens with both vanilla/modded worlds sometimes). Kinyajuu is working on a new Hub/Poi system that will place poi's more ergonomically to the land so I am pretty confident it will correct this issue :) Um,.. I hope :playful:

Link to comment
Share on other sites

Tin,

Thanks for your research !

Honestly, i was waiting when somebody will do it and publish. For me it was difficult to start from scratch :)

 

Thanks! It is fun (for me) to try and figure out :)

 

Not that I am a 100% confident in everything and still have a lot more to learn.. Piece by piece I will 'hopefully' get it!

 

Still soo much stuff to break down yet but I hope it helps ppl to start with.

Link to comment
Share on other sites

So thats why I am getting these large flat areas sometimes, I probably have set frequencies of some stuff to low then. Pretty weird it is, I do not mind to have a certain amount of the map more flat than other parts, but sometimes it was like a very large part, over half that was like set at +80 or +40 or something.

 

Thanks for this extra info, will certainly put it to use to increase my world. I am getting along pretty well with making the biomes more pretty and pushing myself to release something usable soon that includes a proper looking world, realistic spread of biomes over it, good looking biomes that blend better, some layer of difficiculty in wastelands and improved POI spawning (with better zombie spawning).

Link to comment
Share on other sites

So thats why I am getting these large flat areas sometimes, I probably have set frequencies of some stuff to low then. Pretty weird it is, I do not mind to have a certain amount of the map more flat than other parts, but sometimes it was like a very large part, over half that was like set at +80 or +40 or something.

 

Thanks for this extra info, will certainly put it to use to increase my world. I am getting along pretty well with making the biomes more pretty and pushing myself to release something usable soon that includes a proper looking world, realistic spread of biomes over it, good looking biomes that blend better, some layer of difficiculty in wastelands and improved POI spawning (with better zombie spawning).

 

Sweet! I will look forward to seeing it!

 

Getting control on the Scale is a fickle beast there is no denying that :) What actual frequency you use (IE FastNoise or FastBillow etc,.) will also dictate how scale is utilized.

 

My next project is trying to fully understand "Bias". I already know it is essential to generating a 3d world as opposed to a 2d flat world. Kinda dreading it but I needs ta know! lol

Link to comment
Share on other sites

This is what I have currently, I have not yet began finetuning, want to have all biomes finished first so that I can really see the whole effect. Except for the extreme flat plains I sometimes see, its mostly what I want. Mountains with valleys, occasional plain and sparse lakes in the valleys.

 

Also is there any way currently to alter how roads smooth the terrain, or how much freedom they have. They sometimes carve large paths in mountains which not always looks very good, would like to see this occur slightly less if it were possible.

 

<terrain_generators>

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

		<module name="fastContinents" type="FastNoise">
			<property name="frequency" value="0.07"/> 
		</module>

		<module name="fastLowlands1Base" type="FastBillow" no_seed="true">
			<property name="frequency" value="0.11"/>
		</module>

		<module name="fastLowlands2Base" type="FastRidgedMultifractal" no_seed="true">
			<property name="frequency" value="0.11"/>
		</module>

		<module name="fastLowlands1Scaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastLowlands1Base"/>
			<property name="scale" value="0.5"/>
			<property name="bias" value="0.5"/>
		</module>

		<module name="fastLowlands1" type="FastTurbulence">
			<property name="sourceModule" value="fastLowlands1Scaled"/>
			<property name="power" value="1"/>
			<property name="frequency" value="0.3"/>
			<property name="roughness" value="4"/>
		</module>

		<module name="fastLowlands2Scaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastLowlands2Base"/>
			<property name="scale" value="0.5"/>
			<property name="bias" value="0.5"/>
		</module>

		<module name="fastLowlands2" type="FastTurbulence">
			<property name="sourceModule" value="fastLowlands2Scaled"/>
			<property name="power" value="1"/>
			<property name="frequency" value="0.3"/>
			<property name="roughness" value="4"/>
		</module>

		<module name="fastHills1Base" type="FastBillow">
			<property name="frequency" value="0.0075"/>
		</module>

		<module name="fastHills2Base" type="FastRidgedMultifractal">
			<property name="frequency" value="0.0075"/>
		</module>

