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Terrain Modifiers from A=J・Z


Alphado-Jaki

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You already tried to that any to do interesting with new terrain ? :)

Or, You can wait until the biome configuration feature is unlocked ?

 

It is basically the same generator, just tuned differently?

 

(I had a question here about the compatibility of the code from А16, but i moved it to a new topic for a broad discussion)

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Fast fix for A16 to A17 conversion is to insert following module as output.

*final* is your current output module.

			<module name="scaleA16ToA17" type="ScaleInput">
			<property name="sourceModule" value="*final*"/>
			<property name="x" value="0.001953125"/>
			<property name="z" value="0.001953125"/>
		</module>

 

Also, A17 is using different value for base_height and water_level, so change water_level with 32 (base_height).

 

 

This is not complete conversion. A17 uses some kind of Terrace module for post-process, which causes some weirdness in lowland.

eRezFcim.jpg

 

For late reference.

 

- - - Updated - - -

 

6j3zFQdm.jpg

I need some more messing to best result, though conversion worked good.

 

TMs in A17 is completely different, but same landscape.

I can't show the detail till release, but I believe this change is nice for you all.

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tdmph7Nm.jpg

Looks like seed dependent? Even if so, it's better to have some guaranteed number of cities.

Аhhh...perhaps it is this feature of a new generator forces to do his thus flat. This is a bad thing....

 

In this case will need to do their changes on the basis of vanilla and not А16...

 

...but I believe in Kinyajuu - he garbage is not doing. So then he'll fix it later.

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@ExeBT

Shameful to say, but I haven't tried it. I saw Guppy, 4sheetzngeegles and other folks playing with it. It looks interesting, so try watch his video at:

https://7daystodie.com/forums/showthread.php?96089-Editing-Height-Maps

 

In fact, I wanna jump in, but there is something more interesting for me and wanna finish to release soon. :) So, I'll try it later.

 

 

@n2n1

Yep, A17 loves flat terrain worse than A16.

 

However, I still have hope, tfp will fix this, because vanilla also has same issue frequently.

In fact, my first day on A17 is expired by praying RNGESUS to bless me a map with 3 or more cities. XD

 

#Chilled_Out_and_Wait_4_Kinyajuu

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  • 3 weeks later...

After this update, currently I have no plan to update these project.

Instead of updating these preset, I will split overhaul world mod into each topography, so that player can build up as 1 part of terrain.

 

My current project, Terrain modifier - Infinite is on following thread.

https://7daystodie.com/forums/showthread.php?100968-Terrain-modifiers-Infinite

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Hiya,

 

So you know, I tried the Full Varied for the latest patch (on experimental) and unless I did something wrong:

 

1) put your modlet in the mods folder (where the rest of my mods are)

2) started game waited over 30 bloody minutes to create a map (pimps I hope you speed this up)

3) started game get WRN: spawned entity in the wrong area type issue. but it's yellow so it's playable.

4) start gather resources, finish the campfire quest and Null Reference error repeatedly: Unplayable had to quit game.

5) restart the process from 2 - mind you I deleted a modlet that I know wasn't working just in case it was conflicting for some reason

6) right after campfire quest Null Reference again.

 

I think it can't find the trader so it can't do the trader quest. I believe that is the problem, I believe the trader quest is up after the campfire.

 

I realize you're not going to update/continue this mod, but it's currently a bit borked, unless it is user error ;)

 

 

Edit: yeah, pretty sure it's the trader quest that is messed up. I started a game without your terrain modlet and it worked fine.

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