danielspoa Posted December 18, 2018 Share Posted December 18, 2018 thanks stallion! Link to comment Share on other sites More sharing options...
Magoli Posted December 18, 2018 Author Share Posted December 18, 2018 thanks stallion! yes - thx -Stallion hey folks ofc build231 has brought a new problem - iam about to fix this Issue atm: changed block treePlantedGrass to treeGrassBrowndiagonal because TFP removed this block in build231 !!! Iam working hard to enable a Release today so stay tuned - Iam almost there :-) oh - and btw: It will be CP34 - not35 !!! this was a typo up above there Link to comment Share on other sites More sharing options...
Magoli Posted December 19, 2018 Author Share Posted December 19, 2018 UPDATE-TIME !!! COMPOPACK_34(for Alpha17exp_b231) is out now !!! POI-quests are working now - and the removed blocks are changed/replaced to get it go to the OP here are the Changes in detail and also a detailed list of the Prefabs who haven't quests and/or Sleepers: (all unnamed do have Sleepers and also "fetch"- and "clear-all" - quests !!! CHANGELOG COMPOPACK 34: changed block XXXX : cntMedicineCabinet to 1604 : cntMedicineCabinetClosedRandomLootHelper (in all prefabs) changed block 1607 : cntPillCaseRandomLootHelper to 1757 : cntPillCase changed Rotation on block 1604 (8to0 , 13to3 , 16to2 , 23to1) changed block 1237 : treeLargeRandomHelper to 1235 : treeSmallRandomHelper changed block 1236 : treeMediumRandomHelper to 1235 : treeSmallRandomHelper removed prefab xcostum_house1(by_Curbolt) - (out for repair) repaired xcostum_Cliff_House(by_War3zuk) - (changed 2008 : candleTableLightPlayer to 2005 : candleTableLight removed xcostum_storeset1(by_Guppycur) - (out for repair) repaired quest-POI's / most POI's are quest-POI's now (fetch-quest and clear-all-quests are now work fine) readded xcostum_Woodhouse(by_Tom) (back from repair / thx to Tom) readded xcostum_Hostel(by_Tom) (back from repair / thx to Tom) readded xcostum_Shoppingcenter(by_Tom) (back from repair / thx to Tom) readded xcostum_Spirallibrary(by_Tom) (back from repair / thx to Tom) exchanged prefab xcostum_Firestation(by_Slick50) (exchanged with a better version - thx to SandyBeaches) brandnew added prefab xcostum_rave_factory1.1(by_orak) brandnew added xcostum_Trailerhousemix03(by_SandyBeaches) brandnew added xcostum_Trailerhousemix04(by_SandyBeaches) works for build231: changed block treePlantedGrass to treeGrassBrowndiagonal because TFP removed this block in build231 !!! (done in all prefabs) thats all have fun FYI: total prefabs-count: 231 (LOL - what a coincedence) 63 prefabs has no Sleepers at all - and also NO quest-POI's 56 prefabs has got Sleepers - but aren't quest-POI's in detail: prefabs without Sleepers and without quests: xcostum_3BlockStores(by_Leo_Liuos) xcostum_Apartment(by_Spider) xcostum_ArtGallery(by_Wsiegel) xcostum_Bavarian_Bowse_Shop(by_magoli) xcostum_bowlingcenter(by_magoli) xcostum_Bunker1(by_LazMan) xcostum_Bunker2(by_LazMan) xcostum_Bunker3(by_LazMan) xcostum_Bunker_deep(by_Devilhunter) xcostum_Bunker_Top(by_Fr0gb0mber) xcostum_burialshrine(by_snake0567) xcostum_Cell_Tower(by_LuckyStar) xcostum_circus(by_magoli) xcostum_CityPark(by_Spider) xcostum_collapsed_bldg_01(by_BuLLeTZ) xcostum_CrashedAirplane(by_LazMan) xcostum_CurlingCenter(by_magoli) xcostum_Dark_Mausoleum32(by_LuckyStar) xcostum_Farm(by_BigC90210) xcostum_Firewatchtower(by_SciFiFlippa) xcostum_GasnWash32(by_LuckyStar) xcostum_Guildhall(ex_vanilla_ornate01) xcostum_Haulier_md(by_Limodor) xcostum_house2(by_Curbolt) xcostum_House_AF01P(19x35)(by_Nodabba) xcostum_House_AF02R(19x35)(by_Nodabba) xcostum_House_AF04D(15x15)(by_Nodabba) xcostum_House_AF04P(15x15)(by_Nodabba) xcostum_House_AF04R(15x15)(by_Nodabba) xcostum_House_AF05D(14x17)(by_Nodabba) xcostum_House_AF05P(14x19)(by_Nodabba) xcostum_House_AF06D(29x30)(by_Nodabba) xcostum_Hydro_Plant(by_LuckyStar) xcostum_Info_Center(by_LuckyStar) xcostum_LittleLeagueBaseball(by_Curmudgeon) xcostum_MayaPyramide(by_Curbolt) xcostum_med_clinic_small(by_magoli) xcostum_Multi_Storey(by_War3zuk) xcostum_myhouse(by_magoli) xcostum_nepa_base(by_Eihwaz) xcostum_NotreDamn_(by_tehkarma) xcostum_Pawnshop(by_magoli) xcostum_pistol_gunshop(by_magoli) xcostum_Power_Station(by_LuckyStar) xcostum_RestArea_Desert(by_Guppycur) xcostum_SC_Bunker(by_Rhapsodos) xcostum_Shrub_Conservatory(by_Werewulfen) xcostum_simpsonshouse(by_magoli) xcostum_Stonehenge(by_magoli) xcostum_storeset2(by_Guppycur) xcostum_strange_cornfield(by_magoli) xcostum_StripClub(by_Wsiegel) xcostum_Tank_Garage(by_LuckyStar) xcostum_TheMill(by_MoNKeYest1) xcostum_ThePyramid_1(by_Andyjoki)* xcostum_TheVillage(by_Stallionsden)* xcostum_townsquare(by_snake0567) xcostum_townvilla(by_owl79) xcostum_Trailer(by_Sorrowthief) xcostum_Treehouse_sm(by_magoli) xcostum_TruckStop(by_magoli) xcostum_tv_store(by_magoli) xcostum_Villa(by_Limodor) prefabs with Sleepers but without quests: (several reasons: to many or to less Sleepers in POI) xcostum_bridgesideapartmentsA16(by_Batman) xcostum_Chernobyl(by_Maz_Burt) xcostum_cityhouse3(by_Kam) xcostum_Courthouse(by_stallionsden) xcostum_crematory(by_magoli) xcostum_donut_shop(by_bigstep70) xcostum_drivethru(by_bigstep70) xcostum_FarmerJoesNursery(by_Stallionsden) xcostum_Firehouse(by_Warsaken) xcostum_Flagstonemansion_sm(by_elitelex) xcostum_Hospital(by_Wsiegel) xcostum_House(by_LastI) xcostum_house01(byGuppycur) xcostum_house05(byGuppycur) xcostum_house3(by_Curbolt) xcostum_house4(by_Curbolt) xcostum_house7(by_Curbolt) xcostum_housewhiteblue(by_owl79) xcostum_House_AF02P(17x16)(by_Nodabba) xcostum_House_AF05R(14x17)(by_Nodabba) xcostum_house_modern_04(by_Kam) xcostum_house_number14(by_Kam) xcostum_kuldbrickhouse(by_Kuldiin) xcostum_kuldlargehouse(by_Kuldiin) xcostum_Library(by_War3zuk) xcostum_MiniBikeRaceTrack(by_Spider) xcostum_modernvilla(by_owl79) xcostum_Nuclear_Powerplant(by_Rocky) xcostum_Office(by_Wsiegel) xcostum_Paintballarena(by_Jackelmyer) xcostum_PersianMansion(by_saeid) xcostum_Power_Station(by_LuckyStar) xcostum_Prison(by_Limodur) xcostum_RaceTrack(by_Guppycur) xcostum_Rangercabin(by_Guppycur) xcostum_Redhouse(by_Tom) xcostum_ResidentEvilMansion(by_magoli) xcostum_Restaurant(by_Gertle) xcostum_Roundhouse(by_Tom) xcostum_shootingrange(by_magoli) xcostum_ShoppingCenter_Galleria(by_Laz_Man) xcostum_Skycpraper(by_Peppino) xcostum_spanish_mission(by_The_Cure) xcostum_Sphinx_2(by_Andyjoki) xcostum_Stonehouse01(by_Tom) xcostum_VarietiesDepartmentStore(by_Stallionsden) xcostum_wastelandtrain(by_Horst) xcostum_wastelandtrain(by_incrediblejimmy) xcostum_Wooden_Store(by_Guppycur) xcostum_WulftownCD(by_WereWulfen) xcostum_ZHigh(by_Volar) xcostum_ZombieZoo(by_Wsiegel) xvanilla_cornfield_md xvanilla_cornfield_sm xvanilla_potatofield1 xvanilla_Trailerhousemix01 xvanilla_Trailerhousemix02 Magoli 2018-12-19 Link to comment Share on other sites More sharing options...
