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stallionsden
12-30-2015, 05:39 PM
Yes you heard right a city that is massive and yes every block is filled with POI's :-)

DOWNLOAD MEGA CITY A15.0 HERE (https://www.dropbox.com/s/vcx1xy5l1iu51xq/Mega%20City%20A15.zip?dl=0)

*Latest Version* - A15.0

WHATS NEW -

- compopack 24

- My Massive Casino

-Biome and Wilderness tweaks to prefab spawning

- world leveling.
***NOTE: This version is completely flat***

to adjust play around with these sections of the rwgmixer -
<property name="scale" value="1.5"/>
<property name="bias" value="0.5"/>
</module>
<module name="fastMountains" type="FastTurbulence">
<property name="sourceModule" value="fastMountainsScaled"/>
<property name="power" value="75"/>
<property name="frequency" value="0.3"/>
<property name="roughness" value="3"/>

<module name="fastMountains" type="FastTurbulence">
<property name="sourceModule" value="fastMountainsScaled"/>
<property name="power" value="75"/>
<property name="frequency" value="0.3"/>
<property name="roughness" value="3"/>

<module name="clampOutput" type="ClampOutput">
<property name="sourceModule" value="scaleBiasOutput"/>
<property name="bounds" value="0,0"/>
</module>

(Pre A15 Additions)
- Biomedeco Prefabs to the biomes.xml (not linked to wilderness/rural poi spawns

- 18 Thriving CityCombo pois. 45x45 area with numerous pois placed inside. Most are vanilla additions as well as some great prefabs from Stompy whom gets due credit for his work on them solely.

- 21 sky scraper variants.

- Slaans awesome Slaanhatten project (boy this one is a bloody ripper).

- LuckyStars combo packs.

- 3 different cityblocks to tell a few cities apart. 1. slaans sewer system. 2, Super highway incorporating slaans sewer/subway and 3. a variant of the highway incorporating slaans sewer/subway.

- Brand new Precincts. 12 businessHubs, 11 CityPrecincts & 12 HousingPrecincts. Mini towns housing and business 's spread thru out the world.

- Included my materials.xml to help fps issues with collapsing blocks. (if you like the look of parts of the highway collapsed welcome to not use my materials.xml)

- Army Barracks are spawning in rural/wilderness areas have found a fair few - http://steamcommunity.com/sharedfiles/filedetails/?id=661744099



__________________________________________________ ______________________________________

-------ALL IN ONE---------------------------------------------

Just download the Zip file it now contains all prefabs needed and the RWGMixer. All prefabs now spawn including Working stiffs.


**NOTE**

The new method should be alot easier to download and install.

Step 1: Download zip

Step 2: copy biomes, materials and RWGMixer into game config folder and overwrite when asked.

Step 3: open Mega City Prefab folder select all then open game prefab folder in data and paste in folder overwriting when prompted.

__________________________________________________ ______________________________________

PICS

pic 1 (http://steamcommunity.com/sharedfiles/filedetails/?id=588185205)

PIC 2 (http://steamcommunity.com/sharedfiles/filedetails/?id=588185457)

PIC 3 (http://steamcommunity.com/sharedfiles/filedetails/?id=588185854)

PIC 4 (http://steamcommunity.com/sharedfiles/filedetails/?id=588186744)

-------------All IN ONE-------------------------------------------------

Awesome addition to the mega cities.

---------Compo Pack -------------------------------------------------------
Thanks Magoli for the awesome work you have committed to this pack

Original thread (https://7daystodie.com/forums/showthread.php?28057-Compo-Pack-for-Random-Gen)


-------Compo pack end------------------------------------------

----------- Slaans Sewer/Subway System Start --------------------------

Original Thread (https://7daystodie.com/forums/showthread.php?32929-Fully-connected-sewer-subway-syetem-for-random-gen-cities&highlight=slaan)

--------------------------Slaans Sewer/Subway End------------------

.................................................. .............Slaans Slaanhatten Start.........................

SLAANHATTEN (https://7daystodie.com/forums/showthread.php?37578-Project-Slaanhatten)

(Please note: to get it working on a server read the thread for the work around)

.................................................. .............Slaans Slaanhatten End.........................

-------------- ------------Laz-Mans TWD Prison Start-----------------

Awesome addition to the mega city pack.
Original Thread (https://7daystodie.com/forums/showthread.php?13610-Prefab-The-Walking-Dead-Prison)

------------------------Laz-Mans TWD Prison End----------------------

Now I added all the vanilla prefabs back in as well as all of the Compo Packs Pois into the RWGMixer. changed all bar the compo pack prefabs to incorporate all new allowed biomes and townships.

With the new Pack the city is alive with Compo Pack prefabs :-)

---------------------------------------------------------------------------------------------------------------------
To adjust your world size go to rwgmixer -

<ruleset name="vanilla" cell_cache_size="8" cell_size="3000" cell_offset="0" generation_distance="40000" terrain_generator="vanilla">

<biome_spawn_rule name="radiated">
<distance_from_center range="40000,50000"/>
</biome_spawn_rule>
-----------------------------------------------------------------------------------------------------------------------

Special thanks to -

** HAL his brilliant prefab editor second to none

** Magoli for his wonderful work and effort with the compo pack it is a tremendous addition to the game :-)

** StompyNZ for his work and understanding of the RWGMixer and his assistance with this.

** Slaan for his awesome Sewer and subway system.

** Laz - Man for his awesome Walking Dead Prison

** Hotrod for assisting with errors and ideas/thoughts

** Lucky Stars for the great prefab and utility combos.

** All the Prefabbers whom have worked tirelessly on their creations and whom have added to the compo pack.

I appreciate the assistance with this from the above mentioned and hope you enjoy.

Any issues please feel free to let me know

Enjoy

h0tr0d
12-30-2015, 06:15 PM
Good job mate; the trick is filling it.

The REAL trick would be not having the special stores cluster around the sw portion of the city, barring hub_layout usage.

My question is; did you use rock 'n' roll as a foundation?



Vote h0tr0d 2016 -- we built this city (https://www.youtube.com/watch?v=K1b8AhIsSYQ)

stallionsden
12-30-2015, 06:20 PM
Good job mate; the trick is filling it.

The REAL trick would be not having the special stores cluster around the sw portion of the city, barring hub_layout usage.



Vote h0tr0d 2016 -- you want it all but you can't have it (https://www.youtube.com/watch?v=ZG_k5CSYKhg)

Thank You. It is filled the 2000x2500 city has every bit filled with a poi. no impeding pois on each other spaced out nicely and the special stores are spread out :-) as with the compo pack prefabs to :-).

I didnt uncover the whole city in the screen shots of the mega city but it is filled will post more pics when I have uncovered it all. No zs and g mode still takes a damn long time to uncover. However I do missed the dm mode where you click on a bit of map you teleport to it and it uncovers it instantly instead of how it is now and you hav to exit map and re enter it to see your path/trail.

stallionsden
12-30-2015, 06:23 PM
Rock n roll as in the music or lol haha

jerseyetr
12-30-2015, 06:26 PM
Now is the city mostly destroyed buildings? I use the prefab pack and I had to heavily edit the rwg mixer to get rid of all the damn wastycitys and crappy prefabs (rubble buildings)

All my citys had nothing but rubble and maybe 2 stores and a normal prefab.

stallionsden
12-30-2015, 06:56 PM
Now is the city mostly destroyed buildings? I use the prefab pack and I had to heavily edit the rwg mixer to get rid of all the damn wastycitys and crappy prefabs (rubble buildings)

All my citys had nothing but rubble and maybe 2 stores and a normal prefab.

This city is massive, it has got Rubble buildings spread out fairly nicely but there are that many pois and prefabs you wont need to worry bout those. You wont really need to leave the city as you will be here for a long long time looting etc.

The wasty I thought was good esp when you started off and you spawned near it it was good to collect resources from it but this is my thoughts.

The RWGMixer has been updated my apologies, it is 5am here and I forgot to ammend the Rural and Wilderness parts of the mixer.

Zlaun
12-30-2015, 10:29 PM
So awesome!!! Great work!!! Would be awesome if this map was given radiation border maybe 1km from city border, add big c and slaans sewer system, and then make it either medium sized pvp server or super high zombie spawn pve... Would be epic!

StompyNZ
12-31-2015, 02:38 AM
Change the cell offset. Setting it to 1 will mean the centre of a hub can spawn at the edge of a cell which will clip half the city. With a 2500 wide city I'd have 0.2 offset and a min of 3500 cell size.

I don't know what the cache bit changes. Did you notice anything change by altering that bit?

I'll have a look when I get home. As you know I've been working on the stadium hub. :)

stallionsden
12-31-2015, 02:53 AM
Change the cell offset. Setting it to 1 will mean the centre of a hub can spawn at the edge of a cell which will clip half the city. With a 2500 wide city I'd have 0.2 offset and a min of 3500 cell size.

I don't know what the cache bit changes. Did you notice anything change by altering that bit?

I'll have a look when I get home. As you know I've been working on the stadium hub. :)

With those values the only thing I have noticed is at times the hub city can spawn away from 0,0 other times it is still there possibly a little offset to the middle however the whole city does spawn fully.

Yes I appreciate that as I dont know what to do with what you did and do lol. :-) I am ready to learn your craft tho :-P

h0tr0d
12-31-2015, 06:00 AM
This city is massive, it has got Rubble buildings spread out fairly nicely but there are that many pois and prefabs you wont need to worry bout those. You wont really need to leave the city as you will be here for a long long time looting etc.

The wasty I thought was good esp when you started off and you spawned near it it was good to collect resources from it but this is my thoughts.

The RWGMixer has been updated my apologies, it is 5am here and I forgot to ammend the Rural and Wilderness parts of the mixer.



Do you find this limits how diverse your world can be? With a city this large it eats up a good portion of the map, cellsizes are 5k after all.


Vote h0tr0d 2016 -- diversity only works for genetic variation...otherwise give me the best candidate.

stallionsden
12-31-2015, 06:14 AM
Do you find this limits how diverse your world can be? With a city this large it eats up a good portion of the map, cellsizes are 5k after all.


Vote h0tr0d 2016 -- diversity only works for genetic variation...otherwise give me the best candidate.

No i still get from what i have travelled a lot of biomes and pois etc. Havent travelled to far as yet still trying to get Slaans sewer system in. I have it in but it comes in sections thru out the city

h0tr0d
12-31-2015, 06:17 AM
No i still get from what i have travelled a lot of biomes and pois etc. Havent travelled to far as yet still trying to get Slaans sewer system in. I have it in but it comes in sections thru out the city

Yeah he said there are only what, 4 or 5 prefabs instead of the 8 or so he had made previously?



Vote h0tr0d 2016 -- our glass is half-full

IreBullet
12-31-2015, 06:53 AM
Hey Stallion,

I like the concept of having a huge central city for my solo games but I'd rather not look at the same rubble buildings for 2K x 2.5k which seems to be the only thing spawning (Vanilla rubble buildings + POI's).

Mag's prefab pack is also suppose to spawn within this city, correct?


If so it would seem NONE of Mag's modded prefabs are spawning at all... I did a quick glance through my output log and the only errors I saw were the subway prefabs not being found within the Prefabs folder (Were they taken out with the new update?)
(I can link you the output log if you would like to take a look at it).


(In case you were wondering I have installed Mag's prefab pack + rwgmixer and am getting the modded prefabs... however when i replace his mixer with yours I don't get anything besides vanilla rubble and POI buildings).

h0tr0d
12-31-2015, 07:30 AM
Hey Stallion,

I like the concept of having a huge central city for my solo games but I'd rather not look at the same rubble buildings for 2K x 2.5k which seems to be the only thing spawning (Vanilla rubble buildings + POI's).

Mag's prefab pack is also suppose to spawn within this city, correct?


If so it would seem NONE of Mag's modded prefabs are spawning at all... I did a quick glance through my output log and the only errors I saw were the subway prefabs not being found within the Prefabs folder (Were they taken out with the new update?)
(I can link you the output log if you would like to take a look at it).

Yes. You should check out his thread on it!

The output_log most likely says cannot find or load prefab? if you wish I could still take a look.



Vote h0tr0d 2016 -- check this out

IreBullet
12-31-2015, 07:50 AM
I did check out the changes for Mag's mod but none mentioned anything regarding the subway prefabs being removed.

You are correct. The output_log states that the subway prefab files cannot be found.
If it is not too much trouble that would be great, I will link the pastebin of the output_log below.

http://pastebin.com/iMufiC9w


I'm assuming these missing subway prefabs are the reason why the rest of the prefabs are not spawning. If so, how would i go about tweaking the xml code to either remove these missing prefabs or editing them so they are not throwing back errors?

(Due to the fact that Mag did not mention anything regarding the subway prefabs being removed for compopack14 leads me to believe there might be a naming conflict? Or perhaps they were overlooked when transitioning from 13 to 14).

stallionsden
12-31-2015, 08:00 AM
I did check out the changes for Mag's mod but none mentioned anything regarding the subway prefabs being removed.

You are correct. The output_log states that the subway prefab files cannot be found.
If it is not too much trouble that would be great, I will link the pastebin of the output_log below.

http://pastebin.com/iMufiC9w


I'm assuming these missing subway prefabs are the reason why the rest of the prefabs are not spawning. If so, how would i go about tweaking the xml code to either remove these missing prefabs or editing them so they are not throwing back errors?

(Due to the fact that Mag did not mention anything regarding the subway prefabs being removed for compopack14 leads me to believe there might be a naming conflict? Or perhaps they were overlooked when transitioning from 13 to 14).

I have the sewer system in. Maybe comment the sewer stuff out in the RWGMixer. That is funny tho I have all the compo pack prefabs spawn in the city I do have rubble buildings in it but they are spread out and def do not cover the whole 2kx2.5k. Maybe try another seed might just be a glitch.

AS for the sewer system I am still playing with it to get it to cover the whole area of the city, atm it covers random spots thru out the city.
Let me know if a new seed dont work for you. But very seed I have tried has been filled with a lot of different pois and compo pack prefabs

- - - Updated - - -

Slaans subway/sewer system is a seperate pack to the compo pack itself altho it works in with the compo pack. You can go to his prefab thread and dl his prefab and add the subway/sewer system that way, It will get into the game but wont cover the whole area. I have also had to try a few seeds to get the sewer/subway system and mega city prefabs

- - - Updated - - -

Slaans sewer/subway system - https://7daystodie.com/forums/showthread.php?32929-Fully-connected-sewer-subway-syetem-for-random-gen-cities&highlight=slaan

or look for this in the rwgmixer -
<prefab_rule name="cityBlocks">
<prefab name="x_custom_subwaycitytile_stationEW_a13" prob="1" />
<prefab name="x_custom_subwaycitytile_intersection_bridge_a13" prob="1" />
<prefab name="x_custom_subwaycitytile_intersection_tracks_depo_a 13" prob="1" />
<!--<prefab name="x_custom_subwaycitytile_intersection_tunnel_a13"/>--> <!--disabled-->
<prefab name="x_custom_subwaycitytile_intersection_tracks_statio n_a13" prob="1" />
</prefab_rule>

and comment this out

StompyNZ
12-31-2015, 08:57 AM
I'm assuming these missing subway prefabs are the reason why the rest of the prefabs are not spawning. If so, how would i go about tweaking the xml code to either remove these missing prefabs or editing them so they are not throwing back errors?

Look for the CityBlocks prefab rule and replace the xcostum ones with the default:

<prefab_rule name="cityBlocks">
<prefab name="rg_waste_hub_blk_quartered"/>
<prefab name="rg_waste_hub_blk_half"/>
<prefab name="rg_waste_hub_blk_t"/>
<prefab name="rg_waste_hub_blk_full"/>
</prefab_rule>


Edit: Oops, missed the second page with your reply Stal :)

stallionsden
12-31-2015, 09:10 AM
Look for the CityBlocks prefab rule and replace the xcostum ones with the default:

<prefab_rule name="cityBlocks">
<prefab name="rg_waste_hub_blk_quartered"/>
<prefab name="rg_waste_hub_blk_half"/>
<prefab name="rg_waste_hub_blk_t"/>
<prefab name="rg_waste_hub_blk_full"/>
</prefab_rule>


Edit: Oops, missed the second page with your reply Stal :)

Haha no worries :-)

IreBullet
12-31-2015, 09:14 AM
Well I got some good news and I got some bad news.

The good news is I went and installed Slaan's sewer/subway system mod and that has now solved the missing file issues (I get 0 red errors when entering). The subway prefabs also spawn in the city now.

The bad news is none of Mag's prefabs are spawning still. Now my city consists of Vanilla POI, rubble, and subway prefabs. I tested it out on game seed "TheCityofEvil" and "TestCityTry2" and only got those 3 prefabs. I then proceeded to make sure i installed Mag's prefab pack again and they are all within the prefabs folder.

What game seed are you using? I can definitely give that one a try and see if Mag's spawn in.

It's strange that I am getting this error because without your rwgmixer.xml they definitely spawn (via Mag's rwgmixer.xml) but nothing is popping up on my end that I can see... I'll look into the output_log a bit more and see if I'm missing anything.

(Speaking of which...here is the pastebin AFTER installing slaan's prefab).
http://pastebin.com/EBYTvpBG


If your game seed does not work I may simply delete the prefab folder and rwgmixer and start from scratch.

stallionsden
12-31-2015, 09:27 AM
Well I got some good news and I got some bad news.

The good news is I went and installed Slaan's sewer/subway system mod and that has now solved the missing file issues (I get 0 red errors when entering). The subway prefabs also spawn in the city now.

The bad news is none of Mag's prefabs are spawning still. Now my city consists of Vanilla POI, rubble, and subway prefabs. I tested it out on game seed "TheCityofEvil" and "TestCityTry2" and only got those 3 prefabs. I then proceeded to make sure i installed Mag's prefab pack again and they are all within the prefabs folder.

What game seed are you using? I can definitely give that one a try and see if Mag's spawn in.

It's strange that I am getting this error because without your rwgmixer.xml they definitely spawn (via Mag's rwgmixer.xml) but nothing is popping up on my end that I can see... I'll look into the output_log a bit more and see if I'm missing anything.

(Speaking of which...here is the pastebin AFTER installing slaan's prefab).
http://pastebin.com/EBYTvpBG


If your game seed does not work I may simply delete the prefab folder and rwgmixer and start from scratch.

Did you copy all prefabs in the compo pack prefab folder paste it into the data/prefab folder and overwrite or.

Seed names i used is sector 9 vector 69.
Sector9 Vector 9
Vector69 Vector69
Vector9 s69

IreBullet
12-31-2015, 09:37 AM
I did a quick tour of Vector9 s69 and none of Mag's prefabs showed up for me.

I downloaded the compo pack from Mag, then Ctrl-A, Ctrl C from Mag's prefab pack and then Ctrl-V into 7 days prefab pack. (Nothing was overwritten).

For the rwgmixer i simply copy pasta'd it into a notepad++ document (saved it as rwgmixer.xml) and drag and dropped that rwgmixer.xml into the 7 days config folder. This overwrites the previous rwgmixer.xml (whether it be pimps or Mag's).

IreBullet
12-31-2015, 10:02 AM
I did a quick tour of Vector9 s69 and none of Mag's prefabs showed up for me.

I downloaded the compo pack from Mag, then Ctrl-A, Ctrl C from Mag's prefab pack and then Ctrl-V into 7 days prefab pack. (Nothing was overwritten).

For the rwgmixer i simply copy pasta'd it into a notepad++ document (saved it as rwgmixer.xml) and drag and dropped that rwgmixer.xml into the 7 days config folder. This overwrites the previous rwgmixer.xml (whether it be pimps or Mag's).

I decided to delete the prefabs/rwgmixer.xml and just reinstall everything from scratch (aka verify cache...then readd all mods)...at first I ran into another error due to not having Laz's TWD prison (Mag removed that one from compo pack 14 which makes sense... I went ahead and installed that after) and I once again have 0 errors and can load into game.

I still am not getting Mag's prefabs to show up (Not sure about Laz's TWD prison because I didn't look long / was only looking in city).

