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Highly Detailed House Modlet (Beta Test)

Svarii

New member
I have uploaded my house to GitHub (hopefully this makes it easier to download) in what I think is a modlet format.

But I'm not sure if I structured it correctly.  I have 2 custom blocks in there that I need to ensure are working.

Modlet seems to be formatted correctly working properly.  Custom blocks include as dependency mod.

The sleepers should all be working, and quests should be working as well.  but I'm still trying to figure out quests (and hopefully info blocks)

Could I ask for assistance Beta Testing the structure, checking for messed up textures, sleepers, and other things that may need to be fixed.

(quests not yet working)  Standard quests should be working now.

Download

GitHub: https://github.com/Svarii/burnt_house_01_exd_svr

NexusMods: https://www.nexusmods.com/7daystodie/mods/6216?tab=images

Here are a couple of screenshots of the house.

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Poorly recorded, low resolution, low frame rate video of a lazy playtest running the fetch quest (I cheated)



 
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Could I ask for assistance Beta Testing the structure, checking for messed up textures, sleepers, and other things that may need to be fixed.


In the "detailed_houses_svr" modlet, Config/rwgmix.xml should be rwgmixer.xml and you need a root element, but I suspect this is a work in progress as the included XML doesn't seem right, so I'm guessing you've got in named rwgmix.xml so the game doesn't find it.

This line in house_burnt_01_exd_svr.xml is not correct and leads to an exception being thrown. I suspect you manually edited it.

<property name="QuestTags" value="clear", "fetch", "restore_power" />




You want this, instead:
 

<property name="QuestTags" value="clear, fetch, restore_power" />




Normally you would set those in the Prefab Editor via ESC > Level Tools > Prefab Properties > Quest Tags

While we're there, if you look at ESC > Level Tools > Prefab Properties > Prefab Tags ... you will see you have not selected any, so RWG won't place your POI. I'm going to tag it as "CountryResidential" since the POI is a house and that is the only vanilla residential district with Tiles that support 25x25 POIs. (We can talk about custom Tiles if you like.)

Trivia, if you look at ESC > Level Tools > Prefab Properties > Editor Groups ... you have selected a bunch of these. Those choices have no effect on the game. They just help with sorting in the Prefab Editor. I suspect you were thinking they had the role of Prefab Tags, above. I changed it so that only "burnt" and "house old" were checked, but like I said, that doesn't mean anything to RWG.

Looking at it in the Prefab Editor...

There's no driveway Part for the CountryResidential district, but the POI doesn't have a driveway anyways, so let's see how it looks in the world.

You've built right to the edge of the 25x25 boundaries. Normally it is best to leave at least a 1 block margin around the outside as otherwise your POI might abut up against another POI, which might look funny. POIs close to each can be kind of neat in terms of play though... you can climb up one to jump to the other, for instance... if RWG makes some interesting and random association.

Wow, that's a lot of detail. This looks cool.

You have some zombie volumes that only have Infested sleepers in them. I believe this will cause a problem, but I'll playtest and see. Infested sleepers only show during an infested quest, so that volume will be empty for a non-infested quest and the game will want to place zombies that aren't there. In the past that has led to exceptions being thrown. Also, you don't have enough zombies in your volumes to support an infestation quest. Come to think of it, you didn't even select the infestation quest, so there's no reason to use the red infested sleepers block.

Your zombie volumes are small, which might be what you want. It's a style. However, as players approach them vertically, such as going down the stairs, the zombies will not populate until the player enters the volume, so those dogs/wolves will spawn right on top of the player. This will not be popular. Indeed, stairs and ladders pose unique challenges when it comes to designing zombie volumes. If the player approaches the zombie volume horizontally, then the sleepers will get placed when the player gets within 4 blocks of the volume.

You have overlapping zombie volumes with sleepers positioned to be in more than one volume. I believe that's a source of exceptions.

The work light in the bedroom set to pulse at a rate of 20 times per second is going to give somebody seizures. Kudos though; I think that's the first time I've seen that in a POI.

