7 Days To Die

7 Days To Die Dev Tracker




22 Dec

Comment
    faatal on Forums - Thread - Direct

When I wrote those words, I figured I would be hearing from you. πŸŽ„

Comment
    Gazz on Forums - Thread - Direct

Don't know when that went in. A20 was cooking for a long time.


You should ask the guys who are actually good at this xpath thing if partial replacements are a thing. I barely cobbled this one together. =P






Edit: Added the Santa Hat mod... mod.


21 Dec

Comment
    SylenThunder on Steam Forums - Thread - Direct
Changelog A20 b238
Changed

  • AI destroy area works on full paths
  • Wrehouse_02: reduced street light intensity
  • Warehouse_05: replaced poles with parking blocks, reduced street light intensity
  • Pass on fixing POI densities

Fixed

  • AI path grid has missing ladder nodes from origin shift
  • Docks_02 has an SI issue with the bridge sign area.
  • Cleaned densities on terrain for house_old_ranch_10
  • Added key to front door on house_old_ranch_10
Comment
    Gazz on Forums - Thread - Direct

Only if you don't put down a forge in the area you're looting.


The argument of having to have the right material smelted falls apart as soon as you build more forges. Whether you have materials idling in the forge or idling in the chest next to it makes no practical difference.


Sure, many games have both smelting and smithing but the smelting is typically for crafting raw materials into ingots and nothing else so there is no choice involved in that. You always have to smelt the ore anyway...

Post
    Hated on Steam - Thread - Direct
Hello survivors!

Today we release A20 b238 to stable.

Find our forum announcement here.[community.7daystodie.com]
The complete changelog can be found here.[7daystodie.com]

We do have a public test server running for people to join and hopefully reproduce chunk and/or region errors on it, so we analyze the log.
steam://connect/185.209.179.61:25008

TFP wish you all a Merry Christmas and a Happy New Year!
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post
    Hated on Forums - Thread - Direct

Hello everyone!
I'd like to use this thread to collect information, savegames and outputlog to find information of reported missing 16*16 chunk pieces.

Ideally we even get a viable repro in here.


Here is what those look like:



on map:

Comment
    Hated on Forums - Thread - Direct

Yes, the issue should be resolved with A20 b237.

Post
    Hated on Forums - Thread - Direct

Hello survivos!


We are happy to release our Alpha 20.0 b238 stable version to all of you in time for the holidays!

Alpha 20's release brings a truckload of new features with it, if you have not seen them yet, check them out here.

If you have been playing during experimental, but dropped out at some point, you can read up here on what you missed in between builds.


If you want to participate in bug reporting, consult the known issues list before posting, please.


After Christmas break we will start deprecating 19.x betas on Steam. We do not like to do this, but due to Steam's limitations, we do not have further beta slots available. Please use this time to make sure your save games and/or mods run fine in Alpha 19.6 b8 since that build will be the only version of Alpha 19.


We are keeping the public TFP3 server (steam://c...

Read more
Comment
    faatal on Forums - Thread - Direct

Many things don't feel good but are not fixable in practical terms. Sometimes things can be changed, but they are not worth the investment. Redoing resource management would be nice, but would take months of time and then may only get little to no gain.


There is a fixed cost, since it has to scan all loaded resources, so doing it say every minute would be more annoying to only save .1 secs. Games typically hide this stuff with loading screens between levels/stages/whatever, which we don't have. Maybe someday Unity will have an incremental way of doing that.


Being Unity (or really any engine), there are often uncontrollable things we have to live with. Code can only be improved so much before you hit a performance wall.


I have 32GB, so maybe, but I've never heard of Unity doing anything different with 64GB.

F1 key opens the console.

Comment
    Gazz on Forums - Thread - Direct

That's the problem right there. It is complex, yes, but it has zero depth.

You have a forge so you can craft forged iron and other things as long as you have the iron.


The extra step of smelting adds nothing but more clicking. The time spent can just as easily be rolled into the crafting time.

Features that add complexity but no depth are nothing but bloat.

Comment
    Gazz on Forums - Thread - Direct

Don't know when that went in. A20 was cooking for a long time.

You should ask the guys who are actually good at this xpath thing if partial replacements are a thing. I barely cobbled this one together. =P

Comment
    faatal on Forums - Thread - Direct

I changed the default to land claim only. Full seems to be a noticeable drain on some computers.


Performance demands vary greatly in the game from in a forest looking up at the sky (a good best case test) to in a dense city surrounded by buildings and zombies (a good worse case test), blood moons even more extreme. Since we spawn you in a forest, people may think that is the typical FPS they will be getting for the options they chose, which is not the average or worse cases.

Post
    Hated on Steam - Thread - Direct
Alpha 20 B238 Experimental is out!

Official A20 Experimental Forum Bug Thread[community.7daystodie.com]


Here is how you can access the A20 Experimental build:

  1. Right click on the game in steam
  2. Click on properties
  3. Click the β€œbetas” tab
  4. The drop down menu will have latest_experimental available <β€” you want THAT
  5. Select that and wait for the game to download

Changelog A20 b238


Changed
  • AI destroy area works on full paths
  • Wrehouse_02: reduced street light intensity
  • Warehouse_05: replaced poles with parking blocks, reduced street light intensity
  • Pass on fixing POI...
Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Comment
    faatal on Forums - Thread - Direct

They spawn as you get near the volume. Size does not matter. Distance to an edge is what it uses. Vertical is much closer than horizontal. Grouped volumes should spawn them together and trigger together.


Edit:
And network latency is important. You move, server receives, server spawns, server tells you, you spawn, then it gets rendered. That is 2x your latency plus the instantiate and rendering delays.

Comment
    faatal on Forums - Thread - Direct

It may be a bug, but I actually like it. A reason to get out of the forest and go some place. I'd probably also like it if the forest burned down on day 21 and you had to leave or die.

Comment
    faatal on Forums - Thread - Direct

Never seen. Does it happen again on game restart?