Unfortunately I need to get to bed (actually needed to go to bed hours ago but I'm addicted to this game... lol). If you have any last requests before I head out I'll come back and check in a few then going to hit the hay... hopefully we can sort it all out tomorrow!

stallionsden
12-31-2015, 10:39 AM
I decided to delete the prefabs/rwgmixer.xml and just reinstall everything from scratch (aka verify cache...then readd all mods)...at first I ran into another error due to not having Laz's TWD prison (Mag removed that one from compo pack 14 which makes sense... I went ahead and installed that after) and I once again have 0 errors and can load into game.

I still am not getting Mag's prefabs to show up (Not sure about Laz's TWD prison because I didn't look long / was only looking in city).

Unfortunately I need to get to bed (actually needed to go to bed hours ago but I'm addicted to this game... lol). If you have any last requests before I head out I'll come back and check in a few then going to hit the hay... hopefully we can sort it all out tomorrow!

Did you search the whole city like every block. I get the cp prefabs in my game. Idk why it not working for you. Maybe try another seed. Did you just overwrite the prefab folder instead of opening compo prefab folder selecting all then opening your game prefab folder pasting in there.

- - - Updated - - -


I did a quick tour of Vector9 s69 and none of Mag's prefabs showed up for me.

I downloaded the compo pack from Mag, then Ctrl-A, Ctrl C from Mag's prefab pack and then Ctrl-V into 7 days prefab pack. (Nothing was overwritten).

For the rwgmixer i simply copy pasta'd it into a notepad++ document (saved it as rwgmixer.xml) and drag and dropped that rwgmixer.xml into the 7 days config folder. This overwrites the previous rwgmixer.xml (whether it be pimps or Mag's).

Sorry i missed this one. Did you dl my rwgmixer then overwrite game rwgmixer or.

- - - Updated - - -

Sorry not trying to come across rude or anything. Am trying to help just not sure as to the issue or how to correct this for you. Maybe in my rwgmixer row under <rulesets> so 5th line from the top change the last value currently 1 to 0. So it will read -

<ruleset name="vanilla" cell_cache_size="30" cell_size="5000" cell_offset="0" generation_distance="12000">

IreBullet
12-31-2015, 11:50 AM
Did you search the whole city like every block. I get the cp prefabs in my game. Idk why it not working for you. Maybe try another seed. Did you just overwrite the prefab folder instead of opening compo prefab folder selecting all then opening your game prefab folder pasting in there.

- - - Updated - - -



Sorry i missed this one. Did you dl my rwgmixer then overwrite game rwgmixer or.

- - - Updated - - -

Sorry not trying to come across rude or anything. Am trying to help just not sure as to the issue or how to correct this for you. Maybe in my rwgmixer row under <rulesets> so 5th line from the top change the last value currently 1 to 0. So it will read -

<ruleset name="vanilla" cell_cache_size="30" cell_size="5000" cell_offset="0" generation_distance="12000">

No worries man, I understand and appreciate the help! I searched about 40-50% each game seed with 0 Mag prefabs (It's a BIG city to search 100% haha... but I am sure you are aware :P
At least one (a Mag prefab) would have been within that area though, correct?

I download your rwgmixer and then overwrite the game rwgmixer. Is this where I am going wrong?

Let me try to edit the ruleset and I'll get back to ya.

stallionsden
12-31-2015, 11:54 AM
No worries man, I understand and appreciate the help! I searched about 40-50% each game seed with 0 Mag prefabs (It's a BIG city to search 100% haha... but I am sure you are aware :P
At least one (a Mag prefab) would have been within that area though, correct?

I download your rwgmixer and then overwrite the game rwgmixer. Is this where I am going wrong?

Let me try to edit the ruleset and I'll get back to ya.

No thats it dl rwgmixer overwrite game one. Try another seed i gave you above. That you havent tried. Let me know how you go

IreBullet
12-31-2015, 12:12 PM
Okay, I edited the ruleset as followed,
<ruleset name="vanilla" cell_cache_size="30" cell_size="5000" cell_offset="0" generation_distance="12000">

and still nothing. I flew around the borders and into the city for about 60-70% this time (game seed Vector9 s69)... (on a side note...is there a way to instantly uncover the city? I have just been god mode flying through it).


When I wake up I will try another one of your game seeds but for now I will pastebin you my CURRENT rwgmixer.xml
http://pastebin.com/D13AxWSk
Perhaps that will be of some use to you... like i said i have just overwrote the original one so it SHOULD be correct.

Do you think maybe uninstalling and reinstalling the entire game would fix it? (Keep in mind I have only been deleting the prefab/rwgmixer and reinstalling via steam verify cache. I have yet to do a complete uninstall).

stallionsden
12-31-2015, 02:48 PM
Okay, I edited the ruleset as followed,
<ruleset name="vanilla" cell_cache_size="30" cell_size="5000" cell_offset="0" generation_distance="12000">

and still nothing. I flew around the borders and into the city for about 60-70% this time (game seed Vector9 s69)... (on a side note...is there a way to instantly uncover the city? I have just been god mode flying through it).


When I wake up I will try another one of your game seeds but for now I will pastebin you my CURRENT rwgmixer.xml
http://pastebin.com/D13AxWSk
Perhaps that will be of some use to you... like i said i have just overwrote the original one so it SHOULD be correct.

Do you think maybe uninstalling and reinstalling the entire game would fix it? (Keep in mind I have only been deleting the prefab/rwgmixer and reinstalling via steam verify cache. I have yet to do a complete uninstall).

Yeh i dont see any issue with your rwgmixer.xml. can you try another seed see how you go. And let me know what other seeds you have tried so i can see if they show on mine

IreBullet
12-31-2015, 05:50 PM
Yeh i dont see any issue with your rwgmixer.xml. can you try another seed see how you go. And let me know what other seeds you have tried so i can see if they show on mine

Alrighty. So I installed the mods on my laptop and gave it a go. Mag's prefabs definitely show up on my laptop (my issue from the start has been from my desktop, just to clarify).

I'm at work now but I believe when I get home I am going to uninstall / reinstall the whole game and see if that will fix whatever is causing the issue!

Msweeney23
12-31-2015, 06:19 PM
I am going to refresh my server with this mod, running on a dedicated 6-core XEON on RAID 5 SSD - it should be a good time.

I will be adding my own mods to turn off the electric lights and remove any humming refrigerators, although I have found a CTD issue when changing the lights in some of the prefabs (like the apartments for example - I'll start another thread on that issue).

Nice work!

Doombringer101
12-31-2015, 09:28 PM
Agreed on the nice work :)
Running this, Valmod, Compo Pack (obviously lol) and Gazzs spawning ATM and loving it :)

stallionsden
12-31-2015, 11:04 PM
Alrighty. So I installed the mods on my laptop and gave it a go. Mag's prefabs definitely show up on my laptop (my issue from the start has been from my desktop, just to clarify).

I'm at work now but I believe when I get home I am going to uninstall / reinstall the whole game and see if that will fix whatever is causing the issue!

That is weird glad you were able to get it to work all be it in yourblaptop but hopefully a full uninstall and reinstall will resolve it for you :-).

- - - Updated - - -

Thank you guys hope you enjoy. Welcome any feedback etc as well

IreBullet
01-01-2016, 12:07 AM
That is weird glad you were able to get it to work all be it in yourblaptop but hopefully a full uninstall and reinstall will resolve it for you :-).

- - - Updated - - -

Thank you guys hope you enjoy. Welcome any feedback etc as well


I uninstalled and then reinstalled 7 days + mods and it now works!

Thank you for your help and looking forward to hopping in and exploring now!

stallionsden
01-01-2016, 12:41 AM
I uninstalled and then reinstalled 7 days + mods and it now works!

Thank you for your help and looking forward to hopping in and exploring now!

Argh awesome glad to hear :-)

Msweeney23
01-01-2016, 02:38 AM
I cannot get this to work - get an error 'Given key was not present in the dictionary'.

I had to comment out all the references in the mixer.xml file to TWDprisonRWG to even get to that point, but I can't get past it the above error.

I have installed the combo pack, the subway system, and the mixer.xml.

stallionsden
01-01-2016, 02:58 AM
I cannot get this to work - get an error 'Given key was not present in the dictionary'.

I had to comment out all the references in the mixer.xml file to TWDprisonRWG to even get to that point, but I can't get past it the above error.

I have installed the combo pack, the subway system, and the mixer.xml.

Ok I am currently working version a new on give me a few moments to finalise everything. And will post it. Thanks to Slaan I have his sewer/subway system thru out the 2kx2.5k city as well.

stallionsden
01-01-2016, 03:44 AM
VERSION 0.2 is now out :-) Enjoy

Features -

* Compo Pack
* Wilderness Pois connected to the city via paths
* Tidied up the code in RWGMixer (Thanks StompyNZ)
* Added Slaans Sewer/subway system to the city - now fills the entire city above and below
* reduced/none to very little rubble building, vacant lots

Still to do -

** Clean code for the towns/rural/wilderness towns etc.
**Improve

StompyNZ
01-01-2016, 04:24 AM
Still to do -

Make city spawnable versions of the abandoned houses etc (doesnt appear to be working atm due to AllowedTownships and maybe size)
Add new cityBlocks for super large city PoI's (103x103 size) in a prefab group that spawns an empty lot so only the cityBlock PoI spawns

DieTillDay7
01-01-2016, 04:27 AM
could or may be a misspelling in the code - you can check this and see

stallionsden
01-01-2016, 04:29 AM
Still to do -

Make city spawnable versions of the abandoned houses etc (doesnt appear to be working atm due to AllowedTownships and maybe size)
Add new cityBlocks for super large city PoI's (103x103 size) in a prefab group that spawns an empty lot so only the cityBlock PoI spawns

Haha true def need to do this ty for adding to this :-)

OgKushMatic
01-01-2016, 08:04 AM
Why is it no matter what i do your big city won't spawn for me i use dm and set postion to 00 and nothign i alwasy get snow in a crossroad i have changed my world 3 different times. Funny it worked way earlier today now it wont work any ideas thanks before 0.2 came out it worked

stallionsden
01-01-2016, 09:10 AM
Why is it no matter what i do your big city won't spawn for me i use dm and set postion to 00 and nothign i alwasy get snow in a crossroad i have changed my world 3 different times. Funny it worked way earlier today now it wont work any ideas thanks before 0.2 came out it worked

Any red code if red console please post output.log. Have you grabbed slaans sewer/subway system tts and xml. Have you grabbed Laz mans TWDPrison. Have you changed the cityblocks to the code i have in op.

OgKushMatic
01-01-2016, 09:30 AM
Any red code if red console please post output.log. Have you grabbed slaans sewer/subway system tts and xml. Have you grabbed Laz mans TWDPrison. Have you changed the cityblocks to the code i have in op.

Ok so this is what I did when you first dropped the awesome rmixer file i used that with the combopack.

I did not use any sewer or prison I didn't even change any code I just download and installed the file.

Made a new world bam was working I was stoked so I informed my players that we will have a wipe but then a new updated file u released i downloaded that one silly me I never saved the old one u had at first.

I did the same procedure and now I only get to a crossroad in snow when ever I use dm to go to 0,0 main hub.

Now is it that now I have to use the sewer system let me know thanks..

stallionsden
01-01-2016, 09:47 AM
Ok so this is what I did when you first dropped the awesome rmixer file i used that with the combopack.

I did not use any sewer or prison I didn't even change any code I just download and installed the file.

Made a new world bam was working I was stoked so I informed my players that we will have a wipe but then a new updated file u released i downloaded that one silly me I never saved the old one u had at first.

I did the same procedure and now I only get to a crossroad in snow when ever I use dm to go to 0,0 main hub.

Now is it that now I have to use the sewer system let me know thanks..

Oh honestly the sewer/subway system adds so much more. I am currently in the city and living in the sewers as I pop up to the surface to get supplies.

If you want the sewers you need to go to slaans thread (link in op) and dl his file and place in your game prefab folder and then add the lines in op

If you want TWDprison you will need to go to Laz-Mans (link in op) and dl his folder but only need to place the tts and xml files in the game folder.

But if you dont want the sewers or the prison or any hub layouts here is what to do .

For the sewers/subway -

find this

<prefab_rule name="cityBlocks">
<prefab name="x_custom_subwaycitytile_stationEW_a13" min_count="100" />
<prefab name="x_custom_subwaycitytile_intersection_bridge_ a13" min_count="100" />
<prefab name="x_custom_subwaycitytile_intersection_tracks_ depo_a13" min_count="100" />
<!--<prefab name="x_custom_subwaycitytile_intersection_tunnel_ a13"/>--> <!--disabled-->
<prefab name="x_custom_subwaycitytile_intersection_tracks_ station_a13" min_count="100" />
</prefab_rule>

And replace with this

<prefab_rule name="cityBlocks">
<prefab name="rg_waste_hub_blk_quartered"/>
<prefab name="rg_waste_hub_blk_half"/>
<prefab name="rg_waste_hub_blk_t"/>
<prefab name="rg_waste_hub_blk_full"/>
</prefab_rule>

Altho this will spawn rubble buildings etc

For the Prison and/or hub layouts -

go to top of page rulesets and comment out <!-- xxx --> ) each line marked in red below or the ones you do not want so the line should look like this <!-- <cell_rule name="ShoppingCenterMallHub" position="2,0" prob="0"/> --> <!-- ok --> make sure the --> is before the ok comment

<ruleset name="vanilla" cell_cache_size="30" cell_size="3300" cell_offset="0" generation_distance="12000">
<cell_rule name="wastelandHub_central" position="0,0" />
<cell_rule name="wastelandHub_n" position="0,1" />
<cell_rule name="wastelandHub_ne" position="1,1" />
<cell_rule name="wastelandHub_e" position="1,0" />
<cell_rule name="wastelandHub_se" position="1,-1" />
<cell_rule name="wastelandHub_s" position="0,-1" />
<cell_rule name="wastelandHub_sw" position="-1,-1" />
<cell_rule name="wastelandHub_w" position="-1,0" />
<cell_rule name="wastelandHub_nw" position="-1,1" />
<cell_rule name="ShoppingCenterShopsHub" position="-2,0" prob="0"/> <!-- ok -->
<cell_rule name="ShoppingCenterMallHub" position="2,0" prob="0"/> <!-- ok -->
<cell_rule name="TheMillHub" position="1,2" prob="0"/> <!-- ok -->
<cell_rule name="ThemeParkHub" position="0,-2" prob="0"/> <!-- ok -->
<cell_rule name="TWDprisonHub" position="0,3" prob="0"/>
<cell_rule name="Area51Hub" position="-1,-2" prob="0"/> <!-- ok -->
<cell_rule name="NFLstadiumHub" position="0,2" prob="0"/> <!-- ok -->
<cell_rule name="RaceTrackStadiumHub" position="1,-2" prob="0"/> <!-- ok -->
<cell_rule name="Lim_PrisonHub" position="-1,2" prob="0"/> <!-- ok -->
<cell_rule name="BBallStadiumHub" position="0,-3" prob="0"/> <!-- ok -->
<cell_rule name="wastelandHub" prob="0.1"/>
<cell_rule name="lowDensity" prob="0.7"/>
<cell_rule name="highDensity" prob="0.3"/>
</ruleset>
</rulesets>

but yes this will be why your game is not working. Let me know if you have any more issues.

OgKushMatic
01-01-2016, 09:55 AM
Hey I got it I added all the stuff in but here goes my next ? . Before the mapcombo pack would have big fps problems is there a way i can use the underground system and not the combopack and let it spawn vanilla buildings or will the map not generate so many fps drops

stallionsden
01-01-2016, 10:22 AM
Hey I got it I added all the stuff in but here goes my next ? . Before the mapcombo pack would have big fps problems is there a way i can use the underground system and not the combopack and let it spawn vanilla buildings or will the map not generate so many fps drops

Glad you got it sorted :-) have edited the op to be a bit more clearer and not so confusing

I dont get fps issues and I have my z spawn on medium. I do believe Mags has worked tirelessly to fix any issue (if any) his pack has caused on fps again I never suffered from it myself. Maybe give it a try and see how you go with the fps. I know the glassshower block caused a fair bit in which Mags removed it and replaced all prefabs that had this with businessglass blocks. But I think the fps was to do with the game itself mostly not his pack as the fps has been improved alot since TFP have done some bug fixes.

You could revert to vanilla then copy my rwgmixer.xml in how it is made. Pretty much remove all max_count values you find and increase/add min_values to everything and adjust the ruleset line 4th from top.

stallionsden
01-01-2016, 10:27 AM
So yes if you do make a prefab and that please do not use glass shower blocks and instead use the business blocks will save Mags a lot of time (Unless the issue with the glass shower blocks have been fixed that I am unaware)

stallionsden
01-01-2016, 01:50 PM
Version 0.3 is out guys. Download link in op.

Features

** Tidied up town large/small code
** Tidied up Rural and wilderness code
** Poi Spawning is increased alot in the rural and wilderness. every time in dm I click a place on the map bam several pois in the vicinity lots of cities everywhere as well


Sorry wasnt going to work on the rest tonight but ended up just getting stuck into it

Msweeney23
01-01-2016, 07:13 PM
New version worked almost OK, there is a problem in the OP with spaces:

<prefab name="x_custom_subwaycitytile_stationEW_a13" min_count="100" />
<prefab name="x_custom_subwaycitytile_intersection_bridge_ a13" min_count="100" />
<prefab name="x_custom_subwaycitytile_intersection_tracks_ depo_a13" min_count="100" />
<!--<prefab name="x_custom_subwaycitytile_intersection_tunnel_ a13"/>--> <!--disabled-->
<prefab name="x_custom_subwaycitytile_intersection_tracks_ station_a13" min_count="100" />

Make sure to remove those spaces like here: "x_custom_subwaycitytile_intersection_tunnel_ a13"

Thanks!

Msweeney23
01-01-2016, 07:29 PM
I guess you don't need to do that, the new rwgmixer.xml already comes with those elements correctly set.

Msweeney23
01-01-2016, 08:10 PM
My server is now active with the Mega City and my own mod to remove all electricity (still a work in progress but seems to be working well so far).

[13.6][PvE/COOP] MEGACITY/SUBWAY/NO ELECTRICITY [MAGRATHIA]

magrathia.com:23537

I'm getting the occasional 'cannot read past end of stream' but that might be related to the load on the server as it creates chunks - there is no error logged in the server itself just the client. You will need to reconnect if this happens.

stallionsden
01-01-2016, 11:45 PM
I guess you don't need to do that, the new rwgmixer.xml already comes with those elements correctly set.

Glad you got it working

Msweeney23
01-02-2016, 12:43 AM
Glad you got it working

Thanks much for your work on this!

stallionsden
01-02-2016, 12:45 AM
Thanks much for your work on this!

No worries mat :-) have personally wanted a mega city for along time now it is possible :-D without lots of empty lots lol.

StompyNZ
01-02-2016, 04:18 AM
New version 0.4 coming soon with lots of tweaks :)

Only major issue atm is with some seeds the cities spawn very low and that stops the subways from working in that city. Used to be about 60 for lowest a city could go but its now around 30. Subways need about 45 blocks to work.

Ginger Meow
01-02-2016, 04:44 AM
Ok, just from reading about this mega city mod, I'd love to play it, especially with subways! It would freak me out being in a subway and hearing a horde of Z's up ahead in some dark corner. Have to try and convince our admin to install this mod, we are already on Magoli's pre fab mod, would it be much work for an admin to add this one as well? Would they need to do a map wipe?

Clockwork Orange
01-02-2016, 05:01 AM
Awesome work!, I was wondering if you could do a tutorial video on all the different aspects of modding the rwgmixer.

I know there is a lot of info to go over and it would be an extensive tutorial, but I wold greatly appreciate it if you could find the time to do that at some point.

stallionsden
01-02-2016, 05:23 AM
VERSION 0.4 Now out - Follow instructions in OP.

Changelog 0.4
Cleaned up Ruleset, Added commented cell_rule's for the hubs with x,y <= 2
Added prob=0 to unique cell_rule's that were missing it in ruleset
Changed prob's of random cell_rules in ruleset
reorganised cell_rules section
renamed wastelandCity to wastelandHub
removed wastytown and wastycity until prefab rules have been reviewed properly
changed cityCommon to be a bit smaller
added cityHub that 8 of the hub cities use
changed wastelandHub_ne to use hub rule CoronadoCity
reorganised prefab rule section
added cityBlocks_subway and set wastelandHub and CoronadoCity to use it.
added wastelandHub for the hub cities
added wastelandCity for the non hub random city spawns
revised many prefab rules

ToDo:
Continue reviewing the prefab rules
test and implement 117x117 random city prefabs
non central hubs need prefab rules tested
Track down collapsing house/mansion (1 only always collapses)
Track down problem with one of the desert biomedecos occassionaly got a NRE in the desert

StompyNZ
01-02-2016, 07:40 AM
Awesome work!, I was wondering if you could do a tutorial video on all the different aspects of modding the rwgmixer.

