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Boidster

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Everything posted by Boidster

  1. I gots one. https://www.nexusmods.com/7daystodie/mods/1087
  2. I get the issue on a new 'gaming' laptop (i7-10xxx, RTX 2060), but it's rare and I'm using Compopack POIs so my experience is not valid for bug reporting even if I could replicate it.
  3. I noticed that too, now that you mention it. The load-in chunk was clean, but as I traveled into town I'd get the blocks. On the rwgmixer thing, it could be a combination of two things: 1) Nitrogen is using an outdated rwgmixer (installed as part of Nitrogen) AND 2) Some old POIs are still shipping with A19.4 (or whatever version you're on) which shouldn't be used, but Nitrogen still has them The reason I think it's "AND" between those two is that if Nitrogen had an old POI in its rwgmixer file, but that POI wasn't actually in the game's /prefabs folder, then you ought to get errors when loading the world. You could try copying the game's rwgmixer.xml into the Nitrogen directory, to be sure it's only pulling from the active A19.x list.
  4. Possibly you mean Compopack? NitroGen doesn't include any POIs; it only uses the rwgmixer that you tell it to, and the only POIs which can appear in game are the POIs in your installed game's \Prefabs folder. NitroGen can't add POIs from older alphas unless those old POIs are hanging around in your game folder for some reason (maybe copied there from Compopack). I play on a vanilla RWG map, but using Compopack's POIs/rwgmixer, and I occasionally get the phantom blocks. It doesn't happen too often, and I just restart the client and it fixes it usually for the rest of the play session. Hard to file a bug report; I can't repeat the problem.
  5. Pastebinned for your pleasure: https://pastebin.com/1DGSXUea
  6. Sorry, I was only poking a little fun. I don't know at all that that one DLL is the cause of your crashes, though my impression is that Kapersky is not highly regarded in general. Just for troubleshooting, it might be worth it to try uninstalling it temporarily. And look closely at your process list before firing up 7D2D in case something else has burrowed in.
  7. The security software you're running says otherwise! 🙂 C:\Program Files (x86)\Kaspersky Lab\Kaspersky Total Security 21.2\x64\antimalware_provider.dll:antimalware_provider.dll
  8. Vanilla POIs in a world built with vanilla RWG?
  9. It worked for me, but you gotta be standing within the bounds of the POI, not just looking at it. This is Dishong Tower.
  10. Well I tested 10,000 iterations and the actual loot quantity from your algorithm (slightly modified) matches very well with expected results. Eggs especially are a lot better at LA < 100%. I used Excel just for ease of what-iffing a bunch of scenarios and parsing out different bits of the calculation. The expression I ended up with, which works with both low-quantity items (eggs) and high-quantity items (feathers) is: (INT(LootAbundance) * ItemCount) + IF(RAND() <= MOD(LootAbundance,1), ItemCount, 0) //ItemCount is the total # of items 'dropped' by the loot tables after RNG checks //RAND() returns a decimal between 0 and 1 I expect that I've only re-invented your wheel here, but my head is completely wrapped around the idea now, so thanks. If they (TFP) do actually have a "Step 3" like I showed above, just replacing it with your algorithm or the above calc would fix it it seems.
  11. I mean...I'm not employed by TFP so it's not like the One Known Truth or anything, but that is my understanding of how LA works, yes. Ah, okay, I'm sorry I didn't grok your suggestion before. I see what you are doing here and I'm going to go test it with a couple of different loot containers.
  12. 7D2D isn't like 99% of other games, being 100% voxel-based. Other games are like a 1-hour crossfit class with occasional 5-minute breaks. 7D2D is like simultaneously fighting Bruce Lee, Jet Li, Lee Majors*, and R. Lee Ermey* while riding a fixie bike up Pike's Peak Highway. With a COVID mask on. Both my PC and my laptop go into tornado mode when playing. That said, 90c is kinda at the upper end of 'safe' I think, at the edge of 'not recommended'. How's your case cooling set up? Lots of airflow through the case? * Yes I am old. The youts might not know who those two guys were.
