7 Days To Die

7 Days To Die Dev Tracker




14 May

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Ripflex: I question why devs still use Unity when it utilizes Graphic APIs over a 12 years old and 60% slower ....

Maybe cheap ?
Because no other engine is capable of performing the intense voxel mechanics that 7 Days utilizes. Unity is literally the absolute best engine for this. No other engine compares. Unity was designed for it from the ground up.
Comment
    Shurenai on Steam Forums - Thread - Direct
Speaking strictly to Melee weapons:

Best damage per single hit is hands down Sledgehammer. However a lot of the time you'll be overkilling enemies hard and 'wasting' damage.

Highest DPS is hands down Knives. With a high agility skill, maxed out blade skill and using the hunting knife (not a machete), you can apply a maxed out bleed effect via power attacks to numerous zombies constantly dealing a significant amount of DoT to all of them while simultaneously stabbing them with normal attacks. Potentially, if you could perfectly execute, you could have the bleed on as many as I think 16 different targets before the first one falls off? But this high dps is contingent upon having multiple targets to bleed.

Next highest would probably be fists with beer and other buffs.
Comment
    Crater Creator on Steam Forums - Thread - Direct
The thing is, everybody will have their own ideas on what the categories should be. Depending on the player, chrysanthemums should most logically go in Food, Drinks, Farming, Chemicals, Raw Materials, or Construction/Building. If the game gets a feature like this, I would want to be able to define, in game, what qualifies for each category on my own terms.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Ripflex: You are right, Valheim using Vulkan
It uses either Vulkan or DX11, with the primary being DX11.

In comparison 7 Days uses DX11, OpenGL, or Vulkan.

It should also be noted that in the previous post it wasn't the engine that they were blaming, but a problem with Nvidia's GPU drivers.

So far you're batting 1000.
Comment
    Shurenai on Steam Forums - Thread - Direct
Brass is bullet casings.
Comment
    Shurenai on Steam Forums - Thread - Direct
It's planned for just before release or post release. Implementing it too early just bogs down the workshop with 95% unusable mods and makes life and compatibility hell for end users.

Plus, complaints for bugginess invariably come back at the devs despite people modding their experience; And currently the devs need accurate bug reports for the vanilla game, not reports from user#14515 who decided to add a bunch of workshop content and found it crashing repeatedly but doesn't actually admit they have workshop content until 4 days into the investigation.

13 May

Comment
    SylenThunder on Steam Forums - Thread - Direct
Insert already existing thread here Server List Changes TERRIBLE
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Ripflex: It's funny how they blame the Engine when there's many indie games that have zero problems applying Vulkan or DX 12 using Unity, Valheim is one of them.
Valheim is also using a quarter of the resources that 7 Days is in comparison. It doesn't even have a voxel landscape. Might try comparing apples to apples next time.

EDIT: Just looked, Valheim isn't using DX12. It's still on 11.
Comment
    Crater Creator on Steam Forums - Thread - Direct
This shouldn’t happen for no reason. What likely happened was that you or another player started a quest at that building (formally a point of interest), which resets everything on the property. The next most likely explanation is that you found another instance of that building somewhere else in the world, and confused it with your base.

Both of these things have happened to players before. The good news is that land claim block can help in both cases. It prevents you or anyone else from starting a quest there, and it puts a marker on your map/compass to help insure you’re going to the same building.
Comment
    Crater Creator on Steam Forums - Thread - Direct
You’d need to mod the files on the host’s computer, since the host’s files dictate how the game is for all clients.
Comment
    Shurenai on Steam Forums - Thread - Direct
The general consensus atm among the devs, as far as I know, is that adding 30 different variations of a pistol that all do almost the exact same thing at the same tier but with minute differences just for the sake of artificial variety is, at least at this point in development, basically a waste of development time. A pistol is a pistol, It's going to do pistol things.

You've got a ♥♥♥♥♥♥ pipe pistol for tier 1, a good pistol for tier 2, and an SMG for tier 3(which is, essentially, a better rapid fire pistol.)

If you want numerous variations of weapons within a tier, look to mods.