I know there is a lot of info to go over and it would be an extensive tutorial, but I wold greatly appreciate it if you could find the time to do that at some point.

Yeah that's the plan and part of why I wanted to mess around with the rwg code for cities and biomes.

I can do a walk through of how to create this mod as a video tutorial which covers most things.

Clockwork Orange
01-02-2016, 09:12 AM
Yeah that's the plan and part of why I wanted to mess around with the rwg code for cities and biomes.

I can do a walk through of how to create this mod as a video tutorial which covers most things.

That would be great! Cant wait to check it out when its ready, I just hope that not too many aspects change as the game updates.

JayzenFreeze
01-02-2016, 09:46 AM
Hey I was going to pm you this question but I blew up your box up enough for now lol. Does TWD prison have a specific 0,0 location? I still dont know what my issue is, I chatted with lazy and even used only his files and it didnt pop up I had to have him put it at the 0,0 spot for it to show up. Also when I used mags combo pack the hub city was messed up and only the shamway was there no tool store, pharmacy etc hell even the pharmacy had a whole wall missing. I wanted to use the combo pack TWD prison and bigger cities, I also have bad luck playing people say they find buildings all over the place but I can spend several in game days driving around and find squat. I got to the point where I thought the regmixer was messed up or missing it was so bad lol. Cant wait to try it out.

stallionsden
01-02-2016, 10:06 AM
Hey I was going to pm you this question but I blew up your box up enough for now lol. Does TWD prison have a specific 0,0 location? I still dont know what my issue is, I chatted with lazy and even used only his files and it didnt pop up I had to have him put it at the 0,0 spot for it to show up. Also when I used mags combo pack the hub city was messed up and only the shamway was there no tool store, pharmacy etc hell even the pharmacy had a whole wall missing. I wanted to use the combo pack TWD prison and bigger cities, I also have bad luck playing people say they find buildings all over the place but I can spend several in game days driving around and find squat. I got to the point where I thought the regmixer was messed up or missing it was so bad lol. Cant wait to try it out.

As i mentioned in the pm. Follow instructions on first page exactly. Then play and see how it shows if you still having issues either let me know or try uninstalling and deleting 7dtd folders in your commons folder re install fresh and try again. Twd prison is 0,2 in my rwg mixer so go to 0,0 then travel north (towards top of screen ) if you get to another city then go to top of that and keep heading north the central hub and a circle hub around the central hub are all set to wasteland so any other hubs will spawn. With twd prison all you require of his prefab is the actual tts and xml which both go into the game prefab folder. Hope this helps

- - - Updated - - -


Ok, just from reading about this mega city mod, I'd love to play it, especially with subways! It would freak me out being in a subway and hearing a horde of Z's up ahead in some dark corner. Have to try and convince our admin to install this mod, we are already on Magoli's pre fab mod, would it be much work for an admin to add this one as well? Would they need to do a map wipe?

No it wont be to much work at all just follow front page instructions it would be better to do a map wipe for this but 1 depends on how far you have uncovered etc and 2. The will spawn in areas/chunks not yet discovered :-). Sorry i missed this comment

StompyNZ
01-02-2016, 10:37 AM
The patch notes don't mention specifically that the biomes.xml and the biomedeco prefabs are an optional component that add random houses/cabins/campsites/oldwest buildings to the different biomes. They are not linked to the wilderness poi gravel roads and can spawn anywhere on flatish ground with enough clear space.

Also the instructions for disabling the subway system should be to go into the wastelandHub and coronadocity prefab rules and change the name="cityblocks_subway" to just name="cityblocks".

StompyNZ
01-02-2016, 10:41 AM
Also on todo list:
Add city versions of the house prefabs that don't allow city spawns.
Create different rulesets to allow easy selection of different options by just changing selected ruleset

stallionsden
01-02-2016, 11:01 AM
OP Updated

Henshaw
01-02-2016, 11:47 AM
Any chance for getting a "vanilla" version of this mod, without any added POI:s? :-)

I'm not against any added content as such, I just like the "uniform" feel of the POI:s made by TFP.

I can go and just look what you have done to the mixer, but I would expect not to be the only one wanting to keep the game closer to original, while still enjoying more and better arranged POI:s with a bigger hub city.


In any case, nice work everybody involved. :-)

stallionsden
01-02-2016, 12:26 PM
Any chance for getting a "vanilla" version of this mod, without any added POI:s? :-)

I'm not against any added content as such, I just like the "uniform" feel of the POI:s made by TFP.

I can go and just look what you have done to the mixer, but I would expect not to be the only one wanting to keep the game closer to original, while still enjoying more and better arranged POI:s with a bigger hub city.


In any case, nice work everybody involved. :-)

ok prolly easier to grab the original vanilla rwgmixer. Then follow what we done in the rwgmixer. As there wont be enough variety worth doing large cities etc. Where as with the vanilla and compo pack it gives a diverse range of prefabs/pois options and more a natural city feel to.

All you would have to do is with the vanilla rwgmixer (using notepad++ for easier use) remove all max_counts change the ruleset line as well. Then go thru the prefab folder opening up each prefab xml adding allowed township and biome etc. Not hard to do if you wanted :-). And compare to our rwgmixer

- - - Updated - - -

And thank you

Henshaw
01-02-2016, 02:55 PM
ok prolly easier to grab the original vanilla rwgmixer. Then follow what we done in the rwgmixer. As there wont be enough variety worth doing large cities etc. Where as with the vanilla and compo pack it gives a diverse range of prefabs/pois options and more a natural city feel to.

All you would have to do is with the vanilla rwgmixer (using notepad++ for easier use) remove all max_counts change the ruleset line as well. Then go thru the prefab folder opening up each prefab xml adding allowed township and biome etc. Not hard to do if you wanted :-). And compare to our rwgmixer

- - - Updated - - -

And thank you

Ok, fair enough. I wasn't really asking for myself as such (although it would make my own edits easier to base them on something), but I know there are more people wanting mostly "vanilla" than not, so was just asking if it would be something you would be willing to do. I can edit the .xml just fine for my own use. Been modding games for quite some time... ;-)

dragonslayer770
01-02-2016, 05:00 PM
awesome work stallionsden, is there other then hub cities like the ones dogs not spawn in, and does smaller spawn?

Msweeney23
01-02-2016, 06:12 PM
I do notice the apartments are not spawning right (the large tall ones) - the beds are spawning inside the walls.

Clockwork Orange
01-02-2016, 06:52 PM
Some prefabs are collapsing despite being generated on perfectly flat terrain.

StompyNZ
01-02-2016, 07:23 PM
I do notice the apartments are not spawning right (the large tall ones) - the beds are spawning inside the walls.

That is a problem with the vanilla code and nothing that can be done to fix it without changing every prefab.

Rotations in general are a bit broken with 13.6 and beds especially don't appear to rotate with the rest of the prefab.

- - - Updated - - -


Some prefabs are collapsing despite being generated on perfectly flat terrain.

was this within the 9 hub cities or one outside that group? (9 hubs are within 4500 game co-ords.

I can look at doing an optional ruleset that only includes vanilla prefabs and see how well it fills out the city.

As part of the todo list we need to go through all of the xml for the prefabs and add city as an allowed option for many of them.

The other option I was thinking of would be a single megacity hub rather than the 9 hubs.

Msweeney23
01-02-2016, 07:34 PM
But the apartments spawn fine in vanilla, is it some conflict with vanilla when using custom rwgmixer?

JayzenFreeze
01-02-2016, 07:45 PM
I love the huge city except I found 2 in 10 minutes, thats too many big cities. Also my fps went from 70 to around 20 or less in these cities. Sucks, Plus this game needs to be optimized. I got a 6 core 4.2GHZ 32gb ddr3 1333mhz a gtx 970 with 4gb ddr5 Vram and a ssd drive with settings on default in a city I am lucky to get 30fps. If im in the desert or plains with nothing around and stare down my best fps is 70fps.

Clockwork Orange
01-02-2016, 07:47 PM
was this within the 9 hub cities or one outside that group? (9 hubs are within 4500 game co-ords.

I can look at doing an optional ruleset that only includes vanilla prefabs and see how well it fills out the city.

As part of the todo list we need to go through all of the xml for the prefabs and add city as an allowed option for many of them.

The other option I was thinking of would be a single megacity hub rather than the 9 hubs.

Yeah it was too laggy for me to get in to take a look at what prefabs were collapsing but it was in the hub city, if you use the seed Salvation you will spawn in one of the hub cities and one of the buildings will be collapsing near by. Also something appears to be wrong with the Coronado farm shed prefab as it skips it upon loading.

And TBH I personally think that it does not matter weather you go with 1 hub or the 9 I just think that some of the prefabs are overpowered when it comes to crops. Would it be possible to edit out the plants.

Either way I guess I am kind of waiting for a tutorial vid before I go and make some adjustments for myself.

Clockwork Orange
01-02-2016, 08:04 PM
The main thing I really wanted to do before checking this mod out was make it so that 1 bunker was guaranteed to spawn in the hub city and in the towns but was only successful at getting it to spawn in the town and could not for the life of me get it to spawn in the hub city.

Msweeney23
01-02-2016, 08:35 PM
I love the huge city except I found 2 in 10 minutes, thats too many big cities. Also my fps went from 70 to around 20 or less in these cities. Sucks, Plus this game needs to be optimized. I got a 6 core 4.2GHZ 32gb ddr3 1333mhz a gtx 970 with 4gb ddr5 Vram and a ssd drive with settings on default in a city I am lucky to get 30fps. If im in the desert or plains with nothing around and stare down my best fps is 70fps.

I had the same problem until I turned off reflections completely.

JayzenFreeze
01-02-2016, 09:12 PM
I had the same problem until I turned off reflections completely.

I tried that as well, it helped a little but not much.

StompyNZ
01-02-2016, 09:36 PM
But the apartments spawn fine in vanilla, is it some conflict with vanilla when using custom rwgmixer?

Ive had some vanilla spawns with the beds in odd places so it depends on the rotation I think. I will check on it when I get some time.

- - - Updated - - -


The main thing I really wanted to do before checking this mod out was make it so that 1 bunker was guaranteed to spawn in the hub city and in the towns but was only successful at getting it to spawn in the town and could not for the life of me get it to spawn in the hub city.

It will be the bombselter_lg_01.xml

<property name="AllowedTownships" value="rural,town,wilderness" />

Need to add city to the list for it to spawn in cities.

- - - Updated - - -


I love the huge city except I found 2 in 10 minutes, thats too many big cities. Also my fps went from 70 to around 20 or less in these cities. Sucks, Plus this game needs to be optimized. I got a 6 core 4.2GHZ 32gb ddr3 1333mhz a gtx 970 with 4gb ddr5 Vram and a ssd drive with settings on default in a city I am lucky to get 30fps. If im in the desert or plains with nothing around and stare down my best fps is 70fps.

To only get 1 hub city just remove the extra ones from the ruleset:

<cell_rule name="wastelandHub_central" position="0,0" prob="0" />
<cell_rule name="wastelandHub_n" position="0,1" prob="0" />
<cell_rule name="wastelandHub_ne" position="1,1" prob="0" />
<cell_rule name="wastelandHub_e" position="1,0" prob="0" />
<cell_rule name="wastelandHub_se" position="1,-1" prob="0" />
<cell_rule name="wastelandHub_s" position="0,-1" prob="0" />
<cell_rule name="wastelandHub_sw" position="-1,-1" prob="0" />
<cell_rule name="wastelandHub_w" position="-1,0" prob="0" />
<cell_rule name="wastelandHub_nw" position="-1,1" prob="0" />

just keep the _central one and you will only get the central hub city and the rest will be random hubs

Clockwork Orange
01-02-2016, 10:39 PM
:frusty: lol Thanks man!

JayzenFreeze
01-02-2016, 10:40 PM
I dont now whats the games issue, I edited the rwdmixer and made it smaller, even just bigger than default and it kills my fps one setting I tried was smaller than the try before that and the fps where worse some how its like there is a sweet spot somewhere between the two that wont mess with my fps as bad, I might be ok with the city around 25% bigger but every setting I tried didnt help much my fps went from 70 to low 20's settings on default no shadows. plus the cities where too close together ten minute walk and there was another big city. combo pack was messing up as well shamway was missing a whole wall and there where no other stores no tools no library no gun store nothing but random buildings not the needed ones. Im on day 55 now no caliper etc but tried a game without the combo pack found a caliper in less than 10 minutes.

StompyNZ
01-02-2016, 11:47 PM
I dont now whats the games issue, I edited the rwdmixer and made it smaller, even just bigger than default and it kills my fps one setting I tried was smaller than the try before that and the fps where worse some how its like there is a sweet spot somewhere between the two that wont mess with my fps as bad, I might be ok with the city around 25% bigger but every setting I tried didnt help much my fps went from 70 to low 20's settings on default no shadows. plus the cities where too close together ten minute walk and there was another big city. combo pack was messing up as well shamway was missing a whole wall and there where no other stores no tools no library no gun store nothing but random buildings not the needed ones. Im on day 55 now no caliper etc but tried a game without the combo pack found a caliper in less than 10 minutes.

are you running all the prefab packs that were listed on the first post? Im not seeing any issues with the stores, all different ones are spawning. See my reply above to remove the extra hubs so you just have the central one.

- - - Updated - - -


But the apartments spawn fine in vanilla, is it some conflict with vanilla when using custom rwgmixer?

Ok tested this and it was the compo pack apartments with the beds facing wrong.

Change the apartments prefab_rule to use the vanilla prefabs for a fix.

<prefab_rule name="city_apartments">
<prefab name="apartment_adobe_red_5_flr" prob="1" />
<prefab name="apartment_brick_6_flr" prob="1" />
</prefab_rule>

JayzenFreeze
01-03-2016, 12:23 AM
I see the prefab info here but how do you change the prefab rule to use vanilla prefabs for a fix? also is it the same building using vanilla? Lastly I got what you said about removing other cities but my issue was I think they might be to big since it kills my fps now from 70 to 24 to 29 dropping to 4 at times and i keep jerking looking around. Settings are default with shadows etc off. Thanks, I tried adjusting the size info to make it smaller than it is but bigger than vanilla but it kept making it worse. It got smaller but the fps didnt go up at one point it made it worse. Thanks for any more help.

stallionsden
01-03-2016, 12:38 AM
I see the prefab info here but how do you change the prefab rule to use vanilla prefabs for a fix? also is it the same building using vanilla? Lastly I got what you said about removing other cities but my issue was I think they might be to big since it kills my fps now from 70 to 24 to 29 dropping to 4 at times and i keep jerking looking around. Settings are default with shadows etc off. Thanks, I tried adjusting the size info to make it smaller than it is but bigger than vanilla but it kept making it worse. It got smaller but the fps didnt go up at one point it made it worse. Thanks for any more help.

Find city_apartments in the rwgmixer copy what stompynz has posted here and select the rwgmixer city_apartments and paste over it.

The fps you may have to tweak your video settings down turn reflections and anything that is high to fix it

StompyNZ
01-03-2016, 12:47 AM
I see the prefab info here but how do you change the prefab rule to use vanilla prefabs for a fix? also is it the same building using vanilla? Lastly I got what you said about removing other cities but my issue was I think they might be to big since it kills my fps now from 70 to 24 to 29 dropping to 4 at times and i keep jerking looking around. Settings are default with shadows etc off. Thanks, I tried adjusting the size info to make it smaller than it is but bigger than vanilla but it kept making it worse. It got smaller but the fps didnt go up at one point it made it worse. Thanks for any more help.

does the stuttering continue or just when you first visit an area?
If its when you first visit it is probably your computer generating the chunks causing the fps lag.

StompyNZ
01-03-2016, 12:54 AM
There's some interesting issues with the mixer atm. The prob values need a lot of tweaking to get things working right it seems.

Also there are a lot of prefabs not spawning because the prefab xml doesnt allow city spawns. Adding <property name="AllowedTownships" value="city,town,rural,wilderness" /> to every prefab I want to spawn in the city will fix it, but its not a simple task if you don't know regex replace methods with notepad.

When I revert to the vanilla apartments then only the 6 floor apartment spawns, but if I remove the 6 floor one then the 5 floor one spawns.

I also dont see any working stiffs in the mega city, but if I comment out all other prefabs they spawn fine

12763

This will need a lot of testing and tweaking I think

JayzenFreeze
01-03-2016, 01:01 AM
does the stuttering continue or just when you first visit an area?
If its when you first visit it is probably your computer generating the chunks causing the fps lag.

After it loads it is not as bad but even sitting there for 5 minutes it stays around 28fps and to the other guy I already said my settings got turned to super low with everything off.

StompyNZ
01-03-2016, 01:12 AM
After it loads it is not as bad but even sitting there for 5 minutes it stays around 28fps and to the other guy I already said my settings got turned to super low with everything off.

ok, not much else we can do at this stage as that's a common problem with some computers with some of the complex prefabs in the pack.

JayzenFreeze
01-03-2016, 03:01 AM
StompyNZ I never really edited files before I looked for those names to remove them and search didnt find them, am I supposed to add those lines? I only want 2 like a N and S or E and W also how do I shrink the city a bit? I think the regular hub city is way to small but this is to big to play fps wise so maybe it be 25% bigger than default. I thought I had to edit the top coordinates but I think it just shifted the cites location a bit instead.

stallionsden
01-03-2016, 04:16 AM
StompyNZ I never really edited files before I looked for those names to remove them and search didnt find them, am I supposed to add those lines? I only want 2 like a N and S or E and W also how do I shrink the city a bit? I think the regular hub city is way to small but this is to big to play fps wise so maybe it be 25% bigger than default. I thought I had to edit the top coordinates but I think it just shifted the cites location a bit instead.

Are you using my rwgmixer. You need to use my rwgmixer not the tfp or the compo packs one.

- - - Updated - - -

[QUOTE=StompyNZ;377886]There's some interesting issues with the mixer atm. The prob values need a lot of tweaking to get things working right it seems.

Also there are a lot of prefabs not spawning because the prefab xml doesnt allow city spawns. Adding <property name="AllowedTownships" value="city,town,rural,wilderness" /> to every prefab I want to spawn in the city will fix it, but its not a simple task if you don't know regex replace methods with notepad.

When I revert to the vanilla apartments then only the 6 floor apartment spawns, but if I remove the 6 floor one then the 5 floor one spawns.

I also dont see any working stiffs in the mega city, but if I comment out all other prefabs they spawn fine

12763

This will need a lot of testing and. [Quote]

This only seems to be a prob in 0.4 as 0.3 worked smoothly for me

StompyNZ
01-03-2016, 04:51 AM
I'm going to build a probability calculator script cos I think it's mostly an issue with the probs. got an idea for making numbered prefab tiles and making a city with them to test the distribution etc. it also might highlight why using nested prefab rules is being a bit weird.

StompyNZ
01-03-2016, 06:11 AM
ok ive found the problem with the 5 floor and hardware stores not spawning.

https://7daystodie.com/forums/showthread.php?36434-NOTICE-RWGmixer&p=378018#post378018

Essentially if using nested prefab rules like I have the first line is skipped/overwritten if its not a lot_type=CityBlock

I'll do some test runs tonight but can have a fixed version done for tomorrow.

stallionsden
01-03-2016, 06:16 AM
ok ive found the problem with the 5 floor and hardware stores not spawning.

https://7daystodie.com/forums/showthread.php?36434-NOTICE-RWGmixer&p=378018#post378018

Essentially if using nested prefab rules like I have the first line is skipped/overwritten if its not a lot_type=CityBlock

I'll do some test runs tonight but can have a fixed version done for tomorrow.

