-
Posts
5,991 -
Joined
-
Last visited
-
Days Won
48
Content Type
Profiles
Forums
Store
Articles
A20 Bugs
A21 Bugs
Events
Posts posted by Laz Man
-
-
@laz
May or may not be info you know:
https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor&p=665970&viewfull=1#post665970
Thanks, i forgot about that post. What is interesting is even with a somewhat lower game stage there is a chance to spawn irradiated zeds. I remember seeing my first irradiated zed in the new pawn shop POI.
I opened up the pawn shop POI in pilles editor and didnt see any special sleeper blocks in it so not sure how one spawned for me.
I have to go through the gamestage xml and see if any of the early gamestages has a small chance to spawm irradiated zombies.
0 -
Hello guys, can any of you prefab guru's point me in the right direction regarding sleeper configuration. From the limited reviewing of XMLs I have determined the following files need to be looked at to make sleeper changes.
gamestage XML file (defines the different sleeper spawn groups)
prefab XML file (specifies which sleeper spawn group is used)
prefab TTS file (sleeper blocks)
My general understanding is each prefab has a specific sleeper spawn group assigned to it. I didn't see something about a secondary trigger? Am I missing something? Thanks in advance.
0 -
Make the prefab, let someone else do the mixer.
Fine fine maybe this weekend lol...
0 -
Eta to a16 version?
Was debating on waiting until stable was released. With my available time i have so far only played past the first 7 day horde.
Been reading up on the posts from others on the changes to the mixer file off/on to prepare myself in the meantime.
0 -
[Just to clarify, TL;DR...]
I was curious what people would suggest are some good seeds for very new players that from their experience has a lot of resources within range, et cetera. I started up a world, and man I went literally everywhere; found no water towers, no rivers or lakes, barely even found any random bottled waters.. Was rough. HAd more than enough food though, but water was... Yeah. So yea just curious
[it might have been because I named the seed, More Food, so it was like "Well, here is tons of food, but you never asked for water."]
Haha thats hilarious....becareful what you ask for....
0 -
Nice to see you still working on this, I loved it back in 8.8 Ages ago man, love to see the newer stuff.
Thanks!
0 -
About time, slacker.
Yeah, just a few days before A16 lol....
0 -
Well I have started the update process from 13.6 to 15.2 finally. So far I have replaced all erroneous blocks and have started adding some of the newer blocks in. Here are a few sneak peak screenshots.
0 -
Eagerly awaiting the itch to really grab you by the balls again, I miss your work!
The itch is there, its just I have twin newborns I am responsible for nowadays lol...
0 -
Hello Survivors,
It has been a while since I have done any prefab work. I went ahead and attempted to open the last release of TWD prison within Alpha 15.2 b7 and I am glad to report that the prefab is mostly intact. Some block ids were shifted around but for the most part it shouldnt take much time to update the prefab to the current released version of 7d2d.
I am glad to report that the strange voxel vertices and random holes in the world are now gone. TFPs must have fixed it at some point as I didn't see any vertex glitches in the terrain. Hurrah!
I plan to update the prison once again incorporating new blocks and such so future generations may enjoy .
0 -
I installed the combopack & randomly ran into the prison in my travels across the world.
I'm a HUGE fan of the Walking Dead & the moment I randomly came across this poi I actually was stunned.
Loved it, 10/10 - I'd love to help you in creating more TWD themed pois.
Alexandria, Woodbury, Negans compound, Terminus & many more
Glad you liked it I started on a Woodbury but havent gotten very far on it. Life has gotten super busy atm so im a modding hiatus.
0 -
Stallions,
Thanks for the response man. After some debugging attempts, heres where I currently am.
Writing the lines in myself into the original rwgmixer file did NOT work. Overwriting with the xml provided with the download does work. So I am confident that I probably messed up syntax of some sort in the xml earlier.
However, now I am trying to install the multi-combo pack. I copied the prefabs and the rwgmixer from the download, but the server is hanging again. Any advice is appreciated. I don't see an output file under logs? Whats the path?
Hi Dox, Thank you for taking interest in my prison. Good news, I believe my prison is included with the multi-combo pack (Magoli's pack). So if you are able to install his pack successfully then you won't need my separate installer.
0 -
I assume the fix was to put roads right around it again?
btw if you have little stub roads where you originally had the roads leading out from the prefab paths it has a good chance of attaching the rwg roads at those points rather than the corners like in your screenshot (it likes to attach to the outermost road)
Yes, putting roads around it forces the terrain elevation outside of the hub to be more gradual. Thanks for the tip about the stub roads, will test this in the future.
