PC V2.0 Storms Brewing Dev Diary

They only complain (usually) if your bug report has mods installed during experimental. In any case, it's worth posting it. If it doesn't get reported in that section, it may never get fixed.

Mmhmm, gotcha. I haven't posted a bug report before, so what did you mean when you said I'd have to post a log? How would I achieve this? I assume sharing my story, that of my friends, and mentioning the other forum user here wouldn't be enough. I assume they'd need evidence of some kind?
 
Mmhmm, gotcha. I haven't posted a bug report before, so what did you mean when you said I'd have to post a log? How would I achieve this? I assume sharing my story, that of my friends, and mentioning the other forum user here wouldn't be enough. I assume they'd need evidence of some kind?
If you are on PC, it's easy. When the bug happens when a POI resets like that, get the log from that game. This may still be in your logs folder from when it happened before, but you might have to figure out which one if you don't know which day it was (it's important to get the right log). Then you can post that log when making the bug report. Logs are normally located in C:\Users\[your_user_name]\AppData\Roaming\7DaysToDie\Logs\ . AppData may be hidden, depending on your settings, but you could type it into the address bar in Windows Explorer or you can change the View settings to include hidden files and folders. You can also get there by typing %appdata% in the Start menu and then opening 7DaysToDie\Logs\ .

If you can't find the logs, press F1 as soon as you open the game to the menu and scroll to the top. You should see a line that tells you the logs folder. I seem to remember there even being a button to open the logs folder from there, but I don't remember right now and don't have the game open to check.

Then just copy everything in the file and paste it into a site like pastebin.com (it's free and doesn't require any login or account). Once pasted and submitted, you just copy the link from the page and paste it into your bug report. The first time you do it, it might take you a little to figure out, but once you know how, it can be done in a couple of minutes or less.

If you are on console, you'd need to use the report bug option from your game menu to send a bug report that way. That will automatically include your logs. I don't use console, so can't give you more details on that.

As far as why you'd want to include the log -- a log will show any errors or warnings that may be related to the problem, as well as things like game settings and computer hardware that may help to identify the problem. It can be very difficult to identify a problem without a log.

It is also a good idea to mention which POI it is and about what time it happened in the log if you kept playing afterwards and only posted the log/bug report later so that they can find the right place in the log.
 
If you are on PC, it's easy. When the bug happens when a POI resets like that, get the log from that game. This may still be in your logs folder from when it happened before, but you might have to figure out which one if you don't know which day it was (it's important to get the right log). Then you can post that log when making the bug report. Logs are normally located in C:\Users\[your_user_name]\AppData\Roaming\7DaysToDie\Logs\ . AppData may be hidden, depending on your settings, but you could type it into the address bar in Windows Explorer or you can change the View settings to include hidden files and folders. You can also get there by typing %appdata% in the Start menu and then opening 7DaysToDie\Logs\ .

If you can't find the logs, press F1 as soon as you open the game to the menu and scroll to the top. You should see a line that tells you the logs folder. I seem to remember there even being a button to open the logs folder from there, but I don't remember right now and don't have the game open to check.

Then just copy everything in the file and paste it into a site like pastebin.com (it's free and doesn't require any login or account). Once pasted and submitted, you just copy the link from the page and paste it into your bug report. The first time you do it, it might take you a little to figure out, but once you know how, it can be done in a couple of minutes or less.

If you are on console, you'd need to use the report bug option from your game menu to send a bug report that way. That will automatically include your logs. I don't use console, so can't give you more details on that.

As far as why you'd want to include the log -- a log will show any errors or warnings that may be related to the problem, as well as things like game settings and computer hardware that may help to identify the problem. It can be very difficult to identify a problem without a log.

It is also a good idea to mention which POI it is and about what time it happened in the log if you kept playing afterwards and only posted the log/bug report later so that they can find the right place in the log.

Thank you, it is appreciated. A lot of this info may have been lost to time already, but I'll keep this note on hand (I'll screen capture it) and should this happen again, I'll recreate the instructions you have provided. :)
 
One change I don't see talked about is that now you don't get 2,000 bullets from infested caches and loot anymore, you instead get like 100-200 AP ammo instead. It's a neat change and can make it so you actually run out of ammo now

I'd still love to see it so that you get AP Robotic ammo from it though, it's currently still the only time I actually run out of ammo since running robotic turrets is still a pretty big drain. I've not used them enough in 2.0 to see if they were buffed, but it doesn't feel like it? They still mostly just drain through your lead and iron and don't really feel like they do anything

For comparison, I have an unperked level 1 autoshotgun firing AP slugs and like 10 shells from it will do more than like 300+ robotic rounds from a fully modded t6 Robotic Turret will do lol. Not tried the robotic shells yet either to see if they are less bad, high hopes though!
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I mean blood moon and screamers and police car alarms etc already just spawn zombies in near you. I think having the storm have large roaming hordes would be a good compromise, where you can hide from them, but they just follow along with storms and will mob you down if you are running around firing your guns and making a lot of noise




Good to hear!

