Riv Posted December 21, 2018 Share Posted December 21, 2018 @icehot This is what i tweaked the generation medium section to for B238 <biome_generator name="vanillaMedium"> <!--<module name="voronoi" type="Voronoi">--> <!--<property name="frequency" value="0.0012"/>--> <!--<property name="frequency" value="0.00128"/> <property name="displacement" value="0.5"/> </module>--> <module name="bands" type="Cylinders"> <property name="frequency" value="0.00112"/> </module> <module name="rotate" type="RotateInput"> <property name="sourceModule" value="bands"/> <property name="xAngle" value="0"/> <property name="zAngle" value="1"/> </module> <module name="trans" type="TranslateInput"> <property name="sourceModule" value="rotate"/> <property name="z" value="1024"/> <property name="x" value="1024"/> </module> <module name="biasOutput" type="BiasOutput"> <property name="sourceModule" value="trans"/> <property name="bias" value="0.5"/> </module> <module name="scaleOutput" type="ScaleOutput"> <property name="sourceModule" value="biasOutput"/> <property name="scale" value="1"/> </module> <module name="dithering" type="FastTurbulence"> <property name="sourceModule" value="scaleOutput"/> <property name="frequency" value="0.35"/> <property name="power" value="80"/> <property name="roughness" value="3"/> </module> <module name="jiggle" type="FastTurbulence"> <property name="sourceModule" value="dithering"/> <property name="frequency" value="0.25"/> <property name="power" value="30"/> <property name="roughness" value="3"/> </module> <module name="clampOutput" type="ClampOutput"> <property name="sourceModule" value="jiggle"/> <property name="bounds" value="0,1"/> </module> <module name="biomeOutput" type="BiomeIDMapper"> <property name="sourceModule" value="clampOutput"/> <property name="biomemap0.Name" value="pine_forest"/> <property name="biomemap0.Range" value="0.25,0.45"/> <property name="biomemap1.Name" value="snow"/> <property name="biomemap1.Range" value="0,0.25"/> <property name="biomemap2.Name" value="wasteland"/> <property name="biomemap2.Range" value="0.45,0.6"/> <property name="biomemap3.Name" value="burnt_forest"/> <property name="biomemap3.Range" value="0.6,0.8"/> <property name="biomemap4.Name" value="desert"/> <property name="biomemap4.Range" value="0.8,1.1"/> </module> <output module="biomeOutput"/> </biome_generator> Resultant map https://imgur.com/a/CbuVg3r Link to comment Share on other sites More sharing options...
Mrjohn1337 Posted December 21, 2018 Share Posted December 21, 2018 Any chance you could upload your rwgmixer to somewhere. This is precisly how i like my maps. Link to comment Share on other sites More sharing options...
Makabriel Posted December 21, 2018 Share Posted December 21, 2018 @icehot This is what i tweaked the generation medium section to for B238 ... Hey, Riv. Out of curiosity, do you get a KeyNotFOundException error when you generate your map? It still processes but gives me that warning. Link to comment Share on other sites More sharing options...
Makabriel Posted December 21, 2018 Share Posted December 21, 2018 It's odd, it doesn't like the "z" property. Link to comment Share on other sites More sharing options...
Kattla Posted December 21, 2018 Share Posted December 21, 2018 @icehot This is what i tweaked the generation medium section to for B238 --zipped for reading-- Resultant map https://imgur.com/a/CbuVg3r If that works, you may just have saved my weekend. Link to comment Share on other sites More sharing options...
Red Eagle LXIX Posted December 24, 2018 Share Posted December 24, 2018 I forgot to mention the stupidly easy way to get the biomes to look like b221 and earlier. Generate the world. Navigate to the folder where the world is saved. Replace biomes.png -- NOTE: if you edit biomes.png you must make sure it is limited to the exact 5 colors that match the biomes. Any dithering/feathering/blending should be disabled. You will get random errors on chunk generation if even a single pixel is the wrong color when it tries to generate the region that wrong colored pixel is in. Start New Save Game with your RWG World and the biome layout you created. Link to comment Share on other sites More sharing options...
LuckyStar Posted December 24, 2018 Share Posted December 24, 2018 I forgot to mention the stupidly easy way to get the biomes to look like b221 and earlier. Generate the world. Navigate to the folder where the world is saved. Replace biomes.png -- NOTE: if you edit biomes.png you must make sure it is limited to the exact 5 colors that match the biomes. Any dithering/feathering/blending should be disabled. You will get random errors on chunk generation if even a single pixel is the wrong color when it tries to generate the region that wrong colored pixel is in. Start New Save Game with your RWG World and the biome layout you created. I have had no success with this. Always errors. I'm using Photoshop and being as careful as possible. Still lots of errors. Hopefully someone comes up with an editor that works well. Link to comment Share on other sites More sharing options...