		<module name="fastHills1Scaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastHills1Base"/>
			<property name="scale" value="0.45"/>
			<property name="bias" value="0.50"/>  
		</module>

		<module name="fastHills1" type="FastTurbulence">
			<property name="sourceModule" value="fastHills1Scaled"/>
			<property name="power" value="30"/>
			<property name="frequency" value="0.07"/>
			<property name="roughness" value="5"/>
		</module>

		<module name="fastHills2Scaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastHills2Base"/>
			<property name="scale" value="0.45"/>
			<property name="bias" value="0.50"/>  
		</module>

		<module name="fastHills2" type="FastTurbulence">
			<property name="sourceModule" value="fastHills2Scaled"/>
			<property name="power" value="30"/>
			<property name="frequency" value="0.07"/>
			<property name="roughness" value="5"/>
		</module>

		<module name="fastMountains1Base" type="FastRidgedMultifractal">
			<property name="frequency" value="0.0017"/>
		</module>

		<module name="fastMountains2Base" type="FastRidgedMultifractal">
			<property name="frequency" value="0.0025"/>
		</module>

		<module name="fastMountains1Scaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastMountains1Base"/>
			<property name="scale" value="1.5"/>
			<property name="bias" value="0.55"/>  
		</module>

		<module name="fastMountains1" type="FastTurbulence">
			<property name="sourceModule" value="fastMountains1Scaled"/>
			<property name="power" value="130"/>
			<property name="frequency" value="0.5"/>
			<property name="roughness" value="8"/>
		</module>

		<module name="fastMountains2Scaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastMountains2Base"/>
			<property name="scale" value="1.2"/>
			<property name="bias" value="0.5"/>
		</module>

		<module name="fastMountains2" type="FastTurbulence">
			<property name="sourceModule" value="fastMountains2Scaled"/>
			<property name="power" value="100"/>
			<property name="frequency" value="0.5"/>
			<property name="roughness" value="5"/>
		</module>

		<module name="fastLandFilter" type="FastNoise" seed_additive="1">
			<property name="frequency" value="0.4"/>
		</module>

		<module name="fastLandA" type="Select">
			<property name="controlModule" value="fastLandFilter"/>
			<property name="sourceModule1" value="fastLowlands1"/>
			<property name="sourceModule2" value="fastHills1"/>
			<property name="sourceModule3" value="fastLowlands2"/>
			<property name="sourceModule4" value="fastHills2"/>
			<property name="bounds" value="0,1000"/>
			<property name="edgeFalloff" value="32"/>
		</module>

		<module name="fastLandB" type="Select">
			<property name="controlModule" value="fastLandFilter"/>
			<property name="sourceModule1" value="fastMountains1"/>
			<property name="sourceModule2" value="fastHills1"/>
			<property name="sourceModule3" value="fastMountains2"/>
			<property name="sourceModule4" value="fastHills2"/>
			<property name="bounds" value="0,1000"/>
			<property name="edgeFalloff" value="32"/>
		</module>

		<module name="fastOceanBaseA" type="FastNoise">
			<property name="frequency" value="1.3"/>
		</module>

		<module name="fastOceanBaseB" type="FastNoise">
			<property name="frequency" value="1.0"/>
		</module>

		<module name="fastOceanBaseC" type="FastNoise">
			<property name="frequency" value="0.7"/>
		</module>

		<module name="fastOceanScaledA" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastOceanBaseA"/>
			<property name="scale" value="0.75"/>
			<property name="bias" value="0.70"/>
		</module>

		<module name="fastOceanScaledB" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastOceanBaseB"/>
			<property name="scale" value="0.70"/>
			<property name="bias" value="0.65"/>
		</module>

		<module name="fastOceanScaledC" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastOceanBaseC"/>
			<property name="scale" value="0.65"/>
			<property name="bias" value="0.60"/>
		</module>

		<module name="fastOceanA" type="ScaleOutput">
			<property name="sourceModule" value="fastOceanScaledA"/>
			<property name="power" value="1"/>
			<property name="frequency" value="0.180"/>  <!-- raise to add water *A little goes a long way* -->
			<property name="roughness" value="9"/>
		</module>

