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Royals Deluxe Prefabs

E913A3DB32FC2CF7C79A4956BE324D79FB20177A


FCEA22BECCD23EB5C0F56DF72B0E735520593CFF


7D84FBD1531F0CE1EC8E94982EE7794F92A6E178


A90CED1BFBCC22C2789538C059329A411C9C2AFB


 
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)

6DA440F0B1F199F309C07DD5714A1188D4CBEED1


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

9D8727DD5BB1D3727F34A68FFB62B2572DBA7FC1


Well

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"/>
(In each biome)

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 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

 
Last edited by a moderator:
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)

6DA440F0B1F199F309C07DD5714A1188D4CBEED1


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

9D8727DD5BB1D3727F34A68FFB62B2572DBA7FC1


Well

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"/>
(In each biome)

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
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.

Maybe min_counts and max_count altho atm probabilities and all are bugged.

 
Sure, 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)

 
Sure, 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)
I agree wasn't disagreeing with you. Some great poi decos tho be fun to play with

 
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)

471F359C226435B42DB30631AFD8DD110EACEE89


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

 
Last edited by a moderator:
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)
471F359C226435B42DB30631AFD8DD110EACEE89


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
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.

Bad note if you go back into the in game editor to do some work you will then always after have to go into pille editor to fix the same 2 things in water but after you do that water works great.

Can do whole prefab replace with the selected water block used with advanced function of pille editor to do it in one go rather then do it block by block to make it faster.

 
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

 
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
Weird works for me.

 
these 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?

 
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)

50FC2A0FD9769A735D83EE668267E9FFF2660538
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.

 
Last edited by a moderator:
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.
ahh thanks good to know, with this info + no other errors until now it can be used on intention

i guess

these 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?
No additional code necessary additional to the rwgmixer.xml

(trader in biomes.xml as deco, cant be aimed by the "find a trader" quests)

Sadly it looks like the prefabs are not pushed by the servers, so multiplayer need a manual download

The work take a break for a few days, have a 7d2d overdose combined with a wall i ran agaist by the inability to make maphopping possible with mods (need a few hundret more vehicle storage slots)

But i guess in a few days i work further

 
Last edited by a moderator:
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