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メイン GenesisCore v1.3.1.0
更新履歴(changelog)
# GenesisCore 1.0.0.59 ## Save Compatibility, Horde Performance & Horde Ecology This update contains major improvements to long-running worlds, existing save games, horde simulation performance, persistence, and the long-term behavior of GenesisCore hordes. A major focus of this release was making existing worlds safer to carry forward between GenesisCore versions while addressing conditions that could cause horde populations and simulation costs to grow excessively over time. --- ## Save Upgrade System GenesisCore now includes a persistent **World Upgrade Contract** for existing save games. When an older GenesisCore world is loaded, the Core can now: * detect an older persistent world state * replay the existing persistence journal first * apply required save migrations * validate the migrated state * persist the upgraded state safely * only claim world authority after the upgrade has completed successfully Once a world has been upgraded, the migration is not repeated on every startup. This brings GenesisCore much closer to the normal update behavior expected from a game: **Install update → load existing world → continue playing.** Existing worlds no longer have to rely on new runtime code operating indefinitely on persistent state created by older GenesisCore versions. --- ## Major Horde Simulation Performance Improvements The Horde Relationship system has been substantially redesigned. Previous long-running worlds could accumulate hundreds of persistent hordes, causing relationship processing to become increasingly expensive. The new system replaces several repeated linear scans and expensive pruning operations with indexed and bounded processing. Improvements include: * indexed pair relationship lookup * indexed regional relationship lookup * bounded relationship candidate processing * batch pruning instead of repeated full-list scans * faster regional placement lookup * reduced temporary work during relationship updates * preserved deterministic relationsh…
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アーカイブ GenesisCore v1
⬇️ Nexus でダウンロードアーカイブ GenesisCore v0.19.0
更新履歴(changelog)
GenesisCore v0.19.0 – Adaptive Horde Growth Added fully configurable persistent horde growth. Horde size now adapts to population and aggression. Increased default starting and maximum horde sizes. Added gradual group spawning for smoother performance. Added GenesisHorde.xml configuration. Improved existing-save migration. Fixed Genesis zombies disappearing shortly after spawning. Improved horde tracking, safety checks, and diagnostics.
アーカイブ GenesisCore v0.19.0
更新履歴(changelog)
GenesisCore v0.19.0 – Adaptive Horde Growth Added fully configurable persistent horde growth. Horde size now adapts to population and aggression. Increased default starting and maximum horde sizes. Added gradual group spawning for smoother performance. Added GenesisHorde.xml configuration. Improved existing-save migration. Fixed Genesis zombies disappearing shortly after spawning. Improved horde tracking, safety checks, and diagnostics.
アーカイブ GenesisCore v0.20.1
更新履歴(changelog)
GenesisCore 0.20.1 – True Population Corrected the separation between horde population and capacity. Every logical member now truly belongs to the roaming horde. Horde growth now adds real members instead of empty capacity. Added safe migration for existing saves. Physical encounters now use a smaller adaptive portion of the full horde. Improved population, recruitment and materialization reporting. Added additional save-state consistency protection.