Myrrah Posted December 19, 2018 Share Posted December 19, 2018 wooot! i too have been waiting for this! Thank you for getting it fixed so quickly Link to comment Share on other sites More sharing options...
stallionsden Posted December 19, 2018 Share Posted December 19, 2018 UPDATE-TIME !!! COMPOPACK_34(for Alpha17exp_b231) is out now !!! POI-quests are working now - and the removed blocks are changed/replaced to get it go to the OP here are the Changes in detail and also a detailed list of the Prefabs who haven't quests and/or Sleepers: (all unnamed do have Sleepers and also "fetch"- and "clear-all" - quests !!! CHANGELOG COMPOPACK 34: changed block XXXX : cntMedicineCabinet to 1604 : cntMedicineCabinetClosedRandomLootHelper (in all prefabs) changed block 1607 : cntPillCaseRandomLootHelper to 1757 : cntPillCase changed Rotation on block 1604 (8to0 , 13to3 , 16to2 , 23to1) changed block 1237 : treeLargeRandomHelper to 1235 : treeSmallRandomHelper changed block 1236 : treeMediumRandomHelper to 1235 : treeSmallRandomHelper removed prefab xcostum_house1(by_Curbolt) - (out for repair) repaired xcostum_Cliff_House(by_War3zuk) - (changed 2008 : candleTableLightPlayer to 2005 : candleTableLight removed xcostum_storeset1(by_Guppycur) - (out for repair) repaired quest-POI's / most POI's are quest-POI's now (fetch-quest and clear-all-quests are now work fine) readded xcostum_Woodhouse(by_Tom) (back from repair / thx to Tom) readded xcostum_Hostel(by_Tom) (back from repair / thx to Tom) readded xcostum_Shoppingcenter(by_Tom) (back from repair / thx to Tom) readded xcostum_Spirallibrary(by_Tom) (back from repair / thx to Tom) exchanged prefab xcostum_Firestation(by_Slick50) (exchanged with a better version - thx to SandyBeaches) brandnew added prefab xcostum_rave_factory1.1(by_orak) brandnew added xcostum_Trailerhousemix03(by_SandyBeaches) brandnew added xcostum_Trailerhousemix04(by_SandyBeaches) works for build231: changed block treePlantedGrass to treeGrassBrowndiagonal because TFP removed this block in build231 !!! (done in all prefabs) thats all have fun FYI: total prefabs-count: 231 (LOL - what a coincedence) 63 prefabs has no Sleepers at all - and also NO quest-POI's 56 prefabs has got Sleepers - but aren't quest-POI's in detail: prefabs without Sleepers and without quests: xcostum_3BlockStores(by_Leo_Liuos) xcostum_Apartment(by_Spider) xcostum_ArtGallery(by_Wsiegel) xcostum_Bavarian_Bowse_Shop(by_magoli) xcostum_bowlingcenter(by_magoli) xcostum_Bunker1(by_LazMan) xcostum_Bunker2(by_LazMan) xcostum_Bunker3(by_LazMan) xcostum_Bunker_deep(by_Devilhunter) xcostum_Bunker_Top(by_Fr0gb0mber) xcostum_burialshrine(by_snake0567) xcostum_Cell_Tower(by_LuckyStar) xcostum_circus(by_magoli) xcostum_CityPark(by_Spider) xcostum_collapsed_bldg_01(by_BuLLeTZ) xcostum_CrashedAirplane(by_LazMan) xcostum_CurlingCenter(by_magoli) xcostum_Dark_Mausoleum32(by_LuckyStar) xcostum_Farm(by_BigC90210) xcostum_Firewatchtower(by_SciFiFlippa) xcostum_GasnWash32(by_LuckyStar) xcostum_Guildhall(ex_vanilla_ornate01) xcostum_Haulier_md(by_Limodor) xcostum_house2(by_Curbolt) xcostum_House_AF01P(19x35)(by_Nodabba) xcostum_House_AF02R(19x35)(by_Nodabba) xcostum_House_AF04D(15x15)(by_Nodabba) xcostum_House_AF04P(15x15)(by_Nodabba) xcostum_House_AF04R(15x15)(by_Nodabba) xcostum_House_AF05D(14x17)(by_Nodabba) xcostum_House_AF05P(14x19)(by_Nodabba) xcostum_House_AF06D(29x30)(by_Nodabba) xcostum_Hydro_Plant(by_LuckyStar) xcostum_Info_Center(by_LuckyStar) xcostum_LittleLeagueBaseball(by_Curmudgeon) xcostum_MayaPyramide(by_Curbolt) xcostum_med_clinic_small(by_magoli) xcostum_Multi_Storey(by_War3zuk) xcostum_myhouse(by_magoli) xcostum_nepa_base(by_Eihwaz) xcostum_NotreDamn_(by_tehkarma) xcostum_Pawnshop(by_magoli) xcostum_pistol_gunshop(by_magoli) xcostum_Power_Station(by_LuckyStar) xcostum_RestArea_Desert(by_Guppycur) xcostum_SC_Bunker(by_Rhapsodos) xcostum_Shrub_Conservatory(by_Werewulfen) xcostum_simpsonshouse(by_magoli) xcostum_Stonehenge(by_magoli) xcostum_storeset2(by_Guppycur) xcostum_strange_cornfield(by_magoli) xcostum_StripClub(by_Wsiegel) xcostum_Tank_Garage(by_LuckyStar) xcostum_TheMill(by_MoNKeYest1) xcostum_ThePyramid_1(by_Andyjoki)* xcostum_TheVillage(by_Stallionsden)* xcostum_townsquare(by_snake0567) xcostum_townvilla(by_owl79) xcostum_Trailer(by_Sorrowthief) xcostum_Treehouse_sm(by_magoli) xcostum_TruckStop(by_magoli) xcostum_tv_store(by_magoli) xcostum_Villa(by_Limodor) prefabs with Sleepers but without quests: (several reasons: to many or to less Sleepers in POI) xcostum_bridgesideapartmentsA16(by_Batman) xcostum_Chernobyl(by_Maz_Burt) xcostum_cityhouse3(by_Kam) xcostum_Courthouse(by_stallionsden) xcostum_crematory(by_magoli) xcostum_donut_shop(by_bigstep70) xcostum_drivethru(by_bigstep70) xcostum_FarmerJoesNursery(by_Stallionsden) xcostum_Firehouse(by_Warsaken) xcostum_Flagstonemansion_sm(by_elitelex) xcostum_Hospital(by_Wsiegel) xcostum_House(by_LastI) xcostum_house01(byGuppycur) xcostum_house05(byGuppycur) xcostum_house3(by_Curbolt) xcostum_house4(by_Curbolt) xcostum_house7(by_Curbolt) xcostum_housewhiteblue(by_owl79) xcostum_House_AF02P(17x16)(by_Nodabba) xcostum_House_AF05R(14x17)(by_Nodabba) xcostum_house_modern_04(by_Kam) xcostum_house_number14(by_Kam) xcostum_kuldbrickhouse(by_Kuldiin) xcostum_kuldlargehouse(by_Kuldiin) xcostum_Library(by_War3zuk) xcostum_MiniBikeRaceTrack(by_Spider) xcostum_modernvilla(by_owl79) xcostum_Nuclear_Powerplant(by_Rocky) xcostum_Office(by_Wsiegel) xcostum_Paintballarena(by_Jackelmyer) xcostum_PersianMansion(by_saeid) xcostum_Power_Station(by_LuckyStar) xcostum_Prison(by_Limodur) xcostum_RaceTrack(by_Guppycur) xcostum_Rangercabin(by_Guppycur) xcostum_Redhouse(by_Tom) xcostum_ResidentEvilMansion(by_magoli) xcostum_Restaurant(by_Gertle) xcostum_Roundhouse(by_Tom) xcostum_shootingrange(by_magoli) xcostum_ShoppingCenter_Galleria(by_Laz_Man) xcostum_Skycpraper(by_Peppino) xcostum_spanish_mission(by_The_Cure) xcostum_Sphinx_2(by_Andyjoki) xcostum_Stonehouse01(by_Tom) xcostum_VarietiesDepartmentStore(by_Stallionsden) xcostum_wastelandtrain(by_Horst) xcostum_wastelandtrain(by_incrediblejimmy) xcostum_Wooden_Store(by_Guppycur) xcostum_WulftownCD(by_WereWulfen) xcostum_ZHigh(by_Volar) xcostum_ZombieZoo(by_Wsiegel) xvanilla_cornfield_md xvanilla_cornfield_sm xvanilla_potatofield1 xvanilla_Trailerhousemix01 xvanilla_Trailerhousemix02 Magoli 2018-12-19 Very Nice work mags. Question the village am I needing to add sleepers to it since it's a horror theme or your getting to that lol. Link to comment Share on other sites More sharing options...