There are way too many lights on. They have lots and lots of overlap. That's been a source of performance problems in the past.

Okay... building a world and playtesting... it got placed 5 times in an 8k world. (See pictures.)

There's no Localization in your modlet, so the danger meter just shows the filename.

The lights are on at the front door but it is locked. In TFP POIs, the light guide a path. I don't care about that, so making me hunt for unlocked doors, or just batter down doors, is entirely cool with me.

The small zombie volumes let me make a lot of noise and not activate any other zombies. I could walk around shooting things with an unsilenced TAC rifle as if I were playing stealth with a bow. Two of the pictures show me standing (without stealth) right next to the zombies ready to execute them.

I like being able to turn on and off the lights with the switches.

There's a fast-flickering light in the kitchen that make me worry about folks with Photosensitive epilepsy. I'm not sure what conditions set that off. (Hey TFP, it's amazing how many bullets it takes to disable a flourescent light.)

A closet door led to a bathroom. Heh. I wasn't expecting to find a room behind that. Neat.

The keywrack in the kitchen didn't unlock the door to the basement, so I battered the door down.

The good news is the zombie volumes in the basement didn't throw exceptions, but they were empty because I wasn't on an infestation quest.

I, for one, appreciate that the windows aren't bullet proof glass.

I like the turrent/tower on the front left of the house. When I travel to visit relatives I still see old houses with that feature.

I appreciate that a house has a cooking pot.

Overall, its a neat experience. All the clutter gives the player a lot to consider. I appreciate the attempt to make all of the lights work off of switches, though it was kind of confusing at the same time. That's a pretty solid first POI with some daring design ideas.

Placements:

Placement-01.png

Placement-02.png

Placement-03.png

Placement-04.png

Placement-05.png

Zombies in small volumes:

Small-Volume-1.png

Small-Volume-2.png

 
In the "detailed_houses_svr" modlet, Config/rwgmix.xml should be rwgmixer.xml and you need a root element, but I suspect this is a work in progress as the included XML doesn't seem right, so I'm guessing you've got in named rwgmix.xml so the game doesn't find it.
Thank you!!  I just gave up testing RWG thinking I didn't know how to generate world lol.  File renamed on github.  That was actually a mistake, and I have no idea how to make this file, so that is probably why it doesn't look right.  But that is a good idea for future mods! 

I suspect you manually edited it.
I did.  Thank you for the code correction.

You've built right to the edge of the 25x25 boundaries. Normally it is best to leave at least a 1 block margin around the outside as otherwise your POI might abut up against another POI, which might look funny. POIs close to each can be kind of neat in terms of play though... you can climb up one to jump to the other, for instance... if RWG makes some interesting and random association.
This is good information to have!  I'll keep this in my on my new build.

The small zombie volumes let me make a lot of noise and not activate any other zombies. I could walk around shooting things with an unsilenced TAC rifle as if I were playing stealth with a bow. Two of the pictures show me standing (without stealth) right next to the zombies ready to execute them.
I'll make some adjustments.  Thank you for pointing this out.

I like being able to turn on and off the lights with the switches.
Me too!  I just wish they had an actual light switch block to put flush again the wall.  I want to stick to server-side only compatible mods though.

There's a fast-flickering light in the kitchen that make me worry about folks with Photosensitive epilepsy. I'm not sure what conditions set that off. (Hey TFP, it's amazing how many bullets it takes to disable a flourescent light.)
I do know some people that have had this happen, so I do know it's not at all cool.  But, I feel like that is something that is (or should) be stated as a game wide warning.  I don't want to turn it off as it's part of the design, but I really don't want my house to seize someone out either.  And I think it would ruin the immersion to have a content warning popup (if I could even ever get a popup to work lol) whenever someone steps on a prefab I made.

Do you have any suggestions?  I guess I could make a custom light for the flickering ones that are really weak and can be destroyed with a sneeze.  idk.  Thanks though, that never crosses my mind while making it.  IMO I didn't think it was flicking all that much for a creepy light.