アーカイブ GenesisCore v0.21.8
更新履歴(changelog)
GenesisCore 0.21.8.0 – Precise Spawn Surfaces & Horde Premonition Main Changes GenesisCore now performs a more precise and controlled spawn-surface assessment. Safe grass, small plants and comparable non-colliding ground decoration can no longer block an otherwise valid Genesis horde materialization. Massive, colliding or dangerous objects remain strictly rejected. This includes vehicles, trees, rocks, walls, doors, furniture, traps, spikes, liquids, unstable surfaces and positions without sufficient body or head clearance. No world blocks are removed, replaced, damaged or temporarily modified. New Horde Premonition System Approaching GenesisCore horde encounters can now produce a localized advance warning before the first zombie physically materializes. Exactly one warning text is reserved for each encounter. The warning is selected from five localized premonition messages. The same text is retained during HUD retries, spawn retries, later batches and rematerialization attempts. GenesisCore first uses the verified vanilla tooltip system. A tooltip is only considered successful after its controller, window, resolved text and visible label have been confirmed. The native tooltip request is sent only once. Later attempts verify or maintain the existing display instead of creating duplicate warnings. If the HUD cannot be confirmed, the same localized warning is shown through the in-game chat after six seconds. The first materialization is held back for at least four seconds after the warning has actually been confirmed. An 18-second failsafe prevents an encounter from becoming permanently blocked if neither HUD nor chat can be confirmed. HUD retries, restored confirmations and lost confirmations never create a second encounter trigger. Later cohorts, spawn retries and abstractions belonging to the same encounter do not produce additional warnings. A new premonition can only occur after the previous encounter has fully closed and the system has completed its distan…
アーカイブ GenesisCore v0.21.10
更新履歴(changelog)
## GenesisCore 0.21.10 * Added persistent learning across world restarts * Added strategy feedback so the Director learns which plans work best * Added player archetypes such as Aggressive Fighter, Home Defender, Mobile Scavenger, and Stealth Explorer * Improved strategic targeting so short-term noise no longer pulls hordes away from their intended approach * Added anonymized player identification, checksums, and backup recovery for learning data * No changes were made to spawn sectors, materialization, cohort logic, encounter commitment, or adaptive recovery
アーカイブ GenesisCore v0.21.27
更新履歴(changelog)
# GenesisCore – Changelog 0.21.10 to 0.21.27 * Added a persistent, world-specific learning system for player, Director, and environmental behavior. * Implemented safe data storage using temporary files, checksums, backups, and recovery of damaged learning data. * Added anonymized player profiles for movement, combat behavior, noise generation, recovery patterns, preferred locations, and long-term playstyle patterns. * Integrated collective learning from regular Vanilla zombie behavior. * Combined passive observation, shadow evaluation, and controlled live guidance within `GenesisCore.dll`. * Added tracking for progress, stagnation, failed approaches, search targets, direction changes, and guidance results. * Hardened shutdown and world-transition handling to prevent unsafe Unity access while exiting or changing worlds. * Expanded diagnostics with detailed blocking, rejection, cancellation, and failure reasons. * Added safe navigation standpoints with checks for ground support, body clearance, collisions, water, hazardous blocks, radiation, trader areas, and loaded chunks. * Reworked route evaluation to use bounded evidence from success, progress, and stagnation. * Limited repeated stagnation evidence so individual problem areas cannot distort route evaluation indefinitely. * Added directional transition memory between world cells. * Added local multi-step micro-routes. * Stored direction-specific success and failure values for cell transitions. * Added multi-sample confirmation and transition debouncing to reduce false transitions near cell boundaries. * Added persistent corridor and progress anchors for doors, stairs, corners, and narrow passages. * Invalid corridor anchors are projected and repaired onto reachable, safe positions. * Added search budgets, geometry caches, and hard limits for expensive route evaluations. * Added support for local routes inside the same large world cell. * Expanded Vanilla search-state detection, including `InvestigatePosition`, `EA…
アーカイブ GenesisCore v0.25.2
更新履歴(changelog)
0.21.27–0.21.31 – Projection, roster and presentation improvements Ground projection and safe-position searches were heavily optimized. Nearby horde members can reuse previously validated terrain results instead of repeatedly scanning the same area. Projection searches now use strict budgets for terrain samples and fallback anchors, preventing excessive collision and height checks during larger horde movement. Safe fallback positions are tested at deterministic distances around blocked targets. Positive results remain cached longer than failed results, while different failure types use separate expiration times. The adaptive horde roster replaced the original fixed zombie pool. Roster selection now considers: biome; biome difficulty; party game stage; Genesis progression; Director pressure; time of day; current horde composition; category limits; class limits; total special-zombie limits. Zombie types were separated into common, heavy, crawler, mobility, biome-special, tactical and elite categories. Feral, radiated, charged and infernal variants received controlled progression gates instead of being enabled globally. Biome relationships were added so that specific zombie types appear more naturally in suitable regions. Burnt zombies are favored in Burnt Forest and Wasteland, ranchers are associated with the Desert, and cold-region types receive higher relevance in Snow biomes. Boss-like or event-specific entities remain excluded from normal wandering-horde generation, including screamers, demolishers, Grace, zombie dogs, zombie bears and vultures. Crawler and spider weights were later adjusted to make them visible more often without allowing them to dominate the roster. Existing progression gates, category caps and normal-zombie majority rules remained intact. Detailed per-selection diagnostics were introduced. Every roster decision can now report eligible candidates, weighting, active limits, rejection reasons, chosen class and chosen variant without changing the …
