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Pille

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Everything posted by Pille

  1. That's not implemented yet, sorry. I am waiting for a more stable base game, where stable means that no drastic changes are to be expected. Probably a bug related to the random world generator. How big is the prefab? No warnings in the ingame prefab editor usually means the problem is connected to the rwg. .Ins - No clue. But it must be something optional. "the stats are not used by the game so far, informational only" - Alloc. Stats can be somehow used to optimize the performance of a prefab. That's my theory deduced from the patch notes and Alloc confirmed it more or less.^^ He's already been helped.
  2. Hi. My suggestion: Make an air prefab (consisting of only air block) that has the same size as your POI and add the corresponding entry above the entry for the prison in the prefabs.xml. I think Guppy had the same problem with my ship. There was water in it that belonged to the custom world. Unfortunately, the air prefab trick didn't work but but perhaps you can use it to remove those trees. Not sure.
  3. Ok, so it's a bug that doesn't affect the vanilla traders (which use the same system) but your project? Atm. static entity spawning is not implemented, sorry. FYI. you can't have static spawns and tile entities at the same time. That's a restriction of the prefab file format. Tile entities are used for storing light properties and other stuff. So adding a trade the way suggested in my old post, would disable certain features of the POIs.
  4. @stallionsden Check your discord PMs.
  5. "SpawnEntity" class? Not sure what that means. Are you talking about the spawnTrader blocks?
  6. Seems to work with your prefabs. I've successfully converted the courthouse. Did you copy all prefab files into one folder? If you still have problems, I could convert the prefabs for you... "All IN ONE (Prefabs and Modlet)" contains all POIs that need to be converted, right?
  7. Perhaps you did something wrong. Any mods/modlets involved? Can I have a link to your prefab collection? I'm too lazy to look for it myself.^^
  8. Changelog 0.82 * 3 new options (some of them require a restart of the editor): * dark mode - Sets GUI to dark mode (beta) * Load unknown block - Unknown blocks are blocks that aren't defined in the blocks.xml. The editor will try to assign an ID to each of those blocks if this option is enabled. This may help to handle issues resulting fromm odlets. EXPERIMENTAL! * Advanced replacing tool uses block names instead of IDs 0 This option may help to mitigate issues resulting from incompatible modlets. * fixed: GUI uses fallback mode * fixed several bugs related to the advanced replacing tool (big thanks to MAGOLI for reporting the xml bug!) Autoupdate isn't working? Try these: Download LINK (32 bit) Download LINK (64 bit) @all Sorry guys and gals but, it looks like you have to repeat the (updated) instructions even if you just converted prefabs only containing vanilla blocks because the previous version of the editor was affected by a bug that messed up the prefab XML files... How To Convert A17 Prefabs To A18 (UPDATED!!! but still work In Progress) Make backups and use it at your own risk! You need editor version 0.82 or newer to follow this instructions. (Step 1) Install the 'AAA_A17_TO_A18_CONVERSION_HELPER' modlet (see link below). This modlet adds placeholder blocks representing the missing vanilla blocks from A17. It should be removed after all your A17 prefabs have been converted. If your prefabs contain custom blocks, install all modlets that provide those blocks. Download Link: AAA_A17_TO_A18_CONVERSION_HELPER (updated version) You don't know how to install modlets? Installing Modlet Step by Step (by TopMinder) (Step 2) Create a new folder and copy all your A17 prefabs into it. For instance on the Desktop: C:\Users\YourUsername\Desktop\New Folder (Step 3) Start the zombie editor (my editor) and make sure that the latest update is installed and that the game directory is defined (Extras -> Set game directory...). Enable the following options (Extras -> Options...): (Step 4) Press Ctrl + A in the editor to start the advanced replacing tool. Click 'Import Rules' and select the file 'A17_to_A18_V2' which can be found in the main folder of the AAA_A17_TO_A18_CONVERSION_HELPER modlet. A list of rules should appear which can be edited, removed or completed using the modify, remove or add button, respectively. For instance, there are some rules for texture changes at the end of the list that you may want to remove (adding and removing is still somewhat wonky). When you've finished editing click 'Apply all rules from the list' in the advanced replacing tool. Then Click 'Replace (prefabs in folder)...' and select the folder you've created in step 2. (Step 5) Wait until all prefabs are converted (progression bar shows 'done!'). This may take are while. When your POIs are converted you should uninstall the 'AAA_A17_TO_A18_CONVERSION_HELPER' modlet. (Step 6) (Optional) Not that important but it's highly recommended to check the converted POIs in the ingame editor. Watch out for missing texture messages in the console (mostly white messages) and other stuff.
