Is it possible for prefabs to spawn underwater?

warmer

Hunter
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Does anyone know if prefabs can/will spawn "under" water like other decorations?
Is this an attribute of the elements itself that keeps it from happening?

I can get cars to spawn underwater, but prefabs only go to the first block it seems. Going for a bombed out crater that later filled in with water. If I could get these remnants to spawn underwater or half way up it would be the cherry on top of what I am going for.
 
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Does anyone know if prefabs can/will spawn "under" water like other decorations?
Is this an attribute of the elements itself that keeps it from happening?

I can get cars to spawn underwater, but prefabs only go to the first block it seems. Going for a bombed out crater that later filled in with water. If I could get these remnants to spawn underwater or half way up it would be the cherry on top of what I am going for.
Try the Modder's Forum. There's plenty of people over there who will know the answer, but they may not check the General forum.

ETA: What a cool idea! Good luck.
 
I can't answer regarding RWG, but you can do it in Teragon if you add water after placing POI. It can be interesting, but it quickly gets old being underwater in a POI because of the slow speed and even slower vehicle speed. It works well enough in 1m of water because that doesn't slow your speed down, but deeper water isn't a great experience other than just for something different. But I think you'll find most people will try it and think it's interesting but stop doing it after a very short time because it's just too much of a hassle. Still, give it a try and see. I could easily be wrong.
 
Does anyone know if prefabs can/will spawn "under" water like other decorations?
Is this an attribute of the elements itself that keeps it from happening?

Gosh, I hope not. Most POIs would look kind of silly underwater.

The POIs designed for a settlement need to land on a POI marker and I'm not aware of any Vanilla Tiles having a marker that involves water. I have a custom Tile that includes a reservoir, a marker specifically for a few special "dock" POIs, and then brought a couple of TFP POIs from Navezgane over to be those dock POIs.

In the wilderness, I'm not sure what all goes into deciding where a POI can be placed.

Decorations are related to the biome/subbiome. I suspect you can get some decorations close to shore because of that. Maybe all the way into a lake, but I don't think I've seen that.
 
Only if they rework it. Up to now, I'd say no, because they would have to remove the
associated air blocks. You can't see the air blocks but the game is not in a vacuum,
every meter of cubed space is accounted for, visible and invisible.

Basically blocks and models like certain trees, will old fashion cube the water with
air pockets. Does the same thing when building underground prefabs. In a mod it is
possible, example Sphereii and Xyth mod Winterween, worked after they customized
it.
 
Only if they rework it. Up to now, I'd say no, because they would have to remove the
associated air blocks. You can't see the air blocks but the game is not in a vacuum,
every meter of cubed space is accounted for, visible and invisible.

Basically blocks and models like certain trees, will old fashion cube the water with
air pockets. Does the same thing when building underground prefabs. In a mod it is
possible, example Sphereii and Xyth mod Winterween, worked after they customized
it.
What if the water wasn't voxel-based? I ask because I don't know how people would react to it. For me, the water in the game has practically no appeal; it's like a non-playable area. It would be nice to see flooded areas and sunken ruins, ships, etc., or your own raft and diving equipment.

Even if there were no zombies, it would be interesting to loot those ruins.
 
@grz__ What if the water wasn't voxel-based?

You can do it now, Teragon King Gen and Nitrogen, can override the rules, like what
Riamus spoke of. Fubar worked on the water, it now flows into lower reliefs, but looks
odd in transition on anything but steppes like rice paddies are grown. Unfortunately
they got to that point of rendering just before the playing field was planed to adjust
for other hardware.

You can make a map, and if you have the lowest poi generation area above the "I think it is
30 water table" all reliefs below will auto fill with water, then there is a Nexus mod with
a wave rider that you can use to travel around the map.

If water were not voxel they would have to redo all of the physics, to make it flow. Right now
the flow that you see is screen overlay underwater, and shader on top.
 
@grz__ What if the water wasn't voxel-based?

