<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>
<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>
<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>
<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>
<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>
<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>
<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>
<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>
<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>
<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>
Unfortunately I believe these results vary on differing maps. What great results you achieve in one world can very well be squished the next and one gets more then you are wanting.Before i can say what i did the last hours i need to explain something
Deco Prefabs have no Long range aka LOD model you can see from far away, they simply plop up when you came near enough
So if i speak about a "ZONE" in the following i speak about the Circle arround the player you can see these Prefabs the picture show such a prefab on max distance (on my PC with my settings)
![]()
I spend the last hours by adjusting the rarity of my Deco pois.
As example i want
Arround 1 Watersource per Zone
Arround 1 Stash per zone
Arround 1 Mine per 4-6 Zones
Sadly its hard to balance. sometimes you have nothing for kilometers and sometimes a cluster of Deco Prefabs
![]()
Well
(In each biome)Code:<decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/> <decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/> <decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/> <decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/> <decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/> <decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/> <decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/> <decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/> <decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/> <decoration type="prefab" name="0_Deko_00StashT" prob =".0005"/>
Gives me nearly the amount of prefabs i want for the stashes.
If you want to do the same, be carefull, so bigger the Prefab (mean broad and lenght not high) so less the Game place of them
The nice is that i later can simple swap the 00 Stash with the new stashes i make.
Means i have soon a working framework
I agree wasn't disagreeing with you. Some great poi decos tho be fun to play withSure, but somewhere you need to start, and somewhere you must accept that you cant optimize it more.
Besides that the Deco pois are not fixed on a Seed. Every new game on a seed delivers a different result (at least thats what i currently think, will test that later)
With water you need to use pille editor and change the meta from 2 to 0 and rotation 8 to 0. Fixes the water issues.After i had problems to find my City traders in the citys (mostly because the flagpole has no far sight model) i decided to finish my citytrader Version 2 and add a elevator tower (that i hope is high enough to be seen)
![]()
The bad news is that the water in my Deco prefabs still scewed my games. So i decided to remove the water for the upcoming release
Weird works for me.i allready did this (placed water as last edit with pilles editor)Sadly i still had issues. Maybe because the pipe inside the water @ one poi, but i try to release in a few hours and i guess no one is offended if instead of water he find some low value container that contain normaly water
For me normally too, maybe i scrificed the wrong animals to the engineWeird works for me.
They won't spawn if placed too close to each other. The minimal distance between two traders is 5 blocks. That's something I found out recently. Afaik this limitation cannot be circumvented.With 2 Traders i mean this (This is a Picture taken inside the "Playtest" world)
(And i have no clue why only one show up ingame of a RWG world)
![]()
ahh thanks good to know, with this info + no other errors until now it can be used on intentionThey won't spawn if placed too close to each other. The minimal distance between two traders is 5 blocks. That's something I found out recently. Afaik this limitation cannot be circumvented.
No additional code necessary additional to the rwgmixer.xmlthese pics are looking very nice
I like the idea of having traders also in towns
(FYI: technically spoken there are no Township-City anymore. Also no Township-Rural isnt available anymore. We just have towns and wilderness - so its a towntrader instead of citytrader)
Have u tested it ? Does it works ??
Is it handled like a common Trader-Prefab or are there any Changes in the xml's to do also ?
I also still like ur idea of the custom deco-prefabs - hows the progress there?