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Not Alcatraz Prefab - Requesting Feedback

Svarii

New member
This is my first prefab and I was hoping to get feedback of any kind being as it's the first one I have made.  I'm working on all the details now (it's not quite finished) and was wondering what everyone thinks so far or have any suggestions.  The prefab is 210x210, I was unaware of size requirements when I started for RWG compatibility and it was too large to shrink down.  So I went with a multiple of 21 and squared it off at 210.   It has a ways to go as far as details (and a couple empty rooms) but the structure itself is more or less complete.  There are no zombies yet or anything to clear.  Just the building and 1 or 2 working buttons.

It started out as being a recreation of Alcatraz and then just kinda trailed off.  Renamed Block44
6645713EA4B3455C2853484BF79BAEB838FB9EA3


D830E5944E81D6E87D0A26D76DF0064A62B4E206
26F9D20F8C8D5B6C63CA6AD9783E1A44BC299627


Zipped Prefab Files: https://drive.google.com/file/d/18IRH9QFTdfpe4K4xpFnhCCmBPmnhyTKs/view?usp=drive_link

 
This is my first prefab and I was hoping to get feedback of any kind being as it's the first one I have made.  I'm working on all the details now (it's not quite finished) and was wondering what everyone thinks so far or have any suggestions.  The prefab is 210x210, I was unaware of size requirements when I started for RWG compatibility and it was too large to shrink down.  So I went with a multiple of 21 and squared it off at 210.   It has a ways to go as far as details (and a couple empty rooms) but the structure itself is more or less complete.  There are no zombies yet or anything to clear.  Just the building and 1 or 2 working buttons.

It started out as being a recreation of Alcatraz and then just kinda trailed off.  Renamed Block44



Zipped Prefab Files: https://drive.google.com/file/d/18IRH9QFTdfpe4K4xpFnhCCmBPmnhyTKs/view?usp=drive_link
Welcome to prefabbing and your first poi.

First issue the size of the poi being your first poi you should start 25x25 and make a heap of them til you fine tune your prefabbing and become more experienced. But will take a look and let you know

Second issue I see is 210x210 there are 3 or 4 wilderness bugs that will come into play.

1. The east side once spawned will vanish as it is only the mesh imposter tho and that part of the poi isnt actually there.

2. Smaller pois can spawn sometimes inside

3. Pois will cut into each other occasionally 

4. Roads to poi will go thru poi even when no road is done on poi

5. Poi can direct a road path. So road tracels al9ng then hits a wall where the corner of your poi has spawned across it effectively cutting it off.

I reccomend a max of 200x200 tho tfp suggest 150x150 to alleviate the bad road paths thru your poi 

 
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Thank you for taking the time to give some detailed feedback, stallionsden.

I can easily cut it down to 200x200 so that's goo news about the size.

I don't know what an imposter is so I'll go learn that now.

I realize I should have started smaller, but too late for that now, I need to finish this one first.

Excellent information about the roads and POI that could spawn inside!  I had no idea.

I'm not too worried about the RWG generator (just be cool if it worked) as I was planning on using this to learn how to make custom worlds next, and then do some modding.

 
Thank you for taking the time to give some detailed feedback, stallionsden.

I can easily cut it down to 200x200 so that's goo news about the size.

I don't know what an imposter is so I'll go learn that now.

I realize I should have started smaller, but too late for that now, I need to finish this one first.

Excellent information about the roads and POI that could spawn inside!  I had no idea.

I'm not too worried about the RWG generator (just be cool if it worked) as I was planning on using this to learn how to make custom worlds next, and then do some modding.
nice you may be interested in teragon a map generator by pille as well the features you can do in that is awesome tho vanilla rwg map generator i prefer tho vanilla rwg gen. 

an imposter is what you see from a distance (sorry you are new i should of explained)  so in the editor there is a button update imposter. this creates a mesh for the poi so when  a player is far from it they will see it in game further away etc. 

but the wilderness bug has it so when you are even close to the poi the east side is just the imposter ( a ghost image if you like and when you approach the ghost blocks go away and you see terrain with that part of the poi missing. 

 

 
"so in the editor there is a button update imposter"

Thank you!!  That one button click made everything look so much nicer

What causes the wilderness bug?  Is it the size of the prefab

Edit: Reading about Teragon now.  Looks pretty cool.

 
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There are some bugs in rwg still. But yes anything over 150x150 really can have the wilderness bug.

A wilderness tile is the same size as a town/city of 150x150 

 
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The interior looks pretty cool. Nice job. It looked like some of the cells didn't have bars above the doors, but some did. I'm assuming that's work in progress.

Starting with a large POI is a rough way to start, but you seem to be well on your way.

As Stallion says, 150x150 is the biggest that you want so that you'll fit into worlds better and avoid problems. Cutting a POI down is a bummer. It comes with some really difficult decisions. For larger than 150x150 you have to get extra creative. Look to the large Airport project... the name escapes me at the moment. That's going to lead to Tiles and.... yeh, starting small is easier.

You could maybe make a prison play out as a custom settlement, but it wouldn't be foolproof. Certainly not the place to start.

I'm looking forward to what you come up with.

 
The airport is just Airport Mod, I believe.

Basically, you can make multiple smaller POI and place them next to the another (using tiles makes this easier) so that it appears to be a single POI but not have the size problems.  If doing that, be aware that if you want people to quest there, the quest is tied to the POI and not the group of POI.  So if you made 5 POI as a single POI group, a quest there can only be in one part of that group and not the entire thing.  That isn't really a bad thing, but something you need to keep in mind.  Doing something like that, it is good to have something that makes a clear division between POI so people don't leave the area of the POI they are questing in.  Something like a fallen wall, for example.  Or locked doors that can't be opened and where you would have to go in from another direction.  Things like that.

