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Everything posted by q123

  1. In one of the dev streams I think, they talked about its extended from 5 to 10 quests per tier now. How many is 'lots' - maybe you had less than 10? At last I saw streamers which had done them, got the opening traders route thing after and next were tier 2 quests available.
  2. I found a lvl 1 hunting rifle and lvl 2 blunderbuss on day 4. The next doggy horde is welcome, I'm prepared now (blunderbuss is waaay better than I remember it from older alphas) 😁
  3. yes! On day 3. But I was lucky enough and was able to kill them one by one with my level 1 primitive bow and wooden arrows hiding on top of a random dumpster - it took me about all the night (and nearly all my arrows), but it was fun 😊
  4. same here. The good news - the bug section is still there where it was, only the link/ menu is gone. Meanwhile you can access it directly https://community.7daystodie.com/bug-test-1/
  5. you were playing at a lowered resolution before (1920 x 1080): 2020-06-20T18:32:30 6.271 INF ApplyAllOptions current screen 1920 x 1080, 30hz, window 1920 x 1080, fullscreen True FullScreenWindow actually you're really at 4k: 2020-06-21T14:01:57 46.029 INF ApplyAllOptions current screen 3840 x 2160, 30hz, window 3840 x 2160, fullscreen True FullScreenWindow That's where the difference is coming from
  6. There are also registry settings @ HKEY_CURRENT_USER\Software\The Fun Pimps\7 Days To Die\ Maybe they survived your uninstall?
  7. Ok, it's a factor of 1024 - but how to generate such small worlds? My vanilla game is restricted at a minimum of 4k, also Nitrogen has that restriction imho (?). The question is if this is really the world size they where playing before or at last the size related settings got corrupted.
  8. I never run a server before but from a client perspective I would say your new logs are still incomplete compared to how a client log would look like. In one of your log files I can see your world size is only 2048x2048: "Biomes image size w= 2048, h = 2048" thats really small. Too small if you ask me.
  9. True, it doesn't avoid tearing, that's why I use ingame V-Sync in addition. Not sure if its just in my eyes (maybe ), but for me this combination is better than Fast-Sync which I used to have before. But if your card isn't fast enough for stable 60 fps, you can lock it at 50 fps for example (my old eyes are ok with that) - than it's a good solution. Ok, for my setup atm maybe not, I don't know
  10. I was using NVidias Fast V-Sync until they released the Frame Limiter in the driver settings some months ago. For now I prefer a frame limit of 60 in combination with ingame V-Synch. Try that, maybe you'll like it.
  11. in the other direction? the other direction of your butt? ok, I get it - ouch 🀑
  12. we now see the result of having waaaay more testers than developers actually - they're finding new bugs faster than the devs could fix the old ones, lol 🀑
  13. something huge is coming https://pbs.twimg.com/media/EZMUeGzVcAA9R4I?format=jpg&name=large
  14. wow, every book shelf is looking unique πŸ˜€ Are they dynamically created (filled with different books in a random order) or there will be so many different containers now? Never mind, its looking awesome.
  15. ^ this I would like to see in a short clip now 😁
  16. this setting is also found in my serverconfig.xml: <!-- Performance related --> <property name="MaxSpawnedZombies" value="64" /> <!-- This setting covers the entire map. There can only be this many zombies on the entire map at one time. Changing this setting has a huge impact on performance. --> <property name="MaxSpawnedAnimals" value="50" /> <!-- If your server has a large number of players you can increase this limit to add more wildlife. Animals don't consume as much CPU as zombies. NOTE: That this doesn't cause more animals to spawn arbitrarily: The biome spawning system only spawns a certain number of animals in a given area, but if you have lots of players that are all spread out then you may be hitting the limit and can increase it. --> <property name="ServerMaxAllowedViewDistance" value="12" /> <!-- Max viewdistance a client may request (6 - 12). High impact on memory usage and performance. --> I guess, it will be restored from here, if you'll delete your registry keys...
  17. I have a 2 month old installation (my old rig died) and my MaxSpawnedZombies_h1091629070 is 64 I'm using XML modlets only (creaturepack, backpack size n stuff), no full mods.
