7 Days To Die

7 Days To Die Dev Tracker




28 Apr

Comment
    Crater Creator on Steam Forums - Thread - Direct
An admin could turn on debug mode (dm) in the console and then use the entity menu (F6) to carefully spawn a replacement trader in the right spot.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by ProxyJames: Still the traders should not occupy more room than there encampment, makes me want to kill them and be done with it, not like doing there missions really nets me anything, I earn more exp messing around exploring and I have yet to buy a single blueprint from them, I think all I really brought is some weapon parts.

A couple points. First, I’ll be the first to say the trader protection zone should go, but the reason it extends outside the grounds is, I think, to mitigate the potential for exploits. For instance, it makes it hard to build a platform out from the trader’s wall, which would then be supported by an unbreakable block. Second, the protection zone is based on the POI, not the trad... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
The default size of the LCB is 41x41. If it would overlap the trader protection, you cannot place it.

So you just need to move your placement farther out. You can find the edge of the trader area and count 21 blocks from there and then place your LCB in that spot.
Comment
    Gazz on Forums - Thread - Direct

Zombies being able to breathe underwater would point to necromantic magic, though, because that's not how biology works.

Comment
    faatal on Forums - Thread - Direct

I prefer whichever one makes sense for the project I'm working on. 7dtd is on Unity for better or worse. Changing to any other engine would be a huge amount of work and I don't like doing things just because, so there would need to be some serious reasons for such a switch.


27 Apr

Comment
    SylenThunder on Steam Forums - Thread - Direct
Disabling all features with the word Reflection will have a similar effect. These features have not been optimized yet. I've been telling people this for years.
Comment
    Crater Creator on Steam Forums - Thread - Direct
People have made video tutorials that cover prefab building. Here’s one series.
https://m.youtube.com/watch?v=zpFy0LHue_E

You specify a bounding box and the ground level. Between those two you can know how much terrain to include and what will be underground.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by ⚜ JOST AMMAN ⚜: I think this is more of a modding question... try the Modding sub-forum. :yay:

True. I’ll move this thread there so it gets the best response.
Comment
    Crater Creator on Steam Forums - Thread - Direct
You can unlock everything at level 300, so I’ve been told. So what would be the point?
Comment
    Crater Creator on Steam Forums - Thread - Direct
This is 7 Days to Die. I think you posted in the wrong forum by mistake (somebody suggested Dead by Daylight).
Comment
    Crater Creator on Steam Forums - Thread - Direct
This has been covered extensively in previous threads. I’m confident what’s on the store page is in-game footage with no doctoring, except for the live action trailer which is, I hope, obvious. :lunar2019crylaughingpig:

Regarding “cartoony” specifically, you’re probably noticing the switch in Alpha 19 to linear color space lighting. I’ll just paste what it said in the release notes.
Linear Color Space Lighting

Alpha 19 has gotten a huge visual upgrade with the switch to Linear Color Space Lighting. We have finally achieved full PBR Physically Based Rendering and all of the art has been adjusted to look better and compatible with it. Normal maps look better, bright lights don’t wash out the scene and so much more. It’s hard to describe why it looks better you’ll have to play it to see for yourself.
...
Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by FT: Is workshop just a more Steam-y mod section?

Pretty much. The advantage to my mind is that you can subscribe to individual mods, and Steam will automatically download any updates to those mods that may be released, the same way Steam keeps your games up to date. Also if you’re the kind of person who doesn’t like digging into the file structure, the workshop ‘just works’, so you can stay ignorant of what mod files there are and where they need to go.

26 Apr

Comment
    Gazz on Forums - Thread - Direct

If you combine enough of such bonuses like from POI and biomes then you are not in stone age any more. It's that simple.


The trick would be surviving it.

Don't expect the "harder" biomes to be such a walk in the park any more. 😃

Comment
    Gazz on Forums - Thread - Direct

You can do the same to them.


Weapon perks and some weapons do cause special effects / debuffs like knockdown, slow, damage over time, cripple or decapitation.

These are the player's critical hits.


Causing the exact same long term effects on zombies is pointless. They will be spawned / despawned as needed for the game to be able to function so we are not tracking a complex one-hour multi-stage buff.

Comment
    SylenThunder on Steam Forums - Thread - Direct
It's on their to-do list. This is a feature that was enabled by Unity, and the developer has not fully coded the client for it. They honestly have more important things to work on also.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by CatPerson: Glad I have 32 RAM then. Did those dev. videos mention how long it might take to generate a 16k RWG map? That's what I'd want to know. :steamhappy:

But advances for more customization sounds great.

I remember when they were "infinite" - although my brain remembers it become more and more sparse the farther you kept traveling (not to mention that hand-shaking) ... can't imagine that working well with the way the game is now, performance wise I mean.
The goal will be 1 minute per square kilometer on recommended hardware. So 16 minutes.

And just for reference, rec... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by RapFa: i can only imagine the rig power you will need for a 16k map being one entire big city..
Would probably require about 16-20GB RAM at a minimum, a fast SSD, and would work fine on any 7th-gen or newer Intel CPU or 3rd Gen+ Ryzen. You'll still get a little bit of stuttering when moving quickly, that that's not any different than sitting inside of a dense city right now.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Infinite, no.
Larger, yet. The current goal is 16k.
Ability to customize settings in the RWG mixer have already been advertised in a20 developer streams. However making the entire world a city is likely something you'll need to do manually.