		<module name="fastOceanB" type="ScaleOutput">
			<property name="sourceModule" value="fastOceanScaledB"/>
			<property name="power" value="1"/>
			<property name="frequency" value="0.160"/>  <!-- raise to add water *A little goes a long way* -->
			<property name="roughness" value="7"/>
		</module>

		<module name="fastOceanC" type="ScaleOutput">
			<property name="sourceModule" value="fastOceanScaledC"/>
			<property name="power" value="1"/>
			<property name="frequency" value="0.140"/>  <!-- raise to add water *A little goes a long way* -->
			<property name="roughness" value="5"/>
		</module>

		<module name="fastOcean" type="Select">
			<property name="controlModule" value="fastLandFilter"/>
			<property name="sourceModule1" value="fastOceanA"/>
			<property name="sourceModule2" value="fastOceanB"/>
			<property name="sourceModule3" value="fastOceanC"/>
			<property name="bounds" value="0, 1"/>
			<property name="edgeFalloff" value="0.5"/>
		</module>

		<module name="fastFinalA" type="Select">
			<property name="controlModule" value="fastContinents"/>
			<property name="sourceModule1" value="fastOcean"/>
			<property name="sourceModule2" value="fastLandA"/>
			<property name="bounds" value="0, 1"/>
			<property name="edgeFalloff" value="0.5"/>
		</module>

		<module name="fastFinalB" type="Select">      <!-- selector switch -->
			<property name="controlModule" value="fastContinents"/>
			<property name="sourceModule1" value="fastOcean"/>
			<property name="sourceModule2" value="fastLandB"/>
			<property name="bounds" value="0, 1"/>
			<property name="edgeFalloff" value="0.5"/>
		</module>

		<module name="Final" type="Select">      <!-- Selector switch -->
			<property name="controlModule" value="fastContinents"/>
			<property name="sourceModule1" value="fastOcean"/>
			<property name="sourceModule2" value="fastFinalA"/>
			<property name="sourceModule3" value="fastFinalB"/>
			<property name="bounds" value="0, 1"/>
			<property name="edgeFalloff" value="0.5"/>
		</module>

		<module name="scaleBiasOutput" type="ScaleBiasOutput">
			<property name="sourceModule" value="Final"/>
			<property name="scale" value="115"/>
			<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>

 

Edit: When I fiddled around I noticed some switches were not working properly, so I changed it around that I can control it better (but more complex again). Seems this generates an even better world, but maybe a bit to mountainous and not enough lakes yet, still feels closer than I was.

 

Tin: Did you fiddle around with the Types: Blend, Terrace or Checkerboard yet? They sound interesting, maybe Terrace can be used to make mesas?

Link to comment
Share on other sites

I put together a practice template that I use when starting off tweaking a world (Bare bones stuff). It should help those that are just starting and seeing what does what and how a tweak here or there will change stuff. Then you can slowly add modules to is to shape the world how you mostly want it.

 

You can temporarily remove the <seed_additive="1"> portion if you don't want your world to change by using different names and then add it back in at a later time.

 

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

<module name="landBase" type="FastBillow" no_seed="true">
	<property name="frequency" value="0.006"/>
</module>
<module name="landOutput" type="ScaleOutput">
	<property name="sourceModule" value="landBase"/>
	<property name="scale" value="0.7"/>
	<property name="bias" value="0.5"/>
</module>
<module name="land" type="FastTurbulence">
	<property name="sourceModule" value="landOutput"/>
	<property name="frequency" value="0.25"/>
	<property name="power" value="100"/>
	<property name="roughness" value="5"/>
</module>

<module name="landFilter" type="FastNoise" [color="#40E0D0"]seed_additive="1"[/color]>
	<property name="frequency" value="0.5"/>
</module>

<module name="final" type="Select">
	<property name="controlModule" value="landFilter"/>
	<property name="sourceModule1" value="land"/>
	<property name="sourceModule2" value="land"/>
	<property name="bounds" value="0, 1000"/>
	<property name="edgeFalloff" value="16"/>
</module>

<module name="scaleBiasOutput" type="ScaleBiasOutput">
	<property name="sourceModule" value="final"/>
	<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>

 

This just goes to show you how little you need in order to actually make a world (it can be even less but that's no fun).

