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jdifran

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Everything posted by jdifran

  1. I'm playing on a multiplayer server with chunk reset set to 200 days (8.33 actual days). I'm building a massive base that is too big to protect from chunk resets using a bedroll and land claim blocks. If I just run a lap around the perimeter of my base every few days, will that ensure that the areas outside my LCBs won't go poof?
  2. The location of the light source in the RWG previewer creates an optical illusion where mountains appear as sinkholes in the map viewer. To see what I'm talking about, take a screenshot of the map preview, open it in an image editor, and rotate it 180 degrees. An explanation of the phenomenon along with a very clear example can be found here: https://researchmatters.psu.edu/2016/06/16/optical-illusions-and-the-view-from-space/
  3. Log: https://pastebin.com/iLve8RXz Summary: After playing for a while (it seems to be related to opening containers, but I'm not 100% sure), player and zombie animations (attacking, reloading, etc.) start playing at 1/2 or 1/4 speed and movement starts stuttering, especially sprinting or using a vehicle. Game Version: A21 b324 stable OS/Version: Windows 11 CPU Model: Intel(R) Core(TM) i5-10500H CPU @ 2.50GHz 2.50 GHz System Memory: 16GB GPU Model and VRAM: nVidia GeForce RTX 3060 Laptop GPU Screen Resolution: 1920x1080 fullscreen Video Settings: medium, although I've tried fiddling with many settings to see if it fixes this issue Game mode: both SP and MP, random gen worlds Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off? On Status: NEW Bug Description: Detailed steps to reproduce the bug: 1) Play the game. 2) Open containers at base or while clearing a POI. 3) Animations (attacking, reloading, etc.) start playing at 1/2 or 1/4 speed, movement starts stuttering (movement is slow but then jumps ahead as if trying to catch up). Actual result: All player animations and movement, including when using vehicles, seems to run at 1/2 and occasionally 1/4 speed. The only solution is to exit and restart, but this often means abandoning a quest. This is not a framerate issue, as I consistently get 30-60 fps. It is not related to latency (on MP) as I am on a 1 gig fiber connection and pings are usually below 20. CPU usage is not spiking when this happens. Expected result: Animations play at full speed for the entire session.
  4. And, for the record, yesterday's patch did not fix the issue. It happened again when I was doing the Schitt's Law POI quest.
  5. I tried that, but halfway through a T4 quest, it started happening again.
  6. It just happened - 1/4 animation speed. Here is the log file from that session: https://pastebin.com/tFhPP24s
  7. I have been getting a really annoying issue where my character animations (attack, reload, movement, etc.) as well as the zombie animations start playing at 1/2 or sometimes 1/4 speed. This includes using the bicycle and minibike, which move at a fraction of their normal speed and suddenly lurch forward as though they're trying to keep up. I am fairly certain that it is somehow triggered by opening containers, as it often happens in my base and when looting POIs. The only fix has been to log out and back in, and I've had to abandon quests because obviously you can't fight the loot room swarm when everything is running at 1/4 speed. This happens several times an hour. This issue happens on a multiplayer server, but only one other player has ever experienced it, and apparently only one time. I have uninstalled and done a clean install, which has not fixed the issue. Note that this is not a framerate issue as I'm consistently getting 30-60 fps, nor is it a latency issue as I'm on fiber and have pings under 20. Has anyone seen anything like this?
  8. This is a clever mechanism with a limit of 2x the highest GS (if all players had the same GS). By setting diminishingReturns=0.0 it would make the GS equal to the highest GS regardless of the number of players. I mention it because some folks on our multiplayer server don't like that group hordes are significantly harder than solo hordes (not just in numbers, but in the types of zombies that show up). Setting diminishingReturns=0.0 would fix that.
  9. The first line of the calculation should = 120, so the total gamestage should really be 195.
  10. On PvE servers with no player killing, griefing can still occur when someone loots someone else's bag. Options should be that bags are lootable by the player only, the player and allies, or everyone.
  11. https://pastebin.com/Z3uBsTu4 Summary: (A short description of the bug) While playing on a multiplayer server, after a random amount of time player and zombie animations seem like they are running at half or quarter speed. It seems as if this happens after I've been in and out of containers (like when putting away loot at our shared base). Running, attacks, reloading, even falling all happen at a fraction of the regular animation speed. Hitting F8 shows that framerate is 30-60 fps, hitting i shows that my ping is very low (I'm on fiber). Task Manager doesn't show memory or CPU close to 100%. Game Version: (A21 b317) OS/Version: Windows 11 CPU Model: Intel(R) Core(TM) i5-10500H CPU @ 2.50GHz 2.50 GHz System Memory: 16GB GPU Model and VRAM: nVidia GeForce RTX 3060 Laptop GPU Screen Resolution: Fullscreen 1920x1090 Video Settings: High Game mode: MP client Did you wipe old saves? Yes Did you start a new game? n/a Did you validate your files? Yes Are you using any mods? No client-side mods. A couple server-side mods. None of the other 2+ players on the server have experienced this issue. EAC on or off? On Status: NEW Bug Description: See Summary Detailed steps to reproduce the bug: 1) Play the game for a while 2) Interact with storage containers 3) Player and zombie animations suddenly seem to be running at half speed. On a couple occasions, when I tried to keep playing, it eventually seemed to drop to 1/4 speed. Actual result: See above Expected result: Player and zombie animations run at normal speed.
