7 Days To Die

7 Days To Die Dev Tracker




27 Jan

Comment
    Crater Creator on Steam Forums - Thread - Direct
Experimental is intended for people who want to play the buggy version and help find bugs. It's totally understandable if you and your group that want to play for fun want to avoid experimental versions. A20.1 has been in experimental for a while now, so it probably won't be much longer before it goes stable.

26 Jan

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Funkhauser: Started first aprtment building clear where you start in the parking garage. After an hour I just said screw it and built a nerd pole to the roof and cleared it. I was only half way up, is the roof all the loot you get? Seems like several hours worth of work in there!

Well, no, the roof isn’t all the loot you get, because if it was you could just nerd pole to the roof to get all the loot. :steammocking:

The devs have talked about more random variation, where the ‘big loot room’ could be in one of several places. But that hasn’t gotten past the brainstorming phase as far as I know. I think the doors you unlock/open from one side, which are new in A20, can go a long way towards better directing the player through the POI so the loot room is at the end.
Comment
    faatal on Forums - Thread - Direct

It is probably Unity graphics jobs. I enabled them a few weeks ago, since that is now the default for Unity projects and they are supposed to improve performance. Two testers started having random crashes and they have reports of others crashing. I disabled it today, which will be in next exp. When we get our new consultant from Unity, that will be one of his initial tasks of why Unity is doing that. We will give it another shot once we switch a21 to 2021 LTS.


25 Jan

Comment
    faatal on Forums - Thread - Direct

Pathing is not our bottleneck because each path is calced on a thread, so little hit on the main thread. Updating the entities, animating, colliding and rendering them is where the cost is.


24 Jan

Comment
    Crater Creator on Steam Forums - Thread - Direct
Alpha 20 is the current stable release. You will download it automatically if you opt out of all betas.
Comment
    Gazz on Forums - Thread - Direct

The stun buff should do it

Comment
    Gazz on Forums - Thread - Direct

You can also try using a passive effect for the randomisation.

No idea if that is used for zombie entities, though, but it's easy to check.


23 Jan

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Wragon:
Originally posted by SylenThunder: It's rage mode. On the Adventurer difficulty it is a 20% chance for a zed to enter rage mode when hit. %Chance increases as you raise the difficulty level.
i figured this was a thing. but at the night mission they dropped from hiding spots and started running at me. do zombies suffer from fall damage again? could that be what triggered it?
Zombies have always suffered fall damage. It's just been capped to 33% of the... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
It's rage mode. On the Adventurer difficulty it is a 20% chance for a zed to enter rage mode when hit. %Chance increases as you raise the difficulty level.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Kara:
Originally posted by JimmyIowa:
The crop return was what the OP was talking about. We are responding to OP. It is what the thread is about, and you are changing the topic.




It's true the A20 system requires more time for a harvest and replant than A19 did for just harvest. Not liking the extra replanting step is a perfectly valid opinion, and no one will tell you you are wrong for that or ever has in any thread. :)

You reall...
Read more
Comment
    Red Eagle LXIX on Steam Forums - Thread - Direct
I think it is more funny when you go somewhere you have not even been yet and then see:
https://steamcommunity.com/sharedfiles/filedetails/?id=2707114518

I do agree that ones that stick in the wall, ground, or even the place the front of the zombie closet used to exist are hard to see at times.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Several POIs, like Lathan Hardware, are named after one developer or another.
Comment
    SylenThunder on Steam Forums - Thread - Direct
From the other thread.
Originally posted by Red Eagle LXIX:
Adjusted for b231
Perk level 0
2 fruit/veg + 50% chance of seed
Perk Level 1
4 fruit/veg + 50% chance of seed
Perk Level 2
4 fruit/veg + 50% chance of seed + 50% chance of additional fruit
Perk Level 3
6 fruit/veg + 50% chance of seed + 50% chance of additional fruit


So with a start of 50 fruit that convert to 10 seeds.:
WORST CASE:
Perk Level 0
20 Fruit + 0 seeds (worth 0fruit)+ 0 fruit = Loss 30 Fruit
Perk Level 1
40 Fruit + 0 seeds (worth 0fruit) + 0 fruit = Loss 10 Fruit
Perk Level 2
40 Fruit + 0 seeds (worth 0fruit) + 0 fruit = Loss 10 Fruit
...
Read more
Comment
    Red Eagle LXIX on Steam Forums - Thread - Direct
working fine here. Perhaps post more details? Seed, full settings, etc?
https://steamcommunity.com/sharedfiles/filedetails/?id=2728954125
Comment
    SylenThunder on Steam Forums - Thread - Direct
Go play one of the versions before a14.5 (when zed spawns got broken and nerfed), and you'll see that there are a lot of zeds in the world.

For the most part, it is the way it is supposed to be. The lack of zombie presence was actually a bug that needed to be worked on.

Back in a10/11 we ran our servers with a max alive anywhere from 250 to 450, and cities were places you avoided until you were higher level and had good gear. Since a15 setting max alive higher than 90 will break the zed spawns and ai. I have high hopes that we will be able to crank that setting up again in the near future.

22 Jan

Comment
    Shurenai on Steam Forums - Thread - Direct
If you make RWG worlds by just making a save rather than by advanced generation, whatever save name you chose is used as the RWG seed.

So, If for example, You always name your save "A20 Main Save" and choose 'create new RWG world', then you will always get an identical RWG world, since the seed is identical.


Further, Desert north and snow south is entirely relative to position in regards to the equator, geographic layout, and numerous other factors. There's places IRL with desert to the north of generally snowy climes.

As for 'snow and desert bordering one another' not making sense, The Sahara desert had snow just 3 days ago. If there can be snow in a desert, There can be snow bordering a desert.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Not sure how you didn't find a post. This is talked about on average of about once a month.

Oculus support was one of the kickstarter goals. It is planned post-launch.
Comment
    faatal on Forums - Thread - Direct

No, the pathing system looks at the health of pairs of blocks to determine path cost. We have lots of blocks with different health values.

SI is based on distance not health and there is a block glue value for collapse calc.

Yes, the old pathing favored doors, which made sense, so I added that to the current system.