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[Prefabs] ZZTong's Custom POIs

If you're ever in the desert and come across a large concrete arrow, or a tall black monolith, those decorations are based on real things that have been found out in AZ deserts. They should be really rare. Other than testing, I've only seen the monolith once.
Heh.  I just assumed the monolith had something to do with 2001: A Space Odyssey.  I haven't seen the arrow.  Personally, that monolith is the one thing I don't really care for.  Maybe it is realistic to something found in Arizona but it just looks out of place to me.  But I definitely love the rest of the decorations.  They really help to make the wilderness feel like people had been there before.

 
Heh.  I just assumed the monolith had something to do with 2001: A Space Odyssey.  I haven't seen the arrow.  Personally, that monolith is the one thing I don't really care for.  Maybe it is realistic to something found in Arizona but it just looks out of place to me.  But I definitely love the rest of the decorations.  They really help to make the wilderness feel like people had been there before.


The dimensions and appearance that I used more closely resembles the Arthur C. Clarke 2001+ monoliths. I'm not sure the dimensions of the monoliths found in California, Utah, and Romania were the same.

The concrete stuff had to do with early aviation and flight paths over the desert.

 
I forget, does this mod work with just placing the file into the mods folder? Or does it have to be placed into the appdata and/or another location as well. 

Can't wait to try it in a21! Thank you! 

 
I forget, does this mod work with just placing the file into the mods folder? Or does it have to be placed into the appdata and/or another location as well. 

Can't wait to try it in a21! Thank you! 


Yes, as a modlet, it is designed to go into the Mods folder, wherever you've arranged for that to be located.

For most people the Mods folder is something like %AppData%\7DaysToDie\Mods -- the default location on Windows. It used to be a folder people created with the Game's files, but that practice changed with later A20 updates. If you start getting into overhaul mods, or multiple game installs, ModLauncher, running a server or even just a deep interest in giving the game runtime options, then I lose the ability to predict where that Mods folder is located because you have infinite configuration options.

I hope you enjoy it.

 
Definitely. 

Thank you. 

Yeah all my modlet are in the mods folder. 

Only reason I asked because I remember awhile back things like combopack had to be installed in several locations like the prefab folder etc. 

I know as of recently most mods are okay with functioning in the mods folder. 

I hate using the mod launcher personally. 

But, thank you so much! Can't wait to try it later! 😊😊

 
So im trying to use your prefabs and modlet however i get a ton of errors when loading a RWG map in to a game it tells me its ignoring a bunch of stuff.

Heres a quick sample

2023-07-10T19:23:35 99.613 ERR Loading prefab "zztong_house_01" failed: Block "cbpCookingPotHelper" (22362) used in prefab is unknown.
2023-07-10T19:23:35 99.613 WRN Could not load prefab 'zztong_house_01'. Skipping it
2023-07-10T19:23:35 99.937 ERR Loading prefab "rwg_tile_residential_corner_zztong_01" failed: Block "cbpShoppingCartRandomHelperAir" (22431) used in prefab is unknown.
2023-07-10T19:23:35 99.937 WRN Could not load prefab 'rwg_tile_residential_corner_zztong_01'. Skipping it
2023-07-10T19:23:35 99.939 ERR Loading prefab "zztong_house_17" failed: Block "cbpBookcaseBookless" (22339) used in prefab is unknown.
2023-07-10T19:23:35 99.939 WRN Could not load prefab 'zztong_house_17'. Skipping it

I do have both the modlet and prefab folder in the Mods folder and they seem to load up just fine

2023-07-10T19:21:59 4.277 INF [MODS] Trying to load from folder: 'Z00-Custom-Blocks-Pack'
2023-07-10T19:21:59 4.277 INF [MODS] Loaded Mod: 00-Custom-Blocks-Pack (21.0.001.0009)
2023-07-10T19:21:59 4.277 INF [MODS] Trying to load from folder: 'ZZTong-Prefabs'
2023-07-10T19:21:59 4.278 INF [MODS] Loaded Mod: ZZTong-Prefabs (21.0.015)

 
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So im trying to use your prefabs and modlet however i get a ton of errors when loading a RWG map in to a game it tells me its ignoring a bunch of stuff.

