7 Days To Die

7 Days To Die Dev Tracker




22 Mar

Comment
    Gazz on Forums - Thread - Direct

Yes, but that's been planned for a while now. Gamestage variation between different biomes is already possible (A19) with a simple XML mod but that's only part of it.

Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by Scourn: The food system in this game does not make sense and its not balanced in this alpha. Food starts off literally starving to death as a new player and then by level 20 you are swamped with food and filling meals to the point it just piles up with no use.

For a new player not knowing what to do early on for food is a real issue as you are always starving basically and any activities deplete your hunger and thirst significantly. Basically OP you need to make real food in the chef perk. Also Iron gut is super important then followed by living off the land. The other route is running trader dig quests where you get like 5 cans of food most of the time.

Is it, though? Shouldn’t food security ... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
One alternative approach that should be doable through xml (non-DLL) modding alone would be preset light variants with recipes. Instead of just “Basic Light Bulb” you could craft “40W Bulb”, “100W Bulb”, “Soft & Warm Bulb”, etc. I know you already get that in the prefab editor; this would be a way to get something like that through simple modding.

21 Mar

Comment
    Crater Creator on Steam Forums - Thread - Direct
Heh. Most often I find it takes an annoyingly large number of lights to adequately illuminate a space. I assume you play with shadows and ambient occlusion, OP? Reflections can also make a sizable difference. You could try ‘downsizing’ to weaker lights, like switching out torches for candles.

@>:FrozenDragon:< Yeah, that would be a nice feature, and it should be relatively easy to do since it’s already implemented. They would probably put additional limits on it for performance, aesthetics, and balance.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by PinchPeak5203: ive been living on a random roof top for like 8 weeks now and am still perfectly safe.

What do the zombies do? Has the ground floor taken damage on horde night?
Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by slaideri: Of course if it is not a survival game but a sandbox game, then anything goes. But a sandbox is not a game the devs made. Just like it is with literal sandboxes and their builders: the builders do not make nor plan the games kids will play in the sandboxes.

It is convenient to call a game a sandbox. But I would like to remind people, both players and devs, what building a sandbox literally means. It means falling short, failing at making a game.

A sandbox is not a game. It delegates the job of game making to its players.
To make a sandbox game is to make the box; To fill it with sand, To add in toys to play with and sculpt the sand, to provide the player with numerous options for f... Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by >:FrozenDragon:<:
Originally posted by SylenThunder: Known issue. Workaround is in the Pinned Troubleshooting thread in the ...
Read more
Comment
    SylenThunder on Steam Forums - Thread - Direct
Known issue. Workaround is in the Pinned Troubleshooting thread in the ... Read more

20 Mar

Comment
    Crater Creator on Steam Forums - Thread - Direct
Those are, indeed, the two most common causes of unintentional base collapse.

First, digging under your base is literally undermining it. Any place you break the uninterrupted column of blocks from bedrock up to your base, i.e. by mining underneath to introduce gaps of air blocks, you’re weakening the structural integrity of what’s above: how much load your base can support without collapsing.

Second, crops get heavier as they grow. So even if your base doesn’t collapse when your seeds are planted, things can change when you come back days later, reloading the chunk where the plants are. The game computes that the plants have grown in the intervening time, they advance to the next stage of growth, they get heavier, the SI system updates a few frames later, and suddenly your roof is too heavy to stay up.

The risk of collapse outweighs the benefits of a rooftop garden. Neither zombies nor animals are interested in your plants, so you can plant right o... Read more
Comment
    Crater Creator on Steam Forums - Thread - Direct
I’d say the most frequent cause of death in general is hostile animals. One way or another, they seem to show up in numbers outside the normal difficulty curve.

19 Mar

Comment
    Gazz on Forums - Thread - Direct

Yeah. The model on the right has some serious detail.

Comment
    Shurenai on Steam Forums - Thread - Direct
You're misunderstanding the food system. There is a thin green bar (and a blue one) below your hotbar that represent your hunger and thirst levels. When it's full, You're full.

When you're not full, the number from eating/drinking ticks down slowly and replenishes the bar; When you're full, it ticks down more rapidly as you're over-eating.

You can see hard number values in your character menu- But tbh, the bar is enough to go by most of the time.

And there's no ill effect to not eating until roughly the 70% mark, where you'll get a small debuff, and then the 30% mark, where you'll get a bigger debuff. (0% is death)

The number on the left side is just representing the slow absorption of the foods value.

18 Mar

Comment
    Shurenai on Steam Forums - Thread - Direct
No. Nothing actually Removed from the game world respawns. If you chop down a tree and don't plant a sapling in it's place, it's gone for good.

The only exception to this is that starting a quest at a location will reset the POI the quest is at.

You also can re-grow grass iirc by digging up the top layer and planing a new layer of the forest ground terrain piece (Cant remember the name currently.)
Comment
    Gazz on Forums - Thread - Direct

It has become pretty common to call the easiest difficulty "Story Mode" but unfortunately we can't really do that due to the absence of a story. =P

Comment
    SylenThunder on Steam Forums - Thread - Direct
Originally posted by JimmyIowa: Put down a bedroll in the apartment to prevent spawns in an area which extends up into the sky and down to bedrock.
Incorrect. The bedroll is basically a 15m bubble. It's hasn't been infinitely vertical since a16 or so.

Comment
    Shurenai on Steam Forums - Thread - Direct
A17 was a bit of transitionary step, A lot of placeholder systems were nixed from A16, but had not yet had their new and intended replacements fully fleshed out and implemented. There were a lot of little inconsistencies and missing bits and missing steps. So it's not particularly surprising that it felt a bit 'off' to peeps.

A18 took what A17 started and expanded upon it considerably; As A19 did with A18, and A20 likely will with A19.
Comment
    Crater Creator on Steam Forums - Thread - Direct
Originally posted by sinkingsun690:
Originally posted by Nebgama: The game is hardly considered niche when it has anywhere from 15k-30k players playing.

it is sitting at #41 on page 2 for the month on steam charts.

That's pretty small niche in the grand scheme of things...

It’s really not, though. In the grand scheme of things, there are over 10,000 games on Steam (... Read more