There's no Localization in your modlet, so the danger meter just shows the filename.
How do I do this?  I did notice the it shows file name instead of a POI name, but don't know where to set the POI name.

The lights are on at the front door but it is locked. In TFP POIs, the light guide a path. I don't care about that, so making me hunt for unlocked doors, or just batter down doors, is entirely cool with me.
I'll keep this in mind as I want it to be as close to everything else as possible for seamless integration.

A closet door led to a bathroom. Heh. I wasn't expecting to find a room behind that. Neat.
It used to be a closet! lmao

The keywrack in the kitchen didn't unlock the door to the basement, so I battered the door down.
There's another key rack elsewhere for the basement.

The good news is the zombie volumes in the basement didn't throw exceptions, but they were empty because I wasn't on an infestation quest.
That was an oversight due to being tired.  Those were not suppose to be infested zombies and I spent way too long trying to fix them, and then forgot they were broken.  It'll be easy now that you point this out.

I, for one, appreciate that the windows aren't bullet proof glass.
Who puts bulletproof glass on a residential house lmao.  I'm going to take a guess here.  It's a common thing to see because bulletproof glass window comes up first when you search for 'window'?  So it gets used more?

I like the turrent/tower on the front left of the house. When I travel to visit relatives I still see old houses with that feature.
I'm fortunate enough to live in an area with lots of old interesting architecture.  I love looking at the buildings when out and about!  When I get home, those ideas make their way into my builds.

You have overlapping zombie volumes with sleepers positioned to be in more than one volume. I believe that's a source of exceptions.
You can have a volume inside a volume.  When you do, click the volume inside the volume and set that one as a priority volume.

I appreciate that a house has a cooking pot.
I'm glad you noticed!  I can't tell you how many times that was my bottleneck on a server.

Overall, its a neat experience. All the clutter gives the player a lot to consider. I appreciate the attempt to make all of the lights work off of switches, though it was kind of confusing at the same time. That's a pretty solid first POI with some daring design ideas.
Thank you!!!  Your assistance with beta this has been helpful far beyond what I was expecting.  It's greatly appreciated. 

I have a lot of minor edits to do now. (I'll continue to use GitHub as I can update without changing the URL)

Love that you provided screenshots of how it was generated, they look great!  I was trying to do that before posting, but well that didn't work lol.

Did you happen look for loot?  I just realized I didn't pay attention to whether I used regular deco or random helpers when placing certain objects, so I was concerned about the amount of a loot available, whether it be lacking or too abundant?  As I don't actually play the game itself a ton, I'm having a hard time judging if it needs and alterations in that aspect.

 
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Me too!  I just wish they had an actual light switch block to put flush again the wall.  I want to stick to server-side only compatible mods though.


Then you're not going to want to use switches and keyracks as they don't tend to work unless the player has the POI modlet installed on the client. Likewise, the danger meter doesn't work unless the player's client has that configuration. Basically, POI modlets need more support from the game server before they would be fully functional as server-side only.

[Flickering Lights] Do you have any suggestions?


As long as you're aware of the potential issue, do what you think is best. It seems like a design decision.

BTW, I'm not suggesting you make a custom block to make flourescent light easily destroyable. I was teasing TFP with that comment. It's actually reasonable as salvaging blocks uses the same hitpoints system.

Who puts bulletproof glass on a residential house lmao.  I'm going to take a guess here.  It's a common thing to see because bulletproof glass window comes up first when you search for 'window'?  So it gets used more?


Some (few) designers don't care to see their buildings destroyed by the player, so they use bulletproof glass to make it a pain in the butt to create an egress.

You can have a volume inside a volume.  When you do, click the volume inside the volume and set that one as a priority volume.


Ah yes. I didn't think to look for that. (Truth be told, I forgot that was a thing.) I'm glad you've got it covered.

[Cooking Pot] I'm glad you noticed!  I can't tell you how many times that was my bottleneck on a server.


Yes, I sometimes wonder if everyone who was trying to escape the zombie apocalypse made it a priority to pack all of their cookware. I mean, my own house has something like 8 pots and pans.

