Gepps 0 Posted February 1, 2019 Share Posted February 1, 2019 (edited) RWG Changes I just installed the game again to see if I wanna play. I generated 5 seeds and gave up. Uninstalled again. The biggest issues was are seeing with the latest release aren't just the roads... endless spawns of the same poi next to each other for one.... we just found 8 junkyards next to each other separated by three water treatment plants, yet we haven''t come across one single gas station of any kind yet, or any of the skyscrapers. I've been looking into the xml files for the RWG and found the deverisity problems with buildings seem to be with the way they've been grouped and the number of buildings in a particular group. There also seems to be a bug within the probability generator within the group that also limits choice. The following changes seem to correct a lot of the the problems. I've added a lot of max counts, extra buildings that make sense into the groups and adjusted the probability to get around what seems to be bugs within the generation. It still leaves some similar issues with other buildings but it's much improved and playable now. Sorry I've not made it into a mod but i've not had time to learn how to add new elements to a rule, only to edit edit existing ones, but that doesn't fix all the problems, so editing the xml was quicker. rwgmixer.xml <prefab_rule name="industrialGroup"> <prefab rule="skyscrapers" min_count="1" max_count="2" /> <prefab rule="industrial_Bldgs" min_count="2" max_count="4" /> <prefab rule="industrial_JunkyardsLots" max_count="4" /> <prefab rule="industrial_MpWasteBldgs" max_count="4"/> <prefab rule="industrial_RubbleBldgs" max_count="4"/> </prefab_rule> rwgmixer.xml <prefab_rule name="skyscrapers"> <!-- Downtown Zone Groups --> <prefab name="skyscraper_01" prob="0.2"/> <prefab name="skyscraper_02" prob="0.2"/> <prefab name="skyscraper_03" prob="0.2"/> <prefab name="skyscraper_04" prob="0.2"/> </prefab_rule> rwgmixer.xml <prefab_rule name="industrial_Bldgs"> <!-- Industrial Zone Groups --> <prefab name="installation_red_mesa" prob="0.18"/> <prefab name="sawmill_01_snow" prob="0.18"/> <prefab name="utility_waterworks_01" prob="0.25"/> <prefab name="utility_electric_co_01" prob="0.25"/> <prefab name="utility_refinery_01" prob="0.25"/> <prefab name="factory_lg_01" prob="0.3"/> <prefab name="factory_lg_02" prob="0.3"/> <prefab rule="oldResidential_Garages" prob="0.3" max_count="1"/> <prefab name="parking_lot_01" prob="0.3" max_count="1"/> <prefab name="parking_garage_01" prob="0.3" max_count="1"/> <prefab name="settlement_01" /> </prefab_rule> rwgmixer.xml <prefab_rule name="industrial_JunkyardsLots"> <prefab name="vacant_lot_01" prob="0.18"/> <prefab name="vacant_lot_02" prob="0.18"/> <prefab name="vacant_lot_03" prob="0.18"/> <prefab name="vacant_lot_04" prob="0.18"/> <prefab name="mp_waste_sewer_hole_1" prob="0.18"/> <prefab name="utility_celltower_02" prob="0.19" max_count="1"/> <prefab name="utility_celltower_01" prob="0.2" max_count="1"/> <prefab name="army_barracks_01" prob="0.25" max_count="1"/> <prefab name="army_camp_01" prob="0.25" max_count="1"/> <prefab name="junkyard_lg_01" prob="0.3"/> <prefab name="junkyard_med_01" prob="0.3"/> <prefab name="parking_lot_01" prob="0.3" max_count="1"/> <prefab name="parking_garage_01" prob="0.3" max_count="1"/> <prefab name="prison_01" prob="0.17" max_count="1"/> </prefab_rule> Edited February 1, 2019 by Gepps added the file name to change (see edit history) Link to post Share on other sites
Royal Deluxe 90 Posted February 1, 2019 Share Posted February 1, 2019 Other then the horrific roads in 16.1 RWG, what else do you see wrong? Thats the first sign of the main lore. World war -> Zombievirus (Biological weapon that as sideeffect make Human more tasty) -> Terraforming by the aliens (And my i guess you mean 17.1 ?) Link to post Share on other sites
Aldranon 230 Posted February 1, 2019 Share Posted February 1, 2019 Other then the horrific roads in 16.1 RWG, what else do you see wrong? I think TFP is trying to push us to use the Gyro instead of roads eventually we will parachute in from Gyros and the map will get smaller until no one is left... You can mod the game like Roland and I did: [ATTACH=CONFIG]27479[/ATTACH] Here we are, fighting for our very lives against the flying debris that was once a zombie vulture, you can see zombie bits on the sand. Let me tell you Day 1 can get real! Link to post Share on other sites
