7 Days to Die

7 Days to Die

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Razer Mar 20, 2018 @ 1:12pm
Electric Light draw distance
TL:DR - THE LIGHTS ARE TOO DIM.

Hey Devs! Me any my brother were playing some megafuntime7daystodie, made it to day.. 37 i think, really enjoying the game, it's good fun.
I've got some gripes, the level cap for some of the more crucial skills is a bit much, getting to level 7 science seems impossible without playing for a set amount of days, the cost should be earning the skill points, putting an arbitrary level cap on it just seems.. stupid.
If i want to be a mad scientist with no other skills then by god that's what i'll be!

BUT the biggest gripe i have, and it's one that just doesn't make sense to me, is the electric light draw distance, it gets dimmer the further away you get, inexplicably! Like it's on a dimmer switch that's designed to dim the further away you get.

I get that it's doing that to save the game from lagging out, but the torches don't do this. They give off constant bright light that you can see from a mighty distance.

The electric lights dim to nothing after you get around 30-40 metres away.
This is extremely unhelpful if you're at one corner of a car-park sized base at night and can't see what's happening in the other corners because you're out of the distant lights 'dimmer range'.

This can't be difficult to put right, light is the most crucial thing during 7 days to die's night times.

Summery:
The electric lights need to be more bright than torches or it can't be considered an upgrade worthy of wiring your whole damn base up.

The lights need to STAY LIT when you move further away from them. The sniper within me is begging you to amend this.

Thanks for reading, keep up the good work!

(If anyone else reading this has a easy fix for this, please let me know)
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https://www.nexusmods.com/7daystodie/mods/5647?tab=files
I want way further light distances to tbhhh this might help but honestly idrk
Originally posted by beawsome77:
https://www.nexusmods.com/7daystodie/mods/5647?tab=files
I want way further light distances to tbhhh this might help but honestly idrk
Hm. I've always used the gfx lodbias command, which makes light sources at least visible further away, so I could at least identify there were lights (small glow/bright dots) but it doesn't equal full light effect/casting or even a fixture halo from that farther away.

Wonder if that mod still works with 1.2
Last edited by CatPerson; Jan 30 @ 1:11pm
Tahnval Jan 30 @ 3:14pm 
I use lanterns instead of electric lights. I think electricity is badly implemented in 7DTD and the lanterns are better lighting anyway. Old Lanterns are good for a soft warm glow and Lanterns are good for bright light.
Originally posted by Tahnval:
I use lanterns instead of electric lights. I think electricity is badly implemented in 7DTD and the lanterns are better lighting anyway. Old Lanterns are good for a soft warm glow and Lanterns are good for bright light.
The OP wasn't talking about what's the best light, but the extremely short visible draw distance of light effects. eg you place a torch, walk 30 blocks (or 40 or whatever it is I forget), turn around, it's completely dark.

This applies to all player made light sources - candles, torches, lanterns, etc, not just electric.

I used to like lanterns a lot, since I don't mess with the electric/battery stuff, but more recently they do too much annoying dark shadow angle casting if it's not a completely open room, or sometimes bleeding too much into other rooms through walls etc, at least with my graphic settings. I've gone back to candles/table candles - and reduced their heat cast setting :P - and once I get helmet light etc I get rid of even those.
Originally posted by CatPerson:
Originally posted by Tahnval:
I use lanterns instead of electric lights. I think electricity is badly implemented in 7DTD and the lanterns are better lighting anyway. Old Lanterns are good for a soft warm glow and Lanterns are good for bright light.
The OP wasn't talking about what's the best light, but the extremely short visible draw distance of light effects. eg you place a torch, walk 30 blocks (or 40 or whatever it is I forget), turn around, it's completely dark.

This applies to all player made light sources - candles, torches, lanterns, etc, not just electric.

I used to like lanterns a lot, since I don't mess with the electric/battery stuff, but more recently they do too much annoying dark shadow angle casting if it's not a completely open room, or sometimes bleeding too much into other rooms through walls etc, at least with my graphic settings. I've gone back to candles/table candles - and reduced their heat cast setting :P - and once I get helmet light etc I get rid of even those.

...and then I feel like a mole person. I try to gussy up my place. I try to place decent appliances even though they don't do anything. Well lit. Paint the walls, etc. I have to agree with OP on this one.
I did miss the OP's comment regarding torches being different. I haven't noticed this to be the case, at least not significantly, re: actual draw distance. Some POI lights (exist as part of the POI itself) sometimes seem to have better draw distance as part of their original POI light-scripts, but anything the player places doesn't get that.

Way way back (A10-A13 maybe, I forget) torches did have a far-distance visibility, which I used them as "path" markers on 2-high columns for a well-marked wilderness path route, as example. I could make those torch-pole markers very far apart back then. Now I'd have to use so many torches to do the same I don't bother.
MoistGamer Jan 31 @ 10:39am 
The lights aren't just too dim, they're F'd up. Don't let anyone gaslight you either. "Did ya do a clean install son? Did you verify the files son? Did ya do a raindance? Are ya winning?"

It happened on my old PC for years, i bought a BRAND NEW PC and M.2, downloaded everything fresh, and the lights were still F'd up.

Too dim, fading in and out of render, randomly changing to a flashing red or green and staying that way, or switching to a static purple color for again, no reason whatsoever.

We've been told "they're happy with where electricity is and its not changing". The only way you could be happy with that result is if you only cared about $$$$$
Last edited by MoistGamer; Jan 31 @ 10:43am
Blue Hasia Jan 31 @ 10:46am 
the simple light bulbs throws the most light i believe, but i also avoid powered lights, they tank my performance vs candles

and im not on a potato
4090, i9 13thgen ks, 128gigs of ram
Last edited by Blue Hasia; Jan 31 @ 10:47am
Raithon Jan 31 @ 12:16pm 
Originally posted by Blue Hasia:
the simple light bulbs throws the most light i believe, but i also avoid powered lights, they tank my performance vs candles

and im not on a potato
4090, i9 13thgen ks, 128gigs of ram
No offense, but half to two-thirds of your CPU is a potato. And that doesn't include possible performance issues as a result of using the chip before applying recent microcode updates to BIOS.

Also should be noted that the game doesn't really care about your 4090 or that you have more than twice the amount of RAM you will ever reasonably use.
Guys, this topic was dead half a decade ago. The lighting in the game when the topic was started doesn't even apply to the current version.
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Date Posted: Mar 20, 2018 @ 1:12pm
Posts: 10