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번역 관련 문제 보고
Never going to happen. UE5 is not the panacea it's made out to be. In this case it's worse than the current engine because the current engine is better suited to voxel games. At least for now.
Even if it wasn't (but it is), moving to a completely different engine would take ages. It would be a wholesale remake of the game. I doubt if TFP could get it done within 5 years. Alpha 22 by 2030, maybe.
And why do it anyway? While it's true that UE5 can be used to render spectacular graphics, it doesn't do so automatically. Also, a voxel game running graphics on a par with the UE5 tech demos wouldn't run at playable framerates on any PC. You'd need a workstation built for it, at least. Maybe US$20K would be enough. Probably not.
If you want 7DTD to switch from a voxel game to polygon game, well, that would be a different game. So we're back to the remake situation again. What's the point?
I just turned the tower defence event off entirely. Before I even started playing. I checked that it could be turned off before I bought the game and wouldn't have bought it otherwise.
Instead, I use mods to put wandering hordes in (or play overhaul mods with wandering hordes in). A horde can appear any time, anywhere. Might be zombies. Might be animals. Might be zombie animals. Not as many as a high-number blood moon horde, but you have to tackle them wherever you happen to be, without a horde base. That suits me far better than a magic tower defence scenario, which appeals to me about as little as it seems to appeal to you.
Can you tell me what mods you use and show any link to modding guide? I dont know how to mod a game in steam.
7DTD is not rendered as a voxel game, while it uses blocks for building. There are few voxel games actually and all of them were made using some custom voxel engine (like Teardown, Vangers). Most games like minecraft, rust or 7DTD use polygons to render their blocks. The difference is in these games 3D models are made dynamically, by merging together multiple blocks in a chunk and deleting invisible polygons between them. You can also notice that objects like doors, crafting stations and NPCs are rendered as polygonal 3D models too, if they were made of voxels they would look blocky.
But switching to UE5 is still dumb idea. There is no guarantee that it will run better or have better graphics. And the game will have to be totally remade from scratch. Unity and UE5 have different features, resource formats, project structure.
https://www.youtube.com/results?search_query=how+to+mod+7+days+to+die+alpha+20
Keep in mind though. In A20 you have a choice of creating a "Mods" folder in the game directory and placing your mods there. Or you can create a "Mods" folder in appdata/roaming/7daystodie folder and put your downloaded mods in that folder. Both will work.
However, starting in A21, installing mods in the game directory won't work anymore. You will have to use the appdata/roaming/7daystodie location. So I suggest getting used to this now.
Neither do I. I've never seen any reason to do that. I either use a mod manager (7DTD modlauncher for 7DTD) or do it manually through file explorer. 7DTD is very easy to mod (probably because it was designed to be). You can just copy the whole game and pop mods into the mods folder in the copy. You can do that in your main copy of the game too, but that makes it harder to switch between sets of mods.
If you just want to install mods straight into your normal installation of 7DTD (or into a copy you made yourself), here's a straightforward video guide on doing it for Alpha 20 within Windows. No additional software needed. It'll be a bit different if you're running a Linux distro, but I'm guessing you're running Windows:
https://www.youtube.com/watch?v=TjkX7d_K6pw
The video is just 94 seconds long and only 80 seconds of it is about modding 7DTD. That's plenty of time to do a thorough job of showing and telling how to install mods into 7DTD. It really is that simple.
For sources of mods for 7DTD, here's two big ones:
https://7daystodiemods.com/
https://www.nexusmods.com/7daystodie
7DTD modlauncher is probably the easiest way to handle multiple 7DTD mod installations if you're not familiar with using a PC in any way other than running apps because it's modding by using an app. It will handle swapping sets of mods for you. It will handle the copying of the whole game for you if you want. At the moment, for example, I have 3 copies of 7DTD installed. One vanilla, one with the Wild West overhaul mod installed, one with the War3zuk overhaul mod installed. The reason for multiple installations is (i) to preserve a vanilla installation and (ii) to prevent mod conflicts between different overhaul mods. You can also download mods from other sources and manually add them to the list of mods that can be handled through the modlauncher, although many are already included.
Nowadays I don't play vanilla 7DTD so my use of individual mods is limited. I almost always play overhaul mods, which essentially install as if they were a single mod. I also install the craft from containers mod if it's compatible with the overhaul mod I'm using and if the overhaul mod doesn't already include it. Same goes for the Stop Fuel Waste mod, although that's much less important to me. That's it for extra mods on top of overhaul mods and some overhauls mods I play without any extra mods. Wild West, for example. Craft from containers mod isn't compatible with it, so I just played it as is.