7 Days To Die

7 Days To Die Dev Tracker




04 Jul

Comment
    Crater Creator on Steam Forums - Thread - Direct
Yes, the game is less about survival now. Hot/cold/wet weather are mere annoyances, and frankly can be ignored indefinitely. Water is more accessible than ever. Ailments like dysentery or food poisoning are harder to get. Wellness is gone. Even dying has less of a punitive effect.

The only step towards more survival gameplay that I can think of is a more sophisticated system of injuries. There are more types of short term and long term injuries, and added ways to treat them. Oh, and there’s a greater variety of animals, some of which are relatively tough.

03 Jul

Comment
    faatal on Forums - Thread - Direct

Yesterday I got it mostly working. Still tweaking. The direction will be the same, it just varies in frequency and intensity.


The flag anim is just math in a shader and does not change. (someday?)

Maybe in a month or two?

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by JimmyIowa: I don't recall ever dying to a bear in the early game. If this was a thing with thousands of players never making it to week 2 because of massive waves of rampant bear hordes then I could see the point of making a post about it. But one freak incident that normally should be avoidable because bears are noisy? Meh.
Just FYI, wandering bear/dog/wolf/vulture hordes are a possibility. It's rare, but I have been pwned by a squad of 24 vultures on day 1 before. :munchies:
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Lord-Knight Fandragon:
Originally posted by DthBlayde: Whats funny is , what OP described is exactly how the clothing system used to work. For example, trenchcoats, puffercoats and hats had waterproofing for getting wet. Clothing had quality levels that gave slightly better bonuses. But it was changed from that due to complaints from... you guessed it... the player base.. about wasting inventory space by having to carry around different clothing sets just to combat the elements.
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02 Jul

Comment
    faatal on Forums - Thread - Direct

There is a global wind zone that the speedtree shaders use. Grass used a constant shader value, but now a global shader variable. Weather will be changing the value now, once I get to it.

Comment
    faatal on Forums - Thread - Direct

Yes.


No other changes for 1m are planned for A20 apart from bug fixes like AI often attacking while crawling. Wandering sleepers probably not A20. Water not A20. Mostly been fixing bugs, so they don't all get stacked up at the end of A20.

The weather simulation has been improved for A20. Weather changes more often, for shorter duration and with a more controlled randomness. Stronger fog can happen. Wind speed should change the now variable tree and grass movement, but that has not been done yet.

Comment
    Shurenai on Steam Forums - Thread - Direct
Hold R(or your reload key) to access the radial menu while holding the bars; Select the 'Advanced Rotation' option.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Midas:
Originally posted by Crater Creator: I’m moving this to General Discussions, because Questions & Answers is more for getting objective answers about how the game works.

Sure, a dog would be great. But a four-legged companion would be like nothing else in the game, which would mean volumes of new code. The closest we’re likely to get is the robotic drone. There’s an active thread discussing the details of said drone. Between that and the bandits, hopefully the worl...
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Comment
    SylenThunder on Steam Forums - Thread - Direct
Please Read the Pinned Troubleshooting thread. If that doesn't help, read the Pinned thread on how to report an issue.

01 Jul

Comment
    Crater Creator on Steam Forums - Thread - Direct
I’m moving this to General Discussions, because Questions & Answers is more for getting objective answers about how the game works.

Sure, a dog would be great. But a four-legged companion would be like nothing else in the game, which would mean volumes of new code. The closest we’re likely to get is the robotic drone. There’s an active thread discussing the details of said drone. Between that and the bandits, hopefully the world will feel sufficiently populated with different kinds of characters, both friend and foe.
Comment
    Crater Creator on Steam Forums - Thread - Direct
A hatch can be
  • a window you can open and close.
  • a Dutch door.
  • a small drawbridge.
  • a protective cover over a relay or other electrical component, which still allows access.
  • a murder hole (worked great for throwing Molotov c*cktails down the center of a 5x5 raised platform).
  • a gate to direct zombies one way or another.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Lord-Knight Fandragon:
Originally posted by SylenThunder: Location is everything. If you're in the wasteland you'll get ferals and such too. Doesn't matter what your gamestage is. They're in the biome's spawn lists. There is a reason the default spawn for RWG is all forest now.


This is more likely an issue as a result of the mods, than an issue with the game. If you can reproduce it in Vanilla, submit a proper bug report.

Wastelands? Im in the burny...
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Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Lord-Knight Fandragon: Spider Zombies on day 1?

https://media.discordapp.net/attachments/590757137274372098/859973025540997150/7daystodie_2021-06-30_21-08-23.png
Location is everything. If you're in the wasteland you'll get ferals and such too. Doesn't matter what your gamestage is. They're in the biome's spawn lists. There is a reason the default spawn for RWG is all forest now.

Originally posted by Lord-Knight Fandragon: Zombies can actually come inside the store bases? Ok then...literally never seen it yet.

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30 Jun

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Shurenai:
Originally posted by Crater Creator: It’s faster in the prefab editor, which implies it’s slowed down due to gameplay considerations (like Jost’s hypothesis) rather than, say, technical limitations. In the prefab editor (or when cheating with dev tools) it’s easy to destroy a misplaced block so that’s less of a concern. I find the speed in survival mode almost matches your speed walking backwards, which is nice.
It's more likely due to technical limitations, ...
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Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Crater Creator: It’s faster in the prefab editor, which implies it’s slowed down due to gameplay considerations (like Jost’s hypothesis) rather than, say, technical limitations. In the prefab editor (or when cheating with dev tools) it’s easy to destroy a misplaced block so that’s less of a concern. I find the speed in survival mode almost matches your speed walking backwards, which is nice.
It's more likely due to technical limitations, actually. In the prefab editor, Building Stability isn't regenerated on the fly with every block placed; But in gameplay it is. So the delay is likely to give the game enough time to calculate the stability, and to prevent multiple stability calculations from overwriting on... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
What JimmyIowa said. My longest-serving A19 base uses a ~20 m deep moat to get the maximum fall damage on one fall for common low-level zombies. But fall damage aside, moats or trenches more generally are an effective way to funnel zombies. Your alternatives for funneling are basically walls, which won’t be very thick since you have build them up, or raised platforms, whose support pillars will be attacked semi-randomly. In fact as I think about it, a trench may be the most demolisher-resistant option, since fundamentally it’s a hole, and the demolisher just blasts out a bigger hole.
Comment
    Crater Creator on Steam Forums - Thread - Direct
It’s faster in the prefab editor, which implies it’s slowed down due to gameplay considerations (like Jost’s hypothesis) rather than, say, technical limitations. In the prefab editor (or when cheating with dev tools) it’s easy to destroy a misplaced block so that’s less of a concern. I find the speed in survival mode almost matches your speed walking backwards, which is nice.