As for whether they're planning to overhaul reload animations, I'm unsure. But you'll find a lot more information on 'the plans going forward' on the main forum, as the devs are generally fairly active there: https://community.7daystodie.com/
Comment
    Shurenai on Steam Forums - Thread - Direct
Every primary weapon skill, regardless of what it doesn't say, ONLY affects the primary weapon type it is for. Pistols and smg are only affected by pistol skills, rifles by rifle skills, automatic weapons by automatic weapons, demolitions only affects actual explosives- not explosive ammo, and so on.

Not a single primary weapon skill affects any other weapon class. You can't be cheeky and upgrade rifle skills to bolster the damage of an automatic weapon with a single shot mod on it, you can't upgrade automatic weapons to boost the power of an SMG, etc, etc.

If they had to write this down in every description, It would just be word vomit copy pasted over 20 descriptions.

So what they did instead is add lists to the skills that are exceptions to the general rule of "This only applies to one weapon class".

EG: The Penetrator perk; Notes that the armor reduction applies to 'Firearms and Archery'; But that the penetration aspect of it only applie... Read more

12 May

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Sonata:
Originally posted by ProxyJames: there are already like 20 of these

I haven't found anything that lists xp amounts... even the wiki doesn't show xp for zombies. I'm aware of *how* you gain xp, this isn't another "how do I level faster" question post, sorry for the confusion.
Unfortuantely, afaik, what gives how much exp is in the engine; Not in the xml. So it's not something we can just look at. All you can really do is test it out in game for m... Read more
Comment
    Shurenai on Steam Forums - Thread - Direct
Mining most things gives xp returns based on material yield.
Crafting certain things yields exp; But it has a falloff, each time you craft something that does give exp the exp gained is halved until it gives nothing.
Looting gives xp returns based on loot gained; EG: Searching trash and finding nothing gives no exp, searching trash and finding duct tape might give 50.
Killing zombies: Base zombie is 400exp iirc, feral is 750, radiated is 900; Large type zombies like the biker and big mama give extra exp compared to a base zombie, a non-feral large will give 750 for example.
Buying and Selling things to the trader gives exp.
Hunting gives a small amount of exp; I think harvesting the corpse also does?
Completing trader quests gives exp.

Certain things also boost exp gain like the nerdy glasses +10%, and the Grandpa's learnin elixer that boosts exp gains by 20% iirc.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Grank:
Originally posted by SylenThunder: Not that I am aware of. You really wouldn't want to do that anyway. The game requires on fast access to data. FTP is kind of the opposite of fast.
Yeah... sounds weird trying to load world data from ftp.
I'm looking for a way to load mods (small mods like UH60) from geforce now, I´m trying everything I can think of.

Thanks for the reply.
Pretty sure it is not possible. Will likely have to wait for... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Grank: Its possible load User Data from FTP? something like "-UserDataFolder=ftp:\\ftpuser:[email protected]\Userdata"
Not that I am aware of. You really wouldn't want to do that anyway. The game requires on fast access to data. FTP is kind of the opposite of fast.
Comment
    Shurenai on Steam Forums - Thread - Direct
My favorite T1 weapon would be the Knuckle Wraps. Weighted Head Mod, Ergonomic Grip, Structural Brace, Rad remover in that order depending on available number of mod slots.

If you consider iron stuff to be Tier 1, then same answer but with Iron Knuckles instead of Knuckle Wraps. But I like punching things a lot, so. :)

10 May

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by ⚜ JOST AMMAN ⚜: "Eatable" glass was introduced a long time ago to give an easy opt-out to people who got stuck in the ground or somewhere weird (or dug down and couldn't climb up).

In earlier versions players would keep one piece of glass in their inventory just in case. :orccaptain:
It was also to give an out to situations the player just considered untenable or unfun; EG: I'm 85% infected, broken leg, broken arm, nearly starving to death and thirsty enough to drink a lake. I'm so crippled that I literally couldn't go out and survive even if I tried, and I'm just waiting for death at this point. Enter glass; One click, death is pretty immediate, and I'm back to playing the game.

I ne... Read more
Comment
    Hated on Forums - Thread - Direct

Hey madmensking.


I have bad news. The crash is not fixable on our end, but has to be fixed by EOS.

It is a problem with moneterey, please check out the link below.

https://eoshelp.epicgames.com/s/question/0D54z00007LfwOcCAJ/easyanticheat-crash-on-launch-particularly-happen-on-macosx-12x-monterey?language=en_US


The game will work just fine without EAC in the meantime, sorry for the trouble.