Jump to content

zztong

Members
  • Posts

    1,192
  • Joined

  • Last visited

  • Days Won

    14

zztong last won the day on April 3

zztong had the most liked content!

2 Followers

About zztong

  • Birthday 01/01/1965

Personal Information

  • Location
    Seed 24

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

zztong's Achievements

Colony Founder

Colony Founder (11/15)

796

Reputation

  1. I'll sometimes play what I call a "sprint." The idea is that I start in one corner of the map and have to exit the map on the far corner by a certain time limit. I might give myself 2-3 game days to cross an 8k map. else I got caught by the horde and died. That's about 11km of travel. I can make it extend across multiple maps by generating a new world, briefly starting a new game, then copying my character from the previous game over. Others have suggested instead of crossing from corner to corner, walking the edge of an 8k map, so that would be about 30-32 km of travel on a single map. I've done some of that by making a Tile that is most a big lake and then making dock POI to fit a unique footprint and tag so that RWG only puts docks on the lakefront. But Riamus' suggestion of being able to "stick" a POI to a river, lake, or map edge would be very nice. Something perhaps too ambitious would be allowing an RWG settlement to have a "river district" the let a river flow linearly through the settlement. The trick is now RWG has to arrange for both road and river connectivity. Current districts go together as either clumps or as a surrounding district.
  2. A quick Google search shows me... https://www.nexusmods.com/7daystodie/mods/2934?tab=files ... or if you want you can get to the water variant I use in my solo games. It doesn't restore jars, but it lets you harvest jars of murky water from water sources. https://github.com/brucezztong/ZZTong.7D2D.Mods/tree/main/ZZTong-Water
  3. Thanks for letting me know. Oh, a 10k map, those do take longer.
  4. As a Tile and POI designer, can you provide any insight on what goes into this? Is it a matter of verts/tris above a certain threshold? Does it related to POIs on a single Tile or within a certain distance from each other? For instance, I've been trying to keep POIs below 3.5M vertices since that's what the TFP skyscraper_01 has been. There's a newer TFP POI that's "heavier" than that, IIRC. I've had a custom downtown Tile that had poor performance and have since thinned it out. Your comment has me wondering what indicators of potential performance issues and/or guidance to designers you might pass along?
  5. I can start up on water again if you think it will buy you some time...? Related to the announcement, I am a bit surprised Steam Workshop integration comes so late in the plan. Admittedly I'm probably one of the few who look forward to this feature compared to other features. Honestly, I don't mind waiting, though I wonder if the game might be "played out" in the minds of folks before mods get that integration. I guess it really depends on how the game is supported after 2025 and, of course, folks can still apply mods like they do today.
  6. Can I assume since the report is crossed out that the issue was found to be elsewhere? I'm not familiar with the (RWG) "Generator Performance Mod." It promises a 68% improvement in RWG speed, which for an 8k map on my computer would be around 45 seconds. Stallionsden is right, my modlet doesn't involve any code changes. It just uses Vanilla features, which I suppose could drive the Generator Performance Mod into an exception if the Generator Performance Mod wasn't aware of one of those features. I can try to test this combination, but it won't be until later on Monday before I would get a chance. Ah, I see this now. The discussion there has similar reports. I'm not sure I can rule out an incompatibility based on what's said there. It looks like somebody also suggested the problem happened with PEP.
  7. A21.2-ZZ021 has been released. It clears my workbench in anticipation of an experimental release of A22, aka 1.0. This update includes a completely redesigned Office Building 03 getting rid of the old, nasty, ugly version that I didn't like. There's a new house and two new "Watering Hole" POIs that are focused on survivor attempts to collect water: one urban and one rural. Also includes are two buried treasure "things" that you might find in your worlds if you're lucky and/or search diligently for them. Quests won't lead you to them, so you're more likely to find them via happy accidents.
  8. I agree. What I refer to "Tile Content", structures and landmarks built onto the Tile, can lead to the Flintstone effect. That is, you can keep passing the same lake and dogleg in the road, again and again. The same round-about, the same cul-de-sac, the same overpass... I noticed it the most in the Gateway Tiles. Yes, exactly that. From memory, a rural T when the rural district is used to wrap around a city or town. Oh cool, I'm looking forward to seeing them. Yes, I fell in love with Tiles. I got into POIs because I wanted more map variety and Tiles were a pretty significant addition. I'm just getting to the point where the Gateway Tiles don't repeat very often on a large map. That's the default DuplicateRepeatDistance in RWG too. Heh, I've heard that mentioned before. @stallionsden In 7d2d you can drive on any side of the road you want. Do you remember the old Car Wars slogan: "Don't like my driving? Stay off the sidewalk."
  9. How about a body bag zombie that will quietly unzip the bag, stand up, and attack if you're near it and facing away from it?
  10. The first image suggests the issue is in the Teragon POI's modlet and that there's a problem with that modlet's ModInfo.xml file. Are you sure you're not using A21 Teragon POIs modlet with an A20 RWG? Or, an A20 Teragon POIs modlet with A21 RWG? Then, because of that issue, none of the Teragon POIs are actually available to RWG, so the game throws the "does not exist" error when you try to load the world because that entire modlet is being ignored.
  11. Perhaps a diversion, Kinyajuu added code to support this... <township name="city"> <property name="outskirt_district" value="rural,residential"/> </township> ... that is, where a township would pick between rural or residential to wrap around a city. I assume that is still a feature. What I was curious about was if it might become a Tile by Tile randomization when wrapping rather than a one-time type of district randomization? In this way, the edge of a city might become a mix of both rural and residential tiles.
  12. That's certainly true in flat lands, but not true in mountains or hills. Much of AZ would support the grids. To get a nice blend of grid vs suburb, I think you'd need a world generator to do something like set aside every 3rd row and column of Tiles to be nothing except intersection tiles. Raimus describes it accurately. It can be really easy unless you want to get into some really nice filler between the POI markers. A very basic tile would be POI markers, roads, and trees. A Gateway Tile often involves some Parts to integrate with different types of roads, though that doesn't always work in RWG. I assume that's an A21 bug. The filename is important with Tiles as it indicates the District and Road configuration.
  13. I get the limited applicability of the cheerleader and the football player, but a farmer seems like it would be okay. If they were to bring back something to match the cheerleader and football player, M/F zombies in athletic or running clothes would work.
  14. The targeting reticle is gone? Is that just console or PC too? (I really like the target reticle.)
×
×
  • Create New...