  9. @all Found two serious bugs related to A17 to A18 conversion. Pls. stop converting your prefabs using the instructions above until I release an update (will happen very soon)... @Astralweaver The order of block IDs and loaded mods or modlets shouldn't matter if you follow the instructions below and use version 0.82 of the editor. However, it is not possible for me to test this directly with the WOTW mod at the moment.
  10. @Astralweaver Ok, seems like War of the walkers is not available for A18 yet. So I don't know whether prefabs that rely on WOTW stuff can be converted already. It would be helpful if you could send me one of your prefabs that cannot be properly converted. In any case I'll prepare an update for tomorrow including a more robust method of POI transfer from A17. @n2n1 Yeah, that's what I though - uhg bright light. Edit: I just had a look at the WOTW. Not even (Step 1) of my instructions can be executed because the modded blocks are directly included in the Blocks.xml and thus they are loaded before the blocks of my modlet.^^ The new conversion method should work though. We'll see tomorrow.
  11. Not your fault. There must be some interference with the WOTW mod. Probably, my editor doesn't load WOTW correctly. I think I can correct that when I get home tonight. Thanks for the bug report.
  12. Yes, that's supposed to happen. Without the modlet you should see missing block symbols (?) instead of the M signs. They are the placeholder blocks. The replacing tool should change all M's to valid a18 vanilla blocks (step 4)... Sorry, not sure what you mean here.
  13. You're welcome! Corrected word CONVERTION to CONVERSION. lol Preview: Everything needs a dark mode^^
  14. Merry Christmas! Changelog 0.81(b) * A18 support (might be incomplete) * added list-support for search command (in console) * added invert feature to quick selection (click on the invert checkbox to unselect) * added new console command (type help in the console to get a list of available commands) * added new console command 'missing blocks' which prints a list of all missing blocks in the current prefab * added new options to filler tool (bucket tool) * added ability to handle missing blocks (somewhat buggy) * fixed bug related to advanced replacer tool and rule list feature Autoupdate isn't working? Try these: Download LINK (32 bit) Download LINK (64 bit)
  15. That's not true though. So far my converted A17 prefabs look good in A18. Working on a converting process right now...
  16. Preview * A18 compatibility (should be, ofc I have to wait for the release) * added list-support for search command (in console) * added invert feature to quick selection (click on the invert checkbox to unselect) * added new console command (type help in the console to get a list of available commands) * added new options to filler tool (bucket tool) * added ability to handle missing blocks (should be important for converting a17 prefabs) ... to be continue Intermediate updates will be available on my Discord when A18 exp drops. Public update is at the end of the experimental stage. Pille's Discord Server
  17. Oh yes, thank you. You're right.
  18. No, I don't have informed them but others might have. I dunno. Since they will ignore A17 bugreports, it makes sense to wait for A18... I don't want to update the editor atm. since A18 could make my attempts to fix the problem obsolete. @ExeBT Sorry, but the tts file seems to be empty (air blocks only). There's nothing I can do. I suggest to use the console commands to create the distance mesh next time. prefab simply prefab combine prefab export then reload the prefab.
  19. @Henk I'll be back home tomorrow and then hopefully I can help you. @Sam_Neill You're welcome!
  20. Great POI (even though the TV show is extremely stupid ). I hope it isn't going to be alpha forever. Do something with the kraken soon.
  21. Very well done Laz Man. Any ugly interior to show to make the readers feel better?
  22. Very nice warehouse storage. Your prefabs look like you never have to improvise when placing blocks. Everything seems to be built cleanly and nicely.
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