Link to comment
Share on other sites

This is what I have currently, I have not yet began finetuning, want to have all biomes finished first so that I can really see the whole effect. Except for the extreme flat plains I sometimes see, its mostly what I want. Mountains with valleys, occasional plain and sparse lakes in the valleys.

 

Also is there any way currently to alter how roads smooth the terrain, or how much freedom they have. They sometimes carve large paths in mountains which not always looks very good, would like to see this occur slightly less if it were possible.

 

- stuff I snipped to reply to post :p -

 

Edit: When I fiddled around I noticed some switches were not working properly, so I changed it around that I can control it better (but more complex again). Seems this generates an even better world, but maybe a bit to mountainous and not enough lakes yet, still feels closer than I was.

 

Tin: Did you fiddle around with the Types: Blend, Terrace or Checkerboard yet? They sound interesting, maybe Terrace can be used to make mesas?

 

I have with the checkerboard but haven't got it to produce the results I want.. yet. Blend I tried once or twice and still need to find all the proper properties I can use for it. Haven't touched Terrace yet but they all are on my list to delve into more fully.

Link to comment
Share on other sites

I am getting this error now. (SOLVED)

 

2016-11-09T21:05:34 956.808 ERR Exception in thread thread_GenerateChunks:
2016-11-09T21:05:34 956.808 EXC The given key was not present in the dictionary.
KeyNotFoundException: The given key was not present in the dictionary.
 at System.Collections.Generic.Dictionary`2[system.Byte,BiomeDefinition].get_Item (Byte key) [0x00000] in <filename unknown>:0 
 at RWG2.RWGWorldDecorator.JC (.World , .Chunk , .Chunk , .Chunk , .Chunk , .Chunk , Int32 , Int32 , Int32 , Int32 , .BiomeDefinition , RWG2.HubCell ) [0x00000] in <filename unknown>:0 
 at RWG2.RWGWorldDecorator.DecorateChunkOverlapping (.World _world, .Chunk _chunk, .Chunk cXp1Z, .Chunk cXZp1, .Chunk cXp1Zp1, Int32 seed) [0x00000] in <filename unknown>:0 
 at ChunkProviderGenerateWorld.VC (.Chunk ) [0x00000] in <filename unknown>:0 
 at ChunkProviderGenerateWorld.LC (.Chunk ) [0x00000] in <filename unknown>:0 
 at ChunkProviderGenerateWorld.DoGenerateChunks () [0x00000] in <filename unknown>:0 
 at ChunkProviderGenerateWorld.thread_GenerateChunks (.ThreadInfo _threadInfo) [0x00000] in <filename unknown>:0 
 at ThreadManager.NC (System.Object ) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
ThreadManager:NC(Object)

(Filename:  Line: -1)

2016-11-09T21:05:34 956.817 INF Exited thread thread_GenerateChunks

 

Any idea where to look for a cause. I started occuring after I made my last biome (wasteland_hub). Sometimes it happens immediately on generation, other times seems to happen only when I teleport to a spot or move. I suspect its a poi, I changed some values in those as well, but maybe you seen this one before and know how to fix it.

 

Edit: Problem also seems to occur with vanilla POIs, so I can probably rule that out.

 

Edit2: I found my problem, embarrassing a bit, I accidently deleted the cave biomes, so every time I ran into a cave spawn it crashed on that. Seen it when I wanted to rule out my last made biome.

Link to comment
Share on other sites

I am getting this error now. (SOLVED)

 

 

2016-11-09T21:05:34 956.808 ERR Exception in thread thread_GenerateChunks:
2016-11-09T21:05:34 956.808 EXC The given key was not present in the dictionary.
KeyNotFoundException: The given key was not present in the dictionary.
 at System.Collections.Generic.Dictionary`2[system.Byte,BiomeDefinition].get_Item (Byte key) [0x00000] in <filename unknown>:0 
 at RWG2.RWGWorldDecorator.JC (.World , .Chunk , .Chunk , .Chunk , .Chunk , .Chunk , Int32 , Int32 , Int32 , Int32 , .BiomeDefinition , RWG2.HubCell ) [0x00000] in <filename unknown>:0 
 at RWG2.RWGWorldDecorator.DecorateChunkOverlapping (.World _world, .Chunk _chunk, .Chunk cXp1Z, .Chunk cXZp1, .Chunk cXp1Zp1, Int32 seed) [0x00000] in <filename unknown>:0 
 at ChunkProviderGenerateWorld.VC (.Chunk ) [0x00000] in <filename unknown>:0 
 at ChunkProviderGenerateWorld.LC (.Chunk ) [0x00000] in <filename unknown>:0 
 at ChunkProviderGenerateWorld.DoGenerateChunks () [0x00000] in <filename unknown>:0 
 at ChunkProviderGenerateWorld.thread_GenerateChunks (.ThreadInfo _threadInfo) [0x00000] in <filename unknown>:0 
 at ThreadManager.NC (System.Object ) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
ThreadManager:NC(Object)