アーカイブ GenesisCore v0.25.2
更新履歴(changelog)
0.21.27–0.21.31 – Projection, roster and presentation improvements Ground projection and safe-position searches were heavily optimized. Nearby horde members can reuse previously validated terrain results instead of repeatedly scanning the same area. Projection searches now use strict budgets for terrain samples and fallback anchors, preventing excessive collision and height checks during larger horde movement. Safe fallback positions are tested at deterministic distances around blocked targets. Positive results remain cached longer than failed results, while different failure types use separate expiration times. The adaptive horde roster replaced the original fixed zombie pool. Roster selection now considers: biome; biome difficulty; party game stage; Genesis progression; Director pressure; time of day; current horde composition; category limits; class limits; total special-zombie limits. Zombie types were separated into common, heavy, crawler, mobility, biome-special, tactical and elite categories. Feral, radiated, charged and infernal variants received controlled progression gates instead of being enabled globally. Biome relationships were added so that specific zombie types appear more naturally in suitable regions. Burnt zombies are favored in Burnt Forest and Wasteland, ranchers are associated with the Desert, and cold-region types receive higher relevance in Snow biomes. Boss-like or event-specific entities remain excluded from normal wandering-horde generation, including screamers, demolishers, Grace, zombie dogs, zombie bears and vultures. Crawler and spider weights were later adjusted to make them visible more often without allowing them to dominate the roster. Existing progression gates, category caps and normal-zombie majority rules remained intact. Detailed per-selection diagnostics were introduced. Every roster decision can now report eligible candidates, weighting, active limits, rejection reasons, chosen class and chosen variant without changing the …
アーカイブ GenesisCore v0.27.0.2
更新履歴(changelog)
Added persistent horde splitting and merging with complete lineage tracking. Added natural migration groups with atomic population and capacity growth. Added the LifeTracker classification system for Strays, Groups, Hordes and Walking Deaths. Added colored map markers for large Genesis anomalies. Added expanded death forensics with damage, killer and confidence tracking. Improved Improved persistent HordeId, MemberId and LineageId protection. Improved save validation, rollback safety and long-term population consistency. Improved localization support, including the LifeTracker legend. Fixed Fixed merge-history validation blocking later population changes. Merge descendants can now receive natural migration correctly. Fixed Migration 56 and adjusted target horde scaling. Preserved historical merge parents without freezing the current state of their descendants.
アーカイブ GenesisCore v0.30.0.2
更新履歴(changelog)
## Version 0.30.0.2 ### Major Changes Since 0.27.0.2 * Added a fully persistent regional zombie population system with deterministic regions, biome data, population capacities and strict population conservation. * Added natural population movement between neighboring regions based on local pressure, available capacity and world conditions. * Added slow, capacity-limited regional population recovery instead of artificial instant population replacement. * Added multiple natural migration behaviors, including Distribution, Recovery, Consolidation and rare Mass Movement. * Improved horde ecology with natural growth, migration, concentration, instability-based splitting and persistent merge history. * Reworked merge and lineage validation so merged hordes can continue evolving without causing false save corruption or rollback. * Added immutable lineage identities for naturally founded hordes. * Added persistent Regional Agents with stable identities, origin regions, positions, classes, roles and lifecycle states. * Added multiple Regional Agent roles, including Wanderers, Scouts, Stragglers, Strays, Signal Finders, Special Zombies and Group Founders. * Added atomic conversion between anonymous regional population, individual agents, agent groups and persistent horde members. * Added persistent Regional Agent groups with leaders, members, movement, lifecycle intentions and event history. * Added natural group behaviors, including dissolution, joining existing hordes and founding completely new hordes. * AgentIds are preserved as permanent MemberIds when agents join or create a horde. * Added deterministic placement of agents released from dissolved groups across valid neighboring regions. * Fixed overdue groups moving or performing other actions before their required dissolution. * Removed the unintended active-horde limit from Regional Agent horde foundation. * Removed the unintended lifetime limit on how many hordes Regional Agent groups could create. * New horde found…
アーカイブ GenesisCore v0.30.0.3
更新履歴(changelog)
Added a compact 10-segment player noise meter to the HUD. Displays GenesisCore’s real calculated player noise level. Low noise starts white and gradually shifts to red as noise increases. Reacts to movement, combat, tools, firearms and other detected actions. Includes dedicated server synchronization. Display only — the existing noise and horde logic remains unchanged.
