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Skyscraper (by Pille)


Pille

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The beta version of my tower is done! However, it still needs fine-tuning and there are performance issues. I added a ring of spikes to kill screamer zombies which should mitigate frame drops and lags. Recommended spawn location is wilderness

 

 

 

Download (A18):

 

Standard version of the prefab (latest update: 5. March 2020):

DOWNLOAD LINK

 

 

TqGk0T3.gif

 

 

 

Concept:

 

The concept of the tower is similar to that of the vanilla skyscrapers. It's a vertical dungeon with an intended route to the roof. You don't have to destroy any tough blocks (except some doors and glass blocks) to follow this route. However, it's well hidden and not highlighted (no torches). The tower is supposed to be a high level area. Expect unfair traps and dangerous sleepers. Hints: Sometimes you have to go down to make your way up. ;) I've added a small riddle at the end...

 

 

 

Known issues:

 

* You need a decent computer to use the tower. :)

 

* Sometimes parts of the outer fence won't spawn. Afaik it's a bug in 7dtd (unrelated to the prefab). Apparently the game ignores the RotationFaceToNorth property defined in the xml.

 

* Sometimes the prefab won't spawn at certain positions (even if it's visible in the previewer). It's a bug in 7dtd (not directly related to the prefab)

 

* I've fixed most of the stability issues. A few blocks on the roof may collapse though.

 

 

 

Installation (A16, might be outdated):

 

Download and extract the zip file and open the folder skyscraper_pille*. Copy all files to the prefab folder located in the 7 days to die directory (location if you use the default paths: Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Prefabs).

 

Please use the settings listed below. Don't try to spawn the skyscraper in towns. Don't change the rotation of the skyscraper. Both will lead to vertices errors!

 

* Open the rwgmixer.xml (location if you use the default paths: Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config).

* Find the wilderness group (<prefab_rule name="wildernessGroup">).

* Add the following line to the end of the group:

 

<prefab name="skyscraper_pille" max_count="1"/>

 

You may add a min_count or change the max_count to balance the amount of skyscrapers.

 

 

Example (should spawn 3 or 4 towers depending on the seed):

 

<prefab_rule name="wildernessGroup">
<prefab rule="traderGroup" min_count="1" max_count="1"/>
<prefab name="cabin_01" />
<prefab name="cabin_02_sm" />
<prefab name="cabin_03_lg" />
<prefab name="cabin_04_md" />
<prefab name="cabin_05_lg" />
<prefab name="cabin_06_lg" />
<prefab name="cabin_snow_hidden_01"/>
<prefab name="ranger_station1" />
<prefab name="snowy_ski_lodge" />
<prefab name="campsite_01" />
<prefab name="campsite_02" />
<prefab name="campsite_03" />
<prefab name="campsite_04" />
<prefab name="campsite_06" />
<prefab name="campsite_06a" />
<prefab name="campsite_07" />
<prefab name="campsite_07a" />
<prefab name="indian_burial_grounds_01" prob="0.05"/>
<prefab name="oldwest_graveyard"/>
<prefab name="cave_01" />
<prefab name="cave_02" />
<prefab name="cave_03" />
<prefab name="cave_04" />
<prefab name="skyscraper_pille" min_count="0" max_count="1"/>
</prefab_rule>

 

The prefab is supposed to spawn in the desert. I don't recommend to change its xml file.

 

 

 

You cannot find the way up?:

 

If you're too lazy to search for the route to the roof or if you want to have a look at the prefab you may find this video helpful (SPOILER ALERT!):

 

[video=youtube_share;Jmr9Var-12M]

 

 

 

Related Prefabs (Free to use/mod):

 

Crane pack A16 + A17 + A18 (only two cranes atm) (Version: 13. Oct. 19)

Excavator pack A16 + A17 + A18 (Version: 2. Feb. 20)

Helicopter pack A16 + A17 + A18 (Version: 13. Oct. 19)

Tank pack A16 + A17 + A18 (Version: 13. Oct. 19)

Bulldozer pack A16 + A17 + A18 (Version: 13. Oct. 19)

Red Mesa Alpha Labs A17 + A18 (Version: 6. Jan 20) *click here for more information*

 

JMBajQO.jpg

 

 

 

Changelog:

 

(22. April)

- fixed: Hayballs in Gamma labs break your legs

 

(22. April, second update)

- replaced instable lights

- fixed instabilities on the roof

- improved two sleeper volumes (this should improve the performance in the maze (bandit camp))

- maybe fixed: "Apparently the game ignores the RotationFaceToNorth property defined in the xml."

 

 

 

Credits:

 

Laz Man has allowed me to include his McDowell's Restaurant:

https://7daystodie.com/forums/showth...nt-(by-LazMan)

 

I used and modified Horst's tanks:

https://7daystodie.com/forums/showth...03-Tank-prefab

 

I copied & pasted some defensive works from Kam R.'s Nuclear Power Plant (e.g. sandbag barriers, turret mountings):

https://7daystodie.com/forums/showth...ar-Power-Plant

 

A lot of design element are inspired or even shamelessly copied from TopMinder's prefabs:

https://7daystodie.com/forums/showth...TopMinder(Tom)

 

I got some help and advises from The Cure (e.g. regarding the design and layout of the street and street lights) and plan to steal some of his ideas.

