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​✈️​ 7 Days to Die has an Airport Now! ​✈️​

This is AMAZING!  Love, love, LOVE it!

One very minor detail.  Runways are numbered via their compass headings.  In 7DtD, this gives the south end of a runway number 00 because you are heading north.  North end of the same runway will be 18 because the south heading is 180 degrees.  West end of a runway would be 09 (90 degrees), and the East end would be 27 (270 degrees).

With the pre-generated world map, those would be fixed numbers and not change.  In the mod form of the airport the rotation can change so is pretty much irrelevant.  I'll go in and manually fix the runway numbers myself.   Again, great job!  👍

...My main issue with Random Gen at the moment is trying to get Random Gen to align RWG tiles and the airport prefabs in a certain, predictable way. Right now Random Gen is just that; Random. I require a certain degree of order to make it work.
The bugs with RWG tile placements are the main reason why the CompoPack hasn't released for A21 yet.  If the tiles won't place properly, the prefabs won't go in right either.
 

 
This is AMAZING!  Love, love, LOVE it!
Thank you very much! I am so glad to hear that you are enjoying it!

Runways are numbered via their compass headings.
This is very true! Runways are numbered based on compass or rather magnetic heading, rounded to the nearest 10 degrees. Since 7DTD is based in fictional Navezgane County, Arizona that would give a magnetic declination of about -11 degrees from true north (give or take a degree or so, based on several factors). So while you are technically correct and very astute at noticing that the runways are aligned perfectly with the true cardinal directions (North, South, East and West). However, the compass heading that a pilot would see when landing or taking off would be off by about 11 degrees.

For example, a pilot landing to the north would see a compass heading of about 349 degrees, thus why the runway is numbered 35.

I used to be a pilot, so I try to incorporate real-world aviation practices into my prefabs as much as possible! Again, though, good catch and I am glad that you are enjoying adventuring at the airport!

 
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But there is no deviation from true north, because the world is an alien experiment on human behavior and they didn't do that much research on Earth's geophysics...  They just made a bad copy of the world overrun with zombies based on movies and TV shows that had reached their observation platform in the Oort cloud...
😂

Observations confirm the No Deviation.  Multiple flights in the gyrocopter, MD-500, UH-60 and AH-64 mods (along with the unflyable @%$# of a contraption Duster biplane) all line up on N/S runways at 00 and 90.   Onward!  For SCIENCE! 🤓

 
Updated the Airport Mod for 7 Days to Die v1.0
In addition to updating the POIs, there is an all-new underground section to the airport that can be accessed via the Terminal. Rumor has it that beneath the tunnels of Navezgane Regional Airport resides a secret government complex. Did they survive the cataclysm that enveloped the rest of the country? What were they doing down there? What secrets does this newly-discovered complex  hold? Daring Adventurers should pack a pick axe and plenty of ammo should they wish to find out!

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Uploaded a new version, v1.1.0.2 in order to address critical breaks in triggers in the new underground section (rwg_tile_airport_regional_concourse a.k.a Airport). The update can be found on both NexusMods as well as 7 Days To Die Mods

It's always best to start a new game, however to try to fix an existing saved game, Use a 'chunk reset' command. So for example, if you have run into issues with this trigger:

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WARNING!!!  A Chunk Reset may have dire consequences such as removing all player-placed blocks (including storage containers and their contents) and reverting all POIs that sit atop the tile rwg_tile_airport_regional_concourse (a.k.a Airport). If you still wish to proceed, then simply press F1 for the console menu and type 'cr' or 'chunkreset' while sitting atop the Airport tile. Again, this can reset the triggers, but can also break your game! You have been warned!

 
Uploaded a new update, version 1.2.0.0, on Nexus Mods and 7 Days To Die Mods
 

CHANGELOG

v1.2.0.0
FIXED/CHANGED
- Due to issues with triggers and resets (i.e. Quest resets and Chunk Resets) sections of the secret underground section were broken up and added to the prefabs airport_concourse_01_a and airport_concourse_01_b
- Made some necessary changes to the underground section due to the need of breaking it up amongst three prefabs.

ADDED
- New props for the airliners made by Fluffy Panda including;
-- Airline-style seats
-- Large Main Landing Gear Wheels 
-- Overhead Bins
- Airport_Aircraft_05 A.K.A. Heli Row, a non-questable POI featuring four helicopters parked on the tarmac
- A new GroupPOI file for Teragon Map-Makers
- New 10K map named "AH64Jimbo's Centropolis 10K Airport" featuring a central airport layout embedded among a large city scape
Note that the "Panda Express" map is still playable, but has not been updated since v1.0

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Minor Update

1/21/2025 v1.2.0.1
FIXED
- Minor texture errors for airport_terminal_01 and airport_gate_aircraft_04
- Misaligned POIs for world "AH64Jimbo's Centropolis 10K Airport" as well as subsequent Group POI file rwg_group_airport_TraderRekt.xml

ADDED
- New Mod "Navezgane Regional Airport (Vanilla Blocks Only)". Reverted back to the older models that used base-game 7 Days to Die blocks only, without any additional props. Used for server-side only hosts as well as for single-player games that want to play without the new props.
WARNING!!! Mods are incompatible: Run either the main 7 Days to Die Airport mod -OR- the 7 Days to Die Airport Vanilla_Blocks_Only but not both!

 
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