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Noob here checking in!

Svarii

New member
Hi all!

I have decided to put my large prison project on hold and take the advice given to me and start small (for those of you who saw it, I do want to finish it, but it will not be any time soon, gotta up my skills first).  So I created a new Prefab and limited it to 25x25 block size.  I've been watching a lot of youtube tutorials and trying to learn all the ins and outs of the editor.

Since Halloween is around the corner, my first idea was to get to work on Haunted House and have it finished before Mid October.   So I google some images old creepy haunted houses for ideas and went to work on my micro prefab.  I don't think I ended up with a passable Haunted House atmosphere (save the jack-o-lanterns on the porch), but I do have a prefab that is 90% complete, just needs a basement, doesn't look right without it and I'm not living in a house without a washing machine, I worked hard for this.  Built it with my bare hands!  

I'm excited to finish this tiny project so I can share it with everyone!
I need a bit of help to finish up the details though.

Regarding Exporting Prefabs
I saw a tutorial video that said to not just click the export prefab button when exporting, showed some console commands such as cr to reload chucks and did some stuff to the model that made it look like a terrifying blob of ruined work, said it's ready to export but don't save it like that but really didn't explain what all that was doing and why.  Being as most lengthy tutorials are older versions of the game, I was curious if all this is still necessary or if I can just select the prefab with the bluebox and click export?

Regarding RWG Terrain and Placement
If I export my prefab with forest ground under it, is that going to be part of the prefab permantly, or will the game change it depending on biome, or should I remove the ground before export?

Regarding Random Details
I just can't figure out how to get it to simple popup text to work with a trigger event in the prefab nor can I can find a tutorial anywhere on how to do it.

I just want some popup text on the screen that is triggered along side of the events I made in the prefab.  Door with trigger #1 assigned <triggered_effect trigger="1" action="ShowToolbeltMessage" message="You opened the door with trigger #1"/> but nothing I do works. I must be doing it wrong.  Does anyone have a link to a tutorial on how to work with the popup text?

Are there any special tags/blocks that I need to put into the prefab to tell it where the footpath/driveway is located to connect to the map properly?  And which direction 'should' the front door be facing (Front door is on the south atm).  I also have a flag placed as if the wind is coming from the North.  Is there a standard direction in the game the wind blows so my flag is pointed in a uniform direction with the rest of the map?

I made a custom note, plan is to hide it in the building with a code for a safe.  But apparently simply placing it in the container doesn't work in the editor doesn't.  I couldn't find any short tutorials on that and I think Bing Chat is just guessing.

Thank for the help everyone!  

Interior Preview (Living Room/Kitchen/Stairs)

B99A20B763C49C14475CC8F9713DA0CFDE40C4BB


AE2B439535B68AD68BEA6FF186557E956CDF1311


 
Last edited by a moderator:
Regarding Exporting Prefabs


Export? Aren't you building in the Prefab Editor? You're not building in-game are you? In the Prefab Editor, I click the Save button.

If I export my prefab with forest ground under it, is that going to be part of the prefab permantly, or will the game change it depending on biome, or should I remove the ground before export?


You would use the Terrain Filler block and that will adapt to the biome.

I just can't figure out how to get it to simple popup text to work with a trigger event in the prefab nor can I can find a tutorial anywhere on how to do it.


I'm not aware of that being a feature.

Are there any special tags/blocks that I need to put into the prefab to tell it where the footpath/driveway is located to connect to the map properly?  And which direction 'should' the front door be facing (Front door is on the south atm).  I also have a flag placed as if the wind is coming from the North.  Is there a standard direction in the game the wind blows so my flag is pointed in a uniform direction with the rest of the map?


Yes. Those are driveway Parts and you use them, or not, depending on which settlement District you are making the POI for, or you use a RoadExit Part if you're targeting the Wilderness.

As for POI facing, you want to Show Facing in the Prefab Editor and rotate it to point towards where you envision the road being.

I made a custom note, plan is to hide it in the building with a code for a safe.  But apparently simply placing it in the container doesn't work in the editor doesn't.  I couldn't find any short tutorials on that and I think Bing Chat is just guessing.