Red Eagle LXIX Posted December 25, 2018 Share Posted December 25, 2018 I have had no success with this. Always errors. I'm using Photoshop and being as careful as possible. Still lots of errors. Hopefully someone comes up with an editor that works well. I had issues with Photoshop as well for biomes.png Here is one I whipped up in Gimp 2.8. No Anti-Aliasing, no blending during edits. Export as PNG, everything unchecked except Save Background Color & Save Resolution, Compression Level 3. Colors: ffe477 - Desert 004000 - Forest ba00ff - Burnt Forest ffa800 - wasteland ffffff - snow Size: 16384 https://www.dropbox.com/s/jdss3wkacqcta0a/biomes.png?dl=0 If you check the png ou can see in the center of it is a bit of stock b240 type RWG map. In the North East You'll find I tagged it. Here's some screenshots: Link to comment Share on other sites More sharing options...
TheSteelScorpion Posted December 26, 2018 Share Posted December 26, 2018 No luck for me either. Tried using a pixel pen to ensure no blended off colors, no dice. =( Link to comment Share on other sites More sharing options...
canadianbluebeer Posted December 26, 2018 Share Posted December 26, 2018 To get more traders on large map (5 on a 16k map is way too few), just change the max_count to say 3 for each of the 5 traders, and then you get more. Also, <prefab name="settlement_trader_05" prob=".25" /> the default is missing the prob=".25" like the first 4 have. I missed changer trader1 to max 3, and got 13 traders on my last build, so I'll go with that. (now hopefully it won't have me trying to run 7.8km to the first trader on the quest!) biome generation is still messed, but I'll live with that for now, until the road gen gets worked on. (those are beyond my ability, and I'm not gonna spend the time trying to figure it out) ;p Link to comment Share on other sites More sharing options...
Red Eagle LXIX Posted December 26, 2018 Share Posted December 26, 2018 To get more traders on large map (5 on a 16k map is way too few), just change the max_count to say 3 for each of the 5 traders, and then you get more. There might even be a modlet that will help with that already. Link to comment Share on other sites More sharing options...
Liesel Weppen Posted December 26, 2018 Share Posted December 26, 2018 I don't think that the mixed up biome placement is that bad. But i would like to have each biome bigger, not such really small pieces. I got from the rwgmixer where i can configure the occurence of each biome type, so i can make more forrests, less wasteland, etc, but i didn't manage to make each biome simply bigger. But what is really horrible is the street generation and how/where towns are generated. On basically every map seed you get almost only town/city and especially on bigger maps really huge areas with absolutely nothing in it, not even a single hunting cabin. Additionally there are almost no watersources with default rwg settings. I won't even talk about rivers or lakes. But there seems to be a problem anyway as the street_gen doesn't cross rivers anymore. With tweaked rwgmixer.xml to generate rivers again, you get even larger areas of the map without anything, because the few roads can't cross the river, so half the map is empty. Link to comment Share on other sites More sharing options...
PoppaTot Posted December 26, 2018 Share Posted December 26, 2018 Does anyone know where I would look in the files to see how many traders are on my map? I'm almost to day 35, been basically everywhere and have only found 2 traders. I just want to confirm if that is the facts, or if there are more on the RWG map. Link to comment Share on other sites More sharing options...
Jan2607 Posted December 26, 2018 Share Posted December 26, 2018 I can live with patchwork RWG worlds, BUT... the biomes need to be big. I really don't want every two hundred meters to reach a new biome. That doesn't look realistic. And it really breaks my immersion, when one block is occupied with desert ("You are hot!") and the next one with snow (You are cold!"). I liked the new way in the first A17E builds, because the biome generation was more realistic. Snow in the cold north, desert in the hot south and forests between it. What I didn't like about the new way were the patches of burnt forest and wasteland every fe meters. Oh, and I didn't like the cities, especially because the skyscrapers and other interesting POIs were missing. Don't know, if THAT got fixed now... I never liked Navezgane. Too much wasteland and burnt forest. You have to travel too far between the biomes, and the small few buildings towns really don't look like real cities. Now, Perishton looks like okayish, but the whole map would need a lot of changes to finally getting interesting. My opinion about 7D2D always was "awesome game, but really bad worlds". I really hope for more realistic biomes, cities and more interesting POIs. And for a better water physics... Link to comment Share on other sites More sharing options...
Madnesis Posted December 26, 2018 Share Posted December 26, 2018 I liked the new way in the first A17E builds, because the biome generation was more realistic. Snow in the cold north, desert in the hot south and forests between it. It used to be like this for earlier A17 builds? Damn, I want that back. Link to comment Share on other sites More sharing options...
AtomicUs5000 Posted December 27, 2018 Share Posted December 27, 2018 It used to be like this for earlier A17 builds? Damn, I want that back. I liked it at first... but then after the 3rd or 4th map, I changed my mind. Link to comment Share on other sites More sharing options...
