Deceptive Pastry
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Deceptive Pastry last won the day on December 30 2021
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Checking out new features, I was excited to see RWG improvements. The improvements are nice, but is there any plan to bring back more varied biome distribution in the future or is the current method of putting the biomes all together in one giant, blocky splotch each the devs' intent for eventual release?
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Love these trees. Every time I return to check out a new 7 days version I look to see if this mod ever got updated, happy to see that it finally has.
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Is it not? I just popped back to check out A21 briefly and I haven't tried mods yet. I'll see how it works in A21 at some point and if it isn't too much of a pain to update then maybe.
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This would be less of a problem if the devs view on how 7d should be played wasn't different from their own view a few years ago, and wasn't constantly changing. But this really encapsulates my experience with 7 days since I've started playing. We are at the whims of developers who are constantly changing their minds and nothing is going to change that, and nobody will be able to get used to or pin down what the experience of playing 7 days is like or is "supposed" to be like until it is finished, whenever that may be. Until then, those of us who were more happy with what the devs views were 3-4 years ago when we originally bought the game will have to mod. Also, part of the draw of survival crafting games like this is having more freedom as to how to play. That in itself is a selling point. 7 days increasingly tells us that more and more of our playstyles are "wrong", apparently.
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My main concern with this is, there are plenty of people who enjoy playing this game like minecraft. Mine, craft, build. Often times in multiplayer one or more players gravitate toward that role because that is what they like doing. If you have perk weighted looting, the looters will be bringing back less loot that the rest of the team can actually use, forcing the base builders to either go looting or progress slower. The variable shape blocks were an incredible addition, but then this just seems like another step toward looter shooter and away from more of a sandbox survival game. But then, I still think the best system is a combined system of LBD + LBL like in say Undead Legacy. You get XP just for doing the thing, but you also find +1 skill books to supplement. And LBD is never coming back so...whatever. I'll probably just mod it out like many other changes.
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Did some more thorough testing and that appears to be what was happening. On first load into a save, RAM usage goes up to 15gb and commit charge goes up to 23gb. Over time RAM usage actually goes down and settles around 11-13gb, but the commit goes up to and settles around 24-25gb. So it appears I was constantly skirting the limit and crashing once reaching it. Since I increased my page file to 12gb I seem to be avoiding crashes. So yea, if you have your page file set manually, make sure you have physical memory + page file total of at least 26gb, ideally a little higher to be safe. This mod allocates a @%$# ton of memory lol. EDIT: The main problem is really 7 days itself though. For comparison, Vanilla 20.5 commits 21-22gb total. The mod only adds an extra couple gigs, but it was just enough to break my initial 24gb limit.
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I've got 16gb RAM and an 8gb page file, and very little else taking up memory on my system. I mean, do you need 32gb to run this mod? I'm not convinced it's maxing out my memory but I'll see what happens when I put RAM usage on my screen instead of just checking it periodically. EDIT: I found another location for crash logs I wasn't aware of in AppData\Local\Temp\The Fun Pimps. It does seem to be running out of memory. Even though it says I still had 3gb physical memory left, it still seems to be committing more than my total combined physical + virtual memory. 81% physical memory in use. 16334 MB physical memory [3088 MB free]. 18055 MB process peak paging file [14635 MB used]. 11810 MB process peak working set [6549 MB used]. System Commit Total/Limit/Peak: 20450MB/24526MB/24526MB System Physical Total/Available: 16334MB/3088MB So I'm going to try generating a new map the smallest size possible and increasing my page file, see if that helps.
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I've still been getting random crashes with this mod after anywhere from 20-60 minutes of playtime. No crash issues with vanilla latest experimental. Sometimes 7 days just closes without warning, other times I see the 7 days to die/unity crash window pop up first, but doesn't seem to be generating crash logs anywhere. Any ideas on how to troubleshoot why it's crashing? I've tried turning off just about anything that reduces RAM usage - Dynamic Meshes, low view distance, etc. The past few times I've checked it's using around 6-8 GB but I'll have to put a RAM usage overlay on to see if that's the issue.
