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Prefab Editor (Alpha)

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.
Ahh lol sorry. I need some sleep.^^ You're looking for this thread:

https://7daystodie.com/forums/showthread.php?47459-Unlocking-In-Game-Prefab-Editor-(Terrain-Tools)-dll-mod

I am not sure if this mod can be used for servers/multiplayer.

 
Update time!

Changelog v0.58 (Dec. 28, 2018):

- fixed: light properties don't work correctly if you have configured and unconfigured in your prefab.

 
Ahh lol sorry. I need some sleep.^^ You're looking for this thread:https://7daystodie.com/forums/showthread.php?47459-Unlocking-In-Game-Prefab-Editor-(Terrain-Tools)-dll-mod

I am not sure if this mod can be used for servers/multiplayer.
i think so, and thats okay, i dont mind spawning a prafab into a private game to make additions, if it makes it easier to export it with finishing touches. and thank you so much.

I've been awake since midnight, i cant sleep, even with muscle relaxers.. thanks for helping, despite being tired

 
Changelog v0.59 (Dec. 29, 2018):

- fixed: unknown SleeperVolumeGroup or SleeperVolumeGameStageAdjust values may cause crashes.

i think so, and thats okay, i dont mind spawning a prafab into a private game to make additions, if it makes it easier to export it with finishing touches. and thank you so much.
You're welcome.

 
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Changelog v0.60 (Jan. 3, 2019):

- reactivated remove rows, remove columns, import and export

- fixed: loading converted a16 prefab may cause crashes

 
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Changelog v0.60 (Jan. 3, 2019):
- reactivated remove rows, remove columns, import and export

- fixed: loading converted a16 prefab may cause crashes
Can we get the insert rows and columns back? Doesn't seem to work right now.

 
Can we get the insert rows and columns back? Doesn't seem to work right now.
It's deactivated atm. I had to break some features during the development of the new version. This was one of them. Next update should bring this feature back.

 
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Changelog v0.60 (Jan. 3, 2019):
- reactivated remove rows, remove columns, import and export

- fixed: loading converted a16 prefab may cause crashes
thx for the update

very much appreciated

will test it out right now

 
Obviously, that inserting/removing columns - is not as easy thing as it seems....

...sometimes, I think, You rewrite the code around this :)

But, Please, I don't want You once said like a:

- well, "inserting/removing columns" still nobody liked and we decided to remove it's feature ... (RR)

or

- "my some buddies, from another Tool, said it was too complicated to edit, and i had to get rid of it so people could edit prefabs more easily". (RR)

 
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The features 'insert rows' and 'insert columns' were already fixed in the previous patch but I didn't realize it.^^ The sleeper and light properties required some minor code fixes because they differ from universal block properties (density, damage, id etc.). All blocks have an id but only a few ones have light properties. That's the major difference that caused a bug or incompatibility in the insert and remove functions.

Obviously, that inserting/removing columns - is not as easy thing as it seems.......sometimes, I think, You rewrite the code around this :)
One day I'll rewrite it because it's still buggy and may cause crashes. :(

But, Please, I don't want You once said like a:

- well, "inserting/removing columns" still nobody liked and we decided to remove it's feature ... (RR)

or

- "my some buddies, from another Tool, said it was too complicated to edit, and i had to get rid of it so people could edit prefabs more easily". (RR)
Quite the opposite, my buddies say that I should add some trendy feature like hidden bitcoin miners, encryption trojans and other cool stuff. ;) But seriously, feature removal is not going to happen.

Update Time!

Changelog v0.61 (Jan. 4, 2019):

- reactivated insert rows and columns

- changed: pic. for no texture / delete

- fixed: hearing percent in sleeper properties is multiplied by 100 when you use the block picking tool to read the block properties

- known issues (should be fixed in the next update):

- cutting light or sleeper blocks (ctrl + x) changes the values of the light or sleeper properties; Use copy 'n paste (ctrl + c & ctrl + v) until the bug is fixed

- middle mouse button (block picker tool) doesn't work properly. You have to click the middle mouse button twice for it to work.