You don't have a way of placing a note in the POI as in setting paper on a table, or something like that. The best you can do is make a custom block with an inventory, give the block a custom loot list, then have your note be the only item on the loot list. This will lead you into XML modding and learning XPath.

I don't think you can give a safe a combination, but I've not tried. Many player-like functions don't translate into POIs. For instance, player storage blocks, electrical components, and some lighting. You can end up with the game throwing extensions if the block thinks it should have an owner, but the owner is "null" (undefined) for a POI.

You're asking neat questions. I think you would benefit with a little mentoring. For instance, a 25x25 is a good start. Not all districts support 25x25 POIs. I'd have to look at my charts, but if you're making a house then CountryResidential might be your only choice unless you target non-Vanilla Tiles. If you're on Discord, finding the CompoPack's POI developer channels is good place for advice on short notice as a number of folks watch those channels.

 
Export? Aren't you building in the Prefab Editor? You're not building in-game are you? In the Prefab Editor, I click the Save button.
Yeah, I just click the save button too.  That's why I was asking, if you click escape it's right above Open POI Teleporter in the prefab editor, If I can find the video with confusing (although important looking scary steps for unknown reasons) export, I'll link it.  It may have been 4 years old.

You would use the Terrain Filler block and that will adapt to the biome.
lol.  I have become so accustom to the seemingly sporadic naming unconvention they're using I totally forget to just search for terrain.  For any new comers coming here, here a small tip for a current newcomer to Prefab creation.

IMO Good search terms for finding blocks you want use a lot are:

  • Most Used


    variant
  • POI

[*]For Detailing


  •  trim
  •  broken
  • destroyed

[*]For Traps, Secrets & Surprises


  •  loose
  •  fake
  •  trap

[*]Adding lootable deco to POI


  • Helper

[*]For putting two models in the same block space (still needs 2 blocks of room)


  • offset





I'm not aware of that being a feature.
I think it has something to do with the buff.xml file and tricking the game into thinking a buff is being applied to display a custom buff message when one of the prefab triggers is activated.

I think I'm close, but I had to cobble this together with a stoned AI and sparse information.  The hit walking Zombie is a test line that another user said worked in his game mod.  It does not work in mine.  I feel like I'm pretty close to solving this one.  This is what I have so far (doesn't work, but doesn't crash out either [no red in console]) The best info on the topic I could find online was actually on this forum here (link to post provided)



Looks like an excellent thread, but I'm not at quite at that point yet where I can read though all of this and have fun learning it, so it was hard to pick though the post to find the one thing I needed.   This is the single search result I was able to come up with with every search term I could think of here and on google (I don't even know what to search for anymore to solve this, but I feel like it's 100% possible to have a popup happen when I activate a trigger.  It's not super important per-se, it's just such a simple thing I feel determined to make it work

<append xpath="/buffs">
<buff name="buffDoorOpen">
<duration value="1"/>
<effect_group>
<triggered_effect trigger="12" action="ShowToolbeltMessage" message="The door has been opened."/>
</effect_group>
<effect_group>
<requirement name="EntityTagCompare" target="other" tags="walker"/>
<triggered_effect trigger="onSelfDamagedOther" action="ShowToolbeltMessage" message="Hit Walking Zombie!"/>
</effect_group>
</buff>
</append>



Yes. Those are driveway Parts and you use them, or not, depending on which settlement District you are making the POI for, or you use a RoadExit Part if you're targeting the Wilderness.
(I don't see a driveway block or footpath block in the creative menu) I'm assuming this has something to do with that red gobstopper block named POI Part Helper?  Is that some sort of variable I can set somehow?  I can't seem to get that block to do anything at all.  I obviously don't know how to work it.  Again not super important as I don't have either on my house as of now, but was considering adding a footpath to connect to the map.

You don't have a way of placing a note in the POI as in setting paper on a table, or something like that.
I mean the ransom note you get at the very start about owing money on a post-it.  Have one of those inside a nightstand or a trashcan or something as a lootable item to find with a code on it. (The editor seems to let me set a code, but I have not tried to play test its functionality yet)  It was easy to make the note, but I have really nothing to do with it as I don't know how to manage inventory yet.  Probably not going to include that in this build as I want to get it done and I still have a basement to make.  But now that you mention it, maybe, I can use the blocks to make a code.  There are number blocks.  Problem is they are too big.  Any way to simply use XML to scale down those letter blocks to a smaller more realistic house number size?  And while I'm thinking of it, offset blocks with XML?  Those offset blocks are amazing, keeps things interesting.