You can do it now, Teragon King Gen and Nitrogen, can override the rules, like what
Riamus spoke of. Fubar worked on the water, it now flows into lower reliefs, but looks
odd in transition on anything but steppes like rice paddies are grown. Unfortunately
they got to that point of rendering just before the playing field was planed to adjust
for other hardware.

You can make a map, and if you have the lowest poi generation area above the "I think it is
30 water table" all reliefs below will auto fill with water, then there is a Nexus mod with
a wave rider that you can use to travel around the map.

If water were not voxel they would have to redo all of the physics, to make it flow. Right now
the flow that you see is screen overlay underwater, and shader on top.
Well, I had no idea that could be done. I've never used Teragon, and I don't have any technical knowledge of how all this works. My question is more general: what if the developers changed it?

As I said, I have no idea about the technical aspects of this, so it might sound ridiculous, but couldn't they use the water model from the game engine itself and separate it from the terrain voxels? That's the idea in my head.

I found this, but there are no underwater photos to see how it looks.
 
go to the prefabs folder, pick a poi and try adjusting these properties
It may give you an idea and get you started.

<property name="CopyAirBlocks" value="True" />
<property name="AllowTopSoilDecorations" value="True" />
The problem is that I don't really understand these things, and the last time I touched an XML file, I only managed to break things 😅
 
The problem is that I don't really understand these things, and the last time I touched an XML file, I only managed to break things 😅
The most important thing is you were willing to try. Just make a copy of the config folder or archive it.
If you make a mistake, just copy it back. With all of the jacked up things I have tried A lot broke the game
for a minute, the n I copied it back and started over LBD so to speak.

Here is a Tl;DR break down of some of what I have learned. No so technical but to give pictures.

I hesitate to use the word, so I will use "a cube shaped container
that that something can be poured into and out of".

Disregard the perimeter shape of the map.

First think of the entire map from 0 to 255 height from NSEW as a
bunch of invisible blocks synched together. So the entire area is
is a giant invisible Rubik's Cube.

Now you select specific cubes at certain, 3d points "l w h" and draw
pictures on the faces.

Then you add an invisible collider so you don't pass through them but
can bump into them. It gives the impression that the floating picture
is solid.

Terrain blocks and Prefab blocks have two different rules. Terrain is
like Marching Cubes algorithm and when destroying them they have up to
64 different deformations add interpolation for smoothness. Illusion of
digging. The prefab is static shaped, they are either there whole or not.

They include by default the air cubes, and a poi foundation runs from
bedrock to usable sky. You can see this if you place a poi too close to
a slanted hill, there will be defined square indentation in the terrain.

All of this means that they use unlike rules to define them, so by default
pois, wreck water displacement in the game. A hybrid algorithm would be needed
to get them to mesh. Picture example: farming and placing a plot. If the plot
was assigned as Terrain but initially in block form it might work differently
I Never tried it, but I did assign terrain to some building blocks a long time
ago, It made for some unique shapes. All you can do is test it.
 
That just means you didn't break them often enough ... they're meant to be broken a few times, you'll get it right eventually. Maybe :)
I don't know, I just know that the zombies stopped appearing and I had to restore the files. Maybe someday I'll learn.
 
It is a 3d terrain, I skimmed through two glock 9 vids, they elevated player ground
and raised water table to make Islands, then added craft for the water. I can't post my
old picture of one of my maps, I'm over my limit. But using Nitrogen I have a lot of
waterways, some islands, a few isthmus, cliff dwellings etc. As far as underwater POIs
that you would have test through trial and error.

@grz__
Do you have a copy of your config folder that stopped working?
 
Air blocks are definitely an issue if you want to submerge a POI in the water beyond a meter or so of water, but you can disable that if you want to use custom POI or edit the vanilla POI. Another issue is the water physics. If a POI is submerged and you break a block, water needs to animate to fill that space. One block won't cause much of a performance problem, but if something starts to break a lot of blocks or cause a POI to collapse, it could bring FPS to a standstill.
 
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