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preparing for release
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brucezztong committed Aug 27, 2023
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6 changes: 4 additions & 2 deletions CHANGELOG.txt
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CHANGE LOG / RELEASE NOTES: (Newest to Oldest)

A21.2.017 (ZZ017)
A21.1.017 (ZZ017)
* Updated Teragon configuration file to match newest format.
* Adjustments to POIs based on user feedback.
* Revised rwg_tile_downtown_intersection_zztong_01 to improve performance.
Adjustments made to the four intersection POIs to match.
* Used DuplicateRepeatDistance to moderate the placement of house and
wilderness POIs. I'm not trying to take over the world. Honest!
* Smoothed the terrain on many Tiles.
* Moved Quest (qt_zztong) to another modlet. This kind of thing has started
to look like scope creep and is better of elsewhere.
to look like scope creep and is better off elsewhere.

A21.1.016 (ZZ016)
* Added tfp_apartment_adobe_01, tfp_prison_01, tfp_school_k6_01, and
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4 changes: 2 additions & 2 deletions ModInfo.xml
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<xml>
<Name value="ZZTong-Prefabs" />
<DisplayName value="ZZTong Prefabs" />
<Description value="Adds prefabs and some RWG assets made by ZZTong. (Release A21.2-ZZ017)" />
<Description value="Adds prefabs and some RWG assets made by ZZTong. (Release A21.1-ZZ017)" />
<Author value="ZZTong" />
<Version value="21.2.017" />
<Version value="21.1.017" />
<Website value="https://www.nexusmods.com/7daystodie/mods/1434/" />
<!-- Dependencies: Custom-Blocks-Pack -->
</xml>
26 changes: 12 additions & 14 deletions README.txt
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ZZTONG-PREFABS READ-ME for A21.2.ZZ017
ZZTONG-PREFABS READ-ME for A21.1.ZZ017

GOAL:

Expand All @@ -21,7 +21,7 @@ CLIENT INSTALLATION: (Windows)
The folder does not exist by default. If this is your first Mod, then you
will need to create the Mods folder.

3. Place the "00-Custom-Blocks-Pack" folder in the Mods folder:
3. Place the "Custom-Blocks-Pack" folder in the Mods folder:
%APPDATA%/7DaysToDie/Mods ... %APPDATA/7DaysToDie/Mods/00-Custom-Blocks-Pack

4. Place the "ZZTong-Prefabs" folder in the Mods folder:
Expand Down Expand Up @@ -106,17 +106,15 @@ work.

POI EXPANSION PACK (PEP)

If you playing Darkness Falls, then you should follow their instructions.
If you playing Darkness Falls, then you should follow their instructions. This
is because Darkness Falls has unique world requirements to support DF's story.

If you are playing Vanilla and mixing in the PEP with other sources of POIs
then consider removing the PEP modlet's Config/rwgmixer.xml file as it puts
a finger on the scale of RWG bias in favor of PEP and Vanilla POIs. The PEP
POIs should work just fine using RWG without that configuration file.

Note that in removing PEP's Config/rwgmixer.xml file you would also be removing
their changes to city and world generation. If you want those and you don't
want PEP to dominate the POI selection, then you have some choices and editing
to do.
a finger on the scale of RWG bias in favor of PEP and Vanilla POIs. You might
also consider removing the "Prefabs/POIs/VanillaTagOverride" folder if you
would like Vanilla POIs to use the game's default Tags. The PEP POIs should
work just fine using RWG without those features.

OVERHAUL MODS:

Expand All @@ -136,10 +134,10 @@ APOCALYPSE NOW - I'm under the impression you can using the Game's RWG to make
maps and if this modlet is installed when you do that, then I'm told you will
have a viable map.

DARKNESS FALLS - Requires special POIs to be on a map, so you need somebody
to make you a map and do specific placement. If that effort involves using
the Game's RWG while this modlet is installed, then you'll see these POIs in
the resulting map.
DARKNESS FALLS - Requires special POIs to be on a map. DF's approach to making
this happen involves extensive use of "bias" settings. My modlet won't have
those, so you may find the ZZTong-Prefabs are at a slight disadvantage when
it comes to placement in the world, but you'll still see them.

RAVENHEARST - I'm under the impression you can use the Game's RWG to make
maps. If so, make sure this modlet is installed when you do that.
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