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Terrain modifiers - Infinite


Alphado-Jaki

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Compatible with Alpha17.0 - 17.2

(Work with Alpha17.2, but any ability to change biome is LOST in this verion)

 

Latest update : 1.1.3 (28/02/19)

Click me to read what's new!!!

 

ldaIho3l.jpg

Currently available Infinite is 640 patterns. Far from infinite.:p

By making config yourself, possibility is infinite.


"Make your own awesome world without messy coding."

 

Terrain modifiers is bunch of terrain mod pack for Random Generated World.

However, this infinite is incomplete terrain unlike other packs.

 

Infinite is a terrain mod built up by you, not me.

 

Choose your favorite modifiers, then automatically built into sorted terrain mod.

If you wanna set up closely, configs are ready to satisfy the need. (planned feature)

 

Concept is....

[table=width: 500, align: center]

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[td]siyyLHY.gif[/td]

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Infinite contains 3 type of files: core, modifier(mod), config(cfg).

Core is essential, other 2 are optional.

 

  • Core: Just don't touch this.
  • Modifier: Choose as you want. Each modlet correspond to 1 terrain character.
  • Add on: This changes how its parent modifier works.
  • Config: This help advanced modifier or master setting.

 

How to Install

[video=youtube_share;BXQDVUEFaNI]

 

  1. Download both core and modifiers, then unzip
  2. Open your 7 days to die directory
  3. Make new directory named "Mods" in there
  4. Install all core in Mods folder (MUST)
    Now, game generate completely flat world
    Mods folder will be something like following
    [color="#FF8C00"]Mods/tms000___core_***
    Mods/tms000_0_cfg__***
    Mods/tms199___core_***
    Mods/tms299___core_***
    Mods/tms301___core_***
    Mods/tms399___core_***
    Mods/tms400___core_***
    Mods/tms499___core_***
    Mods/tms599___core_***
    Mods/tms898___core_***[/color]
    


  5. Copy modifiers(mod) as you want
    Mods folder will be something like following
    Mods/tms000___core
    Mods/tms000_0_cfg__***
    [color="#FF8C00"]Mods/tms110___mod_mixed[/color]
    Mods/tms199___core_***
    [color="#FF8C00"]Mods/tms210___mod_hill[/color]
    Mods/tms299___core_***
    Mods/tms301___core_***
    [color="#FF8C00"]Mods/tms310___mod_chunkyMountain[/color]
    Mods/tms399___core_***
    Mods/tms400___core_***
    [color="#FF8C00"]Mods/tms410___mod_simpleRiver[/color]
    Mods/tms499___core_***
    Mods/tms599___core_***
    Mods/tms898___core_***
    


  6. Copy add-on(adon) or configs(cfg) if you want
    Mods/tms310___cfg__cMountainMasterSetup
    Mods/tms410_X_adon_splitRiver
    


  7. Launch 7 days to die
  8. Change variable in <any cfg modlet>/Config/rwgmixer.xml as you like.
    Such as, world size in tms000_0_cfg__masterSetup.
  9. Generate new random gen in New Game or Editing Tool/Random Gen Previewer

 


 

Download links

 

 


 

Available Modifiers

Modifiers are categorized into following 6 ones.

 

  • Continent (cnt)
  • Plain (pln)
  • Feature (ftr)
  • Water (wtr)
  • Bottom (btm)
  • Biome (bio)

 

If you choose none for some category, those category is simply disabled.

Biome is special category, which you can choose only 1 of them.

 

Improve in progress modifiers are hidden in spoiler.

 

You can see screenshot by clicking each names.

Screenshot showcase is here (imgur).

 

Continent (cnt)

Continent is the base of plain terrain.

Smooth elevation transition with small character.

  • Terrace
  • Simple

 

 

 

Plain (pln)

Plain is the feature of plain terrain.

Abrupt but small elevation change to add flavor.

  • Terrace
  • Cuesta

 

 

Feature (ftr)

Feature is the main feature of land terrain.

Abrupt and large elevation change to add flavor.

  • Chunky Mountain [1]

  • Ridged Mountain
  • Canyon
  • Mesa
  • Cliff
  • Crater

 

 

Water (wtr)

Water is the base of under water.

Smooth elevation transition with small character.

  • Fjord
  • Caldera

 

 

Bottom (btm)

Bottom is the main feature of under water.

