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About RingoD123

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  1. Your console.txt file shows this error at the bottom: ERROR: General, 1584219957799> java.lang.RuntimeException: can't create player at x,y,z=211,150,9 because the square is null Either your spawnpoint is incorrectly placed (on level 9 instead of level 0) or you have this bug:
  2. The mod.info file that is in the folder with your lotheader, bin etc should actually be map.info. comprehensive guide can be found here: https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/
  3. They are just the different layers that different tiles sit on so they draw over/under other tiles correctly, You only need to use these when in Tile mode, Iso mode automatically places items on the relevant layer. You just simply choose a relevant layer to add your item to (eg a door on the doors layer, a poster on wall furniture etc) when using tile mode.
  4. Sorry for the late reply, but you need to add: fixed2x=true as the last line in your map.info file
  5. You do not need to do anything special. You can simply add them using Tile mode.
  6. I dont think so, if it's not in the tutorial then don't worry about it. You could always ask RJ if you want/need to know exactly what it does.
  7. The size is fine, that building in your second image, you would place that one first and then place the building that would join to the right after it. Basically place the inside wall of building 2 after the outside wall of building 1 if that makes sense.
  8. The best thing to do is create 6 new layers in the Layers tab on the right of your image, name them the same as the 6 that are already there except change the "0"'s to "1"'s. If you the click on levels you will see that you have created a new level that replicates the first. Then just make sure you have the correct levels floor or vegitation layer selected and then place as normal.
  9. As axezombie said, the game's camera does not rotate, so North, East, West and South always face the same directions, meaning a compass would be useless as they do not mark your current position on a map, that would be some kind of GPS system which I dont beleive would have been around back when this game is based. No matter where in the game world you are, these are always the "compass directions": So adding a "compass" to the game would be nothing more than a static image/set of icons that basically do the same as the image above, which would be kind of pointless. As Kim Jong Un pointed out, the main consideration is with regards to in game maps, as they can be presented in isometric format, like the game itself, or in top down format, like this: The above image is top down, the top of the image is North, any map that is top down like this will always have the top of the image as North. If you find it hard to work out the directions compared to the isometric game world then just imagine rotating this map 45 degrees to the right to make a diamond shape, North is now the same direction on the map as it is in game. Isometric in game maps already fully match their directions with the actual game world, like so: Anyone using a different version of North, East, West and South, are using them wrong, maybe show them the first image I posted above as a reference. Along with N, E, W, S, It could be useful to also use directions such as "screen up" instead of "North West", "screen down" instead of "South East", and again, these directions never change.
  10. We like this idea and I will start the process of getting this in game after I ask Mash to make some arrow overlays for the road. My thought is a 90deg left and 90deg right arrow for each of the 4 directions along with a 90deg Left+Right for T-Junctions. My thinking is placing these about 10-15 tiles from the turn/junction itself on straight long roads.
  11. Pretty sure they represent different rooms in your building, shouldn't need to have it turned on to be fair. Just click on view and then make sure "highlight room under pointer" is unticked, close the cell and then re-open it, bulbs should be gone, you can always bring them back by re-ticking the "highlight room under pointer" option.
  12. You do not want to do anything with the config folders, leave them as is. However it does look like your tiles folder is set to the correct one... For sanity's sake I would completely remove Tilezed from your system and download/unzip it again (make sure it's the latest one from the same thread as the latest tiles that i linked you above), then make sure both tilezed and worlded have the tiles folder set correctly again: "In WorldEd, click on Edit and then Preferences, then in the Tiles Directory part of the preferences window, navigate to and select your tiles folder (make sure it is the tiles folder you select and not the 2x folder inside of it), you'll probably also need to do the same in Tiled by clicking on tools and then tilesets, and again make sure the tiles folder is the one selected at the top of that window." Once done you shouldn't have any issues with missing trees or anything else.
  13. Yes, that looks correct for tilezed but you also need to check that worlded is correct, in wordled click on edit and then preferences and make sure the same tiles folder is selected there.
  14. If the trees are not loading up then you still have not set up your tiles folders correctly. Make sure that both in tilezed and worlded you have tiles folder selected and NOT the 2x folder inside of it.
  15. Yeah if you've been renaming stuff to fudge a fix then god knows what else you've broken. Delete your tiles, re-download the latest and make sure your tiles directories are set up properly both in tilezed and worlded like described above.
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