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Awesome seeds for random gen ALPHA 17.0-.1


Roland

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Hi All, does anyone know what it means when the world name is red as per my screenshot? I just created the world and it seems pretty cool but it's the only one I've ever seen with a red name, was wondering whether this meant there was a bug somewhere and whether it's worth carrying on.

 

1169119799_RedWorldName.thumb.jpg.4a44a8798dab701b9b5fa8364edf646e.jpg

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Hi All, does anyone know what it means when the world name is red as per my screenshot? I just created the world and it seems pretty cool but it's the only one I've ever seen with a red name, was wondering whether this meant there was a bug somewhere and whether it's worth carrying on.

 

[ATTACH=CONFIG]26888[/ATTACH]

 

Do you maybe have allready that worldname generated ?

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Do you maybe have allready that worldname generated ?

 

I do now but not when I had taken the screenshot, I was trying something brand new.

 

It would be interesting if someone else tried 4288 and whether it went red for them too!

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For me its not red (entered seed on the screen of your screenshot)

Generate the seed now in advanced modus (no issues st start generating)

 

Ah thanks for trying! That's strange then, can't seem to make any other world red but oh well it's working fine. :)

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canadianbluebeer

 

I ask for help to understand some things

 

on the next line what it means prob="2" ? the probability of it happening?

 

<prefab name="settlement_trader_01" min_count="1" max_count="3" prob="2"/>

 

and in this configuration:

 

<module name="biomeOutput" type="BiomeIDMapper">

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

 

<property name="biomemap0.Name" value="pine_forest"/>

<property name="biomemap0.Range" value="0.2,0.7"/>

 

<property name="biomemap1.Name" value="snow"/>

<property name="biomemap1.Range" value="0,0.20"/>

 

<property name="biomemap2.Name" value="wasteland"/>

<property name="biomemap2.Range" value="0.7,0.75"/>

 

<property name="biomemap3.Name" value="burnt_forest"/>

<property name="biomemap3.Range" value="0.75,0.85"/>

 

<property name="biomemap4.Name" value="desert"/>

<property name="biomemap4.Range" value="0.85,1"/>

</module>

 

You say that the percentage is 20% snow, 50% forest, 10% burnt forest, 5% wasteland, 15% desert how to reach those values?

what it means value="0.85,1" for example? (15% desert = value="0.85,1")

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canadianbluebeer

 

I ask for help to understand some things

 

on the next line what it means prob="2" ? the probability of it happening?

 

<prefab name="settlement_trader_01" min_count="1" max_count="3" prob="2"/>

 

and in this configuration:

 

<module name="biomeOutput" type="BiomeIDMapper">

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

 

<property name="biomemap0.Name" value="pine_forest"/>

<property name="biomemap0.Range" value="0.2,0.7"/>

 

<property name="biomemap1.Name" value="snow"/>

<property name="biomemap1.Range" value="0,0.20"/>

 

<property name="biomemap2.Name" value="wasteland"/>

<property name="biomemap2.Range" value="0.7,0.75"/>

 

<property name="biomemap3.Name" value="burnt_forest"/>

<property name="biomemap3.Range" value="0.75,0.85"/>

 

<property name="biomemap4.Name" value="desert"/>

<property name="biomemap4.Range" value="0.85,1"/>

</module>

 

You say that the percentage is 20% snow, 50% forest, 10% burnt forest, 5% wasteland, 15% desert how to reach those values?

what it means value="0.85,1" for example? (15% desert = value="0.85,1")

 

0%-20% snow = 20%

20% to 70% green = 50%

70% to 75% wastland = 5%

75% to 85% burnt = 10 %

85% to 100% desert = 15%

 

If you have a Prob=1 poi and a poi Prob = 2 the scond one should be roled double so often

If i remember right you can imagine it as a dice

Poi 1 prob 1

Poi 2 Prob 2

Poi 3 prob 4

= a dice with 7 sides

 

But i am not sure, last time i have known that is 14+ months ago

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0%-20% snow = 20%

20% to 70% green = 50%

70% to 75% wastland = 5%

75% to 85% burnt = 10 %

85% to 100% desert = 15%

 

If you have a Prob=1 poi and a poi Prob = 2 the scond one should be roled double so often

If i remember right you can imagine it as a dice

Poi 1 prob 1

Poi 2 Prob 2

Poi 3 prob 4

= a dice with 7 sides

 

But i am not sure, last time i have known that is 14+ months ago

 

 

OMG... makes sense I was not seeing.

