Pille Posted December 29, 2018 Author Share Posted December 29, 2018 (edited) thanks. i'm working with a16. so the older version of the editor as well because, i dont want to chance that its not recursive. whenever you get to the rulers/guides/centermark at this point, it would be a nice feature. Ahh sorry I know you've already mentioned that you're working with a16. I am getting old. lol BTW the circle selector is also broke, or at least i cant use it. also z export is not working in 16. Yes the circel selector is deactivated since ... forever. Some other features are semi-broken or have some minor bugs. I'll try to fix everything as soon as possible. The z export should work though. I assume you've added sleeper zombies and they didn't spawn ingame? I know there is a thread out there that provides a mod to enable it, i cant find that thread again. so i used BC manager, it took a bit because BC kept throwing errors. but i got the homestead project finished, imported for finishing touches, exported and added water and now its.. just dandy and waiting for players on my server, should they be inclined to homestead. Glad to read that you've managed to export your prefab! also, i wonder.. i know there is a way to convert a16 prefabs to work with a17, but is there a way to reverse this and convert a17 prefabs to work with a16? I would love to spawn one of the Victorian homes and rebuild it fsag while we serve up an a16 map, and i have at least 1 player who prefers to live in them. No, that's almost impossible. That would be extremely difficult/time-consuming. how do you get trees to spawn in game? I have surface decor checked and everything spawns just fine, but trees, no matter the type or size, do not spawn in-game, even though they are there in the files. That's strange. There are no known bugs regarding tree spawning. Maybe you have to add more air layers above the tree blocks. If you send me the prefab file, I should be able to identify the issue. hey, in addition to checking off the spawning in biome/city boxes in the xml tab, which file to I need to edit to get a prefab to spawn in a vanilla game? is there a tutorial for this? If you want to spawn prefabs in Navezgane edit the following file: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Worlds\Navezgane\prefabs.xml And if you work with RWG worlds, edit the file C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\rwgmixer.xml I am not really good at editing the rwgmixer and I am not aware of tutorials explaining the mixer, sorry. tried to load my casino in editor 0.58 starts to load then editor closes. cant load any prefab i have made. they load in the ingame editor fine Please send me your casino. Edited December 29, 2018 by Pille (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted December 29, 2018 Share Posted December 29, 2018 Ahh sorry I know you've already mentioned that you're working with a16. I am getting old. lol Yes the circel selector is deactivated since ... forever. Some other features are semi-broken or have some minor bugs. I'll try to fix everything as soon as possible. The z export should work though. I assume you've added sleeper zombies and they didn't spawn ingame? Glad to read that you've managed to export your prefab! No, that's almost impossible. That would be extremely difficult/time-consuming. That's strange. There are no known bugs regarding tree spawning. Maybe you have to add more air layers above the tree blocks. If you send me the prefab file, I should be able to identify the issue. If you want to spawn prefabs in Navezgane edit the following file: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Worlds\Navezgane\prefabs.xml And if you work with RWG worlds, edit the file C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\rwgmixer.xml I am not really good at editing the rwgmixer and I am not aware of tutorials explaining the mixer, sorry. Please send me your casino. My casino and hotel both loaded on 0.53 lol but will send to you ty Link to comment Share on other sites More sharing options...
SlicksGirl Posted December 29, 2018 Share Posted December 29, 2018 (edited) Yes the circel selector is deactivated since ... forever. Some other features are semi-broken or have some minor bugs. I'll try to fix everything as soon as possible. The z export should work though. I assume you've added sleeper zombies and they didn't spawn ingame? no, no sleeper zombies. honestly, not a huge deal since it the older version and probably not relevant for much longer. No, that's almost impossible. That would be extremely difficult/time-consuming. ahh.. no worries and competently understand. not a new coder, just new to coding video games and their editors That's strange. There are no known bugs regarding tree spawning. Maybe you have to add more air layers above the tree blocks. If you send me the prefab file, I should be able to identify the issue. there are at least 30 blocks of air above the line of blocks where the tree blocks are placed. I've even tried the meter tall trees.. each one listed and did several tests. i can spawn the small dead trees, thats it. I'll send you the file, but not worried about it, the players can go get their own trees. as long as i can get it to work by the time i switch our dedi to a17 in 6 to 8 months. and thank you soo much for this (below) I'll continue to look through the mod forum section for a tutorial. for some reason i kept thinking these files only controlled the biomes and not the prefabs. If you want to spawn prefabs in Navezgane edit the following file: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Worlds\Navezgane\prefabs.xml And if you work with RWG worlds, edit the file C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\rwgmixer.xml Edited December 29, 2018 by SlicksGirl (see edit history) Link to comment Share on other sites More sharing options...
