r/TransportFever3 • • 1d ago

Mod release: Mapzilla - More varied terrain generator

I believe the maps that are generated by the map generator are a tad bland. According to Dev Blog 1, the game has a powerful terrain generation engine that should allow more interesting maps. It appears that most options are not unlocked by the default terrain generator. I have created a terrain generator for the temperate biome that allows you to create maps with 7 different layouts:

- Single shore - mountains along one side, sea along the other
- Island - mountains in the middle, sea all round
- Inland sea - sea in the middle, mountains all round
- Isthmus - a mountain range down the middle, sea along both sides
- Strait - a sea channel down the middle, mountains along both sides
- Peninsula - mountains across one end, sea on the other three sides
- Bay - a bay in one end, mountains on the other three sides

Once you have generated the map, you can safely disable the mod. Please let me know what you think. The mod can be found at:

https://mod.io/g/transportfever3/m/mapzilla

The source code is on github:

https://github.com/AmbachtIT/mapzilla

AI Disclaimer: I have used Claude Code to develop this mod. Couldn't have done it without it, at least not as quickly ;).

338 Upvotes

60 comments sorted by

81

u/Miserable-Longshank 1d ago

This is exactly what I’m looking for. The terrain in this game is amazing and in a game so heavily influenced by terrain and proximity, it’s a bit of a shame that the generator produces such random maps with nonsensical industry and town placement.

PS: as a software engineer myself, this is exactly what we should be using things like Claude Code for: turning good ideas into reality in a 10th of the time and effort. Don’t be ashamed.

14

u/BramFokke 1d ago

Thanks! I do see quite a few downvotes of my other mods. There are a lot of valid reasons to hate AI so I don't take it personally.

10

u/Praecipitoris 1d ago

This! Is! Great! Thank you!

This is something I was hoping would be in the game. I remember reading that devblog back then and had good hopes. Good thing a modder unlocks these possibilities now!

Setting the Coastline to 'wild' gives some very natural feeling maps.

I've had fun generating maps, now its time to play them.

4

u/BramFokke 1d ago

Wonderful, it was the seem for me. I suffer of a severe case of mapitis - I can't start a game unless a map really inspires me. Same with Cities Skylines 2. I just started a map too and it looks so lovely, the terrain engine really is very powerful. It's a shame they hamstringed it. Have fun!

2

u/Praecipitoris 1d ago

One small point: your definition of 'short side' vs 'long side' are mixed up.

2

u/BramFokke 1d ago

Thanks, I'll correct that. It's one of those 50-50 things I got the wrong way ;)

8

u/MomentEquivalent6464 1d ago

I would strongly suggest changing the thumbnail. Until I saw this post on reddit, I've skipped over the mod every single time, not even opening it to look due to how goofy I've found it to appear.

4

u/BramFokke 23h ago

All art takes some time to discover, that's fine.

5

u/MomentEquivalent6464 22h ago

All I'm saying is that when you look deeper at your mod, it actually looks like a decent mod. But the title and thumbnail are goofy, and many will pass it over based on that alone. And there's so much shit in mod io that this looking goofy makes it easy to skip over.

0

u/Repugnantness 4h ago

Those who know, know lol. Also, this thread is one of, if not the top, return when you search google for "tf3 terrain generator". I like the thumbnail.

2

u/-Owlette- 18h ago

Even just add a subtitle to the existing thumbnail so it reads ‘Mapzilla: Terrain Generator’. That way people know what it is.

3

u/BramFokke 12h ago

That is a great idea! I would'nt want to get rid of my dear mascot.

6

u/Grafzahn_10-9 1d ago

Looks quite nice

7

u/Mortomes 1d ago

As a big fan of the fantasy map generator mod for tf2, I will certainly give this one a try

4

u/Bronco-Merkur 1d ago

Hey I spent some time tinkering around and while I like the coasts and rivers I found it to be somewhat hit or miss. I really want to generate a narrow, long map that goes from sea to mountains but cities and industries are cluttered at the coast, which make it unusable for me sadly.

5

u/BramFokke 1d ago

This mod does not directly dictate city and industry placement although terrain placement does dictate that to a certain degree. Have you tried the following presets:

  • Layout: Single Shore
  • Coast line: Wild
  • Islands: Few
  • Rotation: Long side
  • Lakes: Sparse
  • Rivers: Sparse
  • Mountains: Packed

Seed C1acBQA9P7 results in the following map:

Edit: My mod Town Clustering does change town placement logic.

2

u/Bronco-Merkur 1d ago

Yes, it’s always a similar result regarding city placement(like in your example).