As far as Teragon, it does allow you to place a group of POI like that airport mod.  It also offers a lot of control over maps and options for making them but requires a lot of learning and trial and error until you get the hang of it.

Regarding this POI, it looks good in the screenshots.  I don't have time to load it up and look at it, though.  It definitely looks like you have put a lot of effort into it and that's good.  I don't know how much detail you've done in it, but one of the things that really make a POI stand out as being great compared to just mediocre is having a lot of attention to detail.  Piping, electric panels, duct work, etc.  And when you have large areas that are very repetitive like that cellblock, using things to add variation like broken walls, knocked off cell doors, etc. really help to make it not feel so repetitive.  If you're already doing that, then that's great.

 
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I don't know how much detail you've done in it, but one of the things that really make a POI stand out as being great compared to just mediocre is having a lot of attention to detail.
This is the main reason I will not consider it complete and it's going to be some time.  I'm no where near done with pipes, air vents, deco blocks, trash on the floor, different cells, etc.  As well as the building is virtually pristine (nothing happened here somehow)  Also planning out puzzle with codes and notes and buttons (not sure how much is possible but I was planning on having to make a custom world to fit it all in.  I already made a Powered Jail Cell Door Block for later use)

The interior looks pretty cool. Nice job. It looked like some of the cells didn't have bars above the doors, but some did. I'm assuming that's work in progress.


Thank you!  That's correct.  The entire building is more or less a template and work in progress.  I wanted to share before I got too far and missed something important.  Imposter was good to know about.

Regarding this POI, it looks good in the screenshots.  I don't have time to load it up and look at it, though. 
I'll get some more recent screenshots (and more of them) posted for those who are unable to download the prison but still would like to see it.

As far as Teragon, it does allow you to place a group of POI like that airport mod.  It also offers a lot of control over maps and options for making them but requires a lot of learning and trial and error until you get the hang of it.
Teragon does look very powerful, however I think I'm months away from needing to try this out.  Learning curve looks steep.  I did see the airport and it looked insane (didn't load it).  I just want to make 1

I'm looking forward to what you come up with.
Well, I only have a vague idea of how to do this, but I'm pretty sure it's possible.  It's a prison.  Why not make a custom world where the entire map is just prisoners and guards.  That small chemical pile icon looks kinda like some sort prison meth lab.  I can make that deco block into a forge for alcohol or whatever.  Idk, not too far on the idea yet of what to actually do with the building once it's done, but that's the gist of my current one.

Everyone here is very helpful.  You guys are awesome!  (New screenshots on the way)

 
Looks really great!  You've definitely done a lot with this.  I'm impressed.
Thank You!!  I think I'm about half way done.  Then I can program all the buttons!  Which reminds me... 

I made a custom button using that red/green switch and just changed it to be reusable.  Is there any way to change the initial state of the button so it starts out green lit up instead of red lit up (just swap the graphics at start somehow)?  And is there is any way to name triggers (I'm going to have a great many of them)

 
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Thank You!!  I think I'm about half way done.  Then I can program all the buttons!  Which reminds me... 

I made a custom button using that red/green switch and just changed it to be reusable.  Is there any way to change the initial state of the button so it starts out green lit up instead of red lit up (just swap the graphics at start somehow)?  And is there is any way to name triggers (I'm going to have a great many of them)
Those are questions someone else will need to answer as I am not a POI designer.  I've made one actual POI and just finished a small bear den for the wilderness and that's all.  So I haven't done anything with buttons or triggers.  I think it would be possible, though.

 
More screenshots as promised (work in progress so apologies for randomly placed textures here and there)

Looks great in the pics great work going on the loos and work you done.  Be careful with lights as they are unoptimised and cause big fps drops if crossed over and/or shadows are on. 

Thank You!!  I think I'm about half way done.  Then I can program all the buttons!  Which reminds me... 

I made a custom button using that red/green switch and just changed it to be reusable.  Is there any way to change the initial state of the button so it starts out green lit up instead of red lit up (just swap the graphics at start somehow)?  And is there is any way to name triggers (I'm going to have a great many of them)
unfort the switch cant be changed unless you have a unity version you do and set up this way. 

fyi the single button switch is a multi use button and the double switch is a single use switch. (ofc you have changed yours just letting you know the base game versions)

 
unfort the switch cant be changed unless you have a unity version you do and set up this way. 
That's unfortunate, not a huge deal though, just a minor detail I wanted for the immersion of the sim in my head.

I have Unity, but not 7 Days to Die code to load in to it.  I assume only the Devs and their friends have that version?

Be careful with lights as they are unoptimised and cause big fps drops if crossed over and/or shadows are on. 
I love putting lights!  Then seeing how it looks at night.  I'm working on getting rid of all the ones in the cells, and won't have the place fully lit up when finished.  But that seems to be the number 1 warning I see when reading around.  "Be careful with the lights".  I don't have the best computer and works just fine in the play-test and when dropped in custom world.  What is the best way to play-test the lighting?  Because, I will, for sure, put way too many lights lol

 
What is the best way to play-test the lighting?  Because, I will, for sure, put way too many lights lol


I don't normally suffer from too many lights/shadows unless there are lots of them, but others do.

There's a feature in the Prefab Editor to show you light radii, if they overlap, and if shadows is on. It's a checkbox, though I'm at work and cannot look to the UI to find the name. It's something like Show Lighting Perf, IIRC. You generally want shadows off unless you've got some intentional shadow you're trying to throw, like projecting a shadow of a noose against a distant wall. Overlapping radii apparently makes some systems works hard, probably also with shadows.

 
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