As a side note, minor update to version 1.51 has been posted in OP. Enjoy!
0 -
Hey Survivors, I just finished updating the prison so it spawns more flat with existing terrain around it. There were some seeds where 50% of the prison layout would be floating in the air. I have updated the download in the OP. Thanks to Magoli for finding the issue.
0 -
that would be a awesome prefab laz man - you gonna make this ?
What would you prefer to see first? I was doing research for woodbury already. Perhaps i should do a poll.
0 -
awesome work will be trying this when I get off work, I was wondering it u could make andrea the last place they lived? that would go great with this one.
Did you mean alexandria?
0 -
I can't believe how awesome this looks! It looks really accurate... Amazing job, I can't wait to try it!
Thanks! Will most likely try making woodbury next.
0 -
Is that so you can laugh at them having to treck 15 miles to grab their backpacks after they were eaten alive! awesome work dude, defo one of my fave prefabs just because of what it is, nevermind the awesome job you made of it. We've only just set a fresh map up and im itching to burn it already =p
I reduced the amount of dog spawns so it should be more managable lol...
0 -
Excellent job Laz! Looking forward to finding it in game!
If you follow the included installation instructions, the prison should be roughly one biome north of the central city. Follow any road heading north and you should find it.
I recommend moving the prison farther out if used on a dedicated server with many players.
0 -
UPDATE TIME!!!!! New version and new video!!! See original post of this thread for details.
As always, let me know if you spot any bugs or have any issues with installation. Thank you!
0 -
last i knew kitty wanted navesgane lol. But she using the rwg. There isnt a navesgane prison is theree Laz yeh or. But I did find this which is not needed I dont think it would matter tho but yeh not needed -
___________________________________________________
<prefab_rule name="wildernessPOIs">
<path_material value="gravel" />
<path_radius value="2" />
<prefab name="TWDprisonRWG" prob="0.03"/>
<prefab name="indian_burial_grounds_01" prob="0.03"/>
<prefab rule="militaryCamps" prob="0.03"/>
<prefab rule="wildernessMisc" prob="0.14"/>
<prefab rule="waterPOIs" prob="0.2"/>
<prefab rule="campsites" prob="0.2"/>
<prefab rule="cabins" prob="0.2"/>
<prefab rule="barnsAndSheds" prob="0.2"/>
</prefab_rule>
______________________________________________
for navesgane i am cluseless havent played navesgane since rwg came out alpha 8 lol.
The current version in this thread has the prison configured to spawn as a wilderness POI, unlike the version included in mags compo pack which is configured to spawn via hub_layout.
0 -
@ JaxTeller718 didn't go either
Here are the xml files, would be nice if someone could tell me what i forgot or did wrong.
That's what i added in the prefabs.xml:
<prefabs>
.
.
.
.
.
<decoration type="model" name="xcostum_ZombieZoo(by_Wsiegel)a12_v1" position="69, 61, 185" rotation="0" />
<decoration type="model" name="TWDprisonRWG" position="209, 61, 11" rotation="0" />
</prefabs>
Thats changed and added in the rwg.mixer:
<rwgmixer>
<world ruleset="vanilla" />
<rulesets>
<ruleset name="vanilla" cell_cache_size="16" cell_size="1200" cell_offset="0.8" generation_distance="10000">
<cell_rule name="wastelandHub" position="0,0" prob="0.1"/>
<cell_rule name="lowDensity" prob="1"/>
<cell_rule name="highDensity" prob="0.5"/>
<cell_rule name="prisonHub" position="0,1"/>
<!--<cell_rule name="customHubTest" position="0,1" prob="0"/>-->
</ruleset>
</rulesets>
<cell_rules>
<cell_rule name="prisonHub">
<cave_count value="0,4"/>
<path_material value="asphalt" />
<path_radius value="7" />
<hub_rule name="prisonHub"/>
<wilderness_rule name="wildernessDefault"/>
</cell_rule>
<hub_rule name="prisonHub">
<hub_type value="town"/>
<hub_layout name="prisonHub"/>
<prefab_rule name="townSmall"/>
</hub_rule>
<prefab_rules>
<prefab_rule name="UniquePOIs">
<prefab rule="TWDprisonRWG"/>
</prefab_rule>
<prefab_rule name="wildernessPOIs">
<path_material value="gravel" />
<path_radius value="2" />
<prefab name="TWDprisonRWG" prob="0.03"/>
<prefab name="indian_burial_grounds_01" prob="0.03"/>
