• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

[Prefabs] ZZTong's Custom POIs

So far, testing the current version of the modlet has not found any issues with 20.4 b38 EXP when you move the Modlet to the new location of the Mods folder. That is, placing this modlet in this location...

%APPDATA%/7DaysToDie/Mods

... is working for me without any changes to the Modlet.

 
It's not required to move the mods yet though correct? Also love the extra POIs helps to get by until cp48 drops, the waiting for that alone drives me nuts lol so thanks for trying to fill that gap with some great POIs. 

 
It's not required to move the mods yet though correct? Also love the extra POIs helps to get by until cp48 drops, the waiting for that alone drives me nuts lol so thanks for trying to fill that gap with some great POIs. 
you can have them in either atm. Eventually tho it only be in the appdata

 
It's not required to move the mods yet though correct? Also love the extra POIs helps to get by until cp48 drops, the waiting for that alone drives me nuts lol so thanks for trying to fill that gap with some great POIs. 


I believe Stallion is correct. With 20.4 EXP we're told either location works.

 
If anyone is going to Origins / GDEX -- a gaming / computer gaming convention -- in Columbus OH (June 9-12) I could probably arrange meet up with folks who want to geek out about 7D2D. I'm suppose to work at the Ohio University booth in the Vendor's Room. I'm not yet sure which days / times.

 
I'm looking through my list of unimplemented ideas. There are a few on the list that I wonder if folks might find objectionable. I thought maybe I'd list them here and get some feedback.

The game already has churches. I wondered if making a synagog and a mosque would be objectionable? I mean, they are locations common to large and small cities all across the USA.

I've thought about making a Democratic HQ and a Republican HQ. My thinking is that regardless of a person's political beliefs, beyond clearing Zs and finding loot, folks might like to shoot these places up with some rocket-launcher therapy. Both are likely to be found in USA cities.

 
I have also thought about making a synagogue or mosque as well. I see no difference with that and including churches, so I say go for it. Several folks, G9, GN&S are doing religious themed Darkness Falls runs right now, and these would be a good addition to future plays.

As for the HQ's; I stay away from politics in my gaming, real life politics is annoying enough, but I think if you do them tongue-in-cheek the way TFP often does they could be fun. Include some things that people think of as stereotypical to poke fun at both parties, people take things way too seriously. You might even consider coming up with fictional political parties that are like the real ones, but "fun."

 
Honestly go for it. All those ideas be cool and who doesnt wants to go thru the white house shooting zs. 


I'm sure folks might enjoy historical and political landmarks, but local party HQs are not that sort of thing. They're basically offices dedicated to organizing volunteers and party members. In small cities, they're often not high quality office space, rented for cheap where space is available.

My POI interests are mostly in modeling things found in many cities as part of trying to provide increased variety in the game. Something like the White House or the United States Capitol doesn't really fit into that concept.

 
As it turns out, Republicrats and Demopublicans are two historical derogatory names for both parties. Those seem good. I think I'll go that way.
Ha! I had an idea that could work with that I wasn’t sure would work earlier. I was going to suggest having one building with separate main entrances for each party, with a secret passage between them. Basically implying they’re all the same. 😁

 
An updated version of this modlet is now available: A20.5-ZZ008

Included:

5 New Tier-5 POIs

2 New Tiles

9 New Decorations for the Wasteland

Nearly all POIs have been updated to use Parts.

Loot has been rebalanced.

Curators of derivative modlets and overhaul mods be warned, this update changed nearly every POI.

I now make use of GitHub while developing this modlet. While that's not a ready-for-consumers place to get this modlet, it can be handy for curators. The repository is public, but let me know if you want/need a link. You could use it to get a glimpse of what is coming in future releases.

This update is dedicated to @TSBX (and anyone else who helped) for fixing the modlets-Parts issue.

 
Last edited by a moderator:
I like your direction on prefabbing- essentially creating buildings meant to fit in with Navezgane County and the lore. Very nice work!

 
The tile system sounds like fun, I'll need to look into this as well!


Tiles are an integral part of RWG as of A20. Anytime you use A20's RWG, Tiles are involved to make cities. Basically, they are 150x150 POIs that know how to designate spot for POIs of predetermined (usually standardized) sizes to be placed. The city streets line up because of the Tile system.

The Tile system is extensible. We can add new Tiles via modlets. There is an exception. Gateway Tiles are special. Traders are placed on them and roads leading between cities and off to wilderness POIs connect to the Gateway Tiles. In A20, you cannot add alternative Gateway Tiles. What I have found, however, is that you can override the default one. Gateway Tiles have other quirks too. Gateway Tiles don't seem like they got finished in A20 and there's lots of room for growth in A21.

 
Back
Top