PC Alpha 20 Dev Diary

Status
Not open for further replies.
Loving A20 so far.

There is a bug in the b218, if you increase casino coin stack to beyond 100000, it doesn't save character properly and will quickly lead to your player save being "wiped". Reproduced it 3 times just by increasing stacksize to 100000, restarting, giving myself 100000 and saving/loading a few times.

 
I agree, if done properly you can control which things increase what.

Armour leveling up by bumping into a cactus? Cactus shouldn't affect leveling, that was on them. The only reliable way to do armour should've been by losing health against stronger enemies, so you couldn't exploit it at all even with first aid kits and steel armour. Normal zds would give no armour xp unless you were against 3 or more and you already had critical debuffs on you. Something like that.

Running shouldn't be a skill, but a set of perks like now (cardio). And weapons same as the armour. A hybrid system was always the solution. Current system is ok though. "It just works".
Besides, armor is passive defense. It doesn't need a skill.

 
So this makes me curious. Why would you be going back into a POI anyway if loot respawn is off. Why would zombie respawn even natter?
to finish looting, to go in and salvage the place, to tear it down for mats. to tear it down for space. to rebuild the city for the fun of it. so many reasons so little zombies

 
Last edited by a moderator:
Loving A20 so far.

There is a bug in the b218, if you increase casino coin stack to beyond 100000, it doesn't save character properly and will quickly lead to your player save being "wiped". Reproduced it 3 times just by increasing stacksize to 100000, restarting, giving myself 100000 and saving/loading a few times.
That's a bug in the mod, not in 7 Days to Die.

 
I get missing building with rebar because rebar frames were metal and could sufficiently bear the weight of the ultimate design. What I don't understand is the complaint about "limited upgrade path progression." First, rebar building was simply frame, concrete, and then steel if necessary. I'm not sure I see the difference between wood frame, wood, cobble, concrete, steel...provided that you enjoyed upgrading blocks. You could even shorten this to cobble, concrete, steel to either reduce upgrade time or help with structural integrity. And so what I don't understand is if you miss upgrading, why isn't building in wood frames and then upgrading sufficient. And if it was something you enjoyed, it's possible that the reduced weight capacity of wood frames would be appealing since you'd have to be more careful with how you upgraded.  


Then you completely missed the point.

Rebar, concrete, and steel were later game luxuries depending how you played, where you invested points, and how much you use the trader.

My whole issue is the upgrade path severely limiting the early game, not late game.

 
Loving A20 so far.

There is a bug in the b218, if you increase casino coin stack to beyond 100000, it doesn't save character properly and will quickly lead to your player save being "wiped". Reproduced it 3 times just by increasing stacksize to 100000, restarting, giving myself 100000 and saving/loading a few times.
That's not a bug, you are modding beyond the hard coded limit.

 
i don't know what really caused it but a few days ago i had a random crash when i was in a city centre like the game out of the blue stopped responding and crashed 5 seconds after its my first crash for this alpha to say its experimental i think its a pretty good result to say i got 40 hours in 

another thing I want to mention is only a minor thing but recently i gone into the new crack a book tower and in certain points since I'm used to the light leading me the right way there are certain parts of the poi that inconsistently do it but i found my way eventually i could've used my auger of course but i wanted to go through the poi how it was intended to.

 
That's not a bug, you are modding beyond the hard coded limit.
It isn't a "hard coded" limit if the stack size is changeable in XML. Any sort of player corruption should be looked into because correctly saving character profiles would be top priority I would think.

 
It isn't a "hard coded" limit if the stack size is changeable in XML. Any sort of player corruption should be looked into because correctly saving character profiles would be top priority I would think.
You cannot allocate memory in XML so there is a limit to the stack size that is hard coded. We are not responsible for save game corruption once you start modding lol.

 
Both right and both wrong at the same time.

That's not a bug, you are modding beyond the hard coded limit.
Actually it is a bug in that a variable is not being clamped correctly and allowing corruption.  As an example take the color function for the XUI functionality which correctly clamps the color max value at 255.  This allows creative functions such as an icon starting black and turning white as the value goes up to the max of 255 where the color function clamps it instead of looping, corrupting memory, or other oddness even if fed a number beyond the limit.

It isn't a "hard coded" limit if the stack size is changeable in XML. Any sort of player corruption should be looked into because correctly saving character profiles would be top priority I would think.
It is a bug in your mod that you go beyond the expected limits.  It is a bug in 7DTD that doing so is not handled gracefully by clamping the value or ignoring it.

