7 Days To Die

7 Days To Die Dev Tracker




12 May

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Tahnval:
Originally posted by Shurenai: Wolves aren't immune to zombification; The direwolves (the big black ones) are zombified and mutated wolves. You can tell by the glowing eyes they have, and that, yknow, direwolves have been extinct for ages.

Mutated, maybe, but they're not zombified. Or if they are it has affected them completely differently so the distinction between wolves and dogs still applies. They have fur, their flesh isn't dead, etc.

They wou...
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Comment
    Shurenai on Steam Forums - Thread - Direct
You don't need to buy the game again as a PC user.
Comment
    Shurenai on Steam Forums - Thread - Direct
Fist weapons and machine guns.

Fists are a little weak in the first few days, but, as you raise your fist weapon skill and accrue mods for your weapon and the bar brawling skill books, you get to a point where you're dealing like 10 different kinds of debuffs ranging from slows, to stuns, to knockdowns, to ragdolls, to setting em on fire. Swings fast, low stamina cost like knives too so you can always reposition with sprinting and jumps without endangering your fighting ability; Machine gun spray and pray makes quick work of any situation where you accidentally find yourself cornered.

Then you add beer to the mix and start one or two shotting enemies while drunk. It's all kindsa fun.
Comment
    Shurenai on Steam Forums - Thread - Direct
Wolves aren't immune to zombification; The direwolves (the big black ones) are zombified and mutated wolves. You can tell by the glowing eyes they have, and that, yknow, direwolves have been extinct for ages.

What matters seems to be whether the animal has ingested infected flesh, and potentially how much.

That's why vultures, the carrion eaters, are all infected, while dogs will have attacked/been attacked by their former owners and are all infected, meanwhile wolves/bears will be a mixed bag encountering or avoiding zombies out in the wild.

On the other hand, bunnies, chickens, boars, all completely free of infection; Save for Grace who was artificially experimented on by humans.

11 May

Comment
    Shurenai on Steam Forums - Thread - Direct
No, there is not. There will be an A22/1.0 streamer weekend after which that version will likely become available in experimental.
Comment
    faatal on Forums - Thread - Direct

Sure, I remember it. Not senile yet. Coming whenever I get to it.

Comment
    Roland on Steam Forums - Thread - Direct
It was a change in the last alpha. Drinks no longer return an empty jar and the empty jar item itself has been removed from the game. You can find murky water in loot containers which can then be boiled if your campfire has a pot. You can craft dew collectors which produce clean water over time. You can drink murky water directly from a water source. You can purchase water and other drinks at the trader and from working vending machine. It's all a result of the empty jar item not existing any longer preventing you from crafting jars or using them to gather water.

The community has been polarized by this change for the last year so there is plenty of reading material if you want to search for it.
Comment
    Roland on Steam Forums - Thread - Direct
Are you the type that likes to play for 30 hours or so on a save and then start over and play through again several times before you get bored and take a break with other games? If so then start now and it won't be any big deal. If not, then wait.
Comment
    Shurenai on Steam Forums - Thread - Direct
Has it been reported as and acknowledged to be a bug and just hasn't been fixed; Or is this something you personally think is a bug because it bothers you and your playstyle, but may be intended design?

Cause gotta say that IMO that doesn't sound like a bug at first blush.
Comment
    Shurenai on Steam Forums - Thread - Direct
Likely not as the primary issue preventing cloud saves won't have changed with the 1.0.

Simply put, the saves are too large, individually even one save can exceed the maximum allowed size per user of the steam cloud, and each save requires the associated world file too which is itself most of the steam cloud limit.

Cloud backup is not likely to ever happen for 7DTD unless Steam ups the maximum per-individual limit.
Comment
    Shurenai on Steam Forums - Thread - Direct
Mixed bag, Any mod that expressly changes xml without requiring additional files should be fine to only have on the host; Clients are issued the host's xml settings when someone joins.

Any mod that requires additional files though, such as a UI mod or that adds new models/textures/sounds/whatever would require the client's to download the mod themselves, or they won't have those models/textures/etc.

Without knowing how the mod accomplishes what it does, I couldn't say which way it'd be. When in doubt, have clients get the mod themselves too.
Comment
    Shurenai on Steam Forums - Thread - Direct
Provided there are still modders interested in modding, yes. 1.0 isn't going to be removing any modding capabilities already built into the game; if anything, those capabilities will be expanded a bit more.

There will likely be a delay between 1.0 and mods updating to be usable on 1.0, though.

10 May

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Tahnval: Walked 2 steps - achievement!...looked at a tree - achievement!...entered a POI - achievement!...Rekt swore at you - achievement! etc.

Or "kill 500 zombie dogs while you're armed with only a twig while naked and drunk and in midair and without taking any damage"

Or my personal favourite, the "we won't even tell you what the requirements are" achievements.

I don't care which of the above they go with. Not my thing.
Yep. There's a fair amount of achievements, not too many, not too little; Not too complex, not too laughably easy. I could maybe see some story/bandit related achievements once implemented, as those are two new systems essentially, but aside from that, what we've ... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
Open the Launcher, go into tools, and tick the boxes under Clear Game Data.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by リュウ:
Originally posted by WarShrike: They reset the specific POI.
does it still reset the loot in the specific zone if it was looted prior?
Yes. It resets everything within the POI boundary, Loot, missing blocks, zombies, everything.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Usually because you didn't exclude the client from security software. This is covered in the Pinned Troubleshooting thread over in the support section of the forum.

I'll move your thread to the correct section so you might find it better.
Comment
    Roland on Steam Forums - Thread - Direct
Just think of “crafting” as sorting through a bunch of your wood pieces until you find a log that works. The icon looks like planks but it’s just “wood resource”. Lots of the middle steps are abstracted so getting a log is just sorting through several pieces of wood while making a building block includes (unseen) planing the rough cut wood into planks and fitting them together into the block.

Personally I think a thick rough cut branch would be a better icon that’s the planks.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Reduction was done as a result of having a limited number of items that could exist in the code. Bloat by having logs, sticks, planks, ect was reduced. Same with ores.

And no, you aren't getting planks. It's just "resource wood".
Comment
    Shurenai on Steam Forums - Thread - Direct
All zombies, not just birds, essentially navigate the world based on what they perceive to be the path of least resistance.

There's a bunch of details, but the TL;DR is that it's about block HP and time taken. If Path B has a combined vs Read more