Heres a quick sample

2023-07-10T19:23:35 99.613 ERR Loading prefab "zztong_house_01" failed: Block "cbpCookingPotHelper" (22362) used in prefab is unknown.
2023-07-10T19:23:35 99.613 WRN Could not load prefab 'zztong_house_01'. Skipping it
2023-07-10T19:23:35 99.937 ERR Loading prefab "rwg_tile_residential_corner_zztong_01" failed: Block "cbpShoppingCartRandomHelperAir" (22431) used in prefab is unknown.
2023-07-10T19:23:35 99.937 WRN Could not load prefab 'rwg_tile_residential_corner_zztong_01'. Skipping it
2023-07-10T19:23:35 99.939 ERR Loading prefab "zztong_house_17" failed: Block "cbpBookcaseBookless" (22339) used in prefab is unknown.
2023-07-10T19:23:35 99.939 WRN Could not load prefab 'zztong_house_17'. Skipping it

I do have both the modlet and prefab folder in the Mods folder and they seem to load up just fine

2023-07-10T19:21:59 4.277 INF [MODS] Trying to load from folder: 'Z00-Custom-Blocks-Pack'
2023-07-10T19:21:59 4.277 INF [MODS] Loaded Mod: 00-Custom-Blocks-Pack (21.0.001.0009)
2023-07-10T19:21:59 4.277 INF [MODS] Trying to load from folder: 'ZZTong-Prefabs'
2023-07-10T19:21:59 4.278 INF [MODS] Loaded Mod: ZZTong-Prefabs (21.0.015)
rename the custom block mods to its original name without the Z 

 
So im trying to use your prefabs and modlet however i get a ton of errors when loading a RWG map in to a game it tells me its ignoring a bunch of stuff.

Heres a quick sample

2023-07-10T19:23:35 99.613 ERR Loading prefab "zztong_house_01" failed: Block "cbpCookingPotHelper" (22362) used in prefab is unknown.
2023-07-10T19:23:35 99.613 WRN Could not load prefab 'zztong_house_01'. Skipping it
2023-07-10T19:23:35 99.937 ERR Loading prefab "rwg_tile_residential_corner_zztong_01" failed: Block "cbpShoppingCartRandomHelperAir" (22431) used in prefab is unknown.
2023-07-10T19:23:35 99.937 WRN Could not load prefab 'rwg_tile_residential_corner_zztong_01'. Skipping it
2023-07-10T19:23:35 99.939 ERR Loading prefab "zztong_house_17" failed: Block "cbpBookcaseBookless" (22339) used in prefab is unknown.
2023-07-10T19:23:35 99.939 WRN Could not load prefab 'zztong_house_17'. Skipping it

I do have both the modlet and prefab folder in the Mods folder and they seem to load up just fine

2023-07-10T19:21:59 4.277 INF [MODS] Trying to load from folder: 'Z00-Custom-Blocks-Pack'
2023-07-10T19:21:59 4.277 INF [MODS] Loaded Mod: 00-Custom-Blocks-Pack (21.0.001.0009)
2023-07-10T19:21:59 4.277 INF [MODS] Trying to load from folder: 'ZZTong-Prefabs'
2023-07-10T19:21:59 4.278 INF [MODS] Loaded Mod: ZZTong-Prefabs (21.0.015)


It is failing to find the custom blocks in the 00-Custom-Blocks-Pack modlet. As Stallion noticed, it looks like you renamed the folder for that modlet. I don't know if that matters, or not, but putting the name back is worth a try. I'm curious if that fixes it.

 
Idk if it matters. But at Rosilyn Residence the zombies all get stuck in this window and can't move lol 

20230711_031527.jpg

20230711_031706.jpg

 
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You place both "00-Custom-Blocks-Pack" and "ZZTong-Prefabs" into the mods folder correct?


Yes, correct.

Mods/00-Custom-Blocks-Pack

Mods/ZZTong-Prefabs

Idk if it matters. But at Rosilyn Residence the zombies all get stuck in this window and can't move lol


That's a Vanilla POI...

house_modern_25,POI,POIName,,x,Rosilyn Residence,,,,,,,,,,,,,




... so you can either report it as a bug or hope a TFP person notices your message here.

 
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I started over with all fresh downloads and it seems to be working now.

Re-naming mod folders doesn't seem to cause issues, the only thing it does is affect the order in which mods get loaded from what i can tell.

