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Prefab Editor (Alpha)

I don't know what decorations biomes are and how they are related to prefabs.^^
Here mean the contents of biome.xml.

biome.xml, along with blocks, in addition has the ability to use prefabs as decorations (burned remains of houses, rock formations, piles of coal or nitrate, and etc.).

ie, some prefabs are used as decor, and controlled via biome.xml.

In fact, this used only the content of the prefabs - the blocks. In this case - the placeholders, sleepers or static spawn - don't work.

With the class "SpawnEntity" - becomes possible to spawn entity into prefabs which is part of the scenery biomes. (not RWG!)

Such previously was not available! Now it is possible to control spawn through decorations of biomes!

 
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In short, using prefabs with sleeper volumes as biome decorations to increase spawn counts is viable using the SpawnEntity class.

No more empty cities. Every mailbox can be a spawner. Or tire. Or whatever. So instead of decorating the cities with blocks, you decorate them with 1 block prefabs.

@n2n1 Tin tried this out unsuccessfully, btw. I forget what the failure was, and am not sure if he tried to fix it.

 
Thanks Guppy and n2n1

Let me know if there's anything I can do. lol

Just a short preview:

There are new options for the xRay-Mode.

Ignore Air:

- identical to the old xRay-Mode

Blacklist

- Enter block Ids you want to hide

Whitelist:

- Opposite of blacklist

9Qibqll.jpg


I've added similar options to the import function:

jRz0aS9.jpg


(particularly useful if you want exclude air blocks)

 
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Wait, there's an old xray mode? That implies there's a new xray mode, which is like the "bug" I was reporting a few weeks ago. Lol.

 
Wait, there's an old xray mode? That implies there's a new xray mode, which is like the "bug" I was reporting a few weeks ago. Lol.
Wait, what? The new mode is like your reported bug? I don't get it. lol Anyway, I hope that the new mode will fix the bug.

 
It better, because I paid good money and I....

Oh wait, it's free and you owe me nothing; carry on. =)

-gup

 
Is there a way to set <poi lights to ''lit'' ?

Hey

I designed a huge prefab. Now i m searching for a way to set the light to ''on''

In Hals prefab editor i did this in alpha 15. but now on a 16 the editor wont work so i found pills editor.

Are we able to set the poi lights to ''on'' so that they are lit ?

We tryed conecting them to solanr banks but it ends up in a huge lag.....

 
I should really add FAQs to the op.^^ Yes you can.

1. Select the light block.

2. Write the value '2' into the meta text field.

3. Press the button 'meta' and save the prefab.

QQWXFcm.jpg


 
perfekt thank you ... after it works i tryed same with turrents and gen for infinit power and gas and ammo for my prefab but it wount work .. ( after i gave the prefab trader prot. i wont have acces to refill the turrets and gens...think i have to make a new '' block '' for turrets and gens and electric fenses.

Does your prefab editor also generates a distant view ???

 
perfekt thank you ... after it works i tryed same with turrents and gen for infinit power and gas and ammo for my prefab but it wount work ..
I wish we had this kind of feature but it's not supported by the game atm.

Does your prefab editor also generates a distant view ???
No, distant meshes for prefabs can be created using Hal's tool:

https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor

@Guppy

Someday Guppy. Need to overcome my laziness. ;)

 
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In light of the new block format (no id numbers) in a17, I hope you're planning ahead and also figuring out a converter.

 
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In light of the new block format (no id numbers) in a17, I hope you're planning ahead and also figuring out a converter.
I dunno what you're talking about. lol I thought we got more block ids? There is a comment from Gazz....

<block id="2051" name="cntCupboardCornerCNRRed"><property name="Extends" value="cntCupboardCabinetRedTopClosed" param1="CustomIcon,Place"/>

<property name="Model" value="cupboard_corner"/>

</block>
 
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What's the Spawner thing in the XML tab?

- - - Updated - - -

Also, does search work at all? It's always an empty tab for me.

 
And while I'm taking advantage of such an incredible tool being provided at no cost to myself, could we get a recent files feature, please? :)

 
@Guppycur

Yeh now it's no block id's. Check nearer to his last few messages on the dev diary.
Are you referring to this randomly dropped piece of information?

Code:
<block name="cntToilet02">
<property name="Extends" value="cntToilet01"/>

<property name="Model" value="Plumbing/toilet02" param1="main_mesh"/>

</block>

<block name="cntToilet03">

<property name="Extends" value="cntToilet01"/>

<property name="Model" value="Plumbing/toilet03" param1="main_mesh"/>

</block>

This is rather useless since we don't know how the new system works. I cannot plan ahead.

@dcsobral

What's the Spawner thing in the XML tab?
- - - Updated - - -

Also, does search work at all? It's always an empty tab for me.
To be honest, I can't remember what the spawner thing is. Afaik, it no longer works in A16.

The search tab is not implemented yet.

This isn't out yet, is it? It would have helped me SO MUCH right now!
There are still some limitations I am trying to eliminate. I'll try to release a small updates on this weekend... :)

And while I'm taking advantage of such an incredible tool being provided at no cost to myself, could we get a recent files feature, please?
This feature is planned.
 
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It works by block name. And it's not random information if you know where to look. :)
The old system was stupid to begin with. It's not just modders that suffered, but TFP themselves. I bet there were just one or two people working on blocks and items, or they'd have dropped it long ago.

It's not hard: assign the IDs when first loading the XMLs, or when creating the world. Save name/id table on world, and whenever loading a game, load that and then assign IDs for whatever remains unassigned. The IDs are probably used internally for cross references, so there's some work there too, but even that can easily be fixed by adding another level of indirection (every problem in programming can be fixed by adding indirection, except too much indirection :) ).

 
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