7 Days To Die

7 Days To Die Dev Tracker




14 Apr

Comment
    Roland on Steam Forums - Thread - Direct
Originally posted by Sprocket66: But, but, but... A19 is perfect. There are no frame rate problems, no game crashes, no teleporting vehicles, no structural integrity issues, no visual glitches with strange intangible boxes and walls, no falling through the earth or any other problems of any kind!

I was told so by the powers that be and by those acolytes that understand that because 7d2d is a voxel game it is immune from any criticism. Coding is hard... And doncha know that the dev's have had hard lives so you can't comment on any 'perceived' game issues. They made the game purdy, even if you have to turn all settings to low to get it to limp along.

wut? The devs have had good lives. Especially starting about ... Read more
Comment
    Roland on Steam Forums - Thread - Direct
Originally posted by AzureTerra: An oddity we have noticed is that we have a trench full of spikes and the zombies have a tendency to clear it of spikes before deciding to make for a wall ~ we'd expect them to come from a direction and make a way across but they get down in there and go around till its clear before making a breach somewhere.

This is not an oddity. Instead you have noticed the truth that zombies see spikes as regular blocks. The fact that they think they can run across them like a bridge or climb them like stairs can give you important strategic options.

For example, when you fill a trench with spikes they will always seek to run across what they view to be a bridge across the trench rather than des... Read more

13 Apr

Comment
    madmole on Forums - Thread - Direct

I tried out feral sense with zombies on run during the day and it was intense! There are actually a lot more zombies in the world than people think, they were coming at me from all over the place. I had to repair my club several times there were so many of them, and you really have to pace your battles. I was playing dead is dead and night time came and I was in a house and suddenly a fat tourist and biker and arlene stormed my bathroom door so I bailed, ran around a nice pool fighting them and just killed the arlene and a wolf came into the fight and finished me off even though I hit him twice in the head I just didn't have the stamina to keep up.
Even on jog it kind of reminded me more of the walking dead where you run away and somehow these slow ass zombies are still coming. It's a great feature I think people will like. Zombies just don't see or hear very far so it takes advantage of that and leverages probably nearly every zombie that is out there to come at you. Remind...

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Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by Eyedea: Advancing the day in the command console should speed things up. .
That isn't going to change anything for difficulty, and is more likely to break the save than anything.
Comment
    faatal on Forums - Thread - Direct

We are planning to redo/improve/change/something with the UI someday, so it might actually happen, but to be safe we can just say there is a 1000000% chance it will never happen. Is that good?

Comment
    Shurenai on Steam Forums - Thread - Direct
In my experience, There seems to be a timer that measures the last time you interacted with a zombie- If it dies after that point via fire or bleed, then you get no exp. So following that line of logic, if you're literally only setting them on fire and then not engaging them any further as they burn to death, then you won't get exp as it's been too long since you last hit the zombie and the game essentially has determined that the zombie died to environmental damage- Not due to the players action. (The fire debuff from all sources is the same; be it player caused or campfires, or burning barrels.)
Comment
    faatal on Forums - Thread - Direct

Settings are nice and all, but they also clog up the UI and can be confusing to a lot of players, so there is a line. I already had to move 3 settings from tab 2 to 1 to even make room for this one setting, since we don't really have room for more tabs. Maybe someday we will overhaul the UI and get more room in general.

Comment
    Shurenai on Steam Forums - Thread - Direct
Some crafted items do in fact give exp. However, In many cases, in order to craft something you must have gathered the materials for it in the first place, which itself gives you exp- So for the crafted item to Also give you exp would be double dipping.. This potential double dip is likely at least part of why many items dont give exp when crafted.
Comment
    SylenThunder on Steam Forums - Thread - Direct
Stable was actually released August 19, 2020.
a19.5 is just around the corner too, and is coming with several new features.

And then there's a20 being worked on, which will probably come alive around the actual one year mark.

Also if you check the year-to-year comparisons, this period of the year is consistently a dip when compared to the 4th quarter of the previous.

So far you're just making up a lot of strawman arguments based on incomplete data to whine that there isn't a new update out yet for you to play.

Go troll somewhere else.
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by DarkLustre: Can anyone tell me if the new magazines are permanent? It says you learn the schematic, so I'm assuming they are.
They are permanent. Also in the case where they overlap with schematics learned from skills you only need one or the other; not both. EG: Both the 'Iron Tools Schematic' and skill 'Miner 69er' teach you how to make iron tools; You only need one of the two. If you found the schematic you could technically skip miner 69er.

But in all cases, the skills do more than just teach the skill, so, if it's for a skill you get a lot of use from, like Miner 69er for most people, then you'll have the skill anyway. By contrast, the Forge and Workbench schematics may be better learned from th... Read more

12 Apr

Comment
    madmole on Forums - Thread - Direct

Working on another game, but I come back to 7 days as needed. Testing out feral sense in between things. I helped a little on getting the drone wrapped up and ready to test recently.

Funny man.

Comment
    faatal on Forums - Thread - Direct

There are productivity benefits for us like I can profile in the Unity Editor and get release mode timings similar to making a build.


Players will probably see a small performance improvement, but that depends on your particular hardware.

No. Blood moon code specifically targets players, so hear/see does not matter.

The next alpha will be out .1% sooner.

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Progjeツ (NL): i had broken armor for weeks in the game, didn't notice it at all. Didn't hurt me also at all.
Point of this is it cost you repair kits so it seems. Did BM with broken armor, nothing different with having fixed armor.
Yeah, I was just playing today and was thinking, we need a status message like, “Your armor is broken and needs repair” to show when durability hits zero, and then if you’re hit in that area after that. As far as I know, there’s zero feedback on when your armor’s broken, unless you’re manually checking the character screen.
Comment
    madmole on Forums - Thread - Direct

For one the editor runs about as good as a build. For us that means more productivity. Faatal can go into further detail.

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by ⚜ JOST AMMAN ⚜:
Originally posted by DarkLustre: I do aim for the head and it's not helping. In fact in the other versions all I would ever play with is a bow because I could headshot them from the start and never needed anything else. I'm a pretty good shot. I am a sniper in every game I can be. This version seems really glitchy tbh. I've been at 0 food for days and I'm still healing. I've eaten some animal fat and it instantly killed me. I came back and I had 5 on the food meter. I...
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Comment
    Shurenai on Steam Forums - Thread - Direct
When it's at 0 durability it has no effect.
Comment
    Shurenai on Steam Forums - Thread - Direct
Do you enable Debug mode and Creative mode? Both cause increased overhead on the game, especially creative mode as it functionally gives you access to an inventory that is full of hundreds of items that must be updated each time you loot or alter your inventory, that can add lag time to any inventory interaction.