Pille Posted December 29, 2018 Author Share Posted December 29, 2018 (edited) no, no sleeper zombies. honestly, not a huge deal since it the older version and probably not relevant for much longer. Sleepers are the only way to 'tie' zombies to prefabs. Ok that's not entirely correct. You can add static spawns to a prefab but they won't work in rwg worlds because vanilla 7dtd doesn't support this feature. Thus, it's not an issue with my editor but a limitation of the game. The static spawns work in Navezgane but I am too lazy to implement a feature which is only available for one map.^^ Edited December 29, 2018 by Pille (see edit history) Link to comment Share on other sites More sharing options...
SlicksGirl Posted December 29, 2018 Share Posted December 29, 2018 Sleepers are the only way to 'tie' zombies to prefabs. Ok that's not entirely correct. You can add static spawns to a prefab but they won't work in rwg worlds because vanilla 7dtd doesn't support this feature. Thus, it's not an issue with my editor but a limitation of the game. The static spawns work in Navezgane but I am too lazy to implement a feature which is only available for one map.^^ this is entirely a different direction than my comment. thank you for useful knowledge. i havnt tried doing sleeper spawns yet. I'm waiting to do my sleeper prefabs until there is a stable selection of blocks. which may not be until 18. for now i am content with creating player prefabs and maybe setting a few farm plots up in the rwgn for people to find. what i meant by z export is where you can press z and copy blocks in-game. I know there is a forum thread on turning it on in 16, and i cant find it again. I'll keep looking though. i did finally get the bc manager export commands to work. they kept giving me errors. thank you so much for your time Link to comment Share on other sites More sharing options...
Pille Posted December 29, 2018 Author Share Posted December 29, 2018 what i meant by z export is where you can press z and copy blocks in-game. I know there is a forum thread on turning it on in 16, and i cant find it again. I'll keep looking though. i did finally get the bc manager export commands to work. they kept giving me errors. Ahh lol sorry. I need some sleep.^^ You're looking for this thread: https://7daystodie.com/forums/showthread.php?47459-Unlocking-In-Game-Prefab-Editor-(Terrain-Tools)-dll-mod I am not sure if this mod can be used for servers/multiplayer. Link to comment Share on other sites More sharing options...
Pille Posted December 29, 2018 Author Share Posted December 29, 2018 Update time! Changelog v0.58 (Dec. 28, 2018): - fixed: light properties don't work correctly if you have configured and unconfigured in your prefab. Link to comment Share on other sites More sharing options...
SlicksGirl Posted December 29, 2018 Share Posted December 29, 2018 Ahh lol sorry. I need some sleep.^^ You're looking for this thread: https://7daystodie.com/forums/showthread.php?47459-Unlocking-In-Game-Prefab-Editor-(Terrain-Tools)-dll-mod I am not sure if this mod can be used for servers/multiplayer. i think so, and thats okay, i dont mind spawning a prafab into a private game to make additions, if it makes it easier to export it with finishing touches. and thank you so much. I've been awake since midnight, i cant sleep, even with muscle relaxers.. thanks for helping, despite being tired Link to comment Share on other sites More sharing options...
Pille Posted December 29, 2018 Author Share Posted December 29, 2018 (edited) Changelog v0.59 (Dec. 29, 2018): - fixed: unknown SleeperVolumeGroup or SleeperVolumeGameStageAdjust values may cause crashes. i think so, and thats okay, i dont mind spawning a prafab into a private game to make additions, if it makes it easier to export it with finishing touches. and thank you so much. You're welcome. Edited January 3, 2019 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Pille Posted January 3, 2019 Author Share Posted January 3, 2019 (edited) Changelog v0.60 (Jan. 3, 2019): - reactivated remove rows, remove columns, import and export - fixed: loading converted a16 prefab may cause crashes Edited January 3, 2019 by Pille (see edit history) Link to comment Share on other sites More sharing options...