backdownhipi Posted December 19, 2018 Share Posted December 19, 2018 your download link description needs to be updated. i am the maker of EPIC CITIES, which relies heavily on your work here. I must bow down, and ask not to be smote as what i do may be considered an abomination Link to comment Share on other sites More sharing options...
stallionsden Posted December 19, 2018 Share Posted December 19, 2018 urgh mags sorry to say this but B233 - TFP removed - cntFridgeTop cntFridgeBottom Link to comment Share on other sites More sharing options...
Magoli Posted December 19, 2018 Author Share Posted December 19, 2018 urgh mags sorry to say this but B233 - TFP removed - cntFridgeTop cntFridgeBottom wuut? 2 updates inner 4 days ??? what's up with the Pimps LOL ok - i through an eye on it tonight after work seems like i have to remove all cntfridgeTop and change cntfridgeBottom to the other new fridge that was implemented in A17 no big deal so far if thats the only change i maybe could Release a b233-version tonight Link to comment Share on other sites More sharing options...
Tkullberg Posted December 19, 2018 Share Posted December 19, 2018 wuut? 2 updates inner 4 days ??? what's up with the Pimps LOL ok - i through an eye on it tonight after work seems like i have to remove all cntfridgeTop and change cntfridgeBottom to the other new fridge that was implemented in A17 no big deal so far if thats the only change i maybe could Release a b233-version tonight I guess i need to wipe my server again? Link to comment Share on other sites More sharing options...
Quasimiyao Posted December 19, 2018 Share Posted December 19, 2018 Atleast they finally fixed Downtown POIs not spawning Can finally use random gen without having to modify the rwgmixer and all the prefabs that only spawned in Downtown zone. Link to comment Share on other sites More sharing options...
SandyBeaches Posted December 19, 2018 Share Posted December 19, 2018 Heya! I have converted the rwgmixer portion of the mod into a modlet! This way we can ignore 7d2d's constant changing of terrain features etc and only worry about adding prefabs. Download -> https://drive.google.com/file/d/1k3hPStTFFLhXkPZEHFVvK82uXi94SoMT/view?usp=sharing Current for CompoPack 34 I am now sharing stuff on google drive so people can view it without logging in. Got some more prefabs coming later. Link to comment Share on other sites More sharing options...
SandyBeaches Posted December 19, 2018 Share Posted December 19, 2018 New version of the modlet that re-adds the fridge blocks so 34 works on b233 https://drive.google.com/file/d/1d040c2IB1LLSVQSSr8rqeMD5IGJNFnr_/view?usp=sharing Link to comment Share on other sites More sharing options...
Myrrah Posted December 19, 2018 Share Posted December 19, 2018 error loading prefab xcostum storeset1 by guppycur failed: blockname to id mapping file missing (it's not freezing the load though) Link to comment Share on other sites More sharing options...
War3zuk Posted December 19, 2018 Share Posted December 19, 2018 blockname to id mapping file missing on every prefab trying to load..... ? Link to comment Share on other sites More sharing options...
