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Prefab Editor (Alpha)

(v0.53) (A16 Version) - Air blocks being Replaced

I'm using the (v0.53) (A16 Version) of this editor. no I have not updated it as I dont know if this will update it to the a17 version or not.

i'm having an issue with airblocks in the prefab being replaced with terrain blocks or other blocks already present when I import the prefab.

I understand this issue may be caused because i'm using a diersville cityblock prefab base as the prefab. so I edited that prefab to include 25 blocks of air above the city block layer, and another 5 below it. i also added stainless steel 50 columns aroudn the perimeter as a fence. regardless of these edits, when i import the edited version of the prefab, any air blocks present in the prefab will contain any terrain blocks they were meant to replace.

is there a setting or something i dont know about because i'm a noob with pilles?

please see:

 
Hi,

go to the Xml tab and make sure that 'Copy air blocks' is checked:

CdSogDv.jpg


I'm using the (v0.53) (A16 Version) of this editor. no I have not updated it as I dont know if this will update it to the a17 version or not.
A17 version should be backwards compatible with A16 but I haven't tested it yet.^^

 
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Hi,
go to the Xml tab and make sure that 'Copy air blocks' is checked:

CdSogDv.jpg


A17 version should be backwards compatible with A16 but I haven't tested it yet.^^
Thank you so much Pille, Brilliant work

 
some other issues with the latest build

See images these sections are too small or the incorrect size to see what they are

Top of program in the middle

1.png


Sleeper Volumes

2.png


 
is there a way to make ruler lines horizontally or vertically, or at least a dot in the center? If not, that would make it fab. being able to easily locate the center of the project would be a nice addition.

 
some other issues with the latest buildSee images these sections are too small or the incorrect size to see what they are

Top of program in the middle
Ok, will be fixed in v0.57.

is there a way to make ruler lines horizontally or vertically, or at least a dot in the center? If not, that would make it fab. being able to easily locate the center of the project would be a nice addition.
This feature is not implemented yet but I'll do my best... Just need more time to fix the broken functions (broken due to the changes in A17) . :)

what do i need to export a prefab from a map?
I am not really a pro with ingame editor. There might be more efficient ways to export:

- Press F1 to open the console

- Type dm and press enter

- Close the console (press escape)

- look at the ground and press z to spawn the blue export box

- press and hold g and then click and drag the arrowheads to change the position of the box

- press and hold shift + g and then click and drag the arrowheads to change the size of the box

- press escape and click on export prefab to export every inside the box

- press backspace to get rid of the box (thank you ecv)

 
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Update time!

Changelog v0.57 (Dec. 28, 2018):

- added default values for min. and max spawn count to the sleeper volume widgets

- fixed several layout issues

 
Ok, will be fixed in v0.57.



This feature is not implemented yet but I'll do my best... Just need more time to fix the broken functions (broken due to the changes in A17) . :)

I am not really a pro with ingame editor. There might be more efficient ways to export:

- Press F1 to open the console

- Type dm and press enter

- Close the console (press escape)

- look at the ground and press z to spawn the blue export box

- press and hold g and then click and drag the arrowheads to change the position of the box

- press and hold shift + g and then click and drag the arrowheads to change the size of the box

- press escape and click on export prefab to export every inside the box

- press backspace to get rid of the box (thank you ecv)
thanks. i'm working with a16. so the older version of the editor as well because, i dont want to chance that its not recursive. whenever you get to the rulers/guides/centermark at this point, it would be a nice feature. BTW the circle selector is also broke, or at least i cant use it. also z export is not working in 16. I know there is a thread out there that provides a mod to enable it, i cant find that thread again. so i used BC manager, it took a bit because BC kept throwing errors. but i got the homestead project finished, imported for finishing touches, exported and added water and now its.. just dandy and waiting for players on my server, should they be inclined to homestead.

 
also, i wonder.. i know there is a way to convert a16 prefabs to work with a17, but is there a way to reverse this and convert a17 prefabs to work with a16? I would love to spawn one of the Victorian homes and rebuild it fsag while we serve up an a16 map, and i have at least 1 player who prefers to live in them.

 
tried to load my casino in editor 0.58 starts to load then editor closes. cant load any prefab i have made. they load in the ingame editor fine

 
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how do you get trees to spawn in game? I have surface decor checked and everything spawns just fine, but trees, no matter the type or size, do not spawn in-game, even though they are there in the files.

 
hey, in addition to checking off the spawning in biome/city boxes in the xml tab, which file to I need to edit to get a prefab to spawn in a vanilla game? is there a tutorial for this?

 
thanks. i'm working with a16. so the older version of the editor as well because, i dont want to chance that its not recursive. whenever you get to the rulers/guides/centermark at this point, it would be a nice feature.
Ahh sorry I know you've already mentioned that you're working with a16. I am getting old. lol

BTW the circle selector is also broke, or at least i cant use it. also z export is not working in 16.
Yes the circel selector is deactivated since ... forever. Some other features are semi-broken or have some minor bugs. I'll try to fix everything as soon as possible. The z export should work though. I assume you've added sleeper zombies and they didn't spawn ingame?