Probably important if you have a dependency tree...

 
I started over with all fresh downloads and it seems to be working now.

Re-naming mod folders doesn't seem to cause issues, the only thing it does is affect the order in which mods get loaded from what i can tell.

Probably important if you have a dependency tree...


Thanks for the update.

I'm glad its working for you and also glad you were able to rename the folder to control the load order. I was afraid we might have discovered that A21 required the modlet name to match the folder name and I knew if that were the case we'd be headed for adjustments in lots of modlets.

 
@zztong

I've noticed that cities generated in A21 with your mod active have large sections of tiles missing. The gaps are where you'd generally expect to see commercial, downtown or maybe industrial tiles spawning, but nothing spawns. Just big empty squares in the middle of all the cities. Any ideas what could be causing this? I have no other mods installed that add or modify tile generation.

 
@zztong

I've noticed that cities generated in A21 with your mod active have large sections of tiles missing. The gaps are where you'd generally expect to see commercial, downtown or maybe industrial tiles spawning, but nothing spawns. Just big empty squares in the middle of all the cities. Any ideas what could be causing this? I have no other mods installed that add or modify tile generation.


Yes, this has been reported as a bug in RWG and I see it is now in the "confirmed" category. For reference:





And if you want a work-around, remove (or comment out) these lines from the modlet's rwgmixer.xml file:

<!-- Adds residential to the list of possible wrappers for a Town for more variety. -->
<set xpath="/rwgmixer/township[@name='town']/property[@name='outskirt_district']/@value">rural,residential</set>

<!-- Changes the wrapper of a city to residential because there's already a lot of rural. -->
<set xpath="/rwgmixer/township[@name='city']/property[@name='outskirt_district']/@value">residential</set>




Thanks to @Baradar for his testing on the matter.

 
Yes, this has been reported as a bug in RWG and I see it is now in the "confirmed" category. For reference:





And if you want a work-around, remove (or comment out) these lines from the modlet's rwgmixer.xml file:

<!-- Adds residential to the list of possible wrappers for a Town for more variety. -->
<set xpath="/rwgmixer/township[@name='town']/property[@name='outskirt_district']/@value">rural,residential</set>

<!-- Changes the wrapper of a city to residential because there's already a lot of rural. -->
<set xpath="/rwgmixer/township[@name='city']/property[@name='outskirt_district']/@value">residential</set>




Thanks to @Baradar for his testing on the matter.




You can also change this

    <district name="countryresidential">
        <property name="district_spawn_weight" value="1"/>

to this

    <district name="countryresidential">
        <property name="district_spawn_weight" value="0"/>

No more holes

 
You can also change this... to this... No more holes


Thanks for the info. I'll give that try soon. Setting it to zero makes it the same as the default for rural, which kind of makes sense. I don't want to change the others, but maybe it points out that RWG needs to treat all outskirt_districts as if they had a district_spawn_weight of 0. It might break the bug report loose on that issue.

Update: Oh whoops, I was thinking of the wrong district. How odd. I'm building a world now and wondering how changing a countrytown value helps the cities and towns.

Update 2: The change did not seem to have any effect on Cities and Towns, though it may have helped Country Towns.

 
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The only place I have seen the holes is on my country towns. But I had added countryresidential as the outskirt

 
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The only place I have seen the holes is on my country towns. But I had added countryresidential as the outskirt


Ah, thank you. That was the critical bit of info. When I set residential's district_spawn_weight to 0 my dead spots go away. It certainly looks like whatever district is used to wrap around a settlement has to have a district_spawn_weight of 0 to avoid the Tile gaps.

 
2023-08-08T23:05:08 97.228 ERR XML loader: Loading and parsing 'loot.xml' failed
2023-08-08T23:05:08 97.230 EXC Duplicate lootlist entry with name beehive

2023-08-08T23:04:15 43.788 ERR Block beeHiveEmpty is found multiple times, overriding with latest definition!
2023-08-08T23:04:15 43.788 ERR Block beeHiveFull is found multiple times, overriding with latest definition!

Any idea what is causing this? 

Seems to be from your "Beehive" prefab?

If it's not from your beehive I apologize. Trying to just figure out the error. 

364064991_1707792156338740_7988473562473478081_n.png


 
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