Quasimiyao Posted December 19, 2018 Share Posted December 19, 2018 I just generated a world just to test, with the fridge block modlet from SandyBeaches and v24 of the prefab pack. Generated without issues. And the map is full of towns. Towns as far as the eye can see Seed I got from General Discussion: Priests Home Edit: When loading the world in the world editor I get error. Block fridge uses texture not in atlas Link to comment Share on other sites More sharing options...
SandyBeaches Posted December 19, 2018 Share Posted December 19, 2018 error loading prefab xcostum storeset1 by guppycur failed: blockname to id mapping file missing (it's not freezing the load though) Use my modlet. He forgot to remove store1 from the rwgmixer. I just generated a world just to test, with the fridge block modlet from SandyBeaches and v24 of the prefab pack. Generated without issues. And the map is full of towns. Towns as far as the eye can see Seed I got from General Discussion: Priests Home [ATTACH=CONFIG]26437[/ATTACH] [ATTACH=CONFIG]26438[/ATTACH] Edit: When loading the world in the world editor I get error. Block fridge uses texture not in atlas Whoops, looks like they removed the texture I was using. Dayumn. Link to comment Share on other sites More sharing options...
Magoli Posted December 19, 2018 Author Share Posted December 19, 2018 hi people I just checked all CP-prefabs and sadly found a couple of new problems: 1. cntFridgeBottom was removed in build 231 2. cntFridgeTop was removed in build 231 3. cntFridgeBottom-texture was removed in build 231 4. cntFridgeTop-texture was removed in build 231 points 1 and 2 are no big deal - its already changed (fridgebottom to fridgeRetroRLH and fridgetop to air) points 3 and 4 are the real problem it happens to many of the prefabs which has special-painting its the blocks that are painted with textur76(fridgebottom-textur) and also textur75(fridgetop-texture) these textures causes REDMSGS (ID265=ID75) and Whitemsgs. (76) I have to do about 30 blocks to texturechange with all prefabs this will take a while - i think 2-3 days Link to comment Share on other sites More sharing options...
Quasimiyao Posted December 19, 2018 Share Posted December 19, 2018 Is that something thats dificult to do for someone who has never ever messed with the prefab editor? If it would take me a day or two to learn how, in between christmas stuff, then I wouldnt really be of much help.. But if its a quick thing to learn how to "just" change out some textures then I might be able to help. Link to comment Share on other sites More sharing options...
Myrrah Posted December 19, 2018 Share Posted December 19, 2018 hi people I just checked all CP-prefabs and sadly found a couple of new problems: 1. cntFridgeBottom was removed in build 231 2. cntFridgeTop was removed in build 231 3. cntFridgeBottom-texture was removed in build 231 4. cntFridgeTop-texture was removed in build 231 points 1 and 2 are no big deal - its already changed (fridgebottom to fridgeRetroRLH and fridgetop to air) points 3 and 4 are the real problem it happens to many of the prefabs which has special-painting its the blocks that are painted with textur76(fridgebottom-textur) and also textur75(fridgetop-texture) these textures causes REDMSGS (ID265=ID75) and Whitemsgs. (76) I have to do about 30 blocks to texturechange with all prefabs this will take a while - i think 2-3 days i think this may be what has happened in one of my favorite houses in this collection (sadly-i'm not sure what it's called) in the kitchen-there is a hole in the floor and wall where the fridge may have been-in which you can't place any blocks Link to comment Share on other sites More sharing options...
SnowDog1942 Posted December 19, 2018 Share Posted December 19, 2018 hi people I just checked all CP-prefabs and sadly found a couple of new problems: 1. cntFridgeBottom was removed in build 231 2. cntFridgeTop was removed in build 231 3. cntFridgeBottom-texture was removed in build 231 4. cntFridgeTop-texture was removed in build 231 points 1 and 2 are no big deal - its already changed (fridgebottom to fridgeRetroRLH and fridgetop to air) points 3 and 4 are the real problem it happens to many of the prefabs which has special-painting its the blocks that are painted with textur76(fridgebottom-textur) and also textur75(fridgetop-texture) these textures causes REDMSGS (ID265=ID75) and Whitemsgs. (76) I have to do about 30 blocks to texturechange with all prefabs this will take a while - i think 2-3 days Magoli, your dedication to this is incredible. I love the Compopack - it makes the game 100x better. Especially now with too many "dungeon" POI's in vanilla. Thank you so much. Link to comment Share on other sites More sharing options...
