7 days to die map traders location12/10/2023 There's option to do it in the game so you have to open the Explorer on Windows, go to %APPDATA%/7DaysToDie/GeneratedWorlds and deleting the world by hand. If you have tried to generate the world before I recommend you delete what was generated first. Once you have done so, you can generate the map by following the instructions Joe linked in the post above, exit 7 Days to Die, switch back to the latest stable by selecting "None" in the drop down box, and then starting a new game in that world. You can download that version by right clicking on 7 Days to Die on steam, clicking on Betas, then selecting "alpha20.0 - Alpha 20.0 Stable" in the drop down box. Both I and posted seeds that were generated in Alpha 20 Stable. You have to use the very same version to generate the map or it will most likely not be the same. I know at least one map I checked was not made in Alpha 20 Stable (b238) because the post was made before b238 experimental was even out, let alone stable. Not all maps in this thread state what 7 Days to Die version they were made in. Even though i put the same information in, same map size etc. Is there any way to get the exact map others have generated? There are a few maps I tried to make from this thread, but my map is never the same as the ones posted. Biome colors are the same as in the in-game's map. The weird circle with a green dot at the center is a suggested base location, rated on the proximity of tiers 3, 4 and 5 buildings, industrial buildings, downtown buildings, traders and my own pick of the top 15 POIs in the game. Gray is downtown, pink is trader and you'll usually see traders next to white and black squares (generation artifact, mostly). Light green is residential, dark green is country residential, olive green is rural (city borders - usually farms but sometimes other stuff like the drive in or the high school). Green is residential, blue is commercial, yellow is industrial (yes, like in Simcity). The brown dots that look almost like the red dots are wilderness prefabs. So, these are the settings:Īnd here's a preview of what they look like (and their names!): I could probably "tone it down" a bit to get some color on these maps, but searching for seeds is boring and I decided not to bother. They use some rather extreme settings but, to me, using a smaller map is about urban areas being close to each other and the default settings just didn't give me that. So if you have Plains 10, Hills 0, Mountains 0 and Random 10 you could have a map that is 100% plains, or 50% plains, 25% hills, 25% mountains, or any other weird result but at least 50% would be plains. The "random" slider will produce plains, mountains and hills in a random proportion. By the way, because terrain is generated before all other features of the map expect biomes, changing any slider will change the whole map. If you want to know exactly how much, the percentage is X*100/(P+H+M+R), where X is the number of the slider and P, H, M and R as the numbers for plains, Hills, Mountains and Random, respectively. Increasing the slider for any terrain type will increase the percentage of the map that is occupied by that terrain type. doesn't exist and modders often have to guess. I realize a lot of information on this game and especially from "TFP" who are notorious for being completely silent on any meaningful details. What's the specific difference between leaving it at 1 vs 10? What do each of the sliders actually do? For example, Mountains. but it really needs to be included in a true Wiki: I assume no one has answers to the following. Is anyone else able to use these exact settings here and get the exact same results? Can anyone help here? I'm running these EXACT same settings and getting a completely different map/world.
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