I don't think you can give a safe a combination, but I've not tried. Many player-like functions don't translate into POIs. For instance, player storage blocks, electrical components, and some lighting. You can end up with the game throwing extensions if the block thinks it should have an owner, but the owner is "null" (undefined) for a POI.
You seem to be correct, I thought I could, but I just tried and I can't just simply set a code in the editor like in-game, probably need C# to make that work.  It's not that important lol.  I swear I did (I'll update if I find something)

The best you can do is make a custom block with an inventory, give the block a custom loot list, then have your note be the only item on the loot list. This will lead you into XML modding and learning XPath.
This is a great idea!  At the very least I could use that to write a creepy narrative if not for a safe code.

Many player-like functions don't translate into POIs. For instance, player storage blocks, electrical components, and some lighting.
That was one of the first things I noticed when I started build as those were the blocks I used the most playing lol

For instance, a 25x25 is a good start. Not all districts support 25x25 POIs. I'd have to look at my charts, but if you're making a house then CountryResidential might be your only choice unless you target non-Vanilla Tiles.
I want to build bigger stuff, but there are so many blocks I can see why people insist on making smaller ones first, common sense searching only work 50% of the time and the rest of the time I just have the block name memorized.  The longer I spend dealing this small prefab the more I realize how many blocks I haven't been using because I just didn't know they were there.

You're asking neat questions. I think you would benefit with a little mentoring. For instance, a 25x25 is a good start. Not all districts support 25x25 POIs. I'd have to look at my charts, but if you're making a house then CountryResidential might be your only choice unless you target non-Vanilla Tiles.
Thanks!  My current objective is to become an expert extreme detailer.  Vents, pipes, electrical boxes, outlets, properly rotated items so if you think about why that ashtray texture is placed on the floor like that next to that body, the spill is pointed in the proper direction, glass shards on the floor next to broken windows, utility room with breaker boxes and water heater, oddly designed on the fly architecture like seen in many real house you just think.  WTF is this like this for...  and if you really actually cared I could tell you why the installer of the builder of the house built it that way, or explain why only the bathroom is made out of bricks.  I know nobody cares, but  do lol.  I noticed on those single lootable books you can place anywhere, if you look really hard the titles are legible such as one saying authorized personnel only so I placed that one in next to the security camera room.  One that says invisible killer in what kinda looks like a kids room (implying the kid is reading some horrifying  book and is the killer)  The journal one one floor in the kitchen next to the stove with what appears to be a methlab, because that's where the instructions for making the drugs were, which were needed because he didn't know what he was doing, and that's why he is dead on the floor lol, a broken piece of concrete block behind the gas meter (those jerks should have been more careful when installing the new one), and rabbit in the bush next to the next to the sleeper snake in the bush.  Because why is there a snake in the bush, it was after the rabbit, but now you.  I have also done my best to maintain internal textures so if blocks are destroyed what is seen behind them also makes sense (that part is pretty hard, but I think I got, mostly)  I can even tell you why that super aggro angry bird on the table is blind and ignoring you until you poked it with a stick lmao.  And yes the zombie standing next to BBQ is there because that dude loved to BBQ that much, he got bit and didn't move because he was grillin', can't let the steaks burn.  He simply killed the zombie the patio umbrella, threw it off the porch and went back to grillin' as he turned.  I'm probably not going to write all this down but this whole prefab has a history in my head, how many owners had and when mods to the house were made.  The longer I work on it the more story it has my head, it makes it more fun to build.

So, if anyone have any seen any prefabs detailed by a madman, I would like to see those please.

You're asking neat questions. I think you would benefit with a little mentoring.
Thanks!!  I'd love to learn more, but it's not easy without assistance.    I'm glad I found this place!