SandyBeaches Posted December 20, 2018 Share Posted December 20, 2018 hi people I just checked all CP-prefabs and sadly found a couple of new problems: 1. cntFridgeBottom was removed in build 231 2. cntFridgeTop was removed in build 231 3. cntFridgeBottom-texture was removed in build 231 4. cntFridgeTop-texture was removed in build 231 points 1 and 2 are no big deal - its already changed (fridgebottom to fridgeRetroRLH and fridgetop to air) points 3 and 4 are the real problem it happens to many of the prefabs which has special-painting its the blocks that are painted with textur76(fridgebottom-textur) and also textur75(fridgetop-texture) these textures causes REDMSGS (ID265=ID75) and Whitemsgs. (76) I have to do about 30 blocks to texturechange with all prefabs this will take a while - i think 2-3 days Hi magoli. You know users can add textures now with the modlet system? Instead of removing the textures. How about we add it back in? More texture options are always good. Also, I have switched to using git hub for the modlet. Could you add a link in the front page? https://github.com/Sandy-Beaches/ComboPack My solution was to add two temp blocks that extend washing machine, use the fridges lootlist and texture 267 on all sides. Link to comment Share on other sites More sharing options...
stallionsden Posted December 20, 2018 Share Posted December 20, 2018 Hi magoli. You know users can add textures now with the modlet system? Instead of removing the textures. How about we add it back in? More texture options are always good. Also, I have switched to using git hub for the modlet. Could you add a link in the front page? https://github.com/Sandy-Beaches/ComboPack My solution was to add two temp blocks that extend washing machine, use the fridges lootlist and texture 267 on all sides. Can you let us know in a thread in the mods section how to add custom textures please Link to comment Share on other sites More sharing options...
Magoli Posted December 20, 2018 Author Share Posted December 20, 2018 Hi magoli. You know users can add textures now with the modlet system? Instead of removing the textures. How about we add it back in? More texture options are always good. Also, I have switched to using git hub for the modlet. Could you add a link in the front page? https://github.com/Sandy-Beaches/ComboPack My solution was to add two temp blocks that extend washing machine, use the fridges lootlist and texture 267 on all sides. as long we are in alpha-state i don't use and support custom-blocks or custom-textures for the CP at all Maybe i introduce all the custom-stuff when game is finally gold - but atm no way I never used git hub because it makes things more complicated as it should. Have bad experience with that. What is a modlet ??? A new word for mod ??? Sry iam a stonegrey old guy Link to comment Share on other sites More sharing options...
stallionsden Posted December 20, 2018 Share Posted December 20, 2018 as long we are in alpha-state i don't use and support custom-blocks or custom-textures for the CP at all Maybe i introduce all the custom-stuff when game is finally gold - but atm no way I never used git hub because it makes things more complicated as it should. Have bad experience with that. What is a modlet ??? A new word for mod ??? Sry iam a stonegrey old guy You will love modlets just create a mod folder in the exe folder drag a folder(modlet) into it and play remove with out any issues or changes to the actual vanilla files. Link to comment Share on other sites More sharing options...
GrinningStudio Posted December 20, 2018 Share Posted December 20, 2018 There is no download link available? IS this collection no longer available? I can change or add the textures myself, but I can't do anything if I can't download the files. I will have to see if compopack31 will work and what changes I need to make to get it to work... EDIT after tinkering with available files. I kind of got it working... First I downlaoded and installed COMPOPACK_31(for_alpha16.4) Then I downlaoded and installed... https://www.dropbox.com/s/nr9eu8ac6z...12-15.zip?dl=0 It's working but with the errors that SandyBeaches modlet was supposed to fix. The modlet is not changing anything that I can tell. For the SandyBeaches fix I downloaded and installed the modlet from https://drive.google.com/file/d/1d04...ew?usp=sharing to fix the fridge problem, and downloaded and installed https://github.com/Sandy-Beaches/ComboPack But still I am getting the errors on the trash compactor and fridge... Works, but the fridge and trash compactor are just standard metal gray blocks. Edit - Last for dec, 20. Ran out of time to try to change the references in the mod or try to get the mod to work. If nothing is done by tomorrow, I will try to fix them then. Was really hoping to play tonight, but just not going to happen with the constant red-line errors. Link to comment Share on other sites More sharing options...
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