A village was created using these tags. And exported it as a json file. The problem is that the road in the red area in the picture below is not exported.
It's "farmland," not "uncultivated." And I don't have the link. It seems to me that roads created with the "isolated" tag have the same problem. And the road expressed as a dot is exported.
There is no such problem in general. I mean, if a road is not exported then it's something more specific, than just the "isolated" tag which I tested many times before (especially since it's a default tag now). Here is a very similar village:
As you can see, both the regular (solid) part of the road and the trail part (dotted) are present. Anyway, if you will be able to reproduce the bug, please send me the link so can examine the case more closely.
It would be fantastic for medieval fantasy games if we could add in an option for a manor house, chapel/church, and graveyard. This is a great tool! Thank you for making it!
What a fantastic tool! I love it! Does anyone however know if there is there a way to add labels to the map in the editor right now? For example mark a baker, name a river or forest, etc?
Hi! I love your work and on procgen arcana! I just wanted to ask if there is someway to use your generators offline? I ask as my country suffers a lot of either power cuts, rolling blackouts, internet outages, etc. So if I were able to run this locally on my craptop, it could still enjoy your work? The github repo's seems very out of date, especially the town generator. Whether its a yes or a no, thank you for your time in advance!
Occasionally I build desktop versions of my generators (both for macOS and Windows) for my patrons. If I understand correctly you can run the generators offline using the Itch app, but I haven't tried this myself.
Currently there is no way to combine different types of water features - this is harder than it might seem. However, you can select "estuary" to get a river and a coast on the same map.
This generator used to be amazing, but now it's just mind-blowing. I've seen your future plans post on Patreon, but do you have any plans to include roundhouses (or are they there and I've missed it)? Thatched roundhouses were quite prevalent in the Dark Ages. With the new Palisades feature and Roundhouses you would have classic Arthurian period gamers jumping up and down with excitement. Thanks for the generator - well done!
There are no roundhouses in the generator and I've never considered them as I aim for the style(s) associated with later ages. In theory, I could implement roundhouses as another "roof type", but I don't think that lining the same roads with circular shapes would look like anything historically accurate :)
This might be a big ask or just a suggestion. Your new spotlight feature, made me realize the potential for it. I usually export the maps from your generators and use them in GIMP or Inkscape. I put a black layer over them and then another layer with a small gradient that cuts into the black overlay creating a visible area for the party. Not sure how well that would work built into the generator, but I figured I'd offer the suggestion.
As always, I need to express how much I love your work. Thank you for all that you do!!!
I get the idea, but to be honest, I doubt I my implementation of this functionality would be any more convenient than using any generic graphics editor with different types of brushes and stuff and, more importantly, the ability to save, restore and update the mask layer.
I love the roads in the new update, looking even better than before!
Are there plans to include a tag to ensure a manor house / [timber] castle shows up on the map? I think having an option to fix a couple buildings -a keep, a church- would go a long way to helping them 'pop' as real communities.
Is there a way that I can upload a picture of my village and it will generate a picture like the one that is generated? I like the design of it and I want to try it for my school project requirements.
Watabou you are killing it! The amount of awesome improvements added in the last year have really elevated this generator to another level. I mean check this - I spent 30 seconds tweaking settings and this was the 1st map I rolled up: https://imgur.com/a/9Lhufrk
The details look so good! The new roads, the revised tree shadows you did a while back, and just all the little tweaks to fields, roofs, roads, etc. come together to make settlement maps that in my opinion rival certain professional subscription tools.
Hey! You created a really beautiful tool - my favourite of all of your works, I'm using it quite often. Just a question though - are you planning on adding numbers to buildings? It's just so I (and other people probably) could add description what you can find in which building, as "a house on the left" doesn't really work if you have 20 houses on a map :)
Putting a circle with a number in it over each building will mar the aesthetic, but allows for the option to create two images of the village - one unmarked to present to players and another with the numbers for reference/lookup.
Unlike Procgen Mansion, 1PDG and some of my other generators, there is no "intrinsic grid" here to which anything is aligned. For this reason, adding a grid overlay in this generator doesn't seem very important to me, although I get that it could be convenient in some cases.
I've ran entire campaigns in several systems using only these resources for the geography and just wanted to say thanks. I'm excited that confluences are here.
No, I've never seen anything like this before. Android 9 is a way too specific condition to bother fixing this glitch, sorry (the generator works fine on more modern phones).
The one thing that seems to be missing is the ability to generate a palisade or wall around part or all of the village. This is a very common feature of small villages in more violent times.