rm304 3 Posted February 1, 2019 Share Posted February 1, 2019 The problem with your argument is that users are complaining about almost everything. ANY change done by TFP can therefore be atrributed to users complaining. In the same paragraph you talk about them listening too much you complain about them not listening to complaints about end game (there have been lots of users complaining about end game) Case in point: You say 2016 review, that was the time of A15. The next version, which you say has been about graphics, is Alpha16, which to my knowledge was about everything BUT graphics. I may be wrong, so please tell me what graphics focus you are talking about. See also an independent source on what A16 was about: https://www.greenmangaming.com/blog/7-days-die-whats-alpha-16-update/ . The only dedicated graphics stuff according to greenmangaming were a few new animal textures and the painting tool. Generally TFP have shown that they implement features because they want them (you can ask a lot of forum users who spam their dissatisfaction with TFPs direction), but balance the features according to feedback. Which is one of three big reasons you do early access. Aaah, so you want to play World of Zombiecraft! Love getting snarky replies for having an opinion. Not sure why you are referencing a random game review website that says it got the information form this Forum, but ok. Blocks and Building Jail Cell door Iron Bar block with outside, centre, and inside edge rotations Outside corner stairs Unified block system which allows for 24 rotations and texture alignment between blocks Painting tool that will allow for multiple textures and colours for greater building variety Bulletproof Glass Rain Gutters 3d Ladders World Generation Distant Terrain 2.0 featuring distant POI’s Socket System for POI’s and cities that mesh more naturally with the terrain City districts for more organic city layouts with industrial, commercial, and residential zoning Enhanced world previewer using the new LOD models of POI’s More Character options New beards More hair styles New clothing You obviously havent played long enough to know that the early Front Runner Tek Server Admin Tool had an arena option. The airdop is a world event. Traders are NPC's. That's what Im referring to. Need more. Don't need someone to tell me go play another game just because you don't agree with me. Link to post Share on other sites
Jedo 38 Posted February 1, 2019 Share Posted February 1, 2019 My buddy and I just finished the Shamway Factory. It was a lot of fun. Link to post Share on other sites
SnowDog1942 500 Posted February 1, 2019 Share Posted February 1, 2019 My buddy and I just finished the Shamway Factory. It was a lot of fun. My buddy gives me wedgies in gym class. I cry Link to post Share on other sites
sillls 117 Posted February 1, 2019 Share Posted February 1, 2019 What is up with these roads? They seem smooth but are bumpy as can be if you try riding on them. In most places they are ok but some areas it's like trying to ride over jagged rock. Link to post Share on other sites
Boidster 643 Posted February 1, 2019 Share Posted February 1, 2019 The idea of "the way the devs intend for the game to be played" is misguided. I think it's much more likely that the devs "intend" for the systems in the game to work a certain way, but beyond that they don't "intend" for us to play any particular way. They want to create a working world where we can go have fun by playing however we want to within the constraints of the world. My guess is they have a few "Hmm, never thought about that" moments as us trained bonobos figure out new and interesting ways to interact with the world they created. It doesn't seem rational to find the most boring, macro-enabled way to earn in-game cash and then complain that such a thing exists. A rational person would ask herself "what do I enjoy doing in sandbox games with zombies in the mix?" and then try to go do that in the game. Hate the drudgery of mining? Alright, don't do that. And definitely don't set up a macro to do it for you and then complain that you were able to set up a macro to do this thing you hate. Link to post Share on other sites
xyth 415 Posted February 1, 2019 Share Posted February 1, 2019 So what you're really saying is you want Xyth and Sphereii's Wandering Traders? https://7daystodie.com/forums/showthread.php?108266-Wandering-Traders-SDX-Mod The systems are all there in one way or another. It wouldnt be as hard as you're making it out to be. And Bandits are now available: Dual wielding Evildead "Ash" , a girl with a bow, and more.... Link to post Share on other sites
rm304 3 Posted February 1, 2019 Share Posted February 1, 2019 Moving on... I do like the harder AI, digging, New POI's. Link to post Share on other sites