(Filename:  Line: -1)

2016-11-09T21:05:34 956.817 INF Exited thread thread_GenerateChunks

 

 

Any idea where to look for a cause. I started occuring after I made my last biome (wasteland_hub). Sometimes it happens immediately on generation, other times seems to happen only when I teleport to a spot or move. I suspect its a poi, I changed some values in those as well, but maybe you seen this one before and know how to fix it.

 

Edit: Problem also seems to occur with vanilla POIs, so I can probably rule that out.

 

Edit2: I found my problem, embarrassing a bit, I accidently deleted the cave biomes, so every time I ran into a cave spawn it crashed on that. Seen it when I wanted to rule out my last made biome.

 

Good to read you found the issue :)

Link to comment
Share on other sites

I am nearly there now, today ran a test world and it really looks good thanks to some of your tips Tin.

 

I now have a world that really varies, some parts are mountainous, others are hilled and others are with lakes, even lakes between mountains. Snow topped mountains really look real now thanks to the transition biome. I hope to release it all this weekend, probably as stand alone as well as part of my Gnamod(s).

 

Here some teasers of some nice stuff encountered.

WorldLayout.jpg.95f8aeb56a1ed916d11e48eb224a81c3.jpg

20161110185935_1.thumb.jpg.e6700e6bb341a930b0bd2bea62b88c60.jpg

20161110173715_1.thumb.jpg.97c676226e797e113fe991576ce9f2ca.jpg

20161110190922_1.thumb.jpg.101ca4dff64852c2d2bd44487b836046.jpg

20161110191047_1.thumb.jpg.de3816e5157d0e34251d5e1abe025b61.jpg

Link to comment
Share on other sites

Well, I went a different way of thinking with all that I have learned so far. Instead of adding more and more and more, I wanted to see if I could get relatively the same results with as little as possible (for my style of world of course).

 

My world style: Mountains (kinda far away) hills (smooth and rolling) and Water spread out and sparse. Edit: Also use the full range of the height map.

 

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

		<module name="landBase" type="FastBillow" no_seed="true">
			<property name="frequency" value="0.1"/>
		</module>
		<module name="land" type="ScaleBiasOutput">
			<property name="sourceModule" value="landBase"/>
			<property name="scale" value="0.6"/>
			<property name="bias" value="0.5"/>
		</module>

		<module name="landBase2" type="FastRidgedMultifractal">
			<property name="frequency" value="0.005"/>
		</module>
		<module name="landScaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="landBase2"/>
			<property name="scale" value="0.7"/>
			<property name="bias" value="0.5"/>
		</module>
		<module name="land2" type="FastTurbulence">
			<property name="sourceModule" value="landScaled"/>
			<property name="power" value="100"/>
			<property name="frequency" value="0.5"/>
			<property name="roughness" value="5"/>
		</module>

		<module name="filter" type="FastNoise" seed_additive="1">
			<property name="frequency" value="0.5"/>
		</module>
		<module name="fastLand" type="Select">
			<property name="controlModule" value="filter"/>
			<property name="sourceModule1" value="land"/>
			<property name="sourceModule2" value="land2"/>
			<property name="bounds" value="0,1000"/>
			<property name="edgeFalloff" value="16"/>
		</module>

		<module name="scaleBiasOutput" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastLand"/>
			<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>

 

Obviously the water amount will change by seed type but it gives pretty good results so far..

If anyone wants to play with it, it would be great to hear how well it does (or not) and if I need to tweak a lil bit more). Ty :)

 

[ATTACH=CONFIG]18044[/ATTACH]

Link to comment
Share on other sites

I am nearly there now, today ran a test world and it really looks good thanks to some of your tips Tin.