I'll tell you what I like about the Towns and Villages generator.
City Generator:
- Choose the number of routes.
- Have quarters.
- Have the possibility of integrating a coat of arms.
- Add markers.
- Have citadels.
- Park assets.
- Assets of more distinguished buildings (gray black).
- Have the possibility to model the map.
- Be able to copy the URL to integrate it into Azgaar's.
Village Generator:
- The details, the colors, the styles, the shadows, the trees, EVERYTHING.
- It represents reality a lot.
- It is less aggressive in terms of the colors of the terrain.
- there are a few more parameters of the maps like dead ends, islands.
- Being able to modify the appearance of the village without really modifying it (Reroll village) as for the trees
- Talk about islands, they are magnificent!.
- Being able to choose the types of trees
- everything is perfect but they are still missing a lot of things.
Here are the negatives in the Towns generator and the Towns generator.
City Generators:
- The aggressive style although you can change the colors.
- Cubic/plas buildings.
- The beige paper effect which can be useful but not in my case.
- The location of districts which cannot be modified and which affects many black/gray buildings.
- The number of districts is not necessary (you can go from 10 districts to around 5 districts)
- Only have the possibility of modifying or adding a coat of arms with Armoria Editor which is also not customizable and it does not work much.
Afterwards, I understand that it's more of a map style but I would have liked the same style as for the village generator which is much more real or a "Satelite" style in google maps
Village Generators:
- Not being able to create benchmarks
- Not being able to shape the map
- Not having neighborhoods and names
- Not having coats of arms
- Not having a large building, large church, castle etc.
- Not having the option to hide the population number or choose the exact number.
- Have large forests in large maps
- Not being able to change text style
- Choose the number of routes
- Not being able to copy the URL to integrate it into Azgaar's.
Hello, I would like to know if it was possible to have the same parameter capabilities of the "cities map" for the village map? I really used the city cards a lot but I find that the design is much prettier for the villages but I can't really make it work for this generator. And add custom markers? Is this possible?
So city maps suit your needs better, but you prefer the visual style of the village generator, right? What exactly are the options of the city generator that you are missing in the village generator? I will keep adding features to VG, but it's designed to generate rural maps and I'm not planning to change this. For example, in the future, I will implement palisades, but they are gonna look like palisades, not like city walls.
I have an idea to make an alternative "viewer" for city maps which would draw exported city maps in a nicer way, maybe in the style of VG. It's just an idea and I don't have an ETA for it at this moment. Please note, that somewhat similar results can be achieved using the existing City Viewer:
Lovely work as always Watabou, it just keeps getting better.
I think there are only some things that are still missing to this generator (which already is supremely robust):
having an option for not seeing the population while still keeping the title visible
being able to have fences made of thorny shrubs, wood, stone, or even straight up plastered walls around differents houses and/or farms. Fences around houses could share the same colors as farmland.
having the option to place sites of religious worship in the town square (church/shrine), with an aforementioned fence option. Bonus points if you can change the shape, size, and roof type and it also has a sort of fountain or well in its grounds. Muh historical accuracy and whatnot :p
More varied house shapes, such as: rectangular, square, circular. And the ability to mix and match both the shapes and rooves of said buildings
I know it is much to ask, but I hope you won't take offense to these suggestions, especially since it is very easy for me ask for "new things" versus you actually doing the tremendous and wonderful work that you do.
Keep on doing what you do Watabro. <3
PS: I have had great fun in Kingdom Come: Deliverance, and their hand-drawn maps are one of the best quality designs I've ever seen for medieval games. I draw attention to it because your Village Generator is the only thing that even comes close to their level of quality.
If you ever need inspiration for what improvements you can have in your maps, all you have to do is look at the world and regional maps in that game.
Your work is super awesome! Once I have money to spare, you'll definitely get a new subscriber on patreon.
Question: Is there a way to set the population somehow, that I'm not seeing anywhere? It's possible to change the label, but it doesn't change anything about the number and size of the village
To actually change the size of the village you need to use the "Map parameters" dialog (choose "Tags..." in the context menu). You can change the size of your map (larger map = large village) and also you can request higher or lower population density by selecting the "dense" or "sparse" respectively.
i was wondering is there any way to import towns made with the Medieval fantasy city generator? i am in love with both generators but i wish there was a way to use old maps i made in the new generator style
Nope, sorry. Neither of these two generator can import anything. If you have your maps exported as JSON, you can try the "map view" in the City Viewer.
Hey there Watabou. I haven't used the generator for a few months so not sure if this is a known issue. Seeing some road "oddities".
