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EvilPolygons

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Posts posted by EvilPolygons

  1. 11 hours ago, Riamus said:

    Having the same infection would be a bad idea.  If you died from infection, then you'd be in a death loop because you'd revive and die from infection immediately.  The mod you mentioned seems to avoid this by giving only a specific range of infection.

     

    Personally, I don't have any issues with how dying puts you back and normal status.  I don't use it to cure myself, so it isn't a problem.

     

    Yes, that's true. The optimal way to implement it would be to store the infection level, but cap it at something reasonable upon death/respawn. So at absolute worst you might respawn with an early stage 3 infection, which still gives you plenty of time to find meds.

    Kinda makes me want to try it myself. I do have some experience with C#... but getting Unity and MSVS set up for modding 7DTD seems like a real hassle. Not sure I have the time for that sort of thing. 😩

  2. 1 hour ago, RipClaw said:

    Is the infection then exactly at that point as before death or do you start again at 0.1% ? If you start again at 0.1%, you can at least get around the more severe debuffs at a later stage of infection.

     

     

    It's just an xpath mod. If you die while infected, the mod applies a random moderate infection level upon respawning. it also adds additional infection penalties (fainting, blurred vision, etc), so even at low infection levels you feel highly motivated to find some meds! 🤢🤮

     

    As I understand it, restoring the same exact infection level upon respawn would require a C# mod.

  3. Wouldn't make sense to give it all the same bonuses as a tactical foregrip, because they are vastly different accessories. But yeah, looking at the xml, the vanilla retracting stock mod is very underwhelming.
     

    Problem is, I don't know that gunplay in 7DTD is complex enough to really simulate the actual advantages of a retractable stock in the first place. I mean, possibly the biggest advantage of a folding/retracting stock is that it makes a weapon more compact and easier to maneuver in tight spaces. But there's no mechanic in 7DTD that simulates muzzle control, or accidentally banging your gun into nearby walls and furniture, or anything similar. Another noteworthy real-world advantage of retractable stocks is they allow you to stow your guns more easily. Can't represent that in 7DTD, either. So that's two major advantages that we just have to ignore.

     

    In regards to accuracy and recoil, a retracting stock isn't going to add any sort of advantage that a regular stock doesn't already have. The only way a folding or retracting stock should give any such bonus is if it's attached to a firearm that doesn't normally come with a stock at all (handguns, some SMGs). But then you'd have to add a hipfire penalty when attached to pistols, because any sort of stock is going to make a pistol less agile. Of course, vanilla 7DTD doesn't allow attaching stocks to pistols anyway, so I guess that's a moot point. 🤷‍♂️

    Buffing the hipfire bonus (enough to make the retracting stock actually worth using!) is probably the only sensible solution.

     

  4. On 8/17/2023 at 1:21 AM, Kyoji said:

    I imagine some of this could be fixed with their proposed new system allowing some zombies to "roam" within the POI which hopefully would reduce the number of trigger occurances and even sleeper zombies to a minumum. It makes far more sense and is more difficult to have zombies patrol an area than to have them lay on the ground or spawn in front of your eyes. 

     

     

    Very much this. 👆

    I think roaming POI zombies are a feature that both players and prefab creators would love to see added to the game.

  5. There's a mod that causes you to respawn with an infection if you die while infected. It prevents players from abusing the death mechanic as a way to cheese their way around infections. So if you do get infected, antibiotics are the only cure.

    Honestly, it should be a vanilla feature.

     

  6. On 8/17/2023 at 1:56 AM, Weazelsun said:

    Not harsh at all. I understand and thank you for your comment. The primary usage of the concrete block is to also ensure that the quest marker is on something solid to prevent it from sinking into the ground.  

    Screenshot 2023-08-16 205439.png

     

    Oh, I've never seen a quest marker sink underground. But I have seen the opposite happen on buried loot quests, where a tree randomly spawns in the worst possible spot, causing the quest marker to spawn at the very top of the tree. 😅

     

  7. The pink block under the quest marker looks weird and is kind of pointless. If I've downloaded and installed your POI, then I already know it's a player-created prefab because I downloaded and installed it -- I don't really need a pink block to tell me what I already know.

    Sorry if that came off a bit harsh but I just think it's unnecessary and detracts from an otherwise good wilderness POI.

     

  8. 8 hours ago, Riamus said:

    FYI - The next release is going to allow you to make some very interesting maps.  This may be one of the most exciting releases, imo.  There are multiple new commands but 3 of them really stand out.

