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Compo-Pack for Random Gen


Magoli

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Hi - sry for the late answere, but i was so in love playing the new A18-CP-RWG ;)

 

yeah - ofc I tried Nitrogen in A18 and yes, ofc I played around with it.

But I dicided to go with the RWGMIXER instead of NITROGEN in A18 !!!

 

I seriously thought back and forth and back and forth which generator would generate the better world for CP !?

 

Every Generator has its own pro's and con's - non of them is really perfekt !!!

(best would be a mix between both of them - LOL)

 

yes u are right, the towns look amazing in Nitrogen - but there is only this one township over and over across the map

With RWGMIXER I have the ability to make different towntypes that surely differs from each other.

 

the rural farms in Nitrogen are also looking very nice and I really love them - but these also every time look alike the same.

 

 

There are much more points to tell about, but I will finish here...

 

 

...finally I decided to use the RWGMIXER, because I really have more control over the Generation. The biggest decision-point for me was the Ability to use the multiple-township-system I wrote for the RWGMIXER. My goal was (and will ever be) to deliver a world in which every town differs to each other. Also my goal is to have every single POI just one single time on the map and also some towns that follow a speciffic Theming (like Asiatown, HillBillyVillage, big City with huge buildings and skyscrapers, or just a common OR modern town ... )

 

If these points are fullfilled not only one town is looking amazing, but also all towns and POI's on the whole map do.

And with RWGMIXER Iam actally closer to that concept of "The perfect map" IMO

 

but maybe when there will be more functions and features in NITROGEN in future I decide its better to use that for COMPOPACK.

 

 

I didnt scratched the surface - there so much more to talk about when it comes to world-Generation, but I hope u understand now y it is like it is

 

Just wanted to mention some tricks one can do with the prefablist for NitroGen currently:

 

In the prefablist definition there are some markers that can be used to customize towns a bit more.

 

unique -> special marker to spawn POI only once at most in the world (as long as not all POIs of a specific zone type are unique)

 

oldwest

hillbillytrailer and hillbillyjunk (both types are spawned at those trailerparks / rednecks in the UI)

 

-> those could be re-purposed to create 2 smaller settlements of a certain type like an asia-town, assigning the new POIs to this zone

(and assigning the vanilla oldwest / hillbilly buildings to the normal city zones)

 

-------------

 

How many specific POI zone types / themes are in the Compo-Pack?

I can see Asian style buildings and a Casino. The other POIs kind of fit thematically into the current zones like citycenter (skyscrapers), downtown, smalltown, houses, mountain, farm, alone and industrial

 

--------------

 

I have quickly compiled a prefablist with the CompoPack POIs.

 

There are some really nice buildings in it:

Here chilling in a cosy lodge in the mountains.

 

lodge.thumb.jpg.dd916b274c97e80e3eb33ef7fd06b918.jpg

 

Some POIs might be a bit over the top thematically. Its would probably make sense to separate the prefablists into "Apocalypse" and "Fun".

 

The lists is not yet filtered for zone types. As each POI needs to be assigned to a zone, to not look totally random. (basically cropping out zone-markers for POIs where they cant possibly belong to)

 

if anyone likes to dabble with cleaning up the prefablist, here is the raw version:

 

prefablistCompoPackRAW.txt

 

The dimensions are taken from the XMLs and Binary definitions. So if there are any offset bugs in the POI definitions, it might need some manual editing. But it looked good in my test.

 

 

-----

And here is a preliminary version combining CompoPack and the original Vanilla Prefabs (copy all prefabs into the same folder in 7DtD)

prefablist_CompoPack.txt

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to 1:

this should not happen - maybe u had a very bad seed or something went wrong during rwg-generation

 

to 2:

I need the name or a discribtion of the prefab or even better picture pls

 

Makes sense sometimes rwg gives some unexpected results - thanks...

 

2) I will get you a picture when I get home... it is an amazing house with a two car garage and picket fence. The house has flowers all around the boarder, snow biome trees, and a garden in the back with with yucca, corns, potato, etc

 

The garage has a work bench and two table saws (all working), just outside the back of the garage, is a basement entrance. There are two working cement mixers, two firges, stacks of cobblestone, cement, and rocks. There is also a metal door - break it and go down - you find a working chem station and a secret vault door - through that is daft traps, Motion sensor, dates, etc

 

 

Real nice setup and love the detail and effort - I would honestly love to have this setup in my end game for living... however, I just want to remove it from my mix as it makes the game too easy for my style... I guess I could just ignore it, but would prefer to remove from my config...