The image linked below shows what I mean. (1) Road from a dock to a house but not to any main roads. (2) Row of houses without any road/path at all. https://imgur.com/a/sA8nvIb
I'd also like to make a suggestion that all docks connect to a road or path (or maybe just an option to do so). docks would be well used so there would naturally be a worn path to them.
(Btw is there a place to report/request stuff rather than clutter up your comments? Or do you prefer it here?)
The generator tries to connect the dock road with the main road (if there is one), but sometimes it fails, usually because the main road is too far away from the village itself. It doesn't happen too often and I don't consider it a big enough problem to discard the map.
A stretch of coast that includes the docks is now considered a "road", so it gets built up. Otherwise waterside land ends up being oddly underdeveloped.
This place is fine to report/request stuff, but reddit (https://www.reddit.com/r/FantasyCities/) is easier to track, so it's less likely that I miss anything there.
Hey thanks for the response. I'll use Reddit in the future so it's easier for you. I don't have that map that I took the screenshot from, but that row of houses wasn't far from the main road, but maybe because the rest of the village was across the water? Not a huge deal or anything, easy enough to regenerate, I just wanted to make sure you knew the full details. :)
OK thanks for explaining about the coast being considered a road now. Makes sense. I think I had my road color to close to the shore color so I didn't notice.
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tag : isolate, palisade, sparse, uncultivated
A village was created using these tags. And exported it as a json file. The problem is that the road in the red area in the picture below is not exported.
Do you have a link to this map so I can check how it exports for me?
Also these fields shouldn't be there if the 'uncultivated' tag is selected...
It's "farmland," not "uncultivated." And I don't have the link. It seems to me that roads created with the "isolated" tag have the same problem. And the road expressed as a dot is exported.
There is no such problem in general. I mean, if a road is not exported then it's something more specific, than just the "isolated" tag which I tested many times before (especially since it's a default tag now). Here is a very similar village:
https://watabou.github.io/village-generator/?seed=1026162478&tags=isolated,palis...
And that's how its exported version looks:
As you can see, both the regular (solid) part of the road and the trail part (dotted) are present. Anyway, if you will be able to reproduce the bug, please send me the link so can examine the case more closely.
I realized I made a mistake. Thank you very much for your helps.
It would be fantastic for medieval fantasy games if we could add in an option for a manor house, chapel/church, and graveyard. This is a great tool! Thank you for making it!
I don't know about graveyards, but I will probably add some larger, more complex and less generic buildings.
What a fantastic tool! I love it! Does anyone however know if there is there a way to add labels to the map in the editor right now? For example mark a baker, name a river or forest, etc?
Not at the moment, no. I plan to make it possible to label individual buildings when I implement random points of interest.
Is there a way to reload a town you've downloaded as a json
No, these json files can only be loaded in the City Viewer.
Do my town need to be small to add the walls
You can request a palisade for a village of any size by selecting the "palisade" tag.
i like it n find it useful
Hi! I love your work and on procgen arcana! I just wanted to ask if there is someway to use your generators offline? I ask as my country suffers a lot of either power cuts, rolling blackouts, internet outages, etc. So if I were able to run this locally on my craptop, it could still enjoy your work? The github repo's seems very out of date, especially the town generator. Whether its a yes or a no, thank you for your time in advance!
Occasionally I build desktop versions of my generators (both for macOS and Windows) for my patrons. If I understand correctly you can run the generators offline using the Itch app, but I haven't tried this myself.
Will let you know if the itch app works! :👍
Seems to work, will sub to patreon when I got the money for it c:
Amazing tool!
I'd like to select some of the options at the same time, like river + coast or pond.
Great job anyway!
Currently there is no way to combine different types of water features - this is harder than it might seem. However, you can select "estuary" to get a river and a coast on the same map.
This generator used to be amazing, but now it's just mind-blowing. I've seen your future plans post on Patreon, but do you have any plans to include roundhouses (or are they there and I've missed it)? Thatched roundhouses were quite prevalent in the Dark Ages.
With the new Palisades feature and Roundhouses you would have classic Arthurian period gamers jumping up and down with excitement.
Thanks for the generator - well done!
There are no roundhouses in the generator and I've never considered them as I aim for the style(s) associated with later ages. In theory, I could implement roundhouses as another "roof type", but I don't think that lining the same roads with circular shapes would look like anything historically accurate :)
Yeah, you'd want to be able to turn off the roads too. No matter, still a great tool!
