7 Days to Die

7 Days to Die

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Welp Oct 1, 2021 @ 9:54pm
why is no one talking about...
that gap where triangular blocks and square blocks meet? im curious if that will ever be fixed or if it even is an issue on the minds of devs.
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Showing 1-15 of 19 comments
SylenThunder Oct 1, 2021 @ 10:05pm 
Almost 1200 block shapes will be available to the player in a20. Check out the dev streams.
Shurenai Oct 1, 2021 @ 10:15pm 
Originally posted by SylenThunder:
Almost 1200 block shapes will be available to the player in a20. Check out the dev streams.
He's talking about the gap between the voxel terrain and the normal building blocks- Not between two different block shapes.
Welp Oct 1, 2021 @ 10:21pm 
Originally posted by Shurenai:
Originally posted by SylenThunder:
Almost 1200 block shapes will be available to the player in a20. Check out the dev streams.
He's talking about the gap between the voxel terrain and the normal building blocks- Not between two different block shapes.

he has the right of it, has this been talked about by the devs at all? is it an engine limitation and unavoidable?
SylenThunder Oct 1, 2021 @ 10:58pm 
Originally posted by Shurenai:
Originally posted by SylenThunder:
Almost 1200 block shapes will be available to the player in a20. Check out the dev streams.
He's talking about the gap between the voxel terrain and the normal building blocks- Not between two different block shapes.
Oh my bad. I was thinking about some of the missing corner wedge pieces.



Originally posted by Daddy:
Originally posted by Shurenai:
He's talking about the gap between the voxel terrain and the normal building blocks- Not between two different block shapes.

he has the right of it, has this been talked about by the devs at all? is it an engine limitation and unavoidable?
It's been a while. I think that they would like to, but I can't recall if it was an engine limitation, or a performance limitation for why it doesn't snap atm.
KellyR Oct 1, 2021 @ 11:02pm 
AFAIK it's because they set up the terrain blocks to be rotated 45 degrees compared to building blocks. That's why it's hard to dig trenches in north-south and east-west lines without accidentally digging one block sideways. It helps make the terrain contrast with artificial structures instead of looking like it's all made of the same stuff--like it does in Minecraft, for instance.

But it means you can't make terrain blocks and building blocks mate up seamlessly. Some PoIs have it where they do, but you can only do it by setting a special flag when creating a PoI and we don't have access to that AFAIK.
Crashtian Oct 1, 2021 @ 11:04pm 
Originally posted by KellyR:
AFAIK it's because they set up the terrain blocks to be rotated 45 degrees compared to building blocks. That's why it's hard to dig trenches in north-south and east-west lines without accidentally digging one block sideways. It helps make the terrain contrast with artificial structures instead of looking like it's all made of the same stuff--like it does in Minecraft, for instance.

But it means you can't make terrain blocks and building blocks mate up seamlessly. Some PoIs have it where they do, but you can only do it by setting a special flag when creating a PoI and we don't have access to that AFAIK.

Ladders in 1 tile wide holes will forever drive me nuts.
KellyR Oct 2, 2021 @ 2:45am 
Originally posted by Crashtian:
Originally posted by KellyR:
AFAIK it's because they set up the terrain blocks to be rotated 45 degrees compared to building blocks. That's why it's hard to dig trenches in north-south and east-west lines without accidentally digging one block sideways. It helps make the terrain contrast with artificial structures instead of looking like it's all made of the same stuff--like it does in Minecraft, for instance.

But it means you can't make terrain blocks and building blocks mate up seamlessly. Some PoIs have it where they do, but you can only do it by setting a special flag when creating a PoI and we don't have access to that AFAIK.

Ladders in 1 tile wide holes will forever drive me nuts.
Yeah, same reason. Diamond shaped hole.
Welp Oct 2, 2021 @ 5:34am 
sigh one can hope, they are letting is shoot through holes in doors now so maybe this will come too!
Amanoob105 Oct 2, 2021 @ 5:50am 
The main reason no one is talking about it is most people here already have, to death (or should that be undeath at this point? This is a zombie game after all :steammocking:). There's not a lot left to say. The devs know of it and, likely if for no other reason to help avoid this game just looking like minecraft, it is unlikely to be going away.

Best option I have found is to just cover over the gap. Make a "Fence", go into its advanced option, select of the the solid square options and place it flat on the ground over the gap.
Out of sight, out of mind.
Welp Oct 2, 2021 @ 6:45am 
i mean tis what the forums are for mate, no ones forcing you to say anything :)

that being said, im sure most peoples complaint is getting bikes and cycles stuck in the cracks while in city, least thats what mine is.

regardless, thank you all for your replies, have a good day
Last edited by Welp; Oct 2, 2021 @ 6:46am
Crater Creator Oct 2, 2021 @ 7:58am 
In the prefab editor, you just select a terrain block and press the up or down arrow to change the block’s “density” to make it swell or contract. There’s also a block-based version of the same feature. That’s how terrain is more flush with blocks in POIs, and how POIs can have hills without stair stepping.

It’s a clunky system. But I don’t see a reason, other than higher priorities, why this feature couldn’t be applied in survival mode. For instance, it could be a radial menu alternate mode for the shovel.
76561198807925770 Oct 2, 2021 @ 8:21am 
Actually, there's a real reason why the terrain is what it is.

While the blocks are on a 3D cubic grid, the voxel terrain is on a 3D grid of 0D points with the "size" of each point stored.
The cubic grid lines up with the voxel grid, just offset slightly, which causes what I'm about to explain.

To simplify (This is not perfectly accurate, but should explain it well enough):
When you see a single full-size voxel on it's own, it is a distinct diamond shape that gets smaller as it's "health" decreases, completely disappearing when it is destroyed.
A full-size voxel will have the corners reaching halfway to the adjacent voxel grid position.
This is where the "triangle" space between voxels and cubes come from.

When two full-size voxels are next to each other, they appear to fill in the space between the corners of the diamonds.
If one of the two is smaller, the space in between is still filled, but since the corners of one is closer to the voxel's grid point, it makes a sloped shape.

This is how the terrain is made so smooth, while also being destructible.
Compare and contrast Planet Explorers, another game that does this. Unlike in 7D2D, the voxel size in that game's equipment editor ranges from 100 to -99, with -100 being the equivalent of no voxel.
Space Engineers is another comparison to look at, as it also uses a similar Cube & Voxel system.
Agarillobob Oct 2, 2021 @ 11:02am 
its def a pain to look at and walk/drive over
Nebgama Oct 2, 2021 @ 11:19am 
This has been a problem for years we all just got used to it. Depending on build requirements just use panels to cover up the gap.
George Droyd MK77 Oct 2, 2021 @ 12:13pm 
if they could manageto make it merge together it would definetly save performance in areas where alot of terrain and block shapes meet since the textures the player doesnt see dont have to be rendered anymore so it should be a priority before release if its possible to do.
Last edited by George Droyd MK77; Oct 2, 2021 @ 1:27pm
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Date Posted: Oct 1, 2021 @ 9:54pm
Posts: 19