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Consolidated POI Links WIP


Deverezieaux
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I've not tried to use XSLT to add to the Tags in a Vanilla POI's XML file, as is commonly done with other configuration files. I've just assumed that whatever code runs the XSLT wouldn't be turned loose on a POI's XML. But maybe that works...?

 

You could copy the TFP's rubble POIs that you want to be in your pool of possible POIs, then tag them as you wish. I assume you'd rename them if you did. I could see also making them a slightly different size so that your copies don't end up in places where the originals land. I've not found that option to be desirable for me, but maybe you'd find that okay.

 

I've been frustrated by a similar issue in reverse. The vanilla Gateway Tile has a place where a couple of different bits of content spawn across the street from the Trader. I can make a POI for that spot, tag it appropriately, but there's no way to add my Part to the Gateway Tile's list of Parts, unless perhaps editing the Tile's XML file via XSLT is an option. I've not wanted it so badly as to be motivated to try it. I'd rather wait for the ability to make custom Gateway Tiles.

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53 minutes ago, zztong said:

I've not tried to use XSLT to add to the Tags in a Vanilla POI's XML file, as is commonly done with other configuration files. I've just assumed that whatever code runs the XSLT wouldn't be turned loose on a POI's XML. But maybe that works...?

 

You could copy the TFP's rubble POIs that you want to be in your pool of possible POIs, then tag them as you wish. I assume you'd rename them if you did. I could see also making them a slightly different size so that your copies don't end up in places where the originals land. I've not found that option to be desirable for me, but maybe you'd find that okay.

 

I've been frustrated by a similar issue in reverse. The vanilla Gateway Tile has a place where a couple of different bits of content spawn across the street from the Trader. I can make a POI for that spot, tag it appropriately, but there's no way to add my Part to the Gateway Tile's list of Parts, unless perhaps editing the Tile's XML file via XSLT is an option. I've not wanted it so badly as to be motivated to try it. I'd rather wait for the ability to make custom Gateway Tiles.

Well I'll be dipped in s**t, apparently you can just set a PartSpawn with a POIMarkerPartToSpawn with the value of any POI. Using this XML:

  <property name="POIMarkerType" value="PartSpawn" />
  <property name="POIMarkerPartToSpawn" value="rubble_downtown_filler_01" />

 

I got the result below. I have yet to generate a world with this tile, but this looks promising.

poispawnaspart.thumb.jpg.6cdc68a72e82c82618b3b0b54397cb91.jpg

 

 

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1 hour ago, zztong said:

The vanilla Gateway Tile has a place where a couple of different bits of content spawn across the street from the Trader. I can make a POI for that spot, tag it appropriately

 

It occurred to me that I do have another option. When you use XSLT to add another Gateway to the mix, it replaces the TFP one. I could copy TFP one, add any custom Parts to it, and in that way extend it. The trouble would be if all modlets did that, only one would "win."

 

13 minutes ago, Deverezieaux said:

Well I'll be dipped in s**t, apparently you can just

 

Glad you found an option for your Tile; sorry that figuring that out cost you a trip to the showers.

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I saw earlier in the thread you were working on making older prefabs compatible with Alpha 20. There are a couple in particular that I like and tried to get working, but found out how they having missing blocks and the like. If you are still working on incompatible prefabs, would you mind taking a look at these two?

(I couldn't find a thread for this on the forum, however it is available on the 7DTD Mods website) https://7daystodiemods.com/the-vault-prefab/


Below is one of Pille's prefabs, a bunker, which also has missing blocks. He's not too active in the prefabbing scene as of recent, so I don't expect to see him working on this anytime soon-

 

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1 hour ago, Arma Rex said:

Below is one of Pille's prefabs, a bunker, which also has missing blocks. He's not too active in the prefabbing scene as of recent, so I don't expect to see him working on this anytime soon

Pille is still around, but happy to take a look. Are you using Infinity? If it’s not in there and functional @stallionsden  & @Pille may have found issues and decided not to include it. I’ll take a look tomorrow though.

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20 minutes ago, Deverezieaux said:

Pille is still around, but happy to take a look. Are you using Infinity? If it’s not in there and functional @stallionsden  & @Pille may have found issues and decided not to include it. I’ll take a look tomorrow though.