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Just wanted to mention some tricks one can do with the prefablist for NitroGen currently:

 

In the prefablist definition there are some markers that can be used to customize towns a bit more.

 

unique -> special marker to spawn POI only once at most in the world (as long as not all POIs of a specific zone type are unique)

 

oldwest

hillbillytrailer and hillbillyjunk (both types are spawned at those trailerparks / rednecks in the UI)

 

-> those could be re-purposed to create 2 smaller settlements of a certain type like an asia-town, assigning the new POIs to this zone

(and assigning the vanilla oldwest / hillbilly buildings to the normal city zones)

 

-------------

 

How many specific POI zone types / themes are in the Compo-Pack?

I can see Asian style buildings and a Casino. The other POIs kind of fit thematically into the current zones like citycenter (skyscrapers), downtown, smalltown, houses, mountain, farm, alone and industrial

 

--------------

 

I have quickly compiled a prefablist with the CompoPack POIs.

 

There are some really nice buildings in it:

Here chilling in a cosy lodge in the mountains.

 

[ATTACH=CONFIG]29966[/ATTACH]

 

Some POIs might be a bit over the top thematically. Its would probably make sense to separate the prefablists into "Apocalypse" and "Fun".

 

The lists is not yet filtered for zone types. As each POI needs to be assigned to a zone, to not look totally random. (basically cropping out zone-markers for POIs where they cant possibly belong to)

 

if anyone likes to dabble with cleaning up the prefablist, here is the raw version:

 

prefablistCompoPackRAW.txt

 

The dimensions are taken from the XMLs and Binary definitions. So if there are any offset bugs in the POI definitions, it might need some manual editing. But it looked good in my test.

 

 

-----

And here is a preliminary version combining CompoPack and the original Vanilla Prefabs (copy all prefabs into the same folder in 7DtD)

prefablist_CompoPack.txt

 

Hi Damocles - thx for the hot Infos

I will def check out what u have said about the specializing in the prefabs-list this weekend

 

I also saw this before and asked myself if I could use this unique-group placeholding for another group from my CP

But if I would set this unique-group to my Asiatown-POIs - I probably would lose all other prefabs that are actaully also assigned to that group - And that wouldn't be a step forward IMO

 

Best thing would be if the NITROGEN-TOOL would allow custom-groups. Idk if this is possible and make sense

Maybe if there would be some precoded zonegroups for free Usage (e.g. Zone01, Zone02 , Zone03) ???

 

My mainquestion is:

Is it possible to have a town just consisting from the prefabs of one group (topic: Asiatown) ???

Because this special prefab-set awaits a special unique handling IMO:

1. Non of the Asia-prefabs should appear in any other place except Asiatown

2. No other Prefab should spawn in Asiatown except the ones I specially allowed them to

(kinda same rules counts for almost every township that I use in CP)

 

here are the different townships I actually have:

- Asiatown (should be a small town because of the low amount of prefabs here)

- OldWesttown (wildwest-theming)

- RustyRuraltown (kinda HillBilly-theme)

- newtown (where all the new livinghouses and archtectural Constructions life)

- bigCitytown (skyscrapers, big Houses, should be a big town (min 700by700)

- destroyedtown (a victimized town when the catastrophy happend)

- Commontown1 (a usual Living-town we know from Vanilla-RWG - with its own unique prefabset)

- Commontown2 (a usual Living-town we know from Vanilla-RWG - with its own unique prefabset)

- Commontown3 (a usual Living-town we know from Vanilla-RWG - with its own unique prefabset)

 

- (more groups are planed)

 

Iam not sure if Nitrogen can accomblish all this unique wishes !?

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Hi Damocles - thx for the hot Infos

I will def check out what u have said about the specializing in the prefabs-list this weekend

 

I also saw this before and asked myself if I could use this unique-group placeholding for another group from my CP

But if I would set this unique-group to my Asiatown-POIs - I probably would lose all other prefabs that are actaully also assigned to that group - And that wouldn't be a step forward IMO

 

Best thing would be if the NITROGEN-TOOL would allow custom-groups. Idk if this is possible and make sense

Maybe if there would be some precoded zonegroups for free Usage (e.g. Zone01, Zone02 , Zone03) ???

 

My mainquestion is:

Is it possible to have a town just consisting from the prefabs of one group (topic: Asiatown) ???

