stallionsden Posted January 24, 2019 Author Share Posted January 24, 2019 UPDATED **ALL IN ONE ** Added all prefabs to all in one prefab folder ** Added prefabs to all in one mixer modlet Link to comment Share on other sites More sharing options...
stallionsden Posted January 25, 2019 Author Share Posted January 25, 2019 Fixed missing blocks found in city combo 17 and 18 and fixed a small error in citycombo07 Link to comment Share on other sites More sharing options...
stallionsden Posted January 29, 2019 Author Share Posted January 29, 2019 Added last updated to each prefablet in o.p Link to comment Share on other sites More sharing options...
stallionsden Posted January 29, 2019 Author Share Posted January 29, 2019 THEME PARK UPDATE Updated Theme park to inc the trader minion to be a actual trader. Open 24 hrs atm TODO - Make it close like the vanilla traders Link to comment Share on other sites More sharing options...
stallionsden Posted January 30, 2019 Author Share Posted January 30, 2019 THEME PARK UPDATE **Small update** Fixed the trader closing and opening times. Now matches the vanilla traders Link to comment Share on other sites More sharing options...
Pille Posted January 30, 2019 Share Posted January 30, 2019 Lol, 25 prefabs within ~1 month. This can't be healthy. ^^ Don't burn out mate. Link to comment Share on other sites More sharing options...
stallionsden Posted January 30, 2019 Author Share Posted January 30, 2019 Lol, 25 prefabs within ~1 month. This can't be healthy. ^^ Don't burn out mate. lol haha nah i wont. just updated all my pre a17 prefabs lol. all done now lol. might build something else soon lol Link to comment Share on other sites More sharing options...
stallionsden Posted January 31, 2019 Author Share Posted January 31, 2019 Issue with the theme park Trader. He closes at 2150 and opens at 605 like the vanilla traders and all and you get kicked out but you still in the theme park. HOWEVER the protection area seems set on the whole prefab so nothing in the theme park is destructable. This is not how i imagined it and it seems either the code is bugged or it is meant to stick to the whole prefab regardless and not possible to simply add it to the direct area of the trader and have all else around it not protected. SO I am asking (Until there is a fix or tfp allow a trader inside a poi without the whole poi becoming protected) do i leave it as it is and have the whole prefab protected and have the trader open at 605 and close at 2150 or do i revert back to a 24 hr trader and remove the closing and opening time etc. Link to comment Share on other sites More sharing options...
fnfear Posted February 2, 2019 Share Posted February 2, 2019 This might be a stupid question, but is it safe to add this to an existing world? They look great! Link to comment Share on other sites More sharing options...
stallionsden Posted February 2, 2019 Author Share Posted February 2, 2019 This might be a stupid question, but is it safe to add this to an existing world? They look great! If using bcm API I believe you can. I don't know any other one tho Link to comment Share on other sites More sharing options...
fnfear Posted February 2, 2019 Share Posted February 2, 2019 If using bcm API I believe you can. I don't know any other one tho Even if I'm playing singleplayer? Link to comment Share on other sites More sharing options...
stallionsden Posted February 2, 2019 Author Share Posted February 2, 2019 Even if I'm playing singleplayer? Oh idk how to insert prefabs in sp. If you do then it still should be fine :-). If your talking bout using the rwgmixer.xml I am unsure if you needn to visit new area or cause how a world is generated now only way is to manually insert in game. Link to comment Share on other sites More sharing options...
Swolk Posted February 14, 2019 Share Posted February 14, 2019 Your prefabs are amazing man! forgot to throw a comment down when i finally got my account working on here lol. Link to comment Share on other sites More sharing options...
stallionsden Posted February 14, 2019 Author Share Posted February 14, 2019 Your prefabs are amazing man! forgot to throw a comment down when i finally got my account working on here lol. Ty heaps. All part of my airport township when i get back to it lol. But released individually til the game is better coded to design rwg etc Link to comment Share on other sites More sharing options...
