Jackelmyer Posted August 30, 2017 Share Posted August 30, 2017 That's an interesting idea but the distance is still too far.^^ The sleeper is ~20 blocks above the player (or ~17 if I use the 3x3 aquarium). Now yer just being difficult. :-p lol I'm sure you'll find something dastardly delightful. Link to comment Share on other sites More sharing options...
Pille Posted August 30, 2017 Author Share Posted August 30, 2017 (edited) Now yer just being difficult. :-p lol I'm sure you'll find something dastardly delightful. Ok, I have a solution. Place a trap block (e.g. looseBoardsTrapBlock1x1, id 593) between the instable structure and the sleeper. The trap will break as soon as the sleeper spawns no matter whether he is active or not. This will cause a stability recalculation of the unstable structure and a collapse: Basically, this means we can create completely invisble deathtraps thanks to the sleeper spawning system.^^ Edited August 30, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Jackelmyer Posted August 31, 2017 Share Posted August 31, 2017 WELL PLAYED SIR! Well played indeed! lol. Damn. now I want to do that. Link to comment Share on other sites More sharing options...
Laz Man Posted August 31, 2017 Share Posted August 31, 2017 Ok, I have a solution. Place a trap block (e.g. looseBoardsTrapBlock1x1, id 593) between the instable structure and the sleeper. The trap will break as soon as the sleeper spawns no matter whether he is active or not. This will cause a stability recalculation of the unstable structure and a collapse: Basically, this means we can create completely invisble deathtraps thanks to the sleeper spawning system.^^ Nice! I have to test that out. Will the sleeper survive that drop tho? Hehe. Link to comment Share on other sites More sharing options...
Jackelmyer Posted August 31, 2017 Share Posted August 31, 2017 Nice! I have to test that out. Will the sleeper survive that drop tho? Hehe. And does debris fall? I assume so. That's crazy. Awesome! Link to comment Share on other sites More sharing options...
Jackelmyer Posted August 31, 2017 Share Posted August 31, 2017 Why is everybody using version 0.3? lol. I've just uploaded zombie 0.3v to the opening post. So you can directly download the latest version from there and don't have to use the auto updater. Also make sure that you have selected a SleeperVolumeGroup with emptyChance = 0: Hey Pille. Was just flipping through your thread. One the thing I often wished for as I set my SleeperVolumeGroups was a field that showed how many zombies potentially spawn. I believe there's an xml element or attribute in the xml theses groups come from that notes how many zombies may spawn if the volume is activated. Link to comment Share on other sites More sharing options...
Pille Posted August 31, 2017 Author Share Posted August 31, 2017 (edited) @Laz Man Yes, of course. I think the sleeper is unhurt because he's sleeping during the fall. Have to do further tests. @Jackelmyer And does debris fall? I assume so. That's crazy. Awesome! Sure. Debris + dreaming sleepers.^^ I believe there's an xml element or attribute in the xml theses groups come from that notes how many zombies may spawn if the volume is activated. I just had a look at the gamestages.xml and I am not sure how this work. Can somebody help? Edited August 31, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Pille Posted August 31, 2017 Author Share Posted August 31, 2017 (edited) Update Time! Changelog v0.3w (August 31, 2017): - added reload function (press Ctrl + R to reload the current prefab). This should be very useful if you simultaneously edit the prefab ingame and in the editor. - added function to change the block colors (see screenshot bellow). This may have a positive effect on the program performance. - added option for layer reset when loading prefab. - added option: show block info at cursor position (see screenshot bellow) - improved feedback for certain functions (e.g. save prefab. now you can see when the save process is finished) - removed disallowed biomes from a16 xml tab since this option no longer exists in A16 - changed layout of 'chances' label in sleepervolume list. The label was to big. - changed and added shortcuts: Ctrl + S -> save prefab Ctrl + Shift + S -> save prefab as Ctrl + X -> Cut selected blocks (copy to clipboad) Ctrl + R -> Reload current prefab Shift + C -> Count selected blocks (console output) - fixed: grid doesn't update after using the replace functions - fixed: grid doesn't update after reloading a prefab Edited August 31, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Spectral Force Posted August 31, 2017 Share Posted August 31, 2017 Pille, I do all my prefab testing on my dedi, is there a way to add remote support to access the tts files on the server and to be able to use your editor simultaneously? Link to comment Share on other sites More sharing options...
Pille Posted August 31, 2017 Author Share Posted August 31, 2017 Maybe. You mean via ftp access? Link to comment Share on other sites More sharing options...
Spectral Force Posted August 31, 2017 Share Posted August 31, 2017 Maybe. You mean via ftp access? If it can maintain the connection than yes that would work. Assuming if i do a saveworld command it'll save the prefab in game then I can ctrl+R to reload the changes in the editor in real time. Link to comment Share on other sites More sharing options...
Pille Posted August 31, 2017 Author Share Posted August 31, 2017 If it can maintain the connection than yes that would work. Assuming if i do a saveworld command it'll save the prefab in game then I can ctrl+R to reload the changes in the editor in real time. I just found a ftp client example in the programming library. So should be possible. I have to test it. Link to comment Share on other sites More sharing options...