アーカイブ GenesisCore v0.48.1.0
更新履歴(changelog)
# GenesisCore 0.48.1.0 ## COMPLETE LIVING WORLD OVERHAUL **Update Range: 0.30.0.3 → 0.48.1.0** This is the largest GenesisCore update so far. The entire Horde World foundation has been heavily expanded, audited and partially rebuilt. GenesisCore now simulates persistent hordes, individual horde members, regional populations, migration, lineage, relationships, player-specific knowledge and adaptive runtime performance as parts of one connected living-world system. ### MULTIPLAYER SUPPORT IS NOW AVAILABLE — BETA --- ## LIVING HORDE WORLD Hordes are no longer temporary groups that only matter while the player is nearby. Genesis hordes now continue to exist as persistent world entities. Hordes can now: * Move while not physically spawned * Gain and lose members * Grow naturally over time * Migrate between regions * Absorb roaming individuals * Receive Regional Agents * Form new hordes * Split * Merge * Become extinct * Maintain persistent history * Survive save/reload cycles * Develop relationships with regions and other hordes The world continues evolving even when the player is nowhere near a horde. --- ## PERSISTENT HORDE & MEMBER IDENTITIES GenesisCore now strictly separates logical identity from temporary physical entities. **HordeId → MemberId → EntityId** * HordeId = persistent horde identity * MemberId = persistent individual identity * EntityId = temporary physical incarnation An unloaded zombie is **not dead**. When a Genesis zombie leaves the loaded area, its physical EntityId can disappear while its logical MemberId continues to exist. When materialized again, GenesisCore still knows which persistent member it represents. Dead members stay dead. Extinct hordes stay extinct. --- ## ORGANIC HORDE GROWTH The natural Horde Growth system has been fully restored and integrated into the modern HordeWorld runtime. A major final code audit discovered that the original continuous Growth/Recovery logic had become disconnected during earlier architectural changes. …
アーカイブ GenesisCore v0.48.1.0
更新履歴(changelog)
# GenesisCore 0.48.1.0 ## COMPLETE LIVING WORLD OVERHAUL **Update Range: 0.30.0.3 → 0.48.1.0** This is the largest GenesisCore update so far. The entire Horde World foundation has been heavily expanded, audited and partially rebuilt. GenesisCore now simulates persistent hordes, individual horde members, regional populations, migration, lineage, relationships, player-specific knowledge and adaptive runtime performance as parts of one connected living-world system. ### MULTIPLAYER SUPPORT IS NOW AVAILABLE — BETA --- ## LIVING HORDE WORLD Hordes are no longer temporary groups that only matter while the player is nearby. Genesis hordes now continue to exist as persistent world entities. Hordes can now: * Move while not physically spawned * Gain and lose members * Grow naturally over time * Migrate between regions * Absorb roaming individuals * Receive Regional Agents * Form new hordes * Split * Merge * Become extinct * Maintain persistent history * Survive save/reload cycles * Develop relationships with regions and other hordes The world continues evolving even when the player is nowhere near a horde. --- ## PERSISTENT HORDE & MEMBER IDENTITIES GenesisCore now strictly separates logical identity from temporary physical entities. **HordeId → MemberId → EntityId** * HordeId = persistent horde identity * MemberId = persistent individual identity * EntityId = temporary physical incarnation An unloaded zombie is **not dead**. When a Genesis zombie leaves the loaded area, its physical EntityId can disappear while its logical MemberId continues to exist. When materialized again, GenesisCore still knows which persistent member it represents. Dead members stay dead. Extinct hordes stay extinct. --- ## ORGANIC HORDE GROWTH The natural Horde Growth system has been fully restored and integrated into the modern HordeWorld runtime. A major final code audit discovered that the original continuous Growth/Recovery logic had become disconnected during earlier architectural changes. …
アーカイブ GenesisCore v0.49.0.0
更新履歴(changelog)
### Compatibility Update GenesisCore should now be compatible with most mods that add new zombie types or custom zombie EntityClasses. These additional zombie types can be detected and used by GenesisCore where applicable. **Note:** This compatibility does not automatically extend to mods that also modify zombie AI, learning behavior, decision-making, pathing logic, or similar systems that overlap with GenesisCore. Such mods may still conflict and should be tested separately.
