layarion
New member
ah, that sounds...like it would be hard as hell to find.Might be referring to letting the game load the prefab naturally ie from the prefabs.xml file (navesgane).
ah, that sounds...like it would be hard as hell to find.Might be referring to letting the game load the prefab naturally ie from the prefabs.xml file (navesgane).
or use my modIf you're on a dedicated server, Coppis mods allow you to import prefabs using the prender command
Actually, I tried to spawn the prefabs naturally. That didn't really work. Now I am using Hal's command and everything works fine.^^No message at all and no sleepers means something is wrong with the prefab when it's being inserted via the bbb commands I would guess, defo try loading them up naturally.
I can't do that since those data are stored in the region files. So that stuff is tied to map, not to the prefab. No way atm.New suggestions:
1) recently, for a gun range i made...i had to type "giveself item" a lot and throw them in a box. if i ever have to reload the prefab that'll suck ass. Is it possible to have containers come preloaded with level 600 items, and ammo?
2) Also, possible to have Signs have pre-defined text before placement of the prefab?
The file is located atah, that sounds...like it would be hard as hell to find.
Yes, the current version is completely* compatible to A16. So you can use the links in the opening post.Is the A16 version downloadable?
which mod? i just used a vanilla prefab called "aaa_sleeper_spawn_platforms" to test on Hal's just to see if it works and it doesn't. so either i'm really doing something wrong or it's hal's editor.or use my mod![]()
"The Static entity spawn" this sounds like something useful for creating target practice at shooting ranges, or am i reading that wrong?Update Time!
I was quite busy last week, so it's only a very small update and probably the last one before v0.4 (if everything goes well):
Changelog v0.3n (July 25, 2017):
- added link to the official thread to the main menu (help -> show official thread)
- added dialog on quit to save unsaved changes (implementation is not complete yet (changes on sleeper volumes will be ignored))
- improved sleeper volume placing
- made read-only text fields gray
@Slaan
Actually, I tried to spawn the prefabs naturally. That didn't really work. Now I am using Hal's command and everything works fine.^^
Btw. I am used to frustraction.![]()
@layarion
I can't do that since those data are stored in the region files. So that stuff is tied to map, not to the prefab. No way atm.![]()
The file is located at
C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Worlds\Navezgane
(assuming you didn't change your steam directory)
@Spectral Force
Yes, the current version is completely* compatible to A16. So you can use the links in the opening post.
*The Static entity spawn is not implemented yet. Afaik no one has requested it so far and I am not sure whether this feature works in A16....
Uhm I did not change anything.^^ I tried to implement ctrl + mouse button for the rectangle tool and a few other things but it wasn't as easy as I thought it would be (due to bad codethe new look for the click n drag rectangle in the editor makes it much easier to look at. thanks.
you didn't mention that change in your patch notes though
Ok, noted. Probably I have some time to implement a backup system after finishing the 0.4 update.2) could you have manual saves be auto-backed up to some place like My Documents? i uninstalled steam because of some stupid, super slow bug...didn't think it would delete my f game directories...and took my prefab with it.
I don't understand this suggestion. Please rephrase it.yet another suggestion. modifier key when held, right-clicking and dragging to place lots of a block places then in air only. just a minor thing though
I don't think so. The spawned entities wouldn't respawn (there was a similar feature in Hal's editor btw.)."The Static entity spawn" this sounds like something useful for creating target practice at shooting ranges, or am i reading that wrong?
<?xml version="1.0" encoding="UTF-8"?>
<prefab>
<property name="CopyAirBlocks" value="True"/>
<property name="AllowTopSoilDecorations" value="False"/>
<property name="TraderArea" value="False"/>
<property name="ExcludeDistantPOIMesh" value="False"/>
<property name="DistantPOIYOffset" value="0"/>
<property name="SleeperVolumeStart" value="22,7,10#23,2,18#23,2,12#29,2,12#34,2,12#45,2,13#22,6,10"/>
<property name="SleeperVolumeSize" value="34,5,18#12,3,6#5,3,7#4,3,7#10,3,9#10,5,11#34,3,18"/>
<property name="SleeperVolumeGroup" value="S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS"/>
<property name="SleeperVolumeGameStageAdjust" value="easy,easy,easy,easy,easy,easy,easy"/>
<property name="SleeperIsLootVolume" value="False,False,False,False,False,False,False"/>
</prefab>
# 21) You have to press shift and + to use the plus sign next to the backspace because the sign is written on the upper half of the key (in contrast to the minus sign).# 21) the numpad + and - work for going from level to level, but the + sign next to the backspace doesn't.
# 22) the + and - don't work on the side view.
Mhh I am not sure if that's consistent behavior or not.^^ Imo the more important issue you've mentioned is that you cannot specify the position of your new layer/column/row. I needed this function for myself a couple of hours ago. So it's very likely that this feature will be implemented in the next release.^^Let me know if this makes sense or not. Thanks![]()
Yes. I am not sure but I assume the sleeper volumes aren't stored in the region files. I made a test spawning a prefab with ~3000 sleeper volumes in it.Hey gang, so I was able to get my custom sleeper spawns made through pille's editor to work on my first trial. Huzzah!!! However, for some reason after making adjustments to the SleeperVolumneGroup and GameStageAdjust settings for each volume has caused all sleeper spawns to stop working. I even tried undoing the changes and they still won't spawn. No errors in console either. I visited other POIs on the map and confirm sleeper spawns were working so the problem is only isolated to my custom prefab.
Deleting the region files resets any damage I caused to the POI however the sleeper spawns remain borked. Any of you run into this problem before?
Thanks! Will give these suggestions a try and report back.Mhh I am not sure if that's consistent behavior or not.^^ Imo the more important issue you've mentioned is that you cannot specify the position of your new layer/column/row. I needed this function for myself a couple of hours ago. So it's very likely that this feature will be implemented in the next release.^^
There is at least one (really ugly) workaround you can use. Either you wait for the next update or you try this:
<snip>
Yes. I am not sure but I assume the sleeper volumes aren't stored in the region files. I made a test spawning a prefab with ~3000 sleeper volumes in it.
Observation:
The size of the main.ttw file was 8 kb before generating the prefab. After spawning the building the size changed to 1220 kb.
So I think the volumes are include in main.ttw. Perhaps you have to reset this file...
I wasn't sure about that and was too lazy/busy to do any tests. So thank you for sharing your insights.Sleepers do not spawn if you are in line-of-sight of the spawn.