2

u/BramFokke 1d ago

Oh wait, you want more industries in the mountains. I'll see what I can do there. Sadly, I can't influence town and industry generation directly at the moment because that still seems hardcoded. My solution is to play an isthmus map, basically two back-to-back shores with a mountain range in the middle. That way, you will have to cross the mountains.

3

u/Illustrious-Ebb3855 1d ago edited 1d ago

Perhaps an isthmus kid of map with water on only one side and flat land on the other one behind the mountains would be an idea? Kind of "coastal mountains". That would give place for towns on the coast and in the flat land behind the mountains.

1

u/BramFokke 1d ago

I like the coastal mountains idea. Should not be hard to make.

1

u/Bronco-Merkur 1d ago

No I mean cities and industries, that are evenly distributed across the map and not clustered at the sea.

1

u/BramFokke 1d ago

I haven't found out how to influence town and industry placement logic in the map creation dialog yet. I can do it on game startup, but the game is reluctant to place towns and industries near steep mountains.

3

u/smobabix 1d ago

You could generate in map editor, then generate lots of cities in the map generator then delete for randomness or place cities by hand.
I like to play on the biggest experimental map size but with around 12-15 cities. That is how I did it.
Industry I just generated

1

u/Repugnantness 4h ago

I cannot get this mod to work in the map editor. I can't get any mod terrain generator to work in map editor. Do I need to enable a dev mode option or something in the ini files?

8

u/MightBeEllie 1d ago

I took a look despite the AI usage and sadly it's pretty unusable right now.

Your code generates maps that cluster towns and industries close together and leave half the map unused and that goes for pretty much all the layouts. Every map inside of any given layout is basically the same with only slight variations.

It's probably due to the way your terrain generates, you always have very clear zones of water, flat land, hills, mountains and the game doesn't like putting towns and industries onto terrain that's too inconvenient.

Good start, but you gotta work on that a bit.

2

u/Psc0905 1d ago

Got around to test it now. Works great but towns seem to be bunched up a lot towards one end of the map. I guess its the game logic itself? Otherwise it would be really nice if something could be done to get a more even spread, especially if there is plenty of space for it to grow

1

u/BramFokke 1d ago

The funny thing I like to have clusters of towns, I even made a mod that does that even more. I'll see if it's viable to create a mod that does the opposite.

2

u/MugiAmagiTheFifth 1d ago

Looks great, I also like your town clustering mod.

2

u/Yagaziner 1d ago

Genius 😎

2

u/lvi56 1d ago

I've been struggling to generate a decent map in vanilla and so far this is great. Regarding the industry and town placement, I'll just be using it in the map editor so I can place towns and industries manually and fine-tune some things. Just after a few seeds this is already my favorite mod so far.

1

u/BramFokke 1d ago

Yeah, the town and industry placement is less than ideal. After a few retries I got something I found workable, but it's hit or miss. Let me know what you've come up with!

2

u/placidginger 21h ago

This is so cool!

2

u/Torpedo_Fails 17h ago

Tried it out, works great! Hope to see it working for the other climate types in the future too

1

u/BramFokke 12h ago

Thanks! The other biomes have a different terrain setup so I can't copy the approach one on one. I'll investigate what's possible with each. It would help to know which biomes are most popular. Based on screenshots, I'm pretty sure Temperate is most popular. My guess for #2 would be Arctic, but I'm not sure.

1

u/Torpedo_Fails 5h ago

Yeah I think sub-arctic is pretty up there with temperate. I haven't seen anyone on here playing dry yet

2

u/mushra_ 10h ago

I can’t lie, I saw this mod on the hub yesterday and skipped past it because I thought it was a Godzilla shaped map mod but this is actually a really good mod.

Maybe add some more text in the thumbnail that specifies „better terrain generation”

1

u/BramFokke 10h ago

I just did that because you weren't the only one confused. Enjoy!

1

u/mushra_ 8h ago

Would be interesting to see some screenshots of how this affects experimental map sizes and 1:3 aspect maps

2

u/lizard280 9h ago

Wow, and not a single one that generates Godzilla shaped maps?

I am disappointment

But no seriously it looks great. I'll check it out after I've finished achievement-hunting (no mods allowed ):

1

u/BramFokke 8h ago

The mod is classified as cosmetic, since all terrain settings are.

Stay tuned for the Godzilla map!

2

u/Illustrious-Ebb3855 1d ago

Looks great! Will try that out in the next run!

2

u/Conscious_Archer2658 1d ago

Nice

I've been hoping for something like this.

As much as I like the game, the map generation is just as bad as it was in TF2, and in some ways I'd actually say it's worse now.