     

    • Create Directional Environmental Biomes
      • This allows you to have biomes change based on location on the map while still using Environmental Biomes.  What this means is that you can have snow in the north of your map and desert in the south, for example.  It also allows an East/West direction and a radial direction.
    • Create Crevice
      • This allows you to create crevices on your map.  These crevices can have ambient light as well as white and/or black smoke coming out of them.  The crevices are made up of a main crevice and a number of side crevices based on the values you set in your parameters.  Be careful, though... there usually won't be a way out if you fall in!!  :D
    • Create Cliffed Coast
      • Ever want to have cliffs like the White Cliffs of Dover?  Now you can!  Not white, of course... unless you're in the snow.  This allows you to have cliffs near your water.  Below is a screenshot of a quick one I made in the desert biome.  Without using this command, that cliff would just be relatively flat terrain.

    image.thumb.png.08e0a1c8ae64b150787b63689c4e214c.png

     

    These commands will be explained in the documentation (both in the app and in the online documentation PDF) and screenshots and comparisons will be included in the online documentation.  The online documentation will be updated after Teragon is updated (within 24 hours at most).

     

    I'd love to see some screenshots of your results when using these commands!

     

    Whoa! Fantastic new features! The only things missing from Teragon at this point are desert mesas and country tile support.

    Any idea if Pille plans to eventually add support for stamps?

     

  9. 8 hours ago, SledgeHammer said:

    These are awesome! One thing that I noticed, crawling armless guy is bugged. When you kill him, he starts to spin around and rises slowly up in the sky.

     

    Sounds like a feature, not a bug! 🤣

  10. 31 minutes ago, newbie said:

    I just built a FNN Lcal - tier 5-  gun in my A21 game. I added a 2x scope mod onto the gun, but it does not seem to be working. When I add the same scope onto my Ak47 aiming the weapon 'activates' the scope - that is your view is through the scope reticle.  When I aim the FN  this does not occur.   

     

    Thanks

     

    I had a similar issue when using the Picture in Picture scopes mod with Izayo's guns. When I uninstalled PiP (mostly for performance reasons) the problem went away.

  11. 13 hours ago, Vaeliorin said:

    10k is the max size for random gen, is it not?  I'm almost positive it was in A20.  I'm playing single player, so a 10k map would be kind of pointless, since that's way more area than I would ever get to explore (particularly with how slow getting decent vehicles is unless you hardcore spec for it.)

     

    Unmodded, sure. I believe the absolute max modded size is upwards of 14k? 16k? I guess I just like big maps in singleplayer. 🤷‍♂️

    Regardless, you're probably not going to get a nice, complex road system on anything less than an 8k or 10k map. Road systems gain complexity through the number of large cities and country tiles on a map. The smaller the map --> the fewer (and smaller) the cities --> the simpler the roads. A 4k map barely has room for more than a single BIG city plus country tiles, let alone 6, 7, or 8 large cities. 2k maps aren't even worth mentioning.

    None of that matters in regard to rivers, though. River generation sucks no matter what map size you try, because of the reasons I mentioned previously (stamps). If you want a map with somewhat quasi-realistic rivers, you'll have to generate your maps with a 3rd-party map utility like Teragon.

     

  12. On 8/1/2023 at 11:07 AM, Lantian885 said:

     

    I understand that, but no I didn't record anything just had them spawning when I was first testing the code for horde night. I have the altered xml on gitlab if you want it

     

     

    What's the link to your git? I'd like to try out your sleeper groups. I don't even care if they're finished or thoroughly tested -- I just want to try these new zombies in my POIs!

  13. On 7/3/2023 at 5:53 PM, Vaeliorin said:

    Oh...and despite having my map set for many lakes and rivers (which I always do, I like to live on the water), there are hardly any rivers and only one fairly small lake, and that seems to have been the case on almost every map I've tried to generate in A21.

     

    Rivers are so limited because the stamps used to generate them are...lacking. The stamps are tiny, lack variety, and few in number. The stamp-based system is useful for some terrain features (mesas and canyons, for example), but I don't think stamps are even capable of producing proper rivers -- especially on larger maps. The only way to make correct-looking rivers and streams is via procedural generation. Simple, randomly-placed pregenerated stamps simply cannot produce the same results as procedurally generated rivers that use heightmap topology to determine start/end points, course, width, depth, etc.