Boidster 643 Posted February 1, 2019 Share Posted February 1, 2019 What is up with these roads? They seem smooth but are bumpy as can be if you try riding on them. In most places they are ok but some areas it's like trying to ride over jagged rock. Sorry, the county is a little behind on road maintenance seeing as ALL THE WORKERS ARE NOW ZOMBIES. Geez, there's no pleasing some people. (Srsly: the vehicle movement code is apparently a little too sensitive to minor fluctuations in surface height. At least if it didn't make the *crash* sound over every small bump, it wouldn't be so annoying.) Link to post Share on other sites
Threnix 2 Posted February 1, 2019 Share Posted February 1, 2019 Any word on A17.2 and what it may contain/fix? How about some recipes back into loot. Could we start there please? Link to post Share on other sites
rm304 3 Posted February 1, 2019 Share Posted February 1, 2019 Sorry, the county is a little behind on road maintenance seeing as ALL THE WORKERS ARE NOW ZOMBIES. Geez, there's no pleasing some people. (Srsly: the vehicle movement code is apparently a little too sensitive to minor fluctuations in surface height. At least if it didn't make the *crash* sound over every small bump, it wouldn't be so annoying.) Agreed. Also, I think zeds are stealing my truck as it keeps disappearing. Link to post Share on other sites
sillls 117 Posted February 1, 2019 Share Posted February 1, 2019 (edited) Sorry, the county is a little behind on road maintenance seeing as ALL THE WORKERS ARE NOW ZOMBIES. Geez, there's no pleasing some people. (Srsly: the vehicle movement code is apparently a little too sensitive to minor fluctuations in surface height. At least if it didn't make the *crash* sound over every small bump, it wouldn't be so annoying.) Your right, I have workers building houses and roads across the street from me and now that I think about it. The zombies are better. They have been at it for months and still are tearing up the ground and smoothing it over. Been at it for months. lol I have been playing around and wanted to know if you Fun pimps have thought about putting in puddles in some of the areas? About half a block deep. I have found that out while working in debug mode and found that I could place water like that and the effects are really cool. Listening to the swishing sound as you pass though the puddle is cool. You may want to consider adding this in. Edited February 1, 2019 by sillls (see edit history) Link to post Share on other sites
DaVegaNL 163 Posted February 1, 2019 Share Posted February 1, 2019 My buddy and I just finished the Shamway Factory. It was a lot of fun. Wait. Wait a minute. I thought i was your buddy?? - - - Updated - - - My buddy gives me wedgies in gym class. I cry .. from pleasure? Link to post Share on other sites
Sarsante 0 Posted February 1, 2019 Share Posted February 1, 2019 (edited) The idea of "the way the devs intend for the game to be played" is misguided. I think it's much more likely that the devs "intend" for the systems in the game to work a certain way, but beyond that they don't "intend" for us to play any particular way. They want to create a working world where we can go have fun by playing however we want to within the constraints of the world. My guess is they have a few "Hmm, never thought about that" moments as us trained bonobos figure out new and interesting ways to interact with the world they created. It doesn't seem rational to find the most boring, macro-enabled way to earn in-game cash and then complain that such a thing exists. A rational person would ask herself "what do I enjoy doing in sandbox games with zombies in the mix?" and then try to go do that in the game. Hate the drudgery of mining? Alright, don't do that. And definitely don't set up a macro to do it for you and then complain that you were able to set up a macro to do this thing you hate. It's rational if you think what gives more reward in the game it's an activity that devs are incentivizing people to do. Well they decide the rewards, if they give more rewards to something literally it means they want us to do that. Why in hitman series you get highest score for doing it stealth, without killing npcs that are not the target and complete it the fastest way possible? That's how they intended you to play. You can go rambo, can play super slowly, can snipe all npcs in the map and have loads of fun but at the end you'll get a crap score. You can play in several different ways, but at the end of the day the intended way is most rewarding one. If they don't want us to do some activity, they can remove it, make it harder, they can dimish the rewards, they can make other activities give more rewards, so people would go towards those other activities. I'm not saying it's easy, but there are different ways of doing it. The way it's now people don't need to be on their pcs to get the best rewards, which doesnt make any sense to me. Edit: most games reward people for being good, this version of the game doesn't Edited February 1, 2019 by Sarsante missed something (see edit history) Link to post Share on other sites
