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Boidster

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Everything posted by Boidster

  1. It's working as designed. On default settings, "night" should be over at 0400 and the Blood Moon Horde also ends at that time. But if you log out before then, the horde will restart from the beginning. You could have 2 or 3 hordes if you are efficient enough at killing them! If you want a never-ending horde, here's one solution: https://www.nexusmods.com/7daystodie/mods/1087
  2. Fixed the Wiki, including a full rewrite of the Gamestage entry.
  3. 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).
  4. 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.
  5. 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)
  6. 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...
  7. Unless you want to use the creative menu to rebuild your base after resetting the chunk, I fear you may be permanently knackered.
  8. 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.
  9. 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.
  10. 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.)
  11. 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.
  12. 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.
  13. 😬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! 🙂
  14. 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/
  15. There is a note in my backpack at the bottom of the lake which has the answer to this question. 🙂
  16. 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.
  17. 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.
  18. There are so many parameters that go into an answer to that question, I can't make a recommendation that I know is right for you, BUT... I recently did some research for a new gaming laptop that meets my needs and budget and ended up with an Acer Predator Helios 300. So far, it has performed very well. I think the bang-for-buck quotient with it is pretty decent IMO. Has an Intel CPU, though, which is not the current hotness.
  19. I haven't tested it, but based on what I saw in a couple of POIs when I was looking into sleeper volumes, they can be connected. So possibly one volume can spawn the zombies in while another triggers their aggro. The aggro/asleep setting is on the volume itself, not on the zombie, and the volumes have group numbers which makes me think they can be connected.
  20. I was going to ask you how you did this. Lot of work, good job. If you're interested I can attempt to auto-extract the mod compatibility from the XML files to compare with your data. Or you can play with it yourself if you want to get into the XML. What you're looking for is the "tags" attribute on items in items.xml: <item name="meleeToolAxeT1IronFireaxe"> <property name="Tags" value="axe,melee,grunting,medium,tool,longShaft,attStrength,perkMiner69r,perkMotherLode,canHaveCosmetic"/> And then compare it with the installable_tags on the mods in item_modifiers.xml: <item_modifier name="modMeleeTemperedBlade" installable_tags="perkDeepCuts,axe,shovel,perkBrawler,perkJavelinMaster" If you get a match, the mod will work with the item. A little text searching and you can get 100% of the matches for certain hopefully without manually adding/removing mods in-game!
  21. So I did that, and the results were identical. All of these spawns are blocked by non-terrain blocks: Biome spawns Wandering hordes Screamers Screamer hordes Blood Moon hordes I did one extra test that I don't think Vedui did - during blood moon I opened a couple of small patches of terrain within my huge concrete platform and sure enough, the occasional zombie would spawn from those patches, but no where else. Edit to add: I did one further test, adding <property name="CanMobsSpawnOn" value="true"/> to the concreteMaster block in blocks.xml. Zombies came from all around. 😮 Incidentally, if you want to enable the "10% random fill" feature from the creative menu (in a survival game) so you can quickly make big platforms as shown in Vedui's video, you need to edit windows.xml under /config/XUi and change the following to true: <window name="editorPanelSelector" ...other properties...> ... <button style="press, hover" name="levelTools" ... visible="true" .../> ... </window>
  22. Vedui did a fairly convincing test in 18.2 showing player-placed concrete prevented biome, screamer, screamer horde, wandering horde, and BM spawns. https://www.youtube.com/watch?v=W4MubvSlYPc I note that in 18.2 and 19.1 the XML attributes are the same. All terrain blocks: CanMobsSpawnOn=true POI farm plots: CanMobsSpawnOn=true Player-placed farm plots: CanMobsSpawnOn=false All other blocks and block masters: do not even have the CanMobsSpawnOn attribute. Perhaps the default value for this was "false" back in 18.2, but "true" now? Maybe I will re-run Vedui's test in 19.1.
  23. We can always hope, but I think that would be difficult, computationally, unless we want the infinite water trick that Minecraft has. Minecraft only has two water types, source block and flowing block (with a 'direction' tag on the flowing blocks). It doesn't really redistribute the remaining water when you remove a block (from a pond let's say), it just calculates whether there ought to be a flowing block where you took the water or whether it should create a new source block (the infinite water trick). A single source block will power a waterfall forever; it never drains out. And you can't take water from a flowing block (to fill a bucket). Trying to calculate 120 glass jars' worth of water out of a lake and then redistributing the water in the entire lake would be...a challenge, even if the entire lake was contained in loaded chunks. If they greatly simplify it by having, say, only 10 possible water levels in a block, the visual of seeing the pond drop down visibly after X jars/buckets have been removed would result in much wailing and gnashing of teeth in these forums. I'm no expert so grain of salt and all that, but I think of how computationally expensive it is to calculate SI (i.e. lag you see when a medium or large building is collapsing) and then think about a 4,000 block lake of water and needing to compute new water levels when the player takes a stack of murky water jars from it. Or builds a trench leading out of it in an attempt to drain it into a moat around his base. Maybe they'll find a neat shortcut for all of that which works well.
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