  12. On both Wayward Eko's and Guns, Nerds, and Steel's multiplayer streams, they were getting quality 3 and 4 end-game loot (comp xbows, steel clubs, etc.) as quest rewards before day 7. Granted, they were playing efficiently, but that needs serious balancing.
  13. How about filter checkboxes at the top of the shapes menu for "shoot through" and "reach through"? Check either of the boxes and it only shows you shapes with those qualities.
  14. I actually know Lorien Green from an old Asheron's Call MMO guild. From a 2018 post: From the patch notes.... Kickstarter Vain Survivalist Fulfilled A big thanks to the vain survivalist below who now have the portraits in the game Kickstarter backer Ben Brett Kickstarter backer Lorien Green Kickstarter backer Derek Med https://7daystodie.com/a17-early-streaming-release-notes/
  15. I had that issue with Trader Joel and his sidekick falling through the floor and landing on the ground under the base. They were visible, so it wasn't really an issue. Subquake is putting the finishing touches on that sweet racetrack wilderness POI, so if you play a 20.5/2.5 map with 20.6/2.6 you will miss out on it. And probably other new or updated POIs and stuff. Personally, I'm really looking forward to using the new 20.6 random world gen settings, so I will definitely be starting fresh.
  16. I think it would be interesting if it were possible to reduce the research data requirement of learning crafting recipes if you have one to sacrifice (by reverse-engineering it). Similar to the food recipes, but for other things as well. I guess it would mean there would be two different research recipes for each schematic, but it would add an interesting (and somewhat realistic) twist on researching them. Just an idea.
  17. I can't log in to check right now, so just wanted to confirm that in single-player games, a land-claim block is still required to be able to pick up placed items other than the UL workstations. Last night I had placed some auto turrets and a generator bank and wasn't able to pick them back up using the radial menu.
  18. After several thousand hours of vanilla, I just started playing UL and I absolutely love it. Such a gorgeous UI. I love the mix of perks and LBD. The variety of upgradeable workstations, vehicles, and items is fantastic. My only minor peeve is that I wish there was an option to tweak how much data you get when scrapping schematics, because the data grind is just a wee bit too grindy for my tastes (but that's not a deal-breaker). I'm on day 33 of my playthrough and realized that I've kind of outgrown (i.e., cleaned out) my starter town. I would like to move my base to a larger city nearby that has a downtown area. Given the weight of the workstations, I'm wondering what the best solution is. Multiple trips on my wee bicycle seems painful. I'm wondering if I should grind to get a vehicle repair kit and repair one of the cargo vans or SUVs around town. Would that (and steroids) give me enough capacity to move several workstations at once? Speaking of workstations, I wonder if it would be possible to add an option for some kind of particle effect when a workstation has something in its output. I can't tell you how many times I've repaired my wrench only to leave it sitting in the maintenance station and don't realize it until I'm in the middle of a quest. Or left a bunch of food in the campfire. Thanks for a great mod, Subquake. I think I'm down for another couple thousand hours with UL.
  19. Sorry, Khaine, that's my bad. I was jumping in and didn't realize you were talking specifically about MP.
  20. Wrench for me. It's almost impossible to find mechanical parts in loot so you can't even craft one if you buy Salvage Operations. Cooking pot second, although I typically get Advanced Engineering and make a forge within the first couple days.
  21. If they get the weighted looting odds right and folks reliably get enough of the books for the trees they've perked into, that should go a long way. They could even add a slider in settings to increase or decrease the weight. Ensuring that the traders always have a good supply of books would also help avoid frustration when you're screwed by the RNG.
  22. I think it would be great if the main quest line started you at the very edge of the map and led you eventually to a wasteland city at the map center. When you complete the final quest, you can choose to disable a device and cause the bloodmoons to end.
  23. The pipe machine gun definitely needs balancing. Early game, the only real balance for it is that 7.62 ammo is relatively scarce, but it does so much damage that if you don't just spray and pray you can make it last. Maybe a "jam" mechanic where there is a small chance every shot that the durability immediately drops to zero? Since it only costs a pipe to repair, the cost is trivial, but it would make the weapon feel really unreliable (as a high ROF gun cobbled together from junk should be). EDIT: I should add that I also like your suggestion of much longer reload animation/time, smaller magazine, and terrible accuracy.
  24. I agree that the pipe machine gun is way OP compared to the other pipe weapons, which have small magazines and take FOREVER to reload. It needs to be nerfed or at least made much more rare in the loot tables so we aren't finding them in the first week.
  25. I have suggested in a thread that Faatal was commenting on that the road striping blocks be changed so that instead of having 150 hp and harvesting to stone, they are changed so you can one-shot them and they produce no materials. Someone else suggested changing them to be like grass, so they just disappear when you place a block over them. Either would work.
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