Random World Generation

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Random World Generation
RandomWorldGenerationThumbnail.jpg
Random World Generation Thumbnail
Description
'Removed: '
Category Game World
Type
Locations
Biome
Coordinates


Game Worlds
Navezgane No
Random World Generation Yes


Versioning
Added Alpha 9
Removed
Updated
Confirmed Alpha 15



Random World Generation is the name given to the generation of a game using the random gen map in 7 Days to Die.

The random gen map is a randomly generated world created using your game name as the seed.

When a player opts to play using Random World Generation, the name they give the game decides how the terrain will be generated and which Points of Interest will be placed where. For example, a game using the name "Survive PvP" will be completely different from a game using the name "Survival PvP", both of which will be different from a game using the name "7 Days to Die".

Biomes & Areas[edit | edit source]

Random World Generation contains different Biomes and areas.

Biomes[edit | edit source]

Areas[edit | edit source]

Points of Interest[edit | edit source]

Random World Generation contains Points of Interest that are randomly placed based on a set of rules. Some of these points of interest are exclusive to Random World Generation.

Most points of interest have a Prefab to go along with them. See List of Locations for a list of all locations that can be found in Random World Generation.

Generation[edit | edit source]

Cell Rules[edit | edit source]

The terrain in a map is broken up into cells whose size is specified in Data/Config/rwgmixer.xml. Below is a list of cell rules including the probability that each cell rule will be implemented in any given cell.

  • Cell Rule - Default - 100% chance

Hub and Wilderness Rules[edit | edit source]

Each cell rule also comes with a hub rule determining what type of settlement can spawn in the cell, and a wilderness rule determining what can spawn in the wilderness of a cell. As of Alpha 15.2 High Density and Low Density cell rules have the exact same hub rules. Here is a list of hub rules and wilderness rules for each cell rule.

  • Cell Rule - Default
    • Hub Rule - Town Small - 27.27% chance
    • Hub Rule - Town Large - 27.27% chance
    • Hub Rule - City Small - 9.09% chance
    • Hub Rule - City Large - 9.09% chance
    • Hub Rule - Rural - 27.27% chance
    • Wilderness Rule - Wilderness Default - 100% chance

Prefab Rules[edit | edit source]

Every hub rule and wilderness rule contains a prefab rule to determine what Prefabs can be spawned in that hub/wilderness.

  • Hub Rule - Town Small
    • Prefab Rule - Default - 100% chance
  • Hub Rule - Town Large
    • Prefab Rule - Default - 100% chance
  • Hub Rule - City Small
    • Prefab Rule - Default - 100% chance
  • Hub Rule - City Large
    • Prefab Rule - Default - 100% chance
  • Hub Rule - Rural Small
    • Prefab Rule - Default - 100% chance
  • Hub Rule - Rural Large
    • Prefab Rule - Default - 100% chance
  • Wilderness Rule - Wilderness Default
    • Prefab Rule - Wilderness Group - 100% chance

Prefab rules can contain other prefab rules, or they can contain a prefab. Each rule or prefab inside of a prefab rule has a probability that it will spawn in the cell.

Here is a list of each prefab rule that is currently used.

