JCrook1028
New member
definitely on the potato side of that equation/ Old slow I7 at 2.8 ghz, 16 gig ram but slow DDR3, GTS 1050TI GPUOk. Is your PC (or server) more on the performant side or more potatoish ?
definitely on the potato side of that equation/ Old slow I7 at 2.8 ghz, 16 gig ram but slow DDR3, GTS 1050TI GPUOk. Is your PC (or server) more on the performant side or more potatoish ?
To see which theory is right, I could try to collapse the same firestation as you have. Since there are two, which one was it?definitely on the potato side of that equation/ Old slow I7 at 2.8 ghz, 16 gig ram but slow DDR3, GTS 1050TI GPU
This is a very good information you made that is helpful for my game.Complaints are always loud. And complaining people often pretend everything is going down the hill. But it is not that way, just because some people say so.
It's a mix. That's the point. If you look for just an RPG, 7d2d might still be the wrong game for you, even if it has RPG elements.
So you prefer the survival aspect, and that's why you want to push it further, right? But it is a MIX. If you want hardcore survival, 7d2d is the wrong game for you.
But in this case, there is a solution already built-in: Simply turn off bloodmoons.
For addtional harder survival: Set loot to 50%, loot respawn to never, zombie strength to 200%, ... and that are just base settings the game allows you to vary.
You can even make it better suit your preferences with using mods.
I also often turn off bloodmoon, because i don't like tower defense that much. I also sometimes lower the difficulty because i want to focus on building. I use a mod that makes you lvl12 instant after the starter quest, because the stone age is too boring for me. So i skip it, right to the point where i can find iron stuff.
Everything that does "active development with the community". Other early access titles have a fixed plan they just follow. But 7d2d is actually more like experimenting what works and what not, trying if solutions do work or maybe not and so on.
There are also backers complaining that the game becomes more and more what it was NOT meant to be.... they perhaps even are right, from what they expected. But even if it does, this changes will attract other people, that probably disliked what it was meant to be previously.
well .. maybe or whole SI checking mechanism sometimes stop working on some blocks .. and start working when SI change by destroying nearby block by pickaxe .. anyway its quite rare issue and not rly significantWell, some of the blocks in POIs aren't supported as they are; you'll have a part of a window collapse on you when stepped on etc.. wouldn't be surprised if those blocks weren't re-checked for stability when the nearby blocks fall, as they aren't really connected to the collapsing blocks to begin with.
also make zombie atleast jogging .. they will still be very slow compared to you(even run is slower than player) .. but it makes game alot more ... action base when you know zombie from next room/floor can reach you ... before you die from hungerThis is a very good information you made that is helpful for my game.
its not always same block .. its random if you collapse same poi multiple times you wont see any leftovers most time but sometimes it happens but yeah maybe it happens when game perform something else like cleaning ram or saving in that specific moment .. who knowsTo see which theory is right, I could try to collapse the same firestation as you have. Since there are two, which one was it?
If I then see no blocks hanging, it might have something to do with CPU speed as my server seems performant enough for collapses. If always the same blocks are left hanging, theFlu is likely right. And if different blocks are left hanging, alanea is right.
never seen flying windows cant say i checked windows .. but yeah some blocks like drapes/some windows have very unusual SI .. but correct me if iam wrong .. doesnt player add some weight by steping on blocks? maybe are those blocks made just so extremely unstable rather than exceptionWell, some of the blocks in POIs aren't supported as they are; you'll have a part of a window collapse on you when stepped on etc.. wouldn't be surprised if those blocks weren't re-checked for stability when the nearby blocks fall, as they aren't really connected to the collapsing blocks to begin with.
I got double quoted, so I guess I have to reply ...well .. maybe or whole SI checking mechanism sometimes stop working on some blocks .. and start working when SI change by destroying nearby block by pickaxe .. anyway its quite rare issue and not rly significant
its not always same block .. its random if you collapse same poi multiple times you wont see any leftovers most time but sometimes it happens but yeah maybe it happens when game perform something else like cleaning ram or saving in that specific moment .. who knows
never seen flying windows cant say i checked windows .. but yeah some blocks like drapes/some windows have very unusual SI .. but correct me if iam wrong .. doesnt player add some weight by steping on blocks? maybe are those blocks made just so extremely unstable rather than exception
To see which theory is right, I could try to collapse the same firestation as you have. Since there are two, which one was it?
If I then see no blocks hanging, it might have something to do with CPU speed as my server seems performant enough for collapses. If always the same blocks are left hanging, theFlu is likely right. And if different blocks are left hanging, alanea is right.
"FIRE" is still hanging up there to this day, with nothing else up there. It's in every horde video I do and several others as well. I love it!In my game the text "fire station" also survived, it seems connected to the beam.
Interesting. In your video (13:07 again) there were still pillars that touched lightly on the "Fire" word."FIRE" is still hanging up there to this day, with nothing else up there. It's in every horde video I do and several others as well. I love it!