7 Days To Die

7 Days To Die Dev Tracker




21 Dec

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?

Comment
    faatal on Forums - Thread - Direct

There have been no changes to spawn in distances. Sleeper volume positions/sizes and sleeper locations do vary by POI and are up to each designer to place. Vertical separation is strict to keep performance up, so climbing into a ceiling combined with nowhere to hide the spawn may be what you saw in that case.

Comment
    Hated on 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
    faatal on Forums - Thread - Direct

My 3900 takes about .5 to 1 seconds. Worse case maybe 2 seconds. Don't know how you manage that long with that CPU. Never seen an hourglass while it happened. 3 other devs just told be the same thing. Not that long and never an hourglass.


Are you using any mods?

Comment
    faatal on Forums - Thread - Direct

Not happening in this game. Would require switching the rendering pipeline to HDRP, which would require a rewrite of our gfx system and that would take a lot of time.

Comment
    faatal on Forums - Thread - Direct

No change from A19.

Comment
    Gazz on Forums - Thread - Direct

Just saying that the current system is nonsensical. Of course it can be changed in any number of ways.

Comment
    Gazz on Forums - Thread - Direct

Yeah, we had talked about that 1-2 years ago. Our "forge" is a smelter, not a forge. It doesn't even make sense to craft anything that isn't directly cast like the ingots themselves and even in that case it's pointlessly complicated and silly. You don't keep 5 different materials in a smelter and magically keep them separate. πŸ˜ƒ

Post
    Hated on Steam - Thread - Direct
Alpha 20 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 b234-b237 Added
  • Shape MaterialHitpointMultiplier scales a blocks upgrade, repair and harvest values
  • Block LODCullMin to override culling minimum (2% default).
  • part_trader_tile_filler_03
... 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
    SylenThunder on Steam Forums - Thread - Direct
Changelog A20 b234-b237
Added

  • Shape MaterialHitpointMultiplier scales a blocks upgrade, repair and harvest values
  • Block LODCullMin to override culling minimum (2% default).
  • part_trader_tile_filler_03

Changed

  • Adjusted AI destroy area values
  • Switched the capsule collider to a box collider and adjusted the size to prevent floating arrows on large ammo piles
  • Set landmines to .1% min cull
  • Block shapes with 25% and 50% HP are now back to 100%
  • Suppressors attached to pipe pistols now suppress
  • Suppressors attached to .44 magnums now suppress, a little
  • Reduced sleeper count in volume in rwg_tile_countrytown_intersection
  • Updated part_trader_tile_filler_01, removed player sleeping bags and replaced them with the POI versions

Fixed ... Read more
Post
    Gazz on Forums - Thread - Direct

https://robert.hentschke-keramik.de/7dtd/Gazz-RevolverSilencer.zip

A simple modlet to prevent installation of a "silencer" on a revolver.


https://robert.hentschke-keramik.de/7dtd/Gazz-SantaHatMod.zip

Repurposes the skull cap mod as a santa hat mod. Since this doesn't add/remove any items it can not break savegames.


https://robert.hentschke-keramik.de/7dtd/Gazz-SillyAuger.zip

"Silly sounds" are in effect while you use an auger or chainsaw making them a whole lot quieter.



Installation
...

Read more
Comment
    Hated on Forums - Thread - Direct

Changelog A20 b234-b237


Added

Shape MaterialHitpointMultiplier scales a blocks upgrade, repair and harvest values


Block LODCullMin to override culling minimum (2% default).


part_trader_tile_filler_03

Changed

Adjusted AI destroy area values


Switched the capsule collider to a box collider and adjusted the size to prevent floating arrows on large ammo piles


Set landmines to .1% min cull


Block shapes with 25% and 50% HP are now back to 100%


Suppressors attached to pipe pistols now suppress


Suppressors attached to .44 magnums now suppress, a little


Reduced sleeper count in volume in rwg_tile_countrytown_intersection


Updated part_trader_tile_filler_01, removed player sleeping bags and replaced them with the POI vers...

Read more

20 Dec

Comment
    Gazz on Forums - Thread - Direct

I take the power quest like any other - but only if I can do them without standing around and waiting for nighttime and if they are as close as other quests. Given the time window and the fact that few POI are set up for that it, resulting in long travel distance, means that 95% of the time they are genuinely bad choices.

Comment
    Gazz on Forums - Thread - Direct

This is working as intended. Not every perk is useful in every situation.