over 5 years ago - OzHawkeye - Direct link
No, and they're not likely to in any substantive way. Any free roaming entity draws down on the quite limited pool of entity controllers, be it an animal, a zombie or (eventually) a Bandit.

If they implemented "farming a la Minecraft", players would quickly exhaust the pool of entity controllers, preventing the game from running (at an acceptable performance level anyway), primary enemies like Zombies and Bandits.

TFP have talked - rather speculatively though - about re-writing that controller themselves to make it more efficient, but unless and until they do, don't expect to see animal husbandry in the game.
over 5 years ago - OzHawkeye - Direct link
Originally posted by Go_Coup: Thanks.

Trapping seems like it wouldn't require much processing power at all. Even husbandry wouldn't require as much as a zombie. It seems like there would be ways to implement them if they had their quantity restricted. My game sometimes drops down to unplayable numbers of frames when there are more than a few zombies active, though. It seems like they could just make the animals static or disappear 'into their housing' when a zombie is near.

Having a wolf that can fetch small dead bodies(rabbit, vulture) would be cool. It could also warn you(growl) when there are enemies around.

I was really excited when TFP said there would be new plants and recipes. I was really disappointed when I saw what we have. I just don't want to add mods. I figured there must be a trapping mod if not a husbandry one as well. The trapping seems so easy: build a trap, place it in a large water source, gain fish meat after x days; build a trap, place it in the snow biome, find a rabbit inside after x days.

There are already mods that place "animal blocks" from which you can regularly extract meat for example. That I suspect, though, isn't what you were looking for, but if they will do it for you, then yes, you can get mods that do that already, or make one of your own if you prefer.

But free roaming, tamable animals, on a large scale, just isn't going to happen unless the entity controller becomes a lot less impactful, and I doubt that's on the cards.

Keep in mind, for it to go into the base game, it'd have to work for MP as well, and if you had 8 players, each of whom had just 8 pigs in a farm, you've used up 64 entity controllers before the game can even spawn a single zombie, bandit or wild animal.
over 5 years ago - OzHawkeye - Direct link
Originally posted by Go_Coup: It seems like they would want a better controller in order to spawn more zombies or reduce FPS drops.

That's true. I kind of forgot about mutliplayer. I only play singleplayer. Although, A17 does seem like it has some cool features for multiplayer. It promotes different roles, although it doesn't go very far because it needs to be playable in singleplayer.

They've speculated about re-writing their own controller, but I emphasise that its being something of an off-hand comment, by Madmole, once (so far as I know). I don't think there's any actual plans to.
over 5 years ago - OzHawkeye - Direct link
Originally posted by Dr Quin Magna™: I get the most overwhelming sense that the way they have chosen to design this game has also shot themselves in the foot with it. The moment any kind of new system or new mobs, POI's anything, The reply is always the same. The game can't handle it. Such a shame because it paints the games future in a very dim light. Is what we have now (Which is very very little) Pushing it already?

Unity is a fantastic game development engine, but it has its limitations as well. Perhaps most famously with its ongoing use of single point float precision, mainly due to the fact that it only supports C# and not C++ (this is why you see most Unity games have moved away from "infinite" maps in open world settings). Atlas memory has definitely been an issue from time to time, and, unfortunately the entity controller to, which at one point TFP speculated about re-writing elements of in C++ for better memory management.

I would love to see this get fixed - my ultimate dream for 7Days would be to have survivor NPC's who could be found, rescued and put to work in an ever expending community, like Alexandria in The Walking Dead.

In other game engines, perhaps you could do this, I don't know them well enough to know if that's the case with say the Unreal engine or not, but then, they have their limitations as well (no voxels for example in the case of the Unreal engine).

Short story is though, you pick the most efficient way you can to make the game you want to make, and accept that the "most efficient" and the "perfect" aren't likely to be identical.
over 5 years ago - SylenThunder - Direct link
Originally posted by Dr Quin Magna™: I get the most overwhelming sense that the way they have chosen to design this game has also shot themselves in the foot with it. The moment any kind of new system or new mobs, POI's anything, The reply is always the same. The game can't handle it. Such a shame because it paints the games future in a very dim light. Is what we have now (Which is very very little) Pushing it already?
Don't forget that this is a 3D Voxel game. Just the base mechanics require a lot more resources than your average 2D title like Ark. It's not nearly as easy as painting in a bunch of flat animals.