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Compo-Pack for Random Gen


Magoli

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UPDATE-TIME !!!

 

COMPOPACK_30(for_alpha16.4) is out now

 

I think i could enable a better variety between town/cities.

Now the towns/cities should have different prefabs and styles. I also brought back rurals.

 

Check it out people - and tell me what u think about it !!!

 

 

here is the detailed Changelog:

 

CHANGELOG CP30:

 

NEW PREFABS:

-added xcostum_house_modern_01(by_Kam) (ResidentialNew)

-added xcostum_house_modern_02(by_Kam) (ResidentialNew)

-added xcostum_house_modern_03(by_Kam) (ResidentialNew)

-added xcostum_house_modern_04(by_Kam) (ResidentialNew)

-added xcostum_house_modern_05(by_Kam) (ResidentialNew)

-added xcostum_NotreDamn_(by_tehkarma) (ResidentialNew,ResidentialOld)

-added xcostum_house_number14(by_Kam) (ResidentialNew,ResidentialOld)

-added xcostum_bridgesideapartmentsA16(by_Batman) (downtown)

-added xcostum_FarmerJoesNursery(by_Stallionsden) (Commercial)

-added xcostum_VarietiesDepartmentStore(by_Stallionsden) (Commercial,Industrial)

-added xcostum_Stonehouse01(by_Tom) (ResidentialNew)

-added xcostum_ancient_tomb(by_bigstep70) (wilderness)

-added xcostum_AltenburgCastle(by_Horst) (wilderness)

-added xcostum_Hostel_destroyed(by_Tom) (ResidentialNew)

-added xcostum_Hospital(by_Tom) (downtown)

-added xcostum_Villa(by_Tom) (ResidentialNew)

-added xcostum_Woodhouse(by_Tom) (ResidentialOld)

-added xcostum_Shoppingcenter(by_Tom) (downtown,Commercial)

-added xcostum_Roundhouse(by_Tom) (ResidentialNew)

-added xcostum_Spirallibrary(by_Tom) (downtown)

-added xcostum_Redhouse(by_Tom) (ResidentialNew)

-added xcostum_powerplant(byKam) (wilderness)

-added xcostum_donut_shop(by_bigstep70) (Commercial) - also made meshfile

-added xcostum_drivethru(by_bigstep70) (Commercial) - also made meshfile

-added xcostum_spanish_mission(by_The_Cure) (rural,wilderness) - also made meshfile

-added xcostum_wastelandtrain(by_incrediblejimmy) (wilderness) - also made meshfile

-added xcostum_RedCatDiner(by_Najax) (Commercial) - also made meshfile

-added xcostum_airport1(by_ouch) (rural,wilderness) - also made meshfile

-added xcostum_airport2(by_ouch) (rural,wilderness) - also made meshfile

 

CHANGES:

- changed rot on xcostum_Info_Center(by_LuckyStar) from none to 1

- changed some misrotated blocks (Ironbars,lockers) in xcostum_SuperStore(by_Volar)

- changed some misrotated blocks (filecabinets,nightstand) in xcostum_Apartments_Curtilage_Playground(by_magoli)

- changed rot on xcostum_Wooden_Palisade(by_LuckyStar) from 2 to 3

- changed misrotated block (desk) in xcostum_Nuclear_Powerplant(by_Rocky)

- changed some misrotated blocks (shelving/truck) in xcostum_TruckStop(by_magoli)

- changed misrotated blocks (shelves,filecab) in xcostum_Haulier_lg(by_Limodor)

- changed grass to terrainfiller in xcostum_house01(byGuppycur)

- changed grass to terrainfiller in xcostum_house02(byGuppycur)

- changed grass to terrainfiller in xcostum_house03(byGuppycur)

- changed grass to terrainfiller in xcostum_house04(byGuppycur)

- changed grass to terrainfiller in xcostum_house05(byGuppycur)

- removed Sleepervolumes without Sleepers in xcostum_RaceTrack(by_Guppycur) (thx Pille)

- changed 0xcostum_Prison(by_Limodur) with a new better version (thx dscobral)

- changed 0xcostum_Alms_house(ex_vanilla_ornate03) with a new better version (thx TopMinder)

- changed 0xcostum_Manorhouse(by_WereWulfen) with a new better version (thx TopMinder)

- changed 0xcostum_Nuket0wn(by_Limodor) with a new better version (thx TopMinder)

- repaired xcostum_McDowell_restaurant(by_LazMan) (changed asphalt under Azaela-Plants to dirt)

