Royal Deluxe Posted February 13, 2019 Share Posted February 13, 2019 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 ----------------------------------------------------------------------------------------------------------------- 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) Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 13, 2019 Author Share Posted February 13, 2019 This Prefab is not long term tested until now The City Trader (On A17.2 B20 and the seed "gimme good map" the modlet give me 9 of this trader) The Prefab has 2 traders, but (and i have currently no clue why) only one trader is there if placed on a RWG map Need still 8 placeholder Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 13, 2019 Author Share Posted February 13, 2019 Placeholder 1/8 Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 13, 2019 Author Share Posted February 13, 2019 Placeholder 2/8 Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 13, 2019 Author Share Posted February 13, 2019 Placeholder 3/8 Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 13, 2019 Author Share Posted February 13, 2019 Placeholder 4/8 Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 13, 2019 Author Share Posted February 13, 2019 Placeholder 5/8 - - - Updated - - - Placeholder 6/8 Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 13, 2019 Author Share Posted February 13, 2019 Placeholder 6/8 Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 13, 2019 Author Share Posted February 13, 2019 Placeholder 7/8 Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 13, 2019 Author Share Posted February 13, 2019 Placeholder 8/8 Feel free to post ^^ Link to comment Share on other sites More sharing options...
Swolk Posted February 13, 2019 Share Posted February 13, 2019 love the city trader! Link to comment Share on other sites More sharing options...
Hell_Vice Posted February 13, 2019 Share Posted February 13, 2019 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? Link to comment Share on other sites More sharing options...
stallionsden Posted February 14, 2019 Share Posted February 14, 2019 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? I believe he means in one poi there are 2 traders Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 14, 2019 Author Share Posted February 14, 2019 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 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) Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 14, 2019 Author Share Posted February 14, 2019 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 Link to comment Share on other sites More sharing options...
Hell_Vice Posted February 14, 2019 Share Posted February 14, 2019 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! Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 14, 2019 Author Share Posted February 14, 2019 The next i release will not be the other trader prefabs. Instead i start by making some biome decoration prefabs that make staying away from towns more .... pleasant I guess in 1-2 Hours i can post 1-2 Screenshots. Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 14, 2019 Author Share Posted February 14, 2019 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 Link to comment Share on other sites More sharing options...
Magoli Posted February 14, 2019 Share Posted February 14, 2019 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 Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 15, 2019 Author Share Posted February 15, 2019 A few pictures of the early wip Prefabs Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 15, 2019 Author Share Posted February 15, 2019 Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 15, 2019 Author Share Posted February 15, 2019 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) 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 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 Link to comment Share on other sites More sharing options...
stallionsden Posted February 15, 2019 Share Posted February 15, 2019 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) 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 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. Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 15, 2019 Author Share Posted February 15, 2019 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) Link to comment Share on other sites More sharing options...
stallionsden Posted February 15, 2019 Share Posted February 15, 2019 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 Link to comment Share on other sites More sharing options...
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