Yays :-)

stallionsden
01-03-2016, 09:54 AM
UPDATE time Version 0.5 out. The best yet

Changelog 0.5:

** removed all prob values (probs causing issues as StompyNZ has found) and added min_count to all prefab code

** Removed cityblocks leaving cityblocks_Subway

** added vanilla prefabs left out from previous versions

** changed allowed biome and allowed township in prefab xmls

**city versions of the house prefabs now allow city spawns.

** Tracked down collapsing house/mansion and circus Terrain filler was the issue here all is now resolved

Still to do:
** Create different rulesets to allow easy selection of different options by just changing selected ruleset

** Continue reviewing the prefab rules

** test and implement 117x117 random city prefabs

** non central hubs need prefab rules tested

** Track down problem with one of the desert biomedecos occassionaly got a NRE in the desert

** Add new cityBlocks for super large city PoI's (103x103 size) in a prefab group that spawns an empty lot so only the cityBlock PoI spawns

stallionsden
01-03-2016, 10:33 AM
To do (Cont)

Issue with sewer/subway system some times when 0.0 city is below 30 from bedrock subway dont spawn and city prefabs are floating. Need to decrease depth of sewer/subway system.

supercioni
01-03-2016, 10:39 AM
is this working with 13.6? i tried but when i click start game , 7 days closes and go back to desktop.
i had to restore the original files to make the game work again

stallionsden
01-03-2016, 10:42 AM
is this working with 13.6? i tried but when i click start game , 7 days closes and go back to desktop.
i had to restore the original files to make the game work again

Did you grab the rar file and follow the instructions. Are you running any mods. Maybe redownload it and try again poss could a not dl properly

And yes this is compatible to 13.6 it was made in 13.6 also could you please upload your output.log found here - common/7daystodie/7daystodie_data

xgfreon
01-03-2016, 01:52 PM
im new to reading the rwgfile but where is the probability for the prison to spawn at in this pack?

stallionsden
01-03-2016, 02:05 PM
im new to reading the rwgfile but where is the probability for the prison to spawn at in this pack?



<rulesets>
<ruleset name="vanilla" cell_cache_size="30" cell_size="3300" cell_offset="0" generation_distance="12000">
<cell_rule name="TWDprisonHub" position="2,2" prob="0" /> Hubs work differently to the rest of the RWGMixer. A prob of 0 means only 1 will spawn. a prob of 1 could mean another spawns elsewhere etc.

<cell_rule name="lowDensity" prob="1.0"/>
<cell_rule name="highDensity" prob="0.7"/>
</ruleset>
</rulesets>

xgfreon
01-03-2016, 02:28 PM
<rulesets>
<ruleset name="vanilla" cell_cache_size="30" cell_size="3300" cell_offset="0" generation_distance="12000">
<cell_rule name="TWDprisonHub" position="2,2" prob="0" /> Hubs work differently to the rest of the RWGMixer. A prob of 0 means only 1 will spawn. a prob of 1 could mean another spawns elsewhere etc.

<cell_rule name="lowDensity" prob="1.0"/>
<cell_rule name="highDensity" prob="0.7"/>
</ruleset>
</rulesets>


thanks, what i am trying to understand is Where on the map would it be looking to spawn at? as part of the hub city? or should i be looking North of 0,0 in a wilderness?

Also if I deleted the items to make just One Large hub city should this be spawning in only at 0,0 on the map?

stallionsden
01-03-2016, 02:46 PM
thanks, what i am trying to understand is Where on the map would it be looking to spawn at? as part of the hub city? or should i be looking North of 0,0 in a wilderness?

Also if I deleted the items to make just One Large hub city should this be spawning in only at 0,0 on the map?

You can comment out all the wasteland hubs except the wastelandhub_central. The TWDPRISON is set to spawn north of 0,0. In console type dm. Then press g then escape and right hand side of screen click spawn here 0,0. Click map and hild control and lmb i think click north of the city Then head north from there. Find another city (even if you had commented the other wastelands out) keep heading north normally find a road from central city 0,0 follow it north you will come across it.

Msweeney23
01-03-2016, 04:48 PM
My server is now on 0.5 thanks for the work. I'll probably be shutting this server down it's not worth the money without anyone playing on it, but it will be up until the end of this month.

FYI: The subway is not spawning.

xgfreon
01-03-2016, 05:40 PM
My server is now on 0.5 thanks for the work. I'll probably be shutting this server down it's not worth the money without anyone playing on it, but it will be up until the end of this month.

FYI: The subway is not spawning.

My subway quit with this files as well, I just overwrite them again with the original subway files and now working.

Msweeney23
01-03-2016, 06:13 PM
Most of the apartments are spawning above ground, causing them to collapse. =(

StompyNZ
01-03-2016, 08:22 PM
A note on the subways and why they dont spawn:

With 13.6 TFP changed the minimum level a city can spawn at. It used to be about 60 and is now 32 blocks above bedrock. The subways are 45 blocks deep. Any time the city spawns at a height lower than 45 from bedrock they will not spawn. This is entirely dependent on the seed selected. You can see your height in the map screen to check if this is the case (I often see -28 or so when the subways stop working)

We will make a modified version of the subways that remove some of the middle layers so that the subway and sewers are less deep and can always fit in the 32 min blocks. We have to be careful to try and allow enough room for prefabs with basements to still not collide with the subway.

This also cases the buildings that spawn to be floating if they did not have a sublayer below 0. City prefabs are 1 block higher than when they wilderness spawn so without the cityblocks (the subways etc) they end up floating.

StompyNZ
01-03-2016, 08:25 PM
thanks, what i am trying to understand is Where on the map would it be looking to spawn at? as part of the hub city? or should i be looking North of 0,0 in a wilderness?

Also if I deleted the items to make just One Large hub city should this be spawning in only at 0,0 on the map?

Since we have cell_offset=0 you can just multiply the hub position by the cell_size to find the middle of a cell.

For example:
<ruleset name="vanilla" cell_cache_size="30" cell_size="3300" cell_offset="0" generation_distance="12000">
<cell_rule name="TWDprisonHub" position="2,2" prob="0" />

The 2,2 means the prison will spawn at exactly 6600n,6600e (you can type these values into the teleport area stallion mentions when in debug mode [type dm in console])

A negative value means south and west, type them in as -3300 etc for the teleport.

Msweeney23
01-03-2016, 08:31 PM
A note on the subways and why they dont spawn:

With 13.6 TFP changed the minimum level a city can spawn at. It used to be about 60 and is now 32 blocks above bedrock. The subways are 45 blocks deep. Any time the city spawns at a height lower than 45 from bedrock they will not spawn. This is entirely dependent on the seed selected. You can see your height in the map screen to check if this is the case (I often see -28 or so when the subways stop working)

We will make a modified version of the subways that remove some of the middle layers so that the subway and sewers are less deep and can always fit in the 32 min blocks. We have to be careful to try and allow enough room for prefabs with basements to still not collide with the subway.

This also cases the buildings that spawn to be floating if they did not have a sublayer below 0. City prefabs are 1 block higher than when they wilderness spawn so without the cityblocks (the subways etc) they end up floating.

I am using the same seed as before, where they spawned under the entire city.

xgfreon
01-03-2016, 08:53 PM
Since we have cell_offset=0 you can just multiply the hub position by the cell_size to find the middle of a cell.

For example:
<ruleset name="vanilla" cell_cache_size="30" cell_size="3300" cell_offset="0" generation_distance="12000">
<cell_rule name="TWDprisonHub" position="2,2" prob="0" />

The 2,2 means the prison will spawn at exactly 6600n,6600e (you can type these values into the teleport area stallion mentions when in debug mode [type dm in console])

A negative value means south and west, type them in as -3300 etc for the teleport.

Thanks, this saved me hours of searching in dm. I didn't realize how far away it would spawn.

stallionsden
01-03-2016, 11:08 PM
Since we have cell_offset=0 you can just multiply the hub position by the cell_size to find the middle of a cell.

For example:
<ruleset name="vanilla" cell_cache_size="30" cell_size="3300" cell_offset="0" generation_distance="12000">
<cell_rule name="TWDprisonHub" position="2,2" prob="0" />

The 2,2 means the prison will spawn at exactly 6600n,6600e (you can type these values into the teleport area stallion mentions when in debug mode [type dm in console])

A negative value means south and west, type them in as -3300 etc for the teleport.

Oh you always teach me something new :-) i did not know this bout the position . haha idk what co ords I was thinking either it was 2am lol

wes3840
01-03-2016, 11:58 PM
is this working with 13.6? i tried but when i click start game , 7 days closes and go back to desktop.
i had to restore the original files to make the game work again

This is also happening to me. V0.4 had no problem, but after installing V0.5, when I click on start game it just closes to the desktop. Did the install as instructed, using fresh 13.6 game files with no other mods. Any ideas?

StompyNZ
01-04-2016, 12:07 AM
This is also happening to me. V0.4 had no problem, but after installing V0.5, when I click on start game it just closes to the desktop. Did the install as instructed, using fresh 13.6 game files with no other mods. Any ideas?

is there anything in the output log or crash dump files?

supercioni
01-04-2016, 12:27 AM
This is also happening to me. V0.4 had no problem, but after installing V0.5, when I click on start game it just closes to the desktop. Did the install as instructed, using fresh 13.6 game files with no other mods. Any ideas?

i had same problem, i made steam control all the game files .
then copied only rwgmixer started a game , than copied biomes and now works.

the only thing is that the map is laggy.
i've only explored 1 % of the city and the game has 8.1 GB ram taken.

i run the game on a i7 4790k @4.6Ghz 16GB ram and 2 x GTX780Ti 3GB SLI

the city is supppppeeeeeerrrrrrrrr love the work .
but the engine of 7 days is not able to handle all that stuff for now .

StompyNZ
01-04-2016, 12:30 AM
i had same problem, i made steam control all the game files .
then copied only rwgmixer started a game , than copied biomes and now works.

the only thing is that the map is laggy.
i've only explored 1 % of the city and the game has 8.1 GB ram taken.

i run the game on a i7 4790k @4.6Ghz 16GB ram and 2 x GTX780Ti 3GB SLI

the city is supppppeeeeeerrrrrrrrr love the work .
but the engine of 7 days is not able to handle all that stuff for now .

yeah I had many RAM issues playing on MP with a megacity. Biggest improvement was to set LoD to 25% as I'm guessing it doesn't have to hold so many blocks/textures in memory at same time.

wes3840
01-04-2016, 12:37 AM
is there anything in the output log or crash dump files?

Here is the output log from my most recent attempt - first time I have pulled it so I'm not sure what to look for...

http://pastebin.com/6QLyuD2J (http://pastebin.com/6QLyuD2J)

stallionsden
01-04-2016, 12:45 AM
Here is the output log from my most recent attempt - first time I have pulled it so I'm not sure what to look for...

http://pastebin.com/6QLyuD2J (http://pastebin.com/6QLyuD2J)

You need to paste the whole output.log it is cut off just where it states the issue. After you ul it try redownloading the rar file maybe an issue didnt dl properly maybe

wes3840
01-04-2016, 01:13 AM
You need to paste the whole output.log it is cut off just where it states the issue. After you ul it try redownloading the rar file maybe an issue didnt dl properly maybe


Hmm that is where the file ends. After looking at an earlier output log there seemed to be issues about validation upon trying to enter the game, so I just tried launching without EAC and it worked - so far so good. I'll let you know if that solved it for me.

stallionsden
01-04-2016, 01:22 AM
Hmm that is where the file ends. After looking at an earlier output log there seemed to be issues about validation upon trying to enter the game, so I just tried launching without EAC and it worked - so far so good. I'll let you know if that solved it for me.

I never use eac myself but i dont see what this file would cause a eac spazz for. Weird but let me know how you go

StompyNZ
01-04-2016, 01:10 PM
I never use eac myself but i dont see what this file would cause a eac spazz for. Weird but let me know how you go

Did you alter any of the vanilla .tts files Stal? Mag said if you change those the game wont run with EaC on, thats why he has all the xvanilla_ named prefabs. Can change the xml without problems but not the .tts

stallionsden
01-04-2016, 01:14 PM
Did you alter any of the vanilla .tts files Stal? Mag said if you change those the game wont run with EaC on, thats why he has all the xvanilla_ named prefabs. Can change the xml without problems but not the .tts

As spoke bout no i hadnt touched the .tts only the prefab.xmls

dragonslayer770
01-04-2016, 06:19 PM
hello all, I put this in and I crash to desktop I changed the
<hub_rule name="cityHub">
<hub_type value="city"/>
<width value="1000, 1000" />
<height value="1000, 1000" />
<path_material value="asphalt" />
<path_radius value="7" />
<prefab_rule name="wastelandHub" min_count="1"/>
</hub_rule>
and this one to

<hub_rule name="CoronadoCity">
<hub_type value="city"/>
<width value="1000, 1000" />
<height value="1000, 1000" />
<path_material value="asphalt" />
<path_radius value="7" />
<prefab_rule name="CoronadoCity" min_count="1" />
</hub_rule>

do I have to have eac off for it to start?

stallionsden
01-04-2016, 11:52 PM
hello all, I put this in and I crash to desktop I changed the
<hub_rule name="cityHub">
<hub_type value="city"/>
<width value="1000, 1000" />
<height value="1000, 1000" />
<path_material value="asphalt" />
<path_radius value="7" />
<prefab_rule name="wastelandHub" min_count="1"/>
</hub_rule>
and this one to

<hub_rule name="CoronadoCity">
<hub_type value="city"/>
<width value="1000, 1000" />
<height value="1000, 1000" />
<path_material value="asphalt" />
<path_radius value="7" />
<prefab_rule name="CoronadoCity" min_count="1" />
</hub_rule>

do I have to have eac off for it to start?

Are you running Hals editor. I never use EAC as it is crap and still causing issues in a13 but i tried with eac on and i didnt crash but i didnt get to the main menu either.

Actually come to think bout it i did change one tts the mansion as it kept collapsing. But it could be the compo pack version of the mansion i changed i not sure but am guessing it was the vanilla one. Will work on this theory and test it out and have a release soon.

Btw V0.6 is coming very soon. Fixes to subway system not spawning if terrain elevation fron bedrock is lower then a certain number the system dont spawn and the prefabs float i have fixed this.

Msweeney23
01-05-2016, 02:31 AM
This is also happening to me. V0.4 had no problem, but after installing V0.5, when I click on start game it just closes to the desktop. Did the install as instructed, using fresh 13.6 game files with no other mods. Any ideas?

This occurs randomly and seemingly without cause - I've seen the same problem that is only solved by refreshing all files then re-applying the mod.

I've seen this issue after simply changing a single stock prefab file, then it goes away after refreshing and making the same change again.

wes3840
01-05-2016, 04:11 AM
This occurs randomly and seemingly without cause - I've seen the same problem that is only solved by refreshing all files then re-applying the mod.

I've seen this issue after simply changing a single stock prefab file, then it goes away after refreshing and making the same change again.

My problem seems to be related to EAC - whenever I try to start the game using EAC, it consistently crashes, but running without EAC works like a charm is working every time. Cheat mode is set to off in the options either way, so that is not causing the EAC crash.

stallionsden
01-05-2016, 04:49 AM
My problem seems to be related to EAC - whenever I try to start the game using EAC, it consistently crashes, but running without EAC works like a charm is working every time. Cheat mode is set to off in the options either way, so that is not causing the EAC crash.

Yes I am currently working on a fix so people can use EAC. This will be out in V0.6. I do apologise this was my fault I removed terrain filler from a few prefabs cause it was causing it to collapse in game everytime.

dragonslayer770
01-05-2016, 08:41 AM
do you always spawn in the hub city? I like spawning in the woods.

stallionsden
01-05-2016, 08:54 AM
do you always spawn in the hub city? I like spawning in the woods.

Not always. I have spawned at 3300, 3000ish before altho it was in a large town lol. Its a draw of the cards pending seed. But due to the size of the hub city (which can be changed to own preferences/computer etc) it spawns where with a normal size hub would not be at.

KingOfHyrule
01-05-2016, 09:17 AM
Quick question, just tried to download V0.5 and the dropbox link has been "moved or deleted". Is there an alternative DL as really want to try this mod.

Thanks :D

stallionsden
01-05-2016, 10:20 AM
Quick question, just tried to download V0.5 and the dropbox link has been "moved or deleted". Is there an alternative DL as really want to try this mod.

Thanks :D

Argh sorry will have it back up in a sec

- - - Updated - - -

back up now. sorry i removed it by mistake

KingOfHyrule
01-05-2016, 11:05 AM
Lovely I'll be downloading it as soon as I get home :)

stallionsden
01-06-2016, 03:56 AM
UPDATED new version V0.6 on main post

Changelog:

- reduced depth of subway/sewer system so as to spawn in low elevation cities

- Finalisd prefab xmls to include more Allowed townships/biomes

- 5th floor apartments now spawns with the 6th floor apartments

- Added Asia_Town for city spawns

- Fixed issue where game would not load with EAC on

- Reduced city & coronado sizes
City is now - 1000x1500 (helps with fps)
coronado is now - 800 x 1500

- Added rubble buildings and vacant lots to wasteland biome.xml

- Removed biome spawn of all oldwest prefabs (Causing nre issues)

- Updated to compo Pack15

- Removed oldwest and houses from city spawn (occassional floating)

To do:

** re add mansion back into the city

** find and fix floating house issue and add more then 1 house per city block to fill it out better

** Create different rulesets to allow easy selection of different options by just changing selected ruleset

** Continue reviewing the prefab rules

** test and implement 117x117 random city prefabs

** non central hubs need prefab rules tested

** Add new cityBlocks for super large city PoI's (103x103 size) in a prefab group that spawns an empty lot so only the cityBlock PoI spawns

Mskitten87
01-06-2016, 05:43 AM
im using 0.4 have been since the release serious question are city/towns turned off? me/2 friends explored 20k in all directions and theres no towns or citys. followed main road farther in and nothing we repeated using cheatmode fly to see on diff seed...exact same thing wiped and reloaded the mod.

stallionsden
01-06-2016, 06:34 AM
im using 0.4 have been since the release serious question are city/towns turned off? me/2 friends explored 20k in all directions and theres no towns or citys. followed main road farther in and nothing we repeated using cheatmode fly to see on diff seed...exact same thing wiped and reloaded the mod.

With the size of the city it would a filled near the whole of the cell meaning no room for towns. In 0.6 the city size is considerably smaller and with the hubs there are cities circling it. I have gotten towns in previous versions.

I have played (without god mode) for a bit and havent really explored to much so far but will be doing so when i get back home

JayzenFreeze
01-06-2016, 11:11 AM
Hey mate whats the main difference between this biome file and the default one? Also what will happen if I dont replace that file? Did you change the probability for spawning? I wanted to make a bit more variety without spawning empty lots, I kept finding LOTS of shamways and popin pills but only 1 tool and gun store if any. Great mod by the way keep up the great work.

stallionsden
01-06-2016, 11:37 AM
Hey mate whats the main difference between this biome file and the default one? Also what will happen if I dont replace that file? Did you change the probability for spawning? I wanted to make a bit more variety without spawning empty lots, I kept finding LOTS of shamways and popin pills but only 1 tool and gun store if any. Great mod by the way keep up the great work.

I dont have empty lots in the mega city. Wilderness etc are all nice and flush with pois.

You dont have to use the mega city biome. But the biomes wont spawn the prefabs that the biome spawns thru out the wilderness (no roads attached). Try with and with out if you like. Just change the vanilla biome.xml to biomevanilla and add this one if you want to try it.

JayzenFreeze
01-06-2016, 01:08 PM
I dont have empty lots in the mega city. Wilderness etc are all nice and flush with pois.

You dont have to use the mega city biome. But the biomes wont spawn the prefabs that the biome spawns thru out the wilderness (no roads attached). Try with and with out if you like. Just change the vanilla biome.xml to biomevanilla and add this one if you want to try it.

so I dont have to change anything To use it as is right? just replace both xml files right? I figure I will use it as it was made

stallionsden
01-06-2016, 01:15 PM
so I dont have to change anything To use it as is right? just replace both xml files right? I figure I will use it as it was made

Yes select biome.xml and rwgmixer drag onto your config overwrite when asked.

Go to data - change name of game prefab folder to prefabvanilla and select megacity prefab folder and drag into data folder and your done

xgfreon
01-06-2016, 09:08 PM
Since we have cell_offset=0 you can just multiply the hub position by the cell_size to find the middle of a cell.