  • Prefab Rule - Default
    • Prefab Rule - Residential Old Group - 14.29% chance
    • Prefab Rule - Residential New Group - 14.29% chance
    • Prefab Rule - Commercial Group - 14.29% chance
    • Prefab Rule - Downtown Group - 14.29% chance
    • Prefab Rule - Industrial Group - 14.29% chance
    • Prefab Rule - Rural Group - 14.29% chance
    • Prefab Rule - Detail Filler Group - 14.29% chance
  • Prefab Rule - Residential Old Group
  • Prefab Rule - Residential New Group
  • Prefab Rule - Commercial Group
  • Prefab Rule - Downtown Group
    • Prefab - business_red_brick_01 - 2.7% chance
    • Prefab - business_red_brick_02 - 2.7% chance
    • Prefab - business_red_brick_03 - 2.7% chance
    • Prefab - business_red_brick_04 - 2.7% chance
    • Prefab - business_red_brick_05 - 2.7% chance
    • Prefab - business_red_brick_06 - 2.7% chance
    • Prefab - business_red_brick_07 - 2.7% chance
    • Prefab - business_tan_brick_01 - 2.7% chance
    • Prefab - business_tan_brick_02 - 2.7% chance
    • Prefab - business_tan_brick_03 - 2.7% chance
    • Prefab - business_tan_brick_04 - 2.7% chance
    • Prefab - business_tan_brick_05 - 2.7% chance
    • Prefab - business_strip_old_01 - 2.7% chance
    • Prefab - business_strip_old_02 - 2.7% chance
    • Prefab - courthouse_med_01 - 2.7% chance
    • Prefab - courthouse_med_02 - 2.7% chance
    • Prefab - post_office_sm_01 - 2.7% chance
    • Prefab - post_office_med_01 - 2.7% chance
    • Prefab - mp_waste_bldg_governer_08 - 2.7% chance
    • Prefab - police_station1 - 2.7% chance
    • Prefab - hotel_roadside_01 - 2.7% chance
    • Prefab - hotel_roadside_02 - 2.7% chance
    • Prefab - hotel_ostrich - 2.7% chance
    • Prefab - hotel_new_01 - 2.7% chance
    • Prefab - prison_01 - 2.7% chance
    • Prefab - parking_lot_01 - 2.7% chance
    • Prefab - parking_lot_02 - 2.7% chance
    • Prefab - parking_lot_03 - 2.7% chance
    • Prefab - parking_garage_01 - 2.7% chance
    • Prefab - theater_01 - 2.7% chance
    • Prefab - bar_theater_01 - 2.7% chance
    • Prefab - bar_stripclub_01 - 2.7% chance
    • Prefab - bar_sm_01 - 2.7% chance
    • Prefab - fire_station_01 - 2.7% chance
    • Prefab - fire_station_02 - 2.7% chance
    • Prefab Rule - Skyscrapers - 2.7% chance
    • Prefab - store_pawn_01 - 2.7% chance
  • Prefab Rule - Skyscrapers
    • Prefab - skyscraper_01 - 25% chance
    • Prefab - skyscraper_02 - 25% chance
    • Prefab - skyscraper_03 - 25% chance
    • Prefab - skyscraper_04 - 25% chance
  • Prefab Rule - Industrial Group
    • Prefab - utility_waterworks_01 - 2.44% chance
    • Prefab - utility_electric_co_01 - 2.44% chance
    • Prefab - utility_refinery_01 - 2.44% chance
    • Prefab - settlement_01 - 2.44% chance
    • Prefab - factory_lg_01 - 2.44% chance
    • Prefab - factory_lg_02 - 2.44% chance
    • Prefab - installation_red_mesa - 2.44% chance
    • Prefab - sawmill_01_snow - 2.44% chance
    • Prefab - utility_celltower_01 - 2.44% chance
    • Prefab - utility_celltower_01 - 2.44% chance
    • Prefab - junkyard_lg_01 - 2.44% chance
    • Prefab - junkyard_med_01 - 2.44% chance
    • Prefab - vacant_lot_med_01 - 2.44% chance
    • Prefab - vacant_lot_med_02 - 2.44% chance
    • Prefab - vacant_lot_sm_01 - 2.44% chance
    • Prefab - vacant_lot_sm_02 - 2.44% chance
    • Prefab - army_barracks_01 - 2.44% chance
    • Prefab - mp_waste_bldg_01_white - 2.44% chance
    • Prefab - mp_waste_bldg_03_white - 2.44% chance
    • Prefab - mp_waste_bldg_04_white - 2.44% chance
    • Prefab - mp_waste_bldg_01_red - 2.44% chance
    • Prefab - mp_waste_bldg_02_red - 2.44% chance
    • Prefab - mp_waste_bldg_03_red - 2.44% chance
    • Prefab - mp_waste_bldg_04_red - 2.44% chance
    • Prefab - mp_waste_bldg_01_tan - 2.44% chance