Because this special prefab-set awaits a special unique handling IMO:

1. Non of the Asia-prefabs should appear in any other place except Asiatown

2. No other Prefab should spawn in Asiatown except the ones I specially allowed them to

(kinda same rules counts for almost every township that I use in CP)

 

here are the different townships I actually have:

- Asiatown (should be a small town because of the low amount of prefabs here)

- OldWesttown (wildwest-theming)

- RustyRuraltown (kinda HillBilly-theme)

- newtown (where all the new livinghouses and archtectural Constructions life)

- bigCitytown (skyscrapers, big Houses, should be a big town (min 700by700)

- destroyedtown (a victimized town when the catastrophy happend)

- Commontown1 (a usual Living-town we know from Vanilla-RWG - with its own unique prefabset)

- Commontown2 (a usual Living-town we know from Vanilla-RWG - with its own unique prefabset)

- Commontown3 (a usual Living-town we know from Vanilla-RWG - with its own unique prefabset)

 

- (more groups are planed)

 

Iam not sure if Nitrogen can accomblish all this unique wishes !?

 

Its all just a question of adding new zones, and placement logic. (Cities have a citycenter, downtown, housing, industrial) Smaller settlements like farms have only the "farm" POIs.

 

Currently its hardcoded. I can see how to this can be made more configurable, without going overboard with complexity in the code.

 

I would probably go with generic "zone_A" , "zone_B" , "zone_C" as custom zones, that create compact smaller settlements like the oldwest towns in NitroGen.

Then you can assign the special POIs to that zone, and it will only spawn those in a new settlement.

Or assign POIs to multiple zones, so they can share structures.

 

And some dropdown for "Mod Settements size" like:

"small" (3 to 6)

"medium" (6 to 10)

"large" (10 to 18)

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Makes sense sometimes rwg gives some unexpected results - thanks...

 

2) I will get you a picture when I get home... it is an amazing house with a two car garage and picket fence. The house has flowers all around the boarder, snow biome trees, and a garden in the back with with yucca, corns, potato, etc

 

The garage has a work bench and two table saws (all working), just outside the back of the garage, is a basement entrance. There are two working cement mixers, two firges, stacks of cobblestone, cement, and rocks. There is also a metal door - break it and go down - you find a working chem station and a secret vault door - through that is daft traps, Motion sensor, dates, etc

 

 

Real nice setup and love the detail and effort - I would honestly love to have this setup in my end game for living... however, I just want to remove it from my mix as it makes the game too easy for my style... I guess I could just ignore it, but would prefer to remove from my config...

 

yo - nobody loves OP POI's !!!

post the pic here and I will remove/change all these workstations from the prefab

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Its all just a question of adding new zones, and placement logic. (Cities have a citycenter, downtown, housing, industrial) Smaller settlements like farms have only the "farm" POIs.

 

Currently its hardcoded. I can see how to this can be made more configurable, without going overboard with complexity in the code.

 

I would probably go with generic "zone_A" , "zone_B" , "zone_C" as custom zones, that create compact smaller settlements like the oldwest towns in NitroGen.

Then you can assign the special POIs to that zone, and it will only spawn those in a new settlement.

 

And some dropdown for "Mod Settements size" like:

"small" (3 to 6)

"medium" (6 to 10)

"large" (10 to 18)

 

yeah - cool - dont need the custom-zones when there are some generic zones to work with

 

I havent read in fully in ur thread - just read the first 5 and last 2 sides so far - but I will do this weekend

 

maybe than i understand what u mean with:

And some dropdown for "Mod Settements size" like:

"small" (3 to 6)

"medium" (6 to 10)

"large" (10 to 18)

right now I have no clue what this could be - LOL - sry

 

 

Another topic are the Prefabs that are assigned to speciffic biomes (esp. snow or dessert)

I think I read that NITROGEN dont handles with the "Allowed_Biomes" from the xml-files - is this correct ?

This means all biome-speciffic POI's should be removed from the prefabslist (or redone to make them spawn universal)

(IMO it belongs 10-20 prefabs in the CP !)

 

Another topic is the biome-splatmap (or what it is called!)

I saw in ur default-maps are no ownstanding wasteland and burnt_forest biomes - just partitional some little areas

But that wouldnt be a problem, because I could use a own biome-splatmap - right ?

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There is no biome filter for placement in Nitrogen, as 98% of the (gen-usable) vanilla prefabs work pretty well in any biome. Eg not being visually off.

 

How many of your prefabs are biome specific? Especially regarding the soil type.