- changed block904(empty) to 0 (in all prefabs)

- changed block1171(empty) to 631(WoodenDoor) (in all prefabs)

- changed block1172(empty) to 642(reinforcedWoodenDoor) (in all prefabs)

- changed block1170(empty) to 643(MetalReinforcedDoor) (in all prefabs)

- changed rot on block587 (winterPineTree01) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs) (thx owl79)

- changed rot on block589 (winterPineTree02) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs) (thx owl79)

- changed rot on block590 (winterPineTree03) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs) (thx owl79)

- changed rot on block591 (treeDesertShrub) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block714 (plantedCotton3Harvest) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block566 (treeBirch10m) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block567 (treeBirch12m) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block568 (treeBirch15m) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block1978 (sleeperSit) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block1979 (sleeperSideLeft) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block1981 (sleeperSideRight) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block1982 (sleeperStomach) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block1986 (sleeperIdle) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block570 (treeMaple6m) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block571 (treeMaple13m) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block573 (treeMaple15m) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block574 (treeMaple16m) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block575 (treeMaple17m) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block1382 (mushroom01) 4to24 , 5to25 , 6to26 , 7to27 (in all prefabs)

- changed rot on block668 (treeCactus01) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block669 (treeCactus02) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block670 (treeCactus03) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block671 (treeCactus04) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block672 (treeCactus05) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- changed rot on block673 (treeCactus06) 4to0 , 5to1 , 6to2 , 7to3 (in all prefabs)

- repaired xcostum_nepa_base(by_Eihwaz) (removed air above prefab)

- bugfix!: repaired xcostum_Brownstones_House(by_Laz_Man) (changed underground under Azaela-plants from Cobblestone to dirt)

- bugfix!: repaired xcostum_house01(byGuppycur) (changed underground under Azaela-plants from concrete to dirt)

- bugfix!: repaired xcostum_house02(byGuppycur) (changed underground under Azaela-plants from concrete to dirt)

- cleaned up all prefabs.xml's

- removed sleepers outside Sleepervolumes (in all prefabs)

- improved sleepervolumes in some of the prefabs (deleted empty and/or useless Volumes)

 

 

RWGMIXER-CHANGES:

- added my own Prefabs-groups-system / removed vanilla-groups-system

- added RuralSmall-spawning (1-3 big Prefabs spawning directly on street)

- added RuralLarge-spawning (a small old village spawning directly on street)

- added RuralOldwest-spawning (a small oldwest village spawning directly on street)

- added 2 kinds of small Towns (common,modern)

- added new TownLarge-spawning

- improved city-spawning

 

 

Magoli

2018-04-15

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I noticed that on some prefabs & figured there was a rule to how you build them & which way they face when building cos ive ajusted some of my own & even when the spawn is set to North the game sometimes spawns them on the wrong side of the road making them face the wrong way even when right lol... Confused.com haha

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Tallon, setting the rotation to 0 in the xml doesn't mean setting it to North, but that it gets rotated 0 times. You have to look which way your prefab is facing, and then rotate it clockwise x times till it faces north. E.g. if your prefab faces east after building, set the rotation to 3.

If you haven't already, check out this thread: https://7daystodie.com/forums/showthread.php?72550-Getting-Started-Prefabbing-Complete-(POI-Creation)

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Yeah I get that, what I was trying to say was that when I spawn multiple worlds the buildings dont spawn always facing the road, The game seems to pick & choose were it places them..

 

Loaded up a new world with the new Compo Mixer & Kudos on having such a well ballanced Gen, Really awesome stuff :)

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Decided to give the pack a spin finally in a fresh vanilla game. Enjoying it a lot. Must have picked a bad seed maybe, as I have yet to come across a town, but I found the rural airstrip on day 2 and found almost all the parts for a minibike in it. :)

(Which makes me suspect that loot wise many of these prefabs are very unbalanced, but idm)

Right after that I found Andy's Sphinx, which I do NOT recommend to visit at early game lol. Dog at the entrance and ferals galore :D

 

 

Yeah I get that, what I was trying to say was that when I spawn multiple worlds the buildings dont spawn always facing the road, The game seems to pick & choose were it places them..

 

If you don't set a rotation at all, it will always align the original north side towards a road. You can use that knowledge beforehand, when you build your prefabs ingame. (For example if you have a town house where you want the house front to face the road naturally, build the front towards north and you're set.)