    • Prefab - mp_waste_bldg_02_tan - 2.44% chance
    • Prefab - mp_waste_bldg_03_tan - 2.44% chance
    • Prefab - mp_waste_bldg_04_tan - 2.44% chance
    • Prefab - mp_waste_bldg_04_grey - 2.44% chance
    • Prefab - mp_waste_bldg_05_grey - 2.44% chance
    • Prefab - mp_waste_bldg_06_grey - 2.44% chance
    • Prefab - waste_rubble_bldg_01 - 2.44% chance
    • Prefab - waste_rubble_bldg_02 - 2.44% chance
    • Prefab - waste_rubble_bldg_03 - 2.44% chance
    • Prefab - waste_rubble_bldg_04 - 2.44% chance
    • Prefab - waste_rubble_bldg_05 - 2.44% chance
    • Prefab - waste_rubble_bldg_06 - 2.44% chance
    • Prefab - waste_rubble_bldg_07 - 2.44% chance
    • Prefab - waste_rubble_bldg_08 - 2.44% chance
    • Prefab - waste_rubble_bldg_09 - 2.44% chance
    • Prefab - mp_waste_sewer_hole_1 - 2.44% chance
  • Prefab Rule - Rural Group
    • Prefab - blueberryfield_sm - 3.23% chance
    • Prefab - cornfield_sm - 3.23% chance
    • Prefab - cornfield_med - 3.23% chance
    • Prefab - potatofield_sm - 3.23% chance
    • Prefab - barn_01 - 3.23% chance
    • Prefab - barn_02 - 3.23% chance
    • Prefab - barn_03 - 3.23% chance
    • Prefab - farm_shed1 - 3.23% chance
    • Prefab - farm_shed2 - 3.23% chance
    • Prefab - farm_shed3 - 3.23% chance
    • Prefab - farm_shed4 - 3.23% chance
    • Prefab - oldwest_stables - 3.23% chance
    • Prefab - pond02 - 3.23% chance
    • Prefab - pond01 - 3.23% chance
    • Prefab - water_tower_01 - 3.23% chance
    • Prefab - water_tower_01 - 3.23% chance
    • Prefab - oldwest_watertower - 3.23% chance
    • Prefab - oldwest_church - 3.23% chance
    • Prefab - oldwest_hotel_01 - 3.23% chance
    • Prefab - oldwest_hotel_02 - 3.23% chance
    • Prefab - oldwest_jail - 3.23% chance
    • Prefab - oldwest_md_shop_01 - 3.23% chance
    • Prefab - oldwest_md_shop_02 - 3.23% chance
    • Prefab - oldwest_md_shop_03 - 3.23% chance
    • Prefab - oldwest_md_shop_04 - 3.23% chance
    • Prefab - oldwest_sm_shop_01 - 3.23% chance
    • Prefab - oldwest_sm_shop_02 - 3.23% chance
    • Prefab - oldwest_sm_shop_03 - 3.23% chance
    • Prefab - army_camp_01 - 3.23% chance
    • Prefab - army_camp_02 - 3.23% chance
    • Prefab - army_camp_03 - 3.23% chance
  • Prefab Rule - Wilderness Group
  • Prefab Rule - Detail Filler Group
    • Prefab - mailbox1 - 1.96% chance
    • Prefab - street_light_01 - 1.96% chance
    • Prefab - street_light_02 - 1.96% chance
    • Prefab - sign_slow - 7.84% chance
    • Prefab - sign_speed_25 - 7.84% chance
    • Prefab - sign_speed_35 - 7.84% chance
    • Prefab - sign_speed_45 - 7.84% chance
    • Prefab - sign_73_north - 7.84% chance
    • Prefab - sign_73_south - 7.84% chance
    • Prefab - sign_albuquerque - 7.84% chance
    • Prefab - sign_phoenix - 7.84% chance
    • Prefab - tree_burntpine_01 - 7.84% chance
    • Prefab - tree_burntpine_02 - 7.84% chance
    • Prefab - tree_burntpine_03 - 7.84% chance
    • Prefab - water_tower_03 - 7.84% chance
  • Prefab Rule - Trader Group

See also[edit | edit source]

Notes[edit | edit source]

  • As of A13, Random World Generation has Nuclear barriers which you can not cross alive. Default is 10k from 0,0 coordinates on your map, but it is adjustable in the game's XML Files.
  • As of A13, Random World Generation Doesn't use rivers to divide Biomes anymore. They transition via elevation changes. A Desert being the lowest elevation and Snowy Forest being the highest.
  • A13.6 returned lakes to Random World Generation, but water is still a work in progress, so it's not perfected yet.
  • A13.6 the Biomes are much larger than they used to be and it can take quite awhile to cross a complete biome.
  • Army campsites can now be found in Snowy, Forest and Plains biomes.
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