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Prefab Editor (Alpha)

Ok Pille iam gonna attempt to use your editor......... watches pille block incoming pms from me :-/ lol. So far super duper awesome...i may have missed it but how do i remove layers for example prefab starts at layer 35. How do I delete layers 0 to 34

 
Hey Pille

Is it normal for when removing columns and rows the program not responds and hangs for ages to do it or have i done something wrong

 
Hey Pille
Is it normal for when removing columns and rows the program not responds and hangs for ages to do it or have i done something wrong
I do them just a few at a time as I was having trouble doing 10-15 at once, seems to work ok for me.

 
I do them just a few at a time as I was having trouble doing 10-15 at once, seems to work ok for me.
It worke tho in the end just took a while of not responding and yeh large areas removed. But yeh also noticed the less rows/columns removed the faster.

 
Hey Pille
Is it normal for when removing columns and rows the program not responds and hangs for ages to do it or have i done something wrong
Actually, no. Must be a very big prefab, right? Deleting half of the columns or rows from the biggest vanilla prefab takes 4 seconds on notebook.

 
Actually, no. Must be a very big prefab, right? Deleting half of the columns or rows from the biggest vanilla prefab takes 4 seconds on notebook.
Yeh kinda lol. Alot smaller but my claim area was 400 with hals bbb commands lol so my mistake as usual lolz.....

 
Yeh kinda lol. Alot smaller but my claim area was 400 with hals bbb commands lol so my mistake as usual lolz.....
does this mean we'll see some A16 versions of your old prefabs...?, I could think of a couple that would need that kind of claim zone to extract :encouragement:

 
Update Time!

Changelog v0.3t (August 7, 2017):

- fixed prefab import

@Slaan

The bug fix is ready. Now I am sure that import function is bug free (99% sure^^).

 
Last edited by a moderator:
Update Time!
Changelog v0.3t (August 7, 2017):

- fixed prefab import

@Slaan

The bug fix is ready. Now I am sure that import function is bug free (99% sure^^).
Awesome, it's a real time saver for me atm and allowing me to alter layouts of streets/buildings on the fly as I'm working through em.

 
So we can import and export prefabs now using your editor or did i read wrong lol
I believe it's the import prefab feature within the editor for if you want to import a prefab within a prefab?

 
@Slaan

Good to hear that everything works as intended.

@Laz Man

I believe it's the import prefab feature within the editor for if you want to import a prefab within a prefab?
Yes, right.

@StompyNZ

@pille, a flip (mirror) prefab would be handy. Needed that today trying to fix up guppies apartments which didn't fare well in the conversion
I just tried to implement a flip function but there is a important problem. The rotations of some blocks need to be changed but other blocks (e.g. Doors) should keep their rotation data. So I am not sure if there is an easy method to implement a flip...

@n2n1

Just want to say again - Thank You, this Utility - is serious :)
Yeah, could be better though but real life keeps me occupied. Therefore I cannot implement what I want atm^^

 
Build underground

Is there a way to establish which layer should be the ground layer? If I build 10 layers underground and want the prefab to spawn correctly in a random world, how would I go about making sure layer 11 is ground level?

 
Is there a way to establish which layer should be the ground layer? If I build 10 layers underground and want the prefab to spawn correctly in a random world, how would I go about making sure layer 11 is ground level?
Depending on what you're making, I would just put a level of whatever block for that level. When you go to import it, use -11 as your height and that SHOULD be ground level with 10 underneath it. I"m working on a castle, I did the same thing so I could have a deep moat, and then did a solid foundation level where I was going to build up from.

 
Ground Level

Depending on what you're making, I would just put a level of whatever block for that level. When you go to import it, use -11 as your height and that SHOULD be ground level with 10 underneath it. I"m working on a castle, I did the same thing so I could have a deep moat, and then did a solid foundation level where I was going to build up from.

Well, the goal would be for random generation and the -11 applied. I'm just not sure how that would get associated with the prefab.

 
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