I know there is a thread out there that provides a mod to enable it, i cant find that thread again. so i used BC manager, it took a bit because BC kept throwing errors. but i got the homestead project finished, imported for finishing touches, exported and added water and now its.. just dandy and waiting for players on my server, should they be inclined to homestead.
Glad to read that you've managed to export your prefab!

also, i wonder.. i know there is a way to convert a16 prefabs to work with a17, but is there a way to reverse this and convert a17 prefabs to work with a16? I would love to spawn one of the Victorian homes and rebuild it fsag while we serve up an a16 map, and i have at least 1 player who prefers to live in them.
No, that's almost impossible. That would be extremely difficult/time-consuming.

how do you get trees to spawn in game? I have surface decor checked and everything spawns just fine, but trees, no matter the type or size, do not spawn in-game, even though they are there in the files.
That's strange. There are no known bugs regarding tree spawning. Maybe you have to add more air layers above the tree blocks. If you send me the prefab file, I should be able to identify the issue.

hey, in addition to checking off the spawning in biome/city boxes in the xml tab, which file to I need to edit to get a prefab to spawn in a vanilla game? is there a tutorial for this?
If you want to spawn prefabs in Navezgane edit the following file:

C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Worlds\Navezgane\prefabs.xml

And if you work with RWG worlds, edit the file

C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\rwgmixer.xml

I am not really good at editing the rwgmixer and I am not aware of tutorials explaining the mixer, sorry.

tried to load my casino in editor 0.58 starts to load then editor closes. cant load any prefab i have made. they load in the ingame editor fine
Please send me your casino. :)

 
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Ahh sorry I know you've already mentioned that you're working with a16. I am getting old. lol


Yes the circel selector is deactivated since ... forever. Some other features are semi-broken or have some minor bugs. I'll try to fix everything as soon as possible. The z export should work though. I assume you've added sleeper zombies and they didn't spawn ingame?

Glad to read that you've managed to export your prefab!

No, that's almost impossible. That would be extremely difficult/time-consuming.

That's strange. There are no known bugs regarding tree spawning. Maybe you have to add more air layers above the tree blocks. If you send me the prefab file, I should be able to identify the issue.

If you want to spawn prefabs in Navezgane edit the following file:

C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Worlds\Navezgane\prefabs.xml

And if you work with RWG worlds, edit the file

C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\rwgmixer.xml

I am not really good at editing the rwgmixer and I am not aware of tutorials explaining the mixer, sorry.

Please send me your casino. :)
My casino and hotel both loaded on 0.53 lol but will send to you ty

 
Yes the circel selector is deactivated since ... forever. Some other features are semi-broken or have some minor bugs. I'll try to fix everything as soon as possible. The z export should work though. I assume you've added sleeper zombies and they didn't spawn ingame?
no, no sleeper zombies. honestly, not a huge deal since it the older version and probably not relevant for much longer.

No, that's almost impossible. That would be extremely difficult/time-consuming.
ahh.. no worries and competently understand. not a new coder, just new to coding video games and their editors

That's strange. There are no known bugs regarding tree spawning. Maybe you have to add more air layers above the tree blocks. If you send me the prefab file, I should be able to identify the issue.
there are at least 30 blocks of air above the line of blocks where the tree blocks are placed. I've even tried the meter tall trees.. each one listed and did several tests. i can spawn the small dead trees, thats it. I'll send you the file, but not worried about it, the players can go get their own trees. as long as i can get it to work by the time i switch our dedi to a17 in 6 to 8 months.

and thank you soo much for this (below) I'll continue to look through the mod forum section for a tutorial. for some reason i kept thinking these files only controlled the biomes and not the prefabs.

If you want to spawn prefabs in Navezgane edit the following file:

C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Worlds\Navezgane\prefabs.xml

And if you work with RWG worlds, edit the file

C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\rwgmixer.xml

 
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no, no sleeper zombies. honestly, not a huge deal since it the older version and probably not relevant for much longer.
Sleepers are the only way to 'tie' zombies to prefabs. Ok that's not entirely correct. You can add static spawns to a prefab but they won't work in rwg worlds because vanilla 7dtd doesn't support this feature. Thus, it's not an issue with my editor but a limitation of the game. The static spawns work in Navezgane but I am too lazy to implement a feature which is only available for one map.^^

 
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Sleepers are the only way to 'tie' zombies to prefabs. Ok that's not entirely correct. You can add static spawns to a prefab but they won't work in rwg worlds because vanilla 7dtd doesn't support this feature. Thus, it's not an issue with my editor but a limitation of the game. The static spawns work in Navezgane but I am too lazy to implement a feature which is only available for one map.^^
this is entirely a different direction than my comment. thank you for useful knowledge. i havnt tried doing sleeper spawns yet. I'm waiting to do my sleeper prefabs until there is a stable selection of blocks. which may not be until 18. for now i am content with creating player prefabs and maybe setting a few farm plots up in the rwgn for people to find.

what i meant by z export is where you can press z and copy blocks in-game. I know there is a forum thread on turning it on in 16, and i cant find it again. I'll keep looking though. i did finally get the bc manager export commands to work. they kept giving me errors.

thank you so much for your time

 
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