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[Prefabs] ZZTong's Custom POIs

Posted this on the Nexus page as well, didnt know which was better.

Errors out in RWG at 3-5% Wilderness POI with the following error:

ArgumentOutOfRangeException: ArgumentOutOfRange_MustBePositive
Parameter name: maxValue
  at GameRandom.Next (System.Int32 maxValue) [0x00004] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
  at GameRandom.RandomRange (System.Int32 _min, System.Int32 _maxExclusive) [0x00000] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
  at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.CalculatePosition (System.Int32 width, System.Int32 height, GameRandom gameRandom) [0x00082] in <e50633701e48463298c4edb52db51cd0>:0
  at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.NewSpawnWildernessPrefabMethod () [0x000ce] in <e50633701e48463298c4edb52db51cd0>:0
  at GeneratorPerformanceMod.Harmony.StreetTile.StreetTile+SpawnWildernessPrefab.Prefix (WorldGenerationEngineFinal.StreetTile __instance, System.Boolean& __result, Vector2i& ___WildernessPOICenter, System.Int32& ___WildernessPOISize, System.Int32& ___WildernessPOIHeight, POITags& ___traderTag, POITags& ___wildernessTag) [0x00038] in <e50633701e48463298c4edb52db51cd0>:0
  at (wrapper dynamic-method) WorldGenerationEngineFinal.StreetTile.DMD<WorldGenerationEngineFinal.StreetTile::spawnWildernessPrefab>(WorldGenerationEngineFinal.StreetTile)
  at WorldGenerationEngineFinal.StreetTile.SpawnPrefabs () [0x00042] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
  at WorldGenerationEngineFinal.WildernessPlanner+<Plan>d__2.MoveNext () [0x001c4] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <4bba812690714c578170328b4ec178d0>:0
What  mods are you using.

Zztong is pure vanilla no harmony no mods.

A log would be helpful as well

 
Posted this on the Nexus page as well, didnt know which was better.


Can I assume since the report is crossed out that the issue was found to be elsewhere?

I'm not familiar with the (RWG) "Generator Performance Mod." It promises a 68% improvement in RWG speed, which for an 8k map on my computer would be around 45 seconds.

Stallionsden is right, my modlet doesn't involve any code changes. It just uses Vanilla features, which I suppose could drive the Generator Performance Mod into an exception if the Generator Performance Mod wasn't aware of one of those features.

I can try to test this combination, but it won't be until later on Monday before I would get a chance.



Ah, I see this now. The discussion there has similar reports. I'm not sure I can rule out an incompatibility based on what's said there. It looks like somebody also suggested the problem happened with PEP.

 
Yeah that was my bad, sorry. Completely forgot I tried it out and left it in the Mos folder (It's faster, but not a huge amount in my case with a 10k map and an aging dinosaur of a PC).

I just deleted it, so again, my mistake.

 
Yeah that was my bad, sorry. Completely forgot I tried it out and left it in the Mos folder (It's faster, but not a huge amount in my case with a 10k map and an aging dinosaur of a PC).


Thanks for letting me know. Oh, a 10k map, those do take longer.

 
Just FYI, there will be no estimate for a 1.0 (A22) release until I get a chance to interact with it, which will not be immediately as I have a commitment that will deal me out for the first two weeks of experimental. The first release will be whatever it takes to make the modlet work and resolve basic appearance issues. A subsequent release will embrace whatever new features 1.0 (A22) brings that relate to POIs.

 
UPDATE 7/14/2024 - The modlet has been converted to V1.0 Experimental b317 on my testbed and I'm currently looking for unanticipated and undiscovered problems. I foresee making a V1.0 release of the modlet immediately after V1.0 leaves experimental, assuming nothing major changes that would require an update on my part.

 
Hey Zztong

I get this error after creating a world and starting the game.  

This is the error:   zztong_bartertown_joelx.ins, len 16337. Read error 
Great job with your prefabs.

Regards

Gouki

 
I get this error after creating a world and starting the game.  

