7 Days To Die

7 Days To Die Dev Tracker




05 Sep

Comment
    SylenThunder on Steam Forums - Thread - Direct
There is a cap to how much fall damage they can take. It has been this way for several years now.
Comment
    Crater Creator on Steam Forums - Thread - Direct
You wouldn’t get that kind of result from a random map, any more than an old TV displaying static noise would happen to show the map of a country. Someone may have made a custom map to that effect, though.

For random map seeds with particular features, see the pinned thread in the Survivor Stories sub-forum. For custom maps someone may have made, I’d ask around on the Modding sub-forum. It’s non-ideal since you can’t go past a 32km square or whatever the limit is, but it also strikes me as the kind of thing somebody is bound to have tried.
Comment
    Crater Creator on Steam Forums - Thread - Direct
You're getting XP because technically you are 'harvesting' the block. Checking the blocks.xml, I see the candle is technically made of "Mpaper", which is defined in materials.xml to give 2 XP. The devs could change it to a material that doesn't give any XP.

This may be a very low priority bug/exploit, but it doesn't hurt anything to call it out and make the devs aware of it. See the pinned thread for where and how to file a bug report, if you're interested in seeing this changed.

04 Sep

Comment
    SylenThunder on Steam Forums - Thread - Direct
TLDR - "I don't like change"

Lucky for you TFP has chosen to leave all the old game versions available to you can be stuck in the past all you want.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by mulberryman:
Originally posted by The Undead Watcher: No it's really not, you can bring the schematics and books to the person that crafts/builds or you could also explore some, you aren't gonna build and cook 24/7.
And sometimes you gotta get your priorities straight, you wanna progress or sit at home doing nothing worth while? You can't really improves your skillset if you just sit around all day...
first of all, as i said before with assigned group roles the peopl...
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Comment
    Crater Creator on Steam Forums - Thread - Direct
admos is correct, although tougher zombies would have to fall even farther than ~20 blocks to maximize their fall damage. The damage cap means you’d want to plan for what happens after they fall. You may actually want to provide them an escape route, so they don’t beat on the tower’s pillars instead.

https://steamcommunity.com/sharedfiles/filedetails/?id=2858592286

For what it’s worth, what you describe is somewhat similar to this base I made, except I didn’t make a bridge. The zombies had no choice but to fall in (the wooden frames are retracted), and then they had to climb long, winding staircases built onto the outside of the tower to get u... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
A recent thread on the subject.
Store page game screenshots edited?

03 Sep

Comment
    Crater Creator on Steam Forums - Thread - Direct
I’ve done a base that makes use of murder holes. I prefer Molotov c*cktails, but any grenade type should work.

I made 5x5 block platform resting on four pillars, about 4 blocks off the ground. The pillars are close to the center, with shapes and rotations chosen to form an X pattern with the center block open. The platform has a hole in the center with a hatch. I made four of these platforms in a square, connected by catwalks.

On horde night, I can run from one platform to the other, shooting down at anything attacking the pillars that aren’t directly under me. But when they do cluster directly under me, I can open the hatch and drop a pipe bomb or other explosive. So long as the pillar shapes are chosen with care (I used ramp incline blocks on their side, but you could go for something smaller like poles), each bomb you drop should hit every zombie attacking that quadrant of the base.

There’s enough redundancy with the pillars that you could lose one h... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
It is worth remembering that many of us have played the game for hundreds or thousands of hours and already sucked the marrow out of these POIs in the process. Even if drop zombies and monster closets were all but eliminated, long time players could still reach a point where the POIs are ‘stale’ because they know all the places the zombies can spawn.

It would be possible to address that staleness - the predictability, lack of surprise, variety, replayability, whatever you want to call it - even under the existing system. Namely, the level designer can put in more zombie spawns than are actually used in any given playthrough. A room that only needs three zombies could have a sleeper volume with twenty different possible sleeper spawns. The standard the level designers actually use, last time I checked, is to only have one more spawn point than the minimum needed. So a room with three zombies will have four possible sleeper spawns.

The downside of course is it’s a... Read more

02 Sep

Comment
    Crater Creator on Steam Forums - Thread - Direct
The devs have talked about wandering sleeper zombies, and I have to imagine a fair number of bandits will inhabit POIs once we have those. So, much like there was a time when we all drove minibikes because that was the only vehicle (and we liked it!), this may well be a case where the overuse is an artifact of other ingredients being planned but not added yet.

01 Sep

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Teirdalin: I don't get what you're talking about, I did say that I love the feature.🤷

No one has disagreed, as it turns out. Just a couple are questioning why you'd wait the full two hours.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Drake Ravenwolf:
Originally posted by Crater Creator: I think the test is this. Have you ever found an item of the same type and quality as the one you were already using (like e.g. a green pistol), and been happy to replace your old one with it because the new one has better stats? Or are you still always underwhelmed, because you already had one of those?

Because that’s what the feature is intended to address: a reason to keep looting even when you won’t find a better qual...
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Comment
    Crater Creator on Steam Forums - Thread - Direct
Injuries that cause longer-term problems for a player, instead of just reducing their health, are about the only real survival element this game still has.

I had my gripes back when the splint was the only remedy, but only because there was no progression. A player at the end game with all the experience points and luck in the world would still be applying the same splint that a Day 1 character would have to apply. But then they added the cast, along with fortitude skills and candies to reduce healing time.

So I think it’s great for a survival game like 7DtD to have broken legs the way they are. I have no issues with the current implementation.

Edit: transcription error
Comment
    Crater Creator on Steam Forums - Thread - Direct
I think the test is this. Have you ever found an item of the same type and quality as the one you were already using (like e.g. a green pistol), and been happy to replace your old one with it because the new one has better stats? Or are you still always underwhelmed, because you already had one of those?

Because that’s what the feature is intended to address: a reason to keep looting even when you won’t find a better quality.

30 Aug

Comment
    Crater Creator on Steam Forums - Thread - Direct
Here’s what’s known publicly.
Water Simulation
All new water coding--water is no longer a block but a water voxel
Water voxels flow into neighboring voxels that are marked to allow it.
Water can be in the same space as a block
Water does not flow or fall continuously like a river or a waterfall
more details to come.
The fact that water can coexist with blocks is encouraging. It suggests that zombies may be able to spawn and do pathing calculations on the underlying blocks.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Indeed. The only direct effect of the ‘heat’ will be to spawn screamer(s), and they won’t be any better equipped to spawn or reach you than other, regular zombies.

Water will be changing in A21, so hopefully the zombies will be better able to handle this case.

29 Aug

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Nelantion: these are good points I neglected to mention that I play on a private server with my mum :) we spend months and months playing on the same map as we like big builds and then the server we hired forces us to reset it when a large update happens. If anybody knows a private server company that doesn't do this then please let me know :)

Since there are only two of you, you may be a good candidate for hosting the game yourself. But if a paid private server is convenient for you, you can browse and ask around in the Servers sub-forum here for a server provider that hopefully won’t force updates on you.

28 Aug

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Ren: Honey has been used for thousands of years as a topical antibiotic and wound ointment. 7d2d is a silly game, but it's not that silly for it to include honey as something a zombie attack survivor might slap on a minor wound to help prevent/cure infection, being as it's a broad-spectrum antibacterial. Eating it? Not so much. It's FDA-approved for various minor wound and burn treatment uses in the US, though.

A lot of real, legitimate treatments for injuries and burns can seem strange. For example, xenografts of fish skin for severe burns are fairly common in some countries and in veterinary medicine.

This is just my own hypothesis, but I think the origin of honey in this game could have been... Read more