7 Days To Die

7 Days To Die Dev Tracker




23 Sep

Comment

Originally posted by Gamemeister18

Yeah, I think 10 is just right. But, I like the challenge the mod provides and I have no idea how to mod myself so I can't change it back to the default but still keep the rest of the mod.

I'll never not be impressed with what the modding community keeps creating. There's a couple I would LOVE to try one day.

Comment

Originally posted by Gamemeister18

Keep in mind this was in the Darkness Falls mod which always had 10 slot bars. This worked well for me in that mod so I probably won't change it up too much for vanilla. In vanilla I'd probably take out one of the guns and replace it with a healing item cause I wouldn't be speccing into every tree but DF brings back the "learn by doing" system.

1.) Axe

2.) Pick

3.) Shovel

4.) Melee 1 (sledgehammer)

5.) Melee 2 (stun baton cause I like being able to stun tougher enemies)

6.) Stealth weapon (bow/crossbow, sniper, etc)

7.) Pistol

8.) Machine gun

9.) Shotgun

10.) Harvesting tool/knife/frames

Now the DF mod is increasing their toolbelt to 15 and tbh I think that's too many. I've got 13 slots figured out (gonna add in a healing item) but I have no idea what I'll use for the last 2.

15 seems a little overkill. Why not just eternally scroll through occupied slots in the entire inventory which contain equippable items?

Comment

Originally posted by Fragnarr

my game shows the outline for the 2 new slots but we cant use them? anyone have the same issue/know a fix?

The usual suspects. Wipe saves, wipe worlds, new game, new world, no mods etc etc..


22 Sep

Comment

Originally posted by OutcastMunkee

Hmm... Well I usually have:

  1. Bow

  2. Club

  3. Shotgun (in case of emergency)

  4. Axe

  5. Pickaxe

  6. Food

  7. Water

  8. Medical item

For the 2 additional slots? I'm thinking maybe a salvaging tool and the Tactical Assault Rifle? Only problem then is I'll lose another inventory slot to carry extra ammunition. That's 3 ammo types I'm gonna be carrying. I might not carry the extra firearm and opt for something else instead. Not sure what though... Oh, maybe a knife for harvesting meat from animals.

My slot 2 is almost always a pistol. My slot three is always my HOLY sh*t gun but that switches between 7mm weapons OR shotgun. I save the remaining ammo type for hordes and it works out pretty even with my usual settings.

Comment

Originally posted by jc2xs

Sounds like I'm an oddball. But for some reason I've gotten used to rolling backwards with the mouse to select most of my weapons.

1. Melee weapon - typically a sledgehammer
2. Medical - bandage/first aid etc.
3. Pick
4. Wood axe
5. Shovel
6. Wrench/impact driver
7. Nailgun
8. Shotgun
9. 9mm pistol
10. Crossbow

It does seem like a more natural hand movement. Gotta keep that melee in slot 1 though so it's easy to select with your keyboard hand too.

Comment

Originally posted by tahaan

The list used to be:

  1. Bat / Club
  2. First gun (currently D. Vulture)
  3. Second gun (currently the TAR)
  4. Axe
  5. Wrench / Harvesting tool
  6. Auger
  7. Wood frames
  8. First Aid Kit

This list never changed. Only things that change is before I got a wrench and/or auger I'd have a pick and/or shovel. Also before I get guns slots nr 3 and 4 are for Bow and Torch

With 2000 hours in the game, I'm still getting used to the extra slots but I might replace the auger with a shovel and a pickaxe (Slot 6 and 7, I hate the auger that much), move the frames to slot 8, First Aid kit to Slot 0, and for slot nr 9 ... currently that seems to be the variable "whatever I'm working on right now", so often that is the nailgun or wire tool or something like that.

  1. Melee
  2. Pew Pew
  3. sh*tsh*tsh*tPEWPEWsh*tf*cksh*tOHGODPEWPEWPEW
  4. Pick
  5. Axe
  6. Shovel
  7. Wrench
  8. Frames
  9. High end Medical
  10. Bandages because bleeding is a bitch.

No longer have to leave my shovel and wrench in my inventory to get accidentally sold... again.

Comment

Originally posted by AmpersandDuggs

Completely agree! I have 2 kids, and I'm working on streaming 7days on PC after playing 500+ hours on console (before the kids) It's super hard trying to do anything productive in my 2 hour sprint streaming sessions.

My standard game settings when chilling is 20 minute days, horde every night, and max XP. It's a mad rush to begin with, but it's incredibly productive. Really lights a fire under your ass.


17 Sep

Comment

Originally posted by CaptainConfidential

Can you provide details on the last note about Exchanged Feral hawaiian with old model? Was the new model removed or were feral ones still spawning with the old model and that's now fixed?

It was simply an error where the feral Hawaii looked different to the other Hawaii zeds. They all match now.

Comment

Originally posted by TheRealStandard

I'm insanely disappointed this didn't make it into A19

To be truthful, it really wasn't ready. The general synopsis was that TFP would rather hold off a decent drone than hastily shove in one that would disappoint you guys.

Comment

Originally posted by zyocuh

OH Ziplines and behmoths would have also been greatr

Unfortunately it was mentioned in one of the Dev streams that ziplines were canned because it made things FAR too easy to escape zombies. I mean, convenient? sh*t yes. Game breaking? Also yes.

The behemoth is also RIP - BUT - other obscure plans have been announced for specialist zeds.

Comment

Originally posted by CarbonPhoenix96

My buddy and I introduced our friend to this game recently (we've both been playing since a14) and he's obsessed. When all three of us can't play together he's just making random bases in creative.

The real challenge is making them in Survival, even on easier difficulties!


16 Sep

Comment

Originally posted by Appropriate-Pepper19

Keep up the good work. I’m a new player but man this became my favorite game of all time overnight.

Then welcome :) it's the only game I've ever played where after almost 4,000 hours I still feel like a rookie.

Comment

Originally posted by Appropriate-Pepper19

Hi Stabby, can you clarify “things” a bit? Is it just world objects? When I loaded my existing A19 save into A19E b4 the new zombies started appearing immediately.

Also can you confirm A20 is going to update loot tables again so that higher level POIs give you a chance at better loot? Someone had mentioned that and just wanted to see if it was true.

They're the same zeds, just with different skins, all their inner workings are the same.

As for A20, the roadmap is still being worked out, but some information will start becoming public about all that some time in the near future :)

A good tip is if you don't see/hear it from TFP directly, it's speculation. The forums will have all kinds of goodies for you. I only really post these changelogs because the website instantly crashes when there's an update.

Comment

Originally posted by tahaan

I take that to mean that they won't be in my existing game that I started in A19.0 ?

Correct. Things don't spawn into existing games, it needs to be created/generated.

Comment

Originally posted by tahaan

I just started a new Navesgane game.

Cannot confirm they've been placed throughout Nav yet. Try a vanilla RWG for now.

Comment

Originally posted by tahaan

I can't find the new vehicles.....? Are they definitely in the new build?

Did you generate a new map for them to spawn in?

Comment

Originally posted by zyocuh

Is there an ETA for the drone that was previewed awhile back?

No

Post

Changelog b5-b8

Added

Ambulance, Mopower and working stiff service trucks

Changed

Removed simple rotations from POI decoration hubcapNoMine

Fixed

Toolbelt slots 9&10 do not have localization

Exchanged Feral Hawaiian with old model

External link →

14 Sep

Comment

Originally posted by Akkiruk

Ooh very interesting that the dangly bit off her nips is her eye does that mean the new eye for her and the crawler viscera will have the physics as well soon?

Yack physics would be amazing <3 Yack being the crawler, ofc.