Abrupt and large elevation change to add flavor.


  • Island
  • Submarine ridge

 

 

Biome (bio)

Biome is biome. well..., biome.

You can choose 1 modifier with add on/configs.

  • Circlic

 

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Term of use

 

You can do (Link or credit is optional.) :

  • Re-distribute entire pack or some of modlet without change or removing file.
  • Edit rwgmixer or add files and re-distribute it with ModInfo.xml placed on correct manner.
  • Append some value in ModInfo.xml and re-distribute it.
  • Distribute your favorite seed or generated world.
  • Make video or stream.

 

You can't do :

  • Redistribute rwgmixer without ModInfo.xml.
  • Remove something in ModInfo.xml and re-distribute it.

 

 

For TFP

You can do :

[*]Anything in any manner.

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This mod is fantastic. Should be built into the game, imo. I was not getting ANY water at all in RWG. :upset:

 

Unfortunately, no towns/roads/POIs are generated for me - a blank splat3.png is generated:

2018-12-25T03:39:56 614.389 INF WorldGenerator:Generating Interstates
2018-12-25T03:40:13 631.997 INF WorldGenerator:World Highway data generation took 17 seconds
2018-12-25T03:40:13 631.997 INF WorldGenerator:Generating Towns
2018-12-25T03:40:13 631.998 INF WorldGenerator:Hub data generation took 0 seconds
2018-12-25T03:40:13 631.998 INF WorldGenerator:Generating Country Roads
2018-12-25T03:40:13 632.000 INF WorldGenerator:Generating Wilderness POIs
2018-12-25T03:40:13 632.001 INF WorldGenerator:Generating Prefab xml information for 0 lots.
2018-12-25T03:40:13 632.002 INF WorldGenerator:Data generation took 9 minutes, 4 seconds
2018-12-25T03:40:13 632.002 INF Exited thread RWG

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how did you do that? The random world I created was divided into dozens of areas, including snow, desert, burning land, wasteland, etc. I want a random world full of green plains

Well, can't explain in a few words. This is 1.5 years project, which is for sdx at early and now for modlet.

I wrote terrain code modlet with some rules, which tell the core modlet to merge.

 

Can confirm. I removed dunes and that fixed the problem.

I see, thanks for confirm. Taking time than expected, though I'm doing fix.

 

This mod is fantastic. Should be built into the game, imo. I was not getting ANY water at all in RWG. :upset:

 

Unfortunately, no towns/roads/POIs are generated for me - a blank splat3.png is generated:

 

Thank you. Make water amazing is my very initial goal, so this word encourage me a lot.

But ironically, rivers are preventing road generation for now. Current road can't go across river even if its width is 1 block. So if road have water in its direction, this is the end of road, of course also end of any kind of POI.

 

I gonna make temp fix as an addon modlet that you can put in or remove easily.

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I gonna make temp fix as an addon modlet that you can put in or remove easily.

 

Thank you! I will wait for it.

 

Also, I removed tms infinite, and I tried your tms-Full_Varied mod, and it seems to work.. roads/POIs ARE generated (only one N/S interstate + country roads)... but water is definitely not as good as infinite.

 

So I'm sure you will be able to solve this. :smile-new:

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Good stuff love this great work , is it possible to share a generated game world with other people if you create something awesome ??

 

On the epic cities mod that backdownhipi made there is a generated world that you can just drop into the \Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Worlds folder and just run it from the new game option,select the world name an start game.

 

Has anyone got a created world they would like to share with others in the community ??

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This is the "no water" version. (the "normal" version won't generate roads/towns for me)

 

https://7daystodie.com/forums/showthread.php?58582

 

The "no water" version generates indeed a nice environment. very good looking

 

I'm finding that it is random...

I never tried the "no water version", but the water version definitely generated roads and towns on the first try for me.

 

Using only the infinite core and all mods, sometimes I get towns, sometimes I don't. I think it's dependent on where the rivers get generated.

It seems like the rivers get generated first, and if there are too many rivers, then roads won't generate:

But ironically, rivers are preventing road generation for now. Current road can't go across river even if its width is 1 block. So if road have water in its direction, this is the end of road, of course also end of any kind of POI.

 

I just wish it didn't take so long to generate a preview to see if roads/towns are going to generate. =/

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