  18. like @xyth said, you're using an old version - update '0-CreaturePackZombies' to the latest version ( - that should help. A new world may not be needed in that specific case
  19. thank you @xyth😊 that comma-bug-fix was it, I think. I first tested in a new world and later also in my existing world. Every creaturepack sleeper woke up by self and the best - no NREs so far 😁
  20. You're right, that world is more than a month old or so. But I never got NREs before - and I did every update which was published here. Thats strange. I don't think I wanna start a new world until a19. Maybe I'll roll back myself to the version from the day before (with sleepers not waking up)... I think I'll do that later in evening. Maybe that changes something and if not, I have to use killall everyday until a19
  21. no this creature pack brings so much variety into the game - it's perfect for killing the time until a19 comes out -- update: sorry to say that, but I got more NREs after a game restart - this time I think it's maybe 'zombieGuppyDoctor04Black' (?), after the following 3 zombies where killed the NRE-spam stopped: 2020-05-04T22:53:54 841.910 INF Executing command 'killall' 2020-05-04T22:53:54 841.911 INF Entity zombieSteveCrawler 8619 killed 2020-05-04T22:53:54 841.912 INF Entity zombieFarmer 8622 killed 2020-05-04T22:53:54 841.913 INF Entity zombieGuppyDoctor04Black 8626 killed 2020-05-04T22:53:56 843.702 INF VehicleManager saving 2 (1 / 1) yesterdays version was fine for me (besides that sleeper-thing).
  22. After the latest update I got some NREs: 2020-05-04T22:17:31 139.066 INF DMS Entered Game! 2020-05-04T22:17:31 139.300 INF Getting new currentStreamer! Calling Animator.GotoState on Synchronize layer (Filename: C:\buildslave\unity\build\Modules/Animation/Director/AnimatorControllerPlayable.cpp Line: 1374) 2020-05-04T22:17:33 140.685 INF Calculating hashes took 5983 ms (world size 660 MiB) 2020-05-04T22:17:58 165.555 INF Time: 1.83m FPS: 57.89 Heap: 3240.3MB Max: 3240.3MB Chunks: 289 CGO: 223 Ply: 1 Zom: 0 Ent: 5 (5) Items: 0 CO: 1 RSS: 8498.0MB 2020-05-04T22:18:28 195.544 INF Time: 2.33m FPS: 57.78 Heap: 3337.3MB Max: 3337.3MB Chunks: 289 CGO: 223 Ply: 1 Zom: 0 Ent: 5 (5) Items: 0 CO: 1 RSS: 8660.9MB 2020-05-04T22:18:44 211.924 INF VehicleManager saving 1 (1 / 0) NullReferenceException: Object reference not set to an instance of an object at Chunk.GetEntitiesInBounds (System.Type _class, UnityEngine.Bounds _bb, System.Collections.Generic.List`1[T] _list) [0x0009e] in <3ca2702590144b2c95bd610195728952>:0 at World.GetEntitiesInBounds (System.Type _class, UnityEngine.Bounds _bb, System.Collections.Generic.List`1[T] list) [0x00097] in <3ca2702590144b2c95bd610195728952>:0 at EAISetNearestEntityAsTarget.FindTarget () [0x001f4] in <3ca2702590144b2c95bd610195728952>:0 at EAISetNearestEntityAsTarget.CanExecute () [0x00022] in <3ca2702590144b2c95bd610195728952>:0 at EAITaskList.OnUpdateTasks () [0x000ce] in <3ca2702590144b2c95bd610195728952>:0 at EAIManager.Update () [0x0001b] in <3ca2702590144b2c95bd610195728952>:0 at EntityAlive.updateTasks () [0x00063] in <3ca2702590144b2c95bd610195728952>:0 at EntityAlive.OnUpdateLive () [0x00154] in <3ca2702590144b2c95bd610195728952>:0 at EntityEnemy.OnUpdateLive () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 at EntityZombie.OnUpdateLive () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 at EntityAlive.OnUpdateEntity () [0x0001e] in <3ca2702590144b2c95bd610195728952>:0 at World.TickEntity (Entity e, System.Single _partialTicks) [0x0015d] in <3ca2702590144b2c95bd610195728952>:0 at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <3ca2702590144b2c95bd610195728952>:0 at World.TickEntitiesFlush () [0x0000c] in <3ca2702590144b2c95bd610195728952>:0 at GameManager.UpdateTick () [0x00033] in <3ca2702590144b2c95bd610195728952>:0 at GameManager.gmUpdate () [0x00297] in <3ca2702590144b2c95bd610195728952>:0 at GameManager.Update () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 (Filename: <3ca2702590144b2c95bd610195728952> Line: 0) this repeated endless until I did a 'killall' - than it stopped: 2020-05-04T22:19:13 240.762 INF Executing command 'killall' 2020-05-04T22:19:13 240.770 INF Entity zombieGuppy01Beige 8591 killed 2020-05-04T22:19:23 250.912 INF Saving 151 of chunks took 141ms Calling Animator.GotoState on Synchronize layer the only zombie which got killed was 'zombieGuppy01Beige'. Maybe there is something wrong with him?
  23. Same here for me tonight. I also had some sleepers, which I thought I've never seen before - and they didn't wake up until I hold them a shotgun on the head. Vanilla sleepers already where attacking me at the same time.
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