 

I now have a world that really varies, some parts are mountainous, others are hilled and others are with lakes, even lakes between mountains. Snow topped mountains really look real now thanks to the transition biome. I hope to release it all this weekend, probably as stand alone as well as part of my Gnamod(s).

 

Here some teasers of some nice stuff encountered.

 

Looks promising! I'll give it a go when you release it :)

Link to comment
Share on other sites

Well, I went a different way of thinking with all that I have learned so far. Instead of adding more and more and more, I wanted to see if I could get relatively the same results with as little as possible (for my style of world of course).

 

My world style: Mountains (kinda far away) hills (smooth and rolling) and Water spread out and sparse. Edit: Also use the full range of the height map.

 

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

		<module name="landBase" type="FastBillow" no_seed="true">
			<property name="frequency" value="0.1"/>
		</module>
		<module name="land" type="ScaleBiasOutput">
			<property name="sourceModule" value="landBase"/>
			<property name="scale" value="0.6"/>
			<property name="bias" value="0.5"/>
		</module>

		<module name="landBase2" type="FastRidgedMultifractal">
			<property name="frequency" value="0.005"/>
		</module>
		<module name="landScaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="landBase2"/>
			<property name="scale" value="0.7"/>
			<property name="bias" value="0.5"/>
		</module>
		<module name="land2" type="FastTurbulence">
			<property name="sourceModule" value="landScaled"/>
			<property name="power" value="100"/>
			<property name="frequency" value="0.5"/>
			<property name="roughness" value="5"/>
		</module>

		<module name="filter" type="FastNoise" seed_additive="1">
			<property name="frequency" value="0.5"/>
		</module>
		<module name="fastLand" type="Select">
			<property name="controlModule" value="filter"/>
			<property name="sourceModule1" value="land"/>
			<property name="sourceModule2" value="land2"/>
			<property name="bounds" value="0,1000"/>
			<property name="edgeFalloff" value="16"/>
		</module>

		<module name="scaleBiasOutput" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastLand"/>
			<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>

 

Obviously the water amount will change by seed type but it gives pretty good results so far..

If anyone wants to play with it, it would be great to hear how well it does (or not) and if I need to tweak a lil bit more). Ty :)

 

[ATTACH=CONFIG]18044[/ATTACH]

 

Yeah I see your point, I have noticed that some stuff I have in my chunk of code hardly influences it at all, as in if I change anything there I see almost/no changes happen on the preview or actual map.

 

I think I will give it a try using my own biomes, but the preview looks a bit light on mountains (not as much white spots)

 

Will let you know if I find anything.

 

Edit: First look

So far it seems to spawn nice a world, I like how the flatlands look, but the mountains are not what I like to see. They look like walls, rather than peaks, the snow tops do not come out as well when the mountain is high enough and there are still some that reach over the 162 mark and become flat topped. I am also not a fan of the lacking water, but thats what you want and it seems to be perfect in that regard. I tried making it have more lakes, but without a separate control for lowlands with lakes it will just flood the map if you add in any ridged frequency.

 

Still it looks very nice for a simple plan. Still I think I keep my controls, even tho some do not seem to affect much on one seed, on others they seem to do, so its really seed dependant which gives unique worlds. But it also shows that there is no one true way and all boils down to preferences in the end. Its like painting using math as your brush and 7dtd as the canvas :)

Link to comment
Share on other sites

So Tin, post 107 is the starting point for yours?

If I'm reading everything properly, I put this onto our server pc, and then generate a new wold with a new seed and then start the server?

 

I would use the one in post 112. Post 107 is a pure starting point for tweaking. I have a few throughout this whole thread but the one in post 112 is just a good straight up world.

 

edit: just copy/paste in the correct area of the RWGmixer.xml.

 

Edit2: If you end up having trouble putting it in the proper area of the RWGmixer, I can post the entire rwgmixer in a zip folder if needed.

Link to comment
Share on other sites

I would use the one in post 112. Post 107 is a pure starting point for tweaking. I have a few throughout this whole thread but the one in post 112 is just a good straight up world.

 

edit: just copy/paste in the correct area of the RWGmixer.xml.

