7 Days To Die

7 Days To Die Dev Tracker




27 Jan

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by NickStash:
Originally posted by Shurenai: Ah.. Looking at that, It's the overhang that extends outside the 5x5 Stability is infinite when measured from bedrock- But any open space will begin calculations.

Concrete has a weight of 10, and a horizontal support of 120, meaning it can support up to at most 12 blocks of concrete This measurement begins at the 5x5 area, because the overhang is not supported from beneath. So you have 1, 2, 3, 4, 5, 6, 7, 8, 10 blocks of concrete i...
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Comment
    Shurenai on Steam Forums - Thread - Direct
Ah.. Looking at that, It's the overhang that extends outside the 5x5 Stability is infinite when measured from bedrock- But any open space will begin calculations.

Concrete has a weight of 10, and a horizontal support of 120, meaning it can support up to at most 12 blocks of concrete(Or some combination of other weighted blocks totaling to 120 or less). This measurement begins at the 5x5 area, because the overhang is not supported from beneath. So you have 1, 2, 3, 4, 5, 6, 7, 8, 10 blocks of concrete in one half of the loop on each corner, with the 11th being the 'center' block of each archway.

Then you remove the support from the corner underneath it, and suddenly it's having to stretch several extra blocks for support, beginning the calculation down at ground level now, which pushes it to 13+ total blocks supported, exceeding the support and causing a collapse. Collapse then propagates several times to alleviate the stress (After all, when something collaps... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by NickStash: Is there not a way to post images on here?
There's no 'Attachment' function on the steam forums, but you can link things.

Copy the page url of uploaded screenshots, or go upload them to another site like Imgur.
Comment
    Shurenai on Steam Forums - Thread - Direct
Check your graphics options in game for the Dynamic Resolution setting. If it's enabled, it's likely the cause. It dynamically downscales the resolution of textures to help the game maintain a stable FPS, which means when it happens it's due to an FPS drop from one source or another.

So if you disable it and it resolves the issue, you're liable to encounter framerate drops in any situation where it previously went blurry.
Comment
    Shurenai on Steam Forums - Thread - Direct
Yes, Requires XML editing though. Moving to the Modding subforum where you're more likely to get a response explaining how.
Comment
    Shurenai on Steam Forums - Thread - Direct
Honestly, From the description this sounds less like a bug and more like a lack of understanding about the Structural Integrity mechanics. This isn't Minecraft, Things don't float when you remove the things supporting them; They collapse when reaching an integrity breakpoint.

You removed a corner support of your massive heavy reinforced concrete structure without first reinforcing the area around it. Sometimes you can get away with it; But it's not something I personally would ever chance. Do you also have a mine of some sort right under your base area? If not, are you sure someone else didn't tunnel under at some point before you built there, Or after you built there if you hadn't used a land claim?

Screenshots of the base, it's surroundings, and any underground bits would help diagnose if it was in fact a bug or an expected result of removing the support out from under your building that needs support.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by lvl. 50 honkler: Devs promise to introduce bandits into the game before every update but never actually do. Currently they plan to add them in A20, but I would take it with a grain of salt.
No they don't. They've been saying since a17/18 that they wouldn't arrive until after a20-21, and they are currently slated for a21. They started work originally around a13, and at the time had hopes to have them by a15/16, but the AI wasn't where they wanted it, so it got pushed back. Then for a17 there was a major update to the Unity engine, along with a lot of sloppy code that needed to be fixed by a coder that was dismissed from the team.
Similar to the reasons fixing water was started in a11/12, and has been push... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
1: Yes, Blood Moon Count will spawn zombies on a per player basis in attempt to maintain the maximum value selected. If you set it to 8, it will spawn 8 per player, and should any given zombie die, it will immediately respawn at the edges of the area and come to attack again.

