7 Days to Die

7 Days to Die

View Stats:
[A20]: city tile generation demo (from TFP)
Hi everyone, I just found out TFP published this short video showing how RWG works with a sample city block. Enjoy! :popular:
https://www.youtube.com/watch?v=hOetrAomDnM

Kinyajuu also replied to some questions clarifying some details about the new RWG
  • I assume Custom Tiles will be possible. What are the possible dimensions (width, height, depth)?
Originally posted by Kinyajuu:
Yes, each district has a set of tiles in Prefabs/RWGTiles/, they can be overwritten or simply add a number to the end and you can have any number of variants. They can be any height (meaning you can add sewers and other things underground) and must be 150x150 in size.
  • Is it required that a Custom Tile provide for road connectivity on each side of a Tile and that the connections should be in the middle of those sides?
Originally posted by Kinyajuu:
Yes, there are 4 way intersection, 3 way intersection, striaght, corner, and dead end type tiles.
  • Other than the road connectivity at the edge of Tiles, designers should be free to make the roads go anywhere on the Tile, correct?
Originally posted by Kinyajuu:
Yes, we have several tiles where the streets veer off and dead end, alleyways, etc. within the tile. only the edges have to match up
  • What do we call a place on a Tile where a POI can land? (A Parcel, perhaps? A Lot? A Plot?
Originally posted by Kinyajuu:
We are just calling them POI spawn markers as we also have something called Part spawn markers.
  • When the World Generator is selecting a POI to put on a Parcel, does it select from POIs that have the exact same dimensions as the Tile's Parcel, is there some wiggle room, or can any POI that isn't larger than the Parcel be chosen? (I assume it is undesirable for a tiny bus stop to be selected to fill a Parcel where a large factory was envisioned.)
Originally posted by Kinyajuu:
All town/city district tiles use an exact size, the rural edges of a town will take anything that can fit in the space (down to the next POI marker size). I will be adding an option to allow the same on the district tiles via the rwg mixer.
  • Are there standard Parcel sizes for TFP-created Tiles? If so, could we know those dimensions?
Originally posted by Kinyajuu:
Yes, Extra Small = 25x25, Small = 42x42, Medium = 60x60, Large = 100x100
  • How close can Parcels be to each other on a Tile? Can they touch each other?
Originally posted by Kinyajuu:
They can be directly next to each other as the POI will always fit in the dimensions
  • I assume Tiles have a "Ground Level." Must Parcels on a Tile share the same Ground Level, or can a Parcel be elevated, or lower, then the Tile's Ground Level? (None of the examples seemed to have a POI at a different level.)
Originally posted by Kinyajuu:
They are all at the same level, doing multi height tech will be a large undertaking and not something we'll be doing for a20 for certain.
  • I assume Parcel definitions are two-dimensional, allowing for POIs to be any height, yes? (That is, we cannot define a Parcel to be above another Parcel.)
Originally posted by Kinyajuu:
Yes, parcels are 2d, no height requirement as we had no need for that with the current system
  • When designing a POI to be viable for those Tiles, it looks like we should not be providing our own sidewalks and curb-cuts (driveway connections), or is there more to the story there? For instance, if a Tile were to run a storm sewer system under the street, how would we know where to connect to it if we wanted a POI to be storm sewer accessible?
Originally posted by Kinyajuu:
It's better to leave out anything that isn't part of a real world lot, sidewalk from the house to the edge is fine, but you wouldn't want to put a frontage on there (at least on residential) I've seen some downtowns with front sidewalks that blended well with the downtown tiles.
  • Is Zoning associated with a Tile? That is, do we declare a Tile to be of a specific Zone type, like "Industrial"? Or, is zoning associated with each Parcel?
Originally posted by Kinyajuu:
Yes, zoning is associated with the tile. The definition of a tile to be a zone type is in it's name.
  • Will settlements other than Cities use Tiles, such as the Western Town, Towns, perhaps a Farm Tile (ala Nitrogen's farm feature)?
Originally posted by Kinyajuu:
Yes they will, we have city, town, country town, and another I'll leave as a surprise.
  • Will there be Tile-level Quest stuff? For instance, maybe a "Patrol" quest where you have to spend 8 (game) hours keeping Z's under some total number on the Tile, perhaps combined with some random events like a mini-horde? Find a hidden stash on the Tile? Or, maybe a Tier 6 "Clear all POIs on this Tile" quest?
Originally posted by Kinyajuu:
Nothing was planned as of yet as this tech is still new. We'll be fleshing it out after initial release as per usual. :)
< >
Showing 1-15 of 32 comments
Thanks for sharing.
i hope this will make map genaration that creates one big city finally possible
I noticed things like sewage drainage pipes, lots, and underpasses which all look very nice. Is highway generation also planned? Anyway this looks awesome. My biggest peeve with RWG is that the cities did not feel like cities to me but suburban towns. Now it's going to feel like I'm traveling in an urban setting.
I wish they could also show us a similar demo for the countryside! My guess is that the rural areas must have a very different approach when generating the stuff.

This RWG rework looks like a completely new (and better) system. :steamsunny:
Thanks for posting this up Jost.
It looks like we'll get the bigger towns now with a denser more urban look and feel.

I'd like to see something as well for the rural areas. Small towns with maybe just a dozen or so houses and a few little rural mom and pop type stores, junkyards and gas stations.

Originally posted by Richard:
i hope this will make map genaration that creates one big city finally possible

If not, use KingGen map generator.
Really looking forward to this. As much as I appreciate KingGen and the work he's doing, I would much rather be able to use the in-game map generator to do the things I want. KingGen has issues, as well, and if I'm going to be dealing with issues, I'd rather do it in vanilla.
this is amazing and will really make the rest of the maps flow together more realisticly.
Nah. According to haters this is just another facelift... a coat of paint if you will.
When will they add REAL content I wonder? /s
Amazing!!! Super excited. That video frankly doesn’t do it justice, just how hard generating cities is. There isn’t any other game that has anything close to this.
the generation system looks really good. looking forward to see how the city layouts generate
Originally posted by ⚜ JOST AMMAN ⚜:
Nah. According to haters this is just another facelift... a coat of paint if you will.
When will they add REAL content I wonder? /s
Lol that was my first thought too. "We waited over a year for a few crappy guns and some new textures??!?"

Not gonna lie, I do have some major concerns about some of the new stuff in A20/21 but I'm still looking forward to this!
This is looking pretty good. Nice to see that the 'big city' will have it's own look. New POIs are always appreciated too.

I make me hopeful that rural areas will get some refinement too. It would be nice to see more realistic roads instead of some of the 45 degree upward slopes and weird mountain roads with drop-offs on each side. The rare tunnel through a mountain would be a nice addition too.
Originally posted by =JpS=Red5:
This is looking pretty good. Nice to see that the 'big city' will have it's own look. New POIs are always appreciated too.

I make me hopeful that rural areas will get some refinement too. It would be nice to see more realistic roads instead of some of the 45 degree upward slopes and weird mountain roads with drop-offs on each side. The rare tunnel through a mountain would be a nice addition too.
I've heard that most of the weird road problems have been resolved.
However there can still be the occasional bug in the new RWG, we'll see.
< >
Showing 1-15 of 32 comments
Per page: 1530 50

Date Posted: Jul 31, 2021 @ 11:18am
Posts: 32