Additionally a screenshot of the Pregen08kA folder please.
Additionally a screenshot of the Pregen08kA folder please.
I never said we planned allied NPCs. Apart from bandits, we have no specifics on what other NPCs may or may not be added to the game.
Are you using mods? Inventory data was changed to track each slots lock status, so mods may be breaking that.
It tries to spawn 4 traders per biome, but they only spawn in gateways and gateways are random on sides of cities, and there is a minimum distance check between traders, so success in somewhat random.
It is an occlusion issue and is on my list with dozens of other things.
No code changes were made that should effect infestations.
Originally posted by CrankyOldMan:Friday night counts as a weekend. At least, it does when you g... Read moreOriginally posted by SylenThunder: First yall complain the update is on Monday, and not Friday, and now you complain because it is on Friday.
Why complain about when updates to an **UNSTABLE** EXPERIMENTAL Build drop?
You were warned ahead of time.
Um this is Saturday the patch/update says today! In 15 minutes in someplaces in the world it will now be Sunday!
Stable is first an experimental release, so one of these experimentals will become stable.
Because there were issues with the builds earlier and it takes as long as it takes.
Fixed, thank you.
Survivors!
This b325 EXP update is deleting the old EXP Pregens. New ones are provided and named differently to prevent accidental savegame issues.
To preserve your current progress, please copy your currently played Pregen and paste it into your generated worlds folder:
%APPDATA%\7DaysToDie\GeneratedWorlds
Locate your existing world here:
:\SteamLibrary\steamapps\common\7 Days To Die
Alternatively, find it by:
Right-clicking on the game in Steam
Selecting "Properties"
Going to the “Installed Files” tab
Clicking “Browse…”
Opening the “Data” folder
Opening the “World” folder
...
If you didn't copy the old Pregen world before the update, don't fe...
Originally posted by Chrispkritter: how can you do a stealth build in 7D2D when zombies don't spawn until you're already in the room?
Regardless of story, we may be moving toward biomes being even more distinct from each other, but the design is not yet done. It will continue to change.
That is old stuff I have never seen. Probably predates me working on the game.
There was a bug where the count could be 0, which was fixed in V1.
I did not want worse performance, so they operate under similar rules to sleepers and it was a quick feature, so I did not spend much time on it.
The zombies would need space to wander and they don't break blocks in that mode, so they can't make space.
I don't work on the server browser. I think we use Epic Online Services for the list and I recall it has limits on filters and the data it returns. When our console devs continue work on cross play, the functionality may change.
The story should work on random maps unless we find a technical reason to only do Nav.
Small towns in RWG now have some rural tiles added as we noticed a lack of POI types in forest as some only spawn in rural. I added a rural percent value, which allows us to scale down the full ring of rurals around smaller towns.
Time is very short for 1.0, so there may not be any additional options added to RWG now. Maybe later.