2: No. If the players are sufficiently far away from one another (100+ blocks, i think) then they will only get zombie spawns suited to themselves regardless of their alliances and party. Some players recieving less spawns is an issue with too many players on a single server/and or too high of a zombie count for the current players. There is a maximum spawn limit of zombies server wide (80 by default); So if you for example have a count of 32, but four players, then P1 and P2 will get the full 32, while P3 will get sporraddic spawns, and P4 may even end up with none at all.

Likewise, even if you have the count set low at 8, if you have 16 players on the server, then some players will get n... Read more

26 Jan

Comment
    Shurenai on Steam Forums - Thread - Direct
Magnums are considered Pistols as far as perk boosting goes; So Gunslinger will boost it's damage, and increase crafting quality, etc.
Comment
    Shurenai on Steam Forums - Thread - Direct
They do what their namesake implies. Activate via F as with head lamps or lasers on weapons. IF you have more than one that can be activated at a time, hold F to open a radial wheel to select the one you want to change the state of.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Lord-Knight Fandragon:
Originally posted by SylenThunder: The core code for it was removed because the overhead was too high with the new AI pathing code. Once the game gets into optimization, it may be added back if there is enough room to allow it.

Though at the rate these devs seem to work, optimizations and this game getting done wont happen before the heat death of the universe.
You people are hilarious.

At the rate the devs are working, ... Read more

25 Jan

Comment
    SylenThunder on Steam Forums - Thread - Direct
The core code for it was removed because the overhead was too high with the new AI pathing code. Once the game gets into optimization, it may be added back if there is enough room to allow it.
Comment
    SylenThunder on Steam Forums - Thread - Direct
It's how most people play the game.
Comment
    Shurenai on Steam Forums - Thread - Direct
Looks normal ish to me? Forest is now the 'center' biome, and all other biomes ring around it.
Comment
    Shurenai on Steam Forums - Thread - Direct
There's been a modding system for awhile now that functions pretty similarly to minecraft's own.

Steam modding sub-forum:
... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by JimmyIowa:
Originally posted by Crater Creator: You know, I’m trying to think of the downsides of this idea, and I’m not coming up with much.

I can forsee some pretty game-breaking exploits about instant-replacement of player modified areas, including instantly repairing all damage to your POI base from horde night.

Build a base in tier 5 POI. Make it fancy with lots of expensive traps and turrets (because they will all be replaced for free in the morning,...
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Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by JimmyIowa: If they restored quest POIs to original condition after the quest, presumably without zombies because that's what you want for your base, you could just re-loot it again for free without zombies. This may not seem like a big deal at first, but it is later for tier 5 quests tons of loot and cars out front. Probably using your LCB for its intended purpose and paying attention is a better solution.

No, not restore it to its original state. Restore it to its pre-quest state: the state it was in the instant before you pressed the key to start the quest. If there were unopened loot containers in there before you started the quest, then they go back to that unopened state when the POI resets af... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Mars:
Originally posted by Crater Creator:
You know, I’m trying to think of the downsides of this idea, and I’m not coming up with much. They’d broadly fall into two categories: exploits and technical hurdles.

The exploits could basically occur if the person doing the quest and the person building the base are different people with different motives. For instance, a skyscraper POI could be demolished ahead of time. Then the quester kills the last zombie on the top f...
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Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Mars: ...if devs could consider maybe putting things back to how they were after the person doing the quest leaves the area, even after completing it. that'd be alot cooler.
not instantly so it doesnt punish people who get the bag and dont loot everything first.

You know, I’m trying to think of the downsides of this idea, and I’m not coming up with much. They’d broadly fall into two categories: exploits and technical hurdles.

The exploits could basically occur if the person doing the quest and the person building the base are different people with different motives. For instance, a skyscraper POI could be demolished ahead of time. Then the quester kills the last zombie on the top floor, the quest completes, the POI resets, the building reverts to its demolished state, and the quester falls to their death like Wile E. Coyote. But that’s prevented if the game waits until t... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
If you place your LandClaim Block or a bedroll down, it won't reset.