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You can tailor a world to your liking here with multiple options to change the world. When it's finished generating a new map you can right click on the image, use WASD and SHIFT and fly around in the 3D environment of the world itself and examine everything.
Keep doing this process until you find something you're looking for. There's also a few mods out there that further alter this process that allow you to mix and match trader spawns, allow Cities in the forest biome etc. There's really almost endless variety here, it just depends on what you are looking for.
You mean u can tailor what tfp lets you. for example you cannot disable static traders, or town size limits by biome with it. From what I've seen every single map is basically the exact same now they took out 95% of the randomness from random gen. Every trader in forest is gonna be a rekt, you will never find other than a small/tiny town in the forest no matter how big of a map you make, as its set in the xml to not allow it. About only thing thats diff is what poi's spawn in said copy pasted town, and the rough shape of each biome. 1.0 is a major step backwards for the game, in many ways.
reduce mountain % mountains can spawn very little POIs and reduce the space for towns and citys.
thankfully 3rd party generators still work on 1.0, like KingGen - adds way more variety than the new RWG, but also more jank, of course.
There are also guides (one from myself) on how to do this.
You can create maps like:
https://steamcommunity.com/sharedfiles/displayimageformodaldialog/?imageurl=https%3A%2F%2Fsteamuserimages-a.akamaihd.net%2Fugc%2F2517031118086479372%2F8B6E711DA5EB4BF126FE4823018CCF44E41A49EC%2F
and it's actually playable performancewise.
I mean yeah, but the fact you have to do that is stupid when no one had any issues with how RWG was before, everyone was fine with the randomized traders in every biome and randomized town sizes, no one ever had a issue with that. By them changing it, they basically removed the random part of random gen. I also mentioned how it can be changed in the XML, its the fact they made this stupid choice as a default I don't get. Then again the game has been snowballing down the drain since alpha 17, 1.0 is easly the worse version of the game to date and I doubt its ever going to get better in vanilla anytime soon as its been on a steady downfall since after a16.4.
We don't know.
But that the game get's worse since A16 is
1. just your opinion, some share other, others don't (I don't like all decision a well, but i would still say the general quality of game increases with every major update)
2. not related to the op question
Either way if you don't like how it's currently setup, just use one of the several mods available that allow you to adjust these settings. Alternatively you can go into the .xml files and tinker around and manually configure these elements to your exact specifications.
You can do this by editing the rwgmixer.xml file in your Data > Config folder.
Set min_count="1" and max_count="1"
<prefab_spawn_adjust partial_name="trader_rekt" biomeTags="forest" bias="20" min_count="1" max_count="1"/>
<prefab_spawn_adjust partial_name="trader_jen" biomeTags="burntforest" bias="20" min_count="1" max_count="1"/>
<prefab_spawn_adjust partial_name="trader_bob" biomeTags="desert" bias="20" min_count="1" max_count="1"/>
<prefab_spawn_adjust partial_name="trader_hugh" biomeTags="snow" bias="20" min_count="1" max_count="1"/>
<prefab_spawn_adjust partial_name="trader_joel" biomeTags="wasteland" bias="20" min_count="1" max_count="1"/>