For example:
<ruleset name="vanilla" cell_cache_size="30" cell_size="3300" cell_offset="0" generation_distance="12000">
<cell_rule name="TWDprisonHub" position="2,2" prob="0" />

The 2,2 means the prison will spawn at exactly 6600n,6600e (you can type these values into the teleport area stallion mentions when in debug mode [type dm in console])

A negative value means south and west, type them in as -3300 etc for the teleport.

So how is the calculation figured if lets say the cell_offset="0.6" in this same equation??

StompyNZ
01-06-2016, 10:11 PM
So how is the calculation figured if lets say the cell_offset="0.6" in this same equation??

The same way, but you have a range to search rather than a specific point (cell_size x offset). The .6 means it can be quite a distance if the cell size is 3300 (up to 990 (3300 x .6 / 2) from the 0,0 of the cell).

xgfreon
01-06-2016, 10:16 PM
looking over the rwgmixer I found this entry

<hub_rule name="cityCommon">
<hub_type value="city"/>
<width value="850, 1100" />
<height value="850, 1500" />
<path_material value="asphalt" />
<path_radius value="7" />
<prefab_rule name="wastelandCity" min_count="1"/>

are these values supposed to match each other??

StompyNZ
01-06-2016, 10:44 PM
looking over the rwgmixer I found this entry

<hub_rule name="cityCommon">
<hub_type value="city"/>
<width value="850, 1100" />
<height value="850, 1500" />
<path_material value="asphalt" />
<path_radius value="7" />
<prefab_rule name="wastelandCity" min_count="1"/>

are these values supposed to match each other??

They dont have to, just means you will likely get a rectangle rather than a square grid for the hub

thewalkingdeadguy
01-13-2016, 04:10 PM
Just wanted to say, I love this! This coupled with the Bad company Mod for more zeds and the combo-pack really is the only way i can play 13.6 due to it's brokenness. It took a couple runs of getting snow towns which i hate, but i finally had the mega city spawn in a desert/burnt forest enviroment. I love it . Zeds absolutely everywhere and i have like 5 safehouses spread throughout the city to make runs everywhere. So much fun. thanks for the mods and hard work!

stallionsden
01-13-2016, 08:51 PM
Just wanted to say, I love this! This coupled with the Bad company Mod for more zeds and the combo-pack really is the only way i can play 13.6 due to it's brokenness. It took a couple runs of getting snow towns which i hate, but i finally had the mega city spawn in a desert/burnt forest enviroment. I love it . Zeds absolutely everywhere and i have like 5 safehouses spread throughout the city to make runs everywhere. So much fun. thanks for the mods and hard work!

Glad you like it :-). Thank you as well :-)

stallionsden
01-15-2016, 05:01 AM
Update time

Version 0.7 (DL in OP)

Change-log

- Updated to Compo Pack 16

- Fixed Floating prefab issues

- Added more Pois/Prefabs to the biomes.xml

Known Issue/s-

- Asian restaurant seems to spawn to much

madhojo
01-15-2016, 04:51 PM
Lol just now?! That means I updated my server yesterday with and got to again tonight haha that's good stuff though, I never mind updating with better

Also this is compatible with Valmod right? Do I install this first or Valmod first?

StompyNZ
01-15-2016, 07:23 PM
Lol just now?! That means I updated my server yesterday with and got to again tonight haha that's good stuff though, I never mind updating with better

Also this is compatible with Valmod right? Do I install this first or Valmod first?

as far as I know Val doesn't touch the mixer or biomes file so you should be fine to run both, just overwrite vals mixer with this one as I think he includes the vanilla one in his pack.

xXC.H.U.DXx
01-18-2016, 02:02 PM
Not sure what order to load everything in so i did what i thought and it broke the game...So a order would be nice Ty

xXC.H.U.DXx
01-18-2016, 02:11 PM
Not sure what order to load everything in so i did what i thought and it broke the game...So a order would be nice Ty

Also in the Folder "PreFabs" you have other folders called "Backups" and "conversion" and folder of the same inside them.
Am i supposed to take all them out?
Put them in one folder?
im very confused

xXC.H.U.DXx
01-18-2016, 04:13 PM
i got it to work but for some reason it give me a error now in then and says its not generating chunks any more..i have to log out and back in and its fixed..i also lose my mouse pointer
im not sure if it has something to do with the Sewer system?...or maybe not?

stallionsden
01-18-2016, 09:58 PM
i got it to work but for some reason it give me a error now in then and says its not generating chunks any more..i have to log out and back in and its fixed..i also lose my mouse pointer
im not sure if it has something to do with the Sewer system?...or maybe not?

The back up and conversion folders can be deleted. The a12 - a13 prefab converter does all that when i converted a few prefabs from a12 to a13. So those folders are not needed.

What mods do you have. It really shouldnt matter which order. Can you please post seed and co ords where you get the nre

Cotabucky
01-18-2016, 10:12 PM
Awesome and now I gotta go make a city(Yes I should download yours especially with the awesome Prefabs made by the community but I'm not gonna lol ;) ). One question is how is performance on the server? Any frequent crashes or anything to watch for with spawning? Curious. I have been modding the center city in Random Gen as far as zombie spawns. I may go and make it larger as long as the server isn't crushed

stallionsden
01-18-2016, 10:33 PM
Awesome and now I gotta go make a city(Yes I should download yours especially with the awesome Prefabs made by the community but I'm not gonna lol ;) ). One question is how is performance on the server? Any frequent crashes or anything to watch for with spawning? Curious. I have been modding the center city in Random Gen as far as zombie spawns. I may go and make it larger as long as the server isn't crushed

in SP play thru is great. in the city is good (Now that I reduced the size I had it from 2000x2500 to 1500x1000. A good variety of prefabs as well.

Nawww Why not the prefabs done by the community are greatest :-D adds so much more then the vanilla prefabs only :-D

- - - Updated - - -

havent had a chance to play on server yet maybe some one whom has can help with that. I be testing it soon either way tho

xXC.H.U.DXx
01-19-2016, 12:17 AM
Well i had it working for a while today..but i was trying to figure out why there were so many asian Restaurants in the city..like 4 in each block or sometimes more and sometime there would only be 1 building on a Block.I expect at least 4 in a square squashed together

i have Val mod installed
I installed Combo pack 16 but i think your Setup already has it?
sot here was a Conflict or something
i really don't know which ones to put together.Everybody borrows everybody's else work and it gets Jumbled up

Does Mega City have combo pack 16 and sewers all in one?

and you have problems with it generating alot of builds or do they look kind of sparse?
im getting the Full city and sewers no problem...loads kind of funny sometimes but it loads

the only other part that Boogles me is what is with the OP tanks in stuff....i tried removing them and it crashed on me many times

xXC.H.U.DXx
01-19-2016, 12:27 AM
The back up and conversion folders can be deleted. The a12 - a13 prefab converter does all that when i converted a few prefabs from a12 to a13. So those folders are not needed.

What mods do you have. It really shouldn't matter which order. Can you please post seed and co ords where you get the nre

Sorry i don't remember the Seed it did it on....I was trying so many
to see if i could fix the Restaurant thing.Which i couldn't figure out for the life of me..it makes no sense that many spawn like that.

stallionsden
01-19-2016, 12:49 AM
Sorry i don't remember the Seed it did it on....I was trying so many
to see if i could fix the Restaurant thing.Which i couldn't figure out for the life of me..it makes no sense that many spawn like that.

Yes i am currently aware of the many asian restaurant spawns and trying to solve this bit. If you read the Original post it states what this pack has. It has compo pack (updated every time when mags updates the pack) it has the sewer system (moddified so as to spawn when the elevation range is low) laz mans TWD prison. Stompy's biome decorations.

Yes i going to go thru the biome decor and lower the spawn chance of those. But if you want to get less tanks go to biomes.xml and look for war tanks and the % change to 0.0005 this should lower their spawn chance.

xXC.H.U.DXx
01-19-2016, 07:35 PM
Yes i am currently aware of the many asian restaurant spawns and trying to solve this bit. If you read the Original post it states what this pack has. It has compo pack (updated every time when mags updates the pack) it has the sewer system (moddified so as to spawn when the elevation range is low) laz mans TWD prison. Stompy's biome decorations.

Yes i going to go thru the biome decor and lower the spawn chance of those. But if you want to get less tanks go to biomes.xml and look for war tanks and the % change to 0.0005 this should lower their spawn chance.

Thanks :)

I was trying to Figure out some other weird stuff happening too like in some city blocks you would get 1 building right in the middle
i would much rather see a a combo building spawn there with like 4 different types of buildings (poi Asia Town) or a (slum area)
Some of the random spawns look out of place and alot of wasted space
IM new to this stuff so i been grinding the gears trying to learn how it works with a Huge Focus on RWGmixer.I would like to get this figured out first so i can load it up to my server be done with it

as far as the biomedicos..i like those...just to many..those tanks are way OP anyways
you going to Update the Biome Decos? or do i just manually do it myself for now?
i could go through them and lower them all i guess.I removed them for now

I have till end of month before i start up my server..so i will be working this alot till then.then its go time
20 man PVE white-listed...Will be fun
Also i wanted to ask the community..anybody notice a alot of loading lag with the entire pack in general?
like city loading or whatnot?
will this affect people with low end machines?
I know there is a server setup you can do by auto generating the Map while your AFK to reduce the lag for other people

xXC.H.U.DXx
01-19-2016, 08:11 PM
There has to be a way to make Asia town and other POI's spawn in single groups themself.
Maybe some of the big setups like that should be one Block like the Stadiums in stuff
where there is a will there is a way.
The Stadium/Baseball fields/schools/banks/Office type skyscrapers/Slums/parking garages/Parks/working stiff etc department stores should always Spawn in the city's...or any other big City places.

Towns and large towns could get the Normal POI stores.
maybe the RWGmixer needs to be tweaked to add only certain builds to spawn in the Main cities or any other Big Cities
i noticed looking at the RWGmixer.xml it is very sporadic

Were there is a will there is a way

i also noticed that is has Lines under eachother...so does that mean those builds spawn in that location?

like i siad this really new to me and i want to learn how all this works.

i look at alot of Slaan stuff and he is pretty good and has alot of Ideas i would do also
I would love to Chew a ear with him on Teamspeak sometime to learn something from him

xXC.H.U.DXx
01-19-2016, 08:34 PM
should this be the opposite with Small town and big town?
I noticed a Big town only have 1 building per a block and the small town was jam packed
or am i reading this wrong? Height/with values i'm talking about.

<hub_rule name="townSmall">
<hub_type value="town"/>
<width value="200, 500" />
<height value="200, 500" />
<path_material value="asphalt" />
<path_radius value="7" />

<prefab_rule name="townBuildings" prob="1"/>
</hub_rule>

<hub_rule name="townLarge">
<hub_type value="town"/>
<width value="200, 250" />
<height value="200, 250" />
<path_material value="asphalt" />
<path_radius value="7" />

argeos
01-19-2016, 08:50 PM
Thanks :)

as far as the biomedicos..i like those...just to many..those tanks are way OP anyways
you going to Update the Biome Decos? or do i just manually do it myself for now?
i could go through them and lower them all i guess.I removed them for now


We lowered them by 1 digit.

They are like 0.008 (?) %....we put 0.0008%, and they're OK. Otherwise we found mmm too many houses/prefabs all around for us.

thewalkingdeadguy
01-19-2016, 08:56 PM
I dropped the deco down to .0002 and it works really well for me. Still a good many around, but they are more evenly spaced and look more natural .

xXC.H.U.DXx
01-19-2016, 09:12 PM
They dont have to, just means you will likely get a rectangle rather than a square grid for the hub

Just a shot in the dark but
maybe this why the weird buildings are spawning
like 1 brick building in the middle of a Lot with nothing around it?

StompyNZ
01-19-2016, 10:38 PM
Just a shot in the dark but
maybe this why the weird buildings are spawning
like 1 brick building in the middle of a Lot with nothing around it?

that's how city lots are supposed to work.

In cities you get 1 prefab per lot, and 4 lots per cityblock.

If the prefabs are small ones like a little house/cabin etc then it will have the space around it. Mag gets around that by making his citymix prefabs that are a pre built group of prefabs made into a single prefab.

StompyNZ
01-19-2016, 10:47 PM
A note on the prob setting for biome decorations.

The number you use is essentially a ratio of how many it will try to spawn for each block. if it was set to prob=1 then it would try to put them in every block (other factors can stop them appearing so it wouldnt be 100% coverage).

So a prob of 0.1 would try and place them approx every 10 blocks generated etc.
A prob of .0002 as walkingdeadguy has would give 1 spawn every 5000 blocks (or 1 per 70x70 area).

The other deco's of course can push the chance off so you generally get less than the numbers indicate above, but if you had just a single deco it would probably be fairly close.

stallionsden
01-19-2016, 11:15 PM
Thanks :)

I was trying to Figure out some other weird stuff happening too like in some city blocks you would get 1 building right in the middle
i would much rather see a a combo building spawn there with like 4 different types of buildings (poi Asia Town) or a (slum area)
Some of the random spawns look out of place and alot of wasted space
IM new to this stuff so i been grinding the gears trying to learn how it works with a Huge Focus on RWGmixer.I would like to get this figured out first so i can load it up to my server be done with it

as far as the biomedicos..i like those...just to many..those tanks are way OP anyways
you going to Update the Biome Decos? or do i just manually do it myself for now?
i could go through them and lower them all i guess.I removed them for now

I have till end of month before i start up my server..so i will be working this alot till then.then its go time
20 man PVE white-listed...Will be fun
Also i wanted to ask the community..anybody notice a alot of loading lag with the entire pack in general?
like city loading or whatnot?
will this affect people with low end machines?
I know there is a server setup you can do by auto generating the Map while your AFK to reduce the lag for other people

I will be lowering them in next update. I unfortunately do not know how to convert several pois into 1 prefab unfortunately.

xXC.H.U.DXx
01-19-2016, 11:22 PM
that's how city lots are supposed to work.

In cities you get 1 prefab per lot, and 4 lots per cityblock.

If the prefabs are small ones like a little house/cabin etc then it will have the space around it. Mag gets around that by making his citymix prefabs that are a pre built group of prefabs made into a single prefab.


Yup,i noticed that i the megacity block.....so how how would i fix that if i just didn't want those buildings to Spawn there....What im look at is assigning certain builds to spawn i the Main city only.
i just made a quick map ported to the city (didn't see many Zeds at all)
but point is i noticed alot of Parking garages(which is ok)
but not many Real looking city buildings..apartment places were good
no stadiums/even a prison.......I guess what i'm asking is
|is there a way to alter this stuff to make it happen?

stallionsden
01-19-2016, 11:31 PM
Yup,i noticed that i the megacity block.....so how how would i fix that if i just didn't want those buildings to Spawn there....What im look at is assigning certain builds to spawn i the Main city only.
i just made a quick map ported to the city (didn't see many Zeds at all)
but point is i noticed alot of Parking garages(which is ok)
but not many Real looking city buildings..apartment places were good
no stadiums/even a prison.......I guess what i'm asking is
|is there a way to alter this stuff to make it happen?

The prisons and stadiums that are in game are way to big for a city block

xXC.H.U.DXx
01-19-2016, 11:38 PM
OK so my question would be...
how do i make sure only the city mix prefabs and tall builds and parking garages and all that only spawn in the mega city?
Even some destroyed ones would be fine..maybe Mix it up a little
Everything else looks great....i cant seem to spot and Subway entrances from the surface either like before.
i wanted to put Zombies down there but they won't be able to get out if there is no exit

stallionsden
01-19-2016, 11:46 PM
OK so my question would be...
how do i make sure only the city mix prefabs and tall builds and parking garages and all that only spawn in the mega city?
Even some destroyed ones would be fine..maybe Mix it up a little
Everything else looks great....i cant seem to spot and Subway entrances from the surface either like before.
i wanted to put Zombies down there but they won't be able to get out if there is no exit

I will be working on a few things today. The rubble buildings you can add in I have them as biome deco in the wasteland seeing as the wasteland is all destroyed. There is only one prefab that is a skyscraper. Unless more taller prefabs are made then that's the only 1. you cant set how a city spawns the spawn is random and it places prefabs randomly. However if you make a hub you can but to make a hub city that would take a lot of time and out of my experience range.

SO if you want taller buildings become a prefabber haha :-P atm I am building prefabs for the medieval pack and doing adjusting etc on this pack as well so maybe after I am done with these I can build some taller buildings. I will remove the houses for now and increase citymix counts. so the lots are not wasted

xXC.H.U.DXx
01-20-2016, 12:05 AM
I will be working on a few things today. The rubble buildings you can add in I have them as biome deco in the wasteland seeing as the wasteland is all destroyed. There is only one prefab that is a skyscraper. Unless more taller prefabs are made then that's the only 1. you cant set how a city spawns the spawn is random and it places prefabs randomly. However if you make a hub you can but to make a hub city that would take a lot of time and out of my experience range.

SO if you want taller buildings become a prefabber haha :-P atm I am building prefabs for the medieval pack and doing adjusting etc on this pack as well so maybe after I am done with these I can build some taller buildings. I will remove the houses for now and increase citymix counts. so the lots are not wasted

Sweet..I just wanted to know how i do that myself...I tried adding the Combo pack RWGmixer to see if it was different and i didn't get the big city..i reverted back to your Mega city mixer...i was just trying to learn how it all works :)

StompyNZ
01-20-2016, 12:20 AM
OK so my question would be...
how do i make sure only the city mix prefabs and tall builds and parking garages and all that only spawn in the mega city?
Even some destroyed ones would be fine..maybe Mix it up a little
Everything else looks great....i cant seem to spot and Subway entrances from the surface either like before.
i wanted to put Zombies down there but they won't be able to get out if there is no exit

follow the prefab_rule names :)

The hub rules determine what prefab_rule to use, and then the prefab rules can have nested levels of other prefab rules.

Unless stal has renamed it since the last version I looked at, it should be called 'city_houses' prefab_rule that has the list of the smaller houses, and maybe comment out everything except the 'upperClassHousing'

or you could just find the references to city_houses and comment those out of the parent groups where its used.

xXC.H.U.DXx
01-20-2016, 12:53 AM
Are you talking about these lines here?

<prefab_rule name="wastelandCity">
<prefab rule="cityBlocks" lot_type="CityBlock" />
<prefab rule="city_custom" prob="20" />
<prefab rule="city_houses" prob="8" />
<prefab rule="city_apartments" prob="3" />
<prefab rule="city_stores" prob="4" />
<prefab rule="parking" min_count="4" />
</prefab_rule>

I dont even see where the City mixers are even spawning here

but down here in city customs the City mix 1-15 are there

I didnt even see any POI's when i was floating around checking the random gen
working stiff or popping pills or even gun stores

not really sure it working right for me

i would think other then the POI's/Parking garages/Tall apartment buildings and gas stations in such you would want to see all these spawning in the city only

<prefab name="xcostum_Citymix_01(grtown-strclub-burnth-h-gar)a13_v1" min_count="1" />
<prefab name="xcostum_Citymix_02(gunst_sm-kuldlargeh-bunk)a13_v1" min_count="1" />
<prefab name="xcostum_Citymix_03(wareh-pistol-moes-bunker2)a13_v1" min_count="1" />
<prefab name="xcostum_Citymix_04(firedep-bookstore_sm_01)a13_v1" min_count="1" />
<prefab name="xcostum_Citymix_05(niceh-businesstanh-garage)a13_v1" min_count="1" />
<prefab name="xcostum_Citymix_06(simpsonh-gravey-brickh-camp-gar)a13_v1" min_count="1" />
<prefab name="xcostum_Citymix_07(guildh-restaurant-firest-xxxclub)a13_v1" min_count="1" />
<prefab name="xcostum_Citymix_08(myh-crema-gupchurch-farmsh1)a13_v1" min_count="1" />
<prefab name="xcostum_Citymix_09(grocery_sm-barn01-medclinic_sm)a13_v1" min_count="1" />
<prefab name="xcostum_Citymix_10(scilab-firewatcht-stayouth)a13_v1" min_count="1" />
<prefab name="xcostum_Citymix_11(mpwaste08-mpwaste04grey)a13_v1" min_count="1" />
<prefab name="xcostum_Citymix_12(businessbrick_r7_t4_t2_r2_r4)a1 3_v1" min_count="1" />
<prefab name="xcostum_Citymix_13(CarDealer-Pawnshop-storagesm-gar)a13_v1" min_count="1" />
<prefab name="xcostum_Citymix_14(BowseShop-hse-gar-Cantine-Bunker)a13_v1" min_count="1" />
<prefab name="xcostum_Citymix_15(GasSt-buisnessHse-BunkerTop-Bench)a13_v1" min_count="1" />

just trying to understand all this so i don't have to bother anybody after i learn it :)

stallionsden
01-20-2016, 02:46 AM
Sweet..I just wanted to know how i do that myself...I tried adding the Combo pack RWGmixer to see if it was different and i didn't get the big city..i reverted back to your Mega city mixer...i was just trying to learn how it all works :)

It been done in the next version of MC. Out atm but going home shortly to finish the next version. Also i have stated several times this pack includes conpo pack and each time the cp is updated this gets updated. Its even in the OP.