khzmusik 62 Posted February 2, 2019 Share Posted February 2, 2019 So what you're really saying is you want Xyth and Sphereii's Wandering Traders? No, that's not what I meant - though I phrased it badly so I see why you misunderstood me. Traders don't move from one location. The location itself changes. Say, when you start the game, the nearest trader is living in a single tent. You do quests for this trader, and that trader "gets more stuff" as a result. Without changing location, the trader's base grows from the single tent (and crappy loot for sale), to a simple log cabin (with slightly better loot), and eventually to the trader POIs you see in game now. ...That's not my idea, I'm just rephrasing what Royal Deluxe suggested. If it ever gets to be in game, credit him. Link to post Share on other sites
khzmusik 62 Posted February 2, 2019 Share Posted February 2, 2019 I don't think he owns the game. No, he owns the players (rimshot) Link to post Share on other sites
khzmusik 62 Posted February 2, 2019 Share Posted February 2, 2019 And Bandits are now available: Dual wielding Evildead "Ash" , a girl with a bow, and more.... [ATTACH=CONFIG]27480[/ATTACH] Is this for A17? Last I heard nobody could get the AI to work. If I'm wrong - that's excellent news, got a link to it? Link to post Share on other sites
khzmusik 62 Posted February 2, 2019 Share Posted February 2, 2019 Is this for A17? Last I heard nobody could get the AI to work. If I'm wrong - that's excellent news, got a link to it? Aha - found it: https://7daystodie.com/forums/showthread.php?108770-Xyth-s-Bandits-Mod Too bad it currently requires you to compile with SDX. Link to post Share on other sites
xyth 415 Posted February 2, 2019 Share Posted February 2, 2019 (edited) Aha - found it: https://7daystodie.com/forums/showthread.php?108770-Xyth-s-Bandits-Mod Too bad it currently requires you to compile with SDX. If you use the mod launcher it will now install SDX mods for you without you needing to deal with sdx at all. Its beta but give it a try. Edited February 2, 2019 by xyth (see edit history) Link to post Share on other sites
DUST2DEATH 207 Posted February 2, 2019 Share Posted February 2, 2019 No, that's not what I meant - though I phrased it badly so I see why you misunderstood me. Traders don't move from one location. The location itself changes. Say, when you start the game, the nearest trader is living in a single tent. You do quests for this trader, and that trader "gets more stuff" as a result. Without changing location, the trader's base grows from the single tent (and crappy loot for sale), to a simple log cabin (with slightly better loot), and eventually to the trader POIs you see in game now. ...That's not my idea, I'm just rephrasing what Royal Deluxe suggested. If it ever gets to be in game, credit him. No, I understood you. I just wanted a reason to drop in Xyth's epic trader's mod. And as I previously said, its still totally doable if TFP wanted. The quest reset function just resets *that* prefab. The upgrade functionality you speak of would just swap out the tent, for another prefab, in that same spot (simplified obv) Link to post Share on other sites
Joe. Blow 2 Posted February 2, 2019 Share Posted February 2, 2019 Whos gonna B 50K no, i understood you. I just wanted a reason to drop in xyth's epic trader's mod. and as i previously said, its still totally doable if tfp wanted. The quest reset function just resets *that* prefab. The upgrade functionality you speak of would just swap out the tent, for another prefab, in that same spot (simplified obv) 50k 50k 50k Link to post Share on other sites
Royal Deluxe 90 Posted February 2, 2019 Share Posted February 2, 2019 The upgrade functionality you speak of would just swap out the tent, for another prefab, in that same spot (simplified obv) Exact this Trader Prefab 1a 41x41 Blocks large in the middle of a plain field a few tents, crates, sandbags and the white river flag After doing a mission Trader Prefab 1b Spawns. 41x41 Blocks large with a Wall 39x39 2 high, still the same core After doing next mission Trader Prefab 1c Spawns. 41x41 Blocks large with the stuff from before but additional a "Workplace" that offers a forge and a workbench. ... Link to post Share on other sites
Jedo 38 Posted February 2, 2019 Share Posted February 2, 2019 And Roland will mess this over later... Link to post Share on other sites
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