Btw. the new version can be downloaded directly from the op (if the auto-updater is not working for you) .

 
... Quite the opposite, my buddies say that I should add some trendy feature like hidden bitcoin miners, encryption trojans and other cool stuff. ..../
Maybe, something like this?
bGXez5o.jpg


(but this will also require calling the "insert/remove rows" procedure) :D

PS: Thanks for the Update! :)

 
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Thanks Pille's you literally saved me on my Prefab, the Sunken Highway system needed this for when it was cutting thru mountains or hills this was awesome to get the Insert Rows and Columns back!

 
Sorry, no time for chitchat... ;)

Changelog v0.62 (Jan. 4, 2019):

- changed: better default values for sleeper properties (default sleepers were deaf^^)

- fixed: import prefab doesn't work properly

- fixed: sleeper sight range and sleeper sight angle not properly saved (-1 was saved as 255, should be 65535)

 
Sorry, no time for chitchat... ;)
Changelog v0.62 (Jan. 4, 2019):

- changed: better default values for sleeper properties (default sleepers were deaf^^)

- fixed: import prefab doesn't work properly

- fixed: sleeper sight range and sleeper sight angle not properly saved (-1 was saved as 255, should be 65535)
Is there a way for this to read the Mods folder for block changes? Example I have to have to installs one hard coded and one using the mods, Just in-case I want to edit a prefab that has custom blocks.

 
Is there a way for this to read the Mods folder for block changes? Example I have to have to installs one hard coded and one using the mods, Just in-case I want to edit a prefab that has custom blocks.
No. The problem is that I have no clue about the new modding system and I don't have time to learn it atm. but if you help me I may be able to help you. ;) What I need to know is the location of the Mods folder. If you can make a small test mod consisting of 2 or 3 custom blocks, I'll try to implement the requested feature...

Maybe, something like this?
Lol nice idea but no.^^

 
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I simply want to export a building from a 16.4 random world and import it into a new a17 random world. Can this be done using this tool or any other?

Thanks

 
I love this tool. Best way to fix water imo.

Is there any way to do a conditional search? For example, have damage selected as criteria, and choose something like >0 to get all of the blocks with some damage. I am finding that I have a bad habit of punching blocks and not repairing them and then noticing them in this editor.

 
I simply want to export a building from a 16.4 random world and import it into a new a17 random world. Can this be done using this tool or any other?
Thanks
It can be done using HAL's tools. The editor itself is not compatible with A16 but the bbb commands still work:

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

After extracting your prefab from the map you have to convert it following the instructions in

C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\blocksA16PrefabConversion.xml

I love this tool. Best way to fix water imo.Is there any way to do a conditional search? For example, have damage selected as criteria, and choose something like >0 to get all of the blocks with some damage. I am finding that I have a bad habit of punching blocks and not repairing them and then noticing them in this editor.
Not implemented yet but it's not a big deal and I am going to try to add it (<, >, !=). If you don't mind to repair all blocks you could use the exchanger (advanced replace):

dISRq5P.jpg


Click on 'Replace (all layers)'.

 
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It can be done using HAL's tools. The editor itself is not compatible with A16 but the bbb commands still work:https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor

After extracting your prefab from the map you have to convert it following the instructions in

C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\blocksA16PrefabConversion.xml

Not implemented yet but it's not a big deal and I am going to try to add it (<, >, !=). If you don't mind to repair all blocks you could use the exchanger (advanced replace):

dISRq5P.jpg


Click on 'Replace (all layers)'.
Sounds great. I'll give that a try, that should do. Thanks!

 
It can be done using HAL's tools. The editor itself is not compatible with A16 but the bbb commands still work:https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor

After extracting your prefab from the map you have to convert it following the instructions in

C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\blocksA16PrefabConversion.xml
Thank you very much for the fast reply - I will try that.

 
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