Did you happen look for loot? 


I did not.

As for how much loot is appropriate, you can either try to divine that from experiencing TFP's POIs, review some standard such as promoted by the CompoPack or perhaps an overhaul mod, or develop your own goals. I watched the CompoPack folks conduct a study of TFP POIs to try and reason out TFP's balance. I think they got close. I suspect the CompoPack folks are perhaps a bit more rigid about it than TFP is and will agonize over the presence of some blocks that TFP maybe doesn't care about.

Nor did I count zombies since they needed work or try to form an opinion as to the appropriate tier. I recall you had it marked as tier 2.

You have a similar decision to make about tier and zombies. Again, the CompoPack provides a standard but they watch the total number of zombies in a POI. That's a usable and convenient measure. I tend to think there's a little more to it and that how many zombies are active at once in an encounter, which zombies are used, and if there's a trigger or ambush all make a difference and I can make all of that work within the CompoPack's guidance. The CompoPack tends to use a greater number of zombies in their standard than TFP does, so I try to keep things more TFP-like by limiting encounter sizes, if that makes any sense. Of course, TFP appears to have quit limiting encounter sizes in the upper tiers (4-5) and are looking more similar to the CompoPack in that regard. (Or at least that's my perception.)

I'm unlikely to use dogs and vultures in a tier 1 POI, for instance. Though I do think they're fair game in a Tier 1 POI as part of an Infestation mission, making it Tier 2. (Thus, I'll put the red dog and vulture sleepers in a Tier 1 POI so that an Infestation can use them.) In tiers 1-2 I'm unlikely to make an ambush. You used a number of vultures. Many people hate those, but I'd be completely cool with it as your POI would have brought me a lot of feathers for my bow. :)

[Localization] How do I do this?  I did notice the it shows file name instead of a POI name, but don't know where to set the POI name.


Oops, I forgot to answer this.

You can have a Localization.txt file in your modlet's Config directory. It should have the same format as the game's Localization.txt file, but you only need entries for your POIs and perhaps is an option you might like for any custom blocks you make.

That is, the first line defines what fields are present in the lines that follow. You can copy the game's Localization.txt, keep the first line and keep a line from one of the TFP POIs. Then edit the POI line to match yours. As you add more POIs to your modlet, just add entries to the Localization.txt file.

 
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Some (few) designers don't care to see their buildings destroyed by the player, so they use bulletproof glass to make it a pain in the butt to create an egress.
I can understand that, but it's part of the gameplay.  I did notice that they have a wall volume which prevents players from building in your POI which I was thinking about using (I don't think this POI needs it)

You can have a Localization.txt file in your modlet's Config directory.
Already done and uploaded to GitHub (along with a couple other minor updates, bigger update soon)

Just about done modifying the sleeper volumes and fixing the ambush.  Turned off most the lights (there really isn't a path you're suppose to take as I tried to account for every direction)  I think I got them all, and replaced the infested with sleepers.  Adding triggers and expanding volumes to account for people falling from the sky and starting the POI from the top backwards.

You used a number of vultures. Many people hate those, but I'd be completely cool with it as your POI would have brought me a lot of feathers for my bow. :)
Glad you would enjoy this if you come across it.  Though I did do my best to set it up where you can avoid the vultures (not easily) I think. 

Vultures, I hate them too.

If you go in the from the left side of the POI (if you're facing it) walk off the grass and enter through the broken fence, the vultures should ignore you and you can enter though the back door and close it.  I'll have to do more testing to be sure if it's really working that way.


I'll be updating the files in a few hours with the fixes and additions (sleeper volumes not yet uploaded to reflect info above)

Thanks for the play testing!!  It helps a ton to have someone else look at it too.

 
I haven't loaded up the POI to test, so don't have any actual comments about it... and I think ZZTong covered things very well anyhow.  He's a great source for info on good POI design as his POI are excellent and fit very well with TFP style.

