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Royals Deluxe Prefabs


Royal Deluxe

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In the following my Prefabs

They work fine in Vanilla but i balance them for Vanilla+

https://7daystodie.com/forums/showthread.php?103985-Vanilla-modlet-collection

 

Version 0.1

https://drive.google.com/open?id=1mcyzZ9826BjQ8k4b9bBbUWfVROThl6d0

 

 

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The content of the Prefabs folder belongs in the Prefabs folder of the game

In my case

E:\SteamLibrary\steamapps\common\7 Days To Die\Data\Prefabs

 

The content of the Mods folder belongs in the Mods folder of the game

In my case

E:\SteamLibrary\steamapps\common\7 Days To Die\Mods

(if you have no modlets you need to make this folder)

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N̶o̶ ̶s̶o̶r̶r̶y̶,̶ ̶t̶h̶e̶n̶ ̶i̶ ̶a̶d̶d̶e̶d̶ ̶a̶c̶c̶i̶d̶e̶n̶t̶i̶a̶l̶l̶y̶ ̶a̶ ̶f̶i̶l̶e̶ ̶(̶m̶o̶r̶e̶ ̶f̶i̶l̶e̶s̶?̶)̶ ̶o̶f̶ ̶o̶f̶ ̶a̶ ̶o̶t̶h̶e̶r̶ ̶p̶r̶e̶f̶a̶b̶ ̶i̶ ̶w̶o̶r̶k̶ ̶o̶n̶.̶ ̶(̶N̶o̶t̶ ̶s̶u̶r̶e̶ ̶i̶f̶ ̶a̶n̶d̶ ̶i̶f̶ ̶h̶o̶w̶ ̶i̶ ̶w̶i̶l̶l̶ ̶r̶e̶l̶e̶a̶s̶e̶ ̶i̶t̶)̶

 

This is a other prefab in early WIP i spawned during the tests

58C001388ED976C62A8082C9499FE3313CEBD11D

 

With 2 Traders i mean this (This is a Picture taken inside the "Playtest" world)

(And i have no clue why only one show up ingame of a RWG world)

50FC2A0FD9769A735D83EE668267E9FFF2660538

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nicely done and pretty usefull I will spawn one of them asap, and add it with the CP to my rwg :)

just a question what is the 0_CityTrader2 called in your rwg prefab rules since i only see 0_CityTrader in prefabs?

 

Btw, you find such Codeghosts in my Vanilla+ mod too. ts simply because i release my mods as i testet/played them.

Means if i make things for myself i dont want to make public i only remove the "point" they are accessable ingame.

Or different said, i try to change so less as possible in the files after the testgame

 

In this case i generated the map very often with both Prefabs and after i got the balance i wanted i tested only once with the file as you can download it. And i GUESS the next release will have both but with a lower chance for both.

But i have no clue, today i start a decent testplay and after that i decide if i want more changes to the Trader topic

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I used it on my last playthrough (they are never long playing permadeath) and placed it manually in industrial_Bldgs into my rwg and it's really good for replacing the missing traders :)

Maybe I will add a maxcount or a prob cos' 8 to 10 a map is a lot, but again since the wilderness and other traders doesn't appears as expected it's a very good (and cosy) way to replace them with this gorgeous prefab.

Love it and can't wait for the other file!

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Hmm sure that it is 2019, feels like 2017 when the damn water screwed my prefabs.

 

 

I need to write it anyway for myself, so why not write my plan here

 

I make dfferent kind of Deco pois, each kind get a sorting number

0 = Stashes

1 = ponts and wells

2 = Small Gardens or wild Crops

3 = Rock formations

4 = Deer stand

5 = Watchtower, Defense points

6 = Survivor bases

7 = Survivor Bunkers

8 = Mines and co

9 = ...

 

But different to A16 i try to stay really small, the biggest one is the survivor base with a max of 11x11

At least thats the plan

 

 

22EA4692CA4C4B854A55C60299C43048299A1E29

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very intereresting Royal!

 

Iam sure that would give a Lot more variety to the landscapes (when used gently)

 

But atm rwg is in a emergency-state as u surly know (tbh its totally screwdup atm)

 

First I want to see a bugfree Rwg-world (mixer,engine,streets,etc.) before I go any step further

When I reached status quo with the COMPOPACK again I def wanna give these decorations a try

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Before i can say what i did the last hours i need to explain something

 

Deco Prefabs have no Long range aka LOD model you can see from far away, they simply plop up when you came near enough

So if i speak about a "ZONE" in the following i speak about the Circle arround the player you can see these Prefabs the picture show such a prefab on max distance (on my PC with my settings)

6DA440F0B1F199F309C07DD5714A1188D4CBEED1

 

I spend the last hours by adjusting the rarity of my Deco pois.

As example i want

Arround 1 Watersource per Zone

Arround 1 Stash per zone

Arround 1 Mine per 4-6 Zones

 

Sadly its hard to balance. sometimes you have nothing for kilometers and sometimes a cluster of Deco Prefabs

9D8727DD5BB1D3727F34A68FFB62B2572DBA7FC1

 

Well

		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>

(In each biome)

 

Gives me nearly the amount of prefabs i want for the stashes.

If you want to do the same, be carefull, so bigger the Prefab (mean broad and lenght not high) so less the Game place them

 

The nice is that i later can simple swap the 00 Stash with the new stashes i make.

Means i have soon a working framework

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Before i can say what i did the last hours i need to explain something

 

Deco Prefabs have no Long range aka LOD model you can see from far away, they simply plop up when you came near enough

So if i speak about a "ZONE" in the following i speak about the Circle arround the player you can see these Prefabs the picture show such a prefab on max distance (on my PC with my settings)

6DA440F0B1F199F309C07DD5714A1188D4CBEED1

 

I spend the last hours by adjusting the rarity of my Deco pois.

As example i want

Arround 1 Watersource per Zone

Arround 1 Stash per zone

Arround 1 Mine per 4-6 Zones

 

Sadly its hard to balance. sometimes you have nothing for kilometers and sometimes a cluster of Deco Prefabs

9D8727DD5BB1D3727F34A68FFB62B2572DBA7FC1

 

Well

		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>	
		<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>

(In each biome)

 

Gives me nearly the amount of prefabs i want for the stashes.

If you want to do the same, be carefull, so bigger the Prefab (mean broad and lenght not high) so less the Game place of them

 

The nice is that i later can simple swap the 00 Stash with the new stashes i make.

Means i have soon a working framework

 

Unfortunately I believe these results vary on differing maps. What great results you achieve in one world can very well be squished the next and one gets more then you are wanting.

 

Maybe min_counts and max_count altho atm probabilities and all are bugged.

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Sure, but somewhere you need to start, and somewhere you must accept that you cant optimize it more.

 

Besides that the Deco pois are not fixed on a Seed. Every new game on a seed delivers a different result (at least thats what i currently think, will test that later)

 

I agree wasn't disagreeing with you. Some great poi decos tho be fun to play with

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