For night I will typically go mining or doing missions as usual etc, even with feral senses at night. The issue I have with storms is they strongly encourage sitting in place and just waiting for them to pass. You can burn medkits trying to heal tank it, but usually there's not enough cover to not lose half your health bar to it, at least in my Snow biome with scattered POI. If I'm not in the middle of town when it hits and am just traveling between areas, there's not really much I can do about it besides just take a ton of damage or dig a hole and sit AFK waiting on it to pass

Here's an easy real example, I needed an engine to craft a cement mixer. I grab my wrench and am heading for the front door when a storm hits. My base is near a trader, which means there's basically no POI close enough to duck in and out of once I leave the base, and since I need an engine I have to be outside breaking down cars.

My two options are A) head outside into the storm and take a ton of damage and burn medkits etc trying to tank the storm looking for cars, or B) sit AFK for 2 hours then go out and do it after the storm is over

I'm fine with the storms on paper, I would just prefer them to have some more active gameplay. Like if they summoned minibosses that would drop red bags like suped up Biome zombies (like an Infernal Yeti or Infernal spitter etc with extra health) it might encourage the player to actively engage with the storm and run out in it.

Or if it summoned roaming hordes you would need to engage with it to defend your base etc

Currently there's no real reward or incentive to actually engage with the storm, and every incentive to just sit AFK / cross back over the biome border. It's the meme of "gamers will optimize the fun out of the game", but it's a true saying for a reason lol. If I'm punished by engaging with it, and not rewarded for it, I probably won't engage with it

Storms look super cool visually though, and it's pretty fun listening to them rage outside while I'm standing in my base cooking or crafting, it just sucks if there isn't any busy work you need to do in the base, like gardening or cooking etc, you are just kinda boned

Not everything needs a reward. But we already have the night which is for many players a downtime where they can only sort inventories or dig. Now the storms are another downtime eating away at the day as well.

This means they probably should be as short as possible. So they make you enter a dangerous POI on the way just to be save for the moment, but don't make you wait for a whole 5 minutes.

Additionally or alternatively their damage could be made more manageable. Are healing potions already enough? Usually you have them in abundance in mid game already. But I would vote for the smoothies as an additional measure. If I understand correctly, after having the badge those smoothies are simply useless. Why not give them the abilitiy to decrease the damage of a storm once you have the badge? That way you could even increase the storm damage somewhat again.
 
Not everything needs a reward. But we already have the night which is for many players a downtime where they can only sort inventories or dig. Now the storms are another downtime eating away at the day as well.

This means they probably should be as short as possible. So they make you enter a dangerous POI on the way just to be save for the moment, but don't make you wait for a whole 5 minutes.

Additionally or alternatively their damage could be made more manageable. Are healing potions already enough? Usually you have them in abundance in mid game already. But I would vote for the smoothies as an additional measure. If I understand correctly, after having the badge those smoothies are simply useless. Why not give them the abilitiy to decrease the damage of a storm once you have the badge? That way you could even increase the storm damage somewhat again.

I wish the smoothies had been thematically different (like equipment, devices, parkas, or basically anything other than smoothies).

Regardless, I think your idea is EXACTLY what v2.0 needs.

You know, in No Man's Sky, storms can be downright lethal on the harder difficulty settings. But you eventually gain access to bunches of resistance modules you can equip that makes even the deadliest storms totally manageable. I mean, the threat is never completely neutralized no matter how good you get. But the management of storm damage eventually shifts from healing the damage or hiding in caves, to later on spending resources on powering your modules to prevent the damage.

Man, I'd love to see your suggestion implemented. I don't even care if it's vanilla or a mod.
 
can someone please tell me if Xbox series S game size has been limited to 6k
I can't find it in the patch notes, but, I cannot make anything other than a 6k map for 2.0
will this restrict dedicated?
 
The good news is we have a design doc with a bunch of new storm ideas we will be looking at.

What do you do at night? I find things to do. I am playing at 200% storms and when a storm comes, I find things to do just like at night.

I am glad you have design docs that would make the storms more interactive. I think the storms should come with some surprises sometimes including a potential harder zombie set that could spawn (Note, not all of the time, but occasionally). Giving players a reason to potentially go out into the storm to face something they don't normally encounter is a good thing.

Also, I wanted to home in your comment here. "What do you do at night? In the 7DTD Total Conversion Tarkov Mod, they make night time darker and scarier. Truly, I am afraid of going out at night, and you need to find shelter ASAP, I wish the vanilla game had darker nights and potentially some tenser situations.
 
can someone please tell me if Xbox series S game size has been limited to 6k
I can't find it in the patch notes, but, I cannot make anything other than a 6k map for 2.0
will this restrict dedicated?

XBOX series S can make 6k and 8k maps.
XBOX series S can JOIN 10k maps but cannot obviously host games that use 10K maps.

If you are unable to make 8k maps look at these possibilities:

File space too low
Chunk persistence needs to be set lower
 
@faatal With the improvement of the tree models, will dense forests ever be a reality in the game? That's something that has appealed to me, with the old HDHQ mod by Dust2Death scratching that itch for awhile.

