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stallionsden

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Everything posted by stallionsden

  1. Looking great Slaan. Didnt realise i hadnt subscribed yet lol. I have now tho :-D.
  2. It is for rwg lol. Just look at slaans rwg and follow the path related to the slaanhatten
  3. The possibilities are endless as long as tfp stop changing things ya'all figure out lolz
  4. absolutely great stuff Slaan. Feel free to use anything i have added to the mega city to if you like. For example I have cut up Periston and Dieresville and added them in as rural/wilderness mini hub precincts/ Like dieresville is cut up into 2 rows of houses and then i cut them in half again as seperate pois. https://7daystodie.com/forums/showthread.php?40106-Precincts maybe could throw in a shanty town here and there as well. look like some survivors set up a base that got over run in there type thing. But looks like it is coming along nicely and cant wait for the next installment :-)
  5. lol well at least when game is gold things wont change haha so when we all work out how to have work arounds etc it will stay lol. Yes it is quite interesting the whole si and strength. When building I also use a minimum of 2 levels for floors. if a big prefab as in the distance the floor is from wall to centre of prefab I will use metalbridgerivet as the centre with what ever flooring on top and th roofing under it. IE: m - metalbridgerivet f - flooring r - roofing a - air fffffffffffffffffffffff mmmmmmmmm rrrrrrrrrrrrrrrrrrrr a a a a a fffffffffffffffffffffff This adds to the si and strength and what would normally collapse with just using 1 level wont. Ha Lowfdog his BB stadium is a work of art lol I have tried to dissect how he did such a great big prefab and it stays standing lol.. I think black magic is involved here hahaha :-P. Here is my concrete as you see it is different to the vanilla as I have upped the si and the mass (strength) which theoretically is how many blocks can one block hold. <material id="concrete"> <property name="damage_category" value="stone" /> <property name="surface_category" value="stone" /> <property name="explosionresistance" value=".25" /> <property name="MaxDamage" value="2000" /> <property name="Hardness" type="float" value="1" /> <property name="stepsound" value="metal" /> <property name="stability_glue" value="400" /> <property name="Mass" type="int" value="12" /> </material> as you see the stability of 400 and the mass of 12 meaning 12 blocks sideways from the edge of the block another is attached. Also other factors do come into this ie how heavy the next block is etc. more heavier the less you can attach. The less heavy the more one can attach. The only thing I am looking at atm is this line which is in most the materials - <property name="Hardness" type="float" value="1" /> The float part there i am unsure its part in this whole thing. If we change it or remove this line would a prefab not float or am i thinking wrongly. But I have noticed this line prominently in alot of the materials if not all. and wonder if changing the float part or simply removing it would it mean prefabs wont float or would it mean the block will not be allowed to attach to the side of another block in which it wont "float" or by changing the value from 1 to say 12 would it have more of a resistance to falling. - - - Updated - - - yours and lowfdogs prefabs are amazing.
  6. Exactly. When i build a prefab i use bridgemetalrivet and bridge concrete this i find helps the si and strength issues. But yes the air pockets under the ground can be annoying. Easy to pick you attach a block on something that even has a really high si and strength and yet it still falls. This can also be a sign the prefab has low si under that block for example if you build a 10 story building and on the 9th floor it does this it can be 1 of 3 reasons 1 - air pocket under the ground 2. si and strength issue of the prefab and 3. the si and strength of the block you have attempted to attach the block to has reached the maximum strength and si.
  7. Possible work around would be to work out what the bridge is made of and change the si and strength to that of bridgemetal i think. Si is 400. I change all the si and strength of blocks to the strongest.
  8. Not sure what your looking for in the rwgmixer. I agree the rwgmixer has issues. Max_count when placed on a handful of prefabs you really only want 1 of works great. Probs are completely ruined and cause lots of flow on bugs.
  9. What region/hub do you have the slaanhatten set at. But you will notice it when you see it. Stompynz taught me this. Get your cell size ie: 3000 and x it by each region so of slaanhatten is set at 2,1 then 2 x 3000 = 6000 & 1x 3000 = 3000 so you put in the dm esc menu on the right 6000,3000 & yoi should re spawn on top of it
  10. I an understand that. Argh yes I saw the toppled sky rise looks bloody awesome. I atm tho have lost the prefab building itch. I didnt play a11 (i think) cause it was an optimisation and bug fix release. A11 prolly be the same for me. But who knows might get it back. Def tho keep up the awesome work.
  11. Open console using tilde key type dm and enter. Then press esc it will appear
  12. Awesome work Slaan. Downloaded and will check out a bit later. I am thinking the sky Rise series would look great in your project lol :-D. Just finishing off my city hospital and will give it a try. Adding to the hub I will have to learn lol :-D. Great work again Slaan and co. Look forward to the finished product especially if what you have now is so great :-)
  13. Did you create a mod folder in the main directory and then place allocs fixes in the newly created folder
  14. Are you running hals editor with his dll installed. As when your game states ot is a version prior to the current. It means the dll has been changed. If it is Hals editor installed it isnt yet ipdated to 13.7 and your game with show 13.6 and have errors.
  15. i am currently building some skyskrapers. Also going to be a part of my hospital. But if all works out ot should be able to be swapped and changed into different buildings (using the editor ofc). However wont be able to export til hals is updated. But still got lots to do before this is finished
  16. the storagehealth containers etc are spose to spawn empty as thy are just for deco/storage purposes. not a error or bug
  17. Please upload your output.log. and rwgmixer - - - Updated - - - Also did you place prefabs in the prefab folder
  18. Ok I commented out the above. But man this hub is amazingly detailed and really awesome to stroll thru. Very recommended and even tho it not 100% complete one can one can only imagine when it is fully complete. And at this early stage is damn awesome well done to all involved in making this.
  19. I am getting the error could not find x_custom_dogtown 0_0 etc
  20. I say the hospital. Then atlantis. Then the camp area. Then the farm. Then woodbury. Then terminus. Then alexandria. :-D make a huge hub-layout with it all to hehe
  21. Argh ok yep just the xml had the hub layout which confused me lol
  22. 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.
  23. Argh yep i with you. Maybe they need to generate all the prefabs first then the world so it knows where a prefab is and when to have flat surfaces or where to have hills etc.
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