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Decided to give the pack a spin finally in a fresh vanilla game. Enjoying it a lot. Must have picked a bad seed maybe, as I have yet to come across a town, but I found the rural airstrip on day 2 and found almost all the parts for a minibike in it. :)

(Which makes me suspect that loot wise many of these prefabs are very unbalanced, but idm)

Right after that I found Andy's Sphinx, which I do NOT recommend to visit at early game lol. Dog at the entrance and ferals galore :D

 

 

 

 

If you don't set a rotation at all, it will always align the original north side towards a road. You can use that knowledge beforehand, when you build your prefabs ingame. (For example if you have a town house where you want the house front to face the road naturally, build the front towards north and you're set.)

 

His current random gen seems to favor more small neighborhoods or strips of 3 or 4 POIs along a rural road, and fewer cities. Reminds me of the rural areas where I live

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Day 6 now, playing a game where I only loot and trade and kill, no points in crafting skills is the rule :)

Love checking out this collection of cool stuff and found a town finally. Was just a few meters in the opposite direction of where I went first :D

 

Anyway, 2 things:

 

1. It seems every now and then random gen can't deal with the big POIs and cuts them off midway which is kinda sad. Any way to deal with this?

 

And 2. I came across this build, if I'm not completely mistaken it's supposed to be a little sawmill. Seems the block rotation of those logs got messed up as they're not looking like logs anymore.

 

VgW5GN3.jpg

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Day 6 now, playing a game where I only loot and trade and kill, no points in crafting skills is the rule :)

Love checking out this collection of cool stuff and found a town finally. Was just a few meters in the opposite direction of where I went first :D

 

Anyway, 2 things:

 

1. It seems every now and then random gen can't deal with the big POIs and cuts them off midway which is kinda sad. Any way to deal with this?

 

And 2. I came across this build, if I'm not completely mistaken it's supposed to be a little sawmill. Seems the block rotation of those logs got messed up as they're not looking like logs anymore.

 

VgW5GN3.jpg

 

yes - these logs are a little bit misrotated and also mis-textured

will fix that

 

@owl79: thx for the work - i will check it out later

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Awesome man, thanks! I hope your hunt for the azaleas wasn't too tedious.^^ I am going to try to make this kind of stuff easier for you...

 

thx man

 

a "search for block-ID" - function would be very handy for many uses.

 

Also that decal-generator we talked about a few month ago.

 

however - special-thx for the editor - without it i couldn't do nothing

 

Vielleicht quatschen wir ja irgendwann mal wieder über Steam.

Ich habe bei den CP-Arbeiten da glaubich ein paar Fragen bzw. Wünsche gehabt (fallen mir aber jetzt grad net ein - bin kaputt heut ;) )

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How hard is it get the pack to work with the default random generator?..I kind of like the cities in vanilla..

 

just add the custom-prefabs-lines to the different categories in the vanilla rwgmixer.xml

(ResidentialOld,ResidentialNew,Downtown,Commercial,Industrial,wilderness,

Rural dont work with the vanilla-mixer!)

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I started a new world yesterday new character and everything. Had deleted all the 7days to die folder in steam folder and the user apps place before installing game yesterday.

 

Now when I try to load it won't load and on the output txt file it spams this:

 

NullReferenceException: Object reference not set to an instance of an object

at ItemStack.CanStackWith (.ItemStack _other) [0x00000] in <filename unknown>:0

at Bag.CanStack (.ItemStack _itemStack) [0x00000] in <filename unknown>:0

at XUiM_PlayerInventory.AddItemNoPartial (.ItemStack _itemStack, Boolean playCollectSound) [0x00000] in <filename unknown>:0

at XUiC_RecipeStack.GTG () [0x00000] in <filename unknown>:0

at XUiC_RecipeStack.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiC_CraftingQueue.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUi.OnUpdateDeltaTime (Single updateDeltaTime) [0x00000] in <filename unknown>:0

at A.ME.Update () [0x00000] in <filename unknown>:0

at GameManager.JQ () [0x00000] in <filename unknown>:0

at GameManager.Update () [0x00000] in <filename unknown>:0

 

(Filename: Line: -1)

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I started a new world yesterday new character and everything. Had deleted all the 7days to die folder in steam folder and the user apps place before installing game yesterday.