I just wanted to comment on the flashing lights/epilepsy issue.  First, I agree that the game should have that warning and that if the game has it, your POI doesn't need to do anything special regarding it.  I haven't really paid attention to see if the game has that warning and I skip the loading screen and news screen, so I don't know if it's there.  But I don't remember seeing it.  If the game doesn't have that kind of warning, my recommendation is to place that warning on your mod's download page at the very top of the description (bold if possible) so that anyone who downloads it will know of the risk.  Beyond that, you don't really need to do anything else and can keep fast flashing lights in your POI if you want them.  But it is something you should at least think about because even if there is plenty of warning about flashing lights, it is possible that it will still trigger a seizure in someone and that's obviously not a good thing.  So you need to decide what you want to do.  I don't think it's a bad thing to leave the lights flashing, but it is up to you if you want to potentially cause a seizure in someone.  I would point out that people don't usually have a seizure the instant they see flashing lights and anyone who knows they are epileptic should know to leave that area immediately if it's a danger for their form of epilepsy.  So it should be fairly safe.  It isn't like a game that flashes lights and doesn't give you a way to leave the area (locked into a room for a battle, or it's a cinematic you can't skip, or something like that).

As far as server-side only, POI should really be installed locally.  There are a number of problems with POI being only on the server side.  As ZZTong pointed out, key racks, buttons and switches do not work if the POI isn't installed locally.  Also, you can't see the POI from a distance, making it pop in out of nowhere when the player gets close if it's not installed locally.  Players who use custom POI pretty much expect to download them, so I don't think that's something to be concerned about.  And if you expect players to download the POI to avoid issues, then you can include any other mod-related content at the same time, such as custom blocks if you want.  That doesn't mean you have to do so, but it wouldn't really change how the mod is used.

I can understand that, but it's part of the gameplay.  I did notice that they have a wall volume which prevents players from building in your POI which I was thinking about using (I don't think this POI needs it)

Already done and uploaded to GitHub (along with a couple other minor updates, bigger update soon)

Just about done modifying the sleeper volumes and fixing the ambush.  Turned off most the lights (there really isn't a path you're suppose to take as I tried to account for every direction)  I think I got them all, and replaced the infested with sleepers.  Adding triggers and expanding volumes to account for people falling from the sky and starting the POI from the top backwards.

Glad you would enjoy this if you come across it.  Though I did do my best to set it up where you can avoid the vultures (not easily) I think. 

Vultures, I hate them too.

If you go in the from the left side of the POI (if you're facing it) walk off the grass and enter through the broken fence, the vultures should ignore you and you can enter though the back door and close it.  I'll have to do more testing to be sure if it's really working that way.


I'll be updating the files in a few hours with the fixes and additions (sleeper volumes not yet uploaded to reflect info above)

Thanks for the play testing!!  It helps a ton to have someone else look at it too.
Note: Wall volumes are mostly to prevent destruction of certain things or to keep a player from crossing a certain area.  For example, they are used for traders so you can't get behind the counter without having to block it.  A good example of using them would be in a maze POI because you could keep players from just breaking through the maze instead of following it.

If you set it so the vultures can be skipped (even if not easily), have to made sure to set them to not be included in the quest requirements?  Otherwise, players will still need to kill them even if it's possible to avoid them.

 
Hm... well, I edited my comment to reply to your last post and now it's waiting for moderator approval even though there's no links in it that I see.  Oh well, you'll see the reply whenever they get around to approving it.  :)

 
I just upload all the updated files to GitHub for the Modlet.

Sleeper Volumes should be fixed, less lighting.  A couple more custom blocks (custom icons broken but no one is going to see those, I'll fix them later)

 
POIs close to each can be kind of neat in terms of play though...
I was just playing with the RWG and noticed a couple of interesting placements due to not putting any driveway or path parts.  I thought I would share those as well.

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I think it worked out quite well.  So far, I have only noticed one issue with the RWG and my prefab.  Every now and then, the desert bio decides to spawn a cactus instead of a tree and my noose is left hanging in mid air instead of looking like it's in a tree.

