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Vayben

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Vayben78

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20 comments

  1. Merlin95
    Merlin95
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    so much time wasted on this mod that does not work, dont even try it anyone its not worth your time. the mod creator didnt even put effort into the description so you cant tell what version of the game this was made for and theres nothing saying where to put the mod, so you have to guess those things. 

    when you generate a world it wont load if you even get that far, mine crashed when i tried to enter the generated map and now i cant even get into it. its the 5th map i sat and waited to generate. i now have to delete everything and try all again and it just wont be worth it. 

    mod creator, put more effort into these things next time, many people are having problems trying to get this to work and youve offered no description or help in anyway. so lazy. dont make a mod if you wont do it properly, it wastes peoples time and you have no right to do that

    AND then if you get lucky and the map actually loads then it will crash in a few minutes! after taking extremely long to load. and then all the mega cities are DESTROYED cities!! none of them are intact big cities like you would want. so there is no point in this mod

    but the creator does not even bother saying those details about the mod so if you are looking for proper cities to spawn and not just destroyed ones where the zombies all run at you all the time and are stronger then this is a waste of time aswell!! my god thats why you have a place to add a description to your mod!!!!!!
    1. Vayben78
      Vayben78
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      Speaking of lazy. Look at the run on sentences.  Anyone that has played 7 for more than a few versions would know that the 1.0 in the title of Vayben's Mega Cities (1.0) means it is for version 1.0 

      I never claimed it would create "proper cities"

      The lazy people you refer to are like you who leach off the modders and content creators and give nothing back to the community.

      Who are you to dictate what rights I have or don't have.  I create mods that I like and give them out thinking others may enjoy them as well.

      Enough of responding to trolls.... 
    2. BloonatoR
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      Mod working just fine and you saying dont know where to put the mod says all lol
  2. YlvaRae
    YlvaRae
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    Hi, I tried the mod in 1.1, and saw these warnings pop up on the console, no errors, just warnings. Any idea what caused these? or is it nothing to worry about?

    I have attached a link to the screenshot.

    Console warnings (Screenshot)

    Edit: no warnings appeared after second load up of save.
  3. OhMyGoth
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    Will this be updated for 1.1? Love using this mod, but not compatible with the newest update.
  4. runner101
    runner101
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    Worked a treat, thanks.

    As mentioned in the description, a 16k map took a long time to generate, in my case around 20 minutes and appeared frozen (was using about 9% of the CPU according to task manager). I have an i7 10700 CPU with 32GB of RAM. Game installed on an SSD.
    1. Dbuns420
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      Welp time to download and hit the sack and then go to bed
  5. Mistik3
    Mistik3
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    Сделайте возможность генерировать только те биомы которые нужно, а не все. Например 1 биом или 2 биома т.е. в настройках биома делать 0% если данный биом не нужен
    1. Vayben78
      Vayben78
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      Make it possible to generate only those biomes that are needed, and not all. For example, 1 biome or 2 biomes, i.e. in the biome settings, make 0% if this biome is not needed
      I will look into the biome % changes. However, removing biomes completely will definitely will break trader progression as the current Vanilla game uses them as difficulty tiers.  I wanted the mod to be as friendly as possible to Vanilla game mechanics and this also makes it more friendly to other mods.
  6. AmberWolfo
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    with the 330 update the mod no longer seems to generate huge cities, can tfp please for the love of christ stop breaking everything
    1. Vayben78
      Vayben78
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      Just checked with the 330 version and everything seems to be fine on my end.
       Only the Mega City mod installed by itself and everything generates fine.
  7. wudup
    wudup
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    Mod seems to break on the latest experimental version. Gets stuck at "finishing terrain generation"

    when removed it generates as usual

    (edit) okay so I decided to just power through it and it eventually seems to unfreeze after a bit and continue to generate. The freeze wasn't present in the older patch so I just assumed it was crashing. I guess it's hanging up on something in the new update but eventually works around it
    1. Vayben78
      Vayben78
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      Thanks for the info.  I will look into it on my end.   BTW, what map size were you trying?
  8. antisocialIan
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    your windows.xml has the right options for larger maps, but the part in the rwg files that you commented out needs to have a max number larger than the largest world size. i set it to 17000 instead of 16384 and it seems to work. ( i've been trying to get a map-wide mega city all day but having issues so i ran into this earlier)

        <set xpath="/rwgmixer/world[@name='large']/property[@name='world_size']/@value">10000,17000</set>

    protip: don't try a 16k map and then set the preview to the highest. at least get marshmallows for when your computer starts getting hot like mine did.
    1. antisocialIan
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      also i edited the rwg file to remove the other cities and only have the big one with this: 
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='forest_countrytown']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='bforest_countrytown']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='bforest_town']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='countrytown']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='town']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='city']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='wasteland_city']" />
    2. Vayben78
      Vayben78
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      I like the edits but most I know want a smattering of small towns too...  
      It is unfortunate that the cities will not spread across biomes.  I guess that is why they are being limited in size.