アーカイブ GenesisCore v0.52.0.1
更新履歴(changelog)
# GenesisCore Changelog # Version 0.49.0.0 → 0.52.0.1 # 0.49.0.0 – Universal Zombie Compatibility * Added:** GenesisCore can now automatically detect compatible zombies added by other mods. * Added:** Supported modded zombies can become part of Genesis hordes and regional zombie groups. * Changed:** External zombies now follow the same population, horde growth, and materialization rules as regular Genesis zombies. * Safety:** Unsuitable special zombies, zombie animals, and other problematic entity types remain excluded. * Safety:** GenesisCore will not silently replace missing modded zombies with Vanilla zombies. * Improved:** Much better compatibility with larger zombie mods such as Guppy Zombies. * No separate spawn system:** GenesisCore remains the central horde authority and does not create a second parallel zombie population. --- # 0.49.0.1 – Assimilation Block 1 * Added:** Foundation for the new Infection / Assimilation system. * Added:** GenesisCore can now identify which normal world zombies are potentially suitable for later assimilation. * Safety:** Sleepers, Blood Moon zombies, Screamers / Scouts, and other unsuitable spawn types are excluded. * Safety:** Zombies that already belong to Genesis, or were previously known as Genesis members, cannot accidentally be assimilated again. * Fixed:** Corrected diagnostic counting for external zombie selections. * Important:** Zombies are **not actually assimilated yet** in this version. This update only establishes the safe rules required for later stages. --- # 0.50.0.0 – Assimilation Block 2 / Candidate Detection * Added:** GenesisCore now observes normal world zombies and automatically identifies valid assimilation candidates. * Added:** Both Vanilla zombies and compatible zombies from other mods can be detected. * Safety:** Candidate detection does not modify the zombie and does not create a persistent artificial “infected zombie list.” * Added:** Technical groundwork for transferring normal zombies directly i…
アーカイブ GenesisCore v0.53.0.2
更新履歴(changelog)
### GenesisCore 0.53.0.2 – Performance Update * Significantly optimized **HordeWorld save performance** * Removed redundant full-state deserialization from every save while keeping integrity checks and atomic save protection * Added improved save-performance diagnostics * Introduced a new **global materialization dispatcher** * Horde members are now physically spawned across multiple ticks instead of large same-tick bursts * Added a configurable **materialization time budget** * Improved fairness when multiple hordes require materialization at the same time * Reduced large materialization spikes and potential micro-stutters * Existing Horde IDs, Member IDs, persistence, migration, split/merge and assimilation behavior remain unchanged * No reduction to logical horde sizes — only physical entity creation is better distributed over time
アーカイブ GenesisCore v0.80.0.15
更新履歴(changelog)
# GenesisCore Changelog ## Version 0.53.0.2 → 0.80.0.15 This changelog summarizes the major player-facing, technical and performance improvements made to GenesisCore since version **0.53.0.2**. Some intermediate development versions were dedicated RCA, validation or regression builds and are therefore grouped together instead of being listed as separate feature releases. --- ## 0.53.0.2 — Materialization Performance Dispatcher * Introduced the global materialization dispatcher for persistent Genesis hordes. * Added fair scheduling between hordes instead of allowing large same-tick spawn bursts. * Added a configurable materialization time budget. * Reduced physical Horde member materialization to a controlled, distributed workload. * Kept HordeId → MemberId persistent identity fully intact. * Preserved synchronous persistence, death handling and migration authority. * No entity pooling and no background Unity API work. * Major reduction of large materialization spikes compared with the previous implementation. --- ## 0.54.0.0 — Seasons & Weather Foundation * Added the GenesisCore seasonal calendar. * Added Spring, Summer, Autumn and Winter. * Seasons are reconstructed deterministically from the native world day. * No separate season savegame or random season authority was introduced. * Added seasonal temperature, wind and weather profiles. * Vanilla WeatherManager remained the authoritative weather system. * Seasonal profiles can change without replacing Vanilla weather logic. * Added clean restart reconstruction of the active season. * Verified real Spring → Summer transitions. --- ## 0.55.x — Native Weather Diversity * Expanded GenesisCore's use of native 7 Days to Die weather groups. * Added safer probability normalization for native weather selection. * Preserved natural Vanilla weather variety. * Improved compatibility between Genesis seasonal profiles and Vanilla storms. * Prevented GenesisCore from permanently forcing weather states. * Weather continued r…
アーカイブ GenesisCore v0.80.0.19
