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[Prefabs] ZZTong's Custom POIs

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. 
SORRY. Don't think it's your beehive. 

My apologies. 



 
ERR Block beeHiveEmpty is found multiple times, overriding with latest definition!

ERR Block beeHiveFull is found multiple times, overriding with latest definition!


Those don't follow my naming conventions, so I don't think it is the ZZTong-Prefabs modlet. All of my beehives are Parts (part_zztong_beehive_01) so they couldn't have a loot list.

They don't follow the BCP naming conventions either.

I grep'd the entirety of both projects and did not find "beehive", "bee", or "hive", (other than references to my part) so I'm not sure where else to look.
 

SORRY. Don't think it's your beehive. 


Any idea what it was? It sounds like there are other modlets involved?

 
Those don't follow my naming conventions, so I don't think it is the ZZTong-Prefabs modlet. All of my beehives are Parts (part_zztong_beehive_01) so they couldn't have a loot list.

They don't follow the BCP naming conventions either.

I grep'd the entirety of both projects and did not find "beehive", "bee", or "hive", (other than references to my part) so I'm not sure where else to look.
 

Any idea what it was? It sounds like there are other modlets involved?
Yeah, it was from "Food Expansion" mod. 

I couldn't see a duplicate. So I just removed the mod for the time being. 

 
ZZ

Wasn't sure where else to ask. If there is a discord let me know. 

I was just wondering since 21.0 into 21.1 seems TFP changes something with trader protection and if you turn off protection using "  <property name="TraderAreaProtect" value="-100,0,-100" />"

It makes traders unprotected. But now in 21.1 when you have them unprotected using that config traders only give Buried Supply quests. 

Do you know of a way to make traders unprotected with out them just giving buried supplies?

thanks!!!

 
Do you know of a way to make traders unprotected with out them just giving buried supplies?


I regret I do not. Last week I got the same result and assumed I just messed up something.

The Trader POIs coming in my next release (for A21.1) includes Traders that have been overrun with zombies and don't include any trader blocks or functionality. They're not rigged for RWG, so the only way to get them into play is to edit a world's prefabs.xml file. I do that in my solo games so that there's only one trader of each type in the world.

If there is a discord let me know. 


I rent a channel on GuppyCur's server, #zztong-prefabs. I've not made my own server as my list is overflowing with servers already. Folks tend just just DirectMessage me, which is fine too.

 
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image.png

Changes:

  • 4 New Gateway Tiles
  • zztong_restaurant_02
  • zztong_tfp_apartments_adobe_01
  • zztong_tfp_prison_01
  • zztong_tfp_school_k6_01
  • zztong_tfp_settlement_01
  • Optional "Dead" Traders
  • Bug fixes
 
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A21.1-ZZ017 has been released.

This is a maintenance release that includes bug fixes and compatibility updates. If you're working with Teragon or an overhaul mod then this update is probably important to your goals. Otherwise, the bug fixes are block changes based on feedback from players, covering up missing paint textures, or other little things I may have found along the way.

Note that the Custom-Blocks-Pack modlet has been renamed. It no longer tries to load first thing by having a folder name that starts with "00". This is important for compatibility with overhaul mods.

 
So this release will work okay with say, Darkness Falls now?


As far as I know. I think DF is still in a testing phase so it might be a moving target.

There's also a change to improve performance for the Intersection POIs/Tile that was reported by the Rebirth folks. That change should make things a bit better for everyone.

 
A21.2-ZZ018 has been released because I'm tired of waiting on A21.2. This release attempts to address Vanilla variety issues in Gateway and Country Residential districts. It contains...

16 new POIs: gyroport_01, lot_vacant_03, lot_vacant_04, lot_vacant_05, lot_vacant_06, restaurant_03, storage_02, store_s_03, store_s_04, store_s_05, , store_xs_16, tfp_docks_01, tfp_docks_05, trailer_02, trailer_park_04, and warehouse_04.

5 new Tiles: countryresidential_corner_zztong_01, countryresidential_corner_zztong_02, countryresidential_t_zztong_01, gateway_straight_zztong_07, and gateway_t_zztong_02.

 
A21.2-ZZ018 has been released because I'm tired of waiting on A21.2. This release attempts to address Vanilla variety issues in Gateway and Country Residential districts. It contains...

16 new POIs: gyroport_01, lot_vacant_03, lot_vacant_04, lot_vacant_05, lot_vacant_06, restaurant_03, storage_02, store_s_03, store_s_04, store_s_05, , store_xs_16, tfp_docks_01, tfp_docks_05, trailer_02, trailer_park_04, and warehouse_04.

5 new Tiles: countryresidential_corner_zztong_01, countryresidential_corner_zztong_02, countryresidential_t_zztong_01, gateway_straight_zztong_07, and gateway_t_zztong_02.




1. I take it I can't use this version if I'm still using A21.1 correct?

2. Would this version be okay to use with DF or no? I don't want to update the version I have since it still works good. 

 
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1. I take it I can't use this version if I'm still using A21.1 correct?

2. Would this version be okay to use with DF or no? I don't want to update the version I have since it still works good. 


1. It works in A21.1 in single player, for me. I admit though I really hadn't thought it through that folks were (obviously) still playing A21.1.

2. I want to think so, but I don't know. I don't usually test with any of the overhauls because there are so many of them that I cannot keep up with their development. When I get problem reports I'll load up an overhaul and see if I can recreate the problem. I'm happy to work with an overhaul for compatibility.

I moved the A21.1 version of the modlet back to the main downloads area where folks can still get it. I'll leave the A21.2 version up there as well unless it becomes a problem.

 
u doing anymore  poi,s


Since the last release I've made 3 new Tiles. Is there anything in particular you'd like to see?

I work a full-time job and teach college on the side. When school's in session my 7D2D productivity dips as I can only usually throw Saturday at any projects.

 
thats ok i was just seeing if u had any more going on yours is an important mod pack since the main poi modpack is still not done for alpha 21 yet so the more types of poi we have the better 

 
A21.2-ZZ019 has been released.

This release includes new Gateway Tiles and content to appear upon them. One of the new Gateway Tiles is an intersection called "Bartertown" that was mildly inspired by Mad Max films such as the Road Warrior and Beyond Thunderdome. What you end up with is a Tile that is a make-shift fortress and within is a overrun trader and a couple of smaller POIs to go with it. Think of it like a larger POI with smaller POIs inside it. The interior POIs can have quests, but the Tile itself does not, though the Tiles does have its own zombie volumes with zombies as densely placed as a POI. The Tile is actually filled more densely than picture below, where distance has culled many structures.

This release does NOT use the Custom Blocks Pack (CBP) so it has only Vanilla dependencies and should be more easily deployed with other modlets.

image.jpeg

 
A21.2-ZZ020 has been released. It contains only a bug fix for biomes.xml. There is no new content. I've been wasting away in Margaritaville. There are no zombies here, but I've run out of sponge cake.

 
A21.2-ZZ021 has been released. It clears my workbench in anticipation of an experimental release of A22, aka 1.0. This update includes a completely redesigned Office Building 03 getting rid of the old, nasty, ugly version that I didn't like. There's a new house and two new "Watering Hole" POIs that are focused on survivor attempts to collect water: one urban and one rural. Also includes are two buried treasure "things" that you might find in your worlds if you're lucky and/or search diligently for them. Quests won't lead you to them, so you're more likely to find them via happy accidents.

image.jpeg

Watering_Hole_02.jpg

 
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


Problem with Generator Performance mod https://www.nexusmods.com/7daystodie/mods/4628?tab=posts

 
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