 

Every one that's incorrectly using a specific soil type instead of terrainFiller. Me, if I was magoli, I'd see if Pille can include the batch ability to run every prefab through a folder to process for a block change,and replace EVERY instance of a specific soil with terrainfiller. =) Warning, it could lead to interesting results. ;-)

 

Or go through them one by one and to them.

 

- - - Updated - - -

 

@Mag: RWG has disappointed you for several alpha's now, and with no end in sight. I would encourage you to dig deeper into NitroGen, as it is more likely to do what you want, especially with a receptive developer (Damocles) to possibly add in features you might want.

 

Just saying. You do a lot of work and you get more frustrated each alpha. That makes me sad.

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Every one that's incorrectly using a specific soil type instead of terrainFiller. Me, if I was magoli, I'd see if Pille can include the batch ability to run every prefab through a folder to process for a block change,and replace EVERY instance of a specific soil with terrainfiller. =) Warning, it could lead to interesting results. ;-)

 

Or go through them one by one and to them.

 

- - - Updated - - -

 

@Mag: RWG has disappointed you for several alpha's now, and with no end in sight. I would encourage you to dig deeper into NitroGen, as it is more likely to do what you want, especially with a receptive developer (Damocles) to possibly add in features you might want.

 

Just saying. You do a lot of work and you get more frustrated each alpha. That makes me sad.

 

yes ur right - A16 and A17 was grab !!! A15-CP was IMO the best looking and most variety world ever !!!

but Iam not frustrated anymore - I very love A18 at all :)

(the RWG-world is ok and I have more control over RWG again, also love all the new little changes like what they did with shematics, gunparts, getting xp, also performance is ok and microstutters and lags are almost gone - ofc there are some Issues, but for now I enjoy playing)

 

Like I said before - It was a hard race between NITRGEN and RWGMIXER:

 

after perspecting all pros and cons of both the finall result was 51% for RWGMIXER - 49% for NITROGEN

 

But if Damocles includes these extra generic zones for me, then I think it would be the better tool to generate a unique world, where towns are different from each other AND no stupid repeatings over and over again

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There is no biome filter for placement in Nitrogen, as 98% of the (gen-usable) vanilla prefabs work pretty well in any biome. Eg not being visually off.

 

How many of your prefabs are biome specific? Especially regarding the soil type.

 

tbh right now I just remember a few of them that are really made to be in a speciffic biome

(snow-taverne, my private-beach-club should not be in snow, guppys rest-area is designed to be in dessert, and few other ones)

 

but there are plenty of CP-prefabs that dont uses terrainfiller, but this shouldn't be a problem right now.I can fix them to be more universal, when the variety of different towns on the map has reached a level of almost real looking lands ;)

 

But ur right - about 95% of the prefabs can spawn in every biome and look ok and not displaced !

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When placing the POIs, NitroGen is drawing a random one (with the proper zone) from the list, and checks if it was used before in this region.

Its skips several times repeating POIs, until it gives up and takes the next one.

 

This makes POIs not repeat (mostly) in the same location. ... no 10 radio-towers...

 

The more POIs are available for a zone, the less likely it is to see any one repeating.

 

(Ok, I could write that logic a bit more fancy, but it works quite well, and i like when code keeps simple)

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Don't remove cause 1 person doesn't like it lol. Faurly simple for the end user to remove that prefab him/herself.

 

remove was the wrong word tbh

 

I should say:

 

First I check how many of the OP stuff is in the prefab and how hard/danger is it to reach there

Then I decide with heart and brain what to do

maybe Iam gonna trimm some Loot or change a workstation to lootable

maybe I dont do nothing

 

- - - Updated - - -

 

When placing the POIs, NitroGen is drawing a random one (with the proper zone) from the list, and checks if it was used before in this region.

Its skips several times repeating POIs, until it gives up and takes the next one.

 

This makes POIs not repeat (mostly) in the same location. ... no 10 radio-towers...

 

The more POIs are available for a zone, the less likely it is to see any one repeating.

 

(Ok, I could write that logic a bit more fancy, but it works quite well, and i like when code keeps simple)

 

sounds fantastic

 

thx again for the uploaded CP-prefablists - I def will check them on weekend

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tbh right now I just remember a few of them that are really made to be in a speciffic biome

(snow-taverne, my private-beach-club should not be in snow, guppys rest-area is designed to be in dessert, and few other ones)

 

but there are plenty of CP-prefabs that dont uses terrainfiller, but this shouldn't be a problem right now.I can fix them to be more universal, when the variety of different towns on the map has reached a level of almost real looking lands ;)

 

But ur right - about 95% of the prefabs can spawn in every biome and look ok and not displaced !

