I don't think any data indicates the difference. 1 bit would work, but that means finding saved data that has a bit available, which might not exist currently, so we would need to add a byte otherwise.
I don't think any data indicates the difference. 1 bit would work, but that means finding saved data that has a bit available, which might not exist currently, so we would need to add a byte otherwise.
There is the AI Block Damage setting. I started playing with it at 50%, but I make myself build a base, so no holing up in POIs. That was a bit easy, so I started doing 67%.
I'd love an option to make non player blocks weak, so I could use POIs, but they would not be that great. Or it could really be player placed blocks get x% more health, so my new construction would be better than what exists in the decaying world.
Push the turrets out, so they engage them away from the base? Or out and face backwards, so they shoot them in the back? Maybe?
I look at exploits on a regular basis, but it competes with bug fixing, optimizing, cleaning up old stuff, updating engine/3rd party code, balance and new features. Yesterday I started redoing how AI walks on ladders due to the bouncy ladder exploit. Legacy code basically just shoved the AI up the ladder. Now they can walk and stand on them like a player can. Hopefully that will be ready for testing today, but may not be released until after stable.
The bandits will just nerd pole up to your roof, bust out the wall and rob you blind.
Easy. "Is that a bear over there?", then they teleport while you are looking away.
I have not looked at that yet. Have more pressing things to work on.
That is just a stupid bug with ladders. Ladders don't work that great in general, even for the player. I already put it on my todo list.
Is this a contest? The zombies were just telling me the other day that players can harvest and carry massive amounts of stuff, then magically build these huge bases. They want you nerfed.
I can walk across it just fine other than some sliding down.
You can already do plenty of physics defying things.
Wandering hordes wander by you, randomly off to a side, but they have an investigate target in the distance, which probably causes them to be alert, so you can't sneak attack them.
I'd call that a bug. Added to TODO.
You can check the log file. It should show why a player died.
Looks like:
Entity name 830 killed by animalDireWolf 1561
Actually volumes can be grouped, which would cause them to act as a whole. That was something I added back in March 2019, but designers have a ton of POIs and thousands of volumes, so they can't just easily go through through them all and know what could be improved.
It tends to be the character controller colliding with the world, not pathing that uses a lot of CPU.
Resolution makes a large impact on 7dtd. Often people say I have blah blah specs, but fail to mention details like the resolution they are running the game at. If things feel laggy/choppy/bad, I'd be dropping the game to 1920x1080 and compare.
I was referring to it spawning from a sleeper volume. There is no coordination across sleeper volumes. I added that to my todo list, but it will probably not be in A19.
Not likely to change much. Way too expensive checking line of sight to all the potential blocks you could see.
People make a lot of guesses as to why the AI does something and it is often wrong. I see people test their designs with a bunch of the same zombie thinking the other types will do the same thing, which is sometimes not true.
Blood moon spawner does attack your base from multiple directions, but not all at once, it changes over time, because that is more efficient for pathing. The typical dumb zombie will not go very far to find a weak spot or opening, often preferring to beat on a wall near it instead of walking a bit to go through an opening. Yesterday I was just looking at that issue of being too dumb and beating the walls around a cemetery POI instead of using the opening, but really that is correct, since those are set to be that dumb. Thick walls would change that behavior, just like many things can change their behavior.
No zombie auto targets you except for blood moon spawns and POI volumes set to attack.
Probably not.
That was probably from the streaming bug reducing texture mipmaps one extra level, which is why streaming is off now when texture quality is not Full.
I already fixed that message showing with the values in your picture.
It now does otherHeight <= -.001f. If you still are seeing it, then I need the new # it is showing.
I told the programmer who works on music what you noticed.
You can turn music off. I play almost all games with music off, so have not noticed it in 7dtd.
Normal entities don't load up front like they used to and hundreds of oversized textures were reduced, so the game does not need more VRAM. VRAM use can also be misleading since Unity's texture streaming does not free unused textures until it needs some space to load a new one.
Technically a chunk is 16x256x16 and has 16 layers each 16 tall, but people and myself often call a chunk 16x16x16 even though code calls it a chunk layer.
I don't know the details of what works or not currently. Just guessing. I have not touched that code and the creator is probably one of the programmers no longer with TFP. Like many features, it needs to be tested and reevaluated someday when someone has time.
Today I fixed some issues with electrocution, so it may be better.
Vertical blocks should matter, since an opening is letting in cold air. Temperature would matter as much as rain in a survival situation where we determine if you are freezing or burning up.
It is not as simple as can the block above me stop rain, because blocks can be rotated. A plate or half block can or can't fill a vertical or horizontal hole depending on the rotation.
We will probably fix heat/cold survival before gold, which would include checking if enclosed, but not until A21+.