Unfortunately this didn't work for me.*Steps to convert prefab*
I was meticulous about the steps, but the prefab still refuses to load into a new RWG world

No warnings, and the prefab loads fine in the prefab editor, just not into a world.
Unfortunately this didn't work for me.*Steps to convert prefab*
That's not implemented yet, sorry. I am waiting for a more stable base game, where stable means that no drastic changes are to be expected.Pille,
Can you advise how to get the 7daystodie tab to work so I can view the prefab as it will look in game? When I click on the tab, all I am getting is a white screen.
War and Peace,
UnknownSoldier
P.S. Thanks a million for this tool. Now I can review all of the compo packs and make sure no one is being overly enthusiastic about loot boxes, or secret rooms to not-cheat finding. And get rid of the horribly designed ones.
Probably a bug related to the random world generator. How big is the prefab? No warnings in the ingame prefab editor usually means the problem is connected to the rwg.Unfortunately this didn't work for me.I was meticulous about the steps, but the prefab still refuses to load into a new RWG world![]()
No warnings, and the prefab loads fine in the prefab editor, just not into a world.
.Ins - No clue. But it must be something optional. "the stats are not used by the game so far, informational only" - Alloc. Stats can be somehow used to optimize the performance of a prefab. That's my theory deduced from the patch notes and Alloc confirmed it more or less.^^Hallo Pille!You can tell me briefly what the files contain."ins"?
And, for what now need <property class= "Stats"> in prefab-xml?
He's already been helped.Pille mate
I am trying to fix some textures missing on blocks in my prefab. Yeh every time I do it it doesn't work :'( are you able to take a look for me at all please
(post #1118)No, I don't have informed them but others might have. I dunno. Since they will ignore A17 bugreports, it makes sense to wait for A18... I don't want to update the editor atm. since A18 could make my attempts to fix the problem obsolete.
Oh nice, really? Or is this a ironic smile? ^^(post #1118)
You were absolutely right about that. In A18 all the sleeper volumes shifting problems have disappeared! :smile-new:
Why not using the ingame editor to build the mesh after converting the prefab?:Or there is a way to build prefab .mesh files, please? Thanks for any answer.
Ah oky, so we can build it & it's not automatic but manual... Thanks you very much!Why not using the ingame editor to build the mesh after converting the prefab?:
* load the converted POI into the ingame editor
* press escape and click the button update imposter
Alternatively to the second step, you could use the following 3 console commands to generate or update the mesh file:
prefab simplify
prefab combine
prefab export
Do not save the prefab after using the commands but reload its original version.
what static entity spawning?...did I miss something?* added option to disable static entity spawning xml entries
Not sure but it's very old deprecated stuff. Magoli requested an option to turn it off to keep the xml clean.^^Hallo!what static entity spawning?...did I miss something?
Must be related to the filter tags:************************************************** ************************************************** *************
I was doing painting in the built-in editor and I often had to hide blocks that belong to the decor type.
You know which parameter in the code indicates that the block belongs to the decor ?
(What would the checkmark in the built-in editor disable their display. I have a feeling that this is not in the block.xml...)
I've been here a long time - I already know all the timingsSorry for the late reply...
So um ... problem solved?I've been here a long time - I already know all the timings![]()
Yes, think i went through all the settings in the block.xml, tried the classes... I didn't get anywhere there.
It would be strange to see this hard-coded...
Ok, but what about the FilterTags that I've mentioned in my first reply?No, i just confirm that I didn't find a way either.
No, that doesn't work either.... does it work for You?Ok, but what about the FilterTags that I've mentioned in my first reply?
Bug confirmed. I'll investigate the problem. It's probably related to the xml file.It's only for me that crashes when loading a vanilla prefab "bombshelter_lg_01" ?(v0.84c)