ZomBella Posted February 22, 2019 Share Posted February 22, 2019 @stallionsden - I really want to check out these prefabs, but, alas am not able to get it working. I've managed to copy the prefabs to the prefab folder but get lost at the next step. Your instruction are: "add the prefab modlet to the Mods folder located in the game directory folder." I'm not sure which file you mean by 'prefab modlet'? Sorry, am not great at altering game files. I prefer sphereii's mod launcher, any chance you'll be adding these to the launcher in the future? Thanks in advance! Link to comment Share on other sites More sharing options...
stallionsden Posted February 22, 2019 Author Share Posted February 22, 2019 @stallionsden - I really want to check out these prefabs, but, alas am not able to get it working. I've managed to copy the prefabs to the prefab folder but get lost at the next step. Your instruction are: "add the prefab modlet to the Mods folder located in the game directory folder." I'm not sure which file you mean by 'prefab modlet'? Sorry, am not great at altering game files. I prefer sphereii's mod launcher, any chance you'll be adding these to the launcher in the future? Thanks in advance! I can organise that with sphereii. But you need to create a mods folder in the games exe folder and then place the modlet part of the prefablet into there. Then copy the contents of the prefabs folder into the games prefab folder - - - Updated - - - Should be stallions all in one mixer for the all in one pack or the name of the poi mixer is the modlet that needs to go into mods folder. Prefabs folder you copy into games prefab folder Link to comment Share on other sites More sharing options...
ZomBella Posted February 23, 2019 Share Posted February 23, 2019 Cheers for that! I put the prefab files in the Prefab folder with the others and I have a mods folder already. What I was struggling with was the name of the specific file (poi mixer modlet) that goes in the mods folder: Is it the Stallionsden ALL IN ONE Prefabs folder (I did not see anything names what you were referring to) or Stallionsden ALL IN ONE Mixer folder (Config folder and ModInfo file). I feel like I tried that but just getting error messages. Sorry, am a bit dumb with this. Link to comment Share on other sites More sharing options...
stallionsden Posted February 23, 2019 Author Share Posted February 23, 2019 Cheers for that! I put the prefab files in the Prefab folder with the others and I have a mods folder already. What I was struggling with was the name of the specific file (poi mixer modlet) that goes in the mods folder: Is it the Stallionsden ALL IN ONE Prefabs folder (I did not see anything names what you were referring to) or Stallionsden ALL IN ONE Mixer folder (Config folder and ModInfo file). I feel like I tried that but just getting error messages. Sorry, am a bit dumb with this. i have sent them to sphereii for his mod launcher. The all in one mixer goes in the mods folder. the contents of the all in one prefab folder goes into the games prefab folder Link to comment Share on other sites More sharing options...
ZomBella Posted February 24, 2019 Share Posted February 24, 2019 Awesome! Thanks for that! Link to comment Share on other sites More sharing options...
Blurt Posted March 13, 2019 Share Posted March 13, 2019 Heya stallionsden, I think Im getting an error with the massive Hotel DeStallion, as it only seems to happen with that prefab no matter where is spawns. The error kicks in on either side of the prefab. But only when you get past a certain point. In these screen shots its near the opposite end of the big pool with the diving board. Then once you walk towards the diving board its like the distance LOD shows up which you can walk through. Many broken legs have resulted 2019-03-13T12:12:15 592.638 ERR Stream position: 108816, length: 108816, compressed length: 4368 2019-03-13T12:12:15 592.656 ERR EXCEPTION: In load chunk (chunkX=22 chunkZ=130) 2019-03-13T12:12:15 592.657 EXC Failed to read past end of stream. EndOfStreamException: Failed to read past end of stream. at PooledBinaryReader.ReadByte () [0x00000] in <filename unknown>:0 at Chunk.read (System.IO.BinaryReader _br, UInt32 _version, Boolean _bNetworkRead) [0x00000] in <filename unknown>:0 at Chunk.load (System.IO.BinaryReader stream, UInt32 _version) [0x00000] in <filename unknown>:0 at RegionFileManager.loadChunk (System.String _dir, Int64 _key) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) RegionFileManager:loadChunk(String, Int64) RegionFileManager:GetChunkSync(Int64) ChunkProviderGenerateWorld:DoGenerateChunks() ChunkProviderGenerateWorld:thread_GenerateChunks(ThreadInfo) ThreadManager:myThreadInvoke(Object) (Filename: Line: -1) This is one of the errors in the log Any idea what it might be? And how I might fix it? Link to comment Share on other sites More sharing options...