This might be a big ask or just a suggestion. Your new spotlight feature, made me realize the potential for it. I usually export the maps from your generators and use them in GIMP or Inkscape. I put a black layer over them and then another layer with a small gradient that cuts into the black overlay creating a visible area for the party. Not sure how well that would work built into the generator, but I figured I'd offer the suggestion.
As always, I need to express how much I love your work. Thank you for all that you do!!!
I get the idea, but to be honest, I doubt I my implementation of this functionality would be any more convenient than using any generic graphics editor with different types of brushes and stuff and, more importantly, the ability to save, restore and update the mask layer.
I love the roads in the new update, looking even better than before!
Are there plans to include a tag to ensure a manor house / [timber] castle shows up on the map? I think having an option to fix a couple buildings -a keep, a church- would go a long way to helping them 'pop' as real communities.
I don't know, maybe. But the current version occasionally spawns larger church-like buildings, sometimes more than one.
Is there a way that I can upload a picture of my village and it will generate a picture like the one that is generated? I like the design of it and I want to try it for my school project requirements.
Nope.
Watabou you are killing it! The amount of awesome improvements added in the last year have really elevated this generator to another level. I mean check this - I spent 30 seconds tweaking settings and this was the 1st map I rolled up: https://imgur.com/a/9Lhufrk
The details look so good! The new roads, the revised tree shadows you did a while back, and just all the little tweaks to fields, roofs, roads, etc. come together to make settlement maps that in my opinion rival certain professional subscription tools.
Awesome work as always!
Thank you!
Hey! You created a really beautiful tool - my favourite of all of your works, I'm using it quite often. Just a question though - are you planning on adding numbers to buildings? It's just so I (and other people probably) could add description what you can find in which building, as "a house on the left" doesn't really work if you have 20 houses on a map :)
Thanks for creating this generator.
How do you see this in practice? Would you like each building to have its number written on the top?
Putting a circle with a number in it over each building will mar the aesthetic, but allows for the option to create two images of the village - one unmarked to present to players and another with the numbers for reference/lookup.
Maybe an option to automatically add numbers to each house, and more fine-tuning one to just add option to context menu? What do you think?
I'll consider something like this👍
Amazing tool! :) I used it sometimes playing solo RPGs and playing alone D&D! I really love!
How can I get the source code of this generator?
You can not - this generator is not open source.
Simply superb! I've tried some other generators (like Mansion, City and Fantasy World) and it's incredible the work you do!
I do have one question: Is there a way to add a grid in the program?
Unlike Procgen Mansion, 1PDG and some of my other generators, there is no "intrinsic grid" here to which anything is aligned. For this reason, adding a grid overlay in this generator doesn't seem very important to me, although I get that it could be convenient in some cases.
I've ran entire campaigns in several systems using only these resources for the geography and just wanted to say thanks. I'm excited that confluences are here.
I found visual glitch (flooding water) when generating villages on android 9 phone:
Upper two displayed in firefox/edge, and lower two in chrome.
Can this be fixed? Or is it known bug or something in progress?
Try using a mop and see if it helps.
No, I've never seen anything like this before. Android 9 is a way too specific condition to bother fixing this glitch, sorry (the generator works fine on more modern phones).
Absolutely okay, it's not limiting me in any way. Just letting you know.
The one thing that seems to be missing is the ability to generate a palisade or wall around part or all of the village. This is a very common feature of small villages in more violent times.
https://www.patreon.com/posts/plans-for-90033685
(short version: palisades are on my list)
Hello,
I'll tell you what I like about the Towns and Villages generator.
City Generator:
- Choose the number of routes.
- Have quarters.
- Have the possibility of integrating a coat of arms.
- Add markers.
- Have citadels.
- Park assets.
- Assets of more distinguished buildings (gray black).
- Have the possibility to model the map.
- Be able to copy the URL to integrate it into Azgaar's.
Village Generator:
- The details, the colors, the styles, the shadows, the trees, EVERYTHING.
- It represents reality a lot.
- It is less aggressive in terms of the colors of the terrain.
- there are a few more parameters of the maps like dead ends, islands.
- Being able to modify the appearance of the village without really modifying it (Reroll village) as for the trees
- Talk about islands, they are magnificent!.
- Being able to choose the types of trees
- everything is perfect but they are still missing a lot of things.
Here are the negatives in the Towns generator and the Towns generator.
City Generators:
- The aggressive style although you can change the colors.
- Cubic/plas buildings.
- The beige paper effect which can be useful but not in my case.
- The location of districts which cannot be modified and which affects many black/gray buildings.