Thank you for your help

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The Feeble Punks needs to get the map balance right. At least 50-60% green. Once that is done, this thread can finally be restarted and be significant.

 

50-60% would be a preference for you. Sure some seeds could be that way but not every seed. Then we get back to the beginning of this thread at the start of A17 in it wouldn't feel so random anymore. It is about how I feel about water and feel seeds should hardly have any and do away with the large body of water. That is a preference not everyone feels the same.

 

I agree though once they work on rwg more this thread can be restarted.

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50-60% would be a preference for you. Sure some seeds could be that way but not every seed. Then we get back to the beginning of this thread at the start of A17 in it wouldn't feel so random anymore. It is about how I feel about water and feel seeds should hardly have any and do away with the large body of water. That is a preference not everyone feels the same.

 

I agree though once they work on rwg more this thread can be restarted.

 

Whether they decide to go under 60% green, water towers will always be a source of water just as much as snow, or more because of the obvious bucket exploits until the devs figure out how to do water. The point was that the tendency toward extreme temperatures(Snow/vs/burnt&desert&wasteland) not only destroys the a16 balance of temperature, but also the balance of coal/nitrate/lead. We're not only gimped on resources, but also on perks since we have to invest in WELL INSULATED to survive/not wait for stam/harvest resources.

 

Not saying you're wrong, because it's obvious.

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Whether they decide to go under 60% green, water towers will always be a source of water just as much as snow, or more because of the obvious bucket exploits until the devs figure out how to do water. The point was that the tendency toward extreme temperatures(Snow/vs/burnt&desert&wasteland) not only destroys the a16 balance of temperature, but also the balance of coal/nitrate/lead. We're not only gimped on resources, but also on perks since we have to invest in WELL INSULATED to survive/not wait for stam/harvest resources.

 

Not saying you're wrong, because it's obvious.

 

 

I think you miss understood what I was saying. Anyway not going to drag it out as this is a place to post seeds.

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OMG... makes sense I was not seeing.

Thank you for your help

 

More specifically, a X by Y grid of values is created (4096, 8192, etc.)

 

The value of each of the the positions in the grid is between 0 and 1.1. It assigned the Biome in the config based on the ranges set and the values in the grid. If you assigned 5% of the values to Snow, there is a 5% change a snow biome will appear on the map (roughly). Where values overlap, I assume that is where the dithered biome lives (mix between two biomes set to overlap at X value).

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I have never played fallout but, the last 2 seeds I thought about it and made Slayer music references. (For us old metal heads out there) The first one is Reign in blood @ size 8192 and our current seed it Angel of death @ size 8192. Both seeds have large biomes that are spread out nicely. The first one had no skyscrapers and the second does.

 

They are both good maps to play on!!!!!!!!

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I have never played fallout but, the last 2 seeds I thought about it and made Slayer music references. (For us old metal heads out there) The first one is Reign in blood @ size 8192 and our current seed it Angel of death @ size 8192. Both seeds have large biomes that are spread out nicely. The first one had no skyscrapers and the second does.

 

They are both good maps to play on!!!!!!!!

 

I will look at them, thanks. Can you tell me the secondary names on the seeds plz ?

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use the previewer, seed you type in Starbuck (16k size for that many), then wait a while. 43min on my rig to generate the world.

After that, it's like navezgane, just make note of the world name it creates for the seed.

 

I've changed all the settlement_trader in the rwg to have max of 3, AND added the tradergroup line back in to the wilderness. (there's a mod that does that, but I just added it myself)

 

Base game only gives 5 traders which is too few.