FastBurst Posted January 3, 2019 Share Posted January 3, 2019 Changelog v0.60 (Jan. 3, 2019): - reactivated remove rows, remove columns, import and export - fixed: loading converted a16 prefab may cause crashes Can we get the insert rows and columns back? Doesn't seem to work right now. Link to comment Share on other sites More sharing options...
Pille Posted January 3, 2019 Author Share Posted January 3, 2019 (edited) Can we get the insert rows and columns back? Doesn't seem to work right now. It's deactivated atm. I had to break some features during the development of the new version. This was one of them. Next update should bring this feature back. Edited January 3, 2019 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Magoli Posted January 3, 2019 Share Posted January 3, 2019 Changelog v0.60 (Jan. 3, 2019): - reactivated remove rows, remove columns, import and export - fixed: loading converted a16 prefab may cause crashes thx for the update very much appreciated will test it out right now Link to comment Share on other sites More sharing options...
n2n1 Posted January 4, 2019 Share Posted January 4, 2019 (edited) Obviously, that inserting/removing columns - is not as easy thing as it seems.... ...sometimes, I think, You rewrite the code around this But, Please, I don't want You once said like a: - well, "inserting/removing columns" still nobody liked and we decided to remove it's feature ... (RR) or - "my some buddies, from another Tool, said it was too complicated to edit, and i had to get rid of it so people could edit prefabs more easily". (RR) Edited January 4, 2019 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
Pille Posted January 4, 2019 Author Share Posted January 4, 2019 The features 'insert rows' and 'insert columns' were already fixed in the previous patch but I didn't realize it.^^ The sleeper and light properties required some minor code fixes because they differ from universal block properties (density, damage, id etc.). All blocks have an id but only a few ones have light properties. That's the major difference that caused a bug or incompatibility in the insert and remove functions. Obviously, that inserting/removing columns - is not as easy thing as it seems.... ...sometimes, I think, You rewrite the code around this One day I'll rewrite it because it's still buggy and may cause crashes. But, Please, I don't want You once said like a: - well, "inserting/removing columns" still nobody liked and we decided to remove it's feature ... (RR) or - "my some buddies, from another Tool, said it was too complicated to edit, and i had to get rid of it so people could edit prefabs more easily". (RR) Quite the opposite, my buddies say that I should add some trendy feature like hidden bitcoin miners, encryption trojans and other cool stuff. But seriously, feature removal is not going to happen. Update Time! Changelog v0.61 (Jan. 4, 2019): - reactivated insert rows and columns - changed: pic. for no texture / delete - fixed: hearing percent in sleeper properties is multiplied by 100 when you use the block picking tool to read the block properties - known issues (should be fixed in the next update): - cutting light or sleeper blocks (ctrl + x) changes the values of the light or sleeper properties; Use copy 'n paste (ctrl + c & ctrl + v) until the bug is fixed - middle mouse button (block picker tool) doesn't work properly. You have to click the middle mouse button twice for it to work. Btw. the new version can be downloaded directly from the op (if the auto-updater is not working for you) . Link to comment Share on other sites More sharing options...
n2n1 Posted January 4, 2019 Share Posted January 4, 2019 (edited) ... Quite the opposite, my buddies say that I should add some trendy feature like hidden bitcoin miners, encryption trojans and other cool stuff. ..../Maybe, something like this? (but this will also require calling the "insert/remove rows" procedure) PS: Thanks for the Update! Edited January 4, 2019 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
FastBurst Posted January 4, 2019 Share Posted January 4, 2019 Thanks Pille's you literally saved me on my Prefab, the Sunken Highway system needed this for when it was cutting thru mountains or hills this was awesome to get the Insert Rows and Columns back! Link to comment Share on other sites More sharing options...
