Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
To add cities to other biomes, find this:
<township name="city">
<property name="outskirt_district" value="rural"/>
<property name="biomes" value="desert,snow"/>
</township>
and add the tag "forest" or "burntforest" or both to the biomes property (value="forest,desert,snow"). Do that for any town, city or big city you want.
For the traders, find the trader you want to edit (at the end of the doc).
<prefab_spawn_adjust partial_name="trader_rekt" biomeTags="forest" bias="20" min_count="2" max_count="4"/>
Add a new biome to his biomeTag attribute like this:
<prefab_spawn_adjust partial_name="trader_rekt" biomeTags="forest,wasteland" bias="20" min_count="2" max_count="4"/>
You can increase or decrease the min/max count, move them to new biomes, or make it so every trader can show up in every biome, whatever.
All the towns feel way too similar. Main roads lead to a maze of side roads and don’t cut straight through towns. Then you come to a body of water with a broken bridge and a dirt road going around it, with a camp site and a raft out in the water. Copy paste. Could be better. Feels like it’s gotten worse since previous alphas.
Thank you for the info, ill give this a try on my next restart.
Fixing the progression of Rekt > Jen > Bob > Hugh > Joel would require editing quests.xml. The good thing is the the next trader quests already have the "AnyBiome" tag, so they aren't dependent on the default biomes for each trader.
I did play around with the generator for a while and made around 50 maps. Even on a map that said it had a trader for each biome at 3k, once I loaded into the game, many of the traders were missing in the different biomes.
Yep, and giraffes with short necks are now a thing of the past as well. One can play without the linear progression leading from one trader to another. Just pick a direction and go.
It seems to me, you want linear progression, but only on your terms. That's not a bad thing, it just doesn't fit in the game.
I'd guess you might eventually happen upon some combo of .xml tweaking that might make it work for smaller maps a lot more often - where the no-biome-specific-trader in a biome was fairly rare to occur, at least - but I don't know what that is. I got tired of trying. Whatever formula they're using to decide how to distribute traders seemingly gets a bit wonky for tiny maps.
You can add Traders manually in via the prefabs.xml for each world folder, but generally too much bother, as well. Edit: if you get one where traders are in each biome but it's the "wrong" one for the biome, that's easily changed in the prefabs.xml by searching for traders and just changing the name from "Trader_Bob" to "Trader_Hugh" etc. But that's not the same as a trader totally missing.
Users\(yourPCname)\AppData\Roaming\7DaysToDie\GeneratedWorlds\(name of your generated map)\prefabs.xml
You can alter the lines relating to traders for that map in there. Example:
This assumes one knows generally where the traders are already tho, and/or have jotted down approx map coords to remember etc, so you know switching them around would place them where you want.
I've been unsuccessful at even that much (traders in all biomes at the least) re: 3k or lower, still, tho, using similar concepts.
But my 4k maps during this run ended up looking like this a lot, which probably isn't what you'd want, but just to show:
https://crimsonkeep.com/wallpapers/data/media/132/7DtD-B1-0-008.jpg
In my brief test attempts, I felt like the "Circle" layout has the best odds vs. the Center types. No proof of that, just what it felt like in short bursts.
https://community.7daystodie.com/topic/35308-teragon-random-map-generator/
The higher tier biome, the bigger the citys. would love a big city in each of them, or multiple.
Me, im afraid of touching the files, so mods and xml alteration is not my thing :p
Ill just go with whatever the devs present to us. Its their game and their choice after all.
Try making a bunch of 2-3k sized maps, see what happens. It's not very ... great.
I did just try making a 4k a few times and I was able to get all the traders by dropping mountains to 0%. When I initially tried it traders were missing, so I set mountains to 0% to allow for more space and generated the map again with the same seed and all the traders showed up.
I did edit the xml to move some things around.
Towns - forest, burnt forest, desert, snow
Cities - burnt forest, desert, snow
Big cities - desert, snow, wasteland.
I didn't touch the traders.
I think that is all I changed, other than the preview colors for some of the districts but that shouldn't matter.
The end result is a fairly decent map with all 5 traders, 8 total, and a large town/city in each biome. At first glace at the POI list it seems to have everything I'd look for. Seed was "smaller" because I'm not very creative, if you want to try it out.