This is the error:   zztong_bartertown_joelx.ins, len 16337. Read error 


It's a known error message. I've not been able to resolve it as there doesn't seem to be a way to regenerate that file. It doesn't appear to affect the game.

 
The V1.1-ZZ023 release is now available.

New content addresses rural repetitiveness with more Tiles and more POIs, bringing the total number of Tiles up to 46 and the total number of POIs up to 196.

Release Notes: V1.1.023 (ZZ023)

  • Bug fixes: floating blocks, tile tags, bridge gutters.
  • Zombie volume adjustments in zztong_tfp_apartment_adobe_01.
  • Added rwg_tile_rural_cap_zztong_02 and rwg_tile_rural_cap_zztong_03.
  • Added rwg_tile_rural_corner_zztong_03, rwg_tile_rural_corner_zztong_04, and rwg_tile_rural_corner_zztong_05.
  • Added rwg_tile_rural_t_zztong_02, rwg_tile_rural_t_zztong_03, and rwg_tile_rural_t_zztong_04.
  • Slimmed down number of XS POIs on rwg_tile_rural_t_zztong_01, and rwg_tile_rural_cap_zztong_01.
  • Added zztong_cabin_01, zztong_cabin_02, zztong_landscaper_01, zztong_library_01.
  • Added zztong_outback_adventure_01, zztong_fire_academy_01.
  • Added zztong_trailer_03, zztong_gas_station_01, zztong_store_xs_17, zztong_store_xs_18.
  • Added zztong_rural_filler_01, zztong_rural_filler_02, zztong_rural_filler_03, zztong_rural_filler_04.
  • zztong_wind_turbine_02 has collapsed under the weight of being too good of a base. (Blame @sphereii)
  • Removed mine fields from Tiles because they don't match TFPs approach and because they remain invisible for too long as you approach them on a vehicle.
 
ZZTong-Prefabs-Promo.png

The V1.2-ZZ024 release is now available.

This is a milestone release for me. I hit 200 POIs and 50 Tiles. I'd like thank anyone who has provided advice and assistance over the years. In particular, @stallionsden got me started and still provides me insight on what's happening amongst all the "block stackers" making content for 7D2D. I'd be nowhere without him.

Also, many thanks to those who have taken the time to tell me they've enjoyed the modlet. That's the best payment for labors of love.

Yes, ChatGPT/DALL-E generated the image. I thought it was cool, so I didn't mess with it.

 
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View attachment 33002

The V1.2-ZZ024 release is now available.

This is a milestone release for me. I hit 200 POIs and 50 Tiles. I'd like thank anyone who has provided advice and assistance over the years. In particular, @stallionsden got me started and still provides me insight on what's happening amongst all the "block stackers" making content for 7D2D. I'd be nowhere without him.

Also, many thanks to those who have taken the time to tell me they've enjoyed the modlet. That's the best payment for labors of love.

Yes, ChatGPT/DALL-E generated the image. I thought it was cool, so I didn't mess with it.
Congratulations mate well done on reaching the 200 mark 8 tiles short tho lol 😛 . It has been a pleasure and look forward to the next 300 pois and 100 tiles.

 
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Version 1.4-ZZ026 is now available. It is identical to v1.3 so you do not need to update. I only made a version named 1.4 available because some people will ask me for a current version and get confused by the mismatch.

In other news...

I'm excited to mention it appears to be possible to support The Descent (modlet, linked below) via existing POIs and not prevent Vanilla RWG or Teragon from using those same POIs. That is, Vanilla RWG world generation doesn't fail if there are POI Markers from The Descent in the POIs. Likewise, Teragon doesn't seem to misbehave either. Thus it appears at this time, one POI modlet (like ZZTong-Prefabs) can support both Vanilla RWG, The Descent's modified RWG, and Teragon.

My plan right now is to extend some POIs with support for The Descent and have it in place for a release to go with TFP's version 2.0.

https://www.nexusmods.com/7daystodie/mods/5758?tab=posts

 
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