Pille
Prefab Creator and Great Galactic Imperator
Haha you're kidding. Making it fully compatible requires tons of work.^^does the editor work in A17
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Haha you're kidding. Making it fully compatible requires tons of work.^^does the editor work in A17
I know:--- deleted ---(I found the answer to the question)
(I wanted to ask how difficult it would be to adapt the Editor...i thought i was original in this question...)
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How difficult it will be to rework the editor, due to the disappearance of id ?
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I heavily agree (Great minds think alikeTo be honest, i do not plan to hurry with the adaptation my mod. I think that A17 is a "pass-through" version, there is strongly cut out the content. I will understand/learn and prepare the basis for future affairs...
Is there anyone who thinks like that?
Np guardian of the prefabs.thx for the update - that makes things much much easier for me - really appreciated
You said you found the answer to your question. :tongue: The game still uses blocks in the tts files. The order of the block names in the blocks.xml defines their IDs (IDs lower than 256 are reserved for terrain blocks btw.). If you save a prefab with the ingame editor then the game stores the mapping for all used blocks in the .blocks.nim fileWhat is now contained in prefabs instead of ID-numbers? The names of the blocks ?
Nope. I am really bad at explainig stuff, so I'll try to construct an example. Let's say you're working on a prefab (size 1x1x2) that contains only two blocks. rConcreteBlock (block id is 2090) at position 0,0,0 and ladderSteel at position 0,0,1 (block id is 1109). Saving the prefab will create a tts file and a blocks.nim file with the following content, assuming you're using a vanilla blocks.xml (simplified):But then if i shuffle the sequence of blocks (but don't change the names) - will it break the prefab?
Then what's the essence?
Afaik you can do what you want as long as youThat is, there is no way to add a block to the middle of the list? How do I add a new Terran-block which should be up to 256....
No, you are not stupid lol. Afaik there was no discussion about the new system.I'm sorry if i'm being stupid, maybe i missed discussing it ?
I've no clue about that file atm. but if you delete it, the editor is still able to load the prefab. So I assume, it's not very important (hopefully^^).But for me it remains a mystery file with the extension .ins.
Not sure that I understand your question. You can use the renamed blocks.nim from the block map prefab (prefab that contains all vanilla blocks) to load all vanilla prefabs. The ingame editor does not mind unused rules in the nim. So yes, we can use only one file on all prefabs.What is your opinion, it would be possible to use only one file ".nim" on all prefabs? After all, it is supposed to contain the same transformation table!
Yes, probably. In the current system, you only have to make sure that the blocks.xml contains all modded blocks. Actually, the ingame editor fulfills the task of a converter.But each prefab has its own, is it for compatibility with third-party prefabs?
No problem dude.thx very much
global Replacer works well now - good job again