7 Days to Die

7 Days to Die

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DOS32 Jul 18, 2024 @ 1:56am
Best map now for variety
I have been playing a pregen 6k and it seems a bit lifeless. what is the best map to play for a lot of variety in the biomes.
I played one pre 1.0 and found massive farms and cool areas but the new map choice didnt seem to produce that
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Showing 1-11 of 11 comments
Me Jul 18, 2024 @ 2:23am 
Have you used <New Random World > <Advanced Generation> under "New Game" ?

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.
Last edited by Me; Jul 18, 2024 @ 2:23am
DOS32 Jul 18, 2024 @ 3:23am 
Oh interesting, I will check it out. I just used whatever the 6k preset thing was. which is a shame because my team is now at day 30 and dont really want to start all over again but oh well.
Scyris Jul 18, 2024 @ 3:34am 
Originally posted by Me:
Have you used <New Random World > <Advanced Generation> under "New Game" ?

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.
Nerevar Jul 18, 2024 @ 4:01am 
use random gen. its definitly alot better. and if youre on a team use 10k maps.

reduce mountain % mountains can spawn very little POIs and reduce the space for towns and citys.
Operation40 Jul 18, 2024 @ 6:49am 
random gen feels too cookie cutter now.. every RWG feels the same.

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.
Serious Jul 18, 2024 @ 7:16am 
Originally posted by Scyris:
Originally posted by Me:
Have you used <New Random World > <Advanced Generation> under "New Game" ?

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.
tfp let's you do many things in rwg, it's better as it was ever before, all you have to do is check out the xml.files.
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.
Last edited by Serious; Jul 18, 2024 @ 7:20am
Scyris Jul 18, 2024 @ 9:13am 
Originally posted by Serious:
Originally posted by Scyris:

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.
tfp let's you do many things in rwg, it's better as it was ever before, all you have to do is check out the xml.files.
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.
Serious Jul 18, 2024 @ 10:14am 
I would also like an option ingame to adjust those settings esp. the one with the trader and towns in all bioms. Probably they will add it as they readded burned biom this version.
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
Me Jul 18, 2024 @ 3:48pm 
There's a possibility that they may allow a pure sandbox mode in the future where you can completely randomize the trader type per biome apart from the current static ones set in stone. But for the time being they are doing it this way most likely for the story elements of the game that they are working on.

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.
Macdallan Jul 18, 2024 @ 5:58pm 
These days I random gen every time I start a fresh game. Sometimes I tweak the map generation settings but usually I just leave the defaults and deal with whatever that gives me. I don't play the pre-generated maps or Navzsgane because after playing them once you know where everything is going to be. I prefer not knowing.
Me Jul 18, 2024 @ 6:58pm 
The only change we made outside of the in game options for our server was to modify the random world generation to include only 1 trader per Biome. This ended up feeling pretty good that we didn't have multiple Jen's or Bob's etc, as one of each was more than enough.

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"/>
Last edited by Me; Jul 18, 2024 @ 6:58pm
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Date Posted: Jul 18, 2024 @ 1:56am
Posts: 11