Spectral Force Posted August 31, 2017 Share Posted August 31, 2017 I just found a ftp client example in the programming library. So should be possible. I have to test it. That's great, hope it works. Link to comment Share on other sites More sharing options...
Jackelmyer Posted August 31, 2017 Share Posted August 31, 2017 Update Time! Changelog v0.3w (August 31, 2017): - added reload function (press Ctrl + R to reload the current prefab). This should be very useful if you simultaneously edit the prefab ingame and in the editor. - added function to change the block colors (see screenshot bellow). This may have a positive effect on the program performance. - added option for layer reset when loading prefab. - added option: show block info at cursor position (see screenshot bellow) - improved feedback for certain functions (e.g. save prefab. now you can see when the save process is finished) - removed disallowed biomes from a16 xml tab since this option no longer exists in A16 - changed layout of 'chances' label in sleepervolume list. The label was to big. - changed and added shortcuts: Ctrl + S -> save prefab Ctrl + Shift + S -> save prefab as Ctrl + X -> Cut selected blocks (copy to clipboad) Ctrl + R -> Reload current prefab Shift + C -> Count selected blocks (console output) - fixed: grid doesn't update after using the replace functions - fixed: grid doesn't update after reloading a prefab You're doing some fantastic work ma friend! Link to comment Share on other sites More sharing options...
Pille Posted August 31, 2017 Author Share Posted August 31, 2017 Thanks man. Link to comment Share on other sites More sharing options...
n2n1 Posted August 31, 2017 Share Posted August 31, 2017 ... every time i'm glad when i can just switch to "side view" or "front view"... it's a simple feature but it really lacked before... Link to comment Share on other sites More sharing options...
francogp Posted August 31, 2017 Share Posted August 31, 2017 Hello. How can I install the BBB commands? there's no tutorial about that... Link to comment Share on other sites More sharing options...
Jackelmyer Posted August 31, 2017 Share Posted August 31, 2017 I just noticed the Count feature Shift + C. I was kind of hoping for a Google Sheets or Excel type function where it shows an active count of what's selected in the status bar. This works too though! Thanks again! Link to comment Share on other sites More sharing options...
Pille Posted September 1, 2017 Author Share Posted September 1, 2017 (edited) Hello. How can I install the BBB commands? there's no tutorial about that... Hi francogp, you have to install Hal's editor dll: https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor I just noticed the Count feature Shift + C. I was kind of hoping for a Google Sheets or Excel type function where it shows an active count of what's selected in the status bar. This works too though! Thanks again! Yeah, I know. It's just a temporary solution. There were performance issues with big prefabs. So I decided to implement this poor solution. ^^ I'll try to find a better, more user-friendly implementation. ... every time i'm glad when i can just switch to "side view" or "front view"... it's a simple feature but it really lacked before... And I'm glad that you didn't ask for a 3d view. Edited September 1, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Jackelmyer Posted September 1, 2017 Share Posted September 1, 2017 Hello. How can I install the BBB commands? there's no tutorial about that... If you go to the start of this thread, there's a link to my Getting Started Prefabbing. In that post I created, you'll find all you need to get going with the BBB commands plus links to how to install Hals mod as well as a link to how Hal recommends creating meshes. Link to comment Share on other sites More sharing options...
stallionsden Posted September 1, 2017 Share Posted September 1, 2017 Hi francogp, you have to install Hal's editor dll: https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor Yeah, I know. It's just a temporary solution. There were performance issues with big prefabs. So I decided to implement this poor solution. ^^ I'll try to find a better, more user-friendly implementation. And I'm glad that you don't ask for a 3d view. I had tried to include various voxel engines but gave up. 3d prefab building has been talked bout previously lol a while back. We were bugging hal for 1 hehe now I guess we should hound you now muahahahahaha :-P. But seriously how epic would it be. Btw awesome update man - - - Updated - - - So far I have had no texture issues when i did some importing of prefabs. Link to comment Share on other sites More sharing options...
Jackelmyer Posted September 1, 2017 Share Posted September 1, 2017 Hey Pille, Something I just ran into. I'm working on a very large prefab, just getting started. It's 150x150x40 (40 height). * On level 0 on the top view, i filled it all with concrete. * On level 1, i put down some walls and some loot crates in the very middle of the prefab. * I then switched to front view and tried to insert 4 rows at row 0. App crashed after about 10-15 seconds. Was just starting out so I don't have the save, lost my work. Which isn't a big deal. Just getting started. But thought i'd mention it. Link to comment Share on other sites More sharing options...
Pille Posted September 1, 2017 Author Share Posted September 1, 2017 @stallionsden So far I have had no texture issues when i did some importing of prefabs. Yeah, I am pretty sure that bugfix is correct. @Jackelmyer I've just added your nice tutorial video to the opening post. But thought i'd mention it. Thanks. I know there are rare, non-reproducible random crashes. It's hard to fix but maybe some kind of autosave function would help... 1 Link to comment Share on other sites More sharing options...
Pille Posted September 1, 2017 Author Share Posted September 1, 2017 (edited) Just an idea for custom mines: side view (the blue line represent the sleeper volume): Edited September 1, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Jackelmyer Posted September 1, 2017 Share Posted September 1, 2017 lol. love the arbitrary amount of explosives Pille. You're a crafty bastard. :-D Love it. Link to comment Share on other sites More sharing options...
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