  13. I said there wasn't an easy way to do it, but it seems you have an easy way, which is great. Can you tell me where, exactly, in this process you apply your 75% chance, and how it works for 125%? Obviously you'd want to eliminate step 3 entirely; I just put it here to show the current loot algorithm as I understand it. Search Bird's Nest 1. groupBirdNestNestMain 1a. Add 1 feather to loot 1b. Process groupBirdNest 2. groupBirdNest 2a. RNG check 2a.1. <= 0.25: add Egg to loot 2a.2. >0.25: add 1-5 Feathers to loot 2b. RNG check 2b.1. <=0.50: Go to step 3 2b.2. >0.50: Repeat 2a only, then go to step 3 3. Multiply Feather count and Egg count by Loot Abundance 4. Put loot, if any, into container If your easy fix works here, I'd like to try with one of the book or weapon groups since they are more complex. Maybe we can just hand TFP a simple solution and get, I dunno, royalties or something. They'll smack their heads for not thinking of it, for sure.
  14. You would not get 25% more eggs at Loot Abundance of 125%, for the same reasons outlined above. Eggs can only be given in integer amounts, with a minimum of 1 and a maximum of 2 in a single nest (vanilla settings). With 125% LA, the only time you would get an extra egg is when the RNG lands on "2 eggs" (about 6% 3% of the time) in which case you'd actually get 3 eggs. The rest of the time, you'd get 0 eggs or 1 egg as usual (because there is no way to take the "1 egg" result and apply a 125% result to it; it just rounds down to 1 egg). It sounds like what you and the other "duped" players are looking for is some sort of system that tracks global loot acquisition across all containers and smoothly adjusts the total items you will get across your player's lifetime. So if you might normally get 100 eggs after playing for 10 in-game days, you want to see that at 75 eggs if Loot Abundance is set to 75%. Unfortunately there is no easy way to do that, since loot in this game is not fixed - the containers are not pre-filled with stuff which can be adjusted behind the scenes before you open any of them. Each container is its own self-contained set of RNG results, which are then modified by LA. For relatively high-quantity-per-container items like paper or feathers, you could probably get pretty close, though as the LA restriction gets smaller (25% say) it gets harder to provide an accurate (to the player's mind) result. Note that the same is true for LA values above 100%, as explained above for eggs @ 125%. For large-quantity-per-container items, the LA should track pretty well at least down to 50% and as high as you want. For low-quantity items (eggs, books, guns) it's not going to track very well at all, except at 200%, 300%, etc. (Edit: fixed % chance of getting two eggs in a nest - it's about 3%, not 6%)
  15. I haven't read closely through your results, but what I saw on the 25% abundance actually lines up with what I'd expect, if the system works as I described above. That is, Loot Abundance only affects the quantity of items you get and only after all other checks (basic loot prob + perks) have been made. So for example, a bird's nest has a very small chance (about 6% 3%) of producing 2 eggs under normal conditions. Since bird's nests aren't scaled with gamestage, loot-boosting perks don't affect it. Since Loot Abundance only affects the final quantity of items after all other checks have been made, when it is set to 25% the only way to get an egg in a nest is for the RNG ("all the other checks") to land on the "2 eggs" result. The Loot Abundance then multiplies that by 25% resulting in 0.5 eggs which rounds up to 1 egg. I would expect that to happen approximately 6% 3% of the time, and for 100 trials getting 4 eggs (at 25% Loot Abundance) makes sense to me. (Edit - fixed chance of getting 2 eggs; 3%, not 6%)
  16. Strictly speaking about the chance of an item being selected as loot, I think that is correct. My own testing has shown the loot probabilities work as expected. What I think is happening with the Loot Abundance setting, specifically, is that it applies after all of the "chance" calculations are done, and it only applies to the quantity of items dropped. In other words, it's not a probability/dice roll thing, it's strictly "multiply the final results by X% and round". I will do some testing to see if an exact 50% loot abundance allows qty=1 items to drop. I'll try 49% too, to confirm the rounding behavior. --- an hour later --- Well, I'm not sure how I'm going to set up the test, because the "count" attribute of a loot item doesn't seem to be working the way I'd expect. I modified the Bookcase loot conatiner like this: <!-- bookcase --> <lootcontainer id="49" count="1" size="6,2"> <item name="resourcePaper" count="1" prob="1" /> </lootcontainer> This was just a test case so I could confirm basic behavior. The expected behavior is to find exactly 1 piece of paper in each bookshelf. Instead I found about 5-8 pieces of paper in each bookshelf. It was always only paper (never books), so I know the mod did correctly restrict the results to only paper, but for some reason the "count" attribute is not working the way the XML documentation says it should. I even tried just removing "count" altogether: <!-- bookcase --> <lootcontainer id="49" size="6,2"> <item name="resourcePaper" prob="1" /> </lootcontainer> Still getting 5-8 paper in every bookshelf. I can't really test Loot Abundance if I can't reliably limit a loot container to give exactly 1 item every time. I think this might even count as a bug, but first I'm going to go dig into resourcePaper a bit. Maybe there's something special about it. --- 30 minutes later --- Well there were a couple of other bookshelf-related loot settings (apparently for top half/bottom half bookshelves) and I changed all of them to use the above loot container. Still getting 5-8 paper every time. <shrug> Giving up now.