Although, I'm not sure how even with the new optimizations multiple closely grouped trees would run.
 
XBOX series S can make 6k and 8k maps.
XBOX series S can JOIN 10k maps but cannot obviously host games that use 10K maps.

If you are unable to make 8k maps look at these possibilities:

File space too low
Chunk persistence needs to be set lower
I have been trying to make an 8k map since the release.

I do use the lowest chunk persistence. I have my current 2.0 6k map...and nothing else.

Right now these are the options:
West Xuyofu Territory 1.0
It says I can make 8k maps but those maps are not compatable with 2.0...so no good.

Juvpe Valley
6144x6144 no arrows to navigate up or down size.

pregen6k1
pregen6k2
pregen8k1
pregen8k2

these are all of the options I have open to me.
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sorry forgot Navezgane also 6144x6144
 
Not everything needs a reward. But we already have the night which is for many players a downtime where they can only sort inventories or dig. Now the storms are another downtime eating away at the day as well.

This means they probably should be as short as possible. So they make you enter a dangerous POI on the way just to be save for the moment, but don't make you wait for a whole 5 minutes.

Additionally or alternatively their damage could be made more manageable. Are healing potions already enough? Usually you have them in abundance in mid game already. But I would vote for the smoothies as an additional measure. If I understand correctly, after having the badge those smoothies are simply useless. Why not give them the abilitiy to decrease the damage of a storm once you have the badge? That way you could even increase the storm damage somewhat again.
Having options for storm length or storm damage would be nice. I know faatal said they are considering removing storm damage as a possible way to improve storms for players, but having it as an option might be better. For those who want the visual without the danger, they can set it to no damage while leaving storms enabled. For those who want danger can set it to something like 50%, 100%, 200%, 300% damage. This lets people who don't want to wait around still have storms.
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I have been trying to make an 8k map since the release.

I do use the lowest chunk persistence. I have my current 2.0 6k map...and nothing else.

Right now these are the options:
West Xuyofu Territory 1.0
It says I can make 8k maps but those maps are not compatable with 2.0...so no good.

Juvpe Valley
6144x6144 no arrows to navigate up or down size.

pregen6k1
pregen6k2
pregen8k1
pregen8k2

these are all of the options I have open to me.
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sorry forgot Navezgane also 6144x6144
Maybe a picture of your screen would help? Though you might want to put that in your other thread instead of here so it doesn't get lost.

Have you tried changing the seed to see if it gives the 8k option? And where does it say that 8k isn't compatible in 2.0? When selecting during generation? You do have it set to make a new random world and not selecting an existing world, right?
 
I am glad you have design docs that would make the storms more interactive. I think the storms should come with some surprises sometimes including a potential harder zombie set that could spawn (Note, not all of the time, but occasionally). Giving players a reason to potentially go out into the storm to face something they don't normally encounter is a good thing.

Also, I wanted to home in your comment here. "What do you do at night? In the 7DTD Total Conversion Tarkov Mod, they make night time darker and scarier. Truly, I am afraid of going out at night, and you need to find shelter ASAP, I wish the vanilla game had darker nights and potentially some tenser situations.
You can have darker nights. Turn the Video/Brightness setting down, which does not make day darker only night. I currently play on 25% and some other devs lower it as well.

1751302721523.png
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@faatal With the improvement of the tree models, will dense forests ever be a reality in the game? That's something that has appealed to me, with the old HDHQ mod by Dust2Death scratching that itch for awhile.

Although, I'm not sure how even with the new optimizations multiple closely grouped trees would run.
Not likely. It hurts performance too much.
 
I have been trying to make an 8k map since the release.

I do use the lowest chunk persistence. I have my current 2.0 6k map...and nothing else.

Right now these are the options:
West Xuyofu Territory 1.0
It says I can make 8k maps but those maps are not compatable with 2.0...so no good.

Juvpe Valley
6144x6144 no arrows to navigate up or down size.

pregen6k1
pregen6k2
pregen8k1
pregen8k2

these are all of the options I have open to me.
Post automatically merged:

sorry forgot Navezgane also 6144x6144

You have an old 1.0 rwg map? Is there no way to delete it in your manage save data screen anywhere?

When I updated my xbox series S to 2.0, I vaguely recsll deleting all of my old 1.0 save data before generating a new 8K map.
 
I get that badges were added to slow progression slightly but it would still be nice to have the old temp systems alongside needing the badges, also the badges arent very immersive and could be replaced for something not immersion breaking like mask filters that the player can't trade or transfer that automatically activate when the player is in the biome and wearing anything in the mask/face slot (basically changing the name, image and description of each badge and only having them work when something is in the mask/face slot), means they then cant give other players access to the biomes when they haven't earned it to keep the slowed progression they want the game to have and keep the immersion up alongside keeping the feel of the old game where a cold biome needs you to wear insulating clothing not just have a badge
 
When will we have the ability to change up the settings for cross play? Like turn off blood moons, etc etc? Right now if you have any other settings except exactly default, cross play is not possible.
 
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