      As far as the sizes go, I just checked and the 16k works like you said.  I will get a working update out tomorrow.
    3. antisocialIan
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      so i modified the rwgmixer again. having towns does seem nice, my issue was how they generated first and cut down the size of the citybig. basically i removed the smaller towns and then appended them after citybig so that the game should make the big cities and then fill in the gaps with smaller towns.

      <rwgmixer>
          <set xpath="/rwgmixer/township[@name='town']/property[@name='biomes']/@value">wasteland,desert,forest,snow,burntforest</set>
          <set xpath="/rwgmixer/township[@name='city']/property[@name='biomes']/@value">wasteland,desert,forest,snow,burntforest</set>
          <set xpath="/rwgmixer/township[@name='citybig']/property[@name='biomes']/@value">wasteland,desert,forest,snow,burntforest</set>
          <!-- Default citybig value = 28, 40 -->
          <!-- tiny world_size value="0,5000" ie. 4k maps -->
          <set xpath="/rwgmixer/world[@name='tiny']/property[@class='citybig']/property[@name='tiles']/@value">28, 80</set>
          <set xpath="/rwgmixer/world[@name='tiny']/property[@class='citybig']/property[@name='count']/@value">0, 0, 2</set>
          <!-- small world_size value="5000,7000" ie. 6k maps -->
          <set xpath="/rwgmixer/world[@name='small']/property[@class='citybig']/property[@name='tiles']/@value">28, 160</set>
          <set xpath="/rwgmixer/world[@name='small']/property[@class='citybig']/property[@name='count']/@value">0, 0, 3</set>
          <!-- medium world_size value="7000,10000" ie. 8k maps -->
          <set xpath="/rwgmixer/world[@name='medium']/property[@class='citybig']/property[@name='tiles']/@value">28, 240</set>
          <set xpath="/rwgmixer/world[@name='medium']/property[@class='citybig']/property[@name='count']/@value">0, 0, 4</set>
          <!-- large world_size value="10000,16000" ie. 10k-16k maps  -->
          <!-- Did not spend the time to get larger size maps to work.  Maybee in a future version. -->
          <set xpath="/rwgmixer/world[@name='large']/property[@name='world_size']/@value">10000,17000</set>
          <set xpath="/rwgmixer/world[@name='large']/property[@class='citybig']/property[@name='tiles']/@value">28, 1000</set>
          <set xpath="/rwgmixer/world[@name='large']/property[@class='citybig']/property[@name='count']/@value">0, 0, 5</set>
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='forest_countrytown']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='bforest_countrytown']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='bforest_town']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='countrytown']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='town']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='city']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='wasteland_city']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='roadside']" />
      <remove xpath="/rwgmixer/world[@name='large']/property[@class='wilderness']" />
      <append xpath="/rwgmixer/world[@name='large']">
      <property class="wasteland_city">
      <property name="count" value="2, 3, 4"/>
      <property name="tiles" value="7, 14"/>
      </property>
      <property class="city">
      <property name="count" value="1, 2, 4"/>
      <property name="tiles" value="10, 15"/>
      </property>
      <property class="town">
      <property name="count" value="2, 3, 5"/>
      <property name="tiles" value="7, 8"/>
      </property>
      <property class="countrytown">
      <property name="count" value="3, 4, 6"/>
      <property name="tiles" value="5, 6"/>
      </property>
      <property class="bforest_town">
      <property name="count" value="0, 1, 2"/>
      <property name="tiles" value="7, 8"/>
      </property>
      <property class="bforest_countrytown">
      <property name="count" value="2, 4, 6"/>
      <property name="tiles" value="5, 6"/>
      </property>
      <property class="forest_countrytown">
      <property name="count" value="3, 5, 7"/>
      <property name="tiles" value="6, 6"/>
      </property>
      <property class="oldwest">
      <property name="count" value="1, 2, 3"/>
      <property name="tiles" value="2, 3"/>
      </property>
      <property class="roadside">
      <property name="count" value="9, 15, 19"/>
      </property>
      <property class="wilderness">
      <property name="count" value="250, 500, 750"/>
      </property>
      </append>
      </rwgmixer>


    4. Vayben78
      Vayben78
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      Awesome work, if you don't mind I will use some of your ideas and get an updated version out today.  Of course I will note you in the credits.  :D
    5. antisocialIan
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      definitely :) i'm happy with how it turned out. others should get to use this too.

      i have an idea about how to make a map be one big city across all biomes, dunno if it'll work tho. gonna play around and see
    6. Vayben78
      Vayben78
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      Already spent a few hours messing with the 'use_biome_mask' setting... doesn't seem to work with cities.