更新履歴(changelog)
GenesisCore Changelog — 0.80.0.16 → 0.80.0.19 0.80.0.16 Improved internal diagnostics to better identify rare performance spikes. Further performance verification and stability testing. No gameplay changes. 0.80.0.17 Introduced the new GenesisCore Cleaner. GenesisCore can now be completely removed without manually searching for leftover files. Cleaner removes GenesisCore files, settings and generated data while leaving your 7 Days to Die saves and other mods untouched. Added support for all supported 7 Days to Die interface languages. 0.80.0.18 Reworked the Cleaner interface. Cleaner access was moved toward a much more convenient main-menu experience. Improved usability and confirmation handling before removal. 0.80.0.19 GenesisCore Cleaner finalized and live tested. Press F2 directly from the 7 Days to Die main menu to open the Cleaner. Added a clear two-step confirmation to prevent accidental removal. GenesisCore can now remove itself completely, including its generated persistence and configuration data. Your world saves and unrelated mods remain untouched. Added a localized farewell message after successful removal. Cleaner successfully tested both with fresh installations and worlds that had already generated GenesisCore data.
アーカイブ GenesisCore v1.0.0.0
更新履歴(changelog)
# Genesis 1.0.0.0 – Changelog Genesis has reached an important milestone. What originally started as individual systems inside GenesisCore has grown into a much larger ecosystem. GenesisWaterLife has evolved into its own dedicated wildlife module for rivers, lakes and other bodies of water, while GenesisCore has continued to expand its survival systems with a deeper and more meaningful Sleep experience. With this release, the previous development versioning is retired. Welcome to: # Genesis 1.0.0.0 This release focuses on two very different parts of survival: **making the water feel more alive — and making surviving the night feel more meaningful.** --- # GenesisWaterLife 1.0.0.0 ## Standalone WaterLife System GenesisWaterLife is now its own standalone module. * Fish and sharks are handled independently from GenesisCore. * WaterLife has its own configuration. * The entire WaterLife system can be enabled or disabled. * Diagnostic logging can be switched off separately. * WaterLife can continue evolving without adding unnecessary responsibilities to GenesisCore. --- ## Smarter Water Detection WaterLife can recognize individual lakes, rivers and other bodies of water. Water size and shape now influence which animals can live there and how large their populations can become. * Tiny puddles no longer receive unrealistic fish populations. * Small streams remain lightly populated. * Medium waters support progressively larger populations. * Large lakes can support substantial visible fish populations. * Large but narrow rivers cannot become overcrowded simply because their total surface area is high. * Sharks are restricted to genuinely large bodies of water. * Extremely large open-water lakes can reliably support apex predators. --- # Salmon Salmon now spawn naturally in suitable water instead of simply appearing everywhere. Their population scales with the detected body of water. Approximate visible Salmon populations: * Tiny puddles: no Salmon * Small streams / pools: 1…
アーカイブ GenesisCore v1.0.0.0
更新履歴(changelog)
# Genesis 1.0.0.0 – Changelog Genesis has reached an important milestone. What originally started as individual systems inside GenesisCore has grown into a much larger ecosystem. GenesisWaterLife has evolved into its own dedicated wildlife module for rivers, lakes and other bodies of water, while GenesisCore has continued to expand its survival systems with a deeper and more meaningful Sleep experience. With this release, the previous development versioning is retired. Welcome to: # Genesis 1.0.0.0 This release focuses on two very different parts of survival: **making the water feel more alive — and making surviving the night feel more meaningful.