Using the compo pack rwgmixer will cause errors and non city spawning as my rwgmixer differs from the cp. However it has incorporated the cp into this pack

xXC.H.U.DXx
01-20-2016, 03:04 AM
It been done in the next version of MC. Out atm but going home shortly to finish the next version. Also i have stated several times this pack includes conpo pack and each time the cp is updated this gets updated. Its even in the OP.

Using the compo pack rwgmixer will cause errors and non city spawning as my rwgmixer differs from the cp. However it has incorporated the cp into this pack

yeah for sure.Just trying to see if maybe i can spot the issue also.
i noticed i'm not seeing many CityMix Prefabs by Magoli and more of the Asia Restaurants in stuff
which is odd like you siad.
i wonder if that has something do with it?
i understand about CP...just was a Observation for me to see how things work
i noticed in the last CP i saw more random Mixers before now but when i added Cityblocks/sewers they kind of went away.
Its been fun chatting in stuff and this a learning process which i don't mind taking.
if i'm going to run server like this i at least need to know somewhat of what i'm doing and this good stuff
I have not seen any Subway entrances at all.last time i saw them was CP 15 and i had sewers working on test then also

stallionsden
01-20-2016, 03:56 AM
yeah for sure.Just trying to see if maybe i can spot the issue also.
i noticed i'm not seeing many CityMix Prefabs by Magoli and more of the Asia Restaurants in stuff
which is odd like you siad.
i wonder if that has something do with it?
i understand about CP...just was a Observation for me to see how things work
i noticed in the last CP i saw more random Mixers before now but when i added Cityblocks/sewers they kind of went away.
Its been fun chatting in stuff and this a learning process which i don't mind taking.
if i'm going to run server like this i at least need to know somewhat of what i'm doing and this good stuff
I have not seen any Subway entrances at all.last time i saw them was CP 15 and i had sewers working on test then also

The bew one i working one spawns more city mixes and the restaurant spawn is fixed. The sewer system had to be modified as when you had a lower then 30 elevation in the city (bedrock to surface) the sewers didnt spawn but the rwgmixer incorporated the sewers and you would see every prefab floating. So i had to remove alot of levels of the sewers so now they spawn when elevation is 17 etc thus removing the entrances.

However you will see gates on their side which leads down by ladder to the sewers etc. If you want slaans back in go to regmixer uncomment his and comment out mine but dont be upset when you have the above issues haha lol they work when the elevation is above 30 tho.

xXC.H.U.DXx
01-20-2016, 04:32 AM
The bew one i working one spawns more city mixes and the restaurant spawn is fixed. The sewer system had to be modified as when you had a lower then 30 elevation in the city (bedrock to surface) the sewers didnt spawn but the rwgmixer incorporated the sewers and you would see every prefab floating. So i had to remove alot of levels of the sewers so now they spawn when elevation is 17 etc thus removing the entrances.

However you will see gates on their side which leads down by ladder to the sewers etc. If you want slaans back in go to regmixer uncomment his and comment out mine but dont be upset when you have the above issues haha lol they work when the elevation is above 30 tho.

Sweet ty for Working on that.....Naaa i'm not going back..i'm going forward in this adventure
yeah that's what i figured
those Subway entrance were pretty neat and Zombies could get out if they had too and not get trapped down there.If we could get the Subway entrances back we could put the Zombies back in and have a really scary time LOL
Will be waitinf patiently or a new update and ty for your time.

stallionsden
01-20-2016, 07:46 AM
UPDATE TIME: **Version 0.08 **

Changelog:

- Reduced BiomeDeco Spawn prob values from 0.08/0.015 etc to 0.0005

- Removed Asia_Town sub section and placed directly into city_custom Asia restaurant spawns a lot less

- Removed houses that wasted whole blocks. However left the business type buildings in

- Increased city_mix min_count values from 1 to 2 and removed citymix_10 as it had errors (hidden entity)

- Replaced terrain filler on all prefabs other then vanilla prefabs (as then you would need EAC off)

- City now spawns a great variety of prefabs. However, still may come across a prefab that has more then 1 in the city.

xXC.H.U.DXx
01-20-2016, 05:44 PM
Thanks for the great update..I was wonder what controls the spawn rate of the Working stiff/poppin pills/Bookstores/Weapons stores
i made a few seeds and noticed alot of working stiff stores...just wanted to balance that out a little bit :)
thanks for your time

argeos
01-20-2016, 08:39 PM
Thanks for the great update..I was wonder what controls the spawn rate of the Working stiff/poppin pills/Bookstores/Weapons stores
i made a few seeds and noticed alot of working stiff stores...just wanted to balance that out a little bit :)
thanks for your time

We have the same problem with our first seed. So far, we have tons of working stiff/messiah shotgun around (some visible to each others). It seems those 2 have a very higher prob. value. While other alternative prefabs should pop up more than that.

stallionsden
01-20-2016, 09:01 PM
I dont use prob values as they are bugged. I use min_count. So it means atleast 1 spawns minimum.

- - - Updated - - -

Adding a prob will cause the city to not spawn fully.

- - - Updated - - -

But the area you are looking for would be city_stores

StompyNZ
01-20-2016, 09:26 PM
We have the same problem with our first seed. So far, we have tons of working stiff/messiah shotgun around (some visible to each others). It seems those 2 have a very higher prob. value. While other alternative prefabs should pop up more than that.

prefab_rules have some bugs atm.

Often the first line will not get selected ever in a prefab_rule. Also mixing prob="1" with prob="0.5" gives mixed results. I found either use fractions for all probs, or have them all set to 1, or don't define them at all (default value is 1)

when stal changed all the prob=1 to min_count=1 it effectively set all probs to 1 so it avoids this bug.

argeos
01-20-2016, 09:29 PM
I dont use prob values as they are bugged. I use min_count. So it means atleast 1 spawns minimum.

- - - Updated - - -

Adding a prob will cause the city to not spawn fully.

- - - Updated - - -

But the area you are looking for would be city_stores


<prefab_rule name="city_stores">
<prefab rule="hardwareStores" min_count="1" />
<prefab rule="gunStores" min_count="1" />
<prefab rule="gasStations" min_count="1" />
<prefab rule="groceryStores" prob="2" />
<prefab rule="medicUnits" min_count="1" />
<prefab rule="pharmacies" min_count="1" />
<prefab rule="businessBrick" min_count="4" />
<prefab rule="businessTan" min_count="4" />
</prefab_rule

Wouldn't be the mixer is creating the first store (min value =1), then resets itself and repeat the above ?

We have hardwarestore/gunstores (the vanilla ones) for sure, none (so far) of the next ones. That as POis in wasteland/forest biomes

stallionsden
01-20-2016, 09:42 PM
Wouldn't be the mixer is creating the first store (min value =1), then resets itself and repeat the above ?

We have hardwarestore/gunstores (the vanilla ones) for sure, none (so far) of the next ones. That as POis in wasteland/forest biomes

I get a mix of stores but it pends on the seed. If you dont like the seed try another. The city spawn will vary .

xXC.H.U.DXx
01-20-2016, 11:41 PM
I dont use prob values as they are bugged. I use min_count. So it means atleast 1 spawns minimum.

- - - Updated - - -

Adding a prob will cause the city to not spawn fully.

- - - Updated - - -

But the area you are looking for would be city_stores

awesome ty...yeah i put all the stores on 1 and i commented out the brick business buildings
everything worked out good..just a few to many parking garages and parking lots this time around.
I did not see any city mixes at all this time...How do you Up the Spawn rate of them...i'm basically trying to fill the city with City Mixes and POI stores/parking garages and alot of Appartment house...Makes sense if you ask me
even the XXX stores and all the other Cuty type buildings

stallionsden
01-20-2016, 11:51 PM
awesome ty...yeah i put all the stores on 1 and i commented out the brick business buildings
everything worked out good..just a few to many parking garages and parking lots this time around.
I did not see any city mixes at all this time...How do you Up the Spawn rate of them...i'm basically trying to fill the city with City Mixes and POI stores/parking garages and alot of Appartment house...Makes sense if you ask me
even the XXX stores and all the other Cuty type buildings

Look for citymix orefabs in the city_custom change min_count to a higher number of each i have tonnes of city mixes soawn

xXC.H.U.DXx
01-21-2016, 01:35 AM
Look for citymix orefabs in the city_custom change min_count to a higher number of each i have tonnes of city mixes soawn

I think the Parking lots are taking over.LOL

stallionsden
01-21-2016, 01:38 AM
I think the Parking lots are taking over.LOL

each seed is different. Possibly that seed you tried spawned more parking lots. try another seed that is completely different.
I will look at the parking lots but fairly certain they are min 1. But either way unless you have enough prefabs to fill the city the size you have then there are gonna be doubles/triples up etc.

stallionsden
01-21-2016, 01:41 AM
ok if you go into the rwgmixer look up wastelandhub and wastelandcity the parking is set to 2 change the 2 to a 1. same with city apartments if you wish. I had increased the citymix values from 1 to 2 and I am getting heaps of them in a lot of the seeds I have tried.

xXC.H.U.DXx
01-21-2016, 02:10 AM
Yeah thats what i'm experimenting with now
it was like invasion of the Parking garages and lots lol

stallionsden
01-21-2016, 02:12 AM
Yeah thats what i'm experimenting with now
it was like invasion of the Parking garages and lots lol

Altho i dont mind myself as it breaks up all the cities loot. As oarking lots wtc doesnt have a tonne of loot but yeh most cities have lots of car park lots so its not that way out

xXC.H.U.DXx
01-21-2016, 02:31 AM
Altho i don't mind myself as it breaks up all the cities loot. As parking lots wtc doesn't have a tonne of loot but yeh most cities have lots of car park lots so it's not that way out

yeah..i totally agree with you...just not getting any City Mixers at all..to spawn..it's like they are blocked or something..this time i had so many POIs 10 people could be loaded in a day LOL...back to the drawing board.I manged to get rid of all the Small brick builds now which is good.Alot of Apartment builds i like.Be nice to see those Magoli mixers in the other spots...i'm working it

xXC.H.U.DXx
01-21-2016, 02:43 AM
ok if you go into the rwgmixer look up wastelandhub and wastelandcity the parking is set to 2 change the 2 to a 1. same with city apartments if you wish. I had increased the citymix values from 1 to 2 and I am getting heaps of them in a lot of the seeds I have tried.

yeah,I raised mine to 4 and i still dont see them yet..i must be missing something important..or i just have really bad luck

<prefab name="xcostum_Citymix_01(grtown-strclub-burnth-h-gar)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_02(gunst_sm-kuldlargeh-bunk)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_03(wareh-pistol-moes-bunker2)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_04(firedep-bookstore_sm_01)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_05(niceh-businesstanh-garage)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_06(simpsonh-gravey-brickh-camp-gar)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_07(guildh-restaurant-firest-xxxclub)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_08(myh-crema-gupchurch-farmsh1)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_09(grocery_sm-barn01-medclinic_sm)a13_v1" min_count="4" />
<!-- <prefab name="xcostum_Citymix_10(scilab-firewatcht-stayouth)a13_v1" min_count="2" /> -->
<prefab name="xcostum_Citymix_11(mpwaste08-mpwaste04grey)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_12(businessbrick_r7_t4_t2_r2_r4)a1 3_v1" min_count="4" />
<prefab name="xcostum_Citymix_13(CarDealer-Pawnshop-storagesm-gar)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_14(BowseShop-hse-gar-Cantine-Bunker)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_15(GasSt-buisnessHse-BunkerTop-Bench)a13_v1" min_count="4" />

open6l
01-23-2016, 09:54 PM
What if you wanted to start the central MEGACITY at say location 22000N x 12500E? Could you have the starting position other than at 0,0?

stallionsden
01-23-2016, 11:33 PM
What if you wanted to start the central MEGACITY at say location 22000N x 12500E? Could you have the starting position other than at 0,0?

Then you edit the ruleset and set the positions you want the cities and hubs to spawn.

But take into account you will have to increase your world from 10000 to more then 25000 for that to work.

open6l
01-24-2016, 03:26 PM
I keep trying to set positions but then whenever I approach the area I get "The given key was not present in the dictionary.". I've deleted the regions, reset the world (by deleting the entire world save folder). I've tried different placements but keep getting this error. I've increased the world to 50000. I've changed the ruleset to spawn the central city at 2,2 and 3,3. I've tried changing the cell size as well. I'll keep at it and hopefully get it working soon. :)


Then you edit the ruleset and set the positions you want the cities and hubs to spawn.

But take into account you will have to increase your world from 10000 to more then 25000 for that to work.

stallionsden
01-25-2016, 07:51 AM
I keep trying to set positions but then whenever I approach the area I get "The given key was not present in the dictionary.". I've deleted the regions, reset the world (by deleting the entire world save folder). I've tried different placements but keep getting this error. I've increased the world to 50000. I've changed the ruleset to spawn the central city at 2,2 and 3,3. I've tried changing the cell size as well. I'll keep at it and hopefully get it working soon. :)

Can you post your rwgmixer at all. Possibly the output.log to

madhojo
01-25-2016, 02:35 PM
Is there a "lite" version of Mega City? I've run into there just being far too much added. If it's not a Tank every 3 feet its a building and there is 0 ground without something there.

If not a "lite" version, does anyone have good Seed that has it all much more balanced out?

wes3840
01-25-2016, 04:54 PM
I'm running MC V0.8 on a server, and I'm getting a land/map glitch fairly often. If I run out in the forest north of the city I keep hitting the "edge of the world" - the land just stops and there is nothing beyond. If I keep running out into the void, I seem to be floating in the sky with no land in sight. I am nowhere near the map limits, roughly 2400 N, 1500 E, and it is as if I am on an island - I hit the cut off land in every direction, and have to restart the game to restore the world, only to hit the edge again pretty quickly. Restarting the server does not have any effect. I am running the V0.8 rwgmixer.xml and biomes.xml; any ideas? Thanks!

Slaan
01-25-2016, 08:27 PM
yeah,I raised mine to 4 and i still dont see them yet..i must be missing something important..or i just have really bad luck

<prefab name="xcostum_Citymix_01(grtown-strclub-burnth-h-gar)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_02(gunst_sm-kuldlargeh-bunk)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_03(wareh-pistol-moes-bunker2)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_04(firedep-bookstore_sm_01)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_05(niceh-businesstanh-garage)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_06(simpsonh-gravey-brickh-camp-gar)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_07(guildh-restaurant-firest-xxxclub)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_08(myh-crema-gupchurch-farmsh1)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_09(grocery_sm-barn01-medclinic_sm)a13_v1" min_count="4" />
<!-- <prefab name="xcostum_Citymix_10(scilab-firewatcht-stayouth)a13_v1" min_count="2" /> -->
<prefab name="xcostum_Citymix_11(mpwaste08-mpwaste04grey)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_12(businessbrick_r7_t4_t2_r2_r4)a1 3_v1" min_count="4" />
<prefab name="xcostum_Citymix_13(CarDealer-Pawnshop-storagesm-gar)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_14(BowseShop-hse-gar-Cantine-Bunker)a13_v1" min_count="4" />
<prefab name="xcostum_Citymix_15(GasSt-buisnessHse-BunkerTop-Bench)a13_v1" min_count="4" />

Just looking at this code, if the whole mixer is set like this with just min counts, is there not a chance that the city is filling up with other stuff before it makes it down the list to the said prefab. I've not followed the whole thread admittedly, but I would try placing the missing prefab further up the list and see what kind of difference that makes. If it does start to spawn and you notice something else not appearing instead theres a good chance you might need some max_counts in there too to give it some room to get everything in.

stallionsden
01-25-2016, 11:52 PM
Just looking at this code, if the whole mixer is set like this with just min counts, is there not a chance that the city is filling up with other stuff before it makes it down the list to the said prefab. I've not followed the whole thread admittedly, but I would try placing the missing prefab further up the list and see what kind of difference that makes. If it does start to spawn and you notice something else not appearing instead theres a good chance you might need some max_counts in there too to give it some room to get everything in.

Max_counts are bugged as when it going thru a list it gets to a max_count and stops spawning prefabs thus giving empty cities as well. Also i get lots of city mixes using the same rwgmixer. Only thing i can think of is to keep trying diff seeds fly round the city check not many city mixes try another seed. I have my citymixes min_count 2.

stallionsden
01-26-2016, 12:34 AM
Is there a "lite" version of Mega City? I've run into there just being far too much added. If it's not a Tank every 3 feet its a building and there is 0 ground without something there.

If not a "lite" version, does anyone have good Seed that has it all much more balanced out?

had to rwgmixer and look for the hub_rule section and edit the values below-

<hub_rules>
<hub_rule name="ruralSmall">
<hub_type value="rural"/>
<width value="400, 600" />
<height value="400, 600" />
<path_material value="asphalt" />
<path_radius value="7" />
<prefab_rule name="rurals" />
</hub_rule>
<hub_rule name="townSmall">
<hub_type value="town"/>
<width value="450, 650" />
<height value="450, 650" />
<path_material value="asphalt" />
<path_radius value="7" />
<prefab_rule name="townSmall" />
</hub_rule>
<hub_rule name="townLarge">
<hub_type value="town"/>
width value="650, 950" />
<height value="650, 950" />
<path_material value="asphalt" />
<path_radius value="7" />
<prefab_rule name="townLarge"/>
</hub_rule>
<hub_rule name="cityCommon">
<hub_type value="city"/>
<width value="1000, 1500" />
<height value="1000, 1500" />
<path_material value="asphalt" />
<path_radius value="7" />
<prefab_rule name="wastelandCity" />
</hub_rule>
<hub_rule name="cityHub">
<hub_type value="city"/>
<width value="1200, 1600" />
<height value="1200, 1600" />
<path_material value="asphalt" />
<path_radius value="7" />
<prefab_rule name="wastelandHub" />
</hub_rule>
<hub_rule name="oldWestTown">
<hub_type value="town"/>
<width value="500, 840" />
<height value="500, 840" />
<path_material value="asphalt" />
<path_radius value="7" />
<prefab_rule name="oldWestTown"/>
</hub_rule>
<hub_rule name="CoronadoCity">
<hub_type value="city"/>
<width value="800, 1500" />
<height value="800, 1500" />
<path_material value="asphalt" />
<path_radius value="7" />
<prefab_rule name="CoronadoCity" />
</hub_rule>

- - - Updated - - -


I'm running MC V0.8 on a server, and I'm getting a land/map glitch fairly often. If I run out in the forest north of the city I keep hitting the "edge of the world" - the land just stops and there is nothing beyond. If I keep running out into the void, I seem to be floating in the sky with no land in sight. I am nowhere near the map limits, roughly 2400 N, 1500 E, and it is as if I am on an island - I hit the cut off land in every direction, and have to restart the game to restore the world, only to hit the edge again pretty quickly. Restarting the server does not have any effect. I am running the V0.8 rwgmixer.xml and biomes.xml; any ideas? Thanks!

Try changing generation_distance in the rwgmixer -

<ruleset name="vanilla" cell_cache_size="30" cell_size="5000" cell_offset="0" generation_distance="100000">

stallionsden
01-26-2016, 12:38 AM
I have a sneaky feeling that it is one of the hubs not set correctly in the rwgmixer. what position is that that you are at like 1,1, or 2,2 or 0,1 etc if some one could work out that I can then look at the rwgmixer hub for that area.