  17. I can try to do some testing, but I think the consensus (?) view that Loot Abundance affects quantity, not chance is consistent with all reported results. Based on previous testing related mostly to chance, but not quantity, I think this is the likely process upon opening a new loot container: 1) Run the loot tables using player's loot game stage (chance) 2) Award N items for each item selected in 1, also according to loot tables (raw quantity) 3) Apply Loot Abundance modifier to N, and round the result (adjusted quantity) If that is correct, then any loot item with a quantity value of either "1" or "0,1" in the loot tables will never show up in a container if Loot Abundance is less than 50%. I believe books and schematics fall into that category, usually. However there are exceptions: <item group="perkBooks" count="1,2" prob="0.015" /> That particular loot entry could possibly choose twice from the perkBooks list, and if it landed twice on the same book, it is possible (I have not tested this; not even sure how to besides brute force dozens of searches) that raw quantity=2 and even after a 50% or more reduction you'd get 1 book. At a 75% reduction you'd be back to 0 books always. On the other side, with say 300% Loot Abundance, any time a Book is selected in step 1 you'd be guaranteed to get 3x that book (possibly 6x if the same book were selected twice).
  18. Hi @Cziko. You should probably read this thread and try to get her log file uploaded into Pastebin. Full PC specifications might be useful too, as well as the server configuration settings (posting the server log to Pastebin would be excellent). How big is the map? Have you tried a game with no mods, to see if the problem occurs? That's usually a good first step.
  19. I don't have any no-forest maps ready to use, so I haven't done any testing, but it seems to me if you just deleted/commented out the two highlighted lines (manually or via a mod), the quest would work for a trader in any biome. In fact, you can see that apparently this was set to "exclude Wasteland", but they changed it to "only Forest". This is in quests.xml. <!-- White River Citizen 1 - Journey to Settlement --> <quest id="quest_whiteRiverCitizen1"> ...some other stuff... <objective type="Goto" id="trader" value="5" phase="1"> <property name="biome_filter_type" value="OnlyBiome" /> <property name="biome_filter" value="pine_forest" /> <!-- <property name="biome_filter_type" value="ExcludeBiome" /> --> <!-- <property name="biome_filter" value="wasteland" /> --> <property name="nav_object" value="go_to_trader" /> </objective>
  20. This is what it looks like: Here is a link to it.
  21. For giggles, I modded the auto-shotgun and shells to do 9999 block damage in a tight spread at 120 RPM and 1000-round magazine. It was an extremely effective terrain blaster, but even with the tightened spread, not particularly precise. You could make a 5x5 or 6x6 tunnel with it, but there'd need to be significant cleanup on the margins.
  22. Are you playing on the same machine that is hosting the server? The machine you listed? How do the performance metrics look while you're playing? If everything was fine until about day 66 then it's not strictly related to # of zombies during BM, because you would have had 24 total attacking zombies (2x per-player max of 12) back at party gamestage 74 (you're probably at GS 150-200 now). If you were playing at 16 max, then you reached the 32 total BM zombies at GS 97. So that kinda explains why reducing the per-player max isn't affecting the performance drop: if you were going to have a problem with zombie count, it would have happened 30 game days ago. Some things which I've noticed can hurt performance, YMMV: - Lots of blade traps (never had enough turrets at one base to know for sure, but maybe lots of turrets too) - Base lit by torches (instead of electric or candles) - Tree farm visible from base (we generally thin out any local trees just to be safe, and plant the tree farm a couple of city blocks away out of render distance) Have you been using all of those mods the entire time? Have you tried a BM without the mods, just to see what happens? You could start a temporary new game, pop-tart your players up to level 60 or 70, move to day 70, stand on a concrete pillar and just keep an eye on the performance as you get murdered.
  23. If you mostly want to remove blocks, you can use the Creative Menu ('cm' in the console) and enable the Dev tools. Select the Dev Super Digger. Every bullet will destroy any block and there is NO UNDO. Be careful what you shoot!
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