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MichaelL.

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Everything posted by MichaelL.

  1. Got a question for the DEV's. So, with my swampland tiles using the current 'jello' water blocks, I am able to fill the tiles up to the edge with water blocks so that they match cleanly with the adjoining tiles when generated in-game (there is still some occasional 'spillage' that I have to make sure are cleaned up, but it's still manageable. However, with the new water system that flows fairly freely, I'm concerned that I will not be able to 'contain' the water properly within the Prefab Editor. Do you know if there will be anything (specialized blocks, etc) that we would be able to use in situations like this?
  2. Drats! Got my hopes up there for a bit. Thanks for the info!
  3. As a prefabber, I'm wondering if the devs would be willing to talk about these: what appears to be a set of 4:1 sloped 'double' pipes, but most interestingly, the sagging rope. Is this all just one large object, or is this something that prefabbers are going to be able to use in our custom POI's as usable blocks. I've been a long time proponent for having 'decorative' sagging electrical wires to include in POI's. Is the sagging rope an example of this capability in the prefab editor?
  4. I wouldn't want something like this in vanilla - at all. This sort of thing falls within mod territory.
  5. Hmmm... Did you put them in your Appdata Mods folder? The location should look something like this (but with your UserName instead of "micha" like mine does) Also, if you are generating your maps in something other than the game's RWG (like KingGen), you need to make sure your ground level is at least 35 blocks deep - otherwise some of the POI's will not spawn in. But based on the errors you got, I'm guessing that you probably have the mod installed in the wrong place (possibly the Game's Mod folder, not your Appdata.)
  6. I endorse this idea of having tile systems that we could configure in a predictable manner. I've been wanting to do a canal tile system, but with how the tiles are semi-randomly placed with the current system, you just end up with a unrealistic grid of canal networks. Same thought could be applied to a railway tile system. Noe, if we could have a custom tile system where you didn't have to have all five tiles as you do now - maybe just limited to straight, corner, and caps (not to mention adding custom gateway tiles), then we'd be able to generate a "linear" type district/city. Though that wouldn't necessarily help out with the Airport setup - as you'd want to have control over specified placement and orientation of the tiles used for something like that.
  7. So, I've decided to go ahead and do a pre-release of this tile mod, just to give folks a chance to give it a whirl and get some input. I've worked out a system where the current water dosen't get all messed up, and I've added several new POI's (as well as modify some of my previous Prefabs and some of the TFP vanilla ones). So if you like to give a try, have at it! I'd appreciate any input y'all might have! Link for the download can be found in the first post.
  8. It's been a while since I've uploaded any new Prefabs/POI's - RL commitments have been keeping me busy for a while. I've had this particular one sitting around for a while so I decided it was time to put the finishing touches on it and get it out for y'all to enjoy. This is a semi-reproduction of the Basilica Cistern - a vast, underground water storage facility built around 476 AD in Constantinople (Istanbul), Turkey. This is a Tier-5, fetch/clear/power restore questable POI. Be sure to bring your melee weapons with you as you 'may' encounter some underwater zombies - who may not be too happy with you disturbing their underwater sleep.... 😉 Enjoy! https://www.nexusmods.com/7daystodie/mods/2454/
  9. I absolutely feel ya'... Been walking that line myself.... I still don't know which side of the rope I'm going to fall off of.... 😜
  10. @Roland - Since the subject of voxel water has come up (a subject i have a vested interest in ) : If you can say, will the new water system utilize imposters in prefabs/tiles, or will it be the same/similar LOD view we get now with the RWG water (oceans/lakes)?
  11. Here's a quick tutorial on a trick I've recently cobled together, that allows you to remotely set off explosions with the push of a button. Enjoy!
  12. Seems like they should be able to code the RWG with a new "wilderness roadside" tag for prefabs that would cause those specific POI's to spawn next to - and oriented with - your major roads. Or - alternatively - have a different kind of 'driveway' part that would tell the RWG that this prefab would be spawned alongside roads.
  13. To piggy-back on this suggestion - for the writable signs, it would be nice to be able to change the font and background color (maybe add the 'tint' option to these blocks). And instead of just a rough wood, maybe have an additional "clean/modern" version as well.
  14. Been continuing work on making some more custom POI's - focusing on higher tier prefabs, as the majority of vanilla one's that are capable of spawning in tend to be lower level ones. Converted my Maunsell Fort POI to fit this tile system. I've also been adopting the vanilla 'docks' POI's to work on my tiles, as well as some vanilla remnants which I've "flooded" and added some of my underwater-spawning zombies.