Nope the pille bunker is in the cp and working.

The other vault one will be in cp49

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Hi gang, the crater tile is in a state where I feel it's shareable, though I may not be done with it. https://drive.google.com/file/d/1mZAr00L8b8zM9omvktCz-_xeyvELrWUs/view?usp=sharing

 

Take a look and let me know if you think it could use anything else like more debris. Keep in mind it uses POIs as parts using the XML I posted previously, which hasn't caused me any issues in game, for example Sleeper volumes in the POIs still work just fine. If you notice anything with this though, let me know. It does skip the non-repeating POI within a certain distance rule, but in my RWG tests this hasn't been an issue.

 

You'll need XML like this at the bottom of your RWG mixer to use:

   <streettile name="rwg_tile_downtown_intersection_crater">
        <property name="maxtiles" value="1"/>
        <property name="mintiles" value="1"/>
        <property name="maxdensity" value="1000"/>
        <property name="spawn_custom_size_prefabs" value="true"/>
    </streettile>

 

Here are some pics.

crater1.thumb.jpg.47209940de8de8c17c26fe0596c116ee.jpg

crater2.thumb.jpg.74454b124c29688da4c3870a933128a2.jpg

crater3.thumb.jpg.dfa6849fa4dff9537914b5130543c205.jpg

 

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I like the storm sewer tube and ladder. I kind of wish TFP would have put a storm sewer under all of the urban roads on their tiles so they would interconnect. I used a different shape and you've got me wondering if I should redo to match.

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Posted (edited)
3 hours ago, zztong said:

put a storm sewer under all of the urban roads

When I was looking for examples of storm sewers/drains from existing tiles I was surprised how many tiles had sewers that I hadn't found when I've been exploring A20 RWG maps in game. I actually think it would be fairly simple (I don't want to say easy because it'd be time consuming) for TFP to make interconnected sewers or subways between tiles. The problem would be where the tiles don't meet up or the edges of a city/town they would just abruptly end. Currently they make them end by making them collapsed or having big steel gates. I wonder if there's a way to make an optional part like a gate or debris that would show up only when there's no tile for the sewers/subways to link to. I have noticed sewer parts in the vanilla prefabs, so I'm wondering if they're planning to implement some procedurally generated sewers already?

Edited by Deverezieaux (see edit history)
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To make storm sewers line up between Tiles, you have to make sure they are under the roads that exit the Tiles. they can go anywhere on the interior of the Tile, but the road connections are the "interface", so to speak.

 

Yes, they would just abruptly end at the edge of town. It will be a dirt/stone wall. There are no "conditional parts", though I know Stallion and I have talked about how cool "conditional parts" would be. That is, the part is placed not by random chance, but instead if there was a neighboring tile, or not. Or, even if the neighboring tile were of the same District, or not. In that way, we could make Cities and/or Districts within cities have features that connected across Tiles, or terminate appropriately.

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  • 3 weeks later...
  • 2 weeks later...
Posted (edited)

Took a break from the steel mill to do a collaborative effort with @Cranberry Monster to showcase his awesome new arcade game props. Here is an non-dungeonized version of "Cran's Arcade" https://drive.google.com/file/d/19vzLJvK_cGMp0fVf83AChq_8TZFYNA_z/view?usp=sharing

 

This is a clean, undamaged, un-optimized version strictly for showcasing the props. The dungeonized/optimized version will be out later this week. Cran is also working on pinball machine props which will be added to the upper level of the arcade when they're done, replacing the tables which are essentially placeholders. Enjoy!

 

Almost forgot, here's a direct link to Cran's arcade game props post in mods, drop these in your mods folder:

 

arc_ext1.thumb.jpg.8cf1c631f519c5ab9a2813db9e752aea.jpgarc_int1.thumb.jpg.00784260545f0b7dd56b3f98edd87c54.jpg

Edited by Deverezieaux
Added mod link (see edit history)
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Hey all, here's the dungeonized version of the arcade: https://drive.google.com/file/d/1ujRWQgejXjNpvv54mcKA_fx9t6uodjh0/view?usp=sharing

 

I renamed the undamaged version to "store_arcade_undamaged_01" at the original link so just be sure if you want both to pay attention to the names.

 

As a reminder these will be updated with pinball machines when Cran is satisfied they're done.

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