The bug in the mod exposes the bug in the "limit'.

 
Last edited by a moderator:
It seems to me, or did the night zombies not die at 04:00 before? Oddly enough, after their natural death, they leave sacks of loot.

 
Last edited by a moderator:
It seems to me, or did the night zombies not die at 04:00 before? Oddly enough, after their natural death, they leave sacks of loot.
Not new.  It depends on when and how the zombie was spawned, but yes some night zombies do die when day arrives.  Happened for many versions (was going to say moons but that would be confusing) now.  It goes back at least as far as when zombies had loot of their own not just loot bags.  Yes, it is nice to find that free loot bag on occasion.

 
Last edited by a moderator:
Then you completely missed the point.

Rebar, concrete, and steel were later game luxuries depending how you played, where you invested points, and how much you use the trader.

My whole issue is the upgrade path severely limiting the early game, not late game.


I did not understand your point which is why I replied and specifically asked what the issue was. I am genuinely trying to understand the issue you have as the only difference I see between A19 and A20 is what I described in my reply.

Here is what you said:

This simplification has meant very limited upgrade path progression, and whereby it may appease those who cant be bothered to rebar, for me it has shortened the building experience.

Now it isn't as satisfying to build and upgrade, the time it took to move up block advancements actually gave me something to do and kept me occupied in game, as building (as well as farming) are big parts of my playstyle.


Maybe we just have different building styles but early game I always started in flagstone or cobble and then upgraded to concrete and then steel.  I'm not sure how A20 is substantially different in this regard other than skipping one phase of concrete.  In terms of "block advancements" this was always gated by what materials you had through crafting or from the trader.  I'm not sure what has changed here.

 
Last edited by a moderator:
It isn't a "hard coded" limit if the stack size is changeable in XML. Any sort of player corruption should be looked into because correctly saving character profiles would be top priority I would think.
If you ever took a programming class, you would know that different variable types have built in hard limits. It was never intended for stack sizes to go that high, so the programmers used a variable type that doesn't go that high. It's a design choice that makes the code more efficient. Variable types with larger limits take up more space in your RAM while you play the game and make the save files larger. RAM usage and save file size is already huge for this game and the programmers decided not to bloat it even more with unnecessarily large variable types 

 
And you'd still have the problem from getting XP from crafting stations. I'm glad I can just set stuff to craft and leave the base rather than babysitting it or blocking outputs. I've yet to play a game with a good implementation of LBD. If you scale XP gain for typical play, people will spam to get to max level quickly and then complain. If you build the system for the min-maxers than the "normal" players are left with either being underleveled or spam crafting.
If people want to make the best stone axe there ever was then by god let them.

...you can manage LBD by limiting it to say T3.

You heard it here first folks, rev up those hype machines and ready the pitchforks if the final end result doesn't match what ever expectations you whipped up!!
Well he says it's not coming back, but it is, and it sounds like it's going to be done right this time.  Learn By Doing, but for crafting only, which makes sense as long as that learning can't be applied across the board to other skills/perks/whatever.

Loving A20 so far.

There is a bug in the b218, if you increase casino coin stack to beyond 100000, it doesn't save character properly and will quickly lead to your player save being "wiped". Reproduced it 3 times just by increasing stacksize to 100000, restarting, giving myself 100000 and saving/loading a few times.


How's it a bug when you broke it by going past the 32k limit on stack sizes?  Heck, if you only went ONE past what they designed, how is b218 bugged?

C'mon man.  😃

 
meilodasreh said:
Wow that's a brain twister.

faatal will love to sort that one out. 

madmole will surely award him the "bugbuster of the month badge" if he kills it 😄
Don't think love is the word.

 
It isn't a "hard coded" limit if the stack size is changeable in XML. Any sort of player corruption should be looked into because correctly saving character profiles would be top priority I would think.
No?  There is a hard coded limit of 32,767.  You go beyond that it's on you.  Just as if you took a screwdriver and stabbed your hard drive, that's not on TFP either.  Geesh.

Or if your mouse wears out because you click too much.  Not everything is TFP's fault.

 
Don't think love is the word.


Well at least he posted what he thinks is the reason.

Solved: I know exactly what's going on now after testing further... I have a working Vending Machine by my front door. My stupid Turrets are shooting the vending machine when there's an enemy there. Apparently it transfers that electric shock to me when this happens no matter where I am.

...I wonder if his body is considered at the point where he enters his vehicle in, so takes aoe damage or something weird.

 
Last edited by a moderator:
Status
Not open for further replies.
Back
Top