    As far as A21 roads go, I've had the opposite experience. On 10k maps, I've seen some pretty cool 4-way "country" tile intersections, and multiple highway entry points into cities. In my experience, only small maps under 10k suffer from really bad, inconsistent road systems.

  14. 1 hour ago, zztong said:

     

    You have no control over biome. You will find some POIs still tag a biome, but that's the designer hoping support for that feature will return in the future.

     

    The only district where size doesn't matter is "wilderness". If you don't know your district/tile options, tag for wilderness if you just want to test the POI. However, without a "RoadExit" part on that POI, I don't think you'll get a road to that POI.

     

    Sometimes, rarely, even with a proper RoadExit a wilderness POI won't get a road drawn to it. I don't know if that's supposed to be a bug or a feature, though.

     

  15. 3 hours ago, Guppycur said:

    And here I thought the Nazi would be the one people would want to remove. :)

     

    Everyone loves killing Nazi zombies. Babies...not so much. 🤣

  16. I like having the POI name up in the corner, but I removed the skulls from the gui. The skulls are basically just a spoiler, and I don't like spoilers. Accidentally poking your nose into a high tier POI on day one is part of the fun, and blatantly showing the level of POIs right there in the gui ruins it.

    The giant popup I removed entirely using Khaine's mod.

     

    But yeah, it would be nice if the options menu allowed us to control how POI info is displayed without resorting to mods.

     

    @Rotor The relevant bits are in windows.xml, starting at around line 2494 or so, under <window name = "windowLocation". The quick and dirty fix is to simply comment out all the sprite="ui_game_symbol_skull" lines. That retains the windowLocation gui which shows POI name, but prevents the tier level from displaying. Or you could do a proper xpath mod, but I'm too lazy for that.

     

  17. Love the zombie mod. Adds much needed variety to the game. But the "baby boomer" is just...yeah, I'm gonna have to disable that one. It's just too silly. Everything else is great, though!

  18. I wish someone would figure out how to do it, because some of those ambient night sounds are just downright silly, irritating, and immersion breaking.

     

    The natural night sounds are fine (ie, crickets, etc). The goofy disembodied chorus that randomly sings "Ohhhhhh" for several seconds is just...bad. So bad. 🤦‍♂️

     

  19. 2 hours ago, khzmusik said:

     

    From what I can tell (and what people have told me on Guppy's Discord), the performance impact is due to keeping an additional chunk live in the game.

     

    So it doesn't really map to frames per second, so much as a bit of extra processing power and extra memory, both of which are roughly equivalent to adding a player in a MP game (since players are always chunk observers).

     

    It also depends upon the number of chunks, not the number of observers, so if there are ten observers in the same chunk you only have a performance impact for one chunk. That's part of the reason I thought it would be OK, since I'm pretty sure that most players create dew collector "farms" that are mostly in the same chunk.

     

    Having said that, I test on single player, and the effect on my system was negligible. For reference, my computer has an AMD Ryzen 5 3600 processor,16G RAM, and an RTX 2060 GPU. So it's not top-of-the-line by any means, but I recognize that a lot of players still use systems that aren't as good. I don't think it will have a big impact but I haven't tested on systems lower than mine.

     

    That answered most of my questions, thanks! So for single player the best strategy is to keep all of your dew collectors in one chunk instead of spreading them around.

     

    My PC is fairly comparable to yours -- Ryzen 5 2600x, RTX 2080, same amount of ram. It would be an interesting experiment to place a lot (I mean a WHOLE LOT) of dew collectors around a map, each one in a different chunk, just to see how many active chunks it takes to make a serious, measurable difference in performance. 😁

     

  20. 49 minutes ago, khzmusik said:

    I just pushed a new update to the Rain Collector mod.

     

    This update handles chunk observers better. Those aren't saved, so if the player left the game and returned, the chunk observer for the dew collector would be gone.

     

    As a result, the dew collector wouldn't update at all while you were away from the chunk, and would only calculate the added water when you came back. At that point, it can only use the current weather conditions for its calculations, and it would use those conditions to calculate the added water for the entire time you were away from the chunk.

     

    There can also be a couple seconds' delay before the next game "tick," and if you checked the dew collector before that happened, you would only see what was collected before you left the chunk. You would only see the water collected while you were away from the chunk, the next time you opened the dew collector. (At least that is my theory, I personally was not able to reproduce this.)