  15. So, the left-right arrow option selectors for most of the menu input boxes are fine - IF there is a limited and fixed number of options to chose from. However: For all that you hold dear, PLEASE use drop down, scrollable selector boxes for when you have a ton of options - especially those that are based on variable lists. For example - selecting a map to generate a game off of: I know I'm not the only one, but I end up with a gazillion (slight exaggeration) of generated worlds when running prefab testing - imagine our dismay when we realize we have to scroll/click 50 times to get from the "Advance Random World Generator" to "West Xuyofu Territory." The absolute worst of all is in the Prefab Editor when tying to find a specific "part." OMFG! Somebody please shoot me now! There are currently 263 available (vanilla) parts in A20. It is mind-bogglingly arduous to have to scroll through the entire friggin' list, one-by-one, to find that one single Part you need for your build. "No honey! You go ahead and finish dinner and go to bed. I'll be here a while clicking my way to get to part_driveway_residential_back_04 for my prefab." ðŸ˜Ŧ Seriously! Drop-down option boxes with scroll bars are your friend! An auto-fill option would be nice as well - start typing and the list auto-filters. It's 2022 folks, and this ain't no arcade game for DOS....
  16. Ummm... Maybe everyone should consider taking a step back for a bit. While I've had a great time playing the game - and even more fun as a prefabber... It's a game. That's it. While there are times when I get laser focused on building prefabs - and it's something that I thoroughly enjoy - at the end of the day it's still just a game. My life - and hopefully nobody's life (aside from the developers) - is not dependent on the outcome of this game. I do what I do with this game because I find it challenging and engaging. What I've ultimately gotten out of it as a player/prefabber/budding modder has been well worth whatever I'd paid for it. But it's not the center of my existence. I realize that many social media/youtubers have gone all-in and centered their livelihoods (quite successfully) specifically on this game. in reality that is a short-lived endeavor. Hopefully, they will realize that this is not a lifetime strategy and have made the necessary plans for continuing their successes for the future. I enjoy Reach Gaming, but in the end, he - nor is anybody else in the gaming community - is the final arbitrator on the direction of this game. Listen. Games are not expected to keep a players undivided attention for their entire lifetime. That's just silly. Most games, you play them, you 'win' them, then you move on. Occasionly you'll go back to them when you're 'currently ' bored. In truth, if 7D2D had been released initially as a fully completed game, it would have been hot for a good while, then we'd either see 8D2D a few years later, or it would be a fond memory of game's past. Games come and go. And even though there have been many years of development put into 7D2D, I think it's also safe to say we've all gotten many years of enjoyment out of it. But ultimately it's TFP's call as to how they decide to proceed. It's awesome that they've been extremely open to the public on the direction of the game. It's pretty much unprecedented. I haven't always agreed with the changes they've made, and there are quite a few things i would like to see added. But ultimately, at the end of the day, it's THEIR game, it's their business, and it's their call on the end product. Just my semi-drunken rant..... 🙃
  17. Also, it would be nice to be able to launch a new game directly from the advanced RWG screen. Far to many times than I'd like to admit, I'll jump out of the RWG generator without looking for what map name was created, and I'll have to go and dig into my Generated Worlds folder to find out which was the most recently created one... ðŸĪŠ
  18. With my experiments with the Swamp Tiles, I have been able to place POI markers on the surface of the water. That way, I could pre-build the POI with pylons - along with with the encompassed water - into the poi so that you dont end up with air gaps in the water beneath the POI. I thought of doing a underwater biome decor modlette using Prefabs, but this would spawn them on the ocean floor - which has variable depths (plus they wouldn't be questable). But spawning the POI markers on the surface of the water, you would know how deep to make your POI pylons since the water level defaults at 30 blocks (at least currently). So - in theory - you could make your supporting pylons reach all the way down to bedrock, and it wouldn't matter what level the ocean floor is. Just my thought processes on this.. I've been tossing this around in my head since I make the Maunsell Fort POI - I'd really like it to be able to spawn in the ocean rather than a tiny, pre-made lake... Of course - it would also be awesome if we could have a tile system that can spawn in/on water.....
  19. There has been a long desire to have "off shore" style POI's that will generate within the ocean/border areas. Things like Offshore Oil Rigs, floating cities, houseboats, Naval Vessels, Cargo ships, etc. Is there any way possible for the game to include the ability to spawn "ocean wilderness" POI's at the surface level of the ocean (not the ocean floor - which is uneven and would cause problems for setting the proper "height" of a POI)? Ocean POI's would require a tag - such as "ocean" in order for them to spawn in this 'biome." While I do realize there is the whole stability issue with objects that are sitting on water, but this can be worked around using custom, 'invisible" blocks that could support any "floating" POI down to the ocean surface or even the bedrock - as we would know the default height of the ocean surface (currently at 30 blocks from bedrock).
  20. A couple of suggestions/requests for the Advanced Random World Generator: First, although the map preview is nice, in most cases a lot of us don't need/want them, and even the lowest quality preview can take quite a bit of extra time to generate. Could you please add the option "None" for the Preview Quality so we can bypass that and be able to jump straight into the game. Secondly: As a prefabber, I end up generating a lot of maps in order to run tests (I know I'm not the only one who does this): I'm always having to reset all of the options in order to get the optimal map for what I'm working with. Could you somehow either allow us to save and have a list of map presets, or at the very least have the screen "remember" the last settings used? This would save us a lot of time and provide for some consistency.
  21. Has anybody tried a horde night with 20.6 yet? Nobody's showing up for the party....... I've tried several tests - double checked my settings..., but just a few locals who were already in the area were the only ones who showed....
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