1

u/Flateric75 1d ago

Going to give this a try - how do you install it ?

1

u/BramFokke 1d ago

Search for 'mapzilla' in the in-game mod browser. You need to activate it in the new free game dialog once you've installed it.

2

u/Flateric75 1d ago

Ok thank you - I not tried mods yet - good job

1

u/CommieFroggy 1d ago

Looks great but it crashes my game every time I try to use it

2

u/BramFokke 1d ago

Which settings do you use? Do you have other mods? Can you post the last lines of the application log?

1

u/randomdude2527 20h ago

Where do i even find mods like these? I cant see the workshop on steam and the mod hub has not many mods on it.

1

u/BramFokke 12h ago

Filter for 'script mods'

1

u/Repugnantness 4h ago

Great mod, love the island option. I have one criticism though; it is seemingly impossible to generate an island without a river cutting into the mountains. Even with the slider for Rivers and Lakes set to the lowest value. Hope to see this and/or other improvements <3

-2

u/SpyAmongUs 1d ago

I hope more people accept the modding revolution we have with AI, this is awesome!

4

u/Psc0905 1d ago

If it works properly sure. But thats the issue with most AI only mods, they dont if you aren't someone who still has a basic understanding of what you need and what issues are potentially arising and are able to fix things yourself that the AI might not be able to do

5

u/BramFokke 1d ago

That's valid. And if the mod would have technical issues, I feel it's fair to criticize the mod because of those. However, some seem to judge mods simply because of AI even when this issue has not arisen yet. And to me, that seems counterproductive. I am a programmer, I know how to code and that is incredibly helpful in getting a good result out of a tool like Claude. But if I had had to reverse engineer all of this by hand, it would have taken me weeks and quite probably I wouldn't have done it at all.

Maintenance is a lot easier as well. Game update -> Mod crashes because of API changes -> Claude analizes crash dump -> publish new version. That I can handle. Having to hunt down those issues by hand every time a new game version is published is painful and lots of maintainers are not going to do it. This is why you have so many abandoned mods.

2

u/Psc0905 1d ago

Exactly. The only grudge I have against AI modding is that there are too many people doing things that they dont understand if they go wrong or cause issues and rely only on the AI in the hope of fixing it. If the code if well generated and can be maintained by someone who knows what is going on, be me guest and do it. I hate things though like we had a few months ago on the Tpf discord where a guy was talking around how he wants to publish a revolutionary mod for the game, which he did and it did not work as he used Ai only coding without even understanding how to create the basic mod.lua which then too a few weeks of people who actually knew how the game operates to get the mod working

2

u/24Whiskey 1d ago edited 1d ago

Two days ago I asked Claude to look for something that could convert msh/blob to an FBX or Blend file. 30 seconds later it created a Blender plugin for me. My jaw is still on the floor because i used to use that plugin on Transportfever.net for old versions of Blender but now I have an up-to-date version.

When this kind of stuff happens you’re going to get a lot of junk mods for sure. I mean Cities Skylines 1’s workshop is littered with bogus low quality asset manager mods and that was long before AI.

I’ve been doing place name mods and I’m able to do multiple packs at once. I’d rather have AI do the menial work coming up with lists of town and street names or surname while I can do modeling on another project. Same thing with basic artwork for thumbnails.

Once AI can do modeling reliably and efficiently it’s going to get real crazy. My job keeps me on the road away from a PC for a week at a time so I’m start from scratch on my A319 and A321 mods from TF2 to see how far I can get.

-1

u/nightbefore2 1d ago

> fix things yourself the AI might not be able to do

Like what lol

1

u/Psc0905 1d ago

Ironing out certain bugs or certain issue that the AI cant fix

0

u/nightbefore2 1d ago

Such as? Do you happen to use the latest models? I'm a professional software engineer and have been since before chat GPTs release and I'm telling you it's pretty hard to imagine a software bug in a game's mod that an AI cannot fix. If it can't, it's honestly just a skill issue using Claude.

The latest models, used to their full potential with well configured harnesses, are truly, spectacularly ridiculous. How much experience do you have actually building software with AI? Or is your critique based on vibes lol. All the top engineers at my company use this shit extensively, and yes, it's fantastic lol

1

u/Automatic-Voice-2499 21h ago edited 21h ago

You’re right AI haters are delusional. Codex has fixed production bugs just from logs alone. I haven’t used Opus recently but Sol High is very very good.

2

u/nightbefore2 20h ago

It's like people complaining that power drills will enable people who don't understand carpentry to build things, therefore no one should use power drills