 
I did notice that they have a wall volume which prevents players from building in your POI which I was thinking about using


I think that's what they do in traders to block players from interacting with block behind the trader. Maybe I'm thinking of the wrong thing. Ah, now I see Riamus covered this.

I was just playing with the RWG and noticed a couple of interesting placements due to not putting any driveway or path parts.


Each district has its own expectations when it comes to things like driveways. If you don't have a driveway to connect to a road or street then you won't need one of those Parts. You may find in something like the Residential district that the Tile is putting a fence around your house, for instance.

 
You can see my post above now.  :)

The tree really shouldn't be getting replaced by a cactus.  If it was just a biome decoration placement, then it would be impacted by the biome, but if you place it as part of your POI, it should stay there.  The closest I can see is that sometimes a biome decoration will get placed on top of something and replace it, but that isn't too common from what I've seen.  Are you using any parts there instead of actual blocks?  Parts are randomized.  You could try setting it to not allow biome decorations to be placed on the POI.  That would avoid any issue with biome decorations causing trouble.  The downside is that your POI ground will be very bare compared to everything around you.  If you forced it to only spawn in a specific biome, you could add your own ground cover, but if you let it spawn in any biome, then ground cover you add will look out of place in other biomes.

Other than those things, I'm not sure why the tree would be getting replaced.

 
You can see my post above now.  :)

The tree really shouldn't be getting replaced by a cactus.  If it was just a biome decoration placement, then it would be impacted by the biome, but if you place it as part of your POI, it should stay there.  The closest I can see is that sometimes a biome decoration will get placed on top of something and replace it, but that isn't too common from what I've seen.  Are you using any parts there instead of actual blocks?  Parts are randomized.  You could try setting it to not allow biome decorations to be placed on the POI.  That would avoid any issue with biome decorations causing trouble.  The downside is that your POI ground will be very bare compared to everything around you.  If you forced it to only spawn in a specific biome, you could add your own ground cover, but if you let it spawn in any biome, then ground cover you add will look out of place in other biomes.

Other than those things, I'm not sure why the tree would be getting replaced.
The random helpers trees become biome linked so that is exactly how the random helpers trees we place in pois work.

So if you place a tree and it spawns in wasteland it isn't green it changes to the trees that belong in that biome.

 
The random helpers trees become biome linked so that is exactly how the random helpers trees we place in pois work.

So if you place a tree and it spawns in wasteland it isn't green it changes to the trees that belong in that biome.
Ah.  I didn't realize there were random helper trees.  :)

So the fix is to use a static tree instead of a random helper tree.

 
Ah.  I didn't realize there were random helper trees.  :)

So the fix is to use a static tree instead of a random helper tree.
well if you biome control the poi yes if no biome control you will want the random helper tree as a green tree in snow looks outta place and a snow tree in wasteland looks outta place etc. 

but in theory yes

 
well if you biome control the poi yes if no biome control you will want the random helper tree as a green tree in snow looks outta place and a snow tree in wasteland looks outta place etc. 

but in theory yes
If there is a noose hanging from it that doesn't work when it gets changed to a cactus, then it should be static.  A green tree can be fine on a POI in the snow or any other biome.  Even after a forest fire, you'll occasionally see a living tree surrounded by burnt trees.  In the snow, you can find a green tree where the snow fell off (mainly for pine trees since they stay green in the winter).  There are also trees that are "dead" and so would work in any biome and if they look fine with the noose, then those could be used.  Either way, if they want the noose there and it isn't working in the desert, then they either have to limit the POI to not be placed in the desert or else they need to use a static tree.

 
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If there is a noose hanging from it that doesn't work when it gets changed to a cactus, then it should be static.  A green tree can be fine on a POI in the snow or any other biome.  Even after a forest fire, you'll occasionally see a living tree surrounded by burnt trees.  In the snow, you can find a green tree where the snow fell off (mainly for pine trees since they stay green in the winter).  There are also trees that are not "dead" and so would work in any biome and if they look fine with the noose, then those could be used.  Either way, if they want the noose there and it isn't working in the desert, then they either have to limit the POI to not be placed in the desert or else they need to use a static tree.
there are deadish trees that can be used but in the many alphas alot complained of the wrong trees being in the wrong biomes as well and looked outta place to. 

but yes the noose thing they could do as you suggested to but also use one of the deader versions which suit/fit most biomes. 