If you're on Discord, finding the CompoPack's POI developer channels is good place for advice on short notice as a number of folks watch those channels.
I'll go check it out! :)   Though I'm not in a hurry per-se.  I'm just excited to share this and get feedback on how my detailing skills are coming along, but I want to wait until it's finished to do so since it won't be too much longer.   I don't have much room left for detailing without clutter, and seems most of the other things I thought of can't be done easily and quickly.  I'm thinking maybe some time next week, or at the soonest the weekend to post the whole thing and ask for feedback to see if it's "done".

Thank you for taking the time for such a detailed response and helping me improve my prefabbing skills.  I'm hoping to have my first complete prefab ready for you guys very soon!

And in appreciation for your time and assistance.  2 more preview screenshots of the POI you are helping me with.

The VENTS are REAL!

634FD5E4BA4B62662C2914E43EDBAA2985BD443D


26A27A8F95CFD2BF5A3570A602E6331EDCF3DC71


 
This will lead you into XML modding and learning XPath.
I almost forgot.  I pasted together these two blocks (not used in this prefab). 

<xml>
<append xpath="/blocks">
<block name="Powered Jail Cell Door">
<property name="Extends" value="vaultDoor01" param1="DowngradeBlock"/>
<property name="Class" value="PoweredDoor"/>
<property name="UnlockedBy" value="craftingElectrician"/>
<property name="DescriptionKey" value="jailDoor01_PoweredDesc"/>
<property name="SortOrder2" value="0001"/>
<property name="Tags" value="electricianSkill"/>
<!-- Visual -->
<property name="Material" value="Miron"/>
<property name="Shape" value="ModelEntity"/>
<property name="Model" value="Entities/Doors/jailDoor/jailDoorPrefab"/>
<property name="ModelOffset" value="0,0,0"/>
<property name="MultiBlockDim" value="1,2,1"/>
<property name="ImposterExchange" value="imposterBlock" param1="25"/>
<property name="LightOpacity" value="0.2"/>
<property name="WaterFlow" value="permitted"/>
<property name="ItemTypeIcon" value="electric_power"/>
<property name="CustomIcon" value="jailDoorWhite"/>
<!-- UI_Info -->
<property name="CustomIconTint" value="A0A0A0"/>
<property name="TintColor" value="A0A0A0"/>
<property name="DisplayType" value="blockMulti"/>
<property name="Stacknumber" value="500"/>
<property name="SortOrder2" value="0001"/>
<!-- Placement -->
<property name="Place" value="Door"/>
<property name="PlaceEverywhere" value="true"/>
<property name="AllowAllRotations" value="true"/>
<property name="Collide" value="movement, melee, rocket"/>
<property name="StabilitySupport" value="false"/>
<!-- Interaction -->
<property name="DamageType" value="electric, heat"/>
<property name="MaxDamage" value="6000"/>
<property name="StartDamage" value="0"/>
<property name="PassThroughDamage" value="true"/>
<property name="MeshDamage" value="
Door/DMG0, 6000,
Door/DMG1, 4000,
Door/DMG2, 2000,
"/>
<property name="DamageMultiplier" value="
melee, 1.0,
electric, 5.0,
heat, 10.0
"/>
<property class="RepairItems">
<property name="resourceForgedIron" value="6"/>
</property>
<property class="RepairItemsMeshDamage">
<property name="resourceForgedIron" value="1"/>
</property>
<drop event="Harvest" name="resourceScrapIron" count="2,5" tag="allHarvest"/>
<drop event="Destroy" name="resourceScrapIron" count="3" tag="allHarvest"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.55" stick_chance="1"/>
<!-- Sorting -->
<property name="SortOrder1" value="B300"/>
<property name="SortOrder2" value="0000"/>
<property name="Group" value="Building,advBuilding"/>
<property name="Tags" value="door"/>
<property name="BlockTag" value="Door"/>
<property name="FilterTags" value="MC_building,SC_doors"/>
</block>
<block name="Powered Wooden Door">
<property name="Extends" value="vaultDoor01" param1="DowngradeBlock"/>
<property name="Class" value="PoweredDoor"/>
<property name="UnlockedBy" value="craftingElectrician"/>