** --- # GenesisWaterLife 1.0.0.0 ## Standalone WaterLife System GenesisWaterLife is now its own standalone module. * Fish and sharks are handled independently from GenesisCore. * WaterLife has its own configuration. * The entire WaterLife system can be enabled or disabled. * Diagnostic logging can be switched off separately. * WaterLife can continue evolving without adding unnecessary responsibilities to GenesisCore. --- ## Smarter Water Detection WaterLife can recognize individual lakes, rivers and other bodies of water. Water size and shape now influence which animals can live there and how large their populations can become. * Tiny puddles no longer receive unrealistic fish populations. * Small streams remain lightly populated. * Medium waters support progressively larger populations. * Large lakes can support substantial visible fish populations. * Large but narrow rivers cannot become overcrowded simply because their total surface area is high. * Sharks are restricted to genuinely large bodies of water. * Extremely large open-water lakes can reliably support apex predators. --- # Salmon Salmon now spawn naturally in suitable water instead of simply appearing everywhere. Their population scales with the detected body of water. Approximate visible Salmon populations: * Tiny puddles: no Salmon * Small streams / pools: 1…
アーカイブ GenesisCore v1.1.0.0
更新履歴(changelog)
# GenesisCore Changelog This release includes updates to **GenesisSeasons, GenesisWaterLife, and the Shark systems**. --- ## GenesisSeasons ### GenesisSeasons Rebuilt as a Standalone Module GenesisSeasons is not a completely new feature. The original seasonal system was previously part of GenesisCore. For future development, the Seasons architecture has now been separated from GenesisCore and rebuilt as an independent module. The previous implementation was not simply copied. The systems for seasons, temperatures, snow, autumn visuals, persistence, and terrain rendering were reorganized and rebuilt specifically for GenesisSeasons. This makes the seasonal system easier to maintain, extend, and optimize independently. ### Four Dynamic Seasons The world now automatically progresses through: * Spring * Summer * Autumn * Winter Each season has its own temperature characteristics and visible environmental changes. Season state and progression are persisted and correctly restored when a world is loaded again. ### Seasonal Temperatures Temperature behavior now changes with the current season. * Summers become noticeably warmer. * Winters can reach severe sub-zero temperatures. * Spring and autumn act as transition periods. * Different biomes react differently to seasonal temperature changes. Winter is therefore no longer only a visual effect, but also affects the environmental temperature model. ### Rain-to-Snow Weather Integration The freezing-weather precipitation system has been reworked. Previously, GenesisSeasons could detect freezing conditions while the game continued to display visible rain. When precipitation occurs under sufficiently cold conditions, GenesisSeasons now uses the native **7 Days to Die WeatherManager interfaces** so the precipitation is displayed as actual snow. Native weather control remains intact. ### Dynamic Snow Coverage Snow is no longer treated as a simple permanent on/off state. Snow coverage now reacts dynamically to weather and temperatur…
アーカイブ GenesisCore v1.3.0.0
更新履歴(changelog)
# GenesisCore 1.0.0.57, GenesisWaterLife 0.1.0.50 & GenesisSleep 1.0.0.0 ## Performance, Atmosphere, Aquatic Ecology & Sleep Update This release brings together major improvements across the Genesis ecosystem. **GenesisCore** completes an extensive performance and persistence optimization cycle while retaining the existing Horde, AI and gameplay systems. Its atmosphere architecture has also been simplified around the native 7 Days to Die renderer. **GenesisWaterLife** introduces spatial Salmon population distribution and improved Shark pursuit and predation behavior. **GenesisSleep** receives a complete standalone Sleep overhaul with selectable sleep duration, recovery mechanics, multiplayer consensus and extensive safety rules. --- # GenesisCore 1.0.0.57 ## Major Performance & Stability Update GenesisCore has undergone a large internal optimization cycle focused on reducing gameplay-thread work, persistence overhead and repeated calculations without simplifying its gameplay systems. ### Performance * Reduced redundant calculations across several Genesis systems. * Shared data can now be reused instead of repeatedly rebuilt. * More expensive persistence processing has been moved away from the gameplay-critical path. * Improved scaling as Horde populations and persistent world data grow. ### Horde Persistence Horde saving has been substantially reworked. Many Horde changes now use compact persistence updates instead of repeatedly rebuilding large portions of HordeWorld data. Optimized transaction paths include: * Horde member deaths * Horde growth and recruitment * Assimilation * Migration * Horde splits and merges * Horde creation * Noise-related Horde events * Screamer-related Horde events Live testing showed major reductions in transaction size: * Assimilation: approximately **400–500 KB → ~6 KB** * Horde Split: approximately **300+ KB → ~17 KB** The Horde simulation itself remains unchanged. ### Background Checkpoints Periodic HordeWorld checkpoints …
旧バージョン GenesisCore v1.3.0.0