stallionsden Posted March 13, 2019 Author Share Posted March 13, 2019 Heya stallionsden, I think Im getting an error with the massive Hotel DeStallion, as it only seems to happen with that prefab no matter where is spawns. [ATTACH=CONFIG]27990[/ATTACH] The error kicks in on either side of the prefab. But only when you get past a certain point. In these screen shots its near the opposite end of the big pool with the diving board. [ATTACH=CONFIG]27991[/ATTACH] Then once you walk towards the diving board its like the distance LOD shows up which you can walk through. Many broken legs have resulted 2019-03-13T12:12:15 592.638 ERR Stream position: 108816, length: 108816, compressed length: 4368 2019-03-13T12:12:15 592.656 ERR EXCEPTION: In load chunk (chunkX=22 chunkZ=130) 2019-03-13T12:12:15 592.657 EXC Failed to read past end of stream. EndOfStreamException: Failed to read past end of stream. at PooledBinaryReader.ReadByte () [0x00000] in <filename unknown>:0 at Chunk.read (System.IO.BinaryReader _br, UInt32 _version, Boolean _bNetworkRead) [0x00000] in <filename unknown>:0 at Chunk.load (System.IO.BinaryReader stream, UInt32 _version) [0x00000] in <filename unknown>:0 at RegionFileManager.loadChunk (System.String _dir, Int64 _key) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) RegionFileManager:loadChunk(String, Int64) RegionFileManager:GetChunkSync(Int64) ChunkProviderGenerateWorld:DoGenerateChunks() ChunkProviderGenerateWorld:thread_GenerateChunks(ThreadInfo) ThreadManager:myThreadInvoke(Object) (Filename: Line: -1) This is one of the errors in the log Any idea what it might be? And how I might fix it? Yes unfort seems to be a issue with the size however regenerating a new game helps and will fix eventually. I have had that occur to me occasionally as well. Starting a new game solved it. Link to comment Share on other sites More sharing options...
Blurt Posted March 13, 2019 Share Posted March 13, 2019 Yes unfort seems to be a issue with the size however regenerating a new game helps and will fix eventually. I have had that occur to me occasionally as well. Starting a new game solved it. Thanks for the info. We've been having hell of alot of fun with your prefabs. Keep up the great work! Link to comment Share on other sites More sharing options...
stallionsden Posted March 13, 2019 Author Share Posted March 13, 2019 Thanks for the info. We've been having hell of alot of fun with your prefabs. Keep up the great work! Ty glad you like an. Just hoping tfp fix these issues. But gonna look at maybe another way of getting the hotel in maybe make it better Link to comment Share on other sites More sharing options...
TinyDancer Posted March 16, 2019 Share Posted March 16, 2019 Maybe it's just me being dumb, but I can't seem to even locate the prefabs on my map. I put everything into the correct folders, created a new game, but can't seem to find anything. (I only have the big places, not the city combos.) What am I doing wrong? Link to comment Share on other sites More sharing options...
stallionsden Posted March 16, 2019 Author Share Posted March 16, 2019 Maybe it's just me being dumb, but I can't seem to even locate the prefabs on my map. I put everything into the correct folders, created a new game, but can't seem to find anything. (I only have the big places, not the city combos.) What am I doing wrong? Hi So you grabbed the individual prefablets I take it. 1. When starting a game and spawning in by pressing f1 Is there any errors in the console like yellow lines or red lines pertaining the rwgmixer side of things. 2. Are you using any modlet that alters the rwgmixer 3. Did you copy paste the prefabs into the games prefab folder. 4. Make sure you habe the rwgmixer modlet in the mods folder and prefabs copied from prefablet folder to games prefabs folder not overwriting it. 5. Possibly try another game. 6. If still not working could you please upload - output.log. And your mods folder and prefab folder only please. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.