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Blasphemous

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  1. I'm wondering now why the rwg only generates one rwg_tile_industrial_cap tile. There's plenty of room on my map for more, how do I increase the minimum number of these tiles? I tried with the rwgmixer.xml as follows: <streettile name="rwg_tile_industrial_cap"> <property name="maxtiles" value="11"/> <property name="mintiles" value="9"/> <property name="maxdensity" value="2000"/> </streettile> But it doesn't seem to have any effect. Perhaps that's not the way to do it and there can only be one streettile property in rwgmixer. I guess I'll have to create my own tile and make it so that it's commonly generated within a city and only accepts PoIs 100x100. I hope this fixes the issue where I get 30 skyscrapers_01 but only 1 or 0 hospitals and apartments_06. The documentation of those xml properties is horrible or non-existent and what little there is, is incomplete and confusing.
  2. A bit of a necro, though this thread is not that old, but would it be fair to assume that if I deleted all of the mentioned property names (zoning, townships, editor groups, allowed biomes) from all PoI xmls or just commented them out, it would have no impact on the game? I mean they might not work for the purpose outlined by the OP but perhaps the game still needs them for some reason? I'm asking because I'm messing around with the rwg and I'm trying to "align" different PoIs for the purpose of streamlining the comparison between different xmls and I've been pretty liberal with these properties. I'm trying to get factory_01 and 02 to spawn more often since the game seems to focus on _03 right now, to the point where there's 30 of them on a large map and only one of either 01 or 02. There's more problems there and some are tied to the DuplicateRepeatDistance property but I'm adjusting that too with some modest improvements. Still, lots of uncertainties about the rwg and PoIs property lists.
  3. Oh yeah then I misunderstood. I have reduced that minimum distance to 500m, that was one of the first things I did since I already had that for A20. The problem was that I had no skyscrapers anywhere at all, which I have checked with entity lists and the github map renderer. Turns out it's the question of tile distance and connectivity, where the skyscraper PoIs require some specific conditions, which were not met. After adjusting tile size and town property list's maze parameter, I have an amazing map that has everything I need. Have a look at the preview screenshot.
  4. I have explicitly removed teragon's entries related to custom PoIs and unticked the relevant tick boxes. Then I double checked everywhere - no custom PoIs. Anyway, after tweaking some of the parameters again, I now have all of the skyscrapers in my current game.
  5. Thanks for the tips. I have followed a youtube video detailing what settings to use in teragon and in case of read town property list, I haven't changed the "regular_town" line at all, only commented the small_town and oldest_town ones since I don't need that. It worked fine for A20 but I guess something's different in A21. I'll play around with the layout and extra link values - currently I have them at maze_3 and 0.3 but teragon itself has some interesting notes on that.
  6. My Teragon mega-city map is missing all skyscraper PoIs, what gives? Maybe I have changed some non-trivial parameter without realizing? Do these PoIs occur if the tile size is too small? I think mine isn't, as I've generated great maps in A20 with these exact settings, but who knows?
  7. When it only costs a bit of wood and some nails to make massive containers and place wherever, I can't see a single reason why would anybody chose to store their stuff in those tiny random ones. To each their own I guess. What I'd rather see instead is making stoves and microwaves usable when supplied with power and make it possible to cook stuff there.
  8. Thanks, I've already adjusted the rwg to generate big cities only and used in-game sliders to disable towns etc.
  9. Could it be this entry in the PoI xml? DuplicateRepeatDistance 10000 I'm generating another world at the moment after removing this entry from the xmls for all skyscrapers, I noticed it wasn't used in factories, hospital and the apartment and all of those easily spawned multiple times. EDIT: Yep, looks like I have answered my own question, got about 10 of each skyscraper buildings.
  10. Since teragon does not yet work with A21, I've been messing with the built-in RWG and rwgmixer.xml. I'm mostly getting what I want out of it but each map generated only has one skyscraper building (one of each _01, 02, 03, 04 and the new one). How do I force the RWG to generate more? Preferably all five per each city? My current map has 11(!) factories_03, four hospitals but only a single higashi, dishong etc.
  11. I checked, this PSU is a SilentumPC Supremo FM2 Gold, rated at 750W. I guess I'd have to sum up individual components' power rating and see if at peak they reach that value. This thing is supposed to have a 5-year manufacturer's warranty and it was bought in May 2019 so yeah, might still get lucky. Any recommendations for a good PSU with similar parameters? Also, coincidentally, my professional work revolves around energy efficiency measurements of electronic equipment and in my lab I got all the power measurement devices I need. I could check this equipment there though it's strictly forbidden to bring unapproved, 3rd party devices into the lab space and I'd need to bring the whole tower, connect the power meter and play 7d2d until BSOD. At work. Instead of actual work. Tsk. It's just that buying a new PSU when I'm not 100% sure this one is faulty is not my preferred way to fix the issue.
  12. This is a 2019 machine, though I admit it's seen heavy usage. Guess I won't be able to just borrow a PSU from somewhere to see if it's indeed the cause, I'll just buy one. I was surprised that the BSOD error was different practically every time, I would have expected either a single error or a small subset of errors, but instead it was all over the place. Failing PSU might explain why it's so random. Thanks for the hint. PS. Today's bluescreen not only took the entire save file for my current game of 7d2d but also my NTUSER.DAT, crippling the OS to the point I can't even get into safe mode and rebuild the user profile. Using CMD and a basic cd & dir command trip through my system drive, shows me that a bunch of folders in the vicinity of $user/appdata got corrupted as well to the point of no recovery. Luckily I have a full disk image barely a month old. Man, these BSODs take no prisoners.
  13. I'm getting the same issues as well. I've scanned the ram, updated drivers, cleaned up etc. Seems like nothing helps. I had the same problems playing some other highly demanding games or multitasking with some resource hungry apps. No idea what else can be done to fix this.
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