 
If there is a noose hanging from it that doesn't work when it gets changed to a cactus, then it should be static.  A green tree can be fine on a POI in the snow or any other biome.  Even after a forest fire, you'll occasionally see a living tree surrounded by burnt trees.  In the snow, you can find a green tree where the snow fell off (mainly for pine trees since they stay green in the winter).  There are also trees that are not "dead" and so would work in any biome and if they look fine with the noose, then those could be used.  Either way, if they want the noose there and it isn't working in the desert, then they either have to limit the POI to not be placed in the desert or else they need to use a static tree.
Lol.  I went through this in my head and so many other thoughts before I decided I was putting way too much effort into keeping the noose in the tree, I just moved it the porch.

Each district has its own expectations when it comes to things like driveways. If you don't have a driveway to connect to a road or street then you won't need one of those Parts.
I'm looking for YouTube tutorials now to learn how to make driveways and sidewalk connectors and stuff.

 
I'm looking for YouTube tutorials now to learn how to make driveways and sidewalk connectors and stuff.


Parts. Most of the driveways you need already exist as Parts. You need to learn to use Parts. I could give you a live demonstration and question / answer if we found a common time on Discord. I'd share my screen and show you. Then you could share your screen and do it. We can cover a lot more ground that way then via the forums.

 
Most of the driveways you need already exist as Parts.
The ones I NEED, yeah, they probably do, but not the ones I want lol

You need to learn to use Parts
I built an entire residential park just for this purpose, no parts yet, but it does have a roadexit.  I'm reviewing it now, I'll post it here (new thread) when it's ready for Beta testing.   A park shouldn't be too hard to learn some randomization of parts.  I'm thinking it'll be easier in an open space.  I watched a bunch of tutorials and had a couple of questions.

First.  Why is there no search option to find the part I want?  I really don't want to use parts if I have to scroll through every single one of them to find the one I need.  This seems like a massive oversight in editor, or am I just not seeing how to search up a part?

If I make my own parts, do I HAVE to start it with the name part_ to make it work? Reason being, if I make my own parts, is there a way to get them all to the front or end of the parts or list? 

if we found a common time on Discord
I'm not sure what that might be, (I don't have a sleep schedule like most people) probably sometime over the weekends.  Just look for my active bubble on discord.  I'll eventually remember to open it when I start checking all my posts.  I think I figured it out though.  Just wanted to do some more work on this park before I started making  and adding parts to it.

 
The ones I NEED, yeah, they probably do, but not the ones I want lol

I built an entire residential park just for this purpose, no parts yet, but it does have a roadexit.  I'm reviewing it now, I'll post it here (new thread) when it's ready for Beta testing.   A park shouldn't be too hard to learn some randomization of parts.  I'm thinking it'll be easier in an open space.  I watched a bunch of tutorials and had a couple of questions.

First.  Why is there no search option to find the part I want?  I really don't want to use parts if I have to scroll through every single one of them to find the one I need.  This seems like a massive oversight in editor, or am I just not seeing how to search up a part?

If I make my own parts, do I HAVE to start it with the name part_ to make it work? Reason being, if I make my own parts, is there a way to get them all to the front or end of the parts or list? 

I'm not sure what that might be, (I don't have a sleep schedule like most people) probably sometime over the weekends.  Just look for my active bubble on discord.  I'll eventually remember to open it when I start checking all my posts.  I think I figured it out though.  Just wanted to do some more work on this park before I started making  and adding parts to it.
Only wilderness need road exits they won't work on any district.

If the district requires a driveway it will have a driveway for that district.

Using a countrytown driveway on a rural district poi for example won't work . 

 
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