<property name="DescriptionKey" value="woodenDoor01_PoweredDesc"/>
<property name="SortOrder2" value="0001"/>
<property name="Tags" value="electricianSkill"/>
<!-- Visual -->
<property name="Material" value="Mwood_regular"/>
<property name="Shape" value="ModelEntity"/>
<property name="Model" value="Entities/Doors/oldWoodDoor/oldWoodDoorPrefab"/>
<property name="ModelOffset" value="0,0,0"/>
<property name="MultiBlockDim" value="1,2,1"/>
<property name="ImposterExchange" value="imposterBlock" param1="25"/>
<property name="LightOpacity" value="1"/>
<property name="WaterFlow" value="permitted"/>
<property name="CustomIcon" value="oldWoodDoor"/>
<!-- UI_Info -->
<property name="CustomIconTint" value="A0A0A0"/>
<property name="TintColor" value="A0A0A0"/>
<property name="DisplayType" value="blockMulti"/>
<property name="Stacknumber" value="500"/>
<property name="SortOrder2" value="0001"/>
<!-- Placement -->
<property name="Place" value="Door"/>
<property name="PlaceEverywhere" value="true"/>
<property name="AllowAllRotations" value="true"/>
<property name="Collide" value="movement, melee, rocket"/>
<property name="StabilitySupport" value="false"/>
<!-- Interaction -->
<property name="DamageType" value="electric, heat"/>
<property name="MaxDamage" value="6000"/>
<property name="StartDamage" value="0"/>
<property name="PassThroughDamage" value="true"/>
<property name="MeshDamage" value="
Door/DMG0, 6000,
Door/DMG1, 4000,
Door/DMG2, 2000,
"/>
<property name="DamageMultiplier" value="
melee, 1.0,
electric, 5.0,
heat, 10.0
"/>
<property class="RepairItems">
<property name="resourceForgedIron" value="6"/>
</property>
<property class="RepairItemsMeshDamage">
<property name="resourceForgedIron" value="1"/>
</property>
<drop event="Harvest" name="resourceScrapIron" count="2,5" tag="allHarvest"/>
<drop event="Destroy" name="resourceScrapIron" count="3" tag="allHarvest"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.55" stick_chance="1"/>
<!-- Sorting -->
<property name="SortOrder1" value="B300"/>
<property name="SortOrder2" value="0000"/>
<property name="Group" value="Building,advBuilding"/>
<property name="Tags" value="door"/>
<property name="BlockTag" value="Door"/>
<property name="FilterTags" value="MC_building,SC_doors"/>
</block>
<block name="powerSwitch01MultiUse_SVR">
<!-- Existing block properties -->
<property name="RadialMenu" value="PowerSwitchRadialMenu"/>
<property name="Class" value="ActivateSwitch"/>
<property name="ActivateSound" value="button4"/>
<property name="Powered" value="true"/>
<property name="PowerState" value="On"/>
<property name="SingleUse" value="false"/>
<property name="Material" value="Msteel"/>
<property name="Shape" value="ModelEntity"/>
<property name="Model" value="Entities/Industrial/powerSwitchOff_01Prefab"/>
<property name="LightOpacity" value="2"/>
<property name="WaterFlow" value="permitted"/>
<property name="Place" value="TowardsPlacerInverted"/>
<property name="Collide" value="movement,melee,bullet,arrow,rocket"/>
<property class="RepairItems">
<property name="resourceForgedIron" value="1"/>
</property>
<drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/>
<drop event="Harvest" name="resourceElectricParts" count="1" tag="salvageHarvest"/>
<drop event="Harvest" name="resourceScrapIron" count="2,6" tag="salvageHarvest"/>
<drop event="Destroy" count="0"/>
<drop event="Fall" count="0" prob="0"/>
<property name="SortOrder1" value="B154"/>
<property name="SortOrder2" value="0000"/>
<property name="FilterTags" value="MC_building,SC_electrical"/>
<property name="CustomIcon" value="powerSwitch01"/>
<!-- UI_Info -->
<property name="CustomIconTint" value=" q "/>
</block>
</append>
</xml>


They seem to work great, but I feel like I did it wrong.  Comments?   Just trying to learn making custom blocks as I'm going to need to take the living hedge block and apply that texture to many other shapes, mostly ramp and pyramid.  I need it for my next build.

