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  • Prefab Editor - Still Cannot Access Parts in Modlet's Parts Folder


    zztong

    Summary: When using the Prefab Editor, I am unable to make a Part Marker refer to a Part found in a modlet's file structure.

     

    Game Version: A20.4 b38
    Platform: PC
    OS/Version: Windows
    CPU Model: 12th Gen Intel(R) Core(TM) i7-12700K   3.61 GHz
    System Memory: 32 GB
    GPU Model and VRAM: nVidia GeForce RTX 3060
    Screen Resolution: 3440 x 1440
    Video Settings: High
    Game mode: SP

    Did you wipe old saves? Yes
    Did you start a new game? Yes
    Did you validate your files? Yes
    Are you using any mods? Yes - The POI Mod I Develop.
    EAC on or off? On

    Status: NEW

    Bug Description:

     

    When using the Prefab Editor, I am unable to make a Part Marker refer to a Part found in a modlet's file structure.

     

    I have made a video demonstrating this issue. You can find it here:

    https://drive.google.com/file/d/12PU0YjKjenE2J50MCoW7KpkxJBihLXj4/view


    Detailed steps to reproduce the bug:

     

    See video for a complete walk-through.

    https://drive.google.com/file/d/12PU0YjKjenE2J50MCoW7KpkxJBihLXj4/view


    1) Use the POI Editor to make a Part. Appropriately named and tagged.
    2) Please the Part in a Modlet's Prefab/Parts folder.
    3) Use the PrefabEditor to create a new POI.

    4) Using the PrefabEditor, place a Part Marker.

    5) Attempt to select your custom Part. Observe you cannot pick it off of the list of Parts.

     

    Actual result: (description of what is occurring)

     

    The Part located in the Modlet's folder cannot be selected by the window that lets you configure the part.

     

    Expected result: (what you expect to occur)

     

    Given that all other POI and Part functions work on files located in a modlet's file structure, the Prefab Editor should know to look for Parts in a modlet's file structure. It is very handy to be able to develop and test a modlet with files that reside in their intended location. Otherwise, we would have to build/test every file in game folders and then extract them and place them into a modlet, which would be more error prone.

     

    Note, this bug was described in an earlier bug report that has been marked as "incomplete" and I'm not sure what more I can do to show the problem. The video seems pretty clear.

     

     


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    10 hours ago, TSBX said:

    Hey zz,

    I've got some higher priority stuff to work on right now, but I'll take a look at it as soon as possible, thank you!

     

    Awesome, thanks. I can't ask for anything more than that.

     

    I just found a work-around. It involves making a symbolic link to my modlet's Parts folder from the Game's Parts folder.

     

    cd C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Prefabs\Parts>
    mklink ZZParts /d "C:\Users\zzton\AppData\Roaming\7DaysToDie\Mods\ZZTong Prefabs\Prefabs\Parts"
    

     

    THIS WORKED. The POI Marker Editor can now see the Parts in my modlet.

     

    While this enables my development, I'd still call it a work-around.

     

    I'm so happy Windows now does symbolic links. Yay! Yay! Yay! /happydance.

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    There's a companion bug that I'm going to report. The RWG code cannot find a part with upper case letters in the file name.

     

    So, once a person arranges for the Prefab Editor to see parts that you have created, if you named your custom part with using an uppercase letter, the RWG code won't place it regardless of whatever percentage chance you gave it. I suspect the RWG code is ignoring files it cannot find and for some reason cannot find files with upper-case letters.

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