- The number of districts is not necessary (you can go from 10 districts to around 5 districts)
- Only have the possibility of modifying or adding a coat of arms with Armoria Editor which is also not customizable and it does not work much.
Afterwards, I understand that it's more of a map style but I would have liked the same style as for the village generator which is much more real or a "Satelite" style in google maps
Village Generators:
- Not being able to create benchmarks
- Not being able to shape the map
- Not having neighborhoods and names
- Not having coats of arms
- Not having a large building, large church, castle etc.
- Not having the option to hide the population number or choose the exact number.
- Have large forests in large maps
- Not being able to change text style
- Choose the number of routes
- Not being able to copy the URL to integrate it into Azgaar's.
- Not having leisure parks
That's all I really miss.
It helps you know what you could improve on.
You looked right into that horse's mouth, eh?
Hello, I would like to know if it was possible to have the same parameter capabilities of the "cities map" for the village map?
I really used the city cards a lot but I find that the design is much prettier for the villages but I can't really make it work for this generator.
And add custom markers?
Is this possible?
So city maps suit your needs better, but you prefer the visual style of the village generator, right? What exactly are the options of the city generator that you are missing in the village generator? I will keep adding features to VG, but it's designed to generate rural maps and I'm not planning to change this. For example, in the future, I will implement palisades, but they are gonna look like palisades, not like city walls.
I have an idea to make an alternative "viewer" for city maps which would draw exported city maps in a nicer way, maybe in the style of VG. It's just an idea and I don't have an ETA for it at this moment. Please note, that somewhat similar results can be achieved using the existing City Viewer:
Lovely work as always Watabou, it just keeps getting better.
I think there are only some things that are still missing to this generator (which already is supremely robust):
I know it is much to ask, but I hope you won't take offense to these suggestions, especially since it is very easy for me ask for "new things" versus you actually doing the tremendous and wonderful work that you do.
Keep on doing what you do Watabro. <3
PS: I have had great fun in Kingdom Come: Deliverance, and their hand-drawn maps are one of the best quality designs I've ever seen for medieval games. I draw attention to it because your Village Generator is the only thing that even comes close to their level of quality.
If you ever need inspiration for what improvements you can have in your maps, all you have to do is look at the world and regional maps in that game.
I haven't played Kingdom Come and just checked their maps. Indeed they are beautiful!
Your work is super awesome! Once I have money to spare, you'll definitely get a new subscriber on patreon.
Question: Is there a way to set the population somehow, that I'm not seeing anywhere? It's possible to change the label, but it doesn't change anything about the number and size of the village
To actually change the size of the village you need to use the "Map parameters" dialog (choose "Tags..." in the context menu). You can change the size of your map (larger map = large village) and also you can request higher or lower population density by selecting the "dense" or "sparse" respectively.
i was wondering is there any way to import towns made with the Medieval fantasy city generator?
i am in love with both generators but i wish there was a way to use old maps i made in the new generator style
Nope, sorry. Neither of these two generator can import anything. If you have your maps exported as JSON, you can try the "map view" in the City Viewer.
i really want a mountainous tag, just a feedback.
Did you see that someone is selling maps created by your tools on Amazon?
https://www.amazon.de/Stadtpl%C3%A4ne-f%C3%BCr-Spielleiter-DnD-Tabletop-Rollensp...
Just thought you might wanna know.
Now in German? Fantastic... Yeah, I'm aware of these books (or some other very similar ones). Scammers gonna scam I guess.
This is an amazing generator, great for ideas too. Thanks for making all of you generators.
Hey there Watabou. I haven't used the generator for a few months so not sure if this is a known issue. Seeing some road "oddities".
The image linked below shows what I mean. (1) Road from a dock to a house but not to any main roads. (2) Row of houses without any road/path at all. https://imgur.com/a/sA8nvIb
I'd also like to make a suggestion that all docks connect to a road or path (or maybe just an option to do so). docks would be well used so there would naturally be a worn path to them.
(Btw is there a place to report/request stuff rather than clutter up your comments? Or do you prefer it here?)
Hi!
This place is fine to report/request stuff, but reddit (https://www.reddit.com/r/FantasyCities/) is easier to track, so it's less likely that I miss anything there.
Hey thanks for the response. I'll use Reddit in the future so it's easier for you. I don't have that map that I took the screenshot from, but that row of houses wasn't far from the main road, but maybe because the rest of the village was across the water? Not a huge deal or anything, easy enough to regenerate, I just wanted to make sure you knew the full details. :)
OK thanks for explaining about the coast being considered a road now. Makes sense. I think I had my road color to close to the shore color so I didn't notice.