 

I mostly control the placement with the zones. Mountain-zones will spawn POIs high up, wich are usually either snow or forest. There are only POIs in "mountain" that could exist in those location (huts, camps). The placement is depending on the hight of the area.

 

Other POIs that are town like only spawn in cities (citycenter, downtown) etc.

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sounds fantastic

 

thx again for the uploaded CP-prefablists - I def will check them on weekend

 

I generated an 8k world, and had a look at the CompoPack POIs. There some really nice ones in there. I also did not find one placed wrong (y-offset).

I liked the medival castle especially. Very nice craftsmanship.

 

Some POIs are really high quality (fitting seamlessly into the vanilla quality POIs). Some are a bit less refined.

 

Is there a reason that the vanilla POIs have a copy? Why not just use the original references?

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I generated an 8k world, and had a look at the CompoPack POIs. There some really nice ones in there. I also did not find one placed wrong (y-offset).

I liked the medival castle especially. Very nice craftsmanship.

 

Some POIs are really high quality (fitting seamlessly into the vanilla quality POIs). Some are a bit less refined.

 

Is there a reason that the vanilla POIs have a copy? Why not just use the original references?

 

this is from the CP39-Changelog

 

...

- took over all relevant A18-Vanilla-Prefabs that can spawn in RWG (amount of 335) - new prefix: xvanilla_

(because of nasty waterblock-bug and xml-modifications that are needed for better spawning (Allowed Township / Allowed Zone / Allowed Biome)

...

 

yes - a Lot of prefabs need to be updated with all the new paintings and blocks

I will do that from time to time in some prefabs.

Before game is gold all of them will be very nice and quality like vanilla Ones ;)

Take in mind some of the prefabs are from Alpha 8 ;) - they have a historical value XD

 

goodnight guys

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How does the compo pack work with quests? Can quests spawn in the new POI's?

 

this list not updated - its from CP 36 - but here ya go:

 

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

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First I'd like to say THANK YOU for this mod. I've been following it for a long time and it's an integral part of my enjoyment of this game. I simply refuse to host a server without it. THANK YOU Magoli for keeping it up and running!

 

Typically, I find the need to tweak things here and there to my liking, but this time, with the new RWG everything looks quite nice.. the town layouts, remote POIs, everything.. (well enough for the rest to not matter much).

 

All that being said, I did notice a few odd rotations. I don't know the prefabs by name, but two stand out I've come across, The Glass Factory and the restaurant in Asia town that have refrigerators rotated backwards. It's not game impairing in any way, just a cosmetic thing.

 

Of course, mostly, I just wanted to post this so that you knew how much many of us out here really appreciate your work. Thank you again.

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That is it - here is another picture of it where I cleared out the trees... I also looked it up in the prefab.xml and it is that POI.

 

Do I need to just delete that the files for the POI from the Prefabs folder to get rid of it or do I need to edit the rwgmixer.xml?

 

https://postimg.cc/sMjRXmNT

 

The only place you need to remove it from is the rwgmixer.xml it can stay in the prefabs and cause no issues however the other way around you will get errors

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this list not updated - its from CP 36 - but here ya go:

 

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

 

Thanks alot, that is perfect. I think i'm going to remove the prefabs without Sleepers and without quests from my rwg file because otherwise its just free loot. That info is great to know.

 

So it looks like roughly 50% of the POI's are able to trigger quests which is awesome.

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First I'd like to say THANK YOU for this mod. I've been following it for a long time and it's an integral part of my enjoyment of this game. I simply refuse to host a server without it. THANK YOU Magoli for keeping it up and running!

 

Typically, I find the need to tweak things here and there to my liking, but this time, with the new RWG everything looks quite nice.. the town layouts, remote POIs, everything.. (well enough for the rest to not matter much).

 

All that being said, I did notice a few odd rotations. I don't know the prefabs by name, but two stand out I've come across, The Glass Factory and the restaurant in Asia town that have refrigerators rotated backwards. It's not game impairing in any way, just a cosmetic thing.

 

Of course, mostly, I just wanted to post this so that you knew how much many of us out here really appreciate your work. Thank you again.

 

thx for the nice feedback

 

Its noticed and will be repaired in the next update

 

- - - Updated - - -

 

xcostum_homestead(by_Mana)

xcostum-homestead-by-Mana.jpg

 

thx - will check today at night when iam back from work

 

also thx skippy

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