 

Some elements (e.g. canteen, bar in the second floor) are copies from vanilla prefabs (created by The Fun Pimps).

 

 

Thank you guys for allowing me to include your prefabs and ideas!

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Thanks, guys. I am completely new to this kind of modern/realistic builds. So it takes forever to find workarounds for all the little problems arising during the building phase (e.g. how would you make a sliding glass door or revolving door? Have to find some kind of door that fits into the empty space in the screenshot bellow) That's why I cannot give you a time estimate.^^

 

4. Building session (Entrance I)

 

yYH2V6t.jpg

 

LF0dXhn.jpg

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Thanks, guys. I am completely new to this kind of modern/realistic builds. So it takes forever to find workarounds for all the little problems arising during the building phase (e.g. how would you make a sliding glass door or revolving door? Have to find some kind of door that fits into the empty space in the screenshot bellow) That's why I cannot give you a time estimate.^^

 

4. Building session (Entrance I)

 

 

yYH2V6t.jpg

 

LF0dXhn.jpg

 

 

I made a revolving door for i think the court house i made.

 

Pillar in its end so flat surfaces facing up and down. Then glass panel plates so the thin sides are on top and bottom and large flat areas are left right etc. If that makes sense

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@stallionsden

Thanks stallionsden. That looks much better than expected (I thought it would be super ugly, lol).

 

@Guppy

Crappy door selection has been a pervasive problem since ... forever. Hell, you can't even have a proper double door because both would open the same direction.

I know it sucks. When I heard of the skyscrapers in A16, I thought TFP would add some appropriate doors but nope ... they decided to use these rear exits of porn movie theatres as front door :)

 

 

 

5th Building session (Revolving doors)

 

H4U5g2g.jpg

 

 

Does anybody know a solution to my railing problem (last screenshot in #5)?

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@stallionsden

Thanks stallionsden. That looks much better than expected (I thought it would be super ugly, lol).

 

@Guppy

 

I know it sucks. When I heard of the skyscrapers in A16, I thought TFP would add some appropriate doors but nope ... they decided to use these rear exits of porn movie theatres as front door :)

 

 

 

5th Building session (Revolving doors)

 

 

H4U5g2g.jpg

 

 

 

 

Does anybody know a solution to my railing problem (last screenshot in #5)?

 

Lol nah it looks quite good actually. But yeh got to be inventive with certain things unfort due to limited blocks etc.

 

The image didnt work btw so cant see it to help with the rails.

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@stallionsden

 

Does anybody know a solution to my railing problem (last screenshot in #5)?

 

It looks like you used the same wood pole support on both sides of the stairs...but did advanced rotation on the closer one to flip it upside down and backwards.

 

There is actually a wood pole support2 block that is a mirror of the original that will line up the way you want...i think.

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@stallionsden

Lol nah it looks quite good actually. But yeh got to be inventive with certain things unfort due to limited blocks etc.

 

The image didnt work btw so cant see it to help with the rails.

 

That's strange. Do the other images work? Doesn't matter since Dracos solved my issues but there will be more problem for you, don't worry. ;)

 

@Dracos99

It looks like you used the same wood pole support on both sides of the stairs...but did advanced rotation on the closer one to flip it upside down and backwards.

 

There is actually a wood pole support2 block that is a mirror of the original that will line up the way you want...i think.

 

Ahh you're right. I used the wrong pole support. I didn't know of 'wood pole support'. Thank you Dracos.

 

You guys are really helpful. That's how it should look.

 

bONiHDU.jpg

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The main reason that pictures are not visible for people on this forum is that they are either not linked to or have become un-linked from their Steam account.

 

Check Settings in the top right and then Steam Account Link on the left hand side.

 

Nah its cause i in my phone lol. Well for me anyway.

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6th building session (Lobby III):

 

gE1cZuD.jpg

 

MQIM9ez.jpg

 

 

i used to get a message that links to third party image sites were blocked until my forum account was linked to my steam account...not the person posting, the one viewing.

 

Ahh I know what you mean but it shouldn't be a problem since you can view to images if you're not logged in.

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So I will take a short break from building the tower. It's hard to work on two big projects at the same time (editor and this one).^^

 

You can download the unfinished tower from here. Remark: The texts on the walls are just temporary (till I've found a more intelligent company philosophy for 'Pille Industries'). :)

 

There are no sleepers yet but I've added 5 hidden (unpainted) boxes (e.g. bookstore box) you can try to find.^^ The boxes are accessible without placing or destroying blocks.

 

 

7th building session. Bar + Small library.

 

B5AQlor.jpg

 

teZ5ub0.jpg

 

TG8jAcl.jpg

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Laz Man has allowed me to include his McDowell's Restaurant:

https://7daystodie.com/forums/showthread.php?67382-PREFAB-McDowell-s-Restaurant-(by-LazMan)

 

It took only 20 minutes to prepare the tower and to import the interior and the 'M'. So it's a shameless one-to-one copy (except the entrance door) which saved me several days of work. Thanks again Laz Man! Please make more restaurant and shop prefabs. :-)

 

1th copying session:

 

SzaDR4K.jpg

 

 

Preliminary entrance:

 

wXi7DWm.jpg

 

 

8th building session (StarBugs):

 

4yqOUYX.jpg

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