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I'm really into this. The A20 models are nice and all but I hate what they did with the iron sights. They look ridiculous. And I love your approach to scopes. I made some custom scope sprites a while back to make them a little more realistic, but I couldn't get the peripheral blur like I wanted. And they were still 2D. The only thing I'm not a fan of is the red tint to all the reflex sights/scopes. Reduces the contrast between the reticle and target. IRL looking through a reflex sight they're generally clear or have a very slight bluish tint (Due to the reflection of red light. Different laser color will have a different tint, being designed to reflect a different wavelength).
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Really like this mod. Extra props for the UI and various UI customization options available, such as auto-hiding stat bars. Looks great. Also really like some of the influences from Project Zomboid. As far as I'm concerned, the more this game can be made to be like Zomboid, the better. I was having issues with it crashing, but I think it's a combination of the mod loading so many extra assets and the current alpha having a memory leak. Game was using all of my RAM, turned various settings down, got it down to around 6-8gb memory average. Still was crashing after about an hour of playing. Turning the view distance down to low seemed to keep things going for more than an hour without a crash. There are certain balance things I don't like but that's more just my preferences, such as building takes a @%$# ton of resources so I've just been cheating when I want to build extensively. Somewhat realistic though. Shame I can't craft even just stone arrows in the backpack. I like all the crafting tables and the new upgrade system, but this mod really ties you down to your base. I will say that I'm really not a fan of having a chance of failure and losing all the mats when upgrading gear, though presumably that goes away at higher level maintenance stations. A couple things: When painting, the "Paint all sides" icon doesn't highlight when it's selected, so it's tough to tell if I have that mode on or off. Pressing "M" when the map is open doesn't close the map like in vanilla, I have to press tab or escape. Just a minor annoyance. Any reason for having both plastic bottles and glass jars? They both seem to weigh the same, maybe just supposed to add some realism/variety but it also adds unnecessary clutter imo.
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32 and 64 bit downloads both trigger a Trojan warning from Windows Defender. Reports different Trojans each time, Script/Oneeva, Script/Wacatac. I'm guessing these are false positives? Malwarebytes isn't finding anything in them.
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Modlet Magolis Compo Pack by The Compopack
Deceptive Pastry replied to stallionsden's topic in Prefabs
Finally got a wasteland mega city with CP48 Complete, along with all the other pack spawns. 8k map, plains 9, hills + mountains 1, fewer cracks and craters. Seed: lowercracksandcrators -
Modlet Magolis Compo Pack by The Compopack
Deceptive Pastry replied to stallionsden's topic in Prefabs
Any input on how to get Mega Cities to spawn with CP Complete? I generated a few maps, got others like Asia Town, Medieval Village, Fabbersville, but no Mega City tile set. Tried a 10k map, do I need to go bigger? Or does anyone have a recent seed with a Mega City spawn? -
I don't see how anything in this mod would cause that. It barely even touches the config .xmls. Are you sure it isn't another mod? Try uninstalling all mods then load in with your friend and see if it still happens. If not, install only the hunting rifle then try again. Unless this is the only mod you have, I'm more willing to bet you have another mod causing it and you'll have to go through by process of elimination to figure out which one it is.
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- Remove crosshair while ADS/Scoped - Change melee crosshair to a simple small dot - Custom scope reticles I made, different ones for different weapons - Faster vehicles because default is way too slow and I like exploring - More zombie spawns - Some type of electricity mod that gives me more light options, lets me change colors, and lets me mess with POI lights. Current version I'm loving the "Electricity MOAR POI User Lights" mod. - Lockable inventory slots - Add solar panels/cells to max rank advanced engineering Yea I usually replace the melee crosshair texture with a simple dot but I can't do that atm, UABE doesn't seem to work for this version