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SylenThunder

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Everything posted by SylenThunder

  1. When it first releases they will not. Cross-platform play won't exist either, and the max number of players will still be limited to four like it is in the TellTale version. However later cross-platform play is planned to be supported, as well as making the same supported 8-player count as it is on the PC. I cannot imagine not supporting mods on the Console editions once they are 1:1 with the PC version. Though initially it may be limited to xml mods on PC hosts or dedicated servers. We won't know for sure until information is given. I speculate that mods will be supported on the Console edition the same as they are on the PC version. The difference is that you cannot just freely edit the files on consoles like you can on PC, so there will need to be a method configured for that. Since such a method has already been planned for the PC version since the Kickstarter, I cannot see why they would not work to find a method that benefits all platforms instead of just Steam.
  2. Yep. The only reason I have multiple game copies is for different client versions.
  3. I just set up desktop shortcuts for each set of mods I want to run, and each set of mods has a different userdatapath. For example, the properties for my Darkness Falls shortcut is "D:\Games\SteamGames\steamapps\common\7 Days To Die\7DaysToDie.exe" -UserDataFolder=E:\SaveGames\DF -logfile=E:\SaveGames\DF\logdata.log Notice how I am using the -UserDataFolder=E:\SaveGames\DF argument. The DF mods go into E:\SaveGames\DF\Mods When I play Origins, I have a shortcut where the argument is -UserDataFolder=E:\SaveGames\Origins And so on. The only reason I need different game client folders is for playing an older version. Like UL on Alpha 20.
  4. This is already an option in the game. You can set it anywhere from one to twenty days. It will randomly add or subtract that many days from your set frequency.
  5. TFP has always supported modding, and plans to have official mod support when the game is finalized. Though Steam Workshop does not support it, I could see where they use something like CurseForge in a fashion similar to how it is done with Ark Survival Ascended. That would allow a unified source for mods that function on all platforms.
  6. Most likely it is because of the limited hardware across all consoles. All three of them are lacking in RAM because it is shared with the GPU. Series S also has a third of the processing power of the X or the PS5. When the devs say they have had to move worlds to get optimization done to the point where it is playable on the consoles, they aren't kidding. Though the specs look similar to a current mid-range PC on paper, not having a dedicated GPU with dedicated memory puts some huge limitations on how well they are actually able to perform. You end up with something comparable to a mid-grade laptop with inbred graphics.
  7. Initially only four players just like the current version. Later it will be the same as PC with eight players and cross-platform play will be supported so you would be able to connect to PC hosted servers. There will not likely be a dedicated server client for the console.
  8. Mod conflict, incompatible mods, or some error in the mods. Here is what you see in the log. 2024-03-31T19:54:29 40.772 ERR XML loader: Loading and parsing 'blocks.xml' failed 2024-03-31T19:54:29 40.777 EXC Index was outside the bounds of the array. at Block.assignLeftOverBlocks (System.Boolean[] _usedIds, System.Collections.Generic.List`1[T] _unassignedBlocks) [0x000b3] in <dd87699bea6e432cb1dd88b7a22c5031>:0 at Block.assignIdsFromMapping () [0x00075] in <dd87699bea6e432cb1dd88b7a22c5031>:0 at Block.AssignIds () [0x0004b] in <dd87699bea6e432cb1dd88b7a22c5031>:0 at WorldStaticData+<LoadBlocks>d__14.MoveNext () [0x00058] in <dd87699bea6e432cb1dd88b7a22c5031>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__51.MoveNext () [0x00044] in <dd87699bea6e432cb1dd88b7a22c5031>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) <>c__DisplayClass52_0:<loadSingleXml>b__2(Exception) <CoroutineWrapperWithExceptionCallback>d__51:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Do note that not all of your mods are up-to-date with the current version of the game. You will need to sort through them to figure out which is causing the problem.
  9. The base game doesn't give a @%$# about your 4090. It is CPU-bound, and can be easily hindered by other software. You would be aware of this if you did any research.
  10. To be clear, the perk system that started to be introuced in Alpha 15/16 was something that the devs openly discussed in the Diveloper Diary threads since at least Alpha 8. Those who paid attention always knew that the LBD system was just a temporary placeholder. Just like a large number of other "redone" systems that people love to complain about being changed. And then there are systems like zed corpses which were changed in order to improve performance, and make your gameplay better overall. People like Scysis opft into a game still being developed, and then complain about the game being developed. And hey, unlike most other EA titles, TFP forks out a good bit of money to Steam to have all the previous versions available to you. So go back and play the half-baked version you liked so much. The rest of us are looking forward to the finish line, and are not dwelling in the past.
