PC V3.0 Dead Hot Summer Dev Diary

Thanks, faatal. I'll try clearing the cache again and maybe delete one of the 7DTD saves. Generally we can only get 3 different games saved at any time on the PS5. This round we are on a 5k RGW. Hoped it being smaller than the 6k would help. It does seem to run better, but horde night still crashes (last time at 03:45!). Thank the gods the loot bags don't disappear as quickly now! Love the updates and appreciate the hard (and often thankless) work you guys do.

I would assume that because RAM is shared between GPU and CPU on console, some of the graphical settings have an impact on general RAM usage as well. Maybe whoever acts as server could try to turn off some of the "innocent" graphics settings if available and check if that helps

(I am assuming the crash always happens on the server PS5)
 
I don't think it's possible unless they change how time passes in the game. Those 60 and 90 minute days aren't really 60 and 90.

At 5 ticks/real-time-second (that 5 in the speed setting if you enable debug mode and then go to the escape menu), which corresponds to 60 minute day setting, the real time for one day is about 68 minutes. At 4 ticks/sec, a 90 minute day, it's about 104 minutes. If they double the ticks/game hour they could have an intermediate time.

I have been playing with 75m days on my dedicated server for years. And I think it was actually around 75 minutes when I checked it with a wall clock. Though I checked it a long time ago so maybe I am just imagining the checking ???
 
The letters are option index and values index pairs, so you can easily overflow valid choices. In that case it should just ignore the option or clamp the value range, which means many of the random letter combinations would do nothing or pick the same settings.
I asked before but don't think I ever got a response, but is there a way or would it be a possibility for mods to ship with their own "default" settings for all of the sandbox stuff? For my overhaul things like item degradation is something I would want to be on by default, as an example.
 
The letters are option index and values index pairs, so you can easily overflow valid choices. In that case it should just ignore the option or clamp the value range, which means many of the random letter combinations would do nothing or pick the same settings.
That's pretty easy to account for in a random code generator, though. It might take a little effort to work out the right limits to values for each index, but once done, you could just make the generator use only valid values. Of course, it would probably be good for TFP to just include their own random options button right in there to begin with. Some people would like that and it wouldn't be that much effort for you to add it. If you really wanted to make it interesting, you could add an ability to lock each setting so the random button only changes settings that aren't locked so that someone who doesn't want specific settings to change can still use that random button for the rest without having to go back and change those specific settings back to what they want. Of course, that's an entirely optional bonus addition to a random options button. :)
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I asked before but don't think I ever got a response, but is there a way or would it be a possibility for mods to ship with their own "default" settings for all of the sandbox stuff? For my overhaul things like item degradation is something I would want to be on by default, as an example.
You can prevent certain settings from being changed with your mod installed. I'm not sure if this means you can include all the settings you want and have them load automatically, but it seems like that's how that would work. Originally, I believe faatal said that it wasn't possible to automatically load your settings and you'd just have to include a settings file/code for players to load if they want to. But with the comments about the ability to lock settings, it sounds like it's possible to automatically load specific settings now. Of course, any other mod could override those if they load after yours.
 
You can prevent certain settings from being changed with your mod installed. I'm not sure if this means you can include all the settings you want and have them load automatically, but it seems like that's how that would work. Originally, I believe faatal said that it wasn't possible to automatically load your settings and you'd just have to include a settings file/code for players to load if they want to. But with the comments about the ability to lock settings, it sounds like it's possible to automatically load specific settings now. Of course, any other mod could override those if they load after yours.
That's something at least. I didn't get to watch the stream and didn't wanna have to sift through looking for answers, if any were even given. I know obviously users could still change them, I'm not really trying to lock them down, just set the expected default for my mod. If they go changing things and then complain about balance or something, that's on them. Lol. But I'm making perks and stuff to change the amounts of item degradation and whatnot to tie it into progression, so if someone turns that off that means there's a basically useless perk in their game now. As nice as all these options are, there's no way to balance for all of them.
 
I have been playing with 75m days on my dedicated server for years. And I think it was actually around 75 minutes when I checked it with a wall clock. Though I checked it a long time ago so maybe I am just imagining the checking ???

I hadn't checked for a long time either so to see if things had changed I did again before posting. I timed the passing of one hour in both 60 and 90 minute days (speed 5 and 4) to calculate those results (68, 104). This is in single player though. Is it different on a server? I've never checked that. It would probably be good to have a higher tick rate since there would be more going on.

Correction: my checking was flawed. You can indeed set a day length of 75 minutes, which will result in real time of a bit over 80 minutes.
 
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So a recording of the 3.0 dev stream isn't on the TFP YouTube page yet. Is it going to be released there eventually, or is there someplace else I should be watching it?

It will be posted on YouTube hopefully later today.
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I

I wounder what other secrets there are

Like maybe a craftable compass and map kinda like the craftable clock ⏰


The idea is on the board. Will see if it makes it into a future update.
 
I hadn't checked for a long time either so to see if things had changed I did again before posting. I timed the passing of one hour in both 60 and 90 minute days (speed 5 and 4) to calculate those results (68, 104). This is in single player though. Is it different on a server? I've never checked that. It would probably be good to have a higher tick rate since there would be more going on.

On a dedicated server you can insert numbers like 75 instead of the preselects in options. And as far as my experience seems to suggest the setting was actually giving me about 75 minutes per day. IF(?) that is correct, your theory how the timing of days is done internally would be wrong. If on the other hand your theory of the inner workings is correct I have been playing with 68 or 104 minute days for years and didn't notice it.
 
Just while I got used to divide TFP version numbers by 10...
And speaking of version numbers, you will note that they have an extra digit now. 3.0 is 3.0.0. Small bug fix and tweak releases will now be 3.0.x. Smaller feature updates 3.x.0. Major features x.0.0.
Now we have to divide by 100?
 
On a dedicated server you can insert numbers like 75 instead of the preselects in options. And as far as my experience seems to suggest the setting was actually giving me about 75 minutes per day. IF(?) that is correct, your theory how the timing of days is done internally would be wrong. If on the other hand your theory of the inner workings is correct I have been playing with 68 or 104 minute days for years and didn't notice it.

Well, I was wrong. I shouldn't have been looking at this so late at night, reading my sparse notes from years ago.

A 60 minute day would actually be speed 6, not the 5 that I wrote above.

If you set the day length to 75 minutes this would be a speed of 5, and you would get days a bit over 80 minutes.

My theory is correct, I just failed at my testing. I apologize for any confusion, and I'll edit my above posts with corrections.
 
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