 
(I don't see a driveway block or footpath block in the creative menu) I'm assuming this has something to do with that red gobstopper block named POI Part Helper?  Is that some sort of variable I can set somehow?  I can't seem to get that block to do anything at all.  I obviously don't know how to work it.  Again not super important as I don't have either on my house as of now, but was considering adding a footpath to connect to the map.


Parts aren't blocks. They're ways to imbed collections of blocks. Getting to the feature is a little cryptic. It would be easier to demonstrate it.

The cool thing about Parts is you can assign them a probability of appearing, so sometimes they're there and sometimes they're not. You can also place a number of Parts in one place and have the game pick one to put in place. So one time a street vendor might be there and another time they are not. Or, you might have 6 different billboards and let the game pick which one shows.

love and adore Parts. They're awesome. I've made Tiles and POIs with as many as 30 Parts on them.

ny way to simply use XML to scale down those letter blocks to a smaller more realistic house number size?  And while I'm thinking of it, offset blocks with XML?  Those offset blocks are amazing, keeps things interesting.


No, you cannot scale blocks with XML.

Yes, you can usually create a custom block that has a different offset. Look to @stallionsden and his efforts on the Custom Blocks Pack as he has made many more offset blocks. You can use that source as an example or perhaps work with him to support your needs.

I want to build bigger stuff, but there are so many blocks I can see why people insist on making smaller ones first, common sense searching only work 50% of the time and the rest of the time I just have the block name memorized.  The longer I spend dealing this small prefab the more I realize how many blocks I haven't been using because I just didn't know they were there.


Yes, I give out that advice because there's more to making a POI, integrating it with world builders (RWG, Teragon), and distributing it than just stacking the blocks. It is tragic to spend weeks making a massive masterpiece only to discover it cannot be placed into the world by RWG because it is too big, there are no POI markers of that size in the chosen District, the POI throws exceptions because certain blocks were used, or nobody wants to use the POI because you only used Steel blocks in its construction.

That is, you're not starting small because stacking blocks is early challenge. I suggest starting small to learn the process.

So, if anyone have any seen any prefabs detailed by a madman, I would like to see those please.


I'm pretty sure TFP's Creators like POIs to tell a story. @VoltraLux and @KatsPurr come to mind for detailing. Zebark (CompoPack) does some cool things. There are others, of course, that I've not met or talked to and know less about. MP Logue comes to mind as doing really wild things. I can't seem to find a way to tag him. (I must be spelling it wrong.) I appreciate the details and the stories, though I like to say I'm "in the volume business" trying to work on world variety, hence my strong interest in making Tiles and lots of POIs.

On Discord I am "zztong", though my University is in session so my schedule is keeping me away during the week. Feel free to look me up. Leave a message and I'll eventually respond. On Saturdays and Sundays you might catch me live.

 
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Parts aren't blocks. They're ways to imbed collections of blocks. Getting to the feature is a little cryptic. It would be easier to demonstrate it.

The cool thing about Parts is you can assign them a probability of appearing, so sometimes they're there and sometimes they're not. You can also place a number of Parts in one place and have the game pick one to put in place. So one time a street vendor might be there and another time they are not. Or, you might have 6 different billboards and let the game pick which one shows.


I just saw a part yesterday while browsing prefabs.  I thought it was just a mini prefab you downloaded in a convenient manner to plug into your existing prefab, so you don't have build a bathroom, or kitchen or whatever.  I had no idea it was used to make variable ares in the building, that's awesome!!!  I'm going to find some tutorials on that after I post this.

No, you cannot scale blocks with XML.
Sad.  Is  there a main wiki or a GUI tool for editing or some central resource I can read about XML and XPath.  Maybe something looks like this PHP Online Manual Format and it just list all the available properties I can modify?  Or a GUI Tool that scans all the XML files and gives me all the Mod options in drop-downs and stuff and just generates it for me?  So far everything that I have found useful has been buried in forums or YouTube videos.  Is there seriously no official documentation for all these features? 

