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[Prefabs] ZZTong's Custom POIs


zztong

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A21.2-ZZ018 has been released because I'm tired of waiting on A21.2. This release attempts to address Vanilla variety issues in Gateway and Country Residential districts. It contains...

 

16 new POIs: gyroport_01, lot_vacant_03, lot_vacant_04, lot_vacant_05, lot_vacant_06, restaurant_03, storage_02, store_s_03, store_s_04, store_s_05, , store_xs_16, tfp_docks_01, tfp_docks_05, trailer_02, trailer_park_04, and warehouse_04.

 

5 new Tiles: countryresidential_corner_zztong_01, countryresidential_corner_zztong_02, countryresidential_t_zztong_01, gateway_straight_zztong_07, and gateway_t_zztong_02.

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7 hours ago, zztong said:

A21.2-ZZ018 has been released because I'm tired of waiting on A21.2. This release attempts to address Vanilla variety issues in Gateway and Country Residential districts. It contains...

 

16 new POIs: gyroport_01, lot_vacant_03, lot_vacant_04, lot_vacant_05, lot_vacant_06, restaurant_03, storage_02, store_s_03, store_s_04, store_s_05, , store_xs_16, tfp_docks_01, tfp_docks_05, trailer_02, trailer_park_04, and warehouse_04.

 

5 new Tiles: countryresidential_corner_zztong_01, countryresidential_corner_zztong_02, countryresidential_t_zztong_01, gateway_straight_zztong_07, and gateway_t_zztong_02.

 

 

1. I take it I can't use this version if I'm still using A21.1 correct?

 

2. Would this version be okay to use with DF or no? I don't want to update the version I have since it still works good. 

Edited by MrSamuelAdams (see edit history)
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11 hours ago, MrSamuelAdams said:

1. I take it I can't use this version if I'm still using A21.1 correct?

 

2. Would this version be okay to use with DF or no? I don't want to update the version I have since it still works good. 

 

1. It works in A21.1 in single player, for me. I admit though I really hadn't thought it through that folks were (obviously) still playing A21.1.

 

2. I want to think so, but I don't know. I don't usually test with any of the overhauls because there are so many of them that I cannot keep up with their development. When I get problem reports I'll load up an overhaul and see if I can recreate the problem. I'm happy to work with an overhaul for compatibility.

 

I moved the A21.1 version of the modlet back to the main downloads area where folks can still get it. I'll leave the A21.2 version up there as well unless it becomes a problem.

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  • 1 month later...
22 hours ago, paul cornwall said:

u doing anymore  poi,s

 

Since the last release I've made 3 new Tiles. Is there anything in particular you'd like to see?

 

I work a full-time job and teach college on the side. When school's in session my 7D2D productivity dips as I can only usually throw Saturday at any projects.

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A21.2-ZZ019 has been released.

 

This release includes new Gateway Tiles and content to appear upon them. One of the new Gateway Tiles is an intersection called "Bartertown" that was mildly inspired by Mad Max films such as the Road Warrior and Beyond Thunderdome. What you end up with is a Tile that is a make-shift fortress and within is a overrun trader and a couple of smaller POIs to go with it. Think of it like a larger POI with smaller POIs inside it. The interior POIs can have quests, but the Tile itself does not, though the Tiles does have its own zombie volumes with zombies as densely placed as a POI. The Tile is actually filled more densely than picture below, where distance has culled many structures.

 

This release does NOT use the Custom Blocks Pack (CBP) so it has only Vanilla dependencies and should be more easily deployed with other modlets.

 

image.thumb.jpeg.56c594c1bae2cd8f655ec60da6a56a63.jpeg

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A21.2-ZZ020 has been released. It contains only a bug fix for biomes.xml. There is no new content. I've been wasting away in Margaritaville. There are no zombies here, but I've run out of sponge cake.

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A21.2-ZZ021 has been released. It clears my workbench in anticipation of an experimental release of A22, aka 1.0. This update includes a completely redesigned Office Building 03 getting rid of the old, nasty, ugly version that I didn't like. There's a new house and two new "Watering Hole" POIs that are focused on survivor attempts to collect water: one urban and one rural. Also includes are two buried treasure "things" that you might find in your worlds if you're lucky and/or search diligently for them. Quests won't lead you to them, so you're more likely to find them via happy accidents.

 

image.thumb.jpeg.d989c77e85a96bb872c1541c51442637.jpeg

 

Watering_Hole_02.thumb.jpg.f80be9c17d9b1c64d2689f6016bc3e42.jpg

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Posted this on the Nexus page as well, didnt know which was better.