 

Now when I try to load it won't load and on the output txt file it spams this:

 

NullReferenceException: Object reference not set to an instance of an object

at ItemStack.CanStackWith (.ItemStack _other) [0x00000] in <filename unknown>:0

at Bag.CanStack (.ItemStack _itemStack) [0x00000] in <filename unknown>:0

at XUiM_PlayerInventory.AddItemNoPartial (.ItemStack _itemStack, Boolean playCollectSound) [0x00000] in <filename unknown>:0

at XUiC_RecipeStack.GTG () [0x00000] in <filename unknown>:0

at XUiC_RecipeStack.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiC_CraftingQueue.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUiController.Update (Single _dt) [0x00000] in <filename unknown>:0

at XUi.OnUpdateDeltaTime (Single updateDeltaTime) [0x00000] in <filename unknown>:0

at A.ME.Update () [0x00000] in <filename unknown>:0

at GameManager.JQ () [0x00000] in <filename unknown>:0

at GameManager.Update () [0x00000] in <filename unknown>:0

 

(Filename: Line: -1)

 

This has nothing to do with the pack itself - u may made a mistake when de/reinstalling the game/mod:

my recommendation:

 

1. deinstall game via steam

2. remove all files in C:\Program Files (x86)\Steam\SteamApps\common\7 Days To Die

3. remove all files in C:\Users\XOliX\AppData\Roaming\7DaysToDie

4. Start the game at Least one time with pure Vanilla-setup (to make sure the game is installed well and running fine in pure vanilla-setup)

5. Copy COMPOPACK-FILES to the folders (Prefabs to Prefabfolder / rwgmixer.xml to configfolder)

(make sure to copy/paste just the files - not the whole folders !!! - Just follow the Installinstructions ! )

6. done

 

My Suggestion: u have copied the whole CP-Prefabsfolder to the gamefolder.

With this method u have overwritten important vanilla-gamefiles.

 

the Resolution:

Just copy the CP-FILES and paste them to the gamefolders !!!!

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I did the first 3 before I started. Also when I was in game it had old and new prefabs and so I know I did 5 right also (I did it just how you listed in text file).

 

I work around it by making new character, then deleting character files of existing world and pasting the new character files in and was able to load in and have been able to load in since in the same area. My best guess at problem if anyone else were to ever have this problem:

 

1. I used an existing character from the list that comes up when you first make a new world, profile or whatever it is called, one of the armored looking ones I think it was jack? Could have been the problem, new replacement character I made my own char and was as default as possible.

2. Inventory items when loading caused issue. When I logged out before the crash started I had full inventory. Recommend to bank most items before you log out.

3. Horde night log out, it was around 19:30-19:50 day 7 and about to become horde night soon when I logged out, this one most likely not the problem but you never know.

 

Other then that I a not sure what the problem could be, it is working fine now.

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I did the first 3 before I started. Also when I was in game it had old and new prefabs and so I know I did 5 right also (I did it just how you listed in text file).

 

I work around it by making new character, then deleting character files of existing world and pasting the new character files in and was able to load in and have been able to load in since in the same area. My best guess at problem if anyone else were to ever have this problem:

 

1. I used an existing character from the list that comes up when you first make a new world, profile or whatever it is called, one of the armored looking ones I think it was jack? Could have been the problem, new replacement character I made my own char and was as default as possible.

2. Inventory items when loading caused issue. When I logged out before the crash started I had full inventory. Recommend to bank most items before you log out.

3. Horde night log out, it was around 19:30-19:50 day 7 and about to become horde night soon when I logged out, this one most likely not the problem but you never know.

 

Other then that I a not sure what the problem could be, it is working fine now.

 

thx for the info's

iam glad u got it working now

have fun

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Thank you for this update Magoli, the town layouts do seem a lot better than the previous version. I've been coming back because I thought A17 would be close and this is the perfect filler until it hits.

 

Out of curiosity (not a complaint), is there anything behind what is considered the rare POI's? I was wondering because a hit a few like the powerplants and rocket launch etc and although they are big (so there is a far amount of loot), I didn't come across anything you wouldn't see in a large common building etc, just wondering if it was off of the coolness factor of the POI or something else

 

Anyway, again Thanks for the hard work!

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Hi - I've played a lot of this game but I just downloaded this pack yesterday and I followed the instructions, copied and pasted all the prefabs - added them to the folder, then replaced the rwgmixer.xml. When I first put it in there it said the file was rwgmixer.xml(copy) - so I renamed it and deleted the old file. I also exited the game and started a random gen world.

 

I can't tell if any of the new prefabs ended up in my game. I went through the previews and I understand a lot of the new prefabs look similar to the vanilla ones but I didn't see any of the very unique ones. I rolled a new world and switched to cheat mode and flew around but I didn't see any really unique prefabs - maybe they are more rare? or do I have to edit any files to make sure they spawn before I roll a new world?

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