It is tragic to spend weeks making a massive masterpiece only to discover it cannot be placed into the world by RWG because it is too big, there are no POI markers of that size in the chosen District, the POI throws exceptions because certain blocks were used
That's why I'm asking so many questions.  Thanks for being helpful.  I'm not new to making voxel stuff, but I am new here.  I'm also keeping a close eye on those console errors and dealing with those red lines immediately.  If anyone new here is reading this, in the upper right hand comer of the screen, there is a button to open the logs folder.  That folder is hard to get to if you don't know about that button.  I just noticed the button yesterday lol.

or nobody wants to use the POI because you only used Steel blocks in its construction.
I've been there!  My first ultralight ship in Empyrion was made of nothing but combat steel and it was super expensive to make.  Nobody wanted to use it. 

I'm pretty sure TFP's Creators like POIs to tell a story.
Well that's good.  I like stories.  Do people actually like and read things if I were to take the time to make a backstory.txt file or whatever to put in a modlet?

Thanks for the references to look for, I'll see what I can search up.  (Adding you on discord now)

 
I had no idea it was used to make variable ares in the building, that's awesome!!!  I'm going to find some tutorials on that after I post this.


To me that's their most appealing feature. Another use is to use a Prefab Editor feature to copy a part to the clipboard and then paste it into a POI.

Is  there a main wiki or a GUI tool for editing or some central resource I can read about XML and XPath.


I'm not sure in what way you're asking about XML, so I'll ramble a little. It is a markup language for representing data that's been around for decades. There are books on the subject. But if you mean the XML used in TFP's config files, then those details are unique to the game and you either have to be willing to puzzle through the files, read the comments in the files, or trade knowledge with others on these boards.

XPath is also a widely used technology, but there is a page dedicated to 7D2D examples...

https://7daystodie.fandom.com/wiki/XPath_Explained

... and again, these forums and various Discord servers/channels where the modders hang out are places to trade information.

Well that's good.  I like stories.  Do people actually like and read things if I were to take the time to make a backstory.txt file or whatever to put in a modlet?


I've shipped a TXT file with my modlet that include "behind the scenes" info about my POIs. Nobody has ever mentioned it to me. I suspect players have to divine the story from experiencing the POIs.

In the case of TFP POIs, there's a "dungeon path" which could provide a sort-of timeline, I suppose, and help out with telling a story. I'm an obstinate dunce. I don't usually follow the path and I often don't get the sense there is a story, though there are certainly rooms where I feel there is a story and I can guess as to what happened.

I do recall watching a video by NotOnly25 where he was about to play one of my POIs and he made an observation about a story element that I had placed and as far as I know he's the only one to have ever connected the dots.

I do have another modlet where I add letters and advertisements to loot lists. Those tell little stories and I think help bring the world to life. It used to be mixed into my POI modlet, but various overhauls were making changes to (or removing) loot lists and my changes were colliding. At one point The Curmudgeon and Dr. Viori would encounter those in their videos and read them. There are about 50 of those notes to find and it's kind of neat to encounter backstory associated with POIs.

In short, I doubt people will explore additional text files in a modlet. They rarely even read the README.txt file. Some may come to understand part of a story told by the arrangement of blocks in a POI. Other creative ways to tell a story can work. I'm wondering if the new achievement system might be a way to tell a story.

 
To me that's their most appealing feature. Another use is to use a Prefab Editor feature to copy a part to the clipboard and then paste it into a POI.
Thanks, now my prefab is down to 34% finished 😕 lol  Just kidding, I'll release it before I make a dynamic version.

I'm not sure in what way you're asking about XML
I'm going to take that as a no, if someone already made one, I would have found it by now or someone that has been on these forums for a while would have seen it.  It's hard to explain I guess.  I'd have to actually make it and just show you.

In short, I doubt people will explore additional text files in a modlet. They rarely even read the README.txt file. Some may come to understand part of a story told by the arrangement of blocks in a POI. Other creative ways to tell a story can work. I'm wondering if the new achievement system might be a way to tell a story.
That's good to know, I won't bother with the story documentation unless I make an entire world, then maybe.  They can build one themselves with what they see.  I am currently trying to figure out what and how to use Info Volumes.  Maybe I can tell a story with popup text (if I can get popup text to work lol)

And now I have to go learn how to work the achievement system since you mentioned it.

 
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