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Boidster

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Boidster last won the day on October 15

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About Boidster

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    IT dude specializing in data engineering, visualization & UI design, and data strategy. Generally a console heathen, but occasionally hobnob with the PC elite e.g. with 7D2D.

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  1. There doesn't seem to be anything in entitygroups.xml which would tie to those group IDs. My suspicion (not tested yet) is that the group ID allows POI designers to tie sleeper volumes together, so that triggering any of them triggers all of them. I think each sleeper has a setting which determines its type (or the entitygroup it's pulled from).
  2. Yeah, but it gets weirder. I tried again, but this time I increased the 'ticks' setting, so the game would run faster. This time, within about an hour of in-game time, the heat had dropped from ~80 to zero. I need to do more testing; I have no good idea what is going on. Edit to add: okay so instead of testing 4 clips of M60, I tested in much smaller increments: 1 pistol shot: 110 in-game minutes to 0% heat 2 pistol shots in rapid succession: 110 minutes to 0% heat (one shot's worth disappeared right after the other) 10 in-game minutes of continuous pistol fire: first reduction occurred at 110 minutes, with all others coming off in rapid succession over the next 10 minutes 1 in-game hour of M60 fire (enough to get over 90% heat): first reduction occurred at 110 minutes, with the rest coming off in rapid succession (with appropriate delays during at the points when I was reloading 110 minutes before) 20 M60 shots, wait 100 minutes, 20 more M60: the first group of 20 starts decaying off at 110 minutes as expected (the subsequent shots did not reset the counter of the first 20) So this was all consistent - each firing "event" lasts 110 minutes or so. Multiple dev Super Digger (block destroyer) shots to damage a building: the gun itself gives no heat, but block destruction & collapse do; the collapse events start decaying very quickly - within 10 minutes game time. I cannot explain why I had over 14 in-game hours sitting with no heat decay. Still need to replicate that result.
  3. Well I've only seen that if something is actively going on in the chunk (or surrounding chunks, because heat does spread apparently). I didn't watch quite closely enough, but here's what I saw so far: 1200 Day 2: M60 firing until heat was at 99.6% 2200 Day 2: heat still 99.6% 0300 Day 3: heat still 99.6% 0800 Day 3: heat had at some point dropped to 22.95% AI was off, so no screamers spawned. It took a loooooong time to drop, and it appears to drop very quickly when it does. I really need to lower my day length to 30 minutes for easier testing (assuming this is game-time based, not real-time based). Edit: I dunno, maybe never mind that. It doesn't seem consistent with later results (below)
  4. Okay well crap, I got sidetracked and 10 in-game hours passed before I got back. Heat was at 0% so at least I have an upper bound. Or maybe a screamer spawned and lowered it. Going to try again...
  5. Unless you want to use the creative menu to rebuild your base after resetting the chunk, I fear you may be permanently knackered.
  6. I think you and @Vampirenostra have made a great point about heat-related throttling. I think that is a system concern, not so much a CPU concern, but it is a fair point since the mobile CPUs are, by definition, going to be in laptops which are less efficient at heat dissipation. I retract my [citation needed]. I guess I would say, though, that with reasonable consideration of the OPs requirements and expectations, a laptop doesn't need to equate to a "huge" hit on performance. There is a premium to pay, of course, for the portability. Dollar-for-dollar, a custom-built will always outperform a laptop, unless like AlphaOmega up there you find some amazing deal that will make all of us envious.
  7. Lots of people go through this phase, usually in the first couple of years of college. It's perfectly normal and a lot of money can be made uploading videos of your experience to <redacted>.com.
  8. You might be able to use one of the techniques to reset that chunk. For example: (Have not tested this myself. Proceed at your own risk. Your mileage may vary. No warranty, expressed or implied. Offer not valid in South Dakota or if your name is Reginald.)
  9. It decays over a loooong time. I don't know precisely how long, but I'm running a test right now on that. The other day I watched a chunk for 2 hours in-game time and the heat value never decreased. But when I came back hours (real-time) later the heat was at 0%. I just M60'd a chunk up to 99% heat and I'll watch the game over the next couple of (real-time) hours.
  10. I don't think it has anything to do with upgrades. Blocks are listed in blocks.xml - all of them including the 'basic' un-upgraded ones. The only blocks which allow zombie spawns are a) almost all terrain blocks (their names begin with 'terr' e.g. 'terrStone' or 'terrDirt') b) POI farm plots ('farmPlotBlock') - this does not include player-placed farm plots, which are a different block All other blocks, upgraded or not, disallow spawning. "Player placed" is a misnomer, since player placed terrain blocks do allow spawning. So if you fill that demolisher hole with fresh topsoil, zombies can spawn there (assuming no other restrictions such as bedroll). It's all down to the block as detailed in blocks.xml, no matter how that block ends up in the world.
  11. 😬Ooh, sorry, I don't think it is. The minimum specs call for at least 2GB dedicated VRAM and from what I can tell the Radeon HD 7700 only has 1GB. It's an 8-year-old card and unfortunately not strong enough for today's games; especially not a game like 7D2D. My main (not a 'gaming') PC has a very modest Radeon RX560 4GB card in it, and I can play 7D2D on it okay at medium settings. "Okay" in this case means 30-40FPS. So if your budget is very constrained, you could find something in the $100-150 range that would work. Recommend no less than 4GB. NVidia is generally viewed as a stronger option than AMD, if your budget allows. If your budget is not constrained, time for a new gaming PC! 🙂
  12. Unfortunately, the minimum RAM requirement for this game is 8GB. I would definitely recommend 12 or 16GB however. What type of video card do you have? https://store.steampowered.com/app/251570/7_Days_to_Die/
  13. There is a note in my backpack at the bottom of the lake which has the answer to this question. 🙂
  14. i7-9900? I'd like to see one of those. But even a 10th gen i7-10700 is only 12% faster than its mobile counterpart the i7-10750H. https://cpu.userbenchmark.com/Compare/Intel-Core-i7-10700-vs-Intel-Core-i7-10750H/4077vsm1053158 It's a hit, but "huge"? 63% faster? Citation needed.
  15. Here for example is the damage resist range for the Military helmet: <passive_effect name="PhysicalDamageResist" operation="base_add" value="6.23,8.93"/> <passive_effect name="PhysicalDamageResist" operation="base_add" value="0,3.27" tier="1,6"/> So the base AR is 6.23-8.93, plus 0-3.27 per quality tier. If you use creative menu to pull armor (or any variable-stat item), I think you get the same value on every instance of a certain quality tier. Possibly it's an average, possibly just a single RNG check that never changes during that session; I've never tested it. If you want to see the full range of values (for up to Q5 items anyhow) you can set up some workstations and craft a bunch of them. For Q6 you'd have to either modify your XML to make them craftable, or drop a bunch of armory chests and open them all up hoping to get armor. You could edit XML in the latter case so that the armor loot group is the only group chosen when RNG-ing the chest loot.
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