![]() ![]() And I have OCD so I wanted all of the weighting for those important districts to be the same, which is why I increased them all to 0. So I increased it threefold (0.2->0.6) to compensate for that. I increased them for various reasons, industrial was at 0.2 and POIs that depend on the industrial district (such as factory_lg_01 and factory_lg_02) were showing up in extremely small numbers on my maps. Just open up my rwgmixer.xml from the mod and edit the values at the bottom, those are the district weightings. I think the game default for residential is 0.5. Also, if you copy one of those lines down and change the district name to 'residential' that will allow you to also adjust the weighting of non-outskirts residential buildings. I think I used 0.5 commercial, 0.2 downtown, 0.3 industrial, and 0.4 residential in mine. 0.6 each is pretty generous and more than I had originally tuned it. The weighting values can be adjusted in the last three xpath lines of his /Config/rwgmixer.xml file. First, create a folder called ‘Mods’ within the game’s files within your main Steam files. Remove by deleting the modlet folder in question from within the Mods folder. To install mods in 7 Days to Die just follow these simple instructions: Article continues after ad. Verify your install by checking that the ModInfo.xml file is located in this Hierarchy: '\Mods\modletname\ModInfo.xml'. The latest incarnation of the Mod Launcher is V5, created using Unity UI ToolKit. Copy or move the Mods folder you just decompressed into your 7 Days to Die installation folder. Originally created in 2014 to help players find mods, the Mod Launcher has gone through complete re-writes over the past few years. Mod has been tested with 6k, 8k, 10k, and 12k. The 7D2D Mod Launcher finds, downloads, and installs overhauls and modlets for 7 Days To Die. Here are additional 7 Days to Die mods that are worth a download: 1 The Walking Dead Mod. This allows you to get many more of the juicy T4 and T5 buildings that your heart desires. It looks like Mage already has the weighting covered so an easy fix would be to adjust the district weighting in his file to values that you're looking for, keeping in mind that residential is going to force its way into cities and towns regardless of the weighting. And here's a 12k map generated without the mod (10 T5 POIs) As you can see, the mod essentially allows you to double (or over double) the amount of cities and towns that are generated with the in-game RWG. ![]() Weighting the commercial district at 1.0 and the others at 0.1 made cities turn up about 2/3 commercial and 1/3 residential (because of the outskirt rule which is defined elsewhere). ![]() Options are that one could possible remove ghost towns and country towns altogether and change the default outskirt district to something else. It doesn't affect regions like the ghost towns or the smaller "country towns." Also, standard cities and towns default what the code refers to as the "outskirt district" to being residential. They can be mounted in the mod slots of the aforementioned items. I just ran a quick RWG test, and the weighting does make a substantial difference on the districting with a couple of caveats. Mods are used to improve the characteristics of weapons, tools, armor and vehicles. ![]()
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