 

<prefab rule="traderGroup" min_count="1" max_count="5"/>

 

goes right before the the line:

 

<prefab name="settlement_trader_01" min_count="1" max_count="3" prob="2"/>

 

NOTE: the max_count is 1 by default. I made it 3. So I get 20 traders with the above.

:)

 

(goes in rwgmixer.xml)

 

Also changed the biome generating:

 

<module name="biomeOutput" type="BiomeIDMapper">
			<property name="sourceModule" value="clampOutput"/>

			<property name="biomemap0.Name" value="pine_forest"/>
			<property name="biomemap0.Range" value="0.2,0.7"/>

			<property name="biomemap1.Name" value="snow"/>
			<property name="biomemap1.Range" value="0,0.20"/>

			<property name="biomemap2.Name" value="wasteland"/>
			<property name="biomemap2.Range" value="0.7,0.75"/>

			<property name="biomemap3.Name" value="burnt_forest"/>
			<property name="biomemap3.Range" value="0.75,0.85"/>

			<property name="biomemap4.Name" value="desert"/>
			<property name="biomemap4.Range" value="0.85,1"/>
		</module>

 

The range value is the % that will be gen, so that gives

20% snow, 50% forest, 10% burnt forest, 5% wasteland, 15% desert.

 

Both vanilla small and medium sections. Map is still patchy, but lots better.

 

Roads of course, need a LOT of work.

 

The game wont load when I do the Biome edits exactly as you have them. I am doing an 8k map on Ping Perfect servers. Also I made the Trader changes as you did as well and They worked on Blue Fang, but when I switched to Ping perfect I seem to not get any more than 5 traders. I am wondering if I am doing something wrong? I edit the rwgmixer.xml as you did for the Traders and I then created my new Seed map and game and I do not get any more than 5. Could you tell me the exact process and order in which to do this. Maybe I just got lucky over on Bluefang there, but I am having he worst luck now. As for the Biome Edits I made them exactly as you have them here and when I do that the server does not load. Has something changed in Alpha 17.1 b8? Below is exactly what I did. It should be identicle to yours. Unless I need the spaces as well? the xml stock file had no spaces between lines like yours, so I just left it.

 

"<module name="biomeOutput" type="BiomeIDMapper">

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

<property name="biomemap0.Name" value="pine_forest"/>

<property name="biomemap0.Range" value="0.2,0.7"/>

<property name="biomemap1.Name" value="snow"/>

<property name="biomemap1.Range" value="0,0.20"/>

<property name="biomemap2.Name" value="wasteland"/>

<property name="biomemap2.Range" value="0.7,0.5"/>

<property name="biomemap3.Name" value="burnt_forest"/>

<property name="biomemap3.Range" value="0.75,0.85"/>

<property name="biomemap4.Name" value="desert"/>

<property name="biomemap4.Range" value="0.85,1"/>

</module>"

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Anyone else getting four of the same poi in a row? Had 4 army camps, 4 daycare, 4 dog kennels and 4 boobie traps in a few hundred yards. 3 of the army camps were lined up in a row.

 

Everyone is getting that I believe, hence why this thread is so quiet. I had a similar world yesterday to yours with 4 daycares and then about 10 of the metal towers all within a few hundred yards!

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"<module name="biomeOutput" type="BiomeIDMapper">

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

<property name="biomemap0.Name" value="pine_forest"/>

<property name="biomemap0.Range" value="0.2,0.7"/>

<property name="biomemap1.Name" value="snow"/>

<property name="biomemap1.Range" value="0,0.20"/>

<property name="biomemap2.Name" value="wasteland"/>

<property name="biomemap2.Range" value="0.7,0.75"/> <--- missing 7 in this row

<property name="biomemap3.Name" value="burnt_forest"/>

<property name="biomemap3.Range" value="0.75,0.85"/>

<property name="biomemap4.Name" value="desert"/>

<property name="biomemap4.Range" value="0.85,1"/>

</module>"

 

There is a number missing in your wasteland. should be 0.7,0.75 instead of 0.7,0.5