     

    Incidentally, this is also what happens if you opt not to use chunk observers for performance reasons.

     

    The new version is 21.0.1.2. I tested it on an existing game so it should be save game safe.

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Rain_Collector 

    Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Rain_Collector 

     

    Curious as to what kind of performance impact the chunk observer really has. Are we talking a barely-noticable impact, like 1 or 2 fps? Or a noticeable hit to performance of, say, 10 or more fps?

    Also, does the number of dew collectors (and therefore chunk observers) have an additional impact on performance? Or are multiple observers in the same chunk basically handled as a single observer by the game?

  21. On 7/27/2023 at 10:19 AM, Izayo said:

     

    some 7.62 pack progression  (will not release this week , I have many things to do sorry)

     


    You're adding the Mosin Nagant? Nice! It's just not a proper zombie apocalypse game without the ol' Garbage Rod.

     

     

  22. 6 hours ago, PewP3r said:

    I've been playing this game for ages, and with every release hoping they address the performance issues in dense cities. I'm running a pretty beefy gaming PCs, 2080ti, 32 GB RAM, modern system, optimized for gaming, but 7 Days cities always suck... My GPU is consistently being under-utilized, yet I'm hitching and stuttering all over the place. The only solution, and this was the same for prior versions, is to turn off all fancy lighting effects and drop textures/terrain/objects down to medium. Which is terrible for such a dated engine.

     

    Does anyone have a graphics settings guide for A21? I'm running 1920x1080 even, and still super jumpy in cities.

     

    Assuming you're on a Windows machine, do you have hardware-accelerated GPU scheduling enabled in your Windows -> Settings -> Graphics Settings?

    It's one of those "YMMV" kinda settings, but it might help take some of the load off your CPU.

  23. 3 hours ago, meganoth said:

     

    I never saw a bucket in loot and ignored it in crafting in the last years, sorry for my ignorance there.

     

    It would make the game more difficult in the beginnning as you practically were dependant on first creating a forge before you could start producing water. And then immediately (as the bucket is re-usable endlessly) your water problems are completely solved. Just build beside a lake or swimming pool, craft 1-4 buckets and any amount of water is producible in relatively short time. 2 buckets should be easy to produce even on day 2 or 3 and would generate nearly 5*3*2=30 jars of water in a single night in your base! Players investing in miner69er could produce even more buckets and make more water (another slight disadvantage of your idea).

     

    Not saying your solution isn't a good one in many ways, it sure is less gamey for example. But it would be available later and has not the slow (depending on player) ramp up of water production that the dew collector solution has.

     

     

    A few points in response.

     

    First off, just to get it out of the way, dew collectors are NOT effective at regulating water collection during the early game. From day one as a new character, you can gather FAR more murky water from looting POI containers than you'll get from building a dew collector. It's just a fact. Especially if you spawn near a decent sized town with lots of residential and commercial buildings. Dew collectors are fine as an automated water collection mechanic, I suppose, but let's not kid ourselves -- they don't slow down water production in and of themselves. It was the removal of stackable water jars that slowed down clean water production, not the addition of dew collectors.

     

    As for buckets, to produce large amounts of clean water using them, you'd basically have to do nothing but scoop and boil water non-stop all day. And even then you can't come anywhere  close to the amount of water that could be horded using empty jars from A20 and earlier versions of the game. Crafting a couple of water buckets -- or even 4 or 5 -- is absolutely nothing compared to filling hundreds (or thousands) of stackable glass jars from a puddle in a matter of minutes prior to A21. Add to that the fact that glass jars didn't deplete water sources, while scooping water with a bucket removes that block of water from the world. If you play with chunk and POI resets disabled, that means once the water is gone, it's gone. Permanently. Forever.


    I also want to add that it's a little odd when some people act like building a base near a water source is somehow a cheesy exploit. The natural instinct of human beings is to settle near water sources! It is totally ingrained in us as an innate survival trait, and therefore it's ridiculous to NOT reward players for doing the one thing that absolutely anyone with any sense would do -- build near water!

    But I wanna say again, this isn't about "realism" in a zombie apocalypse game. It's about artificially gamey and hamfisted mechanics that prevent players from doing what we intuitively know we should be able to do. It's even worse when a common sense feature, such as drawing water from natural sources, is removed after having been in the game for years. I find it incredibly aggravating.

     

    Anyway, nothing else for me to say on the subject. I'm just happy that this game is so fantastically moddable. 😄

     

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