Slaan
01-26-2016, 04:41 PM
Max_counts are bugged as when it going thru a list it gets to a max_count and stops spawning prefabs thus giving empty cities as well. Also i get lots of city mixes using the same rwgmixer. Only thing i can think of is to keep trying diff seeds fly round the city check not many city mixes try another seed. I have my citymixes min_count 2.

max counts may well indeed be bugged, but I have had some success using them. Here's an old mixer (https://www.dropbox.com/s/2upfq7aqgqb3nxm/rwgmixer%20%28max%20counts%20included%29.xml?dl=0) I was using to generate a 8 x 8 city, it will be easier to show you what I done, but I'm fairly certain I can confirm that prefabs do actually generate after a max_count entry.

I don't really do random anymore after troubles with probabilities, the maths just batters my simple brain too much, but that said I had maybe 5-10 empty lots out of 256 before I added the 'filler' group and tbh I never ruled out prefab spawning issues such as the clipping past the height limit etc so there's still a chance that style of grouping does indeed work as intended.

Cotabucky
01-27-2016, 01:11 PM
in SP play thru is great. in the city is good (Now that I reduced the size I had it from 2000x2500 to 1500x1000. A good variety of prefabs as well.

Nawww Why not the prefabs done by the community are greatest :-D adds so much more then the vanilla prefabs only :-D

- - - Updated - - -

havent had a chance to play on server yet maybe some one whom has can help with that. I be testing it soon either way tho
Yes I am taking far more interest in this as I am learning more :) . So far i have tested my super large city with almost all prefabs in game working and have zero performance issues running on my server. I notice playing and editing single player there is constant hitching but no issues running on server. I mostly mod the play environment like spawning types and night day cycles and a few other things. I figure using fun pimp prefabs may save me on performance and time were I am making huge cities(well minus that damn power station that kills performance lol). I am battling spawning at the moment. That is my biggest hangup but I'm trying to pay attention to what you all are doing and look forward to using the custom prefabs the community has. I have seen them over the years and they look amazing.

stallionsden
01-29-2016, 04:50 AM
No changes to rwgmixer or biomes so can re use the same biomes.xml. rwgmixer.xml and prefabs folder for 13.7.

LuckyStar
01-29-2016, 06:01 AM
No changes to rwgmixer or biomes so can re use the same biomes.xml. rwgmixer.xml and prefabs folder for 13.7.

Okay Stallion I'm about to try this for the first time.

Anything I should know?

I am going to add some of my prefabs to the mixer.

I heard something about no Probabilities or something and no max counts?????

Anyway, for all those trying this for the first time, what's your advice?

stallionsden
01-29-2016, 06:54 AM
Okay Stallion I'm about to try this for the first time.

Anything I should know?

I am going to add some of my prefabs to the mixer.

I heard something about no Probabilities or something and no max counts?????

Anyway, for all those trying this for the first time, what's your advice?

Use my rwgmixer and if you want biome spawns use the biome.xml to. And use the prefabs folder. Add your prefabs in to the prefab folder and your rwgmixer copy your prefab codes to the sub sections you want. Say you want it in the city.

Place in city_business lets say. Remove the max counts and probs adding min_count and set the value to what you would like. So it should look like this - <prefab_name ="name" min_count="1" >

The city spawner will then go thru each list and add prefabs taking note with using mon_counts more then 1 can appear. But generally pending seeds itbhas a good variety.

Also make copies of your biomes.xml rwgmixer.xml and prefabs folder in case you dont like it or what not. Also feel free to adjust the sizes of the towns cities etc to your liking as the mixer will still fill it up go to the hub_rules section

Jodans
02-06-2016, 07:37 PM
Hey, I am having an issue with the game, which I am posting here because I am thinking it has to do with this mod. Feel free to correct me if I am wrong.
While I am off exploring, on a relatively frequent basis, my console will pop up with a red error message.
I can close the console and continue moving, but I come to the edge of the world so to speak, I'm assuming an unloaded chunk.
When I hit escape to quit the map, and on the main menu, my mouse cursor is gone as well.
However, when I restart the game, and reload the map, the ungenerated chunk appears.
Here is the C&P of the error message from my output log.
2016-02-06T13:17:48 1569.343 ERR Exception in thread thread_GenerateChunks:

2016-02-06T13:17:48 1569.344 EXC List has changed.

InvalidOperationException: List has changed.
at System.Collections.ArrayList+SimpleEnumerator.Move Next () [0x00000] in <filename unknown>:0

at LightProcessor.UnspreadLight (.Chunk c, Int32 x, Int32 y, Int32 z, Byte lightValue, LIGHT_TYPE type) [0x00000] in <filename unknown>:0

at LightProcessor.RefreshSunlightAtLocalPos (.Chunk c, Int32 x, Int32 z, Boolean bSpreadLight, Boolean refreshSunlight) [0x00000] in <filename unknown>:0

at ChunkCluster.SetBlock (Vector3i _pos, Boolean _bChangeBlockValue, BlockValue _blockValue, Boolean _bChangeDensity, SByte _density, Boolean bNotify, Boolean updateLight) [0x00000] in <filename unknown>:0

at GameManager.ChangeBlocks (System.String persistentPlayerId, System.Collections.Generic.List`1 _blocksToChange) [0x00000] in <filename unknown>:0

at GameManager.SetBlocksRPC (System.Collections.Generic.List`1 _changes) [0x00000] in <filename unknown>:0

at World.SetBlockRPC (Vector3i _blockPos, BlockValue _blockValue) [0x00000] in <filename unknown>:0

at BlockLiquidv2.SE (.WorldBase , BlockValue , Vector3i , UpdateID , Int32 , Int32 , FlowDirection ) [0x00000] in <filename unknown>:0

at BlockLiquidv2.OnBlockAdded (.WorldBase world, .Chunk _chunk, Vector3i _blockPos, BlockValue _blockValue) [0x00000] in <filename unknown>:0

at Chunk.SetBlock (.WorldBase _world, Int32 x, Int32 y, Int32 z, Int32 _clrIdx, BlockValue _blockValue) [0x00000] in <filename unknown>:0

at Chunk.SetBlock (.WorldBase _world, Int32 x, Int32 y, Int32 z, BlockValue _blockValue) [0x00000] in <filename unknown>:0

at Prefab.CopyIntoLocal (.ChunkCluster _cluster, Vector3i _destinationPos, Boolean _bOverwriteExistingBlocks, Boolean _bSetChunkToRegenerate) [0x00000] in <filename unknown>:0

at PrefabModelDecorator.CopyIntoWorldLocal (.World _world, .Chunk _chunk, Vector3i _pos) [0x00000] in <filename unknown>:0

at WorldDecoratorFromBiomeCellData.L (.World , .Chunk , .Chunk , .Chunk , .Chunk , .Chunk , Int32 , Int32 , Int32 , Int32 , .BiomeDefinition , .HubCell ) [0x00000] in <filename unknown>:0

at WorldDecoratorFromBiomeCellData.DecorateChunkOverl apping (.World _world, .Chunk _chunk, .Chunk cXp1Z, .Chunk cXZp1, .Chunk cXp1Zp1, Int32 seed) [0x00000] in <filename unknown>:0

at ChunkProviderGenerateWorld.Q (.Chunk ) [0x00000] in <filename unknown>:0

at ChunkProviderGenerateWorld.S (.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.C (System.Object ) [0x00000] in <filename unknown>:0
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
ThreadManager:C(Object)

(Filename: Line: -1)


A pastebin of the ENTIRE log if you want/need it:
http://pastebin.com/nLJM2YPk

EDIT: On another note, in the wastelands, I am finding a bunch of neon bluish/turquoise boxes that I can only find in the creative menu. It's labeled in the menu "lootdesert" or "desertloot".

stallionsden
02-06-2016, 07:43 PM
Hey, I am having an issue with the game, which I am posting here because I am thinking it has to do with this mod. Feel free to correct me if I am wrong.
While I am off exploring, on a relatively frequent basis, my console will pop up with a red error message.
I can close the console and continue moving, but I come to the edge of the world so to speak, I'm assuming an unloaded chunk.
When I hit escape to quit the map, and on the main menu, my mouse cursor is gone as well.
However, when I restart the game, and reload the map, the ungenerated chunk appears.
Here is the C&P of the error message from my output log.
2016-02-06T13:17:48 1569.343 ERR Exception in thread thread_GenerateChunks:

2016-02-06T13:17:48 1569.344 EXC List has changed.

InvalidOperationException: List has changed.
at System.Collections.ArrayList+SimpleEnumerator.Move Next () [0x00000] in <filename unknown>:0

at LightProcessor.UnspreadLight (.Chunk c, Int32 x, Int32 y, Int32 z, Byte lightValue, LIGHT_TYPE type) [0x00000] in <filename unknown>:0

at LightProcessor.RefreshSunlightAtLocalPos (.Chunk c, Int32 x, Int32 z, Boolean bSpreadLight, Boolean refreshSunlight) [0x00000] in <filename unknown>:0

at ChunkCluster.SetBlock (Vector3i _pos, Boolean _bChangeBlockValue, BlockValue _blockValue, Boolean _bChangeDensity, SByte _density, Boolean bNotify, Boolean updateLight) [0x00000] in <filename unknown>:0

at GameManager.ChangeBlocks (System.String persistentPlayerId, System.Collections.Generic.List`1 _blocksToChange) [0x00000] in <filename unknown>:0

at GameManager.SetBlocksRPC (System.Collections.Generic.List`1 _changes) [0x00000] in <filename unknown>:0

at World.SetBlockRPC (Vector3i _blockPos, BlockValue _blockValue) [0x00000] in <filename unknown>:0

at BlockLiquidv2.SE (.WorldBase , BlockValue , Vector3i , UpdateID , Int32 , Int32 , FlowDirection ) [0x00000] in <filename unknown>:0

at BlockLiquidv2.OnBlockAdded (.WorldBase world, .Chunk _chunk, Vector3i _blockPos, BlockValue _blockValue) [0x00000] in <filename unknown>:0

at Chunk.SetBlock (.WorldBase _world, Int32 x, Int32 y, Int32 z, Int32 _clrIdx, BlockValue _blockValue) [0x00000] in <filename unknown>:0

at Chunk.SetBlock (.WorldBase _world, Int32 x, Int32 y, Int32 z, BlockValue _blockValue) [0x00000] in <filename unknown>:0

at Prefab.CopyIntoLocal (.ChunkCluster _cluster, Vector3i _destinationPos, Boolean _bOverwriteExistingBlocks, Boolean _bSetChunkToRegenerate) [0x00000] in <filename unknown>:0

at PrefabModelDecorator.CopyIntoWorldLocal (.World _world, .Chunk _chunk, Vector3i _pos) [0x00000] in <filename unknown>:0

at WorldDecoratorFromBiomeCellData.L (.World , .Chunk , .Chunk , .Chunk , .Chunk , .Chunk , Int32 , Int32 , Int32 , Int32 , .BiomeDefinition , .HubCell ) [0x00000] in <filename unknown>:0

at WorldDecoratorFromBiomeCellData.DecorateChunkOverl apping (.World _world, .Chunk _chunk, .Chunk cXp1Z, .Chunk cXZp1, .Chunk cXp1Zp1, Int32 seed) [0x00000] in <filename unknown>:0

at ChunkProviderGenerateWorld.Q (.Chunk ) [0x00000] in <filename unknown>:0

at ChunkProviderGenerateWorld.S (.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.C (System.Object ) [0x00000] in <filename unknown>:0
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
ThreadManager:C(Object)

(Filename: Line: -1)


A pastebin of the ENTIRE log if you want/need it:
http://pastebin.com/nLJM2YPk

EDIT: On another note, in the wastelands, I am finding a bunch of neon bluish/turquoise boxes that I can only find in the creative menu. It's labeled in the menu "lootdesert" or "desertloot".

The list has changed error I have no idea on sorry. If someone one knows the fix or know what this error is I be grateful.

Are these loot boxes in buildings or by themselves.

Jodans
02-06-2016, 08:07 PM
Are these loot boxes in buildings or by themselves.

I usually have seen them in/around the half-standing 2-3 story rubble buildings in the wasteland. (I think it's wasteland? It's the gravel/rock biome with the bricks and scrap piles littered everywhere.)
The next time I come across one, I'll screenshot it.

stallionsden
02-06-2016, 08:51 PM
I usually have seen them in/around the half-standing 2-3 story rubble buildings in the wasteland. (I think it's wasteland? It's the gravel/rock biome with the bricks and scrap piles littered everywhere.)
The next time I come across one, I'll screenshot it.

Yes I believe i have fixed these for the next release. I went thru those before and found a few that I had missed changing the lootwasteland to dufflebag01 as when you add prefabs to biomes the lootcontainers do not spawn the loot they are spose to unlike the vanilla prefabs that were there already.

This could also have been the issue with the change list scenario I am unsure. Maybe it was trying to change the loot container to a lootable one and yeh that one is a W.I.P

Jodans
02-07-2016, 12:09 AM
Still a good work though. It's annoying having to restart for the errors, but totally worth it. Thanks for your work.

stallionsden
02-07-2016, 01:28 AM
Still a good work though. It's annoying having to restart for the errors, but totally worth it. Thanks for your work.

No worries glad you enjoy it and hopefully i can nullify the nre and work out what the change of list means

wes3840
02-07-2016, 05:27 AM
Hey, I am having an issue with the game, which I am posting here because I am thinking it has to do with this mod. Feel free to correct me if I am wrong.
While I am off exploring, on a relatively frequent basis, my console will pop up with a red error message.
I can close the console and continue moving, but I come to the edge of the world so to speak, I'm assuming an unloaded chunk.
When I hit escape to quit the map, and on the main menu, my mouse cursor is gone as well.
However, when I restart the game, and reload the map, the ungenerated chunk appears.
.

This is still happening to me as well; sometimes I get the edge of the world, but usually now I just get the error in the console and lose my cursor. In my current game it did not occur until I had been playing for over an hour; once it happens for the first time, it then recurs fairly often and I am forced to start a new game. I am only getting it on the dedicated server game; it doesn't seem to happen when I play a local game. I copied the same Data folder from the local install over to the dedi game, so all of the files are the same except for the Assembly-CSharp.dll (using the expanded backpack mod, and I am using the DEDI version of the CSharp on the server). I'll try it with the SP dll and see if that might be causing this - will follow up in a bit.

stallionsden
02-07-2016, 05:37 AM
This is still happening to me as well; sometimes I get the edge of the world, but usually now I just get the error in the console and lose my cursor. In my current game it did not occur until I had been playing for over an hour; once it happens for the first time, it then recurs fairly often and I am forced to start a new game. I am only getting it on the dedicated server game; it doesn't seem to happen when I play a local game. I copied the same Data folder from the local install over to the dedi game, so all of the files are the same except for the Assembly-CSharp.dll (using the expanded backpack mod, and I am using the DEDI version of the CSharp on the server). I'll try it with the SP dll and see if that might be causing this - will follow up in a bit.

may you also let me know which biome/s is causing these errors in please.

wes3840
02-07-2016, 06:05 AM
may you also let me know which biome/s is causing these errors in please.

It was the plains, occurred as I was approaching the edge of the central city from my spawn point. Oh, I changed to the SP dll but it happened again as I was running along the border of the city to an air drop - this time I also got the edge of the world with the error in the console.

wes3840
02-07-2016, 06:08 AM
Hey, I am having an issue with the game, which I am posting here because I am thinking it has to do with this mod. Feel free to correct me if I am wrong.
While I am off exploring, on a relatively frequent basis, my console will pop up with a red error message.
I can close the console and continue moving, but I come to the edge of the world so to speak, I'm assuming an unloaded chunk.
When I hit escape to quit the map, and on the main menu, my mouse cursor is gone as well.
However, when I restart the game, and reload the map, the ungenerated chunk appears.
Here is the C&P of the error message from my output log.


Jodans, are you running any other mods besides MC?

stallionsden
02-07-2016, 06:32 AM
I know if you get the nre exception error generate chunks if you exit game (alt-f4). And go back in the nre disappears. However uncertain this is game issue or my mod issue

stallionsden
02-07-2016, 11:37 AM
Yay finally we can edit the original posts. All mega city Related stuff here please.

Jodans
02-07-2016, 03:13 PM
Jodans, are you running any other mods besides MC?

Oh heavens yes.
Survivor Notes - Recipe Books
Working Ovens and Sinks
Expanded Traps
Expanded Farming
Expanded Player Storage Containers
Animal Snares
Expanded Weapons and Tools
Starter Class System
AutoWall: Semi-Automatic Wall Building
Door Lock Smash
Clingwrap - Seal Raw Meat
Crafting Workstations
Thesis Mod
Backpack Expansion (75 slots & the .dll)
More useful beds and bedrolls
Shears (Weed Whacker)
Asphalt - Time to RUN!
I'm also using a mod for the GUI, I don't remember which one but it puts food & water percentage by the health bar.
Also, other personal tweaks to items and recipes.
So far as I know though, Mega City is the only one that affects generation.
I just ran a DiffMerge comparison of the RWGMixer, Biomes.xml and the prefabs folder I'm playing with against the ones freshly downloaded and all files are identical. (V0.08)
Also I only play SP.

wes3840
02-09-2016, 06:08 PM
It was the plains, occurred as I was approaching the edge of the central city from my spawn point. Oh, I changed to the SP dll but it happened again as I was running along the border of the city to an air drop - this time I also got the edge of the world with the error in the console.

Ok I did a fresh start with vanilla game files, and I added only Magoli's new CompoPack 17 and rwgmixer.xml, and logged back into an existing save before starting a new seed, as he suggests. On the new seed I made my way to the central city, and as I was exploring it I got the console error crash, and loss of cursor again until I quit 7DTD completely (this happened in a burnt forest part of the city). So it is not specifically related to MC...The save that I first logged into did not (previously) have MC nor Compopack; it did have the CityCombo Packs and that rwgmixer (which was just the vanilla file with the new lines added), and I never got the crash even after extensive exploration of the central city. I did not play it after switching over to the CompoPack and its rwgmixer, I only logged in for a moment and back out again before starting a new seed. Both seeds also had the sirmod v54, the backpack expansion, and the Asphalt - Time To Run mods so nothing changed there. Can you think of anything that the MC or CompoPack rwgmixers have that could possibly account for this error?

Thanks...

stallionsden
02-09-2016, 08:23 PM
Ok I did a fresh start with vanilla game files, and I added only Magoli's new CompoPack 17 and rwgmixer.xml, and logged back into an existing save before starting a new seed, as he suggests. On the new seed I made my way to the central city, and as I was exploring it I got the console error crash, and loss of cursor again until I quit 7DTD completely (this happened in a burnt forest part of the city). So it is not specifically related to MC...The save that I first logged into did not (previously) have MC nor Compopack; it did have the CityCombo Packs and that rwgmixer (which was just the vanilla file with the new lines added), and I never got the crash even after extensive exploration of the central city. I did not play it after switching over to the CompoPack and its rwgmixer, I only logged in for a moment and back out again before starting a new seed. Both seeds also had the sirmod v54, the backpack expansion, and the Asphalt - Time To Run mods so nothing changed there. Can you think of anything that the MC or CompoPack rwgmixers have that could possibly account for this error?

Thanks...

I have spent the last few days going over the biomes.xml the rwgmixerand prefabs folder. I cant see the issue myself.

I am starting to think it is a game issue. When going thru the biome.xml i did notice vanilla biome.xml has decoration type"prefab" name="rubble_waste04" prob=".005" />.

So i did remove all the rotations from the biomedeco prefabs to. Maybe that was a mistake idk. Gonna add that back in today and see how i go.

Orphen
02-15-2016, 09:52 PM
Am I suppose to be getting this strange shearing of the terrain? I started a new game with a new seed and ended up in the city exploring it. The city is great I love it but the entire west side of the city rises from base elevation to almost completely vertical mountain I can't even walk well beyond the max view distance.

on the north side there is this goofy line where the terrain was gently rising then suddenly falls straight down a dozen of so blocks to pick up gently rising again after the shear drop. I've numerous other mods in but this is the only mod that affects biomes and the RWGmixer.

stallionsden
02-15-2016, 11:06 PM
Am I suppose to be getting this strange shearing of the terrain? I started a new game with a new seed and ended up in the city exploring it. The city is great I love it but the entire west side of the city rises from base elevation to almost completely vertical mountain I can't even walk well beyond the max view distance.

on the north side there is this goofy line where the terrain was gently rising then suddenly falls straight down a dozen of so blocks to pick up gently rising again after the shear drop. I've numerous other mods in but this is the only mod that affects biomes and the RWGmixer.