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The game wont load when I do the Biome edits exactly as you have them. I am doing an 8k map on Ping Perfect servers. Also I made the Trader changes as you did as well and They worked on Blue Fang, but when I switched to Ping perfect I seem to not get any more than 5 traders. I am wondering if I am doing something wrong? I edit the rwgmixer.xml as you did for the Traders and I then created my new Seed map and game and I do not get any more than 5. Could you tell me the exact process and order in which to do this. Maybe I just got lucky over on Bluefang there, but I am having he worst luck now. As for the Biome Edits I made them exactly as you have them here and when I do that the server does not load. Has something changed in Alpha 17.1 b8? Below is exactly what I did. It should be identicle to yours. Unless I need the spaces as well? the xml stock file had no spaces between lines like yours, so I just left it.

 

"<module name="biomeOutput" type="BiomeIDMapper">

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

<property name="biomemap0.Name" value="pine_forest"/>

<property name="biomemap0.Range" value="0.2,0.7"/>

<property name="biomemap1.Name" value="snow"/>

<property name="biomemap1.Range" value="0,0.20"/>

<property name="biomemap2.Name" value="wasteland"/>

<property name="biomemap2.Range" value="0.7,0.5"/>

<property name="biomemap3.Name" value="burnt_forest"/>

<property name="biomemap3.Range" value="0.75,0.85"/>

<property name="biomemap4.Name" value="desert"/>

<property name="biomemap4.Range" value="0.85,1"/>

</module>"

 

 

              <prefab_rule name="wildernessGroup">
		<prefab name="settlement_trader_01" min_count="1" max_count="3" prob="2"/>
		<prefab name="cabin_01" />
		<prefab name="settlement_trader_02" min_count="1" max_count="3" prob="2"/>
		<prefab name="cabin_02" />
		<prefab name="settlement_trader_03" min_count="1" max_count="3" prob="2"/>
		<prefab name="cabin_03" />
		<prefab name="settlement_trader_04" min_count="1" max_count="3" prob="2"/>
		<prefab name="cabin_04" />
		<prefab name="settlement_trader_05" min_count="1" max_count="3" prob="2"/>
		<prefab rule="traderGroup" min_count="1" max_count="5"/>

<!-- vanillaSmall />
                               <module name="biomeOutput" type="BiomeIDMapper">
			<property name="sourceModule" value="clampOutput"/>
			<property name="biomemap0.Name" value="pine_forest"/>
			<property name="biomemap0.Range" value="0.2,0.7"/>
			<property name="biomemap1.Name" value="snow"/>
			<property name="biomemap1.Range" value="0,0.2"/>
			<property name="biomemap2.Name" value="wasteland"/>
			<property name="biomemap2.Range" value="0.7,0.75"/>
			<property name="biomemap3.Name" value="burnt_forest"/>
			<property name="biomemap3.Range" value="0.75,0.85"/>
			<property name="biomemap4.Name" value="desert"/>
			<property name="biomemap4.Range" value="0.85,1.1"/>

<!-- vanillaMedium />

                               <module name="biomeOutput" type="BiomeIDMapper">
			<property name="sourceModule" value="clampOutput"/>

			<property name="biomemap0.Name" value="pine_forest"/>
			<property name="biomemap0.Range" value="0.2,0.7"/>

			<property name="biomemap1.Name" value="snow"/>
			<property name="biomemap1.Range" value="0,0.2"/>

			<property name="biomemap2.Name" value="wasteland"/>
			<property name="biomemap2.Range" value="0.7,0.75"/>

			<property name="biomemap3.Name" value="burnt_forest"/>
			<property name="biomemap3.Range" value="0.75,0.85"/>

			<property name="biomemap4.Name" value="desert"/>
			<property name="biomemap4.Range" value="0.85,1"/>

 

I also changed the 16k gen to use the medium. Notice that the desert value is 1.1 in small, and 1 in medium. That's in the original file. I didn't change it. If using medium fails, then try making the 1 a 1.1

 

I'll try generating the map in a bit. (have to get ready for work now)

 

EDIT: yep, works fine for me using the above, with 16k size, seed: Starbuck

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