Red Eagle LXIX Posted December 27, 2018 Share Posted December 27, 2018 Does anyone know where I would look in the files to see how many traders are on my map? I'm almost to day 35, been basically everywhere and have only found 2 traders. I just want to confirm if that is the facts, or if there are more on the RWG map.Assuming no mods and the map was generated on b240: 5 traders. As to how to check: Steam Client > Games Library > Right-Click 7 Days To Die > Click Properties > Click Local Files > Click Browse Local Files > Navigate Data Folder > Navigate Worlds Folder > Navigate to 'WorldName' folder > prefabs.xml > search for trader. Replace 'WorldName' with the actual name for the World you want to check. Link to comment Share on other sites More sharing options...
PoppaTot Posted December 27, 2018 Share Posted December 27, 2018 Assuming no mods and the map was generated on b240: 5 traders. As to how to check: Steam Client > Games Library > Right-Click 7 Days To Die > Click Properties > Click Local Files > Click Browse Local Files > Navigate Data Folder > Navigate Worlds Folder > Navigate to 'WorldName' folder > prefabs.xml > search for trader. Replace 'WorldName' with the actual name for the World you want to check. you the man! thanks! Link to comment Share on other sites More sharing options...
ArcticPrism Posted December 27, 2018 Share Posted December 27, 2018 The randomly placed biomes is good, they just need to be larger in size. It's not much of a biome if you sprint for 30 seconds in one direction and it's gone. Really though, they just need to give players control over how the world is generated without complex XML editing. Have sliders that control aspects of generation. Give people the option to use realistic biome generation like Navesegane or completely random. Want lots of mountains? Pump up that slider. Don't want water everywhere? Turn it down. Options for POI and city rates would be good too. Link to comment Share on other sites More sharing options...
LuckyStar Posted December 27, 2018 Share Posted December 27, 2018 The randomly placed biomes is good, they just need to be larger in size. It's not much of a biome if you sprint for 30 seconds in one direction and it's gone. Yup! Exactly this!! ^ Increase the Biome Size and maybe down the road create mini-biomes to help dither a little. That would do it. Otherwise... it's coming along. Bugs need to go but that's going to take time. Link to comment Share on other sites More sharing options...
Jan2607 Posted December 27, 2018 Share Posted December 27, 2018 After trying a few seeds, I think there is not enough forest generated. Instead there is too much snow and desert, what makes finding a good spot for a base very hard, since you can't live in desert/snow for long in the first days. Link to comment Share on other sites More sharing options...
canadianbluebeer Posted December 27, 2018 Share Posted December 27, 2018 There might even be a modlet that will help with that already. Heh, yeah, yours, and I missed it when I was looking for RWG stuff. Gotta try more tests though, getting a buncha traders is nice, but they tend to cluster, and there are huge empty areas. tis all kinda moot though, as we know that RWG hasn't been really revamped/tweaked yet. The checkerboard biome thing is just silly. (and spots of wasteland all over like measels) shrugh Link to comment Share on other sites More sharing options...
Red Eagle LXIX Posted December 27, 2018 Share Posted December 27, 2018 Heh, yeah, yours, and I missed it when I was looking for RWG stuff. Gotta try more tests though, getting a buncha traders is nice, but they tend to cluster, and there are huge empty areas. tis all kinda moot though, as we know that RWG hasn't been really revamped/tweaked yet. The checkerboard biome thing is just silly. (and spots of wasteland all over like measels) shrugh On the trader clustering. Totally agree. It was the clustering that caused me to make that modlet (I had a map with 4 traders near each other in the SW, and one in the SE. Not a single trader in the North, and none above 2000 South. At least with 10 I got 2 above the northern line on the same map). Link to comment Share on other sites More sharing options...
krj15489 Posted December 28, 2018 Share Posted December 28, 2018 So I tried updating my rwgmixer.xml file with Tin's code but I error out on world generation. Simply put, I want to dramatically reduce the amount of snow/desert/wasteland (since I don't care to play in them) and increase the amount of forest. Does anyone know if we can update the biomeoutput sectionof the xml to make one biome more likely to generate? <module name="biomeOutput" type="BiomeIDMapper"> <property name="sourceModule" value="clampOutput"/> <property name="biomemap0.Name" value="pine_forest"/> <property name="biomemap0.Range" value="0.2,0.4"/> <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="0.4,0.6"/> <property name="biomemap3.Name" value="burnt_forest"/> <property name="biomemap3.Range" value="0.6,0.8"/> <property name="biomemap4.Name" value="desert"/> <property name="biomemap4.Range" value="0.8,1.1"/> </module> Link to comment Share on other sites More sharing options...
canadianbluebeer Posted December 28, 2018 Share Posted December 28, 2018 <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 %, and it really shouldn't go past 1. (so they all add up to 100%) for both small and medium in the rwgmixer. Added the tradergroup back per above AND upped each trader to max 3, so I got 20 traders in the current test. Now to find'em all. Roads now... um, that is a total mess. Link to comment Share on other sites More sharing options...
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