Pille Posted January 4, 2019 Author Share Posted January 4, 2019 Sorry, no time for chitchat... Changelog v0.62 (Jan. 4, 2019): - changed: better default values for sleeper properties (default sleepers were deaf^^) - fixed: import prefab doesn't work properly - fixed: sleeper sight range and sleeper sight angle not properly saved (-1 was saved as 255, should be 65535) Link to comment Share on other sites More sharing options...
FastBurst Posted January 5, 2019 Share Posted January 5, 2019 Sorry, no time for chitchat... Changelog v0.62 (Jan. 4, 2019): - changed: better default values for sleeper properties (default sleepers were deaf^^) - fixed: import prefab doesn't work properly - fixed: sleeper sight range and sleeper sight angle not properly saved (-1 was saved as 255, should be 65535) Is there a way for this to read the Mods folder for block changes? Example I have to have to installs one hard coded and one using the mods, Just in-case I want to edit a prefab that has custom blocks. Link to comment Share on other sites More sharing options...
Pille Posted January 5, 2019 Author Share Posted January 5, 2019 (edited) Is there a way for this to read the Mods folder for block changes? Example I have to have to installs one hard coded and one using the mods, Just in-case I want to edit a prefab that has custom blocks. No. The problem is that I have no clue about the new modding system and I don't have time to learn it atm. but if you help me I may be able to help you. What I need to know is the location of the Mods folder. If you can make a small test mod consisting of 2 or 3 custom blocks, I'll try to implement the requested feature... Maybe, something like this? Lol nice idea but no.^^ Edited January 5, 2019 by Pille (see edit history) Link to comment Share on other sites More sharing options...
SlydeRule Posted January 5, 2019 Share Posted January 5, 2019 I simply want to export a building from a 16.4 random world and import it into a new a17 random world. Can this be done using this tool or any other? Thanks Link to comment Share on other sites More sharing options...
AtomicUs5000 Posted January 6, 2019 Share Posted January 6, 2019 I love this tool. Best way to fix water imo. Is there any way to do a conditional search? For example, have damage selected as criteria, and choose something like >0 to get all of the blocks with some damage. I am finding that I have a bad habit of punching blocks and not repairing them and then noticing them in this editor. Link to comment Share on other sites More sharing options...
Pille Posted January 6, 2019 Author Share Posted January 6, 2019 (edited) I simply want to export a building from a 16.4 random world and import it into a new a17 random world. Can this be done using this tool or any other? Thanks It can be done using HAL's tools. The editor itself is not compatible with A16 but the bbb commands still work: https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor After extracting your prefab from the map you have to convert it following the instructions in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\blocksA16PrefabConversion.xml I love this tool. Best way to fix water imo. Is there any way to do a conditional search? For example, have damage selected as criteria, and choose something like >0 to get all of the blocks with some damage. I am finding that I have a bad habit of punching blocks and not repairing them and then noticing them in this editor. Not implemented yet but it's not a big deal and I am going to try to add it (<, >, !=). If you don't mind to repair all blocks you could use the exchanger (advanced replace): Click on 'Replace (all layers)'. Edited January 6, 2019 by Pille (see edit history) Link to comment Share on other sites More sharing options...
AtomicUs5000 Posted January 6, 2019 Share Posted January 6, 2019 It can be done using HAL's tools. The editor itself is not compatible with A16 but the bbb commands still work: https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor After extracting your prefab from the map you have to convert it following the instructions in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\blocksA16PrefabConversion.xml Not implemented yet but it's not a big deal and I am going to try to add it (<, >, !=). If you don't mind to repair all blocks you could use the exchanger (advanced replace): Click on 'Replace (all layers)'. Sounds great. I'll give that a try, that should do. Thanks! Link to comment Share on other sites More sharing options...
SlydeRule Posted January 6, 2019 Share Posted January 6, 2019 It can be done using HAL's tools. The editor itself is not compatible with A16 but the bbb commands still work: https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor After extracting your prefab from the map you have to convert it following the instructions in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\blocksA16PrefabConversion.xml Thank you very much for the fast reply - I will try that. Link to comment Share on other sites More sharing options...
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