Unfortunately this is a game issue. Hopefully a14 fixes it. But yeh so ething that is the norm atm sorry

stallionsden
02-16-2016, 11:59 AM
VERSION 1.0 out now.

Changelog:

- Updated to Compo Pack 17

- Updated to ProjectSlaanHatten 0.3.5

- Added CIty Hosptial

- Added Sky Skraper Series

- Removed ruralhub01 and ruralhubsmall du to floating issues/bugs

- adjusted cell_offset and generation_size (Thanks again StompyNZ)

Orphen
02-17-2016, 05:40 PM
Since adding the mod to my server I've been having a problem with chunk loading. Has anyone else had this issue?

Chunks eventually stop losing all together. They appear to stop being created too, after a certain point. Once this occurs after logging out and restarting server no one can log back in.

Was wondering if something is overwhelming the server? I know there are just an absolute boat load of the tank prefabs, I can go a 100' with running into another. was not expecting the shear number of wilderness structures.

Slaan
02-17-2016, 06:17 PM
Since adding the mod to my server I've been having a problem with chunk loading. Has anyone else had this issue?

Chunks eventually stop losing all together. They appear to stop being created too, after a certain point. Once this occurs after logging out and restarting server no one can log back in.

Was wondering if something is overwhelming the server? I know there are just an absolute boat load of the tank prefabs, I can go a 100' with running into another. was not expecting the shear number of wilderness structures.

The slaanhatten hub does not play nice on dedicated servers unless some specific steps are taken when setting up the map, the issue you are having sounds very familiar. Checkout the thread (https://7daystodie.com/forums/showthread.php?37578-Project-Slaanhatten), there is a work around solution if the hub is indeed the problem.

stallionsden
02-17-2016, 08:27 PM
Since adding the mod to my server I've been having a problem with chunk loading. Has anyone else had this issue?

Chunks eventually stop losing all together. They appear to stop being created too, after a certain point. Once this occurs after logging out and restarting server no one can log back in.

Was wondering if something is overwhelming the server? I know there are just an absolute boat load of the tank prefabs, I can go a 100' with running into another. was not expecting the shear number of wilderness structures.

To lower the spawn rate of the biomedeco prefabs go into the biomes.xml very prefab with biomedeco change the prob to a lower number that you wish to use. eg: 0.005 change to 0.0005.

Can you please not the co ords you are getting this error also please. Could be What slaan mentioned but if that isnt the issue let me know so I can track it down please.

Orphen
02-17-2016, 09:20 PM
Okay I'll play around with it over the next few days and see if I can find more information to give you.

stallionsden
02-18-2016, 03:21 AM
VERSION 1.1 Now out. Download in OP.

Fixed several errors causing generating chunk errors. For some reason the hubs were causing the errors (Maybe more in regards to other things but so far all hubs have been fixed)

- Removed The Maze for the time being.

- Moved Slaanhatten back to 1,1 and wasteland_NE back to 0,1.

Please let me know if you find anymore errors and to comment the area/co ords /biome your in. Also will need the version your using and seed name. Also please update to version 1.1

illidua
02-18-2016, 08:01 AM
Had this bug while running arround just to see how everything look with this addon. Don't know if it gives anyone an idea about what happend. Had the Zombie spawn set to "Disabled" if it helps.
Random Gen.
Co ords: 2966S 1443E

13299

stallionsden
02-18-2016, 08:11 AM
Had this bug while running arround just to see how everything look with this addon. Don't know if it gives anyone an idea about what happend. Had the Zombie spawn set to "Disabled" if it helps.
Random Gen.
Co ords: 2966S 1443E

13299

What version are you running. If 1.0 or lower please update to version 1.1 then if any errors let me know. Cheers. If you have updated to version 1.1 what seed name

stallionsden
02-18-2016, 08:42 AM
I also can not see what the red lines state are you able to paste here what it says please

illidua
02-18-2016, 05:25 PM
What version are you running. If 1.0 or lower please update to version 1.1 then if any errors let me know. Cheers. If you have updated to version 1.1 what seed name

Sorry for late reply.
It is v1.1.
The game name is: trommelom
The red text saying:
2016-02-18T08:53:39 100.297 ERR Exceptions in thread thread_GenerateChunks:
IndexOutOfRangeException Array index is out of range.

Also realized when trying to start the game Again that an other error occures 3 times in a row a bit higher in the console, but didn't get to read and note all of it before i died from freezing. It says something like:
NullReferenceException: Object reference not set to an instance of an object
"timestamp" ERR Unable to load 'sky skraper4', skipping.
Hope it helps.

illidua
02-18-2016, 07:00 PM
Sorry for late reply.
It is v1.1.
The game name is: trommelom
The red text saying:
2016-02-18T08:53:39 100.297 ERR Exceptions in thread thread_GenerateChunks:
IndexOutOfRangeException Array index is out of range.

Also realized when trying to start the game Again that an other error occures 3 times in a row a bit higher in the console, but didn't get to read and note all of it before i died from freezing. It says something like:
NullReferenceException: Object reference not set to an instance of an object
"timestamp" ERR Unable to load 'sky skraper4', skipping.
Hope it helps.

So. To make sure it wasn't an error with my game i deleted all local files (including the Appdata/saves), downloaded it Again from steam and put in the prefabs and the config files. Created a new game with the same name (trommelom). When the game starts the "sky skraper4" error comes right from the start. As this is the first time i ever tryed to install a mod to this game, im not sure what to do about this error.
I also found some levitation issues.
The Picture shows a house that are raised what seems like 4 Blocks over the road, and the road have a hight difference from right to left lane. Im not sure if this issue comes from the underground sever/drain that i marked with a circle on the Picture.

Nice mod though. Looking forward to explore it all with my buddies :-D

13300

EDIT:
I created a new game with the seed name: bombadabom
Again the "sky skaper4" error comes when loading the game. Also when i went to the city, it Again looks like a lot of houses ect isn't in lvl with the road. I'm not sure if it has anything to do with it, but all the houses with levitation issues have the drain/sever beneath it.

13301

stallionsden
02-18-2016, 08:52 PM
So. To make sure it wasn't an error with my game i deleted all local files (including the Appdata/saves), downloaded it Again from steam and put in the prefabs and the config files. Created a new game with the same name (trommelom). When the game starts the "sky skraper4" error comes right from the start. As this is the first time i ever tryed to install a mod to this game, im not sure what to do about this error.
I also found some levitation issues.
The Picture shows a house that are raised what seems like 4 Blocks over the road, and the road have a hight difference from right to left lane. Im not sure if this issue comes from the underground sever/drain that i marked with a circle on the Picture.

Nice mod though. Looking forward to explore it all with my buddies :-D

13300

EDIT:
I created a new game with the seed name: bombadabom
Again the "sky skaper4" error comes when loading the game. Also when i went to the city, it Again looks like a lot of houses ect isn't in lvl with the road. I'm not sure if it has anything to do with it, but all the houses with levitation issues have the drain/sever beneath it.

13301

I havent had that sky skraper4 error since 0.09. Really unsure as to this error tho as it is exactly the same as the other sky skrapers.

Have added a yoffset to the city theatre and the sanddown buildings. It seems if the prefab doesnt have a yoffset it floats automatically. Really annoying bug.

Have corrected this in the xmls. ty for finding the errors. Will have a release sometime today. GOnna go thru the xmls and check all pefabs for missing yoffset.

stallionsden
02-18-2016, 09:11 PM
ok i flew round didnt see any floating issues. however did notice some single building and houses still in the city. I have removed all single prefabs that made the city lot look empty back in a previous version. like 1 burnt house a block etc.

I went to 2966s 1443E and no error either :-( altho my one was plain lands not snow.

did you start a new game when installing Version 1.1 or.

illidua
02-18-2016, 09:17 PM
ok i flew round didnt see any floating issues. however did notice some single building and houses still in the city. I have removed all single prefabs that made the city lot look empty back in a previous version. like 1 burnt house a block etc.

I went to 2966s 1443E and no error either :-( altho my one was plain lands not snow.

did you start a new game when installing Version 1.1 or.

I installed 1.1 and then created a new game to see what difference there would be with the mod installed. But the issue might be connected with the character problems some people have been writing about. (i haven't played after 13.8 before trying this mod). I will try to make a new char tomorrow and see if i get the same error when going to coords.
And Again thanks for a great Work with the mod :-) love it allready.

stallionsden
02-18-2016, 11:35 PM
I installed 1.1 and then created a new game to see what difference there would be with the mod installed. But the issue might be connected with the character problems some people have been writing about. (i haven't played after 13.8 before trying this mod). I will try to make a new char tomorrow and see if i get the same error when going to coords.
And Again thanks for a great Work with the mod :-) love it allready.

If you get the error again after creating a new character do let me know. I wanna squash all bugs if possible.

illidua
02-19-2016, 09:35 AM
If you get the error again after creating a new character do let me know. I wanna squash all bugs if possible.

Okay, so i think i might be getting better at this reporting thing. :-)

I deleted all saves and game data. Downloaded the game Again, downloaded 1.1 Again just to be sure, made a new profile and created a game called: trommelom.

I still get the "Sky skraper4" error when loading the game. I packed my self warm and with a bit of Tools and beer to get to the co ords faster. On the way to the co ords that caused the error in the first place i got the error Again.

co ords: 2587S 1394E

2016-02-19T10:03:02 447.304 ERR Exception in thread thread_GenerateChunks:
IndexOutOfRangeException: Array index is out of range.

The "output_log" file in the 7D2D root have a lot more info on that:


2016-02-19T10:02:57 442.318 INF Time: 6.36m FPS: 42.79 Heap: 1262.1MB Max: 1480.7MB Chunks: 628 CGO: 492 Ply: 1 Zom: 0 Ent: 5 (26) Items: 20 CO: 1

2016-02-19T10:03:02 447.304 ERR Exception in thread thread_GenerateChunks:

2016-02-19T10:03:02 447.304 EXC Array index is out of range.

IndexOutOfRangeException: Array index is out of range.
at Chunk.GetBlock (Int32 _x, Int32 _y, Int32 _z) [0x00000] in <filename unknown>:0

at BlockTools.IsCubeBorderEmpty (.World _world, Vector3i _pos, Vector3i _size) [0x00000] in <filename unknown>:0

at WorldDecoratorFromBiomeCellData.L (.World , .Chunk , .Chunk , .Chunk , .Chunk , .Chunk , Int32 , Int32 , Int32 , Int32 , .BiomeDefinition , .HubCell ) [0x00000] in <filename unknown>:0

at WorldDecoratorFromBiomeCellData.DecorateChunkOverl apping (.World _world, .Chunk _chunk, .Chunk cXp1Z, .Chunk cXZp1, .Chunk cXp1Zp1, Int32 seed) [0x00000] in <filename unknown>:0

at ChunkProviderGenerateWorld.Q (.Chunk ) [0x00000] in <filename unknown>:0

at ChunkProviderGenerateWorld.S (.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.C (System.Object ) [0x00000] in <filename unknown>:0
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
ThreadManager:C(Object)

Also some info on the Sky skraper bug:


2016-02-19T09:59:07 212.313 ERR Unable to load 'sky skraper4', skipping.

2016-02-19T09:59:08 213.555 EXC Object reference not set to an instance of an object

NullReferenceException: Object reference not set to an instance of an object
at Prefab.UE () [0x00000] in <filename unknown>:0

at Prefab.HU (System.String , System.String ) [0x00000] in <filename unknown>:0
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)

and last, in the start of the gameload i found this:


2016-02-19T09:59:05 210.749 INF StartAsServer

2016-02-19T09:59:05 210.752 INF createWorld: Random Gen, trommelom, GameModeSurvivalMP

2016-02-19T09:59:05 210.785 INF Started thread QE

2016-02-19T09:59:05 210.785 INF Started thread thread_Regenerating

2016-02-19T09:59:05 210.866 INF World.Load: Random Gen

2016-02-19T09:59:05 210.924 INF Started thread thread_Pathfinder

2016-02-19T09:59:05 210.932 INF SelectionBoxManager.Instance: SelectionBoxes (SelectionBoxManager)

2016-02-19T09:59:05 210.934 INF Started thread thread_GenerateChunks

2016-02-19T09:59:07 212.306 EXC Object reference not set to an instance of an object

NullReferenceException: Object reference not set to an instance of an object
at Prefab.UE () [0x00000] in <filename unknown>:0

at Prefab.HU (System.String , System.String ) [0x00000] in <filename unknown>:0
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)

I hope its no too much info :-)

stallionsden
02-19-2016, 10:18 AM
Okay, so i think i might be getting better at this reporting thing. :-)

I deleted all saves and game data. Downloaded the game Again, downloaded 1.1 Again just to be sure, made a new profile and created a game called: trommelom.

I still get the "Sky skraper4" error when loading the game. I packed my self warm and with a bit of Tools and beer to get to the co ords faster. On the way to the co ords that caused the error in the first place i got the error Again.

co ords: 2587S 1394E


The "output_log" file in the 7D2D root have a lot more info on that:



Also some info on the Sky skraper bug:



and last, in the start of the gameload i found this:



I hope its no too much info :-)

No not to much at all. I play a game and i dont get the sky skraper error. Maybe go to the rwgmixer and comment out the sky skraper4 in the wasteland hub and city hub rules by adding <!-- at the start and --> at the end of the line. I will have to look further into that 1.

Do you have any other mods installed.

Please also could you put your biome.xml yoir rwgmixer and prefab folder in a rar and upload it to me here so as i can place your files into my game and see.

Sorry your having these issues are happening

illidua
02-19-2016, 11:14 AM
No not to much at all. I play a game and i dont get the sky skraper error. Maybe go to the rwgmixer and comment out the sky skraper4 in the wasteland hub and city hub rules by adding <!-- at the start and --> at the end of the line. I will have to look further into that 1.

Do you have any other mods installed.

Please also could you put your biome.xml yoir rwgmixer and prefab folder in a rar and upload it to me here so as i can place your files into my game and see.

Sorry your having these issues are happening

I dont have any other mods installed.
I packed and uploaded the prefabs and XML files to dropbox.
https://www.dropbox.com/s/11q8ftohjo0fdmw/Prefabs.rar?dl=0

I also came across this one, not sure if its suppose to look like that..:
13305

stallionsden
02-19-2016, 11:31 AM
I dont have any other mods installed.
I packed and uploaded the prefabs and XML files to dropbox.
https://www.dropbox.com/s/11q8ftohjo0fdmw/Prefabs.rar?dl=0

I also came across this one, not sure if its suppose to look like that..:
13305

Yeh thay one is just a game bug i believe. If i see it again i will try to work out which prefab it is and take a look in the editor and see what's going on.

Unfortunately there is a storm here again so unable to try your prefab and xml atm but at the first chance i get i will look. (On my phone atm).

stallionsden
02-19-2016, 09:17 PM
I also came across this one, not sure if its suppose to look like that..:
13305

Ok this was my error. when creating the biomedeco the biome spawn also had the yoffset set to -13. Thus I am thinking for biome spawns it does not work the same as for city spawns as in the yoffset needs to be set so it matches the ground level.

Will look into this further and see how I go.

I ran into your error using your prefabs, and xmls. The SKy Skraper error I didnt get on start tho. But if you go to prefabs folder and locate the sky skraper4 tts and xml it looks like this - Sky skraper4. Change the 2nd s to a capital on both tts and xml.

I will upload to you my biomes, rwg and Prefab folder. IF you could simply delete or change the name of your existing prefab folder and place mine in the data folder as well as with the biomes and rwgmixer. And let me know if you go to those co ords and you still get the error.

stallionsden
02-19-2016, 09:24 PM
https://www.dropbox.com/s/20vubr4twio5xzh/for%20illudia.rar?dl=0

Here is the biomes,rwgmixer and prefab folder Illidua (sorry misspelt the name in the rar folder :-( )

Omnimetatron
02-26-2016, 10:48 AM
Installed this an our server last night, as we've moved to another provider. After about half an hour we all began to desynch and the world stopped drawing in. Ended up just playing vanilla as we wanted to make sure we weren't getting screwed by the hosting service, everything ran fine. Not sure what the issue might have been, and the logs weren't showing anything untoward.

We just wanted to try something new before the inevitable reset for A14. Anyway, just thought I'd mention it on the off-chance there's something I can do to remedy the problem, at least then we could have another go in the future.

stallionsden
02-26-2016, 11:33 AM
Installed this an our server last night, as we've moved to another provider. After about half an hour we all began to desynch and the world stopped drawing in. Ended up just playing vanilla as we wanted to make sure we weren't getting screwed by the hosting service, everything ran fine. Not sure what the issue might have been, and the logs weren't showing anything untoward.

We just wanted to try something new before the inevitable reset for A14. Anyway, just thought I'd mention it on the off-chance there's something I can do to remedy the problem, at least then we could have another go in the future.

Hi i am working on a few fixes for this. However. Your issue maybe the slaanhatten aa getting it onto a server requires a little bit of work. If you go to his link there is instructions on how to do the work around to correct it. It is a amazing hub tho so def well worth the effort to get it in.

Ty tho for bringing this up a new release will be out shortly.

stallionsden
02-28-2016, 01:01 AM
UPDATE Version 1.2

Download in OP

Changelog:

- Removed water from prefabs.

- Fixed errors in rural and wilderness (Thanks to StompyNZ for finding these)

- removed terrain filler from compo pack prefabs causing sections of the prefab to be floating and collapse.

- fixed floating issues involving prefabs - xcustom_circus, xvanilla_apartments 5 floor and 6 floor apartments and xvanilla_parking_garage.

h0tr0d
03-11-2016, 08:19 PM
I sent you a PM regarding the offsets; also, that many skyscrapers seems a bit much it brings my FPS down to 11-14 and I'm running Titans...



Vote h0tr0d 2016 -- or fear the wrath of the titans

stallionsden
03-11-2016, 10:20 PM
I sent you a PM regarding the offsets; also, that many skyscrapers seems a bit much it brings my FPS down to 11-14 and I'm running Titans...



Vote h0tr0d 2016 -- or fear the wrath of the titans

Thanks I replied.

The super highway sets in nicely with that.

As for the sky scrapers feel free to comment some out hoping a14 fixes the fps issues. I only have issues when zs are around the fps dont seem to like them lol. but yeh thank you for your input it is appreciated and taken on board and welcomed. might remove the sky scrapers and place a few in each city like some in one city others in another city.

Any ideas I am welcome to :-)

h0tr0d
03-12-2016, 12:12 AM
You over-did it with the cars; perhaps in some locations but there seems to be cars everywhere as I fly around.

It looks like that one area of half-Life 2 after you get the buggy and have to jump that gap in the bridge and get to a logjam of cars and have to fend off the gunship...only everywhere.

And this line under the Road Gravel section in the biomes.xml


<blockontop blockname="randomCars" prob="0." rotatemax="3"/>

And missing block? I saw this often.

13473






Vote h0tr0d 2016 -- we play our cars right

stallionsden
03-12-2016, 12:47 AM
You over-did it with the cars; perhaps in some locations but there seems to be cars everywhere as I fly around.

It looks like that one area of half-Life 2 after you get the buggy and have to jump that gap in the bridge and get to a logjam of cars and have to fend off the gunship...only everywhere.

And this line under the Road Gravel section in the biomes.xml


<blockontop blockname="randomCars" prob="0." rotatemax="3"/>

And missing block? I saw this often.

13473






Vote h0tr0d 2016 -- we play our cars right

Argh yes i noted the midsing blocks will fix that. And argh the old code i had with the cars i was testing something musta missed a few lines will correct that to. Thanks hotrod

dragonslayer770
03-23-2016, 09:41 PM
stallionsden I just put this in and I'm getting {block on position 2101 ,72, -942 with value id=1461 px=1 py=0 pz=0 should be a parent but is not} and a lot of them.

output_log:https://www.dropbox.com/s/lzhmd336mqqejbd/output_log.txt?dl=0

biomes:https://www.dropbox.com/s/sr7189jjkfwsu8o/biomes.xml?dl=0

rwgmixer:https://www.dropbox.com/s/r5sfzlic69ewwzc/rwgmixer.xml?dl=0