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Deceptive Pastry

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Deceptive Pastry last won the day on December 30 2021

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  1. 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?
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Something I've wanted since I figured out how this works. Terrain can be made flush with square blocks in the world editor by increasing the density. However there is no way to do this in an actual game, even with developer mode. I'd love to see a new tool that can let you change density and shape terrain more. No more annoying gaps when placing blocks next to terrain. Maybe a garden trowel or a rake?
  7. 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.
  8. 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.
  9. 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.
  10. The jump scare closet zombies would be cool - occasionally. As it is, I have come to equate closets with zombies, because 80-90% of the time, there will be a zombie. It needs to be rare enough that you stop expecting it, maybe you start forgetting to check closets first. Because when you know just about every closet will have a zombie, it ceases being a surprise/scare.
  11. You say this and that would be fine, but in practice, this is not what we have in-game. Zombies that are just idly walking/patrolling around a house. What we have is: Zombies hidden in nonsensical places like drop ceilings/drywall that BURST OUT at you despite making no noise Zombies that have been in closets for weeks/months magically deciding to break out the moment you enter the volume The opposite of your scenario, which is zombies that don't wake up, being hidden around corners/objects and in some cases not able to be hit without getting close enough to wake them. Zombies that all seem to home in on you when crossing the threshold (I know they aren't aggroed to you immediately, but they still seem to move toward the location you entered, as if you had made a noise, instead of just idly wandering) If the sleeper system is supposed to just be a way to deliver awake idle zombies while saving resources, it doesn't feel that way. It doesn't feel like I'm entering a house where zombies are roaming. It feels rooms are waking up and looking for me the moment I enter, even if I'm not doing anything that should make my presence known.
  12. I don't remember if it was described as doing a stealth check factoring your current stealth skill, or if that was a mechanic they were talking about wanting to add. I have seen that how well lit you are at the moment you cross the threshold determines if they wake. So you can do silly things like build wood blocks over your head before you walk into a room to lower your light level. Which is really non-sensical. Line of sight should not be removed from an equation that involves checking if you can be seen. It also never seems to be just a couple sleepers waking up in the room, so I don't know if it's just checking the zombie with the best hearing, or if there's just not a huge variance in hearing levels. Part of the problem is tying both sound and light level into one "visibility" meter. So you get nonsensical things like zombies "hearing" you through walls and waking up because you're underneath a light. At least it seems that way, if they're just ignoring line of sight. Sounds should only wake and/or draw zombies toward that location, light level should be totally separate and only for line of sight checks.
  13. Enemies should only alert/wake from noise or vision. That's it. Or smell, if that were still a mechanic. You should alert enemies because YOU messed up, not a dice roll, not some magic unavoidable trigger. You stepped on garbage, you broke an object, you got too close, you got in their line of sight. That is how stealth should work and how it works in just about any other game with good stealth mechanics. The unavoidable triggers and RNG "stealth checks" are ridiculous. I would consider it fine if they were rare, but they really aren't, and stealthing rooms feels too out of the player's control too often. If you want a perk to improve stealth, it should only be to reduce the distance the sounds you make travel and reduce vision of enemies. Not give you better odds rolling dice when you walk over invisible thresholds. Because that should not even be happening. Hell, at the very least tie the wake-ups to loot boxes being broken open, like in loot rooms, so it's at least somewhat believable. I've had enough of zombies falling out of drop ceilings (???) and skylights for no reason. If devs are so set on some rooms being unstealthable, at least tone down the frequency. I don't find stealthing to be very rewarding this version for the extra time it takes.
  14. 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).
  15. 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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