Windows How do I import a prefab?

I made a base that I wanna import to worlds and I can't figure out how to do it. I follow the 7dtd prefab editor export guide, but I can't seem to figure out how to open up the prefab properties. I just want my base and not have to build for 2 hours every single time I make a new world or want to move to a different location. It's very tedious to do that.
 
I made a base that I wanna import to worlds and I can't figure out how to do it. I follow the 7dtd prefab editor export guide, but I can't seem to figure out how to open up the prefab properties. I just want my base and not have to build for 2 hours every single time I make a new world or want to move to a different location. It's very tedious to do that.
If you've exported your base, you need to add it with the World Editor and then reload the chunks where it was placed if you're in an existing save. Check out the video below if you need help with exporting your base.

 
If you've exported your base, you need to add it with the World Editor and then reload the chunks where it was placed if you're in an existing save. Check out the video below if you need help with exporting your base.

I tried this in v2.6, but world editor doesn't allow me to teleport to my location and it also doesn't let me enter the world I created. It looks like a completely different world compared to the one I load into by loading normally. I put in teleportplayer id x y z and it says "player not found" which I know it is bull■■■■ting or world editor just isn't working right. I wish things were just easier and not have to go through a ■■■■ ton of ■■■■ just to place one single prefab to avoid having to go through 2 hours of building every single ■■■■ time. I just wanna copy and paste my ■■■■
 
I made a base that I wanna import to worlds and I can't figure out how to do it. I follow the 7dtd prefab editor export guide, but I can't seem to figure out how to open up the prefab properties. I just want my base and not have to build for 2 hours every single time I make a new world or want to move to a different location. It's very tedious to do that.

I don't know the World Editor very well at all.

What I have done is take player's bases and turn them into POIs rigged to work with RWG. Players doing this have a habit of including player-only blocks. I don't think that stops the base from being placed, but used to lead to some exceptions.

I guess what I'm saying is if you found a way to get the POI's six files to me then I'd be happy to take a look to see what you're up against, though I don't think that's going to help you use the World Editor.
 
I don't know the World Editor very well at all.

What I have done is take player's bases and turn them into POIs rigged to work with RWG. Players doing this have a habit of including player-only blocks. I don't think that stops the base from being placed, but used to lead to some exceptions.

I guess what I'm saying is if you found a way to get the POI's six files to me then I'd be happy to take a look to see what you're up against, though I don't think that's going to help you use the World Editor.
6 files? I only have 4 in my local prefabs. Not sure where you got the extra two. Unless I did something wrong and wasn't supposed to put it in prefabs? I see a nims, ins, xml, and tts file.
 
6 files? I only have 4 in my local prefabs. Not sure where you got the extra two. Unless I did something wrong and wasn't supposed to put it in prefabs? I see a nims, ins, xml, and tts file.

You didn't do anything wrong. The mesh and jpg files aren't strictly required, but they can be useful. The Prefab Editor can make those for a POI.

My observation is that exporting something player made from a world generally gets you to a point where you can bring it into the Prefab Editor and clean it up. The export probably works as a direct import into a world, but it isn't a full POI. Missing the mesh file, for instance, can keep it from being visible at a distance.
 
You didn't do anything wrong. The mesh and jpg files aren't strictly required, but they can be useful. The Prefab Editor can make those for a POI.

My observation is that exporting something player made from a world generally gets you to a point where you can bring it into the Prefab Editor and clean it up. The export probably works as a direct import into a world, but it isn't a full POI. Missing the mesh file, for instance, can keep it from being visible at a distance.
I have no problem making useful structures, I just wish TFP would make a working import/export that we can basically be dumb and click buttons and it works. I also wish the world editor would actually plop me into the world that I am working on instead of making a new world as well as letting us tp in world editor to a position so we can edit in the spot we want. Either that or allow us to edit the world while we play it
 
I have no problem making useful structures, I just wish TFP would make a working import/export that we can basically be dumb and click buttons and it works. I also wish the world editor would actually plop me into the world that I am working on instead of making a new world as well as letting us tp in world editor to a position so we can edit in the spot we want. Either that or allow us to edit the world while we play it

It would help if there were non-player alternatives of some player blocks. Then the export or import could perhaps translate those blocks, instead of relying on a manual effort in the Prefab Editor. For instance, look at the Blade Trap. It's a player block that needs electricity. POIs don't have electricity. If there were a non-player "Destroyed Blade Trap" block, one block could become the other. Turrets are another kind of block without a non-player alternative.

Player lights could become non-player lights now and player workstations could become destroyed non-player workstations as those blocks exist. All of the lights could be turned off. Generators and solar panels could become the destroyed versions. All of those changes currently have to be done manually.

Note: I think imports do work with player blocks, but player blocks have been the source of game exceptions when found in POIs. I don't have any meaningful perspective on how often that has been a problem lately as I've known to replace those blocks for years now.

I don't recall if player storage was an issue. I seem to recall those blocks won't have an owner when they're in a POI, so folks won't be able to open them.
 
Right. You'll still have all the turrets and lights and stuff, but all power (wires) will be gone and all items inside player blocks (ammo in turrets, batteries in battery banks, panels in solar banks, engines in generators, items in storage, etc.) will be gone. Storage crates will have no ownership and be locked, requiring you to break the locks before using them.

I've never had any exceptions when using POI that were exported with those things in them. Stuff is just removed like what I mentioned. But that doesn't mean it can't happen with certain blocks that I just haven't tried.
 
I've never had any exceptions when using POI that were exported with those things in them. Stuff is just removed like what I mentioned. But that doesn't mean it can't happen with certain blocks that I just haven't tried.

I'm probably remembering the state of things back to A20/A21 when I was learning to make POIs. Player blocks were a problem, so I learned to avoid them.
 
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