  11. Most of the financial stream is going to Illogika because they made the game. Not TFP.
  12. Answered your same post on Reddit. If your mods require disabling EAC, then they are adding extra assets, and each client will have to have the mods installed and EAC disabled.
  13. You did something wrong then. I go back and play older versions all the time, and have to also keep internal test builds active. A lot of people loved to exploit the system. It ended up with the game not being played the way the developers had intended. An exploit to get end-game gear artificially fast was removed. Getting water isn't hard. You just cannot mass-produce it anymore. Something 95% of players won't even notice.
  14. More likely because it would allow you to bypass land claim blocks.
  15. I just manually remove it. Or prevent it from getting installed in the first place. A lot of motherboards have a setting in the BIOS that controls the software getting installed, so you may need to take an extra step to turn it off there. (Asus and Acer are the biggest offenders, but Gigabyte and MSI do it on the more premium boards as well.) Like if you buy an HP pre-built, there is a lot of HP bloatware to check for software updates, and some of it to do nothing more than report your usage of the computer back to the mothership. Software like Killer Networking for Killer Network adapters can actually prevent you from being able to play online. Asus has a similar program, but they finally dumped it late last year and don't offer it anymore. These programs basically "boost" your game network speeds by blocking everything else from connecting. However they are based on technology from back when ADSL was the top-tier internet connection for people with maybe 25Mbps download speeds. The Asus software can literally cap your entire connection to no faster than 10Mbps. Never mind that you have 500+. So basically, look through your installed software for anything linked to the manufacturer of your system. Take a good look at whether you really need it or not. Even GeForce Experience is nearly complete bloatware. They're getting better with offering tools more like what AMD has for overclocking your GPU. However most of the software will just screw up your game settings to unrealistic levels, and phone home your private data to Nvidia. And honestly, going from being barely able to play, to a nearly stable 60FPS on a bottom-end system that was obsolete before the game was even conceived... Just by removing the bloat and excluding the client from security software. No overclocking. No non-standard tweaks to the way the client works by editing ini files. Just by cleaning up the garbage software. That is just a testament to how bad these programs are. And it doesn't matter if you have a fancy high-end system. That will still steal your resources and prevent you from getting optimum performance.
  16. I'm just going to copy this from Reddit since I posted it recently. I have the following system hardware, and these video settings at 1440p, and the game runs just fine. Averaging 110-160FPS in most places. In a city situation similar to this video it might drop into the 45-70FPS range for a bit, but it is perfectly playable. CPU : AMD R9 3900X RAM : 32B DDR4 at 3200Mhz GPU : MSI Radeon RX 6800 XT Gaming Z Trio Monitor : Samsung 32" G5 Odyssey 1440p x3 OS drive : 500GB Evo 860 SATA SSD Game drive : A pair of 2TB Sabrent Rocket Q4's in RAID-0 Steam/Saves drive : 2TB Seagate BarraCuda 120 SATA SSD Game client and save folders are excluded from security software. OS is Windows 11 with current updates, and all supplier bloatware has been removed. I have also covered previously how much of a difference simple changes like CPU clock speed and RAM speeds can make, and also how much of a difference just some bloatware can have.
  17. Granpa's sauce that resets skill point might do it. Honestly I would not worry about it. Take the free points and move on. Or just don't use them.
  18. Roland confirmed in the same thread over on the Steam forum that split screen would not be coming to the new version for consoles. https://steamcommunity.com/app/251570/discussions/0/4288062841585311783/#c4288063042473855010
  19. Cannot help you figure things out without details. You can restart the server as often as you want. Just set it up to do so in cron or using your chosen server manager. We do ours every 12 hours. If you are on Windows, you need to do it every 6-8 hours. Vanilla Linux will usually be good for 18-24 hours, but adding mods can shorten the time.
  20. I haven't seen anything to indicate Bloodmoons will be ported to the console. 7 Days Blood Moons | Partner Games | Illogika
  21. Originally the drones did have a mod for a turret. However it ended up being extremely unbalanced, and the zombies had trouble targeting and attacking the drone. It ended up being way too OP and too easy to exploit mechanics so it was removed.
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