<prefab rule="militaryCamps" prob="0.03"/>
<prefab rule="wildernessMisc" prob="0.14"/>
<prefab rule="waterPOIs" prob="0.2"/>
<prefab rule="campsites" prob="0.2"/>
<prefab rule="cabins" prob="0.2"/>
<prefab rule="barnsAndSheds" prob="0.2"/>
</prefab_rule>
<!-- NOT CURRENTLY USED
<biome_spawn_rule name="burnt_forest"/>
<biome_spawn_rule name="wasteland_hub"/>
<biome_spawn_rule name="wasteland" />
<biome_spawn_rule name="radiated"/>
<biome_spawn_rule name="water"/>
-->
</biome_spawn_rules>
<hub_layouts>
<hub_layout name="prisonHub">
<township_type value="town"/>
<street start_point="-50,0" end_point="128,0" path_material="asphalt" path_radius="7"/>
<street start_point="-50,144" end_point="128,144" path_material="asphalt" path_radius="7"/>
<street start_point="-28,7" end_point="-28,133" path_material="gravel" path_radius="4"/>
<street start_point="110,7" end_point="110,133" path_material="gravel" path_radius="4"/>
<lot min_x_y="-23, 8" prefab="TWDprisonRWG" rotation_to_road="3"/>
</hub_layout>
<hub_layout name="customHubTest">
<township_type value="town"/>
<street start_point="-64,0" end_point="64,0"/>
<lot min_x_y="0, 8" size="60,60" rotation_to_road="2"/>
<lot min_x_y="-32, 12" prefab="oldwest_jail" rotation_to_road="2"/>
</hub_layout>
</hub_layouts>
</rwgmixer>
But both buildings don't show on the map.
Hi Kitty,
Sorry for the delayed response. Did you want the prison to spawn in a RWG or Navesgane map? From your xml snippet, it looks like you are trying to do both? I am updating my prison prefab again which will include better spawning (unique in a specific location). Look for the update very soon.
0 -
Can you please explain to me how the probability parameter works?
It seems all a bit odd. tbh I couldn't find a prison at all at first. Then I tried to upper that value, which at a point did influence the spawning of military bases (when setting to 1.0 or simply 1) I had military bases all over the place but not as expected the prison. (also I have enabled it to spawn in other biomes (desert,plains) as well is that not a good idea? In a singleplayer game I managed to find a prison, when simply disabling the other prefabs in that section.
The probability of a prefab is dictated by its value in relation to the total prob. Of all prefabs in its group.
For example, let's say you have a prefab group called town which contains 4 different prefabs with each set to prob=1. Each prefab will have a 1 out 4 chance (25%) to be selected.
If we increase the probability of one of the prefabs to 2 then it will have a 2 out 5 chance (40%) to spawn while the rest will have a 1 out of 5 chance (20%) to spawn.
You can allow it to spawn in other biomes but it might look out of place since it's configures with forest grass.
Lastly, post your XML code in here if you would like us to take a look.
Edit: FYI, I will be creating a custom hub for the prison in the near future to improve how it spawns in the world.
0 -
Yes - thats exactly the 2 reasons.
I added additional layers under all prefabs I added to the Pack.
Small ones get a basement of stone of 5
Prefabs bigger then 45X45 get a basement of stone of 10 !!!
Yes - this is not elegant - but the only way i know to stop the collapsing-problem.
(again: IMO this is a nasty gamebug and I hope TFP will fix that very soon. Also the other Spawning-Issues!)
I like ur pyramide-like-edges to make the extra-basement a littlebit more hilly and let it fit better in the landscape.
But if u wanna go 10 deep - the prefab becomes 10blocks bigger in each direction !!!
And not every Prefab should stand on a hill. They have to fit in the natural landscape in future !!
But the most important problem with this right now in RWG is the OVERSIZE-PROBLEM ;( !!!
Just wanted to mention that again
Mag
The pyramid fertile grass blocks was actually not to improve stability but because the prison has multi-level exterior terrain. I wanted it to be as close to the real prison that I could make it. I wish we could make elevated organic blocks smooth like how the terrain looks on world generation but sadly we cannot.
0
Prefab Editor (Alpha)
in Tools
Posted
Sorry, yes i was aware of the normal sleeper blocks, i was seaching for a special one that spawned the irridated zombie spawn.