更新履歴(changelog)
# GenesisCore 1.0.0.57, GenesisWaterLife 0.1.0.50 & GenesisSleep 1.0.0.0 ## Performance, Atmosphere, Aquatic Ecology & Sleep Update This release brings together major improvements across the Genesis ecosystem. **GenesisCore** completes an extensive performance and persistence optimization cycle while retaining the existing Horde, AI and gameplay systems. Its atmosphere architecture has also been simplified around the native 7 Days to Die renderer. **GenesisWaterLife** introduces spatial Salmon population distribution and improved Shark pursuit and predation behavior. **GenesisSleep** receives a complete standalone Sleep overhaul with selectable sleep duration, recovery mechanics, multiplayer consensus and extensive safety rules. --- # GenesisCore 1.0.0.57 ## Major Performance & Stability Update GenesisCore has undergone a large internal optimization cycle focused on reducing gameplay-thread work, persistence overhead and repeated calculations without simplifying its gameplay systems. ### Performance * Reduced redundant calculations across several Genesis systems. * Shared data can now be reused instead of repeatedly rebuilt. * More expensive persistence processing has been moved away from the gameplay-critical path. * Improved scaling as Horde populations and persistent world data grow. ### Horde Persistence Horde saving has been substantially reworked. Many Horde changes now use compact persistence updates instead of repeatedly rebuilding large portions of HordeWorld data. Optimized transaction paths include: * Horde member deaths * Horde growth and recruitment * Assimilation * Migration * Horde splits and merges * Horde creation * Noise-related Horde events * Screamer-related Horde events Live testing showed major reductions in transaction size: * Assimilation: approximately **400–500 KB → ~6 KB** * Horde Split: approximately **300+ KB → ~17 KB** The Horde simulation itself remains unchanged. ### Background Checkpoints Periodic HordeWorld checkpoints …
旧バージョン GenesisCore v1.3.0.3
更新履歴(changelog)
## GenesisCore 1.3.0.3 ### Persistence & Performance * Further optimized persistent Horde checkpoint processing for large and long-running worlds. * Reduced unnecessary member-state comparisons during checkpoint creation. * Added revision-based persistence fast paths for stable Horde members. * Improved relationship-state persistence by preserving stable object identity whenever data has not changed. * Added revision-based fast paths for persistent relationship data. * Replaced expensive reflective Horde-state comparisons with a dedicated typed exact comparison path. * Existing exact validation and fail-safe fallbacks remain active. * Significantly reduced checkpoint capture overhead and removed the large capture spikes seen in earlier builds. * Improved long-term scalability with several thousand persistent Horde members. * No save-format reset is required. ### Learning Persistence * Fixed an issue where the Genesis Learning State could fail validation after being written to its temporary file. * Learning data is now canonicalized before its final checksum is generated. * Added full in-memory validation before disk commit. * Temporary Learning State files are now written, durably flushed, reloaded and validated before replacing the previous valid state. * Existing valid Learning State files remain protected if a new save cannot be verified. * Added more detailed Learning persistence diagnostics instead of generic validation failure messages. ### Horde Population Balance * Reduced automatic Organic Horde Growth from **8 to 4 members per gameplay hour, per Horde**. * Recovery rates remain unchanged. * This reduces excessive population growth on long-running worlds and Dedicated Servers while keeping the existing migration, recovery, assimilation and regional population systems active. * Slower Organic Growth also reduces the rate at which Hordes reach sizes that can contribute to further fragmentation and splitting. ### GHT Horde Diagnostics * Localized the user…
MOD 解説
『7 Days to Die』を、まさに「生きている」世界に変えましょう。絶え間なく押し寄せるモンスターの群れは、徘徊し、移動し、記憶さえ持ちます。魚は本物の水域に生息し、サメは獲物を狩り、季節の移り変わりが大地を変え、睡眠は重要であり、怪我は治り、プレイヤーの有無にかかわらず、世界は動き続けます。
原文(英語)を表示
Turn 7 Days to Die into a world that actually lives. Persistent hordes roam, migrate and remember. Fish inhabit real waters, sharks hunt, seasons reshape the land, sleep matters, injuries recover, and the world keeps moving with or without
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