 

Edit2: If you end up having trouble putting it in the proper area of the RWGmixer, I can post the entire rwgmixer in a zip folder if needed.

 

Could you please post the entire rwgmixer in a zip folder? :) :)

Link to comment
Share on other sites

Could you please post the entire rwgmixer in a zip folder? :) :)

[ATTACH]18122[/ATTACH]

This one has one extra module added but it just gives a bit more texture to everything (Still the same essentially).

Hope you enjoy and let me know if you think it need more/less in areas for my curiosity.

Link to comment
Share on other sites

Whats the extra module, and forgive me, but how do I use the file? Just drop in in the folder after replacing the original?

 

Am recovering a old pc that crashed and going from a wipe to win 7 to win 10 so I can setup a hardwired server, so please forgive if I missed the instructions. its been a nuts weekend rearranging the house, troubleshooting and setting up two gaming pcs, and then hearing I should use the old hardwired pc instead of my surface on wifi for better server functionality.

 

It'd sure be nice to actually have the time to PLAY with this stuff now instead of working on it! LOL!

 

Thanks SO much for the assistance!

Link to comment
Share on other sites

1) Extract the file (to what ever location you normally use). <Right click> on zipped folder then select 'extract'

2) *Optional* <Right click> on desktop screen and create a new folder (call it whatever you like *Maybe* A15 vanilla config xml).

3) *Optional* Find the location of your 7D2D server config folder <right click> on it and select 'copy'.

4) *Optional* Return to the new folder you just created and open it, then <right click> and select 'paste'.

5) Go back to the location of the zip file <right click> on the file and select copy

6) Go back to your 7D2D server config folder open it and <right click> select 'paste'.

7) It will give you the option to replace rwgmixer.xml for rwgmixer.xml and accept!

 

*The reason I recommend you create a folder for the vanilla xmls is that, if anything happens you will always have a clean copy to go back to, without needing to do a file integrity check from steam. *Or if you decide to mod and make a mistake **Or if you just don't like the mod*

 

If it seems like I am being condescending with this post, I am Not! I just don't know your experience with this stuff and trying to explain it as best I can!

 

The extra module is to help define the hills a little bit more ... and be more hill like lol :) hope you enjoy it! and Please let me know If you think the world it generates needs something more or less. this is purely out of my curiosity TY!

Link to comment
Share on other sites

Oh, I don't have delicate sensibilities, and I'd much rather have more info than less. I've built my own PCs, and worked on a mod and models for unreal tournament a lifetime ago (it seems) but I've been out of the game slacking on consoles the past 5 or 6 years, so I need to get my pc chops back.

 

I got that old system back up to Windows 10, so tomorrow I can install steam on it, 7 Days, and then the server manager. Once I have that done, I'll look at adding this to the main gaming PC on the 82" tv, and see what it looks like.

 

I kind of want to add the pois mod, and bad company, but I don't want to add bugs or issues.

Link to comment
Share on other sites

[ATTACH]18122[/ATTACH]

This one has one extra module added but it just gives a bit more texture to everything (Still the same essentially).

Hope you enjoy and let me know if you think it need more/less in areas for my curiosity.

 

Thanks! :D:)

I'm really excited about trying it out later today.

Link to comment
Share on other sites

Hey, tin.. looking at this early. If I don't install this on my server pc, where does this go in the vanilla steam install? I found a server config file in the 7 days root folder, but I don't think that gets used for general random gen creation.

 

I'm guessing I back up the main randomgen file to restore vanilla world creation, and just replace it with your file, renamed.

 

(I got sick of constantly doing nothing else than pc system maintenance... ;) )

Link to comment
Share on other sites

Yeh, the serverconfig is just there (even on your client) for dedi's, the rwgmixer.xml is the real deal.

 

You have the right idea; back up the original (you can create a special sub-folder), then copy over the new one.

 

Or you can write batch files to switch back and forth.

 

So what happens is, when you create the random gen world (when you first start it), the game looks at the rwgmixer file to determine how it's going to create it. If you exit the game, swap files, and go back into the same game you're going to find oddities when you explore new areas, as the game will then be creating those areas based off the rwgmixer file you just swapped in.

 

Unless something has changed, or I'm totally wrong.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...