 

Errors out in RWG at 3-5% Wilderness POI with the following error:

 


ArgumentOutOfRangeException: ArgumentOutOfRange_MustBePositive
Parameter name: maxValue
  at GameRandom.Next (System.Int32 maxValue) [0x00004] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
  at GameRandom.RandomRange (System.Int32 _min, System.Int32 _maxExclusive) [0x00000] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
  at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.CalculatePosition (System.Int32 width, System.Int32 height, GameRandom gameRandom) [0x00082] in <e50633701e48463298c4edb52db51cd0>:0
  at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.NewSpawnWildernessPrefabMethod () [0x000ce] in <e50633701e48463298c4edb52db51cd0>:0
  at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.Prefix (WorldGenerationEngineFinal.StreetTile __instance, System.Boolean& __result, Vector2i& ___WildernessPOICenter, System.Int32& ___WildernessPOISize, System.Int32& ___WildernessPOIHeight, POITags& ___traderTag, POITags& ___wildernessTag) [0x00038] in <e50633701e48463298c4edb52db51cd0>:0
  at (wrapper dynamic-method) WorldGenerationEngineFinal.StreetTile.DMD<WorldGenerationEngineFinal.StreetTile::spawnWildernessPrefab>(WorldGenerationEngineFinal.StreetTile)
  at WorldGenerationEngineFinal.StreetTile.SpawnPrefabs () [0x00042] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
  at WorldGenerationEngineFinal.WildernessPlanner+<Plan>d__2.MoveNext () [0x001c4] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <4bba812690714c578170328b4ec178d0>:0

 

Problem with Generator Performance mod https://www.nexusmods.com/7daystodie/mods/4628?tab=posts

Edited by Skullfracture (see edit history)
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9 minutes ago, Skullfracture said:

Posted this on the Nexus page as well, didnt know which was better.

 

Errors out in RWG at 3-5% Wilderness POI with the following error:

 


ArgumentOutOfRangeException: ArgumentOutOfRange_MustBePositive
Parameter name: maxValue
  at GameRandom.Next (System.Int32 maxValue) [0x00004] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
  at GameRandom.RandomRange (System.Int32 _min, System.Int32 _maxExclusive) [0x00000] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
  at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.CalculatePosition (System.Int32 width, System.Int32 height, GameRandom gameRandom) [0x00082] in <e50633701e48463298c4edb52db51cd0>:0
  at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.NewSpawnWildernessPrefabMethod () [0x000ce] in <e50633701e48463298c4edb52db51cd0>:0
  at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.Prefix (WorldGenerationEngineFinal.StreetTile __instance, System.Boolean& __result, Vector2i& ___WildernessPOICenter, System.Int32& ___WildernessPOISize, System.Int32& ___WildernessPOIHeight, POITags& ___traderTag, POITags& ___wildernessTag) [0x00038] in <e50633701e48463298c4edb52db51cd0>:0
  at (wrapper dynamic-method) WorldGenerationEngineFinal.StreetTile.DMD<WorldGenerationEngineFinal.StreetTile::spawnWildernessPrefab>(WorldGenerationEngineFinal.StreetTile)
  at WorldGenerationEngineFinal.StreetTile.SpawnPrefabs () [0x00042] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
  at WorldGenerationEngineFinal.WildernessPlanner+<Plan>d__2.MoveNext () [0x001c4] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <4bba812690714c578170328b4ec178d0>:0

 

What  mods are you using.

 

Zztong is pure vanilla no harmony no mods.

 

A log would be helpful as well

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1 hour ago, Skullfracture said:

Posted this on the Nexus page as well, didnt know which was better.

 

Can I assume since the report is crossed out that the issue was found to be elsewhere?

 

I'm not familiar with the (RWG) "Generator Performance Mod." It promises a 68% improvement in RWG speed, which for an 8k map on my computer would be around 45 seconds.

 

Stallionsden is right, my modlet doesn't involve any code changes. It just uses Vanilla features, which I suppose could drive the Generator Performance Mod into an exception if the Generator Performance Mod wasn't aware of one of those features.

 

I can try to test this combination, but it won't be until later on Monday before I would get a chance.

 

2 hours ago, Skullfracture said:

Problem with Generator Performance mod https://www.nexusmods.com/7daystodie/mods/4628?tab=posts

 

Ah, I see this now. The discussion there has similar reports. I'm not sure I can rule out an incompatibility based on what's said there. It looks like somebody also suggested the problem happened with PEP.

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Yeah that was my bad, sorry. Completely forgot I tried it out and left it in the Mos folder (It's faster, but not a huge amount in my case with a 10k map and an aging dinosaur of a PC).

 

I just deleted it, so again, my mistake.

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9 hours ago, Skullfracture said:

Yeah that was my bad, sorry. Completely forgot I tried it out and left it in the Mos folder (It's faster, but not a huge amount in my case with a 10k map and an aging dinosaur of a PC).

 

Thanks for letting me know. Oh, a 10k map, those do take longer.

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