PC V3.0 Sandbox Siege Dev Diary

You don't have to do research. On the buy page of consoles this statement is presented to you:

This game is still being developed. It is subject to future scheduled updates before being released as a finished product. Only buy it if you are satisfied with the game in its current state. For a list of known issues, see: https://community.7daystodie.com/

No research, just reading.
Did you notice there's no roadmap mentioned on there? Just reading that page is not doing it. It should, but it's not enough.
 
@Dead Smarty lol...these guys are still in full Stan mode (for the guys who sold the company...wonder how those job postings for their positions are progressing?)

@Prisma501 they did release this as a 1.0 with a roadmap that ran out a fair while ago. "all dates subject to change" is doing a lot of heavy lifting. Bandits seemingly weren't even really being worked on until AFTER the road map ran out of time. They've been treated as a side project from my POV. TFP chose to pursue building the sandbox mode instead of delivering Bandits and Story and then sold the company before delivering on any of those. We've been hearing since December that TFP had a plan and we'd hear about it "in due time"(tm)...well we did hear it...it was them announcing they sold out...now we are waiting for the new guys to tell us what the plan is now. The only thing we really know is that the "finished" plan IS GOING TO CHANGE...and once again, we are told we'll hear about it "in due time"(tm).

To all of that I say...relax everyone...there are new owners...some ■■■■ from the past is going to have to be let go.

that said...the new guys should take over the messaging much sooner than later. imo
 
No news yet. We are getting close to experimental. We have made our 3.0 branch, started the 3.0 must fix bugs list and are currently at around 50 bugs.
I hope the opaque glass being attached to the graphics option Occlusion is part of 3.0, so when we turn off Occlusion glass is transparent at any distance again?
 
We have made our 3.0 branch, started the 3.0 must fix bugs list and are currently at around 50 bugs.
I feel compelled to ask by forces beyond my impulse control: have there been any comical or entertaining bugs that showed themselves during the 3.0 implementations?

With how many things the sandbox settings touch, I imagine there's been at least a few out-of-left-field side effects....
 
It states its not finished. You imply it was when you bought it. And it gracefully refers to https://community.7daystodie.com/ where the roadmap was very visible.
Did you even read what you posted?
" For a list of known issues, see: https://community.7daystodie.com/ "
Click that link and you come to this forum where the roadmap is burried somewhere. It is not even directly pointed to the list of known issues. You are defending very vague advertising, if not straight down misleading advertising. The smallprints with disclaimers is taken more care of than actual information instead of a brief mention of kickstarter goals or roadmaps.
Also, if you have red a few of my previous posts you could know I'm was aware of the state of the game and happy enough to give it a try. Still, I call it bull■■■■ you HAVE to do a deepdive or otherwise loose your "right" to voice your opinion. Realy, the ammount of copium some of you are on is baffling.
 
Hey @faatal without getting into a debate about the use of AI (which, when it comes to coding, 99% of developers are probably already using), how is it helping or speeding up the process of finding and fixing bugs? Have you brought on any new staff recently to help with the development of 7 Days to Die?
 
Did you even read what you posted?
" For a list of known issues, see: https://community.7daystodie.com/ "
Click that link and you come to this forum where the roadmap is burried somewhere. It is not even directly pointed to the list of known issues. You are defending very vague advertising, if not straight down misleading advertising. The smallprints with disclaimers is taken more care of than actual information instead of a brief mention of kickstarter goals or roadmaps.
Also, if you have red a few of my previous posts you could know I'm was aware of the state of the game and happy enough to give it a try. Still, I call it bull■■■■ you HAVE to do a deepdive or otherwise loose your "right" to voice your opinion. Realy, the ammount of copium some of you are on is baffling.
Not finished. There is nothing else you needed to know. So all your arguments are moot.
 
...except they put a roadmap out before that 1.0 release ever happened that made it very clear the game wasn't "finished" with the release of 1.0. This isn't even me defending TFP, I just can't stand people being ignorant and then blaming their ignorance on anything other than themselves. If you aren't willing to do research before purchasing something you basically give up the right to complain about it after the fact.
Not finished. There is nothing else you needed to know. So all your arguments are moot.
Remember what I responded to? Maybe explain @bdubyah there is no need to research. But glad to see you do agree on that with me.
 
Hey, just a question if you're able to answer. Currently there's a tag in the xml files called "ignorelootabundance=true", assigned to various containers, including zombie loot bags, end loot caches, etc. In the teaser, we're getting at least one individualized loot slider, this one for ammunition. It would be a shame if one were to reduce ammo found in loot but various containers hypothetically blocked this toggle using the aforementioned xml tag. Can you confirm if it remains in the game and could impact various sliders?

Changed: Removed ignore_loot_abundance="true" to allow the various Sandbox Options to control loot abundance for vanilla loot. Was not removed from Twitch related loot.
 
@faatal
@faatal I have a simple question. Do the physical spawners for the nonintrusive
particle effects, meaning;

<ParticleEffect prefab="@ParticleEffects/p_smokestorm.prefab" ChunkMargin="7"/>
in biomes.xml, also control spawning for the entities, meaning active spawn area as
you move around, or is it just crossing chunk border?
 
Hey @faatal without getting into a debate about the use of AI (which, when it comes to coding, 99% of developers are probably already using), how is it helping or speeding up the process of finding and fixing bugs? Have you brought on any new staff recently to help with the development of 7 Days to Die?
I use it sometimes in an advisory role through Copilot, never to generate code.

I have mixed feelings. It is slow and I am not a patient one when it come to waiting on computers to do something. It can also hang and give no results or often pointless results that I do not care about. Occasionally it is just plain wrong. Several weeks ago one AI was backwards and convinced something was clockwise vs counter clockwise. My brain told me the opposite. I finally tried another AI and it matched what I thought. It also annoyingly wants to autocomplete comments with way too many words.

It did find a bug in a non related area of a file I was working in once.

I find myself using it less over time and have to remind myself it is there. It does have usefulness, but I think it is a bubble that will eventually crash as they will have to charge a lot more $ to be able to earn back the massive amount of money spent on development and the high energy demands needed to process the information.
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@faatal
@faatal I have a simple question. Do the physical spawners for the nonintrusive
particle effects, meaning;

<ParticleEffect prefab="@ParticleEffects/p_smokestorm.prefab" ChunkMargin="7"/>
in biomes.xml, also control spawning for the entities, meaning active spawn area as
you move around, or is it just crossing chunk border?
Biome spawning areas are not related to biome particle areas.
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I feel compelled to ask by forces beyond my impulse control: have there been any comical or entertaining bugs that showed themselves during the 3.0 implementations?

With how many things the sandbox settings touch, I imagine there's been at least a few out-of-left-field side effects....
I am sure there were, but nothing comes to mind right now. :(
 
Hey @faatal hope you are well.
Just going to put this here... Very happy that you are back with us; it's been too long!
Thanks for the recent posts. Always good to hear from you.

Only one thing to add... Don't ever do that again! 😁 (Kidding... Or am I?) :rolleyes:
 
Happily the 3.0 update WILL have new content besides the settings. But I fully expect complainers to talk about how underwhelming it is anyway.
No news yet. We are getting close to experimental. We have made our 3.0 branch, started the 3.0 must fix bugs list and are currently at around 50 bugs.
I CAN TASTE IT im just looking for those settings 😏
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And faatal has spoken
 
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