V3.0.1 Stable

Top of the page for me is from Doube G, this is different depending on text size and other factors, by the way.
Top of my reply... :rolleyes:
Post automatically merged:

Top of the page for me is from Doube G, this is different depending on text size and other factors, by the way.

The posts by Riamus are earlier, https://community.thefunpimps.com/threads/v3-0-1-stable.48230/post-644094 and https://community.thefunpimps.com/threads/v3-0-1-stable.48230/post-644126
I'm not searching through a wall of text... just copy the relevant part to make your point if you please. :rolleyes:
 
Glad to see tfp haven't released new sandbox codes or more features, In my opinion, the best course for 7 Days to Die right now is for The Fun Pimps to continue pausing major content additions, new sandbox codes, and broad system changes while they concentrate on stability, performance, and existing bugs.

The game already has a large amount of content. What it needs most at this stage is a stable foundation.

1. New content creates new failure points​

Every new feature introduces additional code paths, XML entries, assets, networking behavior, save data, and interactions with existing systems.

Even a small addition can affect:
  • World generation
  • Player saves
  • Chunk loading
  • Traders and quests
  • Vehicles and drones
  • Blocks and triggers
  • Multiplayer synchronization
  • Crossplay
  • EAC compatibility
  • Mod loading
Adding new content before existing problems are resolved makes the bug list grow faster than it can be reduced.

2. Existing bugs need enough time to be properly diagnosed​

Some of the worst server problems are not simple, repeatable errors. They occur under specific conditions such as:
  • High player counts
  • Long server uptime
  • Heavy entity activity
  • Poor client connections
  • Chunk transitions
  • Player death or respawn
  • Drone ownership changes
  • Trader resets
  • POI trigger activation
  • Land-claim interactions
  • Extreme client/server desynchronization
These issues require logs, reproduction attempts, controlled testing, and time. Constant feature changes make it harder to determine whether a problem is old, newly introduced, or caused by an interaction between multiple updates.

A quieter development cycle gives both TFP and server owners a consistent build to test.

3. Sandbox changes create unnecessary compatibility work​

New sandbox codes and modified sandbox options may appear simple, but they can affect:
  • Existing server configurations
  • Saved game values
  • Default settings
  • Admin expectations
  • Modded configuration files
  • Hosting-panel templates
  • Documentation
  • Player-facing rules
When sandbox options change frequently, server owners must repeatedly compare configuration files, confirm defaults, test overrides, and check whether old saves still behave correctly.
That work does not improve gameplay. It mainly consumes maintenance time.

4. Mod authors need a stable target​

A large portion of the PC server community relies on XML mods, server-side DLL mods, Harmony patches, UI changes, custom entities, vehicles, weapons, quests, and administrative tools.
When the game assembly or XML structure changes frequently, mod authors must repeatedly:
  • Rebuild DLLs
  • Recheck method signatures
  • Update Harmony targets
  • Compare XML files
  • Retest patches
  • Repackage releases
  • Support users running mixed versions
Frequent changes also increase the risk of silent failures, where a mod loads but no longer performs the intended behavior.
A stable game version allows mod authors to harden their work instead of constantly chasing new builds.

5. Multiplayer stability matters more than additional items​

For live servers, stability is more valuable than another weapon, enemy, workstation, recipe, or sandbox toggle.
Players notice problems such as:
  • Lag
  • Rubber-banding
  • Delayed deaths
  • Missing interactions
  • Trader failures
  • Drone problems
  • Trigger exceptions
  • Chunk loading delays
  • Desynchronized blocks
  • Failed quest progression
  • Server FPS drops
Those issues directly affect whether players remain on a server.

New content has limited value when the underlying multiplayer experience is unreliable.

6. Performance work benefits every player​

Performance improvements affect the entire game:
  • Dedicated servers
  • Solo worlds
  • Low-end computers
  • High-population servers
  • Console players
  • Crossplay sessions
  • Modded environments
Work on entity processing, chunk handling, garbage collection, AI, networking, save operations, and main-thread load provides a broader benefit than most individual content additions.
A performance-focused update may not appear as exciting in patch notes, but it improves every minute of gameplay.

7. EAC and crossplay make changes more complicated​

The game now has more platforms and security constraints than before.
Any new system must be considered in relation to:
Easy Anti-Cheat
  • Server-authoritative behavior
  • Client trust
  • Console restrictions
  • Crossplay compatibility
  • Network package validation
  • Modded versus unmodded clients
Rushing new features increases the chance of creating exploits, client/server disagreements, or systems that work correctly on one platform but not another.
A stabilization period gives TFP time to strengthen validation and ensure that important actions are handled authoritatively by the server.

8. Save compatibility should be protected​

Frequent structural changes can create risks for long-running worlds.
Server owners invest significant time in:
  • World generation
  • Player progression
  • Bases
  • Economies
  • Claims
  • Traders
  • Custom regions
  • Community events
A new feature is not worth much if it forces a wipe, damages old data, or makes an existing world unreliable.
Long periods of save compatibility are especially important for persistent multiplayer communities.

9. Documentation can catch up​

When features change rapidly, documentation often becomes incomplete or outdated.

A pause in major additions would allow time to improve:
Server configuration descriptions
  • Sandbox option documentation
  • Console command references
  • Modding documentation
  • XML explanations
  • Dedicated-server guidance
  • Known-issue lists
  • Crossplay restrictions
Clear documentation reduces support requests and prevents server owners from relying on guesses or old forum posts.

10. Stability builds player confidence​

Players and server owners are more willing to invest time in a game when they believe:
  • Their world will remain usable
  • Their settings will remain valid
  • Their mods will continue working
  • Their server will not require constant emergency maintenance
  • Updates will fix more problems than they introduce
A sequence of smaller, focused bug-fix releases would build more confidence than frequent additions followed by emergency patches.

Best development direction​

For the next several updates, the strongest approach would be:​

  1. Fix confirmed crashes and exceptions.
  2. Improve server and client synchronization.
  3. Address performance bottlenecks.
  4. Strengthen network and packet validation.
  5. Fix trader, quest, drone, trigger, and vehicle edge cases.
  6. Improve save reliability.
  7. Maintain stable XML and assembly structures.
  8. Update documentation.
  9. Avoid new sandbox codes unless absolutely necessary.
  10. Delay major new systems until the current build is dependable.
The game does not currently suffer from a lack of content. It suffers more from the complexity created by years of interacting systems.

A period of disciplined maintenance would give TFP, mod authors, server owners, and players time to stabilize the entire ecosystem. Once that foundation is reliable, new content can be added with far less risk and far better results.
 
Careful talking negative, might get yourself in trouble. Lol. Not sure why posts like that are even allowed. This is a place for people to discuss the game, AI generated posts should be deleted and people posting them should be banned.
I don't think banning is the right way to go about it, but you're right about this being a place of discussion. I want to talk to other people, not AI, so I simply choose not to respond for the most part.
 
Whatever the logic is about airplanes... There's still no airports or crashed airplanes anywhere, but there's still one airplane that flies over us and gives us some loot for whatever reason. One generous soul that has nothing better to do during the apocalypse then to fly around and drop some goodies for all of us poor losers. 😁 And this person a secret invisible airport somewhere that only he knows about... Works for me!
 
I have to wonder if anyone even reads those AI posts?

I read the first couple sentences, because those look to be written by a human, but after that is almost 1000 words of slop. I understand his concern about game stability and it's not something he's wrong about, but no one is reading through a wall of text like that. If anything, making the post that long is just causing people to skip over it. Expressing a concern in such a way that no one reads it isn't going to get the problem any attention.
 
I read the first couple sentences, because those look to be written by a human, but after that is almost 1000 words of slop. I understand his concern about game stability and it's not something he's wrong about, but no one is reading through a wall of text like that. If anything, making the post that long is just causing people to skip over it. Expressing a concern in such a way that no one reads it isn't going to get the problem any attention.
Exactly. Now, I am someone who does *write* walls of text at times. And I understand that most aren't going to read those, but I write them myself and so there will be some who will read them and possibly respond. When you use AI, people don't care because the AI text isn't from a person. Even with a good prompt, it's not what the person is trying to say, but what the AI is trying to say. People don't care what an AI has to say because it's just a mash-up of stuff that isn't really what the poster has to say. Even if the poster reads through the entire text from the AI and agrees with all of it, it still isn't what the poster would have said if they wrote it themselves. That makes it far less worth reading. Combine that with being a wall of text and almost everyone will probably ignore it entirely.
 
I"M sorry but you Have Ruined this game for me ... Why
1) .. I can NOT even make a New Generated Map that even comes Close in v2.0-2.5 ... The sizing is all off compared to older Map ... I'm a forest player and normally ran with 62-67% forest then desert/snow around 9-11% and the other 2 as small as I could get them.

We need character creation back ... Once in game they all look the same (they all look like Allie _ when I'm trying to use Kiri) ... wasn't like this before the v3.0 Update

Just a couple thoughts ... BUT the main one is, map making is terrible NOW
Thank you
Hey just a thought if you are on pc.

You can create any sized map, make the forest a lot smaller during the world generation. Then once the file is done being created, you access the world map in the right folder, copy the forest color and paint over what-ever areas you want to be forest. oh that wasteland town is massive and looks amazing to play in, color that section the forest green, and boom you have a massive city in the forest. you might have some more destroyed remanants, but so what.

I don't know where that file is actually generated, but its pretty simple to change it up once you know where it is. you can ask around and someone will help you.
 
Hey just a thought if you are on pc.

You can create any sized map, make the forest a lot smaller during the world generation. Then once the file is done being created, you access the world map in the right folder, copy the forest color and paint over what-ever areas you want to be forest. oh that wasteland town is massive and looks amazing to play in, color that section the forest green, and boom you have a massive city in the forest. you might have some more destroyed remanants, but so what.

I don't know where that file is actually generated, but its pretty simple to change it up once you know where it is. you can ask around and someone will help you.
You're looking for biomes.png in the GeneratedWorlds\your_map_name\ folder. For most people, that GeneratedWorlds folder is in C:\users\your_username\AppData\Roaming\7DaysToDie\ . If not, the current log file will show the path to the User Data Folder, which is where that's located.
 
Top of my reply... :rolleyes:

Okay. Got it.

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I'm not searching through a wall of text... just copy the relevant part to make your point if you please. :rolleyes:

And I am not your summation secretary. At least the text I refer to was written by a human. Though I heard AI should be good for summarizing texts ;)
 
I read the first couple sentences, because those look to be written by a human, but after that is almost 1000 words of slop. I understand his concern about game stability and it's not something he's wrong about, but no one is reading through a wall of text like that. If anything, making the post that long is just causing people to skip over it. Expressing a concern in such a way that no one reads it isn't going to get the problem any attention.
I also understand his concern, but it's largely unfounded. While TFP have been steadily adding or changing features, they have also simultaneously been making the game more stable. In fact, nearly every release over the past couple years has included, to one degree or another, changes to code that make the game run more smoothly, despite the added features. Every release is going to have bugs. That's the nature of development. And that's not going to change regardless of the inclusion of new features or content.

My frustration